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Impressions

Original price was: £89.Current price is: £69.

INTEGRATED GRANULAR SYNTHESIS

IMPRESSIONS is a two-layer Integrated Granular Synthesis instrument with extensive movement capabilities, with a focus on pads and pulses with complex organic textures.
A truly original take on multi-source granular synthesis, Riot Audio’s IMPRESSIONS is an instrument capable of combining granular sample playback in a way no other instrument on the market has done to date.
Instead of the tried-and-tested multi-layer engine approach, where two independent granular streams run alongside each other and are simply crossfaded, IMPRESSIONS uses a new proprietary unified architecture (Integrated Granular Synthesis) where the two grains are correlated in the granular stream.
The result is an incredibly synergistic sound picture where the boundaries between origin sound sources almost disappear. Even with substantially divergent sound sources the grains appear to the listener clearly correlated, greatly assisting with creating distinct, cohesive sound design.

AT A GLANCE



RUNS IN THE FREE KONTAKT PLAYER

NKS COMPATIBLE

0.3GB

DOWNLOAD SIZE

Description

Impressions Leader
A Truly Original Take On Granular Sound Design

Impressions is tailored for the creation of cohesive sonic identities in a way previously not possible.


Audio Demos

  1. Startling Darkness Riot Audio 2:06
  2. A Touch Of The Classics Riot Audio 1:43
  3. Uncertain Times Riot Audio 2:02
  4. High Stakes Riot Audio 2:02
  5. Offset Tactics Riot Audio 1:47
  6. Fragment Suspensions Riot Audio 3:19
  7. Bottle Cap Riot Audio 2:02

About the Instrument

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Types of Granular Synthesis
Background

The aim behind developing Nanomix, the engine behind IMPRESSIONS, was to find a way to use more than one granular source without simply running independent granular engines alongside each other. After testing many different granular instruments on the market for over a decade, it seemed that there was none that could really “glue” together two sound sources, mainly due to this seemingly universal approach to the functionality.

Integrated Granular Synthesis

The solution took some time to figure out but involves a singular unified granular engine, which can be called an instance of “Integrated Granular Synthesis”. In this engine grains are called up from either of the two sound sources in an alternating pattern, according to a ratio set by the Grain Ratio slider on the Home Page. Even with Smoothness set to 0 (and therefore maximum randomness introduced to the grain creation timings), there is still an avoidance of overlapping grain creation. Note that the grains themselves are usually longer than the intervals between creation so the sounds you’re hearing will be overlapping, but crucially, the grain starting points are not independent.


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SOUND DESIGN IMPLICATIONS

Fully Cohesive Source Blending

The resulting clear time-based correlation between the two grain streams (which are really only one stream with alternating sources) means that our ears interpret them as coming from a singular source.

What this allows us to do is to combine two sound sources and almost always lose the identities of the original sources. The ear makes up a new hybrid source that doesn’t exist. In this way we can combine vocal with string samples, percussive with non-tonal textures, and the listener can’t readily identify the origins.

This results in a goldmine of truly original sound design where the large but still limited range of natural sounds can be combined in an infinite number of ways, to form cohesive new sounds that didn’t exist before.


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THE CORE ENGINE

Density

The density control specifies the space between the individual grains - between a few milliseconds (ms) to around half a second.
Or, to put it in another way, the higher up the density control, the more grains will be triggered in a given time segment.

Smoothness

Smoothness controls the regularity of the grain triggers - with the slider all the way up there is no randomization and the grains are triggered at a steady pace.
At lower settings, there is a degree of randomization, leading to grains being triggered either quicker or slower. Lower settings give a more natural, organic feel.

Envelope

Standard ADSR envelope control - note that there is only one master envelope as the two grain sources combine in a single stream.

Grain Settings

Each of the two grains can be controlled for a variety of parameters.

Width/Shape: Smaller width equals shorter grain snippets, while the Shape parameter adjusts the slope of attack for each grain, from long and smooth to choppy and square.

Random: Pan, Sample Position and Tuning can be adjusted to be randomized for each grain, from zero to
full randomization.

Filters: Simple low pass (“LP”) and high pass (“HP”) filters for each layer.

Tuning, Pan and Gain Trim Controls: Octaves can be selected (from -3 to +3), and pitch can be adjusted in steps (“Pitch”) or on a sliding scale for smaller intervals (“Fine Tune”). There is also a Gain Trim control for each layer.

