| INTRO TO ANALOG SYNTHESIZERS |
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Most
soft synths - and many hardware synths, too, for that matter - use
analogue synthesis to generate their sounds. In fact, the digital
synthesis methods used by many digital synthesizers are based on the
principles of analogue synthesis, and a basic grounding in analogue
will help you understand how most synths work.
It's not difficult. Well, okay, we'd be the first to admit that
some of it can get pretty hairy, but then so can crossing the road.
In this feature we'll explain the basics which will give you enough
information to tweak the sounds in an analogue synthesizer and
create new ones from scratch. A very good way to understand what the
controls we're going to talk about do, is to load a soft synth and
tweak the parameters as we describe them. The combination of reading
with practical examples will make the process much easier to
understand. So fire up that digital noise machine and let's get
synthin'!
The three stages
Synthesis is about the creation of sound, and whichever way that
sound is put together, it will have three main elements - pitch,
tone (or timbre) and loudness.
Analogue synthesis is essentially a three-stage process:
Tone generation > tone shaping > volume shaping
The pitch side of the three elements is created when the sound is
played from a keyboard or via a sequencer when the system receives a
note message telling it what pitch to play.
In analogue synthesis, raw sounds are generated with an oscillator,
tonal shaping is performed with a filter, and volume is controlled
by an envelope generator. We'll look at each of the stages in turn
and see how they fit into the big picture.
An oscillator is a device for generating waveforms. In older
analogue synths they were regular or cyclic waveforms such as sine,
triangle, square and sawtooth, but computer-based oscillators can
generate all sorts of weird and wonderful wave shapes.
You can hear the differences between waveforms because they each
have a distinct sound which is determined by their harmonic content.
Each wave is based on a fundamental frequency which is the actual
pitch we hear. A tone which consists only of the fundamental is a
sine wave and sounds very pure, almost flute-like, because it has no
harmonics.
Harmonics, sometimes called partials, are frequencies which are
higher than the fundamental and which give a sound its tonal colour.
The relationship between the fundamental and its harmonics can be
simple or very complex. A square wave, for example, contains only
odd-numbered harmonics, each with a volume level equivalent to its
own number in the series. The third harmonic is a third the volume
of the fundamental, the seventh is a seventh the volume and so on.
Square waves have a hollow, clarinet-like sound.
A sawtooth or ramp wave contains all the harmonics, again at their
reciprocal volume level as in the square wave described above. This
type of wave generates a very rich, brassy sound. Triangle waves
sound a little like sine waves but have a few harmonics. Pulse waves
are also common and sound nasal, like an oboe. There are also noise
generators which contain a full range of frequencies and which sound
like... noise!
Most oscillators have a pitch control which lets you set the
basic pitch of the output. It usually works like an octave up/down
control. The note information from a keyboard or sequencer is added
to the oscillator's basic pitch to create notes.
Harmonics, sometimes called partials, are frequencies which are
higher than the fundamental and which give a sound its tonal color.
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Six
Waves
...and
the differences between them

The sine wave produces a simple pure tone with no harmonics.

The triangle wave produces a tone similar to the sine, but a little
less 'round' as it contains a few harmonics.

The square wave is made up from odd numbered harmonics and sounds
hollow. 
As more odd harmonics are added, the square wave becomes increasingly
more square in shape.

The sawtooth ramp contains all harmonics and sounds rich and brassy.

