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  1. basicfeatures revised this gist Apr 10, 2024. 1 changed file with 53 additions and 187 deletions.
    240 changes: 53 additions & 187 deletions ableton.md
    Original file line number Diff line number Diff line change
    @@ -1,206 +1,72 @@
    # Conceptual Ableton liveset in pure XML

    ```xml
    <!-- Comprehensive Conceptual Ableton Live Set with Ambient and Diverse Rhythmic Elements -->
    <?xml version="1.0" encoding="UTF-8"?>
    <Ableton LiveSet="12.0.0">
    <!-- Track 1: Psychoacoustic Textures -->
    <MidiTrack>
    <Name Value="Psychoacoustic Textures" />
    <DeviceChain>
    <Devices>
    <MaxForLiveDevice Name="Granulator II">
    <!-- Granulator II for Microsound Textures -->
    <Parameters>
    <File Value="Ambient_Soundscapes.wav" />
    <GrainSize Value="10ms to 50ms" />
    <Spray Value="Randomly Modulated" />
    <Pitch Value="Subtle Random Variations" />
    </Parameters>
    </MaxForLiveDevice>
    <!-- Binaural Beats & Shepard Tone for Psychoacoustic Effects -->
    <MaxForLiveDevice Name="Binaural Beats Generator" />
    <MaxForLiveDevice Name="Shepard Tone Generator" />
    </Devices>
    </DeviceChain>
    </MidiTrack>

    <!-- Track 2: Algorithmic Nature -->
    <MidiTrack>
    <Name Value="Algorithmic Nature" />
    <DeviceChain>
    <Devices>
    <SimplerDevice>
    <!-- Field Recording with Granular Processing -->
    <Sample Name="Rainforest_Ambience.wav" />
    <Controls>
    <PlaybackMode Value="Granular" />
    <GrainSize Value="Automated Randomly" />
    <Position Value="Automated Randomly" />
    </Controls>
    </SimplerDevice>
    <!-- Algorithmic Composition & Timbral Exploration -->
    <MaxForLiveDevice Name="Algorithmic Composer" />
    <MaxForLiveDevice Name="Timbral Explorer" />
    </Devices>
    </DeviceChain>
    </MidiTrack>
    <!-- Expansion of pseudo-code for dynamic modulation and automation within an Ableton Live Set -->

    <!-- Track 3: 3D Soundscapes -->
    <!-- Deep Dive into Wavetable Ambient Drone -->
    <MidiTrack>
    <Name Value="3D Soundscapes" />
    <Name Value="Expanded Ambient Drone - Wavetable"/>
    <DeviceChain>
    <Devices>
    <!-- Surround Panner for Spatial Audio Design -->
    <SurroundPanner DeviceOn="true" />
    <!-- Physical Modeling Synthesis for Organic Textures -->
    <CollisionDevice />
    <!-- Binaural Processing for Headphone Immersion -->
    <BinauralProcessing DryWet="80%" Width="Expanded" />
    </Devices>
    <WavetableDevice>
    <!-- Enhancing oscillators for complex textures -->
    <Oscillator1 Waveform="Sine" Position="AutomateForEvolvingTexture()">
    <Oscillator2 Waveform="ComplexWaveform" Position="ModulateWithLFO(LFOSettings())" Volume="DynamicVolumeControl()">
    <!-- Advanced filter modulation for evolving tonal shifts -->
    <Filter1 Type="Morph" Frequency="AutomateFilterSweep()" Resonance="ModulateResonanceWithEnvelope(EnvelopeSettings())"/>
    <AmpEnvelope Attack="DynamicAttackControl()" Decay="5s" Sustain="1.0" Release="DynamicReleaseControl()">
    <!-- Implement pseudo-functions for dynamic control -->
    <!-- Pseudo-functions to dynamically control aspects of the sound -->
    </WavetableDevice>
    <AudioEffects>
    <Reverb DeviceOn="true" DryWet="70%" DecayTime="AutomateForSpatialDepth()" PreDelay="ModulateForDynamicSpace()">
    <Delay DeviceOn="true" DryWet="30%" Feedback="ModulateForRhythmicVariations()" DelayTime="SyncToTempoWithDynamicChanges()">
    <!-- Additional effects for texture and movement -->
    <Phaser Rate="SlowModulationForMovement()" Depth="IncreaseForPsychedelicEffect()">
    </AudioEffects>
    </DeviceChain>
    </MidiTrack>

    <!-- Additional Tracks: Hip-Hop Groove, Techno Pulse, Reggae Rhythms -->
    <!-- Conceptual designs for tracks incorporating diverse rhythmic elements -->
    <!-- ... Tracks as previously defined ... -->

    <!-- Master Track for Global Processing -->
    <MasterTrack>
    <DeviceChain>
    <Devices>
    <!-- Master Effects for Cohesion and Spatial Depth -->
    <Reverb DeviceOn="true" DryWet="40%" DecayTime="6000ms" />
    <EQEight DeviceOn="true">
    <Bands>
    <Band Type="HighPass" Frequency="80Hz" />
    <Band Type="Bell" Frequency="10000Hz" Gain="2dB" />
    </Bands>
    </EQEight>
    </Devices>
    </DeviceChain>
    </MasterTrack>

    <!-- Global Commentary -->
    <!-- This expansive Ableton Live set represents a fusion of ambient and rhythmic elements, exploring the interplay between serene psychoacoustic textures, the organic feel of environmental sounds, and the dynamic rhythms from diverse musical genres. The inclusion of spatial audio design and algorithmic composition introduces a layer of depth and complexity, inviting listeners to embark on a sonic journey that is both immersive and rhythmically engaging. The careful arrangement and mixing of these elements are crucial to maintaining a cohesive soundscape that captivates and resonates with the listener. -->

