How to create a Pluck Bass for Prog & Trance using FM8
Jonny Strinati has created another great video tutorial. This time delivering a recipe for a great sounding FM8 Pluck Bass!
In this tutorial, we’ll use FM8 to create a bass sound that is useful for House or Trance music. The FM8 Pluck Bass is a solid, smooth bass with a nice attack that leaves plenty of room for your other instruments.
The FM8 Pluck Bass uses operators C through F, with all of the Operators being routed through the Filter (Operator Z). Operator X should also be enabled and routed through Operator Z in the FM Matrix.
In the FM Matrix, route Operator C so that it modulates Operator E with a level of 44 and Operator X with a level of 29. Operator C should also be set that it feedbacks on itself at a level of 39. Operator D should feedback to it’s self at a level of 60. Operator E and Operator F should feedback on themselves at a level around 40. Lastly for the routing, route Operator X so that it modulates Operator D at a level of 42.
Operator F should be give a Ratio of 0.49 and a Offset of -1.47. Operator E should be given a Ratio of 1.5 and an Offset of -2.11. Operator D should have a Ratio of 1.49 and an offset of 0.18. Operator C should be given a Triangle Waveform, while assigned a Ratio of 0.5 and an Offset of 1. Make sure that all the Operators have Key Sync enabled.
In the settings for Operator X, push the Cutoff level to 100, and turn down the Resonance to 0. The Saturator’s Asymmetrical parameter should be set to 75 and it’s level pushed to 100.
In the Filter settings, Turn down the Cutoff, Filter, and Mode for both 1 and 2. Spread 2 should be left at 10. Envelope amount should be set to 100.
Pull the Sustain to about halfway, and drop the attack for a more percussive sound. Link the envelope of the Noise Operator to the Filter, so that both have the same shape. You may want to also adjust the envelopes for Operators C, D, E and F.
Lastly, you may want to add some effects to the FM8 Pluck Bass. This patch sounds great with a touch of reverb. But with all sounds, the choice and the amount of each effect depends on the situation.