Using Effects for Energy
Effects aren’t just polish — they’re compositional tools that shape energy and emotion.
Effects and Energy Relationship
| More Effect | Energy Change |
|---|---|
| More reverb | Lower energy (floating, distant) |
| Less reverb | Higher energy (present, punchy) |
| More delay | Lower energy (spacious, hypnotic) |
| Less delay | Higher energy (tight, direct) |
| Lower cutoff | Lower energy (dark, muffled) |
| Higher cutoff | Higher energy (bright, aggressive) |
Section-Based Effects
Intro (Atmospheric)
with_fx :reverb, room: 0.8, mix: 0.5 do
with_fx :echo, phase: 1, decay: 5, mix: 0.45 do
arp 0.5
end
end
High reverb + long delay = distant, building.
Build (Opening)
with_fx :reverb, room: 0.65, mix: 0.4 do
with_fx :echo, phase: 0.75, decay: 4, mix: 0.35 do
melody 0.7
end
end
Moderate effects = presence increasing.
Main (Present)
with_fx :reverb, room: 0.6, mix: 0.35 do
with_fx :echo, phase: 0.5, decay: 3, mix: 0.3 do
melody 0.8
end
end
Tighter effects = full energy, present.
Break (Floating)
with_fx :reverb, room: 0.95, mix: 0.65 do
with_fx :echo, phase: 1.5, decay: 8, mix: 0.55 do
melody 0.5
end
end
Maximum effects = tension, floating, yearning.
Peak (Punchy)
with_fx :reverb, room: 0.5, mix: 0.25 do
with_fx :echo, phase: 0.5, decay: 2.5, mix: 0.25 do
melody 0.95
end
end
Minimal effects = maximum impact, energy.
Outro (Fading)
with_fx :reverb, room: 0.9, mix: 0.6 do
with_fx :echo, phase: 1.25, decay: 10, mix: 0.55 do
melody 0.4
end
end
Long decay = notes fade into infinity.
Effect Parameter Ranges
Reverb Room Size
| Value | Character | Use |
|---|---|---|
| 0.4-0.5 | Tight | Peak, drops |
| 0.6-0.7 | Medium | Main sections |
| 0.8-0.9 | Large | Builds, intros |
| 0.95-1.0 | Huge | Breaks, outros |
Echo Decay
| Value | Character | Use |
|---|---|---|
| 2-3 | Short | Tight, punchy |
| 4-5 | Medium | Standard |
| 6-8 | Long | Atmospheric |
| 10+ | Very long | Outros, fades |
Mix (Wet/Dry)
| Value | Character | Use |
|---|---|---|
| 0.2-0.3 | Subtle | Peak energy |
| 0.35-0.45 | Balanced | Main |
| 0.5-0.6 | Prominent | Atmospheric |
| 0.65+ | Drenched | Breaks, ethereal |
Effect Automation
Reverb Building
# Increasing reverb over a section
[:0.5, :0.6, :0.7, :0.8].each do |room|
with_fx :reverb, room: room, mix: 0.4 do
melody 0.7
end
end
Delay Increasing
# Longer delays as section progresses
[3, 4, 5, 6].each do |decay|
with_fx :echo, phase: 0.75, decay: decay, mix: 0.4 do
arp 0.6
end
end
Contrast for Impact
The break’s heavy effects make the drop feel more powerful:
# BREAK: Maximum effects
with_fx :reverb, room: 0.95, mix: 0.6 do
with_fx :echo, phase: 1.5, decay: 8, mix: 0.5 do
melody 0.5 # Floating, distant
end
end
hit 1.5
# DROP: Minimal effects
with_fx :reverb, room: 0.5, mix: 0.25 do
with_fx :echo, phase: 0.5, decay: 2, mix: 0.2 do
drums 1.15, 1.05, 0.85 # Punchy, immediate
melody 0.95
end
end
Element-Specific Effects
Drums (Usually Dry)
# Little to no reverb on kicks
with_fx :reverb, room: 0.4, mix: 0.15 do
drums 1, 0.9, 0.7
end
Bass (Dry)
# No reverb on bass (keeps it tight)
bassline 1, 80 # No effects wrapper
Leads (Wet)
# Reverb + delay on leads
with_fx :reverb, room: 0.6, mix: 0.4 do
with_fx :echo, phase: 0.5, decay: 3, mix: 0.3 do
melody 0.8
end
end
Arps (Very Wet)
# Heavy effects on arps
with_fx :reverb, room: 0.75, mix: 0.5 do
with_fx :echo, phase: 0.75, decay: 4, mix: 0.4 do
arp 0.6
end
end
Quick Reference
# Low energy (atmospheric)
with_fx :reverb, room: 0.9, mix: 0.6 do
with_fx :echo, phase: 1, decay: 6, mix: 0.5 do
# Floating, distant
end
end
# Full energy (present)
with_fx :reverb, room: 0.6, mix: 0.35 do
with_fx :echo, phase: 0.5, decay: 3, mix: 0.3 do
# Present, driving
end
end
# Maximum energy (punchy)
with_fx :reverb, room: 0.5, mix: 0.25 do
with_fx :echo, phase: 0.5, decay: 2, mix: 0.2 do
# Tight, impactful
end
end
# Effects by section:
# Intro: room 0.8, decay 5
# Build: room 0.65, decay 4
# Main: room 0.6, decay 3
# Break: room 0.95, decay 8
# Peak: room 0.5, decay 2.5
# Outro: room 0.9, decay 10