RANDOMIZER

Instant New Sounds

A useful feature is the RANDOMIZE function which respects the sound categories of each layer.
Each layer has a "randomize" which executes a Source Sound Randomize function. This respects the sound category chosen (according to the menu pages in the sound source menu, see below), enabling fast creation of new presets that share key characteristics with an existing one.


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USER SAMPLE IMPORT

IMPRESSIONS is the first Riot Audio instrument to feature user sample import. This allows for quick experimentation and creation of patches instantly unique to each user. For this purpose there is a preset category of “Starting Points”, where you are encouraged to drop in your own samples for play and customization.

Waveform Displays

The currently active sample will be displayed here. In the case of multiple active samples across different keys, the last one pressed will be displayed. When User Groups are selected, the waveform area is drag-and-drop enabled for User Sample Import.

Grain Settings

MODULATION

A Goldmine of Modulation Possibilities

IMPRESSIONS features extensive LFO capabilities, with a total of 8 LFOs and 2 separate Modwheel assignment maps.


Grain Settings
LFOs/Modwheel

Adjust controls for each LFO and the modwheel here. The following types are available:
Sine / Triangle / Square / Sawtooth / Random
Adjust LFO Speed here (from 16th Triplets to 16 bars), as well as Depth of parameter oscillation (0-100%), and Offset, i.e. where the oscillating values are centered (0-100%). You can also change the Direction (phase) here.

For the modwheel mapping section, only Depth, Direction and Offset are available.

GRAIN SETTINGS
Targets

Choose to map LFOs 1-3 or the Modwheel (CC1) to any of the following targets:
Density, Smoothness
Layer A: Width, Shape, Random Tune, Low Pass Filter, High Pass Filter, Pan Focus (i.e. stereo position center), Pitch (either Fine Tune or stepwise Pitch, depending on which is selected at layer level), Octave and Trim.
Layer B: Width, Shape, Random Tune, Low Pass Filter, High Pass Filter, Pan Focus (i.e. stereo position center), Pitch (either Fine Tune or stepwise Pitch, depending on which is selected at layer level), Octave and Trim.
LFO 4 can be targeted at parameters from LFOs 1-3: Speed, Depth and Offset.

Impressions Walkthrough

FIND OUT MORE

Watch the Walkthrough
PlayPlay

Industry NKS

NKS/KONTAKT

NKS Support and Kontakt Player Compatibility

Impressions is fully supported for NKS. Harnessing the power of Native Instruments’ Komplete Kontrol keyboards, you have full hands-on control of the instrument, using the built-in display and parameter controls on the keyboard. This makes Industry accessible to blind and visually impaired musicians.


Impressions is compatible with the free Kontakt Player, with activation through Native Access, i.e. you can use the library without purchasing any additional software. You can download Kontakt Player from the Native Instruments website.


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PRESETS WALKTHROUGH

PlayPlay

PRESETS

The Cream Of Granular Sound Design

Impressions comes with 200 ready-made cinematic and ambient snapshots/presets, including:

20 Atmospheres
20 Basses
20 Chaos Patches
20 Keys
50 Pads (Smooth and Textured)
50 Pulses (Heavy and Light)
20 Vocals
plus 22 bonus "Starting Points" for easy creation of your own patches

Watch the Presets Walkthroughs to hear them all in action.


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Videos

Announcement Trailer

Walkthrough

Preset Walkthrough

Demo Playthrough – High Stakes

Demo Playthrough – Startling Darkness

Specifications

Features

  • Radically reinvented integrated two-source granular engine with unified architecture (Nanomix)
  • 65 high quality sound sources
  • Sample source categories: Strings (Short, Long), Percussive, Textures, Vocal
  • 222 ready-made presets including 20 atmospheres, 20 basses, 20 chaos patches, 20 key, 50 pads, 50 pulses, 20 vocal patches as well as 22 sound design starting points covering all preset types.
  • User sample import capability
  • 0.3 GB uncompressed sample content
  • A total of 8 tempo-synced LFOs, mappable to practically all instrument parameters, including two LFOs that can modulate other LFOs
  • Two sets of mappable modwheel parameters (grain settings and FX)
  • Tempo synced Delay
  • 3 types of Saturation, two types of Degrading, Filters, EQs and Reverb
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