Let’s get one thing straight: yes, I did promise a tip of the week. But, I specifically didn’t promise it would be normal. Besides, I know some EDM fans are just going to love this one. And with plenty of creative Studio One aficionados out there, who knows what you’ll do with this…
I wanted to see if it was possible to use a simple, no-cost text-to-speech synthesizer, create a phrase, load it into Studio One, and tune it with the Chord Track. While the results won’t be mistaken for Realitone’s Blue, this setup can do some cool tricks—check out the audio example, with a vocal that’s not being sung by a human.
Generating the Speech
This all started because a person who had bought The Huge Book of Studio One Tips and Tricks mentioned that you could load the PDF into Microsoft Edge (which is cross-platform). Then if you invoked Edge’s Read Aloud function, the program would read the text to you. Say what? I had to try it.
There are plenty of text-to-speech converters, including ones built into MacOS and Adobe Acrobat. Extensions are available for various browsers, and there are cloud-based text-to-speech services. But Microsoft Edge’s implementation is a great way to get started—just open a PDF doc in Edge. (Non-PDF docs will have to be converted or exported first; you can always use a free option, like Open Office.) Select what you want it to read, and then click on Read Aloud. The fidelity is excellent, and you can speed up or slow down the reading speed.
There are 10 different English speakers, but if you choose one of the other 28 languages, depending on the language, they’ll read English with an accent (fig. 1). Of course, these languages are meant to read texts in their native language, but who cares? I used Katja, the German speaker, for the audio example. She speaks English quite well.
Next, you need to get the speech output into Studio One. I have a PreSonus 1824c interface running on a Windows computer, and in that scenario, all that’s necessary is enabling the virtual input while Edge reads the words. Just remember that when you record the audio, to avoid feedback, don’t enable Input Monitor for the track you’re recording—just listen to the virtual input.
In addition to third-party apps that capture audio, the Mac has a fun way to generate speech. Open TextEdit, and write (or load) the text you want. From the TextEdit menu, choose Services > Services Preferences. Next, click Services in the keyboard shortcuts pane. In the right pane, scroll down to Text, and check its box. To create a recording, which you can bring into Studio One, select the text, go to the TextEdit menu again, and under Services, choose Add to iTunes as a Spoken Track. When you initiate the text-to-speech process, the audio file will be saved in the album you specify.
If all else fails, patch the audio output from a device that produces speech, to an audio input for Studio One.
Editing the Voice
Once the voice was in Studio One, I separated the words to place them rhythmically in relation to the Musicloop. Copying the vocal two more times allowed for panning, timing shifts (one track -20 ms, one track +20 ms, one with no shift), and reverb. To give a sense of pitch, the vocal tracks followed the Chord Track in Universal mode (fig. 2). If you want to get really granular, Melodyne does an outstanding job of varying inflections.
That’s really all there is to it. I just know someone is going to figure out how to use this to create some cool novelty song, it will be a big hit, get zillions of streams, and shower a Studio One user with riches and fame. That’s why it’s so important to read the Friday Tip every week 😊
Ever wonder why inserting a particular plug-in makes the latency go through the roof? Which tracks you should transform because they require a lot of CPU power, and which ones aren’t a problem? The Performance Monitor, accessed via View > Performance Monitor, reveals all
But this isn’t just about interesting information. The Performance Monitor will help you decide which block settings to use, whether native low-latency monitoring will work for you, what level of dropout protection is appropriate, and more. Then, you can make intelligent tradeoffs to process audio in the most efficient way, while optimizing system stability.
Start at the the Top
Referring to fig. 1, the readout at the top indicates CPU and disk activity. Check this periodically to make sure you aren’t running your CPU up against its limits. This can lead to audio crackles, dropouts, and other potential glitches. You can also set the level of dropout protection here.
The Cache readout lets you know if you’re wasting storage space. The Cache accumulates files as you work on a song, but many of these files are only temporary. If you invoke Cleanup Cache, Studio One will reclaim storage space by deleting all unused temp files in the cache. If you have lots of songs and haven’t cleaned out their caches, you might be surprised at how much space this frees up. I usually wait until I’m done with a song before cleaning it up.
