As already mentioned, you can add any number of Mod sources to a Mod destination.
This chapter is about how exactly Mod signals are summed / mixed.
- Mod sources are always added serially.
- their order can't be changed; they're always arranged alphabetically. Renaming a Mod sources doesn't help in this regard.
- Modulation strength is controlled by the Mod source' ratio slider, and by the Mod source itself (e.g. envelopes' sustain level or LFO Depth).
- there is a difference between Keygroup Gain modulation and all other modulations.
- other modulations:
all mod sources are just mixed together; this mix will modulate the mod destination(s).
- Gain modulation:
mod sources are not mixed together, and then fed to a (virtual) Vca; instead, every Amp mod source controls a Vca, one after another.
The first Vca is by default controlled by the Amp. Env, which will ensure that no sound will be heard after key release.
The output of the first Vca will then be amp - modulated by the next Vca / Mod source combination, and so on.
No game breaker, just good to know to avoid confusion.
- If you want the sound to continue endlessly after key release (Noodle), you have to disable / delete the Amp.Env.
In this case the Ratio slider is useless.
Instead you can use any Mod source with loop / cycle capabilities (Multi Env, Drunk, LFO, Para LFO, Step Envelope).