In the 60s, flanging was an electro-mechanical process that involved two turntables or two tape recorders. Since then, flanging has evolved into a digitally driven effect, with a variety of cool bells and whistles. Paradoxically, though, many of today’s digital flangers can’t reproduce the period-correct sound of 60s flanging.
Five years ago, I wrote a blog post about a vintage flanger FX Chain that took advantage of Studio One Pro’s Splitter and Extended FX Chains features. Although this week’s tip takes a little more effort to set up than just loading an FX Chain, and doesn’t have Macro Controls, it gives the same authentic flanging sound for Studio One Artist—check out the audio example.
The 60s flanging sound has three important qualities:
The Setup
Fig. 1 shows the track setup for the flanging effect.
1. The track you want to flange feeds two FX buses via pre-fader Sends. Turn the track’s channel fader down all the way. The Sends must have the same level (e.g., -6.0 dB).
2. Insert an Analog Delay in each FX Channel. Use the settings in fig. 2 for both of them.
3. Insert a Mixtool after the Analog Delay in the Variable Delay FX Channel. Turn on the Mixtool’s Invert Left and Invert Right buttons.
4. The channel faders settings for the Fixed Delay and Variable Delay channels need to be identical, and track each other. It’s a good idea to Group them.
How It Works
The Fixed Delay channel has a 5 ms delay. This is the “dry” channel. The Variable Delay channel’s Mixtool flips the FX Channel’s phase. The Analog Delay in the Variable Delay FX Channel can be longer or shorter than 5 ms. So, when the audio passes through 5 ms of delay, there’s the cancellation effect of through-zero flanging. By delaying the “dry” path, we’ve effectively allowed the Variable Delay to go into the future…at least as far as the dry audio path is concerned.
Create the flanging effect with the Analog Delay controls in the Variable Delay channel:
Customization
No matter how carefully you set up a mic’s pop filter, some pops are bound to get through the filter with vocalists who sing close to the mic. But you don’t need to redo or punch the vocal—let’s explore several ways to fix these problems in the mix.
Pro EQ3 dynamic EQ. Dynamic EQ is a fast, simple way to reduce pops (fig. 1):
1. Enable the low-frequency (LF) stage. Click the D button to reveal the dynamic EQ parameters.
2. Choose a 12 or 24 dB/octave low-frequency shelf.
3. Start with a substantial negative Range (e.g., ‑12 to ‑20).
4. Set Thrs. (threshold) to 0.00.
5. Loop the vocal section with the plosives. Adjust the low-shelf frequency so that the low-frequency attenuation affects only the plosives, not the voice’s usual warmth.
This technique also allows for a cool trick. Increase the Q slightly. When the plosives are being reduced, the increased Q adds a slight boost just above the shelf’s corner frequency. This gives some extra warmth to compensate for the lows being reduced.
Although this technique is simple to set up and works on an entire track, it may not be effective enough with super-nasty pops. The following methods are labor-intensive but can annihilate pretty much any plosive.
Split the Event before and after the pop, then insert Low Cut EQ as an Event FX. Roll off the low frequencies with the Event FX EQ (fig. 2). The only drawback is that if there are clicks when transitioning in or out of the isolated event, you’ll need to add crossfades or fades.
Split just before the pop, then fade in over the beginning (fig. 3). This reduces the level of the pop’s most prominent part—the beginning. For the best results, you need to find just the right split point prior to the pop, and carefully edit the fade shape.
For a solution that fixes plosives and sibilant (“ess”) sounds, check out The Vocal Repair Kit blog post. It’s also a tip in The Huge Book of Studio One Tips & Tricks v1.4 (see page 174).
This week, I wanted to give y’all a little gift: 15 “analog cab” IRs that provide alternate User Cabinet sounds for Ampire. Just hit the download link at the bottom, and unzip.
If you’re not familiar with the concept of an analog cab, it’s about using EQ (not the usual digital convolution techniques) to model a miked cab’s response curve. This gives a different sonic character compared to digitally-generated cabs. (For more information, see Create Ampire Cabs with Pro EQ2.) An analogy would be that convolution creates a photograph of a cab, while analog techniques create a painting.
The 15 impulse responses (IRs) in the Ampire Analog Cab IRs folder were made by sending a one-sample impulse through EQ, and rendering the result. This process creates the WAV file you can then load into Ampire’s User Cabinet. The IRs include the following cab configurations: 1×8, 1×10, (4) 1×12, (3) 2×12, 4×10, and (5) 4×12.
