- Guides, tutorials and docs
- Sound design
Sound design
As opposed to most other groovebox, your Woovebox allows for deep, sophisticated sound design, offering a massive sonic palette of sounds. Its powerful synth engine can synthesize - from scratch - anything; from EDM-oriented instruments to acoustic piano and drums.
- The Woovebox implements a novel unified synthesizer architecture. 
- A Woovebox voice is generated by combining up to two oscillators and - in some cases - white noise. Oscillators range from basic waveforms such as sine, saw, pulse and triangle waves, to more complex waveforms such as 5ths, supersaws, user-imported samples, delay taps and even live external audio. 
- The way your Woovebox combines the oscillators is determined by the algorithm selected ('ALGo'/'Syn ALGo'/3 on the 'GLob' page). 
- A number of dedicated low frequency oscillators exist to modulate things like amplitude, cut-off frequency and pitch. 
- Oscillator 1 and 2, as well as the filter come with an ADSR (attack, decay, sustain, release) envelope generator for amplitude and frequency cut off respectively; 
- Each voice comes with a multi-mode filter with various "flavours" of filtering (low pass x 2, band pass x 4, high pass x 4). Each filter has a dedicated envelope generator and LFO for the cut-off frequency. 
- Pitch modulation and modification plays an important role in the Woovebox' sound synthesis engine. 
- Two types of distortion are available; clip distortion and wave folding distortion. 
- Each track has its own configurable saturation, distortion (choice of clipping or folding distortion) and bit-crushing effects. 
- The Song mode's per fragment DJ FX provide further important tools to design sounds with. 
- In this day and age of massive sample libraries, it can often be tempting to resort to samples. However, synthesizing sounds from scratch can, depending on your goals, lend a subtle authenticity, warmth, liveliness and even nostalgia to a track that is hard (impossible) to capture in a static sample; samples - by their very nature - sound the same every time they are triggered, and that is not how analog or organic timbres truly sound. 
You may also be interested in...
- "Skeleton Crew" (under Sound demos)
- 16. dly2 Delay 2 Send (under Glob Gobal page)Specifies the amount of signal to send to the secondary delay unit. 
- 7. Sd.At Sidechain Attack (under Dynamics)Specifies how slow/fast sidechaining should kick in for this track. 
- 8. Sd.rL Sidechain Release (under Dynamics)Specifies how slow/fast sidechaining should end for this track. 
- 13. Gb.du Global Multi-FX Ducking (under Dynamics)Specifies how much this track should duck the master output of the reverb, chorus and delay units.