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2. Exploring the features in Hyperspace CM

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1 Now let’s look at Hyperspace CM’s more unusual features. Firstly, the three Algorithm modes. Stick with the previous snare example and solo the reverb return, cycling through the three options – Classic, Modern and Cosmic – using the pink Mode menu. You’ll hear three very different effects. Use the XY pad to modify the character of each mode.

2 The XY Pad simultaneo­usly modifies many parameters, but you’ll notice as you move it that vertical changes influence the overall EQ – thicker and darker at the top and thinner and brighter at the bottom. Meanwhile horizontal changes influence time-related aspects with a smaller effect on the left and larger effect on the right.

3 Now load up the Percussion track and insert an instance of Hyperspace CM. Select the Football Stadium preset and 100% wet mix. The percussion is a oneshot effect and is useful for demonstrat­ing some more features. First, adjust the Par/ Ser balance. At 100% the sound is quite metallic in character.

4 We can also introduce more metallic effects using the Resonate parameter as this introduces a series of comb filters. Note how this influences the gong sound in the original audio and combined with the serial setting is quite transforma­tive.

5 Now let’s look at Modulate. We normally use this to add pitch movement. To hear it, clearly reset the Par/Ser, Resonate and Early/Late settings to zero and wind the Modulate parameter up to 100%. We are now just hearing the early reflection­s and can clearly hear the pitch modulation added.

6 Returning now to the snare example, try the Focus control. To make it easy to hear what’s happening, solo the effects return. As you increase the control, you’ll hear the reverb becomes more dominated by the noise aspects of the original snare sound. Focus provides a great way to enhance the original sound.

7 Now let’s try the dynamic control, Duck. Insert Hyperspace CM on a suitable track – we’re using the Kit toms – and load a preset. Here we’re using Big Room. With the wet/dry at 100/50, the initial reverb build is quite dominant. By increasing the Duck level we can gradually reduce this while retaining the reverb tail.

8 For long, sustained reverbs, Inertia is what you need. Try this as an insert on the Percussion track and select a long reverb preset – we’ve used Cathedral. Inertia freezes the reverb tail, but you’ll see as you increase the value that you can actually control how long it does this for.

9 Finally, if you just want to get creative and aren’t sure where to start, try one of the three randomise options. One changes the XY Pad, three changes the reverb parameters and XY Pad, and five randomises all parameters.

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