Syntakt Science Lab #2 SY Chip

Those are priceless indeed, thank you for the wisdom coming directly from the source! Do you have any more tips for the intended use of the waveforms, maybe beyond chip music? Any modulation tricks with the offsets, besides the pitch range? I was wondering, how many slices a wavetable has or it varies? I can count 6 by the looks of it. Thanks again!

I was wondering - if you lower the tempo a lot, and set note division speed for wavetable scanning, you could get it to scan really slow. Is there a way to introduce some “slew” between slices? Just thoughts, need to try that…

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Thanks! Completely agree, the SID is a complete synth in itself. One of many gems in the Syntakt.

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One more attempt at SY Chip.

SY Chip approaching 80s Roland pad machine?
Probably not, but here’s an attempt :slight_smile:

Three tracks of SY Chip PWM, with LFOs at slightly different rates.
LFOs to pitch, delay with slight modulation and long reverb.

Finding the right notes without a keyboard doesn’t work for my head, so I used an external synth to make the melody. Sometimes I dream of a Syntakt Keys e25 edition along the lines of the Monomachine SFX-6 :face_with_open_eyes_and_hand_over_mouth:

Project file:
NODE SCILAB(2).stprj (30.8 KB)

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One track of squelches, one of semi-kicks, and one of long arps that really needs more careful thought with the locks but has its appeal.
Also, lots of Ctrl-All, if that’s allowed…

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Cool sounds and sproingyness! :smiley:

Not only is it allowed, it is encouraged :sunglasses:

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Great Cinematic vibe!

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Total destruct SY Chip drum n bass.

One drum track with sound locks, two “FM noise drone” tracks, lots of drive everywhere. FX track phasing with one LFO controlling filter frequency and the other controlling the speed of the first.

Playing with the FX track routing, delay feedback and Ctrl-All at the end.

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That’s craycray. I love it!

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I tend to use those analog tracks for Drums, so it was very interesting to explore a bit more. This is an hour of mangling with the machine, I actually love the lead’s grittiness, and the acid vibes you can easily get from Chyp. Definitly will use more of it, and will probably submit again :slight_smile:

Curious how @Nils you get that Kick though !

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Cool groove you got there, and the sounds aren’t typically Chip. Nice!

The kick: I can’t remember the Chip waveform I used, possibly PWM (slight warbliness). Apart from that, I used the filter set to high pass with resonance, to boost the low end. I also used LFO to pitch; single shot exponential ramp to get a percussive thump in the attack.

I forgot the project file, I’ll upload it tomorrow.

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Thanks !! I’ll try a few things out especially that ramp LFO trick, these “lab” topics have me questioning my all kick sound design game for the better

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You’re welcome! The ramp lfo trick is quite effective, and works on a lot of sounds to make them more percussive.

reminds me of Drexciya somehow

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Less of a trick, more like how kick is made :wink: with the chip you can make amazing kicks just by using the arp with the 50hz S speed as per the chiptune tutorial. If you apply filtering, then it it doesn’t sound chip anymore.

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True dat :sweat_smile:

@aurelcast Here’s the project file if you need it. It contains all my SSL patterns. The pattern in question is D05. It turns out I used the SSAW waveform for the kick.

NODE SCILAB(3).stprj (41.4 KB)

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The main use case was to cover the most common chip tune-related tasks, but it indeed has more uses. First, as many of the waveforms are analog it gives a nice edge to it and many of them works really well as a pure synthesizer voice, specifically when using effects, slides and the filter (which @Nils is showing in a very fine example above)
The ANIM1-4 waveforms are quite special as well, as they are not repeating by a table, but gradually changing due to internal ring-mod effects.

Then, most chiptune arpeggios are normally at 50-60 Hz or some lower division of it - but in the machine, having access to up to 480 HZ can give some really nice waveform effects.

Another trick can be to scroll sections of waveforms with a very high rate LFO. Can give a different type of noise, also useable for snares etc.

The main one was that pitch range, as shown in that tutorial video - use an LFO on TUNE or OFFSETs to be able to make deeper dives or reach further on the noise when making snares or hihats etc.

It is between 1 and 4 true slices, depending on the selected WAVE parameter. Then there is an additional slice on top of that on some waveforms (that initial small noise burst which is always the same length and not dependent on the rate).
ANIM5 has three waveforms, and a complete description of the other tables can be found at 8:00 in this video:

Nope, they are always switching step by step.

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Fantastic tips, thank you! It really feels special to have such discussion!

Will be trying what you suggest with scrolling the waveforms and also a deeper dive on the anim ones.

Currently, I’ve been trying the pitchable noise wave with different filtering to achieve something like a filter-bank type of sounds across the 3 tracks. Will post some soon.

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Thanks man ! I’ll explore that


3 tracks of the noise chip wave, with a lot of random ctrl-all tweaking on the waveform parm and quick pattern reload. The main perc track uses rand lfo on pitch and decay, all through the fx track with max drive. The “pad” sound is using a bandpass filter on the noise with high resonance, and the third is high perc again with random pitch lfo A bit on the mindless side , but there are some cool noises nevertheless.

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Anim waves, 3 tracks.

High speed, low amount filter modulation, different attack times, epic verb and delay.

The top line came out sounding almost like piano

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