Finally, there’s a list of all the plug-ins that are in use. The left-most column shows much relative CPU power a plug-in consumes, as a bar graph, and numerically. The next column to the right shows the plug-in name and format. The Type column shows whether the plug-in is an instrument or insert effect. The final column on the right shows the delay compensation a plug-in requires.
(Note there’s also a column that shows the plug-in “path,” which is the track where the plug-in resides. For effects, it also shows the effect’s position in the insert section. However, fig. 1 doesn’t show this column, because it takes up space, and doesn’t really apply to what we’re covering.)
The transport includes a performance summary (fig. 2). Toward the lower left, you’ll see meters for CPU consumption (top meter) and disk activity. Click on Performance to call up the Performance Monitor window. The circle of dots indicates writing activity to the cache. Also note the figure under the sample rate—this is the total time Studio One has added for plug-in compensation.
Analyzing the Data
I’ve altered the UI graphic a bit, by grouping plug-ins, and adding a line in between to separate the groups. This makes it easier to analyze the data.
The top group includes a variety of reverbs, which in general tend to consume a lot of CPU power. Waves Abbey Road Chambers, iZotope’s Neoverb, and Rare Signals Transatlantic Plate clearly require the most CPU. Neoverb and Abbey Road Chambers also require the most latency compensation.
HD Cart is more efficient than I would have expected, and Studio One’s reverbs give a good account of themselves. Open Air and Room Reverb in Eco mode are extremely efficient, registering only 01 on the CPU meter. However, bumping up Room Reverb to HQ mode registers 03.
Bear in mind that lots of CPU consumption doesn’t mean a poor design—it can mean a complex design. Similarly, minimal CPU consumption doesn’t mean the effect won’t be as nuanced; it can simply mean the effect has been tightly optimized for a specific set of tasks. Also note that CPU-hungry reverbs are good candidates for being placed in an FX Channel or Bus. If used in individual tracks, Transform is your friend.
The next group down compares virtual instruments. You’ll see a fair amount of variation. I didn’t include the native Studio One instruments, because none of them requires delay compensation. Mai Tai and Presence typical register 01 or 02 in terms of CPU consumption, while the others don’t move the CPU meter noticeably. Bottom line: if you want to have a lot of instruments in a project, use as many native Studio One versions as possible, because they’re very efficient.
The next group down is plug-ins that use phase-linear technology. All of these require large amounts of delay compensation, because the delay is what allows for the plug-in to be in-phase internally. The Pro EQ2’s reading (which alternates between 3 and 4) is for only the phase-linear stage enabled; the nonlinear EQ stages draw very little CPU power. This is what you would expect from an EQ that has to be efficient enough to be inserted in lots of tracks, as is typical in a multitrack project.
The next-to-the-last group is amp sims. The figures vary a lot depending on which amps, cabinets, and effects are in use. For example, the Guitar Rig 6 preset includes two of their new amps, in HQ mode, that use a more CPU-intensive modeling process. The PRS V9 doesn’t have a lot of bells and whistles, but concentrates on detailed amp sounds—hence the high CPU consumption. Ampire is somewhat more efficient than most high-quality amp sims, but there’s no avoiding the reality that good amp sims consume a lot of CPU power—which is another reason to become familiar with the Transform function.
Finally, the last group shows why even with today’s powerful computers, there’s a reason why people add Universal Audio’s DSP hardware to their systems. Both the Manley Massive Passive and Shadow Hills compressor draw a lot of power, and require significant delay compensation. But, they don’t draw any power from Studio One, because they get their power from UA’s DSP cards, not your computer’s processor.
It’s interesting to compare plug-ins. You’ll sometimes find that free plug-ins draw a fair amount of CPU because they’re not optimized as tightly as commercial products. You’ll also see why some plug-ins will bring your computer to its knees, while others won’t.
