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USA $4.95<br />

CANADA $6.50<br />

MUNGO GIVEAWAY: WIN A DIGIDESIGN STRIKE VIRTUAL DRUMMER!<br />

0 74470 05792 5<br />

0 1<br />

www.Virtual<strong>Instrument</strong>sMag.com<br />

DEC./JAN. 2007 - VOL. 2 NO. 6<br />

THE WORLD OF SOFTSYNTHS AND SAMPLERS<br />

Very Deep Clinic:<br />

Inside<br />

Ableton<br />

Operator<br />

Reviews:<br />

Steinberg Cubase 4 DAW<br />

Native <strong>Instrument</strong>s FM8 synth<br />

RME Fireface 400 interface<br />

Modartt Pianoteq synth<br />

Big Fish Electro Magnetic Fury and Madahi: African Rhythms<br />

<strong>Akai</strong> <strong>EWI</strong> <strong>4000m</strong><br />

<strong>Electric</strong> <strong>Wind</strong><br />

<strong>Instrument</strong><br />

breathes life into<br />

your synths<br />

Breakthrough: 7 Gigabytes of samples loaded on one Mac!


From the<br />

Editor<br />

Since the last page of this issue is a look forward—what our writers<br />

see happening in 2007 and beyond—it’s only fitting that we begin<br />

with a superficial look back at the year that’s almost past. Quite a few<br />

major products came out, and there have been some pretty important<br />

developments…and the following is by no means a comprehensive list,<br />

just a few that come to mind. In no particular order:<br />

First, the big libraries. East West Quantum Leap Symphonic Orchestra<br />

got a big update (the XP version), but for me the company’s show-stopper<br />

is EWQL Symphonic Choirs—an absolutely gorgeous library with its<br />

own utility program for making the choir sing phrases you construct out<br />

of syllables. Now, you’re not going to pull off Mozart’s requiem with it,<br />

but it can do a lot, and even vaguely Latin syllables are a big step<br />

beyond oohs and aahs (which are also cool, but not the same thing).<br />

SONiVOX, the company formerly known as Sonic Implants, complemented<br />

their string section with the rest of the orchestra. Sonic Implants<br />

Symphonic Collection is a really nice sounding library, and now there<br />

are three major orchestral libraries (soon to be four when Audio<br />

Impressions comes out with theirs in January). In addition to the<br />

GigaStudio version, SISC is now available in Kontakt 2 format with its<br />

scripting engine (about which more later).<br />

Editor/publisher: Nick Batzdorf<br />

Art director: Lachlan Westfall/Quiet Earth Design<br />

Advertising manager: Len Keeler<br />

Production manager: Laurie Marans<br />

Web designer: Denise Young/DMY Studios<br />

Contributors: Jim Aikin, Jason Scott Alexander, Thomas J. Bergersen,<br />

Peter Buick, David Das, Peter Dines, Doyle Donehoo, Gary Eskow, Jerry Gerber,<br />

Paul Gilreath, David Govett, Ashif “King Idiot” Hakik, Mattias Henningson,<br />

Mark Jenkins, Michael Marans, Monte McGuire, Orren Merton, Chris Meyer,<br />

Dave Moulton, Zack Price, Frederick Russ, Bruce Richardson, Craig Sharmat,<br />

Lee Sherman, Dietz Tinhof, Jesse White.<br />

Advertising contact: Len Keeler 818/590-0018. Len@Virtual<strong>Instrument</strong>sMag.com<br />

Subscriptions/Address changes: 818/905-9101, 1-877/ViMagzn,<br />

subscribe@Virtual<strong>Instrument</strong>sMag.com. The best method is to subscribe via our<br />

website: www.Virtual<strong>Instrument</strong>sMag.com.<br />

Letters to the editor: NB@Virtual<strong>Instrument</strong>sMag.com, or fax: 818/905-5434.<br />