    <!-- New Track: Lightsaber Sound -->

    <!-- Integrating Advanced Sound Design Techniques -->
    <!-- Track featuring complex environmental sound manipulation -->
    <MidiTrack>
    <Name Value="Lightsaber Hum" />
    <Name Value="Algorithmic Nature and Environmental Sounds"/>
    <DeviceChain>
    <Devices>
    <!-- Synthesizing the Core Hum Sound -->
    <OperatorDevice DeviceOn="true">
    <Parameters>
    <!-- A deep, rich sine wave forms the base of the hum -->
    <OscillatorA Waveform="Sine" Coarse="0.5" Level="0.8" />
    <!-- Adding a touch of white noise for texture -->
    <OscillatorB Waveform="Noise" Level="0.2" />
    <!-- Modulating the pitch to mimic the movement and swings -->
    <LFO Amount="5" Rate="0.1" Target="Pitch" />
    </Parameters>
    </OperatorDevice>
    <!-- Processing the Hum with Effects to Enhance the Lightsaber's Signature Sound -->
    <AudioEffectDeviceChain>
    <Overdrive DeviceOn="true" DryWet="30%" Tone="60%" />
    <Reverb DeviceOn="true" DryWet="20%" DecayTime="500ms" />
    <!-- Using Auto Pan for the swinging motion effect -->
    <AutoPan Amount="100%" Rate="Automated based on MIDI control" Shape="Sine" />
    </AudioEffectDeviceChain>
    </Devices>
    <Comments>
    <!-- This track attempts to capture the iconic sound of a Star Wars lightsaber using synthesized elements and audio effects. The core hum is created with a sine wave, enriched with white noise for texture. Pitch modulation and dynamic effects like overdrive and reverb add depth and intensity, while auto-pan mimics the sound of the lightsaber moving through space. -->
    </Comments>
    </DeviceChain>
    </MidiTrack>

    <!-- Commentary on the New Track Addition -->
    <Comments>
    <!-- Adding a lightsaber sound track to the Ableton Live set introduces a playful yet complex sonic element that nods to the iconic Star Wars universe. It demonstrates the project's versatility in blending cinematic sound design with musical creativity. This track enriches the soundscape by providing a unique auditory signature that evokes imagery and nostalgia, further showcasing the power of sound in storytelling. -->
    </Comments>

    <!-- Additional Track: Underwater Ambience -->
    <MidiTrack>
    <Name Value="Underwater Dreams" />
    <DeviceChain>
    <Devices>
    <!-- Using Resonators to Mimic Underwater Sounds -->
    <Resonators DeviceOn="true" DryWet="70%" Decay="400ms">
    <Tuning Value="Deep Water Tuning" />
    </Resonators>
    <!-- Phaser and Chorus to Add Movement and Fluidity -->
    <Phaser DryWet="50%" Frequency="0.2Hz" />
    <Chorus DryWet="30%" Rate="Slow" />
    </Devices>
    <Comments>
    <!-- The 'Underwater Dreams' track uses resonators and effects to create an immersive underwater sound environment. It aims to capture the serene and muffled sounds heard beneath the ocean's surface, enhanced by slow modulation for a dreamlike quality. -->
    </Comments>
    <SimplerDevice>
    <!-- Simulating nature sounds with granular synthesis -->
    <Sample Name="ForestAmbience.wav" PlaybackMode="Granular" GrainSize="VaryOverTime()" Position="ExploreSampleAutomatically()">
    </SimplerDevice>
    <MaxForLiveDevice Name="EcosystemGenerator">
    <!-- Generating evolving nature sounds with algorithmic patterns -->
    <Parameters>
    <Seed Value="GenerateRandomlyOrFixedForRepeatability()">
    <Pattern Complexity="VaryComplexityOverTime()">
    </Parameters>
    </MaxForLiveDevice>
    <!-- Envelope and LFO for dynamic modulation of nature sounds -->
    <AudioEffects>
    <AutoFilter Frequency="SweepThroughNaturalHarmonics()" Resonance="AdjustForWaterSounds()">
    </AudioEffects>
    </DeviceChain>
    </MidiTrack>

    <!-- Part 7: Adding Vintage Analog Console Effects to the Master Track -->
    <!-- Detailed Master Track with '70s Analog Console Emulation -->
    <MasterTrack>
    <DeviceChain>
    <!-- Tape Saturation for Warmth -->
    <Saturation DeviceOn="true">
    <Parameters>
    <Drive Value="3dB" />
    <Type Value="Soft Sine" />
    </Parameters>
    <Comments>
    <!-- Simulates the harmonic distortion and warmth that tape saturation adds to the signal, characteristic of recordings processed through vintage gear. -->
    </Comments>
    </Saturation>

    <!-- Analog Noise & Wow and Flutter -->
    <VinylDistortion DeviceOn="true">
    <Parameters>
    <TracingModel Value="50%" />
    <Pinch Value="20%" />
    <Density Value="Noise" />
    <Noise Volume="2%" />
    </Parameters>
    <Comments>
    <!-- Adds a layer of analog noise for authenticity, along with slight wow and flutter to mimic the imperfections of tape playback. -->
    </Comments>
    </VinylDistortion>

    <!-- Subtle Compression -->
    <GlueCompressor DeviceOn="true">
    <Parameters>
    <Attack Value="10ms" />
    <Release Value="Auto" />
    <Ratio Value="2:1" />
    <Threshold Value="-18dB" />
    <Makeup Gain Value="Auto" />
    </Parameters>
    <Comments>
    <!-- Emulates the gentle glueing effect of vintage compressors, enhancing cohesion and punch without sacrificing dynamic range. -->
    </Comments>
    </GlueCompressor>

    <!-- EQ to Sculpt the Final Tone -->
    <EQEight DeviceOn="true">
    <Parameters>
    <!-- Gentle Boost in the Low End -->
    <Band1 Frequency="60Hz" Gain="2dB" Type="Shelf" />
    <!-- Mid-Range Presence Boost -->
    <Band3 Frequency="1.2kHz" Gain="1.5dB" />
    <!-- High-Frequency Roll-Off -->
    <Band8 Frequency="12kHz" Gain="-2dB" Type="LowPass" />
    </Parameters>
    <Comments>
    <!-- The EQ settings are designed to replicate the tonal shaping of classic analog consoles, boosting warmth in the lows, presence in the mids, and softening the highs for a smoother overall sound. -->
    </Comments>
    </EQEight>
    <!-- Emulating '70s console warmth and saturation -->
    <Saturation Drive="EmulateTapeDrive()" Curve="ModelVintageTape()">
    <AnalogCharacter Model="ChooseConsoleType()" Character="AdjustForDesiredWarmth()">
    <!-- Global dynamic EQ and compression to glue the mix -->
    <DynamicEQ TargetFrequencies="AutomateForMixClarity()">
    <GlueCompressor Threshold="AdaptToMixLevel()" Ratio="TuneForGentleCompression()">
    <!-- Master track automation for overall dynamics -->
    <MasterAutomation Parameter="Volume" Curve="ShapeForSongDynamics()">
    </DeviceChain>

    <Comments>
    <!-- By processing the master track through this chain of effects, the project acquires a cohesive vintage character, reminiscent of the analog warmth and sonic idiosyncrasies of 70s mixing consoles. This not only enhances the individual tracks but also unifies the entire soundscape under a singular auditory aesthetic. -->
    </Comments>
    </MasterTrack>

    <!-- Commentary and pseudo-code explaining the rationale behind the track arrangements and sound design choices. Outlining how automation, modulation, and sound design techniques collectively enhance the immersive quality of the music. -->