All this reminds me of a post I saw on a forum (not Studio One’s) where a person had just bought a powerful new computer because the old one crashed so much. However, the new one was still a “crashfest”—so he decided the DAW was the problem, and it must have been coded by incompetents. A little probing by other forum members revealed that he really liked iZotope’s Ozone, so he put it on almost every track instead of using a more standard compressor or limiter. Oh, and he also used a lot of amp sims. Ooops…I’m surprised his CPU didn’t melt. If he’d had Studio One, though, and looked at the Performance Monitor, he would have found out how to best optimize his system…and now you can, too.
Although Studio One offers multiple options for dynamics control, there’s no “maximizing” processor, as often implemented by a multiband limiter (e.g., Waves’ L3 Multimaximizer). The Tricomp and Multiband Dynamics come close, but they’re not quite the same as multiband limiting—so, let’s use Studio One Professional’s toolset to make one.
The concept (fig. 1) is pretty simple: use the Splitter in Frequency Split mode, and follow each split with a Limiter2. The final limiter at the end (Limiter 6) is optional. If you’re really squashing the signal, or choosing a slower response, the output limiter is there to catch any transients that make it through the limiters in the splits.
The Control Panel with the Macro controls (fig. 2) is straightforward.
Each Macro control corresponds to the same control in the Limiter2, and varies that control over its full range, in all the Limiter2 modules that follow the splits. For example, if you vary the Threshold Macro control, it controls the Threshold for all limiters simultaneously (except for Limiter 6 at the output, which has “set-and-forget” settings), over the control’s full range. However, you can get even more out of this FX Chain by opening up the Limiter2 GUIs, and optimizing each one’s settings. For example, using less limiting in the lower midrange can tighten up the sound.
You can download the multipreset from my public PreSonus Sphere area, so you needn’t concern yourself with the details of how it’s put together (although you might have fun reverse-engineering it). And is it worth the download? Well, check out the audio example. The first and second parts are normalized to the same level, but the second one is processed by the multiband limiter. Note that it has a louder perceived level, and is also more articulated. This is because each band has its own dedicated limiter. I rest my case!
Bonus Supplementary Nerd Talk
The Splitter’s filters are not phase-linear, which colors the sound. There’s an easy way to hear the effects of this coloration: Insert a mixed, stereo file in a track, then copy it to a second track. When you play the two together, they should sound the same as either track by itself—just louder.
Next, insert a Splitter in one track, select Frequency Split, and choose 5 splits. Play the two tracks together, and you’ll hear the result of the phase differences interacting. Choosing a different number of splits changes the tonality, because the phase shifts are different.
This is why for mastering, engineers often prefer a phase-linear, multiband limiter—the sound is transparent, and doesn’t have phase issues. The downside of phase-linear EQ is heavier CPU consumption, and increased latency. But it’s equally important to remember that phase issues are an inherent part of vintage, analog EQ, which have a “character” that phase-linear EQs don’t have.
So as usual, the bottom line isn’t choosing one over the other—it’s choosing the right tool for the right job. If you’ve worked only with phase-linear multiband limiters, give this variation a try. With some material, you may find it doesn’t just give more perceived level, but also, gives a more appropriate sonic character.
Guitarists take note: if you’ve been looking for a new Audio Interface, there’s never been a better time to buy PreSonus—because we’re including Ampire, our incredible amp modeling plug-in, absolutely FREE with your new interface purchase! Ampire is PreSonus’ State Space Modeled guitar amp/cab/stompbox simulator, and while we include Studio One Artist with our interfaces, you can use Ampire in whatever DAW you like. You get five new amplifier models, 16 cabinet emulations, and a pedalboard full of effects, all painstakingly state-space modeled from real hardware—ensuring incredibly accurate re-creations of vintage circuit behavior. Not only do Ampire amps and cabs sound like the real thing—they’re much easier on your back.
While Studio One Artist includes a “lite” version of Ampire, the edition included with the interfaces listed below is the full version that includes five amps, 16 cabinets, and 12 stompboxes. Furthermore, your Ampire will be available for use in other DAWs, as you’ll get it in VST3, AAX, and AU formats!
All you have to do is register your new interface at my.presonus.com during the offer period and Ampire will be instantaneously added to your account for download and activation.
