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Friday, July 3, 2026

Cubase Padshop 2: Grain Oscillator

 By John Walden

Padshop 2's Granular Oscillator, with layer A  set to its initial state and a  sample dragged and dropped. Ready to commence pad creation!Padshop 2's Granular Oscillator, with layer A set to its initial state and a sample dragged and dropped. Ready to commence pad creation!

Cubase 10.5's Padshop 2 granular synth can create wonderfully engaging pads from any sample.

Cubase's Padshop has always seemed to me to be something of a hidden gem, but with the Cubase Artist/Pro v10.5 update this granular synth was treated to a significant overhaul. Where once we had only a 'lite' version of Padshop, we now get the full version of Padshop 2 (which is available as a paid product for users of other DAWs). Padshop 2 still includes its predecessor's dual-layer (A and B) engine, the Grain Oscillator, flexible filter, modulation options and effects, and all this is contained in a refreshed, yet still familiar GUI. However, it also boasts an expanded preset and bundled sample collection, drag-and-drop support for your own samples in Cubase, improved sound modulation, additional filter options, an integrated arpeggiator/phrase player (which will be familiar if you use Retrologue) and a new Spectral Oscillator.

The original grain oscillator and the new spectral oscillator make Padshop 2 an intriguing option for sound creation, but they might be unfamiliar concepts to many taking their first steps in DIY sound creation. I hope to take a detailed look at the Spectral Oscillator in a future column, but this month and next I'll do my best to nudge you along the learning curve for the Grain Oscillator, by looking at the creation of pad/soundscape-style patches.

Padshop 2's new Spectral Oscillator provides some very different sound-creation options, which I'll explore in a column in the near-future.Padshop 2's new Spectral Oscillator provides some very different sound-creation options, which I'll explore in a column in the near-future.

Grain Brain Drain

If granular synthesis is an alien concept, Simon Price's article in SOS December 2005 (https://sosm.ag/dec05-granular-synthesis) is an excellent overview. In essence, grain-based audio processing involves dividing your audio sample into tiny sections (each a fraction of a second) called 'grains'. It's rather like beat-slicing but done on a micro-scale: if the individual grains are played back in sequence at the original speed and pitch, you simply hear the original sample, but grains can also be played back individually, sequenced in original order, sequenced out of original order, looped, re-pitched, filtered and reversed; multiple grains can be played simultaneously, different grains can be used on the left and right sides of the stereo image and, well, you get the idea.

There are all sorts of options and combinations, which mean that granular synthesis makes it possible to create entirely new sounds in which the original sound source is unrecognisable. Its potential for original sound design is huge — and you need nothing more than Padshop's Grain Oscillator to get started.

Clean Drop

To begin our introductory tour of pad creation using Padshop's Grain Oscillator, start by: (1) ensuring only layer A is active (turn off layer B via its power button, located bottom-right); (2) selecting the Grain Oscillator in layer A (the button located top-left of the oscillator panel lets you toggle between the grain and spectral oscillators); and (3) ensuring that layer A is reset to its initial state (use the drop-down menu towards the right side of the Plugin Functions section, which is the topmost tool strip).

Having 'blanked' layer A, rather than choosing one of the preset samples, you can use one of v2's most significant new features: you can drag and drop one of your own samples (mono or stereo) into the Grain Oscillator. This can be done from various locations, including the Project window, but for the example illustrated here I dragged a sample of a sustained guitar chord from my OS's file browser. If original sounds are what you want, starting with your own unique sound source is obviously a good plan, but almost any sound can provide something useful.

No Pain, All Grain

The Grain Oscillator's control set is split into three main sections: the waveform display, with its series of numerical/rotary knob controls; the 'position settings' (on the left); and the 'level settings' (on the right). In the waveform display, you can set the range of the waveform to be used for the grain-based playback by dragging the start and end markers. You can also set the starting position for grain playback by dragging the waveform playback head or by adjusting the Position (Pos) knob to the left of the waveform display.

Tweaks to the number of grains, their relative starting position and the playback speed produce timbral changes, but not always a very musical result.Tweaks to the number of grains, their relative starting position and the playback speed produce timbral changes, but not always a very musical result.

If you now play a few MIDI notes into Padshop the odds are that you'll hear a very static sound, albeit one that's pitch-mapped across the keyboard. So while the sound will change in timbre as you move the playhead position, you'll need to twiddle a few more knobs to create something more pad-like.

