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KickLab XXL Manual
Virtual kickdrum designer
Operation Manual for KickLab XXL software version 1.0
Introduction by Darren Glen:
"Kicklab XXL is the most advanced Kickmaking machine on the market, with the whole
vst dedicated solely to the most important percussion element of any electronic track,
the KICK.
Kicklab XXL features many original and unique functions and tricks that are often
employed by the most savvy dj producers/engineers to get their kicks well and truly
NAILED and brings all of these together into one beautiful interface. Kicklab XXL has
two powerful sound-generating sections, a Virtual Kick Synth and a Kick Sampler
section [with import functions] to rejuvenate your static kick samples with big, warm
powerful synth kick sub. With filters on the sample to avoid frequency cancellation,
phase change buttons to help match bottom end, delay trims to line up both kick
attacks exactly, volume mixing with EQ and saturation options the KICKLAB XXL will
create the big, in-your face, round stomping kicks with deep sub that you always
dreamed of."
Darren Glen
KickLab XXL Manual
Virtual kickdrum designer
KickLab XXL specifications
Virtual section
Sub Oscillator Sine and Triangle
Pitch Adjust
Pitch shaper
AD Envelope Generator
Puncher
Click Generator
Distortion
SV Filter with LP/HP/BP/Notch/Peak filtermodes and Velocity Tracking
Sampler Section
Double Precision Stereo Sampler
Trim section
Loop/Forward/Reverse/Key Follow
4 Octave Pitch Adjust
Stereo/Mono Switch
ADS Envelope Generator
Easy scrolling thru samples with previous/next buttons
Stereo SV Filter with LP/HP/BP/Notch/Peak filtermodes and Velocity Tracking
Mixer Section
3 band EQ with Hi and Low frequency split adjust
Saturator with depth and limiting
Phase invert (Virtual and Sampler Sections)
Mutes (Virtual and Sampler sections)
Level Metering (Stereo Left/Right and Virtual/Sampler Output)
Channel Delay (Virtual and Sampler Section)
Main Volume Control
Preset Section
Preview Function (disables itself when host is playing)
Multi Channel Output Stereo Main/Virtual+Sampler/All
Drop down menu preset select, previous and next selectors
Regular Disk operations, load/save preset or load/save preset bank
KickLab XXL Manual
Virtual kickdrum designer
Concept
Kicklab XXL is designed for producers who understand the importance of a good, solid
Kick drum in their track. Often producers spend a large proportion of there time
selecting, trimming, changing and balancing the Kick drum in their productions. It is
the foundation and building block upon which all the other elements are set upon, and
the reality is that a bad sounding Kick can quite simply ruin your track. For this reason
many producers lean towards selecting a Kick drum sample over a “synthesized” Kick,
for one simple reason.... Kick drum samples generally sound better. But the problem
the producer is then faced with is a lack of control over tweaks and modifications to
the sound of the Kick in a static sample. So layering techniques have developed over
the years where a sample Kick is mixed with other Kick drums from different sources,
Eq’d and pitch changed and mixed and tweaked...to create the desired result. Up until
now this has been a combination of many different external techniques and processes
all coming together, in samplers, external Fx plugins, synths and mixers.
Enter...Kicklab XXL.
KickLab XXL Manual
Virtual kickdrum designer
Method of Operation
Kicklab XXL has two sound generators, the Virtual Kick section and the Sampler Kick
section. With Kicklab XXL you combine the best sonic elements of both sound
generating techniques to complement each other. The Sampler Kick section helps to
provide the unique transient and attack information that is often unable to be
reproduced by a synthesized Kick sound. The Virtual Kick section provides a far wider
range of unique control over its sound with all of its knobs to help customise the
sound much more than is otherwise possible with just a Kick sample.
There are several ways of building up a Kickdrum in KickLab XXL and here are some
suggestions that will give you a headstart in making the best use of Kickab XXL.
1:/ The Virtual Kick supplying the "Meat" and "Sub" of the kick sound and the Sample
section supplying the "attack" of the kick, with the bottom end filtered out using the
high pass filter, this is a concept suggested and recommended by Darren Glen, you
will find this technique in the presets kindly provided by Darren Glen.
