 Hey, it's Anfa from AnfaMusic.com and today I want to show you how to make water sounds in Zanac of FX So here we go. I have my keyboard hooked Now water is very funny to Synthesize because well for a long time. I thought there's like no way to make the sound of water like Stream droplets this kind of stuff like it's so complicated But actually it's very simple. You just get something that is more or less noise So we're gonna use ads and now and then You turn on a band pass filter Turn up the resonance to maximum and Turn it down the volume. You can also use this Post gain or I don't know may you pre-gain filter. Oh filter output gain to Like compensate for the loudness that the resonance is gonna give us now. I control the filter frequency with the Velocity of my key when I hit harder, I get higher But I don't want that so I'm disabling the velocity sensing amount Like setting it to zero. So that has no effect. I set it to medium if I set it to max Keyboard will even like fell off the stand. I had to hit it. Oh, so hard, right But like this is kind of narrow, but still not narrow enough. We need more resonance. So I'm gonna Switch the number of stages from one to five, which is Kind of working like we had five of these filters stacked But this on the other hand makes it much much wider Something I'm gonna go with the stage of two and now What I'm gonna do is enable LFO So I'm just rising the depth because it's like it's on it's on I wonder if we can see the Hall spectrum. No, you can see just a part of it So now you can see more of it and you can See our beautiful Filter sweeps What will happen if we make them faster This is the maximum and you can actually hear that the LFO is aliasing But it sounds pretty nice. Also, there's a thing you might and didn't know right now Continued easy in real time, which also means that you can Automate all this stuff using CC. I Haven't really tried this doing that in our door and I'm probably gonna do a video about that Once I check that out and can teach you I'm sure how it works But I've seen that there are tools, so it's probably possible To automate this stuff in our door All right, but this sounds nothing like water So let's crank up the randomness the amplitude randomness and The frequency randomness If we slow it down You might be able to oh, yeah, I'm still dumb not this like this is alone amplitude randomness You can see that The tops and downs of the LFO are Changing and now I'm gonna disable amplitude randomness enable frequency randomness and this looks to have very little effect for reasons unknown like very little Like one of few one out of few sweeps is altered It's a little bit weird I'm gonna report. This is a bug because I think it should work a little bit different. So Now let's change our source sound to something less Less uniform now we're using a sine wave That's probably gonna make sound only When our filter is exactly in the frequency of our oscillator and you can see that we just tuned into the into the octave however We want something else. So I'm gonna change this to a saw wave oscillator Now we're gonna get a much more wideband signal I'm gonna disable the filter for now using this bypass global filter switch here, which makes this Bypassed for this voice and every voice has its own switch So I can hear this is much too high for what I want to do Because I want more or less random Im pulses and I want the filter to filter these impulses to create blips like the droplets of water would do and Each blip I want to be at a different frequency. So We get different droplets of different sizes and a lot of them. So what I'm gonna do is probably change this Maybe to voice free and I'm gonna Change this oscillator back to sine and turn it down. I'm gonna leave it on Now we have oscillator 1 2 which I'm gonna enable also and turn it down and Free and the oscillator 3 is sounding What I want to do is take advance of the fact that we can modulate Oscillators with different of oscillators if you want to learn more about this like check out in my first video UV o one Which is called Zenits of effects modulation madness And I'm explaining this in detail Now we're modulating This saw wave with the internal modulators sine wave oscillator We turn it down makes kind of interesting Noises, but I want to make this much more interesting and we don't have much control here So I'm gonna use the external modulator of the voice 2 So now the voice 2 Which is this one Is used for modulation and because it's a sine wave It's a very simple modulation But the level of the modulation was so high that We got actually noise and This might be what you want and it might not be Funny fact is that we have an additional LFO. Sorry envelope for the power So when using external modulators you can have one envelope there and another envelope here because this one also Have is affected like it is having an effect Alliasing I guess it's aliasing Well and that creates some weirdest noises, but nothing like the water So I'm gonna use a band-bass filter here also And we can take a sneak peek disable the oscillator free and Listen to a state or two This is very Quiet because there's nothing there because we have only a sine wave. So I'm gonna change the oscillator type to maybe apps ABS Stretch sign. I don't know. What is the ABS? It's I guess it's some kind of a mathematical function Oh, and also we can't hear much because voice 2 is in the bypassed with this The global filter doesn't have effect on voices that aren't Directly heard. So when we turn this down The global filter doesn't affect how this oscillator like this voice 2 Modulates voice 3. So like don't care like you don't have to disable this for every voice that is teaching That is used for modulating modulating Okay, so this is our Slater now. Let's give it some frequency LFO Make it random. I'm gonna make this even worse using the voice one and the voice one is Gonna be our wonderful sine wave which is itself going to be using Pitch LFO, however, I'm going to just decrease the amount of modulation applied to oscillator 2 to voice 2 Let's make this random 2 and now we want to sweep this enabling LFO Make it more random Maybe change the stages to 2 Make it a little bit sharper Increase the quality. I don't want this to be too sine-wavy because I want more random noise like modulation Pretty nice. Okay, let's make it silent And now enable it us the voice 3. I'm gonna disable the amplitude envelope and Give our basic oscillator also Pitch LFO Oops, I click the P which is paste, but I don't have nothing to paste here. So I'm closing it I want to find the amount of modulation that is just right I think this waveform is a bit too sharp and it creates a very nasty Artifact, so I'm going to a little