Qualifying interfaces include:
Last May, I did a de-stresser FX Chain, and several people commented that they wanted more sound design-oriented tips. Well, I aim to please! So let’s get artfully weird with Studio One
Perhaps you think sound design is just about movies—but it’s not. Those of you who’ve seen my mixing seminars may remember the “giant thud” sound on the downbeat of significant song sections. Or maybe you’ve noticed how DJs use samples to embellish transitions, and change a crowd’s mood. Bottom line: sound is effective, and unexpected sounds can enhance almost any production
It all starts with an initial sound source, which you can then modify with filtering, delay, reverb, level changes, transposition, Chord Track changes, etc. Of course, you can use Mai Tai to create sounds, but let’s look at how to generate truly unique sounds—by tricking effects into doing things they’re not supposed to do
Sound Design Setup
The “problem” with using the stock Studio One effects for sound design is…well, they’re too well-designed. The interesting artifacts they generate are so low in level that most of the time, we don’t even know they exist. The solution is to insert them in a channel, amplify the sound source with one or two Mixtools set to maximum gain, and then enable the Channel’s Monitor button so you can hear the weirdo artifacts they generate. Automating the effects’ parameters takes this even further.
However, now we need to record the sounds. We can’t do this in the normal way, because there’s no actual track input. So, referring to fig. 1, insert another track (we’ll call it the Record Trk), and assign its input to the Effects track’s output. Both tracks need to be the same format – either both stereo, or both mono. (Note that you can also use the Record track’s Gain Input Control to increase the effect’s level.) Start recording, and now your deliciously strange effects will be recorded in the new track.
The FX channel is optional, but it’s helpful because the Effects track fader needs to turned way up. With it assigned to the Main bus, we’ll hear it along with the track we’re recording. That’s not a problem when recording, but on playback, you’ll hear what you recorded and the Effects track. So, assign the Effects output to a dummy FX bus, turn its fader down, and now you’ll hear only the Recorded track on playback. The Record Trk will still work normally when recording the sound effects.
After recording the sounds, normalize the audio if needed. Finally, add envelopes, transpose the Event (this can be lots of tun), and transform the effect’s sound into something it was never intended to do. Percussion sounds are a no-brainer, as are long transitions from one part of a song to the next. And of course, the Event can follow the Chord Track (use Universal mode).
The Rotor is a fun place to start. Insert it in the Effect track, and run through the various presets. Some DJs would just love to have a collection of these kinds of samples to load into Maschine. Here’s an audio example.
Audio Example 1 Rotor+Reverb
The next example is based the Flanger.
Audio Example 2 Flanger
Now we’ll have the previous Flanger example follow a strange Chord Track progression, in Universal mode.
Audio Example 3 Flanger+Chord track
This is just the start…check out what happens when you automate the Stages parameter in the Phaser.
Audio Example 4 Phaser Loop
Or turn the Mixverb Size, Width, and Mix to 100%, then vary damping. The Flanger is pretty good at generating strange sounds, but like some of these, you’ll have the best results if you set the track mode to mono. OpenAIR is fun, too— when you want a pretty cool rocket engine, load the Air Pressure preset (under Post), set Mix to 100% wet, add some lowpass filtering…and blast off!
Studio One 5.3 adds new features, enhancement, and powerful workflow improvements to Studio One 5. This is a free update for Studio One 5 users and PreSonus Sphere members.
Musical Symbols and Dynamics Processing are now integrated with Sound Variations
Both Musical Symbols and Dynamics Processing have been added to the Sound Variations editor. The integration of Musical Symbols allows composers to add symbols to their scores in a manner already familiar to them—and virtual instruments will respond with the appropriate performance articulations. Dynamics symbols are tied to MIDI Velocity, with customizable values.
Musical Symbols also now receive their own Lane in the Note Editor—any changes made in Score View will be reflected in Piano View, and vice-versa. The Lane is divided into note-based Articulations—such as Staccato, Accent, or Portamento; and range-based Directions like Pizzicato, Vibrato, or Col Legno. Musical Symbols are now displayed directly on Note Events, and there’s even a Variations Global Track view atop the Piano View.