    <!-- Global Commentary -->
    <Comments>
    <!-- By incorporating a range of imaginative sound design tracks, this Ableton Live set transcends traditional music boundaries, inviting listeners on a journey through otherworldly landscapes, beneath ocean waves, into alien dialogues, and back to the nostalgic realm of retro arcade games. Each track is a testament to the limitless possibilities of sound design and the power of audio to evoke vivid scenes and emotions. -->
    </Comments>
    </LiveSet>
    </Ableton>
    ```
  2. basicfeatures renamed this gist Apr 10, 2024. 1 changed file with 3 additions and 1 deletion.
    4 changes: 3 additions & 1 deletion ableton.xml → ableton.md
    Original file line number Diff line number Diff line change
    @@ -1,3 +1,4 @@
    ```xml
    <!-- Comprehensive Conceptual Ableton Live Set with Ambient and Diverse Rhythmic Elements -->
    <Ableton LiveSet="12.0.0">
    <!-- Track 1: Psychoacoustic Textures -->
    @@ -201,4 +202,5 @@
    <!-- By incorporating a range of imaginative sound design tracks, this Ableton Live set transcends traditional music boundaries, inviting listeners on a journey through otherworldly landscapes, beneath ocean waves, into alien dialogues, and back to the nostalgic realm of retro arcade games. Each track is a testament to the limitless possibilities of sound design and the power of audio to evoke vivid scenes and emotions. -->
    </Comments>
    </LiveSet>
    </Ableton>
    </Ableton>
    ```
  3. basicfeatures revised this gist Apr 10, 2024. 1 changed file with 93 additions and 138 deletions.
    231 changes: 93 additions & 138 deletions ableton.xml
    Original file line number Diff line number Diff line change
    @@ -2,57 +2,57 @@
    <Ableton LiveSet="12.0.0">
    <!-- Track 1: Psychoacoustic Textures -->
    <MidiTrack>
    <Name Value="Psychoacoustic Textures"/>
    <Name Value="Psychoacoustic Textures" />
    <DeviceChain>
    <Devices>
    <MaxForLiveDevice Name="Granulator II">
    <!-- Granulator II for Microsound Textures -->
    <Parameters>
    <File Value="Ambient_Soundscapes.wav"/>
    <GrainSize Value="10ms to 50ms"/>
    <Spray Value="Randomly Modulated"/>
    <Pitch Value="Subtle Random Variations"/>
    <File Value="Ambient_Soundscapes.wav" />
    <GrainSize Value="10ms to 50ms" />
    <Spray Value="Randomly Modulated" />
    <Pitch Value="Subtle Random Variations" />
    </Parameters>
    </MaxForLiveDevice>
    <!-- Binaural Beats & Shepard Tone for Psychoacoustic Effects -->
    <MaxForLiveDevice Name="Binaural Beats Generator"/>
    <MaxForLiveDevice Name="Shepard Tone Generator"/>
    <MaxForLiveDevice Name="Binaural Beats Generator" />
    <MaxForLiveDevice Name="Shepard Tone Generator" />
    </Devices>
    </DeviceChain>
    </MidiTrack>

    <!-- Track 2: Algorithmic Nature -->
    <MidiTrack>
    <Name Value="Algorithmic Nature"/>
    <Name Value="Algorithmic Nature" />
    <DeviceChain>
    <Devices>
    <SimplerDevice>
    <!-- Field Recording with Granular Processing -->
    <Sample Name="Rainforest_Ambience.wav"/>
    <Sample Name="Rainforest_Ambience.wav" />
    <Controls>
    <PlaybackMode Value="Granular"/>
    <GrainSize Value="Automated Randomly"/>
    <Position Value="Automated Randomly"/>
    <PlaybackMode Value="Granular" />
    <GrainSize Value="Automated Randomly" />
    <Position Value="Automated Randomly" />
    </Controls>
    </SimplerDevice>
    <!-- Algorithmic Composition & Timbral Exploration -->
    <MaxForLiveDevice Name="Algorithmic Composer"/>
    <MaxForLiveDevice Name="Timbral Explorer"/>
    <MaxForLiveDevice Name="Algorithmic Composer" />
    <MaxForLiveDevice Name="Timbral Explorer" />
    </Devices>
    </DeviceChain>
    </MidiTrack>

    <!-- Track 3: 3D Soundscapes -->
    <MidiTrack>
    <Name Value="3D Soundscapes"/>
    <Name Value="3D Soundscapes" />
    <DeviceChain>
    <Devices>
    <!-- Surround Panner for Spatial Audio Design -->
    <SurroundPanner DeviceOn="true"/>
    <SurroundPanner DeviceOn="true" />
    <!-- Physical Modeling Synthesis for Organic Textures -->
    <CollisionDevice/>
    <CollisionDevice />
    <!-- Binaural Processing for Headphone Immersion -->
    <BinauralProcessing DryWet="80%" Width="Expanded"/>
    <BinauralProcessing DryWet="80%" Width="Expanded" />
    </Devices>
    </DeviceChain>
    </MidiTrack>
    @@ -66,184 +66,139 @@
    <DeviceChain>
    <Devices>
    <!-- Master Effects for Cohesion and Spatial Depth -->
    <Reverb DeviceOn="true" DryWet="40%" DecayTime="6000ms"/>
    <Reverb DeviceOn="true" DryWet="40%" DecayTime="6000ms" />
    <EQEight DeviceOn="true">
    <Bands>
    <Band Type="HighPass" Frequency="80Hz"/>
    <Band Type="Bell" Frequency="10000Hz" Gain="2dB"/>
    <Band Type="HighPass" Frequency="80Hz" />
    <Band Type="Bell" Frequency="10000Hz" Gain="2dB" />
    </Bands>
    </EQEight>
    </Devices>
    </DeviceChain>
    </MasterTrack>

    <!-- Global Commentary -->
    <!-- This expansive Ableton Live set represents a fusion of ambient and rhythmic elements, exploring the interplay between serene psychoacoustic textures, the organic feel of environmental sounds, and the dynamic rhythms from diverse musical genres. The inclusion of spatial audio design and algorithmic composition introduces a layer of depth and complexity, inviting listeners to embark on a sonic journey that is both immersive and rhythmically engaging. The careful arrangement and mixing of these elements are crucial to maintaining a cohesive soundscape that captivates and resonates with the listener. -->
    </LiveSet>
    </Ableton>