Writing for Virtual <strong>Instrument</strong>s Magazine: query<br />

NB@Virtual<strong>Instrument</strong>sMag.com or call 818/905-9101.<br />

The other big orchestra, Vienna Symphonic Library—probably the<br />

highest-end music software product in the world—came out with one of<br />

two products that have really advanced the field of sampling: the Vienna<br />

<strong>Instrument</strong>s player. Of course, the huge update to their sample library<br />

that goes with it is also no sneezing matter! But this brilliant player<br />

makes it easy to play, program, and manage their gargantuan library by<br />

sensing what you play and in many cases switching articulations automatically.<br />

It’s certain to be influential.<br />

The other product to change sampling’s face is Native <strong>Instrument</strong>s<br />

Kontakt 2, specifically its add-on scripting feature. Among many other<br />

tricks, of a sudden you can add very good legato to any library. There’s<br />

a lively discussion section about K2 scripting on the VI-Control forum<br />

(www.VI-control.net), and it’s well worth stopping by to see what’s<br />

going on—and to see the latest scripts you can download.<br />

On the hardware front, the big news is of course Intel Macs that can<br />

switch between <strong>Wind</strong>ows and Mac OS on the same machine. How long<br />

can it be before both are happily running different music software at the<br />

same time?<br />

Season’s greetings and Happy New Year from all of us at Virtual<br />

<strong>Instrument</strong>s magazine.—NB<br />

Virtual <strong>Instrument</strong>s is published bi-monthly<br />

for $16.95/year, $26/two years by Virtual<br />

<strong>Instrument</strong>s, Inc., 3849 Ventura Canyon,<br />

Sherman Oaks, CA 91423-4710. 818/905-<br />

9101, 1-877/ViMagzn.<br />

NB@Virtual<strong>Instrument</strong>sMag.com.<br />

Periodicals Postage Rates are paid at Van<br />

Nuys, CA, and at additional mailing offices<br />

under USPS # 023-464. POSTMASTER:<br />

please send address changes to VIRTUAL<br />

INSTRUMENTS, 3849 VENTURA<br />

CANYON, SHERMAN OAKS,<br />

CA 91423-4710.<br />

Distributor: Rider Circulation Services, 3700<br />

Eagle Rock Blvd., Los Angeles, CA 90065.<br />

323/344-1200. Bipad: 05792,<br />

UPC: 0 744 70 05792 5 05<br />

Standard disclaimer: Virtual <strong>Instrument</strong>s<br />

Magazine and its staff can’t be held legally<br />

responsible for the magazine’s contents or<br />

guarantee the return of articles and graphics<br />

submitted. Reasonable care is taken to ensure<br />

accuracy. All trademarks belong to their owners.<br />

Everything in here is subject to international<br />

copyright protection, and you may not copy or<br />

imitate anything without permission.<br />

© 2006 Virtual <strong>Instrument</strong>s, Inc.<br />

VIRTUAL INSTRUMENTS 5


10<br />

14<br />

16<br />

20<br />

December/January 2006/7<br />

V2.N6<br />

Letters<br />

Launch<br />

Introductions, updates, news<br />

Voltage Control<br />

by Michael Marans<br />

Let’s Make Some Noise!?Part B in our series on using your<br />

synth’s noise generators to create drums, percussion instruments,<br />

and sound effects.<br />

VERY DEEP CLINIC:<br />

Operator on the Line<br />

by Jim Aikin<br />

The add-on synth in Ableton Live 6 is a lot more than just FM<br />

lite<br />

8 VIRTUAL INSTRUMENTS<br />

26<br />

38<br />

44<br />

54<br />

7 Gigs Loaded on<br />

One Mac<br />

by Nick Batzdorf<br />

Accessing 7GB of samples on a single Mac.<br />

Sequencing Samples<br />

by Thomas J. Bergersen<br />

One of the world’s true masters at MIDI programming starts<br />

a new series. This issue: balance.<br />

Bent Clicks<br />

by Paul Gilreath<br />

One of the most overlooked aspects of a good sequenced<br />

performance is the tempo. Here are some pointers.<br />

MIDI Mockup<br />

Microscope: Nathan<br />

Furst<br />

by Frederick Russ<br />

In this installment of our series on composers and how they<br />

did their MIDI programming, talented composer Nathan<br />

Furst discusses “Heart of the Baja Part 2” and “Shark Attack.”<br />

Download these cues at www.Virtual<strong>Instrument</strong>sMag.com<br />

and follow along.