A decent first step is to tweak the Speed knob. When you play and hold a MIDI note, this setting controls the speed and direction in which the playback head moves through the grains from the starting position. At 0 percent (the default value on initialising the settings), the playback position is static (the same grain is played repeatedly), hence our currently rather bland sound. But you can set the Speed between -200 and +200 percent. At +100 percent, the playback speed sequences the grains at their original tempo, and you hear something approximating the original sample. Well, sort of, depending on the MIDI note you play and the Shape setting (which creates different crossfade styles to smooth the transition between grains), amongst other things.

Negative Speed values move the playhead backwards through the original sample, and they can produce some interesting, often unsettling, effects. In this case, I opted for a Speed of +6 percent and the 'Welch' Shape setting, but what's 'best' will almost always depend on the nature of the original sample and what sort of result you want; there are no magic numbers to share!

Granular synthesis makes it possible to create entirely new sounds, in which the original sound source is unrecognisable.

It Takes Two (Or More)

Next, try: (a) increasing the number of grains being played at any one time; and (b) ensuring that each grain uses a subtly (or perhaps not so subtly) different playback start position. The Number setting can be adjusted to a maximum of eight, but even values of two or three (used in my example) will have a noticeable impact on the sound. To the left of the waveform section, adjust the Position Spread control (I opted for 10 percent) so that each grain starts from a different point around the playback head. These adjustments should add greater complexity/richness to the sound.

To add further sonic variation, you can also adjust the Random Position and Position Channel Offset controls. The former injects some randomness to the start position of each grain, while the latter applies start position differences between the left and right channels, to enhance the stereo width. In the example, I dialled in 10 percent for both. (By the way, it's also worth noting that Padshop always creates left and right channels, even from mono samples.)

My Grain Oscillator configuration is complete: it's the core of a pad sound — but the filter, modulation and effects options can help to make this patch sound much less 'static'.My Grain Oscillator configuration is complete: it's the core of a pad sound — but the filter, modulation and effects options can help to make this patch sound much less 'static'.

More Than Noise?

By this stage, the sound can easily be one in which it's impossible to identify the original sample — but it may be as much 'noise' as 'musical', and in most cases, you can shift the balance towards the latter by experimenting with the Duration setting. This adjusts the length (duration) of each individual grain, and it influences the timbre of the sound and the pitched elements. With lower values (shorter grains), pitch is dominated by the frequency at which the grains repeat, while at larger values (longer grains; I've used 50), pitch elements from the underlying sample tend to dominate.

You may also need to experiment with the Duration Key Follow setting. This interacts with the Duration setting, with shorter Duration values generally requiring higher Key Follow values (and visa-versa) so that pitch is mapped in a conventional fashion across the MIDI note range. As a guide, start at 100 percent (which worked fine in my example) and then switch to 0 percent. See which feels most natural, and adjust to taste from there.

Rich Pitch

Provided you're using more than one grain, perhaps the last initial setting to tweak before digging into the modulation options should be the Pitch Interval. If this is set anywhere other than zero, grains are randomly played either at their original pitch or at the specified pitch interval. Certain values (eg. a fifth) produce more obviously musical results, but the -12 semitone setting I used here is always a good bet; it adds a little low-end depth and richness to almost any sound.

See You Later, Modulator!

With sufficient tweaking of the Grain Oscillator controls that I've described above — and, as always, a little luck — you'll hopefully now have created a pad-like sound of your own. But while it could well be usable, chances are that you'll feel it could be made somewhat more interesting and engaging!

That's where Padshop 2's filter, effects and modulation options come in, and is where we'll resume our look at Padshop 2 next time. In the meantime, I've created an audio example below that demonstrates the various stages of my pad's development, from original sample through to my final Grain Oscillator tweaks. I've included an example of how this sound can then be enhanced with the filter, effects and modulation options, so you can get an idea of where we're headed next.


Published March 2020

Wednesday, July 1, 2026

Cubase: Padshop 2's Modulation Matrix

You can target a number of the Grain Oscillator's parameters for modulation in Padshop Pro 2.You can target a number of the Grain Oscillator's parameters for modulation in Padshop Pro 2.

If you want to inject some motion and mystery into your pad sounds, why not fire up Padshop 2 and enter the matrix?

In last month's introduction to Cubase 10.5's Padshop 2 synth (https://sosm.ag/cubase-0320) I explained how to turn your own audio samples into basic pad sounds with only a few of the synth's Grain Oscillator controls. Those sounds were usable enough, but also a little 'static' for some tastes, and Padshop 2 has plenty of options for injecting more interest and movement into the sound — and this time, I'll explain some ways to do this using its modulation section.