    <!-- New Track: Lightsaber Sound -->
    <MidiTrack>
    <Name Value="Lightsaber Hum"/>
    <Name Value="Lightsaber Hum" />
    <DeviceChain>
    <Devices>
    <!-- Synthesizing the Core Hum Sound -->
    <OperatorDevice DeviceOn="true">
    <Parameters>
    <!-- A deep, rich sine wave forms the base of the hum -->
    <OscillatorA Waveform="Sine" Coarse="0.5" Level="0.8"/>
    <OscillatorA Waveform="Sine" Coarse="0.5" Level="0.8" />
    <!-- Adding a touch of white noise for texture -->
    <OscillatorB Waveform="Noise" Level="0.2"/>
    <OscillatorB Waveform="Noise" Level="0.2" />
    <!-- Modulating the pitch to mimic the movement and swings -->
    <LFO Amount="5" Rate="0.1" Target="Pitch"/>
    <LFO Amount="5" Rate="0.1" Target="Pitch" />
    </Parameters>
    </OperatorDevice>
    <!-- Processing the Hum with Effects to Enhance the Lightsaber's Signature Sound -->
    <AudioEffectDeviceChain>
    <Overdrive DeviceOn="true" DryWet="30%" Tone="60%"/>
    <Reverb DeviceOn="true" DryWet="20%" DecayTime="500ms"/>
    <Overdrive DeviceOn="true" DryWet="30%" Tone="60%" />
    <Reverb DeviceOn="true" DryWet="20%" DecayTime="500ms" />
    <!-- Using Auto Pan for the swinging motion effect -->
    <AutoPan Amount="100%" Rate="Automated based on MIDI control" Shape="Sine"/>
    <AutoPan Amount="100%" Rate="Automated based on MIDI control" Shape="Sine" />
    </AudioEffectDeviceChain>
    </Devices>
    <Comments>
    <!-- This track attempts to capture the iconic sound of a Star Wars lightsaber using synthesized elements and audio effects. The core hum is created with a sine wave, enriched with white noise for texture. Pitch modulation and dynamic effects like overdrive and reverb add depth and intensity, while auto-pan mimics the sound of the lightsaber moving through space. -->
    </Comments>
    </DeviceChain>
    </MidiTrack>

    <!-- Commentary on the New Track Addition -->
    <Comments>
    <!-- Adding a lightsaber sound track to the Ableton Live set introduces a playful yet complex sonic element that nods to the iconic Star Wars universe. It demonstrates the project's versatility in blending cinematic sound design with musical creativity. This track enriches the soundscape by providing a unique auditory signature that evokes imagery and nostalgia, further showcasing the power of sound in storytelling. -->
    </Comments>

    <!-- Additional Track: Underwater Ambience -->
    <MidiTrack>
    <Name Value="Underwater Dreams"/>
    <Name Value="Underwater Dreams" />
    <DeviceChain>
    <Devices>
    <!-- Using Resonators to Mimic Underwater Sounds -->
    <Resonators DeviceOn="true" DryWet="70%" Decay="400ms">
    <Tuning Value="Deep Water Tuning"/>
    <Tuning Value="Deep Water Tuning" />
    </Resonators>
    <!-- Phaser and Chorus to Add Movement and Fluidity -->
    <Phaser DryWet="50%" Frequency="0.2Hz"/>
    <Chorus DryWet="30%" Rate="Slow"/>
    <Phaser DryWet="50%" Frequency="0.2Hz" />
    <Chorus DryWet="30%" Rate="Slow" />
    </Devices>
    <Comments>
    <!-- The 'Underwater Dreams' track uses resonators and effects to create an immersive underwater sound environment. It aims to capture the serene and muffled sounds heard beneath the ocean's surface, enhanced by slow modulation for a dreamlike quality. -->
    </Comments>
    </DeviceChain>
    </MidiTrack>

    <!-- Part 7: Adding Vintage Analog Console Effects to the Master Track -->
    <MasterTrack>
    <DeviceChain>
    <!-- Tape Saturation for Warmth -->
    <Saturation DeviceOn="true">
    <Parameters>
    <Drive Value="3dB" />
    <Type Value="Soft Sine" />
    </Parameters>
    <Comments>
    <!-- Simulates the harmonic distortion and warmth that tape saturation adds to the signal, characteristic of recordings processed through vintage gear. -->
    </Comments>
    </Saturation>

    <!-- Part 7: Adding Vintage Analog Console Effects to the Master Track -->
    <MasterTrack>
    <DeviceChain>
    <!-- Tape Saturation for Warmth -->
    <Saturation DeviceOn="true">
    <Parameters>
    <Drive Value="3dB"/>
    <Type Value="Soft Sine"/>
    </Parameters>
    <Comments>
    <!-- Simulates the harmonic distortion and warmth that tape saturation adds to the signal, characteristic of recordings processed through vintage gear. -->
    </Comments>
    </Saturation>

    <!-- Analog Noise & Wow and Flutter -->
    <VinylDistortion DeviceOn="true">
    <Parameters>
    <TracingModel Value="50%"/>
    <Pinch Value="20%"/>
    <Density Value="Noise"/>
    <Noise Volume="2%"/>
    </Parameters>
    <Comments>
    <!-- Adds a layer of analog noise for authenticity, along with slight wow and flutter to mimic the imperfections of tape playback. -->
    </Comments>
    </VinylDistortion>

    <!-- Subtle Compression -->
    <GlueCompressor DeviceOn="true">
    <Parameters>
    <Attack Value="10ms"/>
    <Release Value="Auto"/>
    <Ratio Value="2:1"/>
    <Threshold Value="-18dB"/>
    <Makeup Gain Value="Auto"/>
    </Parameters>
    <Comments>
    <!-- Emulates the gentle glueing effect of vintage compressors, enhancing cohesion and punch without sacrificing dynamic range. -->
    </Comments>
    </GlueCompressor>

    <!-- EQ to Sculpt the Final Tone -->
    <EQEight DeviceOn="true">
    <Parameters>
    <!-- Gentle Boost in the Low End -->
    <Band1 Frequency="60Hz" Gain="2dB" Type="Shelf"/>
    <!-- Mid-Range Presence Boost -->
    <Band3 Frequency="1.2kHz" Gain="1.5dB"/>
    <!-- High-Frequency Roll-Off -->
    <Band8 Frequency="12kHz" Gain="-2dB" Type="LowPass"/>
    </Parameters>
    <Comments>
    <!-- The EQ settings are designed to replicate the tonal shaping of classic analog consoles, boosting warmth in the lows, presence in the mids, and softening the highs for a smoother overall sound. -->
    </Comments>
    </EQEight>
    </DeviceChain>