Noise is a combination of many frequencies and sounds, er, noisy.
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Fab
filters
The waveforms are our raw material. We obviously don't want every
sound we produce to sound like a square wave or a sawtooth wave, so
we use a filter to change it.
If you've dabbled with digital audio, you'll be familiar with EQ
effects. These are filters designed to cut or boost a specific
frequency band. A filter in a synth does much the same thing. The
two main controls in a filter are the cutoff frequency and resonance
(sometimes known as Q and, less often, emphasis). The cutoff
frequency determines the point at which the filter starts filtering.
There are several types of filter. Far and away the most common is
the low pass filter. As its name suggests, this passes the lower
frequencies while filtering out the higher ones. The point at which
it starts filtering is the cutoff point determined by the cutoff
control. Its general result is to reduce the high frequency content,
making the sound more bassy.The high pass filter works the other
way around and filters - or attenuates, if you're a techy synthesist
type - the low frequencies. Its general result is to remove the
lower frequencies, thereby making the sound thinner.
There's also the band pass filter which passes a band
of central frequencies while filtering those above and below it, and
the band reject or notch filter which filters the frequencies in a
central band, leaving those above and below.
If the cutoff frequency is set extremely low in a low
pass filter, the filter won't pass any sound at all. The same if it
is set high in a high pass filter. Think about that for a moment and
you'll see it makes sense.
The resonance control is interesting. It boosts the
amplitude (that's volume to us normal folks) of the frequencies
around the cutoff point. As the resonance is increased, the boosted
band becomes narrower. Resonance, particularly if it can be varied
in real-time during the production of a sound, can create all sorts
of interesting wah effects.
Notice that all these filters remove harmonics from the main
waveform. Some forms of synthesis construct a sound from the ground
up by adding waves together (this is known, naturally enough, as
additive synthesis), but analogue synthesis starts with a sound rich
in harmonics and chips bits off. It is, therefore, sometimes called
subtractive synthesis.
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Body
shaping
We now have a tone which has been filtered to produce a different
sound to the original waveform. The next stage is to shape its
loudness contour, or envelope as they say in Blyth. This determines
the volume of the sound during its production. It can vary
considerably between sounds and plays an essential part in giving a
sound its own individual character.When you hit a woodblock, for
example, its volume immediately rises to full and then just as
quickly dies away. Press a key on an organ and the volume rises to
full volume, stays there as long as you hold down the key and then
drops quickly when you release it. On a piano the sound starts as
soon as you press a key but then dies away gradually, even with the
key held down. String sounds take a little longer to reach full
volume (okay, we're talking fractions of a second, but our ears can
tell the difference) and a short while to die away.
All these are examples of volume envelopes, and although some may
appear quite complex, we can duplicate most natural envelopes quite
accurately using a four-stage envelope generator. The four stages
are called attack, decay, sustain and release, and envelope
generators are often called ADSR generators after the four phases.
Here's what they do:
- Attack: This is the length of time required for the
sound to reach its initial maximum volume. Obviously it will be
very short for a percussive sound.
- Decay: This is what happens immediately after a sound
hits its maximum volume level in the attack phase. It's the time
taken for the volume to reach a second volume level known as the
sustain level.
- Sustain: This is not a length of time but a volume
level at which the sound sustains after the decay phase. In most
sounds is it lower than the attack volume, but it could be the
same or even higher. Usually, it's the volume at which a sound
plays while a key is being held down. This phase can,
theoretically, last forever - or at least until you get tired of
holding down the key.
- Release: This is the final phase, again measured in
time, and is the time it takes the volume to reduce to zero.
Just to confuse matters - but only slightly - a sound does not
have to have all four phases. A woodblock, for example only has an
attack phase and a decay phase. An organ has an attack phase, a
sustain phase and a release phase but no decay phase. As well as
ADSR generators, some synths, such as SynC Modular, have an AD
(Attack/Decay) generator.
ADSR: The four phases of an ADSR envelope. Notice how they relate
to a key being pressed. |
Modular Synthesis:
They're back, and this time they're soft!
Back in the 70s and early 80s, modular synthesizers were very
much in vogue. They included Roland's System 700 and the smaller
100M system, and there were several Moog Modular systems. The
common perception of a modular synth is a wall-filling bank of
synth modules with spaghetti wires plugged into every orifice -
and that is exactly what these instruments look like.
What makes a modular synth modular is that it consists of
individual modules - easy, innit? Unlike performance or
hardwired synths (as virtually all keyboard-based synths are
today), the modules are not connected internally and need to be
physically linked in order to make a sound. Connections are
usually done with jack plug cables, and a sound-producing
configuration is known as a patch. Hence the term patch is still
used today to mean a 'sound', and the linking cables are called
patch chords.
It's difficult to use a modular synth unless you know exactly
what you're doing, because the modules must be connected in
specific ways to produce a sound. For example, if the keyboard's
gate output (which basically triggers a note) is not connected
to the envelope generator, and that's not connected to the
amplifier, you won't hear a thing. With a hardwired synth,
everything is pre-connected so there is usually always some
sound at the output, making it easier to change the sound by
twiddling a few controls.
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It's modular and it synthesizes sound. Its a modular
synthesizer!
Many soft synths are modular - Native Instruments' Generator,
Audio Architect, and the SynC Modular synth on this month's CD
are but three examples. There are also a few modern hardware
module synths in production, but most of those are very
expensive. So in this case, as in so many others, soft is
definitely cheaper. |
Building blocks
Using just these three building blocks - oscillator, filter and
envelope generator - it's possible to create a huge range of
sounds, both natural-sounding and artificial. In many synths,
including Atom, the modules are already connected (or hardwired,
to use the correct terminology), which means you only have to
fiddle with the modules' parameters in order to create sounds.
In other synths, such as SynC Modular, they're not, which means
they have to be connected using virtual patch chords before you
get any sound at all.Obviously, synths of the hardwired
variety are easier to use, but modular synths are much more
flexible and capable of producing a greater range of sounds. You
will need to read the instructions to learn exactly how to
connect the modules, but essentially, the bits go together as
follows, in modular as well as hardwired synths...
The oscillator starts the ball rolling by generating a
waveform. This is fed into a filter which changes its tone, and
this is fed into the output amplifier. The volume the amplifier
produces is controlled by the envelope generator.
That set-up is essentially all you need to create a simple
analogue synthesizer. But we don't just want to give you that!
Most analogue synths have several oscillators, filters and
envelope generators, plus many modules of other sorts to boot.
But no matter how many modules you add or how you patch them
together, the basic signal path stays the same: Oscillator >
filter > amplifier. Let's look at a couple of more advanced
configurations.
Pushing the envelope
If we use an envelope generator to control the amplitude, can
we also use it to control a different module? Yes, we certainly
can. Let's take a simple woodblock-type envelope which goes
straight up and comes straight down again. What would happen if
we plugged this into a filter so it controlled the cutoff
frequency? Yes, the cutoff frequency would follow the same
pattern. If the cutoff frequency had been set to a mid point,
for example, the envelope would raise it on the way up and lower
it on the way down creating a filter sweep effect. The filter
would open as the sound increased in volume and close as it
decreased in volume making the sound brighter on the way up and
then filtering out the harmonics on the way down. Hmm, getting
interesting, eh?
What if we had two envelope generators - one to control the
amplitude and the other to control the filter? We'd have
independent control over them both. Most synths, including Atom,
have at least two envelopes which can be used for this very
purpose.
Here's another thought: could it be used to control pitch?
Yes indeedy! Plug it into the oscillator and the pitch will
shoot up and then drop down, creating a sort of whistle effect.
These are very simple examples which you will be able to create
with any modular synthesizer. Hardwired synths may not be as
flexible, and although most will allow you to route an envelope
to the filter, not all will allow you to route it to the
oscillator, for example.
Using just these three building blocks - oscillator, filter
and envelope generator - it's possible to create a huge range of
sounds, both natural-sounding and artificial.
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Four Filters...
And
we 'aint talking coffee...

