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modular schmodular
 

offline guest on 2003-06-08 18:29 [#00732244]
Points: 36 Status: Addict



what does 'modular' mean?

nord modular, moog modular, numerous oscillators on board,
what does it all mean?


 

offline Sanguine from San Francisco (United States) on 2003-06-08 18:42 [#00732256]
Points: 859 Status: Lurker



Some synths are self-contained. Meaning they have no spaces
for expansion

A modular synth basically means it can be plugged in with
other objects or "modules", parts of it take out and put
back in, easily. Like it was made to be expanded, ect.

That's not a great definition, but hopefully you get the
picture


 

offline guest on 2003-06-08 19:08 [#00732272]
Points: 36 Status: Addict | Followup to Sanguine: #00732256



thanks! i see it much clearer now

but what does the number of oscillators affect?


 

offline JivverDicker from my house on 2003-06-08 19:11 [#00732275]
Points: 12102 Status: Regular | Followup to guest: #00732272



more oscillators = more IDM power. You can go further up
your ring if you can fanny around for days getting a noise
that goes just goes 'peow'.


 

offline Sanguine from San Francisco (United States) on 2003-06-08 19:14 [#00732278]
Points: 859 Status: Lurker



An oscillator basically gives you a wave. This is normally
one of any "standard" waves, like sine, square, triangle,
etc.

When you add two waves together, you get a new waves. Each
oscillator gives you a new wave to work with.

If you add enough sine waves together you can get ANY sound.


 

offline virginpusher from County Clare on 2003-06-08 19:17 [#00732282]
Points: 27325 Status: Lurker



I like this thread. learn something new everyday!


 

offline guest on 2003-06-08 19:21 [#00732283]
Points: 36 Status: Addict | Followup to Sanguine: #00732278



but how do you get any sound adding more waves if the
waveforms are limited? like, sqr, sin, tri, etc.? are there
any additional properties that can make every oscillator's
wave unique?


 

offline guest on 2003-06-08 19:22 [#00732286]
Points: 36 Status: Addict | Followup to virginpusher: #00732282



yeah, it's like Sesame Street Goes IDM


 

offline Zeus from San Francisco (United States) on 2003-06-08 19:25 [#00732288]
Points: 14042 Status: Lurker | Followup to Sanguine: #00732278



"if you add enough sine waves you can get any sound"

in theory...

but not really in practice..


 

offline virginpusher from County Clare on 2003-06-08 19:25 [#00732289]
Points: 27325 Status: Lurker | Followup to guest: #00732286



:D haha

I personally hope the trend of asking intelligent questions
and getting responses continues because this could be quite
a useful little thread!

I wish i could think of something off hand.

*ponders


 

offline more10 from Lkpg (Sweden) on 2003-06-08 19:25 [#00732290]
Points: 321 Status: Lurker | Followup to guest: #00732283



It's called subtractive synthesis. You start off with the
osc than add filters, modulators and envelopes to subtract
from the original waveform. "Add to subtract"...lol


 

offline Sanguine from San Francisco (United States) on 2003-06-08 19:26 [#00732292]
Points: 859 Status: Lurker



By shifting pitch of the wave forms, you get a wave that has
a higher frequencies (more cycles per second, more Hz,
faster, however you want to visualize it)

By shifting the amplitude you get a wave that has higher
peaks

By fussing with these two qualities and adding the waves
together you can get neat sounds

Effects are basically shortcuts for wave addition, they give
you a sound without the work.

Go experiment my son, twiddle thy knobs, flang and verb thy
noise, for it is the only way thy shall experience the glory
of IDM


 

offline more10 from Lkpg (Sweden) on 2003-06-08 19:26 [#00732293]
Points: 321 Status: Lurker | Followup to Zeus: #00732288



Yup, when using Fourier analysis a sound is described with
just sine waves.