24<br />

30<br />

40<br />

VI contents<br />

Native<br />

<strong>Instrument</strong>s FM8<br />

by Lee Sherman<br />

The second coming of the DX-7 gets<br />

a major update.<br />

RME Fireface<br />

400 FireWire<br />

Audio Interface<br />

by Nick Batzdorf<br />

This little half-rack box houses a 24bit/192kHz<br />

audio interface with 18<br />

ins and outs. But that’s just the<br />

beginning, because it can also route<br />

software tracks all around the room.<br />

<strong>Akai</strong> <strong>EWI</strong> 4000s<br />

by Nick Batzdorf<br />

Do you play a wind or brass instrument?<br />

The <strong>Electric</strong> <strong>Wind</strong> <strong>Instrument</strong><br />

is a wonderful controller for playing<br />

synths. Its latest incarnation of this<br />

fabulous instrument now includes a<br />

built-in synth and some new MIDI<br />

control features—and it comes in at<br />

half the price.<br />

48<br />

52<br />

56<br />

Modartt<br />

Pianoteq<br />

modeled<br />

acoustic piano<br />

by Jason Scott Alexander<br />

This surprising piano only uses samples<br />

for things like pedal noise—it’s<br />

actually modeled from the ground<br />

up. As a result, every behavior of a<br />

real piano is accounted for.<br />

Loop Librarian<br />

by Chris Meyer<br />

Loops loops loops and libraries.<br />

Reviewed: Big Fish Electro Magnetic<br />

Fury and Mahadhi: African Rhythms.<br />

Steinberg<br />

Cubase 4<br />

by Mark Jenkins<br />

A look at the update to this massive<br />

sequencing package.<br />

61<br />

December/January 2006/7<br />

V2.N6<br />

VI reviews<br />

Importing DX-7 sounds into Native<br />

<strong>Instrument</strong>s FM8<br />

random<br />

tip<br />

VIRTUAL INSTRUMENTS 9


VI letters<br />

Letters<br />

write to:<br />

nb@virtualinstrumentsmag.com<br />

Physical modeling<br />

While I understand completely the notion<br />

of physical modeling as it applies to traditional<br />

instruments (i.e. representing the length of<br />

a trumpet, the materials of which it’s made,<br />

differential equations of the wave motion,<br />

etc), I have never understood what it means<br />

to do physical modeling of an analog synthesizer<br />

(for example, Yamaha claimed such for<br />

the An1X).<br />

What exactly is being physically modeled?<br />

It seems to me that to do physical modeling<br />

of an analog synth, you have to model such<br />

things as the behavior of transistors, resistors,<br />

capacitors, i.e. the electronic equivalent of the<br />

length of the trumpet and its materials.<br />

But I don’t get the sense that that’s what’s<br />

10 VIRTUAL INSTRUMENTS<br />

happening—it seems like they are just “modeling”<br />

the OUTPUT of oscillators and so forth.<br />

And if that’s the case, then the Yamaha DX7<br />

was doing this kind of thing a long long time<br />

ago.<br />

David Jameson<br />

via email<br />

As your letter points out, it’s not a very precise<br />

term. And let’s face it: it’s very difficult to<br />

market a product just by saying it sounds good<br />

and some rock star—who you’ve just eliminated<br />

as a potential customer by making him or her<br />

an endorsee—uses it. It’s far more interesting to<br />

be able to talk about the technology. “We were<br />

very careful to do an excellent job recording this<br />

sample library using good mics” isn’t going to<br />

turn a lot of heads.<br />

So yes, we have seen “modeling” used fairly<br />