2:/ Having the Virtual Kick supply the full kick and the sample supplying a "hat"
sample or some other attack transient, with a short decay.
3:/ The Sample section plays a reversed kick sample to give the Virtual Kick supplying
the full kick a different tail, even a ducking kind of effect when used with decay and
trigger delay. With the trigger delay you can adjust the tail ducking effect perfectly to
the groove of your project.
4:/ Another approach is that you could have the Sample kick supplying all the main of
the kick and the virtual kick supplying more midrange "thump".
5:/ The sampler section can be set to “follow keys” and therefore you could decide to
trim the attack off a Kick sound leaving only its sub tail and “play” the kick tail like a
musical instrument, possibly with the kick tail becoming a bass sound in your track...
6:/ A variation on suggestion 5 to "follow keys" is to have a very short trim setting on
the Sampler, with Sampler Looping on, providing synth wave type sounds that can be
used to generate an overtone to compliment the virtual section. The Trim Start and
End can be used to tune the waveform. The closer the trims are set, the higher the
pitch. With this technique Kicklab XXL can also be used as a bass instrument, the vir-
tual section could provide the “Finger stroke” of the bass string.
...and any combination of the above or in-between. The possibilities are endless.
KickLab XXL Manual
Virtual kickdrum designer
A Guide to Use
Kicklab XXL is a Vsti instrument. Add Kicklab to your VST Instrument rack or channel
and send it a single midi note (eg C1) to trigger a kick sound. Sending a single midi
note will trigger both the Virtual and Sample sections of Kicklab together at the same
time.
The most important thing to decide on first is which sound generator is going to be
responsible for the sub of your Kick, the Virtual Kick section or the Sample section.
As sub information is primarily sine wave there can be only one sound generator
responsible for supplying the sub information of your kick, otherwise you will end up
with random cancellation of sub frequencies and a combing effect that will make your
kick sound far from ideal in a club. It can also make your Kick randomly change its
characteristics as the sub sine waves fight it out for supremecy, as well as introduce
unwanted peaks and distortion. This is obviously to be avoided.
Build your Kick from the ground up in layers, starting with the sub, and use the high-
pass filter supplied from the appropriate section to remove the sub from the
secondary Kick sound you are going use. Other advanced fiter types are also supplied
and may prove to be more suitable.
Give yourself plenty of “headroom” in Kicklab XXL when you start creating your kick,
as volume levels can later creep up in many sections, including high Resonance, Punch
or EQ settings. Start with low Volume knob settings for each section. The meters are
there to visually notify you when internal clipping is likely to occur. High volume levels
or clipping will, aside from adding distortion, traditionally reduce the deep sub bass
power and response of your kick, so keep your levels reasonable. Use your ears.
Preferable the virtual and sample sections are set at the same pitch frequency in
correspondance with the key of the composition, however this is certainly not
mandatory as no formula is the right one, but preferable keep harmonics as much as
possible in the mid and high frequency range to avoid cancellation of sub.
Another method of tackling cancellation is to adjust the pitch of each sound generator
or change the phase of one of the generators and hear how the virtual and sampler
kick sounds interact together and how the overall Kick sound changes, most notibly
the sub and lower mid frequencies.
Adjust the timing of one of the Kick sound generators with the “trig delay” knobs and
pay attention to how any cancellation evolves as the two sounds morph. The different
waveforms align differently in time, thus changing or at best solving the occurance of
any cancellation.
Trim the start or end of the Kick sample to reduce noise or unwanted extra sound
information, think less is more.
Eq your resultant sound further with the EQ section and and perhaps add some
Saturation. Set volume levels for each section, adjust your overall output level with
the Output Fader guided by the meters and choose to possibly send the Kicklab XXL
sound generators to separate outputs to provide further individual processing (such as
compression) in your DAW. You are well on your way to your own slammin’ Kick!
