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Layering Techniques

Single sounds are rarely enough. Layering combines multiple sounds to create fuller, more powerful, and more interesting textures.

Why Layer?

A single synth playing a bass note covers a limited frequency range. Layering fills the gaps:

# Single synth - thin
use_synth :tb303
play :d2

# Layered - full
use_synth :tb303
play :d2, cutoff: 80        # Mid frequencies
use_synth :sine
play :d1, amp: 1.1          # Sub frequencies

The Three-Layer Model

Most sounds in Sonic Byte use up to three layers:

1. Character Layer

The main sound that defines the timbre.

use_synth :tb303
play :d2, cutoff: 80, res: 0.3

2. Sub Layer

Pure low frequency for physical weight.

use_synth :sine
play :d1  # One octave below

3. Texture Layer (Optional)

Adds width, grit, or atmosphere.

use_synth :dsaw
play :d2, cutoff: 70, detune: 0.15, amp: 0.4

Bass Layering

Two-Layer (Standard)

define :bass do |n, v=1, c=80|
  use_synth :tb303
  play n, amp: 0.8*v, cutoff: c, res: 0.3
  
  use_synth :sine
  play n-12, amp: 1.1*v  # Octave below
end

Three-Layer (Aggressive)

define :bass do |n, v=1, c=80|
  use_synth :tb303
  play n, amp: 0.75*v, cutoff: c, res: 0.3
  
  use_synth :dsaw
  play n, amp: 0.4*v, cutoff: c-10, detune: 0.18
  
  use_synth :sine
  play n-12, amp: 1.15*v
end

Lead Layering

Prophet + Shimmer

define :lead do |n, dur=0.5, v=1|
  use_synth :prophet
  play n, amp: 0.4*v, attack: 0.05, cutoff: 90
  
  use_synth :saw
  play n+12, amp: 0.1*v, cutoff: 75  # Octave up, quiet
end

Prophet + Atmosphere

define :lead do |n, dur=0.5, v=1|
  use_synth :prophet
  play n, amp: 0.4*v, attack: 0.05, cutoff: 88
  
  use_synth :dark_ambience
  play n, amp: 0.12*v, attack: 0.1, release: dur*0.8
end

Drum Layering

Kick

define :kick do |v=1|
  sample :bd_tek, amp: 2.2*v, rate: 0.9      # Attack/punch
  sample :bd_boom, amp: 0.5*v, rate: 1.2     # Sub/weight
end

Snare

define :snare do |v=1|
  sample :sn_dub, amp: v, rate: 0.8          # Body
  sample :drum_snare_hard, amp: 0.4*v        # Crack
end

Volume Balance

Each layer needs proper level:

LayerRoleTypical Amp
CharacterPrimary0.6-0.8
TextureSupporting0.3-0.5
SubFoundation1.0-1.2
ShimmerSparkle0.08-0.12

Rule: Sub can be loudest (low frequencies need more energy to be perceived).

Frequency Separation

Filter layers to avoid mud:

define :bass do |n, v=1, c=80|
  use_synth :tb303
  play n, cutoff: c        # Main cutoff
  
  use_synth :dsaw
  play n, cutoff: c-10     # Darker (less overlap)
  
  use_synth :sine
  play n-12                # No filter needed
end

ADSR Alignment

Layers should have similar timing:

# All layers: quick attack, similar decay
use_synth :tb303
play n, attack: 0.01, decay: 0.2, release: 0.15

use_synth :dsaw
play n, attack: 0.01, decay: 0.15, release: 0.12

use_synth :sine
play n-12, attack: 0.01, sustain: 0.25, release: 0.2

When to Layer

Use more layers for:

  • Peak/drop sections
  • Main hooks
  • When you need to fill the mix

Use fewer layers for:

  • Intros/outros
  • Atmospheric sections
  • When other elements need space

Quick Reference

# Two-layer bass
define :bass do |n, v=1, c=80|
  use_synth :tb303
  play n, amp: 0.8*v, cutoff: c
  use_synth :sine
  play n-12, amp: 1.1*v
end

# Three-layer bass
define :bass do |n, v=1, c=80|
  use_synth :tb303
  play n, amp: 0.75*v, cutoff: c
  use_synth :dsaw
  play n, amp: 0.4*v, cutoff: c-10, detune: 0.18
  use_synth :sine
  play n-12, amp: 1.15*v
end

# Layered lead
define :lead do |n, dur=0.5, v=1|
  use_synth :prophet
  play n, amp: 0.4*v, cutoff: 90
  use_synth :saw
  play n+12, amp: 0.1*v, cutoff: 75
end