
Trip-Hop
CHAPTER 16
325
In addition to this, it’s also worthwhile employing some fret noise and fi nger
slides. Most good tone modules will include fret noise that can be dropped in
between the notes to emulate the bassist’s fi ngers sliding along the fret board. The
pitch bending is best emulated by fi rst programming the notes to overlap slightly
and then recording movements of the pitch-bend wheel live and editing them in
the sequencer. Again, since the pitch-bend range is set to 2 semitones only the
MSB value will need editing if the live recording didn’t go according to plan.
Of course, you don’t particularly have to use a real bass guitar and, as ever, it’s
open to artistic license. Pretty much any low frequency sound can be used pro-
vided that it sounds dark, moody and atmospheric. As we all have different ideas
of what constitutes a moody, atmospheric bass, there are no real generic timbres
and practically any synthesizer can be used to programme the basic sound. As a
recommendation, the Access Virus, Novation Supernova or the Novation Bass Station
(VSTi) are particularly suited towards creating deep, atmospheric bass sounds.
Fundamentally, a synthesized bass for trip-hop should exhibit plenty of low-
end presence (dub infl uence) yet at the same time not be so powerful that it
takes up too much of the mix (hip-hop infl uence). To accomplish this, a good
starting point is to use three oscillators: one set to a sawtooth waveform, the
second set to a sine wave and the third using a triangle wave. Transpose the
triangle wave up an octave and then adjust the amp’s EG to a fast attack, decay
and release but a high sustain. This will allow the bass note to sustain while
the key is depressed (many trip-hop rhythms depend on long notes rather
than short, stabby ones). If a resonant pluck is needed for the beginning of
the note, using a low-pass fi lter, set the cut-off quite low with a high resonance
and use a fi lter EG with a zero attack, sustain and release with a medium decay.
Finally, set the fi lter envelope to full positive modulation and then experiment
by detuning the sine wave downwards from the saw. The further away this is
detuned the deeper and more ‘full’ the bass will become. If the notes are sus-
tained for a lengthy period of time then it may also be worth applying very
small amounts of LFO modulation to the fi lter or pitch of one or all of the
oscillators, depending on the type of sound you want to achieve.
As with most other instruments in this genre, the bass can also benefi t from
effects, but these must be chosen and applied carefully. Any stereo effects such
as fl angers and phasers will often spread the sound across the image (which
will in turn move the bass from the centre of the mix and consequently destroy
the stereo perspective) so generally only mono effects should be applied. This
can include distortion, EQ and fi lters, but if you are using any of these it’s use-
ful to place a compressor directly after so that you can experiment by overdriv-
ing the signal without fear of actually overdriving the desk (although this can
be put to creative uses if it’s an analogue desk).
As touched upon throughout, the most fundamental aspect of creating trip-hop
is the dirty/gritty character that the whole mix exhibits. While this is certainly not
an excuse for poor mixing, it is a good reason to be experimental and push things
further to attain the character of the sounds. For instance, record everything to