KickLab XXL Manual
Virtual kickdrum designer
Virtual section
The Virtual section of Kicklab XXL is a real kick synthesizer. It creates Kick drums
purely from scratch without the use of any samples, and thus no two kicks are alike.
The Virual Section is designated by a blue colored panel surrounding the knobs. The
Oscillator that generates the Virtual Kickdrum sound can be set up as a Sinus wave or
Triangle wave. The Triangle wave can produce harsher distorted and "plasticky" kick
sounds, but has also the disadvantage of losing sub content compared to a Sinus
wave. Use the Sampler section to provide the sub
content in such presets. The Oscillator is the first
part of the sound generation process. The frequency
input of the oscillator is controlled and shaped by the
pitch adjuster and pitch shaper. The pitch shaper is a
AHDS (Attack, Hold, Decay, Sustain) Envelope with Envelope Strength Control (Shape
E). The release is predetermined and can not be changed.
The puncher section is similar to a kick foot pedal, the punch
parameter controlling how hard the pedal is punched in, and the
impact parameter controlling how much impact the virtual drum
head receives. The Puncher is not related to the velocity sensitivity
of KickLab XXL. The Puncher predetermines how much strength the
Foot Pedal strikes the Virtual Bass Drum Head regardless of
velocity sensitivity. The more you turn these knobs, the tougher
the attack of your Virtual kick becomes.
Distortion can provide a little dirt into the kick, or can be used to
produce massive hard style kick drums. Be cautious how much to
apply if used with EQ and Saturation due to internal clipping if you
do not want them to occur. The Distortion has a selector which
can be set to strengths varying from low for subtle warmth to
loudest. The plugin will never output above 0 dB, so even with the
settings to loudest the plugin will not produce clips in the host mixer. The Distortion
applies to the Virtual Kick section only.
It is very well possible to get internal clips when using the filter in some extreme
settings, most often when having lots of, or a long decayed, sub with a Low Pass filter
cutoff parameter setting close to zero, or having added too much distortion, saturation
or EQ. This should be avoided when using a full sub kick drum in the virtual section.
Again, the plugin output will never output above 0 dB, but internal clipping can
happen. Use your ears and the graphical meters supplied to determine if your settings
are causing undesired clipping.
KickLab XXL Manual
Virtual kickdrum designer
Virtual section continued
The filter section consists of a mono State Variable filter with multiple modes (the
filter is mono as the Virtual Section is mono, which is desired for low and subsonic
information. The high quality filter is useful to get rid of unwanted frequencies or to
roll of subsonic frequencies, for instance, with a High Pass filter. The modes are:
Low Pass
High Pass
Band Pass
Notch or Band Reject
Peak
Bypass
The filter also has velocity sensitivity. Vary the input velocity of the Midi notes sent to
Kicklab XXL slightly between each other to change the filter position and thus make
each Kick sonically different. This is especially useful for samples to bring to life an
otherwise static Kick sample.
The Amp section consists of a click generator and a AD (Attack,
Decay) Envelope. The click generator produces a more apparent
attack on the Virtual Kick, making it more dominant in your
groove. If you do not like the sound of the click, use a low pass
filter in the virtual section to give the click more mid range
characteristics, rolling off the high frequencies. You could also
raise the resonance giving the click even more midrange, changing the “click” into
“stick”. Mid range boost gives the click naturally more decay as well. Please note that
you might also mess around with sub frequencies, so be careful.
The amplifier envelope sets the Attack and Decay of the Virtual Kick. All the envelopes
are in Sync with the oscillators, so you have a consistent, a precise defined sound
every time a MIDI trigger is received from your controller or host MIDI track. The
envelope will stop only if a note off is received with a predetermined release, just
enough to eleminate any clicks. KickLab will play the kick as long as you hold a note.
If you paint a note in your host sequencer make sure your note is as long as you want
it to sound. Note that KickLab is polyphonic, it will not cut a MIDI note or overlapping
notes when a new MIDI note is received. It will always play the note until a note off is
received. This could result in unwanted sub frequency cancellation. In FL Studio's step
sequencer notes will overlap as the step sequencer does send notes on only, not any
notes off. To tackle this problem use the piano roll instead to sequence KickLab XXL.