If you're new to rolling your own synth sounds, modulation can seem a rather mysterious thing. At heart, it's actually a really simple concept: you use one control or parameter (the 'modulation source') to change one or more other parameter (the 'destination') over time — the mystery probably stems from the sheer number of options modulation can open up! So where do you start? Well, thankfully, Padshop's modulation system (enhanced in v2) is easy to use, and is centred on two fairly conventional approaches: a 'modulation matrix', and a streamlined MIDI Learn/parameter assignment system.

I'll discuss some examples below, and you'll find accompanying audio examples on the SOS website (https://www.soundonsound.com/techniques/cubase-padshop2-workshop-0420-audio).

Package icon cubasepadshop2workshop0420.zip

Target Practice

First, decide which synth parameters you want to modulate. As with any synth, most filter and effects parameters offer plenty of potential, but for those with last month's introduction to the Grain Oscillator fresh in the mind, we'll start with some candidates in the oscillator section. Click on the Matrix tab to access the modulation matrix, where you can link up to 16 different modulation sources with parameter destinations (the 16 slots are arranged in four banks of four).

A drop-down menu in any of the matrix's Destination slots allows you to select your modulation target. While not all of the Grain Oscillator's controls are assignable (I'll come back to this), Grain Position is a great choice: as outlined last month, the Grain Position defines the starting point in the waveform for grain playback, so modulating this will give your pad sound some timbral variation over time.

A further drop-down menu in the corresponding Source slot allows you to select the modulation source. There are plenty of possibilities, but for this example I've selected one of the four LFOs, configured to follow a sine waveform over four bars. I've also set the Depth value in the matrix to 10, for a fairly modest amount of modulation. With the modulation configured this way, when playing and holding a note over four bars (or longer), you should notice a slow and steady change in the pad's sonic character.

For more hands-on control, instead of the LFO, try selecting the Mod Wheel as the modulation source. If you're a good keyboardist, note velocity or aftertouch will also work well, as they allow elements of your playing dynamics to change the timbre of the sound. For more timbral change, the other two Grain Oscillator parameters to try modulating are Speed and Duration. In both cases, start with small, positive Depth values — otherwise things can soon get weird. That said, if 'weird' is what you want, target the Formant control; even with low Depth values, it can produce some wonderfully unsettling tonal/pitch variations.

Outside the Grain oscillator itself, parameters in the filter section make good modulation targets if you want to add movement to your pads.Outside the Grain oscillator itself, parameters in the filter section make good modulation targets if you want to add movement to your pads.

Of course, with 16 modulation slots, you're not limited to targeting only one or two of the Grain Oscillator's parameters. Other classic candidates are the filter's cutoff, resonance and distortion settings. It's perhaps worth noting that the filter section has its own dedicated ADSR envelope, which can be used to modulate the filter's response, and this includes a Velocity setting which allows the envelope's behaviour to be modulated by note velocity. But you can also configure the filter cutoff, resonance and distortion as destinations for any of the other modulation sources in the matrix. Again, using a slow-moving LFO to gently sweep any of these parameters and making them react to note velocity can be great ways to induce further timbral variation.

You can create a step-based pattern (with a maximum of 32 steps) which can be used to modulate any of the matrix's destination parameters.

Step On It

Padshop 2 offers many modulation source options, but a personal favourite that I keep coming back to is the Step Modulator, which is accessed via the Step tab. Here you can create a step-based pattern (with a maximum of 32 steps) which can be used to modulate any of the matrix's destination parameters. Usefully, Step Modulator pattern presets can be saved and recalled.

The Step Modulator provides a very flexible modulation source.The Step Modulator provides a very flexible modulation source.

With this, you can achieve all sorts of outcomes, from modest tonal changes (using a smooth set of step pattern values and a low Depth value) to strong pulse-like effects (using a step pattern of alternate high/low values and a high Depth value), whether targeting grain position, filter cutoff or volume. For pulse-like effects, you can control how obvious the pulse or rhythmic pattern becomes by adjusting the Depth control to taste. And, if you specify the mod wheel as the Modifier in the appropriate modulation matrix slot, you can then vary the degree to which the Depth parameter is applied — and therefore control the intensity of this pulsing effect in real time.

