There seems to be a lot of wistful talk like “I hope Justin Valer releases a 909-style AR kit like his 808 one!” going around here. While I too hope for the day a true master takes on the 909 using purely AR synthesis, I figured no better time than right now to start a dialogue about synthesizing the 909 kick on the AR (no samples!).
Today I took a crack at it and want to report some results:
First, I’d like to refer everyone to the terrific research and analysis performed by Gordon Reid in the Sound on Sound article on bass drum synthesis
It provides a detailed synth architecture for the 909-style kick. However, I did not see any citation to an actual Roland schematic/design nor does he provide an audio sample, but perhaps this is all general knowledge about the 909.
As a reference to the actual sound, I used the original 909 kick included in Elektron’s Divine 909 sample pack (I really hope this is a decent reference because I’ve never owned a real 909 myself, but I personally really like this kick).
First, I attempted to emulate the kick using each of the AR bass drum machines and after wrestling with each of them, I was most satisfied with the results from the Hard BD, Classic BD, and Plastic BD.
However, each of these machines lack the low-passed white noise transient present in the 909. To remedy this, I used the noise machine on another voice through a 2-pole low-pass filter to augment the kick. If you have a MK2, I recommend sampling this noise transient and playing it through the kick’s sample engine so that this patch doesn’t require more than 1 voice.
While each of these patches are definitely 909-esque in nature, they still couldn’t match the crunchiness of my reference 909 kick. But perhaps this reference sample was heavily processed, it certainly has some saturation and compression but I have no idea if that’s just the reality of a raw 909.
Next, I decided to follow Gordon Reid’s “patch” more rigorously by using 3 different voices on the AR.
The first voice used is the DVCO engine to create the kick’s “oomph”.
The second voice is the impulse engine to create the click transient
And the third voice using the noise machine to create the noise transient.
I guess in the traditional 909 architecture, a triangle wave was shaped into a sine wave through a “waveshaper” circuit. I poorly approximated a “waveshaper” using the low-pass filter and I actually liked the resulting patch, but starting with a sine wave sounded more accurate. With some distortion and light compression, this was the patch I was happiest with. Varying the volume of the click and noise transients really changes the character of the overall sound so there is lot to adjust.
Looking at my reference 909 kick’s waveform in a DAW, its clear there was some weird transient shaping going on. My patches have a typical “sloping downward” envelope, but the Divine 909 kick seems to first quickly slope upwards after the initial attack and there is some clipping on the bottom part of the waveform. I tried to approximate this by triggering a LFO on the compressors volume along with adjusting the distortions “Symmetry” parameter, but it seems to give it a different character than the Divine 909 sample.
In conclusion, I don’t feel any of my patches really nailed it when compared to my reference 909 kick, but they are, by definition, 909-style kicks. Here is a link to recorded audio of these kicks (starting with the reference sample).
The kicks in order as they are sequenced in the Soundcloud audio:
- Divine 909 kick sample (this is the reference for comparison)
- Hard BD 909 patch
- Classic BD 909 patch
- Plastic BD 909 patch
- Triangle VCO 909 patch
- Sine VCO 909 patch
I’ve also attached the sysex files for all the patches mentioned here: 909 Kicks for Rytm.zip (784 Bytes)
I would really love some feedback about these particular patches and maybe some clues on how they can be tweaked or processed to more accurately emulate the 909 kick. Please feel free to share your own attempts too!