KickLab XXL Manual
Virtual kickdrum designer
Sampler Section
The Double Precision Sampler can read Mono or Stereo 16 bit and 24 bit wave files. It
will display the stereo information, but the left and right sample information are
merged together in the sample display. The Sampler section is designated by a red
panel area surrounding the related knobs, at the bottom section of Kicklab XXL. The
sampler has a trim section for the start and end to trim the sample information to
your personal preference. Simply grab the visual trim bars with the mouse pointer and
drag them to a new location. The sampler has incorporated all of the basic nessecities
you might need creating a well laid out kick drum. You can Loop, Reverse, Pitch adjust
and have the sample follow keys or play at a steady pitch over all keys. Grab the Pitch
knob in the bottom right of the display with the mouse cursor and turn the knob to
adjust the sample pitch playback. Reversing the sample will flip the sample data and
the trim start and end.
A stereo sample can be played in mono by selecting Mono in the sampler display. It is
often useful to select Mono when the kick sample that you are using has sub
information that is not panned center. In these cases selecting Mono will help avoid
mastering problems for your track later on. Choose this setting wisely.
Sampler loading is very easy, just load a sample and you can scroll through the
samples in that directory with back and forward buttons. Also clicking on the Sample
name in the sample window will bring up a drop down menu for even faster selection
of a wave file from the current directory, useful when you know what sample you want
in a directory with a large amount of samples.
Just as in the Virtual Section, the Sampler has a State Variable Filter with the only
difference being this filter is stereo. The rest of the features are identical to the filter
in the virtual section.
The amplifier for the Sampler section consists of a ADS
envelope (Attack, Decay and Sustain). If you want to play
a very long sample to the end, instead of using the Decay
parameter, turn up the Sustain knob to it's maximum
position. Also for playing loops the sustain should be set to it's maximum value. It will
play the sample until a note off is received. Alternatively you can use both an early
trim position and a short decay knob position, to focus on the contribution of the
Sample section to only a short transient attack of the Kick sample.
Kicklab XXL Manual
Virtual kickdrum designer
Mixer Section
The mixer section is more sophisticated then it looks. It is where Virtual section meets
the Sampler section, both signals are mixed and fed to the EQ and Saturator. The
Mixer section is designated by a dark grey panel area surrounding the knobs.
The 3 band EQ has a frequency splitter so you can set the Low
and High Frequency's to your preference. The Hz values in the
blue window provide the frequency (click, hold and move up or
down to change the frequency split) and the knobs provide the
boost or cut setting. To emphesise, adding or substracting
Bass, Mid or High frequency's with the Low, Mid and High
parameters is not static like other traditional 3 band EQ's. With
the frequency splits, the EQ can provide a Roll off of low frequencies below 35 hz or
above 16000 hz easily. The EQ has a range from 35 to 20000 hz. There is no specific
frequency setting for the Mid knob, however it is not a static frequency either. The
wider the frequency splits are set, the more quality is added to, or subtracted from
the Mid Boost (Q). So, the frequency that it boosts or cuts is a frequency in-between
the Low and High freqency setting and is dependant on these values. All this provides
for a very versatile EQ with a minimum of parameter adjustment.
Elaborating on the EQ section, the kick is a driving force in a track. Depending on the
genre of music, it can have a lazy attack, being wet 'n sloppy with a distinct resonant
tone, or in contrast, can be nearly pitchless, with a focus on the beater's attack and
almost clipped-sounding waveform. Every situation is different, and suitably, the EQ
will differ as well. There is no formula applying EQ to a Kick Drum. It depends entirely
on the mix. This is where KickLab XXL has a strong point to make, being able to
finetune and blend your kick drum precisely into your mix.
The Saturator will add tape style saturation to your kick drum.
This can be subtle or intense with or without limiting. The
Saturator, just like the EQ section, applies to both the Virtual
and Sampler section outputs mixed and sits just before the
final Output fader.