bit tamper this saw wave Distorted a little bit with a limit wave shaping function and Use a little bit Lopez Well, maybe Lopez one because I wanted a little bit that rounder more gentle like this. So we have some Harmony content, but not too much and it's not very sharp Yeah, still we're getting huge amounts of Screaming modulation Which is isn't particularly what I want right now Fun fact is we can alter the amount of modulation over time using an LFO Setting the depth to 64 we are making the modulation go from full to Close to zero. It's not perfect, but it's close And you can see the effect Of course, I want to make this more random Maybe change it to a square function. So we have like a stair step We also have here amplitude envelope, which isn't really good because we want a consistent sound right now Yeah, we can also do the same for this making our Modulation even more ever so changing and maybe a triangle wave here Sounds like crap perfect I'm gonna enable the unison so we have a little bit Stereo and now I'm gonna disable the bypass global filter. This is a sound that somebody called Digital water or electronic water. The problem of this sound is that we have very sharp changes Sorry, whoa, that's getting very nasty, right like Insane and this doesn't sound very controllable, which is weird because I have a Post gain very low. It's like we have a very very big Amplitude envelope attack very long. That is making something much much louder over time and it's not there I can't see anything Now it behaves like expected So you can hear it has this quasi quasi water Quality to it But well it doesn't sound particularly particularly Realistic and what I'm gonna do is try playing a chord with this So I'm switching the panning to all the way left, which is going to make it random For each note So you can even see the color like More violet is right and more green is left. I guess Mmm, if I also make this LFO start at random And make it a little bit quieter, I guess that Maybe enabling some frequency tracking for the Filter pitch filter cut of frequency will enable us to vary our performance of the water By playing different pitches Which is going to play different sides of the droplets Small droplets Bigger droplets This sounds much more like a real water, huh? Looks like we have to limit our scale to make it reasonable for what we're trying to do Because like the droplets are not getting larger than a certain amount So I guess if we just turn our filter up or our keyboard or also up one octave It's gonna help us get more convincing sound What I'm gonna do now is Play around with the envelopes to Make it like the streams are coming in and coming out. So we have get more fading between the different streams So I'm gonna use the simple amplitude envelope to get more attack And more release Well, the release is too much I'm gonna kill this note with a panning button Okay, I'm hitting the note Pretty damn long. I want this shorter kind of interesting We can also like change the side of the droplets with time so we can like make every stream Yeah, let's convert to free data remote data We can make every stream start off with smaller drop droplets as it's quieter Stop at in the middle and then as it fades away Make the droplets more smaller again. It's kind of realistic. Now. It's a little bit hard to Believe in the sound because it doesn't define any space So what I'm gonna try to do is use a reverb to make it more Reverb and maybe of subtle echo which is a delay But I don't want it to actually do echo. I wanted to do reverb style stuff So I'm gonna turn this delay very very down way down low. I'm gonna turn up damping Make it even lower Yeah, that's what I wanted to do very metallic reverb Kind of early reflection reverb style Actually, our notes are very quiet. I could turn them up a little bit Maybe change the delay between the left and right to make it a little bit more stereo phonic then we can copy this and Paste it on the second slot. I'm gonna switch back and forth. Okay. It's now now. It's here And change the delay to the other half Maybe increase it a bit and now let's resort to reverb. You can see the reverb on the spectrum Mostly because it has different stereo panning because it so happens that our random panning gave us a very left-ish note So everything that the dry signal is getting giving is Green and everything that the reverb is giving It's kind of teal because it's mixed between the violet and green. It's pretty cool. This reverb isn't the best But it already makes a huge difference I'm gonna make a little bit more subtle. Maybe bypass the highs a bit increase the dampening a little bit Maybe I will increase the attack time a bit Also here One more trick we can do is also enable the controllers and play with the pitch wheel I don't know if it's gonna have any effect because it's all like normally it changes the Pitch of the oscillators that we're using only filter to generate our pitches here, which are also non-musical So yeah, I guess pitch wheel doesn't do anything now when I was rehearsing for this video I killed my CPU with too much notes. So I'm a little bit curious to curious cautious Not to do this again. See what happens if we go to extreme notes Very low. It's funny how our envelopes released up And made all the water droplets go very very small and very Strangely high for so small for so small Let's now go very high. See what happens. Yeah, this more sounds like computers in a sci-fi movie From the 90s, sorry 70s we can easily see that there are Major issues with aliasing that produces noise Or we have some other Maybe we can fix this bleed by increasing the volume of this voice because These voices are still producing sound even so even though they are at zero and this is going to be fixed But because it is not fixed now. I'm gonna use a hypers filter here and use it post gain To make this voice louder. And of course, I need to compensate here the global settings to not deafen us and Let's see if we can if we still get this this bleed Crosstalk not so Yeah, so it wasn't so much the aliasing as it was the crosstalk from the previous two voices, but you can work this around just You know increasing the loudness of the voice you need and decreasing the whole ads in global All right, I think this is it. We're already 28 minutes in so I'm not going to I'm not going to go any deeper This is not some FX patch will be available for download in the description. So if you want to play with it this sec dissected and Just inspect do something with it. You can to get it If you want to ask me anything if you want me to make a video about something particular if we have any questions Leave them in the comments. Thanks for watching and see you next time. Bye