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6 Set Mod Amount for Cut to 0.60.
7 Set Resonance to 0.30.
8 Set the attack time of Env 3 to 0. Use the Decay time of Env 3 to shape the sound of the
filtered bass drum.
9 You may also choose to control the filter resonance with an envelope. Make sure you
dedicate a single envelope to this function (in this case, use Env 2 as a Mod source for
Res). Choose a Mod amount for Res of about 0.80. Select a longer decay time in Env 2
than in Env 3 and listen carefully to the fatter and more atonal bass drum sound achieved
through this Res modulation (due to the higher filter resonance).
Note: The bass drum described in the above example is listed as Kick 2 in the Tutorial
Kit, at a pitch of C#1. It also features an interesting EQ setting, as described in the next
section.
Ultrabeat Tutorial: Adding Bass, Kick, and Body to Sounds
Try the options outlined in this section to add “missing elements to your sounds.
Adding some bass to your sound:
Use the Kick 2 filtered bass drum sound as a starting point, and try out the remaining
parameters in the phase oscillator. You will discover that high saturation values make the
sound rounder and add more bass, for example. The character of the example is beginning
to head in the direction of a TR-909.
306 Chapter 11 Ultrabeat