Musical Symbols can be mapped by hand, or Auto-Assigned based on the Sound Variation names of the currently-loaded instrument. And perhaps best of all, orchestral libraries from our friends at Vienna Symphonic Library, UJAM, and EastWest have already done the Sound Variations mapping of their robust libraries for you—a major time-saver!
MIDI channel support for Sound Variations and improved selection
Studio One 5.3 has extended the output mapping of Sound Variations to include MIDI channel information as part of an activation sequence. MIDI channel mapping can be used alone or in combination with other activation messages like keyswitches, controllers, or velocity—deepening Sound Variations’ usability with Kontakt instruments.
Sound Variations are faster and easier than ever to search and apply thanks to a quick right-click menu of recently-used Variations—for quick re-application—and a one-click “apply” button to place the currently-active Sound Variation at the cursor point.
Drag ‘n’ drop now works in the Show Page for virtual instrument Presets—drag a Preset from the Browser to a Player and it will create a new instance of the associated Instrument and create a new Patch. The same works with dragging Ampire to a Real Instrument or Backing Track Player—it even works with complex FX chains.
Seamless patch changes
When playing virtual instruments live, seamlessly switching between different sounds is a must! Virtual Instrument Player Patch changes are now gapless during a performance, so long notes held across patch changes will not be cut off while the new instrument is activated. Try it!
Zip and upload to PreSonus Sphere
In 5.3, you can now save any Document (Song, Show, or Project) to a .ZIP file, with the options to convert all media to .FLAC and/or exclude any unused media—keeping your file sizes down. And with one extra click, Studio One will upload your .ZIP to PreSonus Sphere Workspace for safekeeping or collaboration. Of course, you and your collaborators can download them again straight from the Cloud tab of Studio One’s Browser—you don’t have to leave Studio One and mess about with your computer’s file explorer or Internet browser. And Studio One can also open any Zip it makes.
You’ve also got new options to quickly export .AAF, Capture Sessions, MIDI Files or Open TL via the “Convert To…” option in the File menu.
Rapid chord progression prototyping via D’n’D
With a single drag ‘n’ drop (of course), you can now drag a Chord Event from the Chord Track into an Instrument Track to render a simple Note Event chord to play with—great for auditioning and prototyping new arrangements.
You can even drag an Audio Event directly to an Instrument Track to render your chords as a Note Event, if the chords had been detected before.
5.3 adds MPE support for VST3 instruments using Note Controllers in Studio One. This allows MPE compatible VST3 instruments to work with Studio One and compatible hardware controllers. Great for users of those instruments which automatically hide their VST2 counterpart when a VST3 version is installed.
What some folks may call “something a little extra,” or “a bonus,” we like to call lagniappe. It’s that thirteenth beignet in a baker’s dozen, or the recipe in the back of your PreSonus manual.
And it’s in that spirit that after the success of a limited time promo, we decided that all PreSonus customers who henceforth purchase our qualifying studio monitors (including the subwoofers!) will get a big ol’ Studio Magic software bundle worth over $1000 US bucks, that includes tons of plug-in effects, virtual instruments, and even music lessons—as well as a special version of Studio One Prime that grants access to all of those aforementioned plug-ins!
Qualifying monitors include:
They’re called “power chords” for a reason—that delightful mix of definition, sludge, and hugeness is hard to resist. But can we make them more huge and more powerful? Of course, we can, so let’s get started
This tip gives two options: non-real-time, and real time (using the High Density Ampire pack, although other amp sims and processors can work, too). Either technique also works well for LCR mixing fans.
After the next section, we’ll get into panning and EQ.
Follow the steps above for non-real-time hugeness, but don’t do Step 4. Instead:
Whether you chose real-time or non-real-time hugeness, you now have three tracks: Standard pitch, tuned down an octave, and tuned up an octave. Let’s do panning and levels. Here are some options.
This approach also lends itself well to automating mute on the various channels. Unmute the octave below when you want to fatten the sound, unmute the octave higher when you want a more defined sense of pitch.