A switch is supplied to turn the EQ or Saturator sections on or off. Turn each section to
“off” when not in use to reduce CPU overhead and any internal clipping.
Phase Invert
The Phase Invert buttons are a very important feature in KickLab XXL and a trick often
utilised by engineers. When cancellation of sub frequencies occur, you can switch the
phase and it will get rid of the cancellation. In some situations the kick drum can
interfere with bass (guitar) frequencies in your mix and the phase invert of one (or
both) sound sources might help there as well. There is no right or wrong setting for
the phase buttons. Just try different combinations until you find one that sounds the
best.
The Mute buttons will mute the Virtual or Sample section separately so you can
concentrate on the sound creation of each section before summing the two sound
sources together.
KickLab XXL Manual
Virtual kickdrum designer
Mixer Section continued
The “Trig Delay” knobs will delay the Virtual or Sample section from
triggering by a certain value. For instance, if you have a Virtual Kick
drum sound with a lot of attack, the sample might need adjustment by
starting a couple of samples later. Or, as mentioned earlier, to line up
reversed samples or loops. You can delay each channel up to 2000
samples. A value of Zero (0) delay on these knobs is set when they are
turned to the far left.
Multichannel out is another strong feature as you might want to use the
Virtual and Sample signal split into your host sequencer mixer to enable
further processing to each of these sections independantly with your
own VST plugins. KickLab XXL will always place 3 stereo channels on
your mixer, however Kicklab’s output will be routed to either the Main
Out, or Virtual out (2 x mono) + Sampler out (2 x Mono or 1 x Stereo
depending on the sampler settings). This setting can be found in the Program Window.
Click on “Multi Channel” to select either “Main Out” or “Split S+V” (Split Sampler plus
Virtual) from the dropdown box. The default is Main Out, with both the Sampler and
Virtual sections mixed together onto this single mixer fader. Another use of this split
mode is to use just the Sample output as the Kick for your track and the Virtual Out
sound purely as a silent sound feed to a sidechain compressor in your DAW session.
This can save you having to make separate kick tracks to run sidechain compression
in your song.
Level metering is provided for all channels. The meters closest to the fader are the
main output level meters. The furthest from the fader are the Virtual and Sampler
output metering. The metering for the Virtual and Sampler channels is done just after
the volume knobs of each section, so it shows what levels you feed into the EQ and
Saturator sections.
The main fader is to control the main output level. When turned down the Virtual and
Sampler meters will still show the levels of these sections. Give yourself plenty of
headroom with this fader to produce a kick with the most punch and least amount of
clipping...ie..louder is not always better. Keep the meters out of the red and turn up
the fader in your DAW mixer channel, or amplifier output if you require further level.
Preset Manager and Disk Operation
The preset manager is straight forward. You can load and
save presets or preset banks and rename them if nessecary
by clicking on “Disk”.
It has a previous and next button to scroll thru presets and shows you the preset
name and what preset number you are on. Presets can also be selected by a drop
down menu by clicking on the preset name.
KickLab XXL Manual
Virtual kickdrum designer
Authorisation and Legal
Along with your download we provide a serial key and user key file (user.key and
serial.key). KickLab will not output any sound wihtout those files.These files must be
dropped in the installation folder of KickLab XXL. This will authorise your copy of the
plugin on startup without further annoyances.
If you lose your keyfiles due to HDD or sytem failure we will send you new key files
ASAP (surely within 24 hours) just send us your Customer ID and date of purchase.
Please store your keyfile along with your serial number in a safe place to keep
resending of serial and user keyfiles to a minimum.
You can use the plugin on 2 systems, provided that you own them both (like laptop
and main DAW) and is only used by you personally. For studios we handle different
prices, Please contact us for details if you want to use KickLab XXL in a “public” studio
enviroment. Resale of this plugin is not permitted. Free updates provided only for
bugs in v1, upgrade prices apply for version 2. We will always keep support on any
version.
If AMvst would ever cease to exist, we will provide you a copy protection free version.
KickLab XXL can be used to create sample libraries, with (well almost) no restrictions,
but please do not use the provided presets in such, we assume you can certainly do
better.
