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Zephyr Twin
from ΔΔΔ on 2004-04-06 09:59 [#01134465]
Points: 16982 Status: Regular | Show recordbag
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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. :)
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afxNUMB
from So.Flo on 2004-04-06 10:19 [#01134500]
Points: 7099 Status: Regular
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I would help you if I knew, but good luck anyway.
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Zephyr Twin
from ΔΔΔ on 2004-04-06 10:21 [#01134507]
Points: 16982 Status: Regular | Show recordbag
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DAMNIT, you got my hopes up too I was just about to tell you that someone replied!!!!!!!!!!! :D
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afxNUMB
from So.Flo on 2004-04-06 10:28 [#01134533]
Points: 7099 Status: Regular | Followup to Zephyr Twin: #01134507
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hahaa
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Paco
from Gothenburg (Sweden) on 2004-04-06 10:32 [#01134547]
Points: 2659 Status: Lurker
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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.
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Zephyr Twin
from ΔΔΔ on 2004-04-06 10:40 [#01134553]
Points: 16982 Status: Regular | Followup to Paco: #01134547 | Show recordbag
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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.
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celloncllone
from anywhere but in (Germany) on 2004-04-06 10:48 [#01134569]
Points: 849 Status: Regular
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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...
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w M w
from London (United Kingdom) on 2004-04-06 10:53 [#01134577]
Points: 21452 Status: Lurker
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hmm... methods of anal stimulation... methods of anal stimulation... well it involves kermit and your avatar.
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Mr Toady
on 2004-04-06 11:18 [#01134625]
Points: 122 Status: Lurker
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haha oh shi i dont know a thing about the topic but that avatar just made me pee my pants
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Zephyr Twin
from ΔΔΔ on 2004-04-06 11:21 [#01134628]
Points: 16982 Status: Regular | Show recordbag
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I'm glad you all love my avatar... but this is a serious thread, really! =D
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Zephyr Twin
from ΔΔΔ on 2004-04-06 13:06 [#01134819]
Points: 16982 Status: Regular | Show recordbag
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*bump*
lemme get some of that sweet love
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Zephyr Twin
from ΔΔΔ on 2004-04-06 16:02 [#01135100]
Points: 16982 Status: Regular | Show recordbag
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buumpa luumpa
anyone?
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bogala
from NYC (United States) on 2004-04-06 16:48 [#01135135]
Points: 5125 Status: Regular
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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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