liberally as a selling point. That was especially<br />

true in the mid-’90s, when it was the buzzword.<br />

Having said that, if the definition of PM is<br />

using equations and algorithms to simulate the<br />

behavior of a physical sound source, then what<br />

Yamaha does did in the VL1 Virtual Acoustic<br />

synth (which may have been the first commercial<br />

synth to use PM) absolutely is physical modeling.<br />

The VL1 uses Digital Waveguide synthesis,<br />

which actually uses varying delay lines, and<br />

Korg used it, and at one point Technics used it<br />

in their WSA-1 synth.<br />

Applied Acoustic’s Tasman synth and I’m<br />

guessing Apple’s Sculpture (one of the synths<br />

that comes with Apple Logic Pro, although<br />

Apple only touts it as “component modeling”)<br />

are two current PM softsynths that come to<br />

mind. Modartt PianoTeq, reviewed in this issue,<br />

uses PM to create its pianos, but the actual<br />

technique is a closely held secret. My educated<br />

guess is that if they haven’t licensed Digital<br />

Waveguide synthesis, they’re using a different<br />

variation of the Karplus-Strong plucked string<br />

model, which uses a noise generator followed by<br />

a filter with a delay feeding back into it.<br />

Circling around your original question some<br />

more, some instruments actually do model the<br />

various circuit components of the product being<br />

emulated. Universal Audio does that in their<br />

plug-ins, for example. Whether a given softsynth<br />

actually models the oscillator from the synth it’s<br />

emulating is another question, but to me<br />

absolute purity isn’t what makes a product<br />

valid—it’s the bottom line sound.<br />

Is FM synthesis physical modeling? Who<br />

knows. What I do know is that a softsynth version<br />

of the VL1 would be fantastic, because I<br />

still consider it the pinnacle of synthesis in many<br />

ways.<br />

High praise<br />

I just recently picked up your magazine<br />

and am very excited about it. I am a police<br />

officer that has patrolled the [withheld] area<br />

for many years. I recently was injured and will<br />

no longer be able to do police work. Music<br />

composition has helped me through my rehabilitation<br />

in many ways, and your magazine<br />

has given me so much information on the<br />

emusic world.<br />

I know your mag is not necessarily aimed<br />

at novices such as me, but please know that it<br />

is making a difference for me. Even though I<br />

don’t have any of the highspeed soft synths (I<br />

use Cakewalk Sonar with its stock instruments),<br />

with your help I am learning to get<br />

the most out of what I have, and that is exciting.<br />

I have a long recovery ahead that will not<br />

be easy, but emusic is playing a big part in<br />

keeping me positive and keeping my head on<br />

straight, and your magazine is a big help.<br />

Keep up the good work you are doing and<br />

I can’t wait for the next issue.<br />

Chris Watson<br />

via email<br />

This is one of the nicest letters we’ve received,<br />

Chris. Thanks so much, and we wish you all the<br />

best with your rehab.<br />

The synths in Cakewalk Sonar are absolutely<br />

nothing to sneeze at, by the way, in fact we<br />

have a Very Deep Clinic about them in the<br />

works And we certainly hope novices will enjoy<br />

the magazine too. Our “First DAW” series hasn’t<br />

gone away!