    <Comments>
    <!-- By processing the master track through this chain of effects, the project acquires a cohesive vintage character, reminiscent of the analog warmth and sonic idiosyncrasies of 70s mixing consoles. This not only enhances the individual tracks but also unifies the entire soundscape under a singular auditory aesthetic. -->
    </Comments>
    </MasterTrack>
    <!-- Analog Noise & Wow and Flutter -->
    <VinylDistortion DeviceOn="true">
    <Parameters>
    <TracingModel Value="50%" />
    <Pinch Value="20%" />
    <Density Value="Noise" />
    <Noise Volume="2%" />
    </Parameters>
    <Comments>
    <!-- Adds a layer of analog noise for authenticity, along with slight wow and flutter to mimic the imperfections of tape playback. -->
    </Comments>
    </VinylDistortion>

    <!-- Additional Track: Alien Communications -->
    <MidiTrack>
    <Name Value="Extraterrestrial Whispers"/>
    <DeviceChain>
    <Devices>
    <!-- Granular Synthesis for Creating Alien Vocal Textures -->
    <MaxForLiveDevice Name="Granulator II">
    <Parameters>
    <File Value="Alien_Chatter.wav"/>
    <GrainSize Value="20ms"/>
    <Spray Value="High"/>
    </Parameters>
    </MaxForLiveDevice>
    <!-- Ring Modulation for Otherworldly Timbre -->
    <RingModulator Frequency="Randomly Modulated" DryWet="50%"/>
    </Devices>
    <Comments>
    <!-- 'Extraterrestrial Whispers' employs granular synthesis and ring modulation to fabricate the mysterious and unintelligible communications of an alien species, offering a speculative glimpse into interstellar linguistics. -->
    </Comments>
    </DeviceChain>
    </MidiTrack>
    <!-- Subtle Compression -->
    <GlueCompressor DeviceOn="true">
    <Parameters>
    <Attack Value="10ms" />
    <Release Value="Auto" />
    <Ratio Value="2:1" />
    <Threshold Value="-18dB" />
    <Makeup Gain Value="Auto" />
    </Parameters>
    <Comments>
    <!-- Emulates the gentle glueing effect of vintage compressors, enhancing cohesion and punch without sacrificing dynamic range. -->
    </Comments>
    </GlueCompressor>

    <!-- Additional Track: Retro Arcade Sounds -->
    <MidiTrack>
    <Name Value="8-Bit Adventures"/>
    <DeviceChain>
    <Devices>
    <!-- Bit Reduction and Square Waves for Classic Arcade Sounds -->
    <Redux Downsample="8-bit" DryWet="100%"/>
    <Operator>
    <OscillatorA Waveform="Square" Coarse="2"/>
    </Operator>
    <!-- Arpeggiator for Energetic Melodic Patterns -->
    <Arpeggiator Style="Up" Octaves="2" Rate="1/16"/>
    </Devices>
    <Comments>
    <!-- '8-Bit Adventures' revives the nostalgic sounds of vintage video games, using bit reduction and square wave oscillators to recreate the energetic beeps and bloops that defined an era of gaming. -->
    </Comments>
    <!-- EQ to Sculpt the Final Tone -->
    <EQEight DeviceOn="true">
    <Parameters>
    <!-- Gentle Boost in the Low End -->
    <Band1 Frequency="60Hz" Gain="2dB" Type="Shelf" />
    <!-- Mid-Range Presence Boost -->
    <Band3 Frequency="1.2kHz" Gain="1.5dB" />
    <!-- High-Frequency Roll-Off -->
    <Band8 Frequency="12kHz" Gain="-2dB" Type="LowPass" />
    </Parameters>
    <Comments>
    <!-- The EQ settings are designed to replicate the tonal shaping of classic analog consoles, boosting warmth in the lows, presence in the mids, and softening the highs for a smoother overall sound. -->
    </Comments>
    </EQEight>
    </DeviceChain>
    </MidiTrack>

    <Comments>
    <!-- By processing the master track through this chain of effects, the project acquires a cohesive vintage character, reminiscent of the analog warmth and sonic idiosyncrasies of 70s mixing consoles. This not only enhances the individual tracks but also unifies the entire soundscape under a singular auditory aesthetic. -->
    </Comments>
    </MasterTrack>

    <!-- Global Commentary -->
    <Comments>
    <!-- By incorporating a range of imaginative sound design tracks, this Ableton Live set transcends traditional music boundaries, inviting listeners on a journey through otherworldly landscapes, beneath ocean waves, into alien dialogues, and back to the nostalgic realm of retro arcade games. Each track is a testament to the limitless possibilities of sound design and the power of audio to evoke vivid scenes and emotions. -->
    </Comments>
    </LiveSet>
    </Ableton>
    </LiveSet>
    </Ableton>
  4. basicfeatures revised this gist Apr 10, 2024. 1 changed file with 247 additions and 57 deletions.
    304 changes: 247 additions & 57 deletions ableton.xml
    Original file line number Diff line number Diff line change
    @@ -1,59 +1,249 @@
    <!-- Advanced Ableton Live Set (Conceptual Representation for Ambient Drone Creation) -->
    <!-- Comprehensive Conceptual Ableton Live Set with Ambient and Diverse Rhythmic Elements -->
    <Ableton LiveSet="12.0.0">
    <LiveSet>
    <!-- Enhanced Track 1: Wavetable Drone with Dynamic Texture -->
    <MidiTrack>
    <Name Value="Wavetable Drone Enhanced"/>
    <DeviceChain>
    <Devices>
    <InstrumentDevice>
    <WavetableDevice>
    <Parameters>
    <!-- Oscillator 1 with LFO-modulated position for evolving texture -->
    <Oscillator1 Waveform="Saw" Position="Modulated by LFO">
    <LFO Rate="0.1Hz" Amount="50%"/>
    </Oscillator1>
    <!-- Low-pass filter with automated sweep -->
    <Filter1 Type="LowPass" Freq="Automated Sweep" Res="0.5"/>
    <Amplifier EnvAttack="8000" EnvRelease="12000"/>
    </Parameters>
    </WavetableDevice>
    </InstrumentDevice>
    <!-- Refined Audio Effect Chain with Spatial and Dynamic Processing -->
    <AudioEffectDeviceChain>
    <ConvolutionReverb DeviceOn="true" Preset="Outdoor Space" Wet="70%"/>
    <DynamicEQ DeviceOn="true" TargetFrequency="Modulated by Envelope Follower"/>
    <GrainDelay DeviceOn="true" Pitch="12" DelayTime="Automated" Feedback="0.4"/>
    </AudioEffectDeviceChain>
    </Devices>
    </DeviceChain>
    </MidiTrack>
    <!-- Enhanced Track 2: Operator Ambience with Automated Movements -->
    <MidiTrack>
    <Name Value="Operator Ambience Enhanced"/>
    <DeviceChain>
    <Devices>
    <InstrumentDevice>
    <OperatorDevice>
    <Parameters>
    <!-- Operator with detailed FM synthesis configuration -->
    <OscillatorA Waveform="Sine" Coarse="1"/>
    <OscillatorB Waveform="Sine" ModulateFrequency="Automated Slowly"/>
    <EnvelopeA Attack="12000" Decay="6000" Sustain="0.85" Release="18000"/>
    </Parameters>
    </OperatorDevice>
    </InstrumentDevice>
    <!-- Expanded Effects Chain for Textural Depth -->
    <AudioEffectDeviceChain>
    <Phaser DeviceOn="true" Frequency="Automated Slow Wave" Feedback="0.75"/>
    <Chorus DeviceOn="true" Rate="0.6" Amount="35"/>
    <AutoFilter DeviceOn="true" Frequency="Sweep Low to High" LFOAmount="30%">
    <LFO Rate="0.05Hz"/>
    </AutoFilter>
    <Echo DeviceOn="true" Feedback="55" DryWet="55"/>
    </AudioEffectDeviceChain>
    </Devices>
    </DeviceChain>
    </MidiTrack>
    </LiveSet>
    <!-- Track 1: Psychoacoustic Textures -->
    <MidiTrack>
    <Name Value="Psychoacoustic Textures"/>
    <DeviceChain>
    <Devices>
    <MaxForLiveDevice Name="Granulator II">
    <!-- Granulator II for Microsound Textures -->
    <Parameters>
    <File Value="Ambient_Soundscapes.wav"/>
    <GrainSize Value="10ms to 50ms"/>
    <Spray Value="Randomly Modulated"/>
    <Pitch Value="Subtle Random Variations"/>
    </Parameters>
    </MaxForLiveDevice>
    <!-- Binaural Beats & Shepard Tone for Psychoacoustic Effects -->
    <MaxForLiveDevice Name="Binaural Beats Generator"/>
    <MaxForLiveDevice Name="Shepard Tone Generator"/>
    </Devices>
    </DeviceChain>
    </MidiTrack>

