Creating Your Own Guitar Tone with TH3 in SONAR

TH3 Cakewalk edition allows for anybody with SONAR to have access to amazing guitar tones. It comes with loads of amps, cabinets, effects and even allows for changing the position of the mic. If you want to do stereo processing of effects to create a stereo delays or parallel processing by mixing two amps together, you can do that as well.

Where to start?

Insert TH3 on to your guitar track and make sure you are using the correct input and have the Input Echo button enabled to hear what is plugged into that input.

A good place to start after inserting TH3 on to your guitar track is to check your level into the plug-in and the tuning of your guitar.

Check your level:

Strum a big chord on your guitar to see how much signal is coming into the plug-in. There should be a healthy amount of signal coming in and no clipping in the red.

Tuning:

Play each string and adjust until you see the tuning pin is in the center for each string.

Auditioning Amps

Open the [Components] section on the right if it is not already open and select the amps category from the list. Once you have that selected, you can then drag in the first amp at the top. You’ll be asked if you want to insert a matching cab, click [YES PLEASE!].

Give it a try! To audition other amps and cabs click the up and down arrows on the top left corner of the amp head or cab. Depending on what you are going for this is where you’ll want to pick out an amp that has some of the characters you are going for.

Here is a list of the included amps in TH3 Cakewalk along with the units they are modeled after.

  • Bassface ’59 – Modeled after the ’59 Fender Bassman
  • Darkface ’65 – Modeled after the ’65 Fender Twin
  • Modern – Modeled after the Mesa Boogie Dual Rectifier
  • Overloud Custom Power – Overloud Custom amp
  • Randall T2 – Official model of the Randall T2 head
  • Rock ’64 – Modeled after the Marshall JTM45
  • Rock 900 – Modeled after the Marshall JCM900
  • Slo 88 – Modeled after the Soldano x88r
  • THD Univalve – Official model of the THD Univalve Single- Ended Class A amplifier
  • Top30 – Modeled after the Vox AC30
  • Tweed Deluxe – Modeled after the Fender Tweed Deluxe
  • Bass SuperTube VR – Modeled after the Ampeg SVT-VR

Spice It Up Now

I’m going for a pretty classic tone that is mostly clean with a little bit of grit on it. I picked out the Top30 type head with a matching cab and will add an overdrive going into the amp. Go to the Components section again and select overdrive category. Drag in the TUBE NINE over before the amp. Dial in a some gain to taste using the “Drive” control and give it a whirl.

There are many other effects included with the TH3 Cakewalk edition, here is a compete list of everything you get.

  • TUBE NINE Overdrive
  • FatMuff Fuzz
  • FUZZRACE Fuzz
  • CHR-2 Chorus
  • Digital Delay
  • RSS Compressor
  • ANALOG FLANGER
  • Rich Flanger
  • 9-0′ Phaser
  • AQTX Spring Reverb
  • AmpTrem Tremelo
  • Auto-Wah
  • cry maybe Wah
  • Gate Expander
  • Volume

Mastering Space

Using spacial type effects like reverb and delay are critical in getting many of the classic guitar tones from the past. Here are some good rules to live by when getting started using reverb, delays and other spacey effects.

  1. Use modulation type effects like Chorus, Phasers, and Flangers toward the middle of your chain after distortions & overdrives.
  2. Use Delays after the Modulation type effects.
  3. Place reverbs at the end of your chain.

TH3 Cakewalk edition is included in SONAR Home Studio, Artist, Professional, and Platinum.

Coloring Your Sound With Reverb: Part 1 – Convolution Reverb

Coloring Your Sound With Reverb

With so many different reverb options available, it can sometimes be hard to know where to begin. This series will focus on helping you make your reverb decisions more efficiently by identifying the function of every component, one at a time.

Sounds | Controls | Tips & Tricks

The Sounds

In convolution reverb, microphones capture the sound of an environment’s response to a full spectrum of frequencies, known as an Impulse Response (IR). Then, the resulting .wav file is introduced back into a convolution plugin – in this case ReMatrix Solo. The plugin plays the incoming audio, say your drum track, “through” the IR. This type of reverb is great for adding realistic ambience to dry sounding tracks.

Depending on the shape and material of the walls, ceiling, floor, and furniture in the sampled environment, different frequencies may be absorbed or reflected faster or slower than others. This is what gives any reverb its own characteristic sound. For example, a concert hall with hard, dense walls and plastic seats will have a much longer decay in high-frequency content than a living room with relatively soft wooden walls and a cushioned couch.

ReMatrix Solo recognizes 5 different categories of IRs: Hall, Room, Plate, Early, and Special. Let’s take a look at the characteristics of each of these.