VI letters<br />

Digital puzzle<br />

[Please see the fab diagram George included<br />

with his question.]<br />

What does someone do if they want to use<br />

the SPDIF outputs on multiple hardware<br />

synths simultaneously? Most sound cards and<br />

interfaces have only one SPDIF I/O, so only<br />

one of these things can be connected at a<br />

time.<br />

I’ve done a bit of research. There are a few<br />

products out there (M-Audio makes one) that<br />

will let you connect multiple ADAT devices<br />

and provide a master clock and connection to<br />

your DAW/soundcard. I also ran across a<br />

series of product called “digital detanglers”<br />

by Z-Systems Audio Engineering, but these<br />

seem to be simply format converters...and<br />

très expensive.<br />

I’m looking for something in the “prosumer”<br />

space that will allow me to hook up<br />

three or four SPDIF sources (e.g., V-Synth XT,<br />

12 VIRTUAL INSTRUMENTS<br />

Virus TI, etc.) and pipe them into my single<br />

SPDIF I/O on my Firewire 410. I can’t be the<br />

only person out there that wants to do this,<br />

can I?<br />

Any ideas would be a help. Thanks.<br />

George Napier<br />

via email<br />

First of all, thanks very much for including the<br />

diagram of your studio. It’s actually more<br />

involved than necessary to answer your question,<br />

but it’s always interesting to see peoples’<br />

rigs. This is technically a hardware question, of<br />

course, but since you’re integrating the hardware<br />

with V.I.s as well… :)<br />

There are two issues here: digital<br />

clocking/sync and where you’re going to stick<br />

the S/PDIF outputs. As to clocking, every device<br />

in a digital audio system has to be referencing<br />

the same digital clock, or you’ll get clicks and<br />

pops. Both the VSynth and the Virus have<br />

S/PDIF inputs, so the obvious answer would be<br />

to use the clock from your FireWire interface.<br />

But the FW410 only has one S/PDIF out, and<br />

you need two. It so happens that RCA S/PDIF<br />

digital signal uses 75-Ohm video cable, so you<br />

can create multiple outputs using a standard<br />

video distribution amp. Radio Shack makes one<br />

for $50 that should work fine, but there’s a wide<br />

range of models on the market.<br />

Just run S/PDIF cables from the FW410’s out<br />

to the distribution amp’s in, and then from two<br />

of its outs to the synths’ S/PDIF inputs. Put the<br />

synths on digital sync (a.k.a. external sync) and<br />

that’s solved. Be sure to use 75-Ohm cables,<br />

though, or the system may not be reliable.<br />

Your other problem, finding an audio interface<br />

with multiple S/PDIF inputs, is a little more<br />

difficult. MOTU used to make a 308 box for<br />

their PCI-324 and -424 cards, if you can find<br />

one. Lynx AES 16 is another, and in fact it features<br />

asynchronous I/O, meaning that it can<br />

resample the digital inputs that aren’t clocked<br />

together.<br />

You don’t want to use USB, but adding an<br />

inexpensive USB interface that has S/PDIF I/O<br />

might be the most practical solution. There are<br />

some very inexpensive ones, actually.<br />

I also see that you’re also using Native<br />

<strong>Instrument</strong>s Kore—or maybe not using its controller<br />

as an interface? It has S/PDIF out but no<br />

in, so that rules it out as a place to stick your<br />

hardware synths’ digital outputs. But you could<br />

make it part of an aggregate device if you wanted<br />

to use it for more analog inputs. (Aggregate<br />

devices are seen as one larger audio interface by<br />

Mac OS X software.)<br />

If you go into the Aggregate Device editor in<br />

Audio MIDI Setup, you’ll see a checkbox for<br />

which device to use as the clock master, and<br />

then there are options to resample the inputs.<br />

That’s what you want to do with Kore, since it<br />

can’t be clocked externally.<br />

Suggestion box<br />

An article for a VI issue that would be very<br />

valuable to me, and to many others as well,<br />

would be a step by step overview of running<br />

V.I.s on an external Mac and connecting it to<br />

a host computer. I know far less about this<br />

than I would like to; it is time consuming to<br />

hunt up the information; and there are many<br />

users, particularly in the Mac community,<br />

who are using second computers as V.I. hosts.<br />

If such an article could address things like<br />

the network feature in Audio MIDI Setup in<br />

OSX, ways to bring a laptop/Traveller combination<br />

or similar rig into the main set-up,<br />

avoiding conflicts with dual installs of the<br />

same plug/V.I., etc, it would be very much<br />

appreciated.<br />

Any chance this might happen soon?<br />

I’m enjoying the publication, thanks for<br />

your continued innovation. Been reading<br />

you since Home & Studio Recording [which<br />

later became Recording] back in the day.<br />