Rocking The Mod

No menus required: initial links between sources and destinations can be established via drag and drop.No menus required: initial links between sources and destinations can be established via drag and drop.The examples above provide some fairly safe places to commence your voyage into pad design. But Padshop's modulation system allows almost endless combinations, as well as some different ways to set things up that can make more complex creations easier to achieve. First, note that Padshop 2 allows some modulation options to be configured via drag and drop. Beside some of the controls that can act as a modulation source you'll find a small 'four arrowhead' icon. If you click (and hold) this, and then drag away, the parameters that can be targeted as modulation destinations will become highlighted. Simply drag to the desired destination and a modulation link will be established; the link will be added automatically to an empty slot in the modulation matrix, where you can fine-tune it. This is a great way to, for instance, link the mod wheel to a parameter or two.

Second, I want to revisit that point about not all grain oscillator parameters being available as modulation destinations in the matrix. Why that is, I don't know, but Padshop 2 does include a conventional MIDI Learn system that provides a workaround — while you can't, for example, target the grain oscillator's Spread, Offset or Grain Number controls using an LFO or the Step Modulator, you can link them to the mod wheel or another MIDI continuous controller if you want to change them in real time.

Grain Oscillator parameters can be modulated via MIDI even if they're not present in the modulation matrix. MIDI Learn is supported, as is mod wheel control.Grain Oscillator parameters can be modulated via MIDI even if they're not present in the modulation matrix. MIDI Learn is supported, as is mod wheel control.

Right-clicking on any control opens a pop-up menu to configure this. For instance, targeting all three parameters I mentioned above with the mod wheel can provide some cool tonal variations for your pad sounds. Incidentally, while none of the parameters in Padshop's Effects page are available in the modulation matrix, they can all (including the controls within the four-band EQ) be modulated via this MIDI Learn approach.

Double Trouble

I'll leave you with two thoughts. First, recall that in the examples I've used here I've used only one of Padshop's layers. You can, of course, make perfectly usable pads with a single layer, but there's twice the fun to be had (and twice the complexity of the sound that can be created) by blending sounds from two layers. Second, despite its name, Padshop can be used for sounds other than pads. Hopefully, that's a topic I can return to soon, while also exploring another pair of Padshop 2 features — the Spectral Oscillator and the arpeggiator/phrase player. 



Published April 2020

Monday, June 29, 2026

Cubase MultiTap Delay Tricks

A little bit of creative MultiTap Delay can turn even the most basic of drum patterns into something groovy.A little bit of creative MultiTap Delay can turn even the most basic of drum patterns into something groovy.

Looking for creative inspiration? Tap into Cubase's new MultiTap Delay...

Steinberg have seriously improved Cubase's stock plug-in collection in recent years, and among the new options for Pro and Artist users in v10.5 is the modestly named MultiTap Delay. It offers emulations of both modern and vintage delays, up to eight taps (repeats), and very flexible configuration and modulation options. I'll provide a very brief overview of the key features before illustrating some options via a specific example: spicing up a drum part to generate new rhythmic ideas.

MultiTap Delay's GUI is split into three sections. The central portion, with larger knobs and graphic display, is where you configure the number of taps, their relative timing, level and pan, feedback, and other settings that fine-tune the balance between the original and processed signals. Above this, in the Character Panel, you choose between four styles of delay (Digital Modern, Digital Vintage, Tape and Crazy) or pop open the full panel for more detailed adjustments to 'colour' the broad sonic character of the repeats. The options range from pristine, through lo-fi vintage/tape effects, to special effects territory. The bottom strip contains three more pop-open panels (Loop, Tap and Post) which focus on additional effects that can be applied to your delay line. Each provides a six-slot effects chain and there are 14 different effect types available. The three panels differ in terms of where their processing occurs in the signal path, with effects placeable in the effects loop, on individual taps or at the plug-in's main output. The effects include various modulation choices, filtering, pitch-shifting, panning, reverb and, as if eight taps with feedback weren't enough, an additional delay.

Fun With A Drum

For all the potential trickery, this is also a really good, all-purpose, delay plug-in — but its more creative aspects make it stand out from the crowd. So let me take you through a fun exercise with a drum sound.

Our starting point is a simple four-bar Groove Agent acoustic tom pattern, with an instance of MultiTap Delay inserted on the GA Instrument Track. You could use the delay as a send effect, but for the automation options described below the Insert route is easier to configure, so I've done that here and set the delay plug-in's Mix control to 40 percent. I chose the Tape Character preset and tweaked the settings from there (more Saturation and picking the half-sample-rate setting), and added a touch of Overdrive in the Loop Effects panel for extra crunch. This combination means that, as well as adding rhythmic interest, MultiTap Delay will vary the sonic texture with each repeat.