    <!-- Track 2: Algorithmic Nature -->
    <MidiTrack>
    <Name Value="Algorithmic Nature"/>
    <DeviceChain>
    <Devices>
    <SimplerDevice>
    <!-- Field Recording with Granular Processing -->
    <Sample Name="Rainforest_Ambience.wav"/>
    <Controls>
    <PlaybackMode Value="Granular"/>
    <GrainSize Value="Automated Randomly"/>
    <Position Value="Automated Randomly"/>
    </Controls>
    </SimplerDevice>
    <!-- Algorithmic Composition & Timbral Exploration -->
    <MaxForLiveDevice Name="Algorithmic Composer"/>
    <MaxForLiveDevice Name="Timbral Explorer"/>
    </Devices>
    </DeviceChain>
    </MidiTrack>

    <!-- Track 3: 3D Soundscapes -->
    <MidiTrack>
    <Name Value="3D Soundscapes"/>
    <DeviceChain>
    <Devices>
    <!-- Surround Panner for Spatial Audio Design -->
    <SurroundPanner DeviceOn="true"/>
    <!-- Physical Modeling Synthesis for Organic Textures -->
    <CollisionDevice/>
    <!-- Binaural Processing for Headphone Immersion -->
    <BinauralProcessing DryWet="80%" Width="Expanded"/>
    </Devices>
    </DeviceChain>
    </MidiTrack>

    <!-- Additional Tracks: Hip-Hop Groove, Techno Pulse, Reggae Rhythms -->
    <!-- Conceptual designs for tracks incorporating diverse rhythmic elements -->
    <!-- ... Tracks as previously defined ... -->

    <!-- Master Track for Global Processing -->
    <MasterTrack>
    <DeviceChain>
    <Devices>
    <!-- Master Effects for Cohesion and Spatial Depth -->
    <Reverb DeviceOn="true" DryWet="40%" DecayTime="6000ms"/>
    <EQEight DeviceOn="true">
    <Bands>
    <Band Type="HighPass" Frequency="80Hz"/>
    <Band Type="Bell" Frequency="10000Hz" Gain="2dB"/>
    </Bands>
    </EQEight>
    </Devices>
    </DeviceChain>
    </MasterTrack>

    <!-- Global Commentary -->
    <!-- This expansive Ableton Live set represents a fusion of ambient and rhythmic elements, exploring the interplay between serene psychoacoustic textures, the organic feel of environmental sounds, and the dynamic rhythms from diverse musical genres. The inclusion of spatial audio design and algorithmic composition introduces a layer of depth and complexity, inviting listeners to embark on a sonic journey that is both immersive and rhythmically engaging. The careful arrangement and mixing of these elements are crucial to maintaining a cohesive soundscape that captivates and resonates with the listener. -->
    </LiveSet>
    </Ableton>


    <!-- New Track: Lightsaber Sound -->
    <MidiTrack>
    <Name Value="Lightsaber Hum"/>
    <DeviceChain>
    <Devices>
    <!-- Synthesizing the Core Hum Sound -->
    <OperatorDevice DeviceOn="true">
    <Parameters>
    <!-- A deep, rich sine wave forms the base of the hum -->
    <OscillatorA Waveform="Sine" Coarse="0.5" Level="0.8"/>
    <!-- Adding a touch of white noise for texture -->
    <OscillatorB Waveform="Noise" Level="0.2"/>
    <!-- Modulating the pitch to mimic the movement and swings -->
    <LFO Amount="5" Rate="0.1" Target="Pitch"/>
    </Parameters>
    </OperatorDevice>
    <!-- Processing the Hum with Effects to Enhance the Lightsaber's Signature Sound -->
    <AudioEffectDeviceChain>
    <Overdrive DeviceOn="true" DryWet="30%" Tone="60%"/>
    <Reverb DeviceOn="true" DryWet="20%" DecayTime="500ms"/>
    <!-- Using Auto Pan for the swinging motion effect -->
    <AutoPan Amount="100%" Rate="Automated based on MIDI control" Shape="Sine"/>
    </AudioEffectDeviceChain>
    </Devices>
    <Comments>
    <!-- This track attempts to capture the iconic sound of a Star Wars lightsaber using synthesized elements and audio effects. The core hum is created with a sine wave, enriched with white noise for texture. Pitch modulation and dynamic effects like overdrive and reverb add depth and intensity, while auto-pan mimics the sound of the lightsaber moving through space. -->
    </Comments>
    </DeviceChain>
    </MidiTrack>