How to Use Analog Cabs
In any event, whether you go for individual impulses, layering, or creating stereo impulses, I think you’ll find that “analog” cab IRs extend Ampire’s sonic palette even further. And if you have any questions, or feedback on using analog cabs, feel free to take advantage of the Comments section!
Download the Ampire Analog Cab IRs.zip file below:
Many of these tips have their genesis in asking “What if?” That question led to the Higher-Def Amp Sim Sounds blog post, which people seemed to like. But then I thought “What about taking this idea even further?” Much to my surprise, it could go further. This week’s tip, based on the Ampire High Density pack, is ideal for increasing the definition and articulation of high-gain and metal amp sims.
Fig. 1 shows the FX Chain (the download link is available at the end of this post). The Splitter is in Channel Split mode. If your guitar track is mono so it doesn’t have two channels, change the track mode to stereo and then bounce the Event to itself. This creates a dual mono track, which is optimum for this application.
With traditional multiband processing, each band represents a range of frequencies. Distorting a limited range of frequencies reduces intermodulation distortion. The result is a more defined, articulated sound quality.
Fig. 1 implements a variation on multiband processing. It has four amps, but inserts Ampire’s Ten Band Graphic Equalizer before each amp. The graphic EQ sends two narrow frequency bands into each amp. Choosing frequency bands that are as far apart as possible reduces intermodulation distortion even further than standard multiband processing.
Referring to fig. 2, two bands in each graphic EQ are at +6 dB. The others are all at 0. Note how the various EQs offset the bands to different frequencies.
The Dual Pan plug-ins create a stereo image. With a traditional multiband setup, I tend to pan the low- and high-frequency bands to center, and spread the lower mids and upper mids in stereo. That doesn’t apply here, because there aren’t wide frequency ranges. Use whatever panning gives a stereo image you like.
A waveform is worth a thousand words, so check out the audio example. The first half is guitar going through Ampire’s German Metal amp sim. The second half uses this technique, with the same guitar track and amp sim settings. I think you’ll hear quite a difference.
Can This Be Taken Even Further?
Yes, it can—I also tried using eight splits. Because the Splitter module handles a maximum of five splits, I duplicated (complete) the track with the FX Chain, and fed both tracks with the same guitar part. The 31.2 Hz and 16 kHz bands aren’t particularly relevant, so I ignored those and fed one band from each EQ into an amp. As expected, this asks quite a bit of your CPU. Consider transforming the track to rendered audio (and preserving the realtime state, in case you need edits in the future).
However, I’m not convinced I liked the sound better. That level of definition seemed a little too clean for a metal amp sim. Sure, give it a try—but I feel the setup in this tip is the sweet spot of sound quality and convenience.
Download the FX Chain below!
Over four years ago, the blog post Colorization: It’s Not Just about Eye Candy covered the basics of using color. However, v6.1’s Custom Colors feature goes way beyond Studio One’s original way of handling colors.
The Help Viewer describes Custom Color operations, so we’ll concentrate on the process of customizing colors efficiently for your needs. For example, my main use for colors is to differentiate different track types (e.g., drums, synth, loops, voice, guitar, etc.). Then, changing the color’s brightness or saturation can indicate specific attributes within a track group, like whether a track is a lead part or background part, or whether a part is finished or needs further editing.
Opening the Custom Colors window and seeing all those colors may seem daunting. But as you’ll see, specifying the colors you want is not difficult.
What Are Hex, HSL, and RGB?
Electronic displays have three primary colors—red, green, and blue. Combining these produces other colors. For example, combining red and blue creates purple, while combining green and blue creates cyan. The three fields at the bottom of the expanded Custom Colors window (fig. 1) show the three main ways to define colors (left to right): Hex, HSL (Hue, Saturation, Lightness), and RGB (Red, Green, Blue). These are simply three different ways to express the same color.
RGB uses three sets of numbers, from 0 to 255, to express the values of Red, Green, and Blue. 255, 0, 0 would mean all red, no green, and no blue.
Hex strings together three sets of two hex digits. The first two digits indicate the amount of red, the second two the amount of green, and the final two the amount of blue.
HSL is arguably the most intuitive way to specific custom colors, so that’s the option selected in fig. 1.