 

offline Sanguine from San Francisco (United States) on 2003-06-08 19:27 [#00732296]
Points: 859 Status: Lurker



Well yeah Zeus... I'm giving him theory, he needs to
experiment to figure out what everything does. Be positive!


 

offline JivverDicker from my house on 2003-06-08 19:29 [#00732299]
Points: 12102 Status: Regular | Followup to Sanguine: #00732292



How does a ring modulator work? What is LA synthesis and how
does FM synthesis work?


 

offline guest on 2003-06-08 19:29 [#00732300]
Points: 36 Status: Addict | Followup to Sanguine: #00732292



I'm quite experienced in the meaning of making music and
applying effects, but i got a bit confused imagining those
simple waveforms colliding to give birth to a monstrous
squeaky string sound... like if you realized that Sagrada
Familia cathedral is actually made from kids' ABC blocks


 

offline Sanguine from San Francisco (United States) on 2003-06-08 19:32 [#00732302]
Points: 859 Status: Lurker



Gotcha... yes, it's possible, yes it requires a LOT of waves
to do it, but more possible now than before, the original
subtractive synthesis was done with 4 waves if I remember
right

Ring modulator takes two sounds and outputs an addition of
the two waves and a subtraction of the two waves.

FM synthesis, frequency modulation, is complex, I'd
recommend checking a web site, I'll look one up later
tonight for ya, I remember someplace with some good info.
Unless somebody else has a good explaination



 

offline JivverDicker from my house on 2003-06-08 19:34 [#00732307]
Points: 12102 Status: Regular | Followup to Sanguine: #00732302



cheers!


 

offline Sanguine from San Francisco (United States) on 2003-06-08 19:34 [#00732308]
Points: 859 Status: Lurker



FM: Instead of using oscillators with different wave forms
it just uses sine waves. Check out the FM7 plugin if you
want a good visual representation.

Each of the sine waves are modulated separated and then
added or subtracted together


 

offline guest on 2003-06-08 19:34 [#00732309]
Points: 36 Status: Addict | Followup to JivverDicker: #00732299



what's granular synthesis?


 

offline Zeus from San Francisco (United States) on 2003-06-08 19:35 [#00732311]
Points: 14042 Status: Lurker



so... whos gonna try and explain grainular synthesis...

;)
:D


 

offline Zeus from San Francisco (United States) on 2003-06-08 19:35 [#00732312]
Points: 14042 Status: Lurker



haha i wrote that before seeing that, guest :)


 

offline Sanguine from San Francisco (United States) on 2003-06-08 19:37 [#00732314]
Points: 859 Status: Lurker



LA Synth... didn't see that

Linear Arithmetic synthesis:

All the information is in mathematical formulas, not
converted to sound until the end. You have the effect of
hearing things you're used to, but it's all mathematical.
The traditional wave forms are still there but just as math
functions. The one I used had a lot of built in samples you
could fool with... I think it converted them to digital
information and processed that before converting to sound


 

offline JivverDicker from my house on 2003-06-08 19:38 [#00732316]
Points: 12102 Status: Regular | Followup to guest: #00732309



Is it a sample chopped up into tiny parts, then each part
repeated and/or crossfaded? Fuck knows, I'm only 12.


 

offline JivverDicker from my house on 2003-06-08 19:39 [#00732318]
Points: 12102 Status: Regular | Followup to Sanguine: #00732314



thanks! I never knew what that meant.


 

offline Sanguine from San Francisco (United States) on 2003-06-08 19:40 [#00732319]
Points: 859 Status: Lurker



Granular Synthesis:

The sound is broken up into "grains" and then processed.
Each grain is a small portion of the sound, like taking cuts
of a sample, it takes extremely small cuts of each sample
and processes based on that. This works because the ear can
only process sounds so quickly (like 20ms or so) so if you
break the sound up to parts that small, you can process them
as a stream of grains

I'm gonna look up more on LA and Granular tonight too... I'm
a little flakey on the details beyond that


 

offline Sanguine from San Francisco (United States) on 2003-06-08 19:40 [#00732320]
Points: 859 Status: Lurker



Yeah, exactly Jivver... they crossfade them just a little
bit when they put them back together


 

offline guest on 2003-06-08 19:42 [#00732323]
Points: 36 Status: Addict | Followup to JivverDicker: #00732316



I made a totally awesome sample from that piece in
Isopropophlex when the child sings (also appearing in Come
To Daddy video) using granular synthesis. I love it!

