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:
| Layer | Role | Typical Amp |
|---|---|---|
| Character | Primary | 0.6-0.8 |
| Texture | Supporting | 0.3-0.5 |
| Sub | Foundation | 1.0-1.2 |
| Shimmer | Sparkle | 0.08-0.12 |
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