The Post-Industrial CybrDepot
Thanks for purchasing this disk. This is the page where you will find support files and information on how to best use your disk.
Post Indie Downloads
Download a .TXT file of Preset names and sample names
Download a Sonar .INS file
thanks to Colin Paterson for helping finish this
Download a Logic Audio Environment
Download a Cubase VST .dev file
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Important: Loading this Disk
You probably don't have anything like Post Indie in your cd rom collection, particularly if you only have commercial disks. Post Indie is different because not only does it have a huge 128 meg bank, this bank has nearly 1000 intensely detailed presets that are all fully programmed. Just as an example, most of the drum kits use a different zone for every note, with its own filters and cords, and each kit has 88 notes. Most disks you buy don't have lots of programming. Because of this, the disk loads differently than others. On Emu format cd roms the Programs load first. After that the samples load. Normally the program part of the load is fast (as there is little data). Not so with Post Indie. It might take 1-2 minutes to load the programs, then the samples will load. I bring this up because when programs load there is no activity on the display. When you first load Post Indie it will appear that the disk is not loading as if the sampler may have locked up. Trust me, wait it out. After the large set of presets is sent you will see the display activate. If you have a very old cd rom player (i.e., a 2x) it may take 10-15 minutes to load Post Indie. I recommend that you save the master bank to hard disk as loading is much quicker.
Drum Kit conventions
There are over 50 presets called "kits". The 808/909 kits, the 3 CyBrKiTs, Ambient Kits, MS20 kits, the Dyno Kit and Hard Kore Kit and most of the others share the following characteristics:
There are actually 4-5 kits in each "kit" preset. One of these is the 'featured kit", and the other 3 are "mini kits" This allows you to transpose by octaves to get another kit. So if you develop a pattern in your sequencer following standard GM conventions, you can transpose the whole sequence up to 24, 36, and 48 to get the mini kits. The kits generally follow the GM spec for placement of kiks and snares, however, I do take creative liberty to violate the rules at times.
Featured Kit and Mini Kits
Each drum preset has the featured kit for 2 octaves between C1 and B2. There are "mini kits" at C3, C4, and C5. Sometimes I have another mini kit at C0, but usually, you will find extra kiks and snares there, in case the one I have chosen for you does not work with your particular piece. You can also use these extra kiks and snares to "double" the main kik and snare. This will help your kiks and snares stand out in the mix.
That is the kick is a C, the Sidestick is C#, Snare 1 is at D. Handclap is D#. Snare 2 is on E The the toms begin at F,G and A. The Hi Hats are at F#, G# and A#. The last note of the octave, B, depends on the character of the kit.
If you wish to program your own kits, I suggest you begin with my "default kit" near the end of the bank. It is set up to allow the fast creation of kits and will save you much time.
88 key kits
There are 12 of these, and they contain every sample in the bank. These are useful in a song where you are running out of midi tracks and want to add lots more sounds and effects. The order of the samples follows the way they are actually ordered in the bank, so you can have all the drums, FX, percussion laid out. Useful.
Theres more info on kits below.
Preset and Sample organization:
There is a prefix attached to nearly all the presets and all of the samples. the only exception are the first 34 presets which are designed to show off the varied possibilities. As of preset 34, the bank follows a standard. Take a Look at the list of Presets and Samples as you read along.
1-34: Performance patches
34-110: A collection of 71 different Basses. these have the prefix "bas:"
111-127: The primary Drum Kits There are more kits near the end of the bank. These have the prefix "kit:"
128-164: These are keyboards, typically vintage keyboards. These have the prefix "kbd:"
165-242: Here is your arsensal of 77 synths which can be used for comping, arpeggiators, ostinatos, or keyboards.
