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Hi,

I'm looking for techniques (in Logic Pro) to take a smooth sound and make it sound bubbly.

Things I've tried:

  • Passing it through bubbles in logics "space designer" convolution reverb which hasn't worked well
  • Playing with the autofilter plugin (which admittedly I know less well) and automating the rate
  • Spectral gate (which doesn't work so well on such a smooth tone.
  • A spectral pulse plugin I have which sounds a little too scifi-like.

Any tips on how to approach this. I'm going for something more like soap bubbles than underwater bubbles?

Thanks!

4 Answers 4

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I doubt there is any go-to effect to do this, as the source material will dictate the approach and the amount of processing required to make it 'read' as what you wish... For me, a soap bubble popping is likely best emulated with your mouth, making subtle 'plosives eg saying/making only the very first fragment of the letter p from the word pop... almost just a very short lip smack open..

if instead of breath/pressure change from your mouth you want to use a continuous tone as the source then i would probably experiment with an LFO and/or a tight/fast Envelope generator - first find an LFO speed thats working at a speed that evokes what you are after when applied to something obvious (eg filter cutoff) & then try re-applying it to different parameters eg pitch, filter cutoff/resonance etc.... Some delay with (subtle or not) pitch shift in the feedback path may help too.... Or a tight fast ADSR applied to amplitude or filter cutoff

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I echo (LOL) Tim's recommendation but also suggest the use of Crystalizer after using an LFO. Available for Logic Pro. I also recommend warping and oscillating the pitch a few different ways and then running it through the LFO and Crystalizer in layers at different settings. It should give you a less electronic and more natural thick bubble sound based on your base material.

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I'd try some grainular fx. GRM Shuffle would get you there or the Grain Delay stock in Ableton.

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if you use multiple short grain delays you'll get exactly what you're looking for.

all the sfx during the first half were multiple short delays with high feedbacks and varying grain size settings.

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  • this is basically what I ended up doing!
    – Lugarshz
    Commented Jun 26, 2013 at 2:39

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