Robert R. Martin, PhD<br />

Victoria B.C., Canada<br />

Absolutely, great suggestion. You shall have<br />

it, Sir, and thanks for the compliments.<br />

This letter is here as an example of what we<br />

welcome from you readers. Please let us know<br />

what you want to see:<br />

NB@Virtual<strong>Instrument</strong>sMag.com


VI launch<br />

Launch<br />

Introductions, updates, news<br />

Native <strong>Instrument</strong>s<br />

KORE 1.1, Kontakt 2.2<br />

universal binary<br />

This free update to NI’s KORE<br />

Universal Sound Platform can now run<br />

without its controller/audio-MIDI interface<br />

hooked up to the computer. Other<br />

new features include a new SingleSound<br />

format; integration with NI’s new<br />

Massive synth and the latest updates to<br />

their other instruments; and a pre-listen<br />

feature for auditioning sounds before<br />

they’re loaded.<br />

The most important new feature in<br />

v.2.2 of their Kontakt sampler is that it’s<br />

now a universal binary, which means it<br />

works on Intel Macs as well as PowerPCs.<br />

www.native-instruments.com<br />

Millennia Media<br />

Orchestral Recording<br />

Discussion #1<br />

If you’re interested in learning about<br />

how to improve the production of your<br />

sampled orchestral sequences, this discussion<br />

about large ensemble acoustic<br />

recording is sure to help. Millennia<br />

Media makes some of the best analog<br />

recording processors (mic preamps, etc.)<br />

in the world.<br />

www.mil-media.com<br />

14 VIRTUAL INSTRUMENTS<br />

M-Audio NRV10 Analog Mixer/FireWire<br />

Audio Interface<br />

This $899 unit combines an 8x2 analog mixer with a 10x10 Pro Tools M-Powered-compatible<br />

audio interface. Among other features, the unit features a built-in effects section<br />

with 16 effects that run on its hardware. It also comes with Mac and <strong>Wind</strong>ows control software<br />

that adds dynamics processing plus two VST effects slots to each channel.<br />

www.m-audio.com<br />

VSL Saxophones and Elements<br />

Vienna <strong>Instrument</strong>s libraries, update<br />

Vienna Symphonic Library’s 24-bit/44.1kHz Saxophones<br />

Collection ($475) features 35GB+ of soprano, alto, tenor, bari,<br />

and bass saxes, intended for both legit and jazz use.<br />

Articulations for jazz and big band are included: tongue slaps,<br />

growls, screams, extended harmonics, key clicking, and more.<br />

There are also long and short downward ending phrases triggered<br />

as release samples.<br />

Elements ($365, updates $45) is an 18GB expanded version<br />

of the Horizon Series Glass & Stones library, featuring all kinds of<br />

mallet and percussion instruments such as glass bells, musical<br />

glasses, glass harmonica, verrophone, and lithophone. New to<br />

the library are such mainstays as bass waterphone, and fluttertongued<br />

blown bottle.<br />

Both come with the Vienna <strong>Instrument</strong>s player, which was just<br />

updated to v.1.1, which among other things: loads more quickly<br />

and has some user interface improvements. This player features<br />

Performance Detection algorithms that that switch articulations<br />

automatically by analyzing the intervals, repeated notes, patterns,<br />

and speed of your playing in real time.<br />

www.VSL.co.at


McDSP Updates<br />

McDSP has been<br />

producing some of<br />

the best Pro Toolscompatibleplugins<br />

for a long time.<br />

Their latest updates<br />

to the Native and<br />

HD product lines<br />

include support for<br />

Intel Macs,<br />

improved RTAS efficiency,<br />

faster interface<br />

updates and<br />

loading times, and Pro Tools HD Accel<br />

card optimizations. The ML4000 ($495)<br />

is a high-res brick wall look-ahead limiter<br />

and a multiband dynamics processor.<br />

Analog Channel LE and ML4000 LE are<br />

new additions to their $495 Project<br />

Studio bundle.<br />

www.mcdsp.com<br />

Alexander Publishing<br />

“How Ravel<br />

Orchestrated: Mother<br />

Goose Suite”<br />

This edition includes a book, score, and<br />

CD, designed for learning orchestration.<br />

The analyses that follow each movement<br />

include electronic scoring insights.<br />

www.professionalorchestration.com<br />

Digidesign Mbox 2 Mini<br />

VI launch<br />

$329 list now buys you a<br />

USB interface that has both<br />

phantom powered mic and<br />

line inputs, and line and headphone<br />

outputs. The software<br />

bundle starts with Pro Tools<br />

LE, and then it includes the<br />

Xpand! sample playback/synthesis<br />

workstation, several<br />

Bomb Factory plug-ins, about<br />

38 DigiRack DSP plug-ins<br />

(dynamics, reverb, EQ, pitch shift, delay, and on and on)…and then the fun starts. It also<br />

includes several lite versions: Ableton Live Lite 4, Propellerhead Reason Adapted,<br />

FXpansion BFD lite drums, IK Multimedia SampleTank SE, IK Amplitube LE, IK T-Racks EQ,<br />