Hall

Hall Reverb ExampleThe first thing you’re likely to notice about Hall reverbs is that they’re usually longer than other types–about 2 seconds or more. This is because halls are rather large spaces with lots of room for sound to bounce around. Like great prose or a fine wine, reverb has a beginning, middle, and end. For reverb, we’ll refer to these as “Early Reflections,” “Body,” and “Decay (or Tail).” Common Hall reverb characteristics include an audible array of early reflections (more on this later), a dense, sustained body, and a smooth, often dark decay.

Here are some sonic examples of applications of Hall Reverb:

  • If you listen carefully, you’ll notice the snare’s attack is quite present in the reverb itself.
  • The guitar in this example loses some presence due to the heavy wash of conflicting frequencies.
  • In the vocals, most of the consonants are lost to the diffusion, resulting in a reverb body consisting mostly of vowel sounds.

Room

Room Reverb ExampleRoom reverb times are much shorter than halls, due mostly to their smaller size. These will normally range between about a half-a-second to a few seconds. Rooms are often a bit “darker” sounding than most halls, since the size and materials are prone to more high-frequency absorption. However, any variations in size and material are going to have a large impact on the resulting reverberations, so you can expect much variation from one Room sound to the next. One may have almost no early reflections, a smooth body and quick decay, while another might have a booming attack, and thick body that slowly fades away.

Here are the same tracks as above, but with some Room reverb applied:

  • The snare sound gains a presence boost from the stronger midrange information of this reverb.
  • The guitar fits nicely with this reverb due to the dense and diffuse body.
  • Notice how the vocal reverb now sounds like each word smears together, rather than just the vowel sounds in the hall example.

Plate

Plate Reverb ExampleA plate reverb is a mechanical device that vibrates in response to an audio signal being passed through it. It has transducers that send and receive the signal, and a damping pad to adjust the length of the reverb. These reverbs are often a half-second to a few seconds in length, and have almost no early reflections, but a substantial body and gentle decay. Because of this, it’s not uncommon to see large amounts of predelay added to this reverb type.

Once again, the same tracks as above, but with Plate reverb applied:

  • This reverb is quite bright. The snare gains a lush high end that otherwise is rather lacking
  • You’ll notice that the guitar sounds a bit harsh running through this particular plate sound.
  • The vocals have a bit of an “airy lift” to them, but sibilant sounds (S’s and T’s, for example) might need to be carved out with an EQ to avoid a similar harshness to the guitars.

Early

Early Reflections Reverb ExampleThis one is sort of unique to ReMatrix. Nearly every type of reverb has early reflections, but this particular category isolates them as their own entity. Early reflections, as shown in the diagram below, are the sounds that you hear most immediately after the direct signal, usually within the first 60-80ms. For that reason, they have an almost imperceptible body and decay. Don’t let the short time fool you, though; these reverbs can introduce very unique and desirable sonic characters to any sound.

Reverb Early Reflections

Here are some examples of early reflections applied to our drum, guitar, and vocal tracks:

Short and sweet, Early Reflections are fantastic for bringing a sound to the forefront while still maintaining a sense of depth and “live-ness.”

Special

Special Reverb ExampleThis is where all the outliers are found. These IRs include reverse reverbs, modulated sounds, and more. The modulated sounds are typically .wav files that have been modified in some way with another effect like an automated filter, a delay, some kind of pan effect, or just about anything else. Since there are no real rules to this IR type, there’s not much explaining to do here, so let’s jump right into some examples.

  • The snare, high in transient information, also yields an interesting result with the panning echoes.
  • The busy guitar covers up much of the effect, and you’re just as well reaching for a more suitable reverb program
  • The vocals play quite nicely through it, sounding like a high-feedback slapback delay with some sort of weird FM filtering.
  • This type of reverb may not fit so well in every mix you do, and the effect may not always be apparent, but it can bring a bit of spice to an otherwise dull part.

The Controls

Time

Reverb TimeThis is the length of the reverb. Whenever you see a time control on a reverb, it is measured in RT60, or amount of time it takes for the reverb to be 60dB lower than its original level. Note that when you load a preset or IR in ReMatrix Solo, this setting adjusts to the IR’s original intended RT60 time. Be careful when making adjustments to this as it can sometimes make the reverb sound “chopped” or produce undesired artifacts.Reverb Time RT60

Delay

Reverb Pre-Delay This is the Pre-Delay, or amount of time before the reverb signal is produced. For example, if your song is 120bpm and you want an eighth note’s worth of time between the dry snare hit and the wet reverb signal, you would set this value to 250ms. This is useful for when your original signal starts to sound oversaturated by the reverb. Providing a bit of time between the original signal and the reverb signal gives a sense of distance and depth.