These have the prefix "syn:":
243-287: These are lead synths, some set to play monophonically. These have the prefix "led:"
288-308: Vocals or Vox emulations These have the prefix "vox:"
309-322: Drones. These are ms20 drones that typically long and full of character. These have the prefix "dro:"
323-353: Hits, like Orch hits, but quite varied. These have the prefix "hit:"
354-424: These are Orchestral synth emulations. There are solo instruments, ensembles, groups and massive orchestras. Some of these may also be used as synths. These have the prefix "ork:"
425-516: A collection of 91 different synth atmospheric textures. These typically have a slower attack and longer release. These typically have the prefix "pad:, but some might be "prf". If so that means I added a rhythmic element to the upper or lower range of the keyboard"
524-566: Space oriented presets. As with Ambient sounds, there are more space oriented sounds in the other sections. These happen to be the spacier ones of the collection. These have the prefix "spc:"
567-596: Ambient sounds. There are plenty of sounds that can be considered ambient in the other sections. They are generally very evocative in nature and are designed to be played softly and minimalistically. These have the prefix "amb:"
597-627. FM and analog Bells. These have the prefix "bel:"
628-648. Guitars. Most of these are real guitars samples through the audio in of ithe korg ms20 and processed with the ms20's filtters. There is also a real acoustic guitar and real electric guitar. There are some select distortion samples as well. These have the prefix "gtr:"
649-702: These are the 52 BPM patches. That is, they usually programmed with with reference to the Emulator's sequencer clock so that the preset will remain in time, or will vary in some interesting way as you use it at different tempii. You can also sync the emulator's clock to your external sequencer clock. However, I recommend that you set the emulators clock to internal and set the Emulators sequencer tempo to the same tempo as your external sequencer for best results. Those with older emulators that do not have clock divisors in the cords menu will probably not hear these BPM presets as intended. These have the prefix "bpm:"
703-782: A collection of 79 Noise based presets for industrial uses. These have the prefix "nse:"
783-842: 59 effects presets from the wacky and weird to downright beautiful. These have the prefix "fx:"
843-893 Various percussion and drum shots for adding accents, some of these are almost like kits, and some of the percussion can be played melodically (and yes I tuned them) :)
894-904: Presets featuring the downsampled loops from the celestial windowpane cd rom. There were downsampled so save RAM, and also cause they sound cool all low-fi and gritty. If you want the hi-fi version which contains 1000 space loops, you can order them for 39.99 here on this site. These have the prefix "lp:"
905-940: Here's 35 more drum kits including the 12 88 key kits. Don't think because they are at the end that they are in some way compromised. Check 'em out! These have the prefix "kit:"
941-985: Performances or "Theme" presets. These basically follow the theme of the preset name. Many are perfect for stage use if you are doing an industrial sounding show. Lots of the original Ice Kold Tekno patches are here along with new stuff that didn't make the "Top 32" cut at the top of the bank These have the prefix "prf:"
986-989: Late additions and extras. This is the "active area" which contains the newest ready for inclusion and the oldest to be deleted if i develop the bank further.
How to use certain presets:
You will note I try to give you clues in the name of the preset as to how to play the presets for best results
Do make sure you play with the controllers as there are some great real time FX on every preset. I also advise not wearing headphones as you play with filters as emu filters can abruptly change dynamics and hurt your ears.
CNTL A: 21: Filter Cutoff Normally
CNTL B: 22: Resonance typically
CNTL C: 23: Typically I route this to globally increase all the envelope values or decrease them. So a fast synth will turn to a pad, or vice versa.
CNTL D: 24: On industrial sounds I usually route this to pitch + or - an octave. On synthy sounds it may be corded to track the filter along the keyboard or to an LFO filter effect
Mod Wheel: I only cord to vibrato if it sounds good in the patch. Otherwise I will route it to something else. Most Ork patches it goes to Volume. Most pads it goes to filter cutoff the opposite way that CONTL A does. So If A lowers the Cutoff, the Mod may increase it.
These are designed to a theme and usually contain thick layering, possibly a rythmic loop or even a small drum kit, in addition to the body sound. Often i will throw in a surprise that suits my sense of art. So you should play through all the ranges to se what is there.
These are very trippy and cool and will sync to your song. I recommend setting the up you Emulator's sequencer to INTERNAL clock at the BPM your sequencer is running. You can sync these to your sequencer's clock too and the BPM will track tempo. However, this is tricky and you will need to try different settings in your software sequencer and your Emulator's sequencer to get it right. Basically what is going on is the software sequencer will start and stop the emulator's sequencer, which in turns tells the preset when to retrigger. The problems arise when the sequencer is stopped. If you play a note with the sequencer stopped there are no retriggers and the patch sounds wrong. This is normal. The way to avoid these issues is simple to set the EMU tempo to match the software sequencer tempo and set the Emu Clock to Internal. They will work perfect this way.
000 *Master Synth*
This has contollers A-H defined in tasteful ways for analog synthsis. Use this as a programming template for other synth sounds
063--Free runner: This is a bassline designed for trance. The tail of the sound rises with velocity. Meant for a bassline that his fast and arpeggiate.
035 140 BPM/16th: This is another bass where the release rises up. it will work at other bpms, but at 140 you will here a syncopated delay that is oh so tasty.
089 Roller Coast Hit this one fast with short notes above c3 and the bas will do a wierd trancy thing. For sequences where you have lots going on.
Strange and Unusual Industrial Kits
This is a kit with many of the new MS20 FX all put together. It's quite delightfully weird.
This is the same as the old MS20 kit with unusal space effects like at a control console of a spaceship
925 Factrory FX
This kit has many of the orginal industrial sounds all in one place
926 Var. Alarms
940 MS20 Drones,
All the drones in one preset. Massive!
The celestial windowpane loops are in this one and they are designed to work together at 140 BPM
it will blast through a mix
Tweak's Sample CD Roms
TweakHeadz Lab Products List
Ice Kold Tekno
Ice Kold Tekno Orkestra
CD Rom Covers
Ice Kold Tekno Patch List
Post Indie Sample and presets List
Mystik Garage Sample List
Ice Kold Tekno Online Manual
Mystik Garage Online Manual
Post Indie Online Manual
Customers Talk about Post Indie
Mystik Garage Feedback
Tips On using the Mystik Garage
Ice Kold Tekno Orkestra Support Files
Tweak's Sound Development Journal
Tweak's CD Rom Catalog
Free Samples Loops and SoundFonts