You can think of the spectrum of colors as a circle that starts at red, goes through the various colors, and ends up back at red. So, each color represents a certain number of degrees of rotation on that wheel. The number of degrees corresponds to the Hue (color), represented by the H in HSL. Each main color is 30 degrees apart along the wheel:
S represents the amount of saturation, from 0 to 100%. This defines the color’s vibrancy—with 100% saturation, the color is at its most vibrant. Pulling back on saturation mutes the color more. L is the luminance, which is basically brightness. Like saturation, the value goes from 0 to 100%. As you turn up luminance, the color becomes brighter until it washes out and becomes white. Turn luminance down, and the color becomes darker.
The Payoff of Custom Colors
Here’s why it’s useful to know the theory behind choosing colors. As mentioned at the beginning, I use two color variations for each group of tracks. For example, vocal tracks are green. I wanted bright green for lead vocals, and a more muted green for background vocals. For the bright green color, I created a custom color with HSL values of 120, 100%, and 50%. For the alternate color, I used the same values except for changing Saturation to 50%.
Fig. 2 shows the custom color parameter values used for the 12 main track groups. The right-most column in fig. 1 shows the main track group colors. The next column to the left shows the variation colors, which have 50% saturation. In the future, I’ll be adding more colors to the 12 original colors (for example, brown is the 13th color down from the top in fig. 1’s custom colors). Fortunately, the custom color feature lets you save and load presets.
The brain can parse images and colors more quickly than words, and this activity occurs mostly in the brain’s right hemisphere. This is the more intuitive, emotional hemisphere, as opposed to the left hemisphere that’s responsible for analytical functions like reading words. When you’re in the right hemisphere’s creative zone, you want to stay there—and v6.1’s track icons and custom colors help you do that.
But Wait…There’s More!
Don’t forget that Studio One also has overall appearance preferences at Options > Appearance. This is kind of like a “master volume control” for colors. If you increase contrast, the letters for track names, plugins, etc. really “pop.” For my custom colors, increasing the overall Luminance emphasizes the difference between the main track color and the variation track color.
You can mic piano, drums, guitar, voice, and other acoustic sources…but you can’t mic a synth, unless you put it through a PA or guitar amp, and then mic that.
Or can you?
Studio One’s Ampire has mic modeling for its various cabs. However, a cab has its own frequency response, which doesn’t sound at all like miking an instrument—it sounds like miking a guitar amp. Sometimes, you want that sound with instruments other than guitar or bass. But usually, you don’t.
Ampire also has a User Cab for loading your own cab impulse responses. So, you could load a room’s impulse response instead, and set up Ampire’s mics. However, then you’re not miking an instrument, you’re miking the instrument in a room. What if you just want the sound of a miked instrument?
Here’s the solution, and I think you’ll be as surprised as I was after pulling up an FX bus fader with the sound of the virtual mics. Check out the audio example: the first half is a plain Mai Tai sound, the second half has the virtual miking. There are no effects, only Ampire’s mics. Of course, this is only one of many possibilities.
How It Works
The trick is to bypass the amp, and load a flat-response impulse into Ampire’s User Cab. Then, the audio doesn’t go through an amp or cab sound before hitting the mics. Simple, right?
The downloadable zip file (link at end) includes three flat-response IRs, each of which has its uses:
Ampire Prep
I prefer to set up Ampire in an FX bus, to enable blending the miked sound with the direct sound. However, using the miked sound by itself is viable. See which you prefer. Fig. 1 shows the Ampire settings used for the audio example.
To create the setup:
1. Insert Ampire in an FX bus.
2. Assign a Send to the FX bus from the instrument track you want to “mic.”
3. With Ampire, choose Amp: None and Cabinet: User Cabinet
4. Download and unzip the three impulse responses.
5. Click on the Mic Edit Controls button (the blue button in fig. 1), then click on the + sign next to Mic A. Navigate to your IR of choice, and load it. Or, simply drag the impulse into the Mic’s slot.
6. Similarly, load an IR into Mic B and Mic C. Note: There must be an IR loaded in Mic A, or no sound will pass through Ampire, even if IRs are loaded in Mic B and Mic C. I recommend loading an IR in each one.
7. Go down the fun rabbit hole of mic choices, levels, mic delays, and phase changes.
Extra Tips
Reminder!
If you bought a previous version of The Huge Book of Studio One Tips and Tricks, you can now download the free version 1.4 update (with 250 tips and 126 free presets) from the PreSonus shop.
