Description

Impressions is tailored for the creation of cohesive sonic identities in a way previously not possible.
Audio Demos
- Startling Darkness Riot Audio 2:06
- A Touch Of The Classics Riot Audio 1:43
- Uncertain Times Riot Audio 2:02
- High Stakes Riot Audio 2:02
- Offset Tactics Riot Audio 1:47
- Fragment Suspensions Riot Audio 3:19
- Bottle Cap Riot Audio 2:02
About the Instrument




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.

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.
SOUND DESIGN IMPLICATIONS

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.

THE CORE ENGINE

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 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.

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

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
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.

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.
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.

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

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.

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.

As in Movement I - adjust controls for each LFO and the modwheel here. The following types are available:
Sine / Triangle / Square / Sawtooth / Random
Adjust LFO Speed here, as well as Depth of parameter oscillation and Offset, and Direction (phase) here. Once again, for the modwheel mapping section, only Depth, Direction and Offset are available.

Choose to map LFOs 1-3 or the Modwheel (CC1) to any of the following targets:
Saturation Amount, Damping
Degrading Frequency, Amount, Damping
Filter Frequencies for LP, BP, HP
Gain for EQs (Low, Mid, High)
Mix amount for Reverb and Delay effects
LFO 4 can be targeted at parameters from LFOs 1-3: Speed, Depth and Offset.
FIND OUT MORE


NKS/KONTAKT
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.
PRESETS WALKTHROUGH

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.
ADD TO CART