Helpful Hint: 1 ms of pre-delay is equal to about 1 foot of distance from the source. 

Reverb Pre-Delay

Stereo

Reverb Stereo Width ControlThis knob controls the stereo width of the reverb. A value of 0% will be “mostly” mono. A value of 100% provides an extremely wide stereo image, and dipping into negative values results in an extremely collapsed reverb sound. Try a variety of settings–this parameter has an incredible ability to create a very realistic and controlled sense of space for your reverb.

EQ Gain

Reverb EQ Gain ControlThis is, quite simply, the amount of gain applied at the EQ Freq setting. This applies only to the reverb return signal itself, so adding a high shelf to the snare reverb does not add the high shelf to the snare, just the snare’s reverb.

EQ Freq

Reverb EQ Frequency ControlIf you would like to apply a band of EQ to your reverb signal, this is the place to do it. This setting will determine the center frequency of your EQ adjustment. This is useful when you want to modify the coloration of the reverb, or to help it fit more neatly into your mix.

EQ Q

Reverb EQ Q ControlAs with any Q setting, this is the width of the EQ band you’re applying to your EQ signal.
Hi-Shelf affects frequencies at and above the EQ Freq setting
LPF (Low-Pass Filter) cuts all frequencies below the EQ Freq setting
— Numbers indicate a Band Pass filter — your standard bell-curve EQ. A smaller number creates a wider bell curve, and a larger number creates a very narrow curve.

Dry/Wet

Reverb Dry Wet MixerThis is the blend of original, unprocessed signal and “wet,” processed reverb signal. A common workflow would be to create a send on the track to which you wish to apply reverb. Set up the send to go to an aux track, and add the ReMatrix ProChannel module to the Aux Track. Set the Dry/Wet slider to 100% wet. Now, your original track is still totally dry, and the aux track is only the reverb signal. To blend, simply adjust the send level from the original track. More send level = more reverb.


Tips & Tricks:

  • Play around with settings and presets to get the most out of your reverb plugins! The sound examples demonstrated one of many different configurations for each reverb type.
  • Be conservative — too much reverb can leave your mix sounding distant and oversaturated.
  • Be judicious — in most cases, it’s not a good idea to apply reverb to every track.
  • Send, not Insert. 9 times out of 10, you’ll have a better experience with separate source and reverb tracks. See the Dry/Wet section for more info.
  • Use “just enough” reverb: Solo your source and reverb tracks, and bring up the send level until the reverb is audible. Then, bring it back down 1 dB or so and move on.
  • Use your EQ. The built-in EQ on ReMatrix is great for adding color or carving out some space, but don’t be afraid to add another EQ to your reverb track to tailor it further to fit your mix.
  • Play with dynamics. Applying Compression, Gating, and Side-Chaining to reverb tracks can result in some really useful and interesting effects.
  • Pan your return. A guitar panned left with its reverb panned right can increase the apparent space the instrument occupies
  • Not all reverbs will work for your track. It’s well worth the time investment to find the one that best suits your production.
  • Don’t write off the harsher sounds. You may notice some IRs sound “better” than others, but the ones that sound “bad” when soloed tend to stand out better in a dense mix.
  • It doesn’t need to be realistic for it to be pleasant. It’s okay to have your vocals in a hall, your snare in a dark room, your toms running through a plate, and your kazoo in a bright room.
  • Automate the send. Reverb doesn’t have to be on all the time. Automate the send to apply reverb only to certain words, licks, or sections to add motion and excitement to your mix.

You can try REmatrix Solo for yourself in SONAR Professional and SONAR Platinum.

Try SONAR Free

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Mixing Vocals: Create Depth with a Digital Reverb

by Dan Gonzalez

Depth is a factor of every mix, just like Height and Width. This is a harder concept to grasp because there really is no “Depth” adjust on a mixer. In this article we’ll talk about how to create depth using the Sonitus Reverb.

Creating Depth using the Sonitus Reverb

Digital reverbs are the proverbial swiss-army-knives of the mixing world. They are programmed in a way that emulates every part of a reverb. This includes the pre-delay, decay time, width, diffusion, early reflections etc. Since these emulate spaces like halls, plates, rooms, and other reverberant places – we can use them to create a room sound around our audio tracks for the purpose of creating depth. That’s a fancy way of saying that we can use reverb for depth. Here’s a vocal track that has no effects on it at all. It’s mixed into this track completely dry.