Notion Mobile v3 took mobile music creation to the next level with support for iOS, Android, Windows and macOS. Now v3.1 adds over 100 enhancements and fixes, leading with its innovative new lasso selection that intelligently swaps between handwriting and selection mode before selecting all objects within the drawn area.
Notion Mobile is free, and all add-ons are included in a PreSonus Sphere membership or available through the Feature Bundle in-app purchase. Download from your preferred App Store now
One of the most requested features for Notion is now here – the ability to freely draw around objects thereby selecting them. Once the handwriting recognition is engaged (available via the Feature Bundle in-app purchase) a user can select a number of different types of object in one go – from notes and articulations to dynamics and slurs. Notion will also intelligently switch between handwriting notes and creating a lasso selection – this means a user can remain in a single mode.
It is now even easier to create leadsheets with improvements to chord entry for 3.1.
Add multiple chords to empty measures | Now there’s no need to attach chords to hidden rests/notes to add more than one chord per empty measure. Notion will now attach chords to the nearest rhythmic position over an empty measure.
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More chord extensions available | Additional common chord types are now available to combine in the chord picker
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Chord placement improvement | Chords will now automatically go beneath repeat brackets
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More chord diagrams | Further diagrams have been added for common chords for guitar and ukulele
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A long requested feature for Notion on mobile devices – ten new demo scores help new users see and hear what’s possible with Notion Mobile. Choose from Tchaikovsky to modern rock – download Notion’s soundsets first to listen. Go to: Create new score>Demo Scores.
Playback of selected staff | Notion is now able to play just the selected staves – make a selection of one or more instrument staves and hit play. The selection will automatically be solo-ed.
Get feedback on your orchestration fast – just select a chord for example across the instruments you’ve scored it for, and hit play. No need to dive into the mixer to manually solo/mute. |
Automatically add new measures to end during step-time or real-time record | Notion will now add extra measures to the end of your score if you continue adding notes in either real-time or step-time record. In real-time, the metronome will continue and once you have stopped, Notion will analyse your performance and add the bars. In step-time, bars will be added as you go. |
Note entry preview dynamics set at mf | When entering notes, Notion sounds a preview of the pitch to be entered – this is now set at a consistent dynamic making it easier to hear and compare when entering notes for different instruments |
From improvements to multi-measure rests to quickly toggling between score and part views, Notion 3.1 has a number of features to ease the preparation of parts for your players.
Group | Features / Fixes |
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Notation | Time signatures can now be hidden The stem of a grace note now shows when added to a note inside a tuplet Text placement of e.g. Title is now centring when moved back to Top Center Barlines no longer extend outside of system when printing with hidden resting staves Lyrics with short words are now better aligned to the note Multiple lyric hyphens under notes can now be entered Tuplet number now shows on correct side when stems are forced down Tuplet brackets show as expected when tuplet starts with a rest Slurs in guitar tablature now display correctly between two notes Stems show as expected on cross-staff glissandi Cross-staff notation improvements Cross-staff tuplet number now shows under beam rather than between staves Tails on cross-staff notes now show as expected O / + symbols now available for harp, French Horn |
Editing | Lasso select Delete final measure now works as expected when part of a selection All text size numbers are now showing (e.g. when increasing size to 27.50) Text boxes display where expected when editing [macOS] Line breaks in text boxes can now be made with Shift+Enter Adjusting font size now works as expected when decreasing down to 28 [iOS] Font now does not change when adjusting size ‘Remove Tuplet’ tool added to Context Menu Tremolos now toggle “on/off” when tapping the icon or using the shortcut Diamond symbol now not occasionally showing when pasting Paste does not now overwrite time signatures before the first copied time signature is inserted Pasting a full cut/copied measure no longer pastes into the measure following the target measure When dragging articulations, note accidental previews no longer appear Copy and paste measures with ties coming into them now paste as expected Fixed double tap between systems could open the selection on the wrong system |
Note Entry | Entering notes at the end of a score automatically adds new measures in both step time and real time Tuplets now working as expected in step time entry Advancing in Step time no longer removes open ties from chords [Android] Preview note no longer displaced when entering tab on the first beat of the bar Fixed applying augmentation dots to selected note when pressing the augmentation dot button in the palette (as opposed to using the keyboard shortcut) Handwriting recognition now works as expected following a clef change |
