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Methods of Analog Emulation
 

offline Zephyr Twin from ΔΔΔ on 2004-04-06 09:59 [#01134465]
Points: 16982 Status: Regular | Show recordbag



I'm going to give a presentation in my Music Tech class
about Analog Synthesis and the methods of emulating it
digitally, and figured the XLT crew might have some insight
into this.

Before doing any research at all on emulation, here is what
I know:

One method of emulation would be sample playback synthesis,
where brief wav samples are taken from vintage
synthesizers/acoustic instruments and then modulated with
ASDR envelopes, and played back on the 'emulator' synth,
along with additional insertion effects, etc...

What is my current knowledge of this procedure lacking? Are
there any other completely different methods of trying to
get a replica sound as exact as possible? Thanks guys, I
know I'll learn a lot (as always) from this community. :)


 

offline afxNUMB from So.Flo on 2004-04-06 10:19 [#01134500]
Points: 7099 Status: Regular



I would help you if I knew, but good luck anyway.


 

offline Zephyr Twin from ΔΔΔ on 2004-04-06 10:21 [#01134507]
Points: 16982 Status: Regular | Show recordbag



DAMNIT, you got my hopes up too I was just about to tell you
that someone replied!!!!!!!!!!! :D


 

offline afxNUMB from So.Flo on 2004-04-06 10:28 [#01134533]
Points: 7099 Status: Regular | Followup to Zephyr Twin: #01134507



hahaa


 

offline Paco from Gothenburg (Sweden) on 2004-04-06 10:32 [#01134547]
Points: 2659 Status: Lurker



Nordlead, which was the first ever commercial virtual
analog, doesn't use any samples at all. It's all software
running on CPU's and digital signal processors. So..software
is one way to emulate and probably the most accurate of
them.

I don't know how they go about when analyzing say a Moog
filter or Prophet-5 oscillator, but it's pretty damn
accurate.


 

offline Zephyr Twin from ΔΔΔ on 2004-04-06 10:40 [#01134553]
Points: 16982 Status: Regular | Followup to Paco: #01134547 | Show recordbag



cool man... this is good enough, but if you can elaborate
more, it would be appreciated. :)

At the very least though, you've given me a good lead to
start on.


 

offline celloncllone from anywhere but in (Germany) on 2004-04-06 10:48 [#01134569]
Points: 849 Status: Regular



you may wanna look deeper into wave modelling...

any sound can be emulated digitally, just like we can apply
effects and filters to make a sound rougher, we can emulate
a sound to replicate analog synths, and technically it is
100% realizable, its just weigh hard to do...



 

offline w M w from London (United Kingdom) on 2004-04-06 10:53 [#01134577]
Points: 21452 Status: Lurker



hmm... methods of anal stimulation... methods of anal
stimulation... well it involves kermit and your avatar.


 

offline Mr Toady on 2004-04-06 11:18 [#01134625]
Points: 122 Status: Lurker



haha oh shi
i dont know a thing about the topic
but that avatar just made me pee my pants


 

offline Zephyr Twin from ΔΔΔ on 2004-04-06 11:21 [#01134628]
Points: 16982 Status: Regular | Show recordbag



I'm glad you all love my avatar... but this is a serious
thread, really! =D


 

offline Zephyr Twin from ΔΔΔ on 2004-04-06 13:06 [#01134819]
Points: 16982 Status: Regular | Show recordbag



*bump*

lemme get some of that sweet love


 

offline Zephyr Twin from ΔΔΔ on 2004-04-06 16:02 [#01135100]
Points: 16982 Status: Regular | Show recordbag



buumpa luumpa

anyone?


 

offline bogala from NYC (United States) on 2004-04-06 16:48 [#01135135]
Points: 5125 Status: Regular



This is an anlogue patch I made for SC3:





(
Instr([\minimoog,\one],{arg freq=440,int1=5,int2=-5,
width1=0.1,width2=0.1,width3=0.1,
ffreqInterval=0,rq-0.4;
var p;
Mix.arFill(3,{
p=Pulse.ar([Lag2.kr(freq,2)*LFNoise1.kr(1,0.01.rand,1).soft
clip*int1.midiratio,freq
*LFNoise1.kr(1,0.001.rand,1),Lag2.kr(freq,2)*LFNoise1.kr(1,
0.01.rand,1).softclip*int2.midiratio],
[width*LFNoise1.kr(1,0.005.rand,1).softclip,width2*LFNoise1
.kr(1,0.05.rand,1),
width3*LFNoise1.kr(1,0.04.rand,1).softclip],0.2);
RLPF.ar(Mix.ar(p),Lag2.kr(freq,2)*LFNoise1.kr(1,0.005.rand,
1).softclip
*ffreqInterval.midiratio,rq).softclip}).softclip;

},#[nil,
[-48,48,\linear,1],
[-48,48,\linear,1],
nil,
nil,
nil'
[-48,48,\linear,1],
]).gui;
)



emulation involves distortion, saturation on modules.
Intermodulation. random elements. Drifting. To emulate the
heat and imperfections of the real thing. It is hard to get
a growling deep farty etc. sound from a computer. I must
admit. Like the windowlicker bass in the scratch edit. Or
some of the resonate filters you hear in old afx tracks. Res
beating like in Aphex Twin - "Start As You Mean To Go On".
The hats are runs through the filters. first the high, then
the low pass.. the res starts to resonate into a sine, but
some analogue synths don't create a perfect sine when the
res modulates. The can turn into Fm. Which gives that sound.
Partly due aswell to the distortion and saturation going
into and out of the filters and from the oscillators.



I think


 


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