Applying EQ to the transposed audio can customize the sound further. If you’re doing a duo with only drums and guitar, on the octave below track, boost the bass and trim the highs. Pan it to center, and pan the other two tracks left and right. Another possibility is giving more definition to the octave higher track by rolling off the lows and highs a bit and boosting the mids around 2 kHz or so.
Let’s check out the audio example…remember, it’s only one guitar.
With masterpieces such as “Alive,” “Falling Deeper,” and “Vertigo,” people from all over the world began to feel a deep connection with Kisnou’s music, counting for more than 7 million total streams on Spotify alone in 2020. Featured on BBC, New Balance, TV commercials and countless Spotify playlists, his music is often defined as otherworldly: perfect for anyone who wants to experience a real sonic journey.
From ambient to electronic, from orchestral to indie, Kisnou is a never-ending adventure that explores worlds of atmospheric sounds and storytelling. Featuring bittersweet poetry, untold stories, cold atmospheres, field recordings, and broken song structures, each song is a deep cinematic experience you will not forget.
Kisnou began making music using FL Studio back in 2015, eventually working for years within the Ableton Live software environment before recently discovering Studio One and PreSonus Sphere’s creative workflow environment.
In his words:
So… at the beginning, I really had no knowledge, never played an instrument. I just jumped and went for it. I felt like I had some stories to tell.
I’m a self-taught producer. It’s pretty easy to learn so many things online. I also used to listen to a lot of music, every day—while drawing or doing homework, while coming home from school. It was a part of me and of my life, every day. Many people are surprised when I say that I’m self-taught, especially those who are musicians or producers as well. It makes me feel happy, but I have always been down to Earth and very respectful. For example, in 2020 an American writer sent me one of his books, as a thank you gift because he loved my music. The book is called Wounded Tiger, and the author is such a wonderful person. It is a book about World War II and the true stories of multiple people that lived through that moment of history. I can’t say much about it but the author is trying to find the right chance to make a movie out of it… and I might be a part of the soundtrack team. Fingers crossed!
I graduated in 2019 and got my Bachelor of Arts in Commercial Music, but since 2017 I have been making music for a good fan base online that has grown quite fast. I hit my first million streams on a song, and from there it started to get even better! I had an income, collaboration opportunities, and a licensing partnership with Marmoset Music that got me some really good placements! One of my songs was featured in a New Balance commercial and a Tomorrowland video. Now music is my full time job. I currently have around 150,000 monthly listeners on Spotify alone.
The first artist who actually truly inspired me to make music was Koda. He is a talented guy from Los Angeles who wrote some beautiful songs. His songs were just pure magic for me, they resonated like nothing else. I felt like the lyrics were talking to me. My favorite song from him is “Angel.” I loved the video as well, so much that I contacted the video artist a couple of years ago and we created the music video for my song “In The Origin, We Breathe.”
Other inspirations include: The Cinematic Orchestra, Bersarin Quartett, Sorrow (a great electronic/garage music producer), Pensees, and Owsey. I come from the Ableton world, so I am also very much into electronic music, future garage, and ambient. I am in love with atmospheres, long reverbs, evolving sounds, textures and so on.
Lately I have been listening to the YouTube channel Cryo Chamber. Some songs are a bit too dark sometimes, but you can find such incredible atmospheres. I find it very inspiring.
You know, I live in the countryside, so I am always spending time in nature. I feel like I am lucky to be living here, but at the same time you might feel isolated or lonely quite often. It depends on the mood I guess.
I used Ableton for 3-4 years, made great songs thanks to that DAW, but somehow… I wasn’t really feeling comfortable there. I was slowly getting sick of it, even if the creative tools, the stock plugins and workflow were amazing.
By chance I found out about Studio One and then I started to see what you could do with it and it slowly got my interest, until I finally decided to make the switch.
Currently, I just try to make Studio One adapt to my workflow and that was quite easy. The possibility to internally customize shortcuts and create macros is just wonderful in my opinion. I have many macros mapped around my keyboard, and have others on the buttons of my mouse. I have mapped CTRL + ALT as a hold command on one of the two main side buttons, then on the other one I have a Macro that activates the bend marker view, automatically swaps to the Bend Tool so that I can do my edits and then press it again to deactivate the bend view.
