One-Hitch Wonders, 0-C0AST Edition - Part 3

This is the 3rd video in my 1-Hitch Wonders series about the Make Noise 0-C0AST. I introduce the fundamental concept of triggering a super-long Contour envelope so that the Dynamic circuit stays open ('phantom gate') - so then you can use the patch cable for something else. This video gets into two of this semi-modular synth's most important features, the Overtone and Slope sections. I also decided to sample some 0-C0AST sounds with my Digitakt and make something a little spacey for the end of the video (mini-track "Red Sounds"). I did the animations in Blender and Processing. TIMELINE 00:00 A little thinking out loud about the 1-Hitch series 02:50 Playing the 0-C0AST with a MIDI controller 04:50 Recap 05:30 'Phantom Gate' 08:50 Timbre variety with the Overtone section 09:35 The Overtone and Multiply Knobs 12:15 Using the Slope circuit 14:00 Where we're at and where we're headed in Episode 4 15:30 Outro 16:10 I harvested something like 40 samples from the 0-C0AST (using more than 1 patch cable, btw), tweaked some of those and resampled the drums and some chords, added effects, and then mixed the tracks while playing the lead - all on the Elektron Digitakt (another great device!). I did some post-processing in Ableton using the FabFilter VST Saturn (for a little bit of saturation). As for the music itself? I follow tags like #retrowave and #haveyoubeenfound on Instagram and that stuff sort of gets into your subconscious. I ended up calling this mini-track "Red Sounds" because I thought a lot about Mars while I was exploring the samples. I did the 3D animation in Blender (I haven't learned anything about doing terrain in Blender, so I decided to make an animated starfield texture to put in the window instead of the Martian surface) - I decided to keep the interior design pretty minimalist and textureless (I'm a big fan of 90's-style VRML 3D). I did the 2D animations (starfield and monitor on the desk) in Processing. The abstract patterns on the monitor are based on a mathematical equation called the Superformula (see below). It is known for being able to generate a lot of different patterns just by varying a handful of parameters (I was looking at it a while back in regard to the video game No Man's Sky). 17:10 The second half of the track video is a close-up look at the code-generated slideshow of random superformula parameter slices, with some other random adornments thrown in for visual appeal (the concentric circles). I did this a couple of years ago, but it seemed like a good repurposing. I was trying to make the results look somewhat like the subatomic 'spray' from collisions in a particle accelerator. OTHER LINKS www.makenoisemusic.com www.elektron.se www.fabfilter.com www.blender.org www.processing.org en.wikipedia.org/wiki/Superformula