    <!-- Commentary on the New Track Addition -->
    <Comments>
    <!-- Adding a lightsaber sound track to the Ableton Live set introduces a playful yet complex sonic element that nods to the iconic Star Wars universe. It demonstrates the project's versatility in blending cinematic sound design with musical creativity. This track enriches the soundscape by providing a unique auditory signature that evokes imagery and nostalgia, further showcasing the power of sound in storytelling. -->
    </Comments>

    <!-- Additional Track: Underwater Ambience -->
    <MidiTrack>
    <Name Value="Underwater Dreams"/>
    <DeviceChain>
    <Devices>
    <!-- Using Resonators to Mimic Underwater Sounds -->
    <Resonators DeviceOn="true" DryWet="70%" Decay="400ms">
    <Tuning Value="Deep Water Tuning"/>
    </Resonators>
    <!-- Phaser and Chorus to Add Movement and Fluidity -->
    <Phaser DryWet="50%" Frequency="0.2Hz"/>
    <Chorus DryWet="30%" Rate="Slow"/>
    </Devices>
    <Comments>
    <!-- The 'Underwater Dreams' track uses resonators and effects to create an immersive underwater sound environment. It aims to capture the serene and muffled sounds heard beneath the ocean's surface, enhanced by slow modulation for a dreamlike quality. -->
    </Comments>
    </DeviceChain>
    </MidiTrack>


    <!-- Part 7: Adding Vintage Analog Console Effects to the Master Track -->
    <MasterTrack>
    <DeviceChain>
    <!-- Tape Saturation for Warmth -->
    <Saturation DeviceOn="true">
    <Parameters>
    <Drive Value="3dB"/>
    <Type Value="Soft Sine"/>
    </Parameters>
    <Comments>
    <!-- Simulates the harmonic distortion and warmth that tape saturation adds to the signal, characteristic of recordings processed through vintage gear. -->
    </Comments>
    </Saturation>

    <!-- Analog Noise & Wow and Flutter -->
    <VinylDistortion DeviceOn="true">
    <Parameters>
    <TracingModel Value="50%"/>
    <Pinch Value="20%"/>
    <Density Value="Noise"/>
    <Noise Volume="2%"/>
    </Parameters>
    <Comments>
    <!-- Adds a layer of analog noise for authenticity, along with slight wow and flutter to mimic the imperfections of tape playback. -->
    </Comments>
    </VinylDistortion>

    <!-- Subtle Compression -->
    <GlueCompressor DeviceOn="true">
    <Parameters>
    <Attack Value="10ms"/>
    <Release Value="Auto"/>
    <Ratio Value="2:1"/>
    <Threshold Value="-18dB"/>
    <Makeup Gain Value="Auto"/>
    </Parameters>
    <Comments>
    <!-- Emulates the gentle glueing effect of vintage compressors, enhancing cohesion and punch without sacrificing dynamic range. -->
    </Comments>
    </GlueCompressor>

    <!-- EQ to Sculpt the Final Tone -->
    <EQEight DeviceOn="true">
    <Parameters>
    <!-- Gentle Boost in the Low End -->
    <Band1 Frequency="60Hz" Gain="2dB" Type="Shelf"/>
    <!-- Mid-Range Presence Boost -->
    <Band3 Frequency="1.2kHz" Gain="1.5dB"/>
    <!-- High-Frequency Roll-Off -->
    <Band8 Frequency="12kHz" Gain="-2dB" Type="LowPass"/>
    </Parameters>
    <Comments>
    <!-- The EQ settings are designed to replicate the tonal shaping of classic analog consoles, boosting warmth in the lows, presence in the mids, and softening the highs for a smoother overall sound. -->
    </Comments>
    </EQEight>
    </DeviceChain>

    <Comments>
    <!-- By processing the master track through this chain of effects, the project acquires a cohesive vintage character, reminiscent of the analog warmth and sonic idiosyncrasies of 70s mixing consoles. This not only enhances the individual tracks but also unifies the entire soundscape under a singular auditory aesthetic. -->
    </Comments>
    </MasterTrack>

    <!-- Additional Track: Alien Communications -->
    <MidiTrack>
    <Name Value="Extraterrestrial Whispers"/>
    <DeviceChain>
    <Devices>
    <!-- Granular Synthesis for Creating Alien Vocal Textures -->
    <MaxForLiveDevice Name="Granulator II">
    <Parameters>
    <File Value="Alien_Chatter.wav"/>
    <GrainSize Value="20ms"/>
    <Spray Value="High"/>
    </Parameters>
    </MaxForLiveDevice>
    <!-- Ring Modulation for Otherworldly Timbre -->
    <RingModulator Frequency="Randomly Modulated" DryWet="50%"/>
    </Devices>
    <Comments>
    <!-- 'Extraterrestrial Whispers' employs granular synthesis and ring modulation to fabricate the mysterious and unintelligible communications of an alien species, offering a speculative glimpse into interstellar linguistics. -->
    </Comments>
    </DeviceChain>
    </MidiTrack>

    <!-- Additional Track: Retro Arcade Sounds -->
    <MidiTrack>
    <Name Value="8-Bit Adventures"/>
    <DeviceChain>
    <Devices>
    <!-- Bit Reduction and Square Waves for Classic Arcade Sounds -->
    <Redux Downsample="8-bit" DryWet="100%"/>
    <Operator>
    <OscillatorA Waveform="Square" Coarse="2"/>
    </Operator>
    <!-- Arpeggiator for Energetic Melodic Patterns -->
    <Arpeggiator Style="Up" Octaves="2" Rate="1/16"/>
    </Devices>
    <Comments>
    <!-- '8-Bit Adventures' revives the nostalgic sounds of vintage video games, using bit reduction and square wave oscillators to recreate the energetic beeps and bloops that defined an era of gaming. -->
    </Comments>
    </DeviceChain>
    </MidiTrack>