I can send it if anyone wants, it's TOTALLY great, like, a
dark ambient masterpiece in 3 secs :)


 

offline soon from the moon and 2002-07-30 12:55 on 2003-06-08 19:42 [#00732324]
Points: 227 Status: Regular



http://music.calarts.edu/~eric/gs.html
http://homepages.kcbbs.gen.nz/gordon/granular.html

These links contain interesting reading material pertaining
to grainular synthesis.



 

offline Zeus from San Francisco (United States) on 2003-06-08 19:43 [#00732325]
Points: 14042 Status: Lurker | Followup to guest: #00732323



so if you used grainular synthesis... why did you ask what
it is?


 

offline Sanguine from San Francisco (United States) on 2003-06-08 19:45 [#00732326]
Points: 859 Status: Lurker



Hehe... it's one thing to USE something, totally another to
understand it, ya know?

Hell, I don't know what the heck half of the things I use
actually are doing, I'm just scratching the surface and
getting what I want once in a while


 

offline soon from the moon and 2002-07-30 12:55 on 2003-06-08 19:46 [#00732327]
Points: 227 Status: Regular | Followup to Zeus: #00732325



To quote virgin "I personally hope the trend of asking
intelligent questions
and getting responses continues because this could be quite

a useful little thread!

I wish i could think of something off hand.
"

guest kinda took the inititive to ask some questions that
others might find important and/or useful at a later time.


 

offline Sanguine from San Francisco (United States) on 2003-06-08 19:49 [#00732328]
Points: 859 Status: Lurker



Feel free to ask, I love sharing what I know, and gives me
incentive to go find out stuff about what I don't know

And as a token of appreciation could always feed my ego and
go review the track I have up on the thread down
here


 

offline guest on 2003-06-08 19:49 [#00732329]
Points: 36 Status: Addict | Followup to soon: #00732327



well, i wanted to know if the thing i was using was using
granular synthesis and that's what it's called


 

offline Zeus from San Francisco (United States) on 2003-06-08 19:50 [#00732330]
Points: 14042 Status: Lurker | Followup to Sanguine: #00732326



i know exactly what you mean

im studying csound right now, in college... and i have to
know how all types of synthesis works... because csound is
text based... so i cant just twiddle knobs and find a
sound... i have to know what exactly I want, and how to get
it.

a challange... but very rewarding :-D


 

offline Sanguine from San Francisco (United States) on 2003-06-08 19:53 [#00732331]
Points: 859 Status: Lurker



I'm looking into getting into that soon Zeus, programming
sound... *drool*... far beyond me right now, I'm still
trudging around LISP

You know of any good sites for a PC version of csound or any
other algorithmic tools? I've found a handful, but they're
all pretty bad


 

offline corticalstim from Canada on 2003-06-08 19:54 [#00732332]
Points: 3885 Status: Regular



heres a good one - sample rates - now - what is the
information contained and restricted by/in samples rates -
like - what makes an 8bit sample rate differant from 16bit?


 

offline soon from the moon and 2002-07-30 12:55 on 2003-06-08 19:55 [#00732333]
Points: 227 Status: Regular | Followup to Sanguine: #00732328



*goes to check it out*


 

offline Sanguine from San Francisco (United States) on 2003-06-08 19:58 [#00732334]
Points: 859 Status: Lurker



A CD, with 16 bit samples, means each portion of sound
(14400 per second) are represented by a 16 bit number, or
65,536 possible values, 2 to the 16th. With an 8 bit sample,
each is represented by an 8 bit number or 256 values. With
more samples, you get more values, which means more accurate
sound representation.