Continue reading “Mixing Vocals: Create Depth with a Digital Reverb”

Making The New York Impulse Pack for the SONAR "Braintree" Release

by Dan Gonzalez

Impulse responses (IRs) are small bursts of audio data that represent the frequency response of a real life space. By using convolution reverbs we can use them creatively in our productions to increase depth and ambience.

 

The concept

To accurately represent a real life space, you need to excite it with a frequency sweep or a loud sound rich in complex frequencies like a starter pistol or snare drum hit. For my IR samples in the New York Impulse Pack I used a sine sweep. The sine sweep is the easiest way to make sure you get an accurate representation of a space.

Once you capture that space, you must process it with a utility that shortens the
frequency sweep into a state that convolution reverbs can use. Typically this audio data is no more than a split second long.

I used this workflow to produce the Impulse Responses you’ll receive in our content for users that are a part of the Braintree Release for SONAR Platinum and SONAR Professional.

The equipment you’ll need, and what I used

– Speaker, Studio Monitor, or Full Range Flat Response Speaker. I used a Cerwin Vega P1000.

The P1000X is a two-way, bi-amped, full-range bass-reflex speaker. It employs a 10-inch woofer and a high-frequency compression driver, powered by a custom Class-D amplifier. With a power rating of 1000 watts, the P1000X is one of the most powerful PA product in its class. A proprietary hemi-conical horn provides premium sound clarity over an even and wide coverage area. A built-in mixer with convenient I/O connections allows for simple and fast setup, while Enhanced EQ, VEGA BASS boost and High-Pass Filters enable exact tuning and exceptional performance for any application. The P1000X is a versatile product that can be used as a single speaker for small venues, set in pairs or installed with threaded hang points, and combined with the P1800SX Sub for a larger venue needing more coverage and SPL. Its compact size makes it ideal to operate as a floor monitor as well.”

– Pair of microphones, the flatter response the better. I had the benefit of borrowing a pair of Earthworks QTC40s.

– The ability to create a sine sweep. I used this free utility and then bought the license for $40.

– An audio interface to simultaneously play the sine sweep and capture sound of the excited space. My RME UFX worked out wonderfully because it has very clean preamps and multiple inputs and outputs.

– Of course, SONAR Platinum

The Microphones

The Microphones I used are pretty high-end reference microphones that have a frequency range from 20Hz-40kHz. These are great because they represent the sound of the room without any color. Since we’re in the business of capturing the sound of room – they make a perfect companion for this type of project.

Setting up the spaces

I setup the microphones in a few initial spots to get an idea of how the space sounded. On my first try it was clear that the space was going to sound good no matter where I placed the microphones and the source speaker. Both spaces are not highly reverberant, they just have quality sounding early reflections – which makes them great for getting initial sounds of drums and vocals.

The goal was to capture the room in various positions. I setup the microphones in close stereo pairs, distant stereo pairs, and subsequently moved the source speaker around them to bounce the sine sweep off different walls. During the processing stage, I then split these stereo IRs out into mono signals so that users could have a choice between stereo or mono processing. For example, here’s a rough diagram of how I setup the microphones in the center with various speaker locations for one set of IRs.

 

 

 

 

The IRs themselves

To excite the space I created a sine sweep with Voxengo Deconvolver.

BE CAREFUL WHEN PLAYING THESE, THEY ARE LOUD

Once the signal played through the room it sounds like this:

Large Room IR Example

Not very exciting on first listen, but when you process the tracks and apply some instruments you start to understand their sound. Here is a drum passage without the impulse response:

Now, here’s the same drum passage with the ambience of one of the “Big Room” IRs that I captured. You can hear how it doesn’t necessarily add reverb, but more an ambience.

Lastly, here’s just the ambience:

Small Room IR Example

Here’s a synth passage without any IRs applied:

Here’s the same patch with one of the SmallRoom IRs applied:

DAW Best Practices: How to get a bigger drum sound with reverb

The Biggest, Baddest Drum Reverb Sound Ever

[Originally posted as a daily tip on the SONAR forums and reposted for viewers here on the blog.]

by Craig Anderton

You want big-sounding drums? Want your metal drum tracks to sound like the Drums of Doom? Keep reading. This technique transposes a copy of the reverb and pans the two reverb tracks oppositely. It works best with unpitched sounds like percussion.

1. Insert a reverb send.

Insert a send in your drum track, then insert your reverb of choice in the Send bus.