While I've only used a touch of overdrive in my example, MultiTap Delay's effects options provide plenty of interesting possibilities.While I've only used a touch of overdrive in my example, MultiTap Delay's effects options provide plenty of interesting possibilities.

In the main panel, I've configured three taps with slightly decreasing volumes, and adjusted the Feedback to taste (30 percent) so the pattern of repeats is fed back to the delay line but (in this case) at a relatively low level. You can manually edit the position, level and pan of each tap or, via the Tap Rhythm button, position the taps by playing the rhythm that you require. Tap positions can be snapped to a grid resolution or moved without a grid. You also have Quantize and Randomise options (the latter is fun for a 'lucky dip' approach!). However, the key thing to understand is that the Delay setting determines the length of the tap grid. In this example, I've engaged the Sync option and set Delay to 1/1, so the tap grid represents one bar of time. A Decay setting of 2/1 makes the tap grid two bars in length, gives half a bar, and so on. Once you've grasped this, the logic behind laying out a pattern of taps becomes clear. (Without Sync engaged, Delay is set in milliseconds, but the same principle applies.)

Finally, I've engaged the clever Ducker controls — the repeats are ducked (in this case, their volume is lowered by 50 percent) whenever there's a signal at the input to the plug-in. This can be used to duck both the feedback and the delay line, and ensures that your original sound doesn't get masked by the repeats.

For all the potential trickery, this is also a really good, all-purpose, delay plug-in — but its more creative aspects make it stand out from the crowd.

Tap Tweaker

As the audio examples at the end of this article show, we now have something more rhythmically interesting than our original drum pattern. Depending on the musical context this might be all you require, but if you're looking for more complexity, or to add variations during the performance, we can do plenty more.

As you adjust the Taps control, your additional taps do not have to appear sequentially along the grid timeline.As you adjust the Taps control, your additional taps do not have to appear sequentially along the grid timeline.

Effects aside, the two simplest tactics are (a) to add more taps and (b) to adjust the Feedback level. As it's super-easy to assign both the Taps and Feedback controls to the Track Quick Control system (right-click on the control to access the pop-up menu), automating both is a great way to change the intensity of the delay processing on the fly. Adjusting the Feedback level is straightforward, but for the Taps control you'll need to pre-configure each additional tap (position, level, pan, etc). It's worth noting that while you're allowed up to eight taps, and each is assigned a number, their position along the grid's timeline doesn't have to be numerically sequential — tap 7 can be positioned before tap 3, for example — so, as you automate the Taps control, you can add repeats with shorter or longer delays, as you prefer.

Double Delay

Again, if you check out the audio examples, you should hear that our very basic drum pattern has been transformed into something much more interesting, and it's possible to vary the intensity of the 'performance' with some simple automation moves. But you don't have to stop there. Why not add a second instance of MultiTap Delay, so you have a second set of eight taps to exploit in your quest for rhythmic variation?

MultiTap Delay's parameters can easily be automated via the Track Quick Control system.MultiTap Delay's parameters can easily be automated via the Track Quick Control system.

At this point, whether you use Insert (as here) or Send effects makes more of a difference. With Inserts, the repeats created by the first instance of MultiTap Delay become the inputs to the second instance and are then subject to processing; things can get quite busy very quickly! However, if you use two Send-based instances of MultiTap Delay, they're independent of each other; both are fed directly by your source track. On the flip side, real-time automation of your two MultiTap Delay instances is much easier when both are used as Inserts on the same track; you can use one set of Track Quick Controls to change the settings for both plug-ins. Real-time control is trickier to do with two independent Send effects.

Anyway, as a starting point for this 'double delay' effect (heard in the final audio example), I've configured two instances of MultiTap Delay as Inserts on my Groove Agent track, using the same simple drum part. To make this easy to replicate, on the first instance I selected the Alt Beat Counterpart preset, while on the second I used Snare Trap Groover. I then set the Feedback, Taps and Mix controls for both instances as Track Quick Controls. The Feedback and Taps controls can be used as before (although lower settings, especially of the Feedback controls, are best unless you want things to get really trippy). However, the two Mix controls are well worth playing with, as they allow you to blend the two delay lines or, by turning either Mix control to zero, effectively remove the delay processing of one plug-in or the other.

I've only really scratched the surface of what's possible with MultiTap Delay and, bar a little overdrive, not even started on the creative options provided by the various effect panels. Perhaps I'll explore that side of things in more depth another time! 



Published May 2020