 

offline JivverDicker from my house on 2003-06-08 19:59 [#00732335]
Points: 12102 Status: Regular | Followup to corticalstim: #00732332



it's like resoloution in digital images I think...16 bit has
twice the amount of 'snapshots' of a sound than 8 bit.


 

offline Sanguine from San Francisco (United States) on 2003-06-08 20:00 [#00732336]
Points: 859 Status: Lurker



That's a common misconception Jivver... 16 bit is the SQUARE
of 8 bit... much better quality


 

offline JivverDicker from my house on 2003-06-08 20:03 [#00732339]
Points: 12102 Status: Regular | Followup to Sanguine: #00732336



so that's loads more informaton! that's amazing really..


 

offline Zeus from San Francisco (United States) on 2003-06-08 20:07 [#00732343]
Points: 14042 Status: Lurker | Followup to Sanguine: #00732331



www.csounds.com is the official site. any thing and
everything you want to know about it is there


 

offline corticalstim from Canada on 2003-06-08 20:23 [#00732366]
Points: 3885 Status: Regular



i see - so its basically the encryption rate - and i figured
that 16 is the square of 8 :P im learning more and more
about computer theory as i learn sound theory


 

offline Sanguine from San Francisco (United States) on 2003-06-08 20:25 [#00732369]
Points: 859 Status: Lurker



Yeah, 2^16 is (2^8)^2

No more math, my brain hurts


 

offline virginpusher from County Clare on 2003-06-08 20:36 [#00732384]
Points: 27325 Status: Lurker



Yuk. Math hurts me.


 

offline guest on 2003-06-08 20:40 [#00732388]
Points: 36 Status: Addict | Followup to corticalstim: #00732366



sample rate is the horizontal resolution of a sound, how
many points (samples) per second are used to represent it

bit depth is the vertical resolution, number of values a
sample can take, like, how much your sine wave will look
like a staircase. if you make a 3-bit wave, you'll see one.

1-bit sine is like _-_-_- only two vertical states!

and if i double its sample rate then we get __--__--__--
twice as much points used to encode a sound of the same
length


 

offline virginpusher from County Clare on 2004-02-21 16:40 [#01083652]
Points: 27325 Status: Lurker



I'll bump this as maybe others have questions that i havent
thought about asking and we could all learn from each other!
:)


 

offline fleetmouse from Horny for Truth on 2004-02-21 17:09 [#01083675]
Points: 18042 Status: Lurker | Followup to guest: #00732388



What you're describing sounds more like sample rate. My
understanding was that bit depth has more to do with the
volume ramping of digital audio - with more possible values
for each sample there's more headroom and more resolution
for quieter sounds and differentiation between volume
levels.


 

offline gnocelot from Greifswald (Germany) on 2004-02-21 17:11 [#01083678]
Points: 288 Status: Lurker | Followup to Sanguine: #00732302



Actually, ring modulation multiplies two signals. I think
you got confused because of what happens in the frequency
domain when you multiply two sine waves - if you multiply
two sine waves at frequencies f1 and f2, you get the same
result as if you add two sine waves at frequencies f1-f2 and
f1+f2 (they "reflect" if they reach zero or the nyquist
frequency; I'm leaving out phase issues so as not to add to
the confusion). That equivalence is also why when you add
two sine waves of very close frequencies you get what's
usually referred to as "beating", i.e. the result gets
louder and quieter and louder and quieter again, like a
single sine wave multiplied with another of a very low
frequency.

I don't know where you got these descriptions, but the one
for FM is also wrong - what it is is taking one wave and
making it change the frequency of another, like a very fast
vibrato if you will. Most good FM synths aren't limited to
sine waves either.


 


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