    <!-- Global Commentary -->
    <Comments>
    <!-- By incorporating a range of imaginative sound design tracks, this Ableton Live set transcends traditional music boundaries, inviting listeners on a journey through otherworldly landscapes, beneath ocean waves, into alien dialogues, and back to the nostalgic realm of retro arcade games. Each track is a testament to the limitless possibilities of sound design and the power of audio to evoke vivid scenes and emotions. -->
    </Comments>
    </LiveSet>
    </Ableton>
  5. basicfeatures revised this gist Apr 9, 2024. 1 changed file with 55 additions and 43 deletions.
    98 changes: 55 additions & 43 deletions ableton.xml
    Original file line number Diff line number Diff line change
    @@ -1,47 +1,59 @@
    <!-- Advanced Ableton Live Set (Conceptual Representation for Ambient Drone Creation) -->
    <Ableton LiveSet="12.0.0">
    <LiveSet>
    <Tracks>
    <MidiTrack>
    <Name Value="Wavetable Drone"/>
    <DeviceChain>
    <Devices>
    <InstrumentDevice>
    <WavetableDevice>
    <Parameters>
    <Oscillator1 Waveform="Saw" Position="25"/>
    <Filter1 Type="LowPass" Freq="500" Res="0.5"/>
    <Amplifier EnvAttack="5000" EnvRelease="10000"/>
    </Parameters>
    </WavetableDevice>
    </InstrumentDevice>
    <AudioEffectDeviceChain>
    <Reverb DeviceOn="true" DecayTime="10000" Freeze="on"/>
    <Echo DeviceOn="true" Feedback="50" DryWet="50"/>
    <AutoFilter DeviceOn="true" Frequency="1000" LFOAmount="25"/>
    </AudioEffectDeviceChain>
    </Devices>
    </DeviceChain>
    </MidiTrack>
    <MidiTrack>
    <Name Value="Operator Ambience"/>
    <DeviceChain>
    <Devices>
    <InstrumentDevice>
    <OperatorDevice>
    <Parameters>
    <OscillatorA Waveform="Sine" Coarse="1"/>
    <EnvelopeA Attack="10000" Decay="5000" Sustain="0.8" Release="15000"/>
    </Parameters>
    </OperatorDevice>
    </InstrumentDevice>
    <AudioEffectDeviceChain>
    <Phaser DeviceOn="true" Frequency="0.2" Feedback="0.7"/>
    <Chorus DeviceOn="true" Rate="0.5" Amount="30"/>
    <GrainDelay DeviceOn="true" Pitch="12" DelayTime="1" Feedback="0.4"/>
    </AudioEffectDeviceChain>
    </Devices>
    </DeviceChain>
    </MidiTrack>
    </Tracks>
    <!-- Enhanced Track 1: Wavetable Drone with Dynamic Texture -->
    <MidiTrack>
    <Name Value="Wavetable Drone Enhanced"/>
    <DeviceChain>
    <Devices>
    <InstrumentDevice>
    <WavetableDevice>
    <Parameters>
    <!-- Oscillator 1 with LFO-modulated position for evolving texture -->
    <Oscillator1 Waveform="Saw" Position="Modulated by LFO">
    <LFO Rate="0.1Hz" Amount="50%"/>
    </Oscillator1>
    <!-- Low-pass filter with automated sweep -->
    <Filter1 Type="LowPass" Freq="Automated Sweep" Res="0.5"/>
    <Amplifier EnvAttack="8000" EnvRelease="12000"/>
    </Parameters>
    </WavetableDevice>
    </InstrumentDevice>
    <!-- Refined Audio Effect Chain with Spatial and Dynamic Processing -->
    <AudioEffectDeviceChain>
    <ConvolutionReverb DeviceOn="true" Preset="Outdoor Space" Wet="70%"/>
    <DynamicEQ DeviceOn="true" TargetFrequency="Modulated by Envelope Follower"/>
    <GrainDelay DeviceOn="true" Pitch="12" DelayTime="Automated" Feedback="0.4"/>
    </AudioEffectDeviceChain>
    </Devices>
    </DeviceChain>
    </MidiTrack>
    <!-- Enhanced Track 2: Operator Ambience with Automated Movements -->
    <MidiTrack>
    <Name Value="Operator Ambience Enhanced"/>
    <DeviceChain>
    <Devices>
    <InstrumentDevice>
    <OperatorDevice>
    <Parameters>
    <!-- Operator with detailed FM synthesis configuration -->
    <OscillatorA Waveform="Sine" Coarse="1"/>
    <OscillatorB Waveform="Sine" ModulateFrequency="Automated Slowly"/>
    <EnvelopeA Attack="12000" Decay="6000" Sustain="0.85" Release="18000"/>
    </Parameters>
    </OperatorDevice>
    </InstrumentDevice>
    <!-- Expanded Effects Chain for Textural Depth -->
    <AudioEffectDeviceChain>
    <Phaser DeviceOn="true" Frequency="Automated Slow Wave" Feedback="0.75"/>
    <Chorus DeviceOn="true" Rate="0.6" Amount="35"/>
    <AutoFilter DeviceOn="true" Frequency="Sweep Low to High" LFOAmount="30%">
    <LFO Rate="0.05Hz"/>
    </AutoFilter>
    <Echo DeviceOn="true" Feedback="55" DryWet="55"/>
    </AudioEffectDeviceChain>
    </Devices>
    </DeviceChain>
    </MidiTrack>
    </LiveSet>
    </Ableton>
  6. basicfeatures created this gist Apr 9, 2024.
    47 changes: 47 additions & 0 deletions ableton.xml
    Original file line number Diff line number Diff line change
    @@ -0,0 +1,47 @@
    <Ableton LiveSet="12.0.0">
    <LiveSet>
    <Tracks>
    <MidiTrack>
    <Name Value="Wavetable Drone"/>
    <DeviceChain>
    <Devices>
    <InstrumentDevice>
    <WavetableDevice>
    <Parameters>
    <Oscillator1 Waveform="Saw" Position="25"/>
    <Filter1 Type="LowPass" Freq="500" Res="0.5"/>
    <Amplifier EnvAttack="5000" EnvRelease="10000"/>
    </Parameters>
    </WavetableDevice>
    </InstrumentDevice>
    <AudioEffectDeviceChain>
    <Reverb DeviceOn="true" DecayTime="10000" Freeze="on"/>
    <Echo DeviceOn="true" Feedback="50" DryWet="50"/>
    <AutoFilter DeviceOn="true" Frequency="1000" LFOAmount="25"/>
    </AudioEffectDeviceChain>
    </Devices>
    </DeviceChain>
    </MidiTrack>
    <MidiTrack>
    <Name Value="Operator Ambience"/>
    <DeviceChain>
    <Devices>
    <InstrumentDevice>
    <OperatorDevice>
    <Parameters>
    <OscillatorA Waveform="Sine" Coarse="1"/>
    <EnvelopeA Attack="10000" Decay="5000" Sustain="0.8" Release="15000"/>
    </Parameters>
    </OperatorDevice>
    </InstrumentDevice>
    <AudioEffectDeviceChain>
    <Phaser DeviceOn="true" Frequency="0.2" Feedback="0.7"/>
    <Chorus DeviceOn="true" Rate="0.5" Amount="30"/>
    <GrainDelay DeviceOn="true" Pitch="12" DelayTime="1" Feedback="0.4"/>
    </AudioEffectDeviceChain>
    </Devices>
    </DeviceChain>
    </MidiTrack>
    </Tracks>
    </LiveSet>
    </Ableton>