 

2. Render the reverb, isolated from the drum track. Continue reading “DAW Best Practices: How to get a bigger drum sound with reverb”

Mixing Tips: How to Use Reverb to Create Depth

Introduction

Mix engineers that have had their time behind a board can pick out the misuse of Reverb when they hear it. Just like with anything, applying the proper Reverb requires more time than just scrolling through the presets of the basic Hall, Room, and Plate algorithms.

Overview

Music tends to have a significant three-dimensional experience to it. This concept requires the understanding of width, height, and depth. The best way to understand this is to find a pair of large studio headphones and listen to some billboard topping hits that have dense and complex instrumentation. Grab a sheet of paper and draw two lines intersecting as well as one diagonally through the middle. Label them “Width”, “Height”, and “Depth”. Make a few copies of this sheet and as you listen to the music observe where the instruments sit in the mix. Mark the Toms, Snare, Kick, Vocals, Guitars, Keys, Backing Vocals, Bass, Strings etc. in their respective places on this XYZ plane. Once finished compare and contrast the different songs you listened to and you may notice how different each song turns out. Take one of your own mixes and do the same. You may learn something about your own techniques.

What does this little Continue reading “Mixing Tips: How to Use Reverb to Create Depth”

Knowing Your Effects in Addictive Drums Part 2 (SONAR X3 Producer)

Quick Review

In the first part of this article we went through some of the primary effects every user should be aware of inside of Addictive Drums. To review, these effects were the Sampler, Pitch, Volume, and Snare sections of the EDIT section. Read Knowing Your Effects in Addictive Drums Part 1.

As I’ve stated in Part 1, Addictive Drums is a power-house when it comes to the amount of mixing options that are available within it’s mixing engine. Don’t let the small interface deceive you.

What is Compression?

Compression is a tool that has two main uses – controlling levels, and dynamically shaping the volume of a signal over time. Within Addictive Drums there is a compression section that outlines four basic parameters for compression: Threshold, Attack, Release, and Ratio.

Threshold

This parameter is the first part of the compressor that the signal hits Continue reading “Knowing Your Effects in Addictive Drums Part 2 (SONAR X3 Producer)”

The Distance Effect: How to make audio sound far away using Reverb

Creating distance in a mix or sound design project often results in the use of a distance effect.  This effect can make anything sound as if it’s 50 ft away, and is quite easy to setup.

1) Insert a pre fader send onto an audio track. Within just about every DAW and/or mixing board there is a setting on the Sends sections called “Pre”.  Within SONAR this setting is enabled when the “Post” button on the send is deactivated.

2) In SONAR, I right-click on the Sends area in the console view and select “New Stereo Bus”.

3) Rename the bus “Distance Effect”. Now my audio is routed to this Bus. It’s often good practice to label your buses, or else mixes become confusing to work with.

4) Insert an instance of Reverb onto that bus. In this example I used BREVERB SONAR and called up a Plate preset.

5) Mute the audio track and hit play.

 

To read more about BREVERB SONAR check out Breverb: A 2013 Sound Design Odyssey on our Knowledge Base.

Try the BREVERB ProChannel Module for free – Download the SONAR X3 Producer Trial

Download the Sonitus FX suite for only $19.99

Sonitus FX Suite

The Sonitus FX suite is collection of 10 must-have FX for many of the most basic mixing needs. These classic FX plug-ins have been a staple in SONAR for many years and have received critical acclaim for their versatility and ease-of-use. Now you can use them in any VST-compatible Windows Vista/Windows 7 DAW (includes 32 and 64-bit versions). Best of all, you can download them today for only $19.99 (that’s almost $2.00 a plug-in). Continue reading “Download the Sonitus FX suite for only $19.99”

Back for a limited time: The Softube Mix Bundle (VSTs and ProChannel Modules)

Softube Mix Bundle

Back by popular demand: Save 40% off the Softube Mix Bundle
This past February, we featured the Softube Mix Bundle at the Cakewalk Store for only $179 (40% off the regular price). Since that time, we have been asked by many users to bring it back. Through a special arrangement with Softube, we are happy to announce that this special is back for a limited-time. Through July 31st, you can save 40% off this special bundle that includes both VST and ProChannel versions.

The Softube Mix Bundle is a collection of five essential tools that give you full control over the key elements of building a mix—compression, equalization, and reverb. These plug-ins are the same great Softube plug-ins professional recording musicians rely on daily, so you can mix with confidence, knowing that the FET Compressor you put on your vocal track is the same one used on hit records around the globe. If you missed out last February, this is your opportunity to download this very special bundle at an unbeatable price!

Purchase the Softube Mix Bundle exclusively from the Cakewalk Store for only $179/£125/€149 – save 40% off the regular price of $299.

Highlights:

Download it today