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Into the night sw1 OASYS MOD7 program

 
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Synthia
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Joined: 11 Feb 2004
Posts: 652
Location: Southampton,UK

PostPosted: Tue Oct 09, 2007 11:57 pm    Post subject: Into the night sw1 OASYS MOD7 program Reply with quote

That sound is so cool,it sounds just like John Carpenters film scores.I LOVE that sound!
I bet,Mike Conway loves that sound Smile
Who made that program?
The program is in one of the free bonus MOD7 program banks from Korg user net.
I updated my OASYS last week and bought the code today and my OASYS is fine,thank god!!!No weird behaviour with my machine.

I really like the MOD7 engine.
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ski
Independent Sound Designer for Korg


Joined: 25 Jan 2005
Posts: 496

PostPosted: Wed Oct 10, 2007 3:38 am    Post subject: Reply with quote

Jack Hotop programmed that sound.
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Mike Conway
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Joined: 28 Jan 2005
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PostPosted: Wed Oct 10, 2007 7:08 am    Post subject: Reply with quote

That is an awesome sound. Yes, I like!

Synthia wrote:
I really like the MOD7 engine.


It's deeper than most people realize. These sounds are the tip of the iceberg. I wish I had time to do some serious programming and show off some Combis.

Try layering a couple (or more) electric pianos, in a Combi. I remember Synergy asking for an Electric Piano model. MOD-7 can be that model, if you are a bit creative. Heck, it could "model" so many things.

While Physical Models have unique parameters, they need sound sources, as triggers or exiters. The beauty of FM is that you can make sounds from scratch. A lot of DX patches sound cheesy, but that was because of the DX's limitations - only one feedback loop, no filters, effects or dedicated noise, only 6 operators as opposed to a dual MOD-7 program or combi. MOD-7 is capable of pulling off some elegant, full sounding stuff.
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ski
Independent Sound Designer for Korg


Joined: 25 Jan 2005
Posts: 496

PostPosted: Wed Oct 10, 2007 7:32 am    Post subject: Reply with quote

FWIW, I developed a kind of "blown tube model" which I used to create "Mystery Alto Flute" and maybe one other patch (perhaps "Andes Flute", but I don't remember exactly). If you take the Alto Flute patch apart you might find it useful for creating other blow-tube sounds.
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bctines
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Joined: 26 Feb 2005
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PostPosted: Wed Oct 10, 2007 4:40 pm    Post subject: Reply with quote

Thanks for that tip!
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bctines
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Joined: 26 Feb 2005
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PostPosted: Thu Oct 11, 2007 3:48 am    Post subject: Reply with quote

Mike said...
Quote:
It's deeper than most people realize.

Which is why the demos don't really do justice to so many of the Mod-7 programs. Some are very deep. Some evolve over enough time that there's no way the demo version gives a full description.

There is some genius stuff in Mod-7 AFAIC. Period.

Thanks so much!
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Synthia
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PostPosted: Thu Oct 11, 2007 9:51 pm    Post subject: Reply with quote

Jack Hotop is one hell of a programmer Smile
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Sina172
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Joined: 29 May 2007
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PostPosted: Fri Oct 12, 2007 5:26 am    Post subject: Reply with quote

...........

Last edited by Sina172 on Sun Jan 31, 2016 3:49 pm; edited 1 time in total
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peter m. mahr
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Joined: 23 Apr 2006
Posts: 1030

PostPosted: Fri Oct 12, 2007 7:52 am    Post subject: Reply with quote

ski wrote:
FWIW, I developed a kind of "blown tube model" which I used to create "Mystery Alto Flute" and maybe one other patch (perhaps "Andes Flute", but I don't remember exactly). If you take the Alto Flute patch apart you might find it useful for creating other blow-tube sounds.


Is it the one where you have to keep SW1 pressed to hear the different flute sound? That one is actually very good for playing solos and by using the switch one can get some nice results.

ski wrote:
"blown tube model".


Do you mean you have designed it as a kind of "base sound" for blown instruments within MOD-7? Would be great as I am missing some of the Prophecy's brass/wind sounds.... and this then brings me back to the wind controller thread Wink .

Probably the answer is quite obvious if one is sitting in front of the O and doing reverse engineering. In that case sorry for asking, will have hopefully a look into it soon.

peter
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