KickLab XXL Manual
Virtual kickdrum designer
Troubleshooting
1:/ “I load up my preset but the sample is not loading”.
Samples are not saved along with the presets, only pointers to their position on the
disk. If you move or rename your kick samples then your presets may not load
properly. Either position your sample back to its place when the preset was made on
the disk or re-load the sample again with the sample browser from its new location.
2:/ “My kicks sound distorted”
Turn down the Volume knobs in both the Virtual and Sampler sections, turn down the
EQ levels, turn down the resonance values in the filters, turn off the distortion or
Saturate sections, reduce the Impact or Punch knob values, turn down the Main
Output Fader, turn down the level of the channel output in your DAW mixer. Turn the
Virtual Kick wave selection from TRI to SIN. Use an undistorted sample.
3:/ “How do i make my kicks have a pre-delay when the Trig Delay knob cannot have
a negative delay setting, only a positive value?”
The Trig Delay knobs are only able to delay Kick sounds forward in time. Kicklab XXL
cannot play a midi note before it recieves it. If your overall Kick sound is late in your
track then you wish to move the Kick back earlier in time. Set your DAW's midi track
timing to a negative value.
4:/ “The kick sounds different/shorter when played in my DAW from midi compared to
when i use the “Preview=On” setting.
Kicklab XXL will play a short Kick if it is sent a short midi note from your DAW (and so
it should!). However in “Preview=On” mode, when you release the cursor on a knob it
will trigger a kick sound to assist in Kick creation when your sequencer is in Stop
mode. However when you release the cursor on a knob in this setting it has to guess
what kind of Kick length to play as it is not recieving Midi notes at the time. So Kicklab
XXL instead uses the “Decay” values on the Decay knobs for length. If these are set to
a different length to the Midi note length in your sequencer then you may notice a
different-length Kick being previewed. If this becomes a problem then you may wish
to lengthen your Midi notes in your sequencer to compensate, or alternatively design
your kick sound whilst your sequencer is triggering the Kicklab via midi in a loop.
KickLab XXL Manual
Virtual kickdrum designer
Troubleshooting continued
5:/ “I can hear a pop at the end of every kick”
This is most probably due to you setting an Endpoint for the Kick Sample that is
shorter than the Decay setting in the Sample section. Muting the sampler section to
see if the problems is gone, then you know for sure it is the sampler sections end trim
and/or decay settings. You can try re-positioning the Endpoint to a central point on
the waveform that will reduce the click or reduce the Decay knob so that the envelope
assists in reducing the pop.
6:/ “My Sample kick does not sound the same as it does in my editor”.
You may have a stereo sample that you are playing in Mono. This can cause
cancellation of several frequencies. Click on the Mono setting in the Sample window
and select “Stereo”. You may also have the Key setting to “Key = On”. This can cause
the sample to play back at different speeds depending on the Midi note. To keep the
Kick sample pitch consistent regardless of the Midi note set the Key setting to
“Key=off”. Also ensure that the Pitch knob in the sample window is set to “0.00”.
Check the filter settings, and the envelope settings in the red (Sampler) section.
7:/ “I am having a problem this manual does not cover”.
We are doing all we can to provide you with a quality product, if you have any
problems that can't be solved by this manual, feel free to contact us.
KickLab XXL Manual
Virtual kickdrum designer
That's it!
We hope you enjoy KickLab XXL and that it will be part of your musical creations for
many years to come.
This concludes this manual, and as we value you as a customer, if you have any
questions, problems or suggestions regarding this manual, us, our website or the
KickLab XXL plugin, feel free to contact us directly by clicking the "@" button on the
KickLab GUI or thru the contact page on http ://amvst.com
A special thanks to these wonderful people for their insight!
Malcolm Barbour
Darren Glen
Nippy Baynes
Exonerate
Infuzion
MyCo
Sambean
Acrobat
TomC
Tom7777
Skore
Leif Oddson
Sunsynth
Concept (C) 2009 by Angular Momentum
12

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