Chords | Add multiple chords to empty measures More chord extensions available to combine More chord diagrams available for guitar and ukulele Chord diagrams now sorted by fret position Chord placement improvements, including placement under repeat brackets dim7 chords show as expected Measures space as expected with chord symbols over the top Two digit fret numbers no longer overlap with tab in chord diagrams |
Parts | Toggle between score and selected part with keyboard shortcut (F5) Score / Part icon toggle redesigned in Score Setup menu Hide key signature option in instrument setup (e.g. for French Horns) Part titles now inherited from full score by default Part name on top left of page includes key by default (e.g. Clarinet in A) Anacrusis / double barline now not breaking a multi-measure rest Rehearsal / metronome marks no longer create individual bar rests during a multi-measure rest |
Playback | Playback selected staves only Display no longer auto-locks during playback Preview note entry dynamics are now mf Playback of microtones now sound as expected Metronome count-in for compound time signatures now clicks as expected Sounds load as expected for template files Playback improved for imported MIDI trills [Android] Playback improved on entry level devices Clarinet now plays back (sounding) Db3 for Clarinet in A (remove and re-download the ‘Wind’ sound bundle to fix). |
UI | New button added to toggle between normal and extended width palettes Handwriting (‘pencil’ icon) now visible in both normal and extended palettes [Android] Placement of popup faders improved [Android] Sub-menus now open as expected when in split screen mode [iOS] Can now swipe up on the iPhone screen when in Instrument Picker Can now select sub-tools from palette when on small screen Sheet-style dialogs like score setup now resize correctly on iOS when changing the screen orientation Removed the second text style edit option from the context menu Fixed sub-tool not being activated when tapping on it while being in the select tool [Android] When editing text in score settings, the text is now centred [Android] Open dialogs now adjust as expect if screen orientation is changed [Android] Issue fixed where application can sometimes freeze when closing dialogs/popups Metronome Tool dialog is no longer cut off by on-screen keyboard When using the small sized UI, the note duration palette is now proportioned and positioned correctly [iOS] Swiping and selecting over fly-out menus now works as expected Tuplet flyout now shows in two rows on smaller screens Distance between flyout menus and palette now consistent [Android] Instrument picker is no longer cut off at bottom [Android] Manage Features dialog now closes as expected, if still open when the app is closed [Android] Menus do now not close if a dropdown menu item is selected [Android] Text now does not exceed edit box height when entering lyrics |
Files | New demo scores tab with 10 scores included Template files can now be double tapped to directly open [iOS/macOS] Save document to alternative location if permission denied [iOS/macOS] Browser opens if access to file is denied [iOS] ‘Clear history’ no longer brings up double entries for save locations in some circumstances ‘Untitled’ for new document titles is now localised in selected language Document location path cleaned up [Android] Export to PDF via Share function now working as expected |
General | [iOS] ‘Restore Purchases’ now lists what was purchased in Notion iOS v2 [iOS] Restore Purchases now shows popup if there is an error retrieving the receipt [iOS] If region is set to USA, then measurement units do not change [FireOS] In-app purchasing fixed on Amazon Fire devices Guitar fingerings now included when exporting as MusicXML Notion now opens malformed compressed MusicXML files (e.g. a .musicxml file that has been changed to .mxl by just changing the file extension) Note heads now print at actual size when printing or exporting as pdf if Screen View is shown Translation improvements Performance and stability improvements Documentation updated |
First, some news: the free update to version 1.4 of The Huge Book of Studio One Tips and Tricks is finally available in the PreSonus Shop. If you purchased a previous version from PreSonus, simply download the eBook again, using the same credentials—you’ll automatically receive the latest version. Now for the tip…
What’s Cool About S-Shaped Fades, Anyway?
An S-shaped fade starts by fading slowly, accelerates to halfway through the fade, then slows down to do the final part of the fade. This provides a natural, smooth kind of fade that I prefer for most song fadeouts. Also, video tracks commonly use S-shaped fades. So, an S-shaped fade for the audio can match an S-shaped fade applied to the video.
Before version 5.5, the Project Page didn’t have automation or a gain envelope, so I wrote a tip on how to incorporate an S-shaped fade in a Song’s master level automation. Once the song had the fade, you could update the Mastering file to include the fade. But now that the Project Page can do automation and gain envelopes, you can apply that tip directly to Events in the Project Page as well as in the Song page.
However, compared to the technique this post covers, the previous method has one advantage and one disadvantage. The advantage is that it’s easy to customize the S-fade shape. The disadvantage is that it’s more time-consuming to get a perfect S-shape. So, here’s how to add a perfect S-shaped fade—quickly—with the Paint tool and its Parabolic option:
1. Add a Gain Envelope (right-click on an Event and check Gain Envelope). You can also apply this kind of fade to master level automation.