A Low Pass filter passes the low frequencies and attenuates the
ones above the cutoff point.

A high pass filter passes the high frequencies and attenuates
the ones below the cutoff point.

A band pass filter passes the high frequencies on either side of
the cutoff point and attenuates the ones further away.

The band reject or notch filter filters out the frequencies
around the cutoff point and passes the ones further away |
How low can you go?
Let's look at one more module. This is probably the most common
additional module to be found in an analogue synth - the LFO.
No, this is not a Low Flying Object but a Low Frequency
Oscillator. As its name suggests, it's an oscillator that
vibrates at a frequency way below our range of hearing. It could
be set to oscillate a few times each second or even once a
minute.The choice of waveforms in an LFO are often the same
as in an oscillator. The two main controls in an LFO are depth
and frequency. The frequency determines how quickly the LFO runs
and the depth is the amplitude of the wave.
LFOs are most often applied to the oscillator to modulate the
pitch. Using a sine wave, for example, the pitch will rise and
fall regularly up and down. With a frequency setting of around
seven cycles per second, the result will be a musical vibrato.
Crank the depth up, however, and it will turn into a siren! If a
square wave was used instead of a sine wave, the pitch would
oscillate between two pitches, rather like a trill. Select a
noise waveform and pitches will be generated at random. The
depth setting here would determine the upper and lower limits of
the pitch range.
If you're wondering whether the LFO could be applied to other
modules, you're way ahead of us. Plug a gently-oscillating sine
wave into the amplifier and the result will be tremolo. Tremolo
is to volume what vibrato is to pitch. |

Increacing the resonance boosts the volume of the frequencies
around the cutoff point. The higher the resonance, the more
prominent those frequencies become.
Plug the LFO into the filter and you'll get a variety of filter
sweep effects. That's our quick look at the basics of analogue
synthesis. There are lots of other synthesis modules for both
hardware and software synths and most of them can modulate each
other - it's all rather incestuous! The more complex and
involved the modulations, the more complex and sonically
interesting the resulting audio output will be. But the basic
audio routing from oscillator to filter to amplifier remains the
same.
There - you've just mastered the essentials! |
The
rise, fall and rise again of the analogue Synth:
Into the digital and beyond...
Analogue synthesizers use analogue circuitry to generate their sounds.
It may seem like a quaint idea in this age of digital chips, but
that's the way it was in the dark ages. Analogue circuitry is
not as stable as digital circuitry and synths often went out of
tune, although this often created a 'warm' effect much beloved
by analogue synth enthusiasts.
When digital synths arrived there was much rejoicing. The
circuits were rock solid so tuning did not drift and
manufacturers could put more features on a chip than were
possible with analogue designs. However, this soon lead to a
proliferation of over-complex parameters, multi-level menus,
small LCD displays, and buttons which had several functions. For
this reason, many users never even attempted to tweak the sounds
or create a new ones.
Digital synths also lacked hands-on controls. The filter, for
example, couldn't be adjusted on the fly because it was hidden
behind a menu. So manufacturers brought out synths with twiddly
bits, such as Roland's JD-800.
The new music and the new musicians of the 90s demanded more
hands-on control, not to mention fat, sweepy noises, so the old
analogue synths of yesteryear were resurrected and exchanged
hands for unfeasibly large sums.
As computers grew in power, it didn't long for a few astute
programmers to realise that an analogue synth could be
programmed in software. So that's what they did and a whole new
genre of music software was born. Even though soft synths look
and work like analogue synths, they are actually digital
(software's digital, see). But being software, it's easy to add
extra modules and features, and soft synths, being endlessly
redesignable, have the potential for even more mind-blowing
complexity than digital synths. Now that's progress!
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