It occurred to me that I’ve never posted this here before:
So far, it’s the only track I’ve yet produced exclusively within Bitwig, because though it’s my primary digital mixing/recording/mastering environment–and has proved especially useful for handling that in a creative fashion–my primary sound and control sources are either outboard or (increasingly often enough) somewhat more esoteric pieces of software. That said, the Grid (which was the main component of this track) has made working in a more monolithically ITB manner more appealing to me than anything else I’ve encountered (VCV in a close second, though notably lacking in adequate mutitracking and such). Even if I were to never again use the Grid’s capabilities for assembling a synth voice in a complete piece of music (however unlikely), it’s a worthwhile diversion if for no other reason than to better understand what’s possible in the realm of its effects capabilities and as a matter of general study in audio synthesis, similar by virtue of such to other modular systems.
I think the reason it occurs to me now to post this is that I’ve been working on a template for capturing MIDI en route to mGB on a Gameboy (one of my current areas of focus in chipmusic production) while simultaneously capturing and processing the resulting audio output of that Gameboy in the most workable manner possible. Where Bitwig, and particularly the Grid, has proved especially useful for the former endeavor is in the ease of assembling and trialing various means of cutting out some of the ambient noise and hum associated with such hardware, most notably in the dead-air between a channel’s envelopes opening and closing, which I’ve found can be accomplished through a combination of HP filtering with AM and RM controlled through simultaneous employment of an envelope follower, MIDI gate input, and MIDI velocity input (which also already controls a note’s volume in mGB). This is quite trivial to accomplish and has proved equally so to iterate toward my goal of preserving the fundamental character of the Gameboy’s sound while cleaning it up around the edges.
The following demonstrates the result of this work so far, though Bitwig only operates in the background of what’s depicted (again, handling all audio processing and MIDI routing, while VCV in this case is used solely for MIDI generation):
Notably, this does exaggerate the effect of the lower velocity (thus lower volume) gates to barely audible levels well below the Gameboy’s actual range relative to its noise floor, but what this accomplishes is to break up that noise floor and contain it variably within each individual envelope in minimally filtered form. Thinking ahead, I may encounter trouble with how the voice channels are doubled up on their respective audio channels (a necessity of working with the hardware if multitracking is desired), so that simultaneous gates or overlapping envelopes could likely result in undesirable spikes in volume for both voices, and so this may require ducking which, again, should be trivial enough to accomplish right within the Grid.
Anyway, my time with Bitwig has truly deepened my appreciation for DAWs and their capabilities, generally, and may yet win me over to what I suppose I once considered to be the dark side of audio.