2. Choose the Parabola shape for the Pencil tool (fig. 1).
3. Click where you want the fade to begin. Drag right, and then down to where the fade’s midpoint should be (fig. 2).
4. Finally, click where you want the fade to end. Drag left, and then up to the fade’s midpoint (fig. 3).
And now, you have your perfect S-shaped fadeout. Delete any nodes (if present) to the right of where the fade ends—and your work is done.
Last week’s guitar-oriented tip seemed to go over well, so I figured y’all might like a follow-up. This takes advantage of Version 6’s Track Presets and the dynamic EQ aspect of the Pro EQ3.
Let’s Manage Expectations…
First, it won’t make your electric guitar sound like a vintage Martin D-28—sorry. The goal is to use an electric guitar to give the same kind of vibe an acoustic guitar would provide in a mix. Or, if you gig with Studio One, you would no longer need to bring an acoustic guitar just for one or two songs. Leave it at home—this does what you need.
Second, the settings are rather critical. In general, single-coil pickups (in the middle position) give the best results. The downloadable Track Preset was designed for a Telecaster. For other guitars, pickups, different input levels, playing styles, and anything with humbuckers, you’ll likely need to edit the Pro EQ3 settings.
Here’s an audio example of the acoustic guitar simulator preset in action. You’ll hear the sound being processed by the acoustic guitar simulator, and then the original guitar sound for reference.
How It Works
Aside from creating a more acoustic guitar-like EQ curve, the dynamic EQ provides two important tone-shaping functions (fig. 1).
The HF band increases brightness as you play harder, which acoustic guitars do naturally. The LF band simulates how playing harder “excites” an acoustic guitar’s body, which produces more level at the frequency where the body resonates. I chose 155 Hz, but that’s not a given. It just sounded right to me.
Fig. 2 shows the complete Track Preset, which adds a couple of fairly subtle effects (Chorus and Reverb). This enhances the “acoustic-guitar-within-an-acoustic-space” feel.
Finally, note that this sound can layer well with a physical acoustic guitar. The combined sound often has more animation than if you just added another track of the same acoustic guitar.
Click link below to download the Acoustic Guitar Simulator.trackpreset!
My sonic holy grail is “clean distortion,” which is why I like 3- or 4-band multiband presets. Splitting the audio into bands decreases the potential for nasty intermodulation distortion. This tip’s technique implements a simpler, 2-band option. Yet it increases definition considerably, and reduces the “wooly,” or “splattering” quality that most amp sims have. Of course, this works with Ampire, but you’ll find it benefits other amp sims too. The audio example speaks for itself.
The setup uses two amp sims, with a Pedalboard inserted in front of each one. Each Pedalboard has only one effect—the High Density pack’s Blue EQ graphic equalizer. (You can use the stock graphic equalizer instead, but the results aren’t as good as using the Blue EQ.) Fig. 1 implements this technique with a Splitter and FX Chain in Studio One Pro, while fig. 2 shows the track layout for Studio One Artist.
What makes this technique so effective is that the EQs send alternate bands into the two amps (fig. 3). Usually, the interference among all the frequencies feeding an amp sim creates non-harmonic, intermodulation distortion. Leaving gaps in the frequencies sent to each amp reduces their interference with each other. Mixing the two amp outputs together restores the full frequency response.
Because there’s less overall signal going into the amps, the Mixtool in fig. 1 provides a +6 dB boost to compensate. In fig. 2, setting the Send controls to +6 dB provides the desired boost.
Another cool feature is panning the two amps left and right. With the Splitter in fig. 1, simply use Channel split instead of the Normal split. In fig. 2, note that the two FX Channels are panned hard left and right. This gives a cool stereo image that a single amp can’t deliver.
But, hearing is believing—and I think you’ll be blown away by the audio example. The first part uses this technique with the default VC30 amp sound and the 2 x 12 VC 30 cab. The second part uses identical amp and cab settings, but without the Graphic EQ preceding the amp. Note that it sounds a lot dirtier. The third part uses this tip’s technique, but with the two amps spread in stereo. The sonic benefits are even more apparent when actually playing live, or in context with a mix, but this example should get the point across.
Yes, it really is that easy to transform your amp sims into higher-def versions. Have fun!