On the four lower side buttons I have mapped the editor, channel, inspector and browser for quick tasks. Though If I hold control and press those buttons, or ALT, I have other sets of commands to help me out.
One more functionality that I love is the Transform to Audio Track command, which prints a MIDI file into audio, but it’s better compared to what I’ve seen in other DAWs I’ve used in the past (FL Studio, Ableton, or Pro Tools) because I can print the MIDI to audio and preserve the instrument—so that If I ever want to revert back to the plug-in, I can do that at any given moment. I can choose to render the insert FX or not, which is also great.
In other DAWs, I either had to make a copy of the plug-in, print one to audio and leave the other there, just disabled. Sometimes I printed a MIDI file into audio feeling that it was perfect, then days later, I felt like I wanted to edit the plugin… and I couldn’t do it anymore because I had not copied the plug-in instance before printing.
Lastly, I’m pleased to be a featured artist on PreSonus Sphere!
The presets I created revolve around the use of white noise, layering and distortion: aspects that I have been exploring in the last months to create a sort of vintage but modern, textured sound. Warm, lush pads and pluck sounds, distorted reverbs and atmospheres were my North Star when creating these presets.
There’s 20 presets in all in this pack: FX chains, pad sounds for Presence, some Macros, Mai Tai patches, and a custom reverb of mine… enjoy!
This is a companion piece to last week’s tip, which described how to implement Splitter functionality in Studio One’s Artist version. The Pro version has a Splitter-based, mid-side processing FX Chain that makes it possible to drop effects for the mid and side audio right into the FX chain. However, the Splitter isn’t what does the heavy lifting for mid-side processing—it’s the Mixtool, which is included with Artist.
The input to a mid-side processing system starts with stereo, but the left and right channels then go to an encoder. This sends a signal’s mid (what the left and right channels have in common) to the left channel, while the sides (what the left and right channels don’t have in common) go to the right channel.
The mid is simply both channels of a stereo track panned to center. So, the mid also includes what’s in the right and left sides, but the sides are at a somewhat lower level. This is because anything the left and right channels have in common will be a few dB louder when panned to center.
The sides also pan both channels of a stereo track to center, but one of the channels is out of phase. Therefore, whatever the two channels have in common cancels out. (This is the basis of most vocal remover software and hardware. Because vocals are usually mixed to center, cancelling out the center makes the vocal disappear.)
Separating the mid and side components lets you process them separately. This can be as simple as changing the level of one of them to alter the balance between the mid and sides, or as complex as adding signal processors (like reverb to the sides, and equalization to the mid).
After processing, the mid and sides then go to a decoder. This converts the audio back to conventional stereo.
lMid-Side Channel and Bus Layout
Fig. 1 shows what we need in Artist: the original audio track, a bus for the mid audio, a bus for the side audio, and a bus for the final, decoded audio.
Insert a Mixtool in the original audio track, and enable MS Transform (see fig. 2). Then, we need to send the encoded signal to the buses. Insert one pre-fader send, assign it to the Mid bus, and pan it full left. Then, insert another pre-fader send, assign it to the Sides bus, and pan it full right.
Referring to fig. 2, the Mid bus has a Dual Pan inserted after any processing, with both controls panned full left. Similarly, the Sides bus has a Dual Pan inserted after any processing, with both controls panned full right. (The Pro EQ2 and OpenAIR inserted in fig. 1 are included just to show that you insert any effects before the Dual Pan plug-ins; they’re not needed for mid-side processing.) Pan the Mid bus pan fader left, and the Sides bus pan fader right.
Assign the bus outputs to the Decoded bus. This has a Mixtool inserted, again with MS Transform enabled. And that’s all there is to it—the Decoded bus is the same as the original audio track, but with the addition of any changes you added to the Mid or Side buses.
To make sure everything is set up correctly, remove any effects from the Mid and Sides, and set all the bus levels to 0. Copy the original audio track, insert a Mixtool into it, and enable Invert Left and Invert Right. Adjust the copied track’s level, and if there’s a setting where it cancels out the decoded track, all your routing, panning, and busing is set up correctly. Happy processing!