Celemony Melodyne Uno, and more.<br />

www.Digidesign.com<br />

MPC Lockbox, Big Fish<br />

DrummerPacks for<br />

DrumCore<br />

The SonicEmulations MPC Lockbox loop<br />

library ($59) is a new expansion pack for<br />

Submersible Music’s DrumCore loop librarian/player.<br />

This new DrummerPack features<br />

hip-hop/DJ-type loops and single hit drum and<br />

percussion sounds, ready to play by MIDI.<br />

Big Fish’s “Brain: One Stroke Done” (reviewed<br />

in our 10-11/06 issue) and “Roots of South<br />

America 2” libraries ($79 each) are also now<br />

available as DrumCore DrummerPacks. This pack<br />

is also available in loops—which are ready to be<br />

drag/dropped into a DAW—as well as individual<br />

hits to be triggered by MIDI.<br />

www.drumcore.com,<br />

www.bigfishaudio.com,<br />

www.bandmateloops.com<br />

Garritan Stradivari Solo Violin 2.0<br />

The update to this solo violin now comes in a Native<br />

<strong>Instrument</strong>s Kontakt 2 Player, so you don’t need Kontakt to play it.<br />

The Garritan Strad features “Sonic Morphing,” which crossfades<br />

across dynamic layers; lets you control the onset, rate, and speed<br />

of vibrato; and shape vibrato in real time without the phasing<br />

problems you get when crossfading normally. $199, upgrades $29<br />

+ s/h.<br />

www.garritan.com<br />

VIRTUAL INSTRUMENTS 15


VI feature<br />

Let’s Make Some Noise!—Part II in our series on<br />

using your synth’s noise generators to create<br />

drums, percussion instruments, and sound effects.<br />

16 VIRTUAL INSTRUMENTS<br />

Voltage<br />

Last issue we concentrated on building a standard<br />

trap kit. This time around we’ll look at creating<br />

complementary percussion instruments and immerse<br />

ourselves in some really bad weather. (We would say,<br />

“So grab your Macs,” but the pun would be way too<br />

obvious, and we’re not that desperate….)<br />

by Michael Marans<br />

Ooh, Baby, I Got an Itch…<br />

We’ll start off with two versions of the now<br />

ubiquitous “record scratch,” only we’ll be<br />

using virtual vinyl.<br />

In Synth1 (see Sidebar, Downloading Synth1<br />

and the Example Patches), call up program 45,<br />

Simple Click. Play any note, and all you’ll hear<br />

is a plain old ordinary click?and a rather<br />

unmusical one at that.<br />

It’s instructive to analyze the origins of the<br />

click, so give the Synth1 front panel the onceover<br />

(Fig. 1). You’ll notice that the Attack,<br />

Decay, and Sustain parameters of both the filter<br />

and amplitude envelopes are set to their<br />

minimum values. Since these values essentially<br />

shut off the filter (i.e. no harmonic content<br />

passes through) and the amplifier is “closed,”<br />

all we hear is the click of the electronics turning<br />

on for a brief moment when a key is<br />

pressed. But no “real” sound is actually being<br />

generated by the synth engine.<br />

more<br />

online<br />

www.virtualinstrumentsmag.com<br />

Control<br />

Let’s open the amplifier by setting the<br />

Decay control to its halfway position. Still<br />

nothing. Why?<br />

Look at the filter setting. With LP12 selected<br />

(a lowpass filter with a 12dB per octave<br />

slope), no sound is passing through the filter,<br />

so the settings of the amplifier envelope literally<br />

have no effect on the sound. Toggle to<br />

LP24 and play a note; same deal: no sound.<br />

Now select HP12æa highpass filter with a<br />

12db per octave slope. Hey! That almost<br />

sounds like a thick hi-hat hit!<br />

If you’ve been following these Voltage<br />

Control articles for a while you’ll immediately<br />

know why. First, a highpass filter allows all<br />

sound higher than the filter cutoff frequency<br />

to pass through and be heard. So with our filter<br />

closed down to 0Hz, we’re allowing all frequencies<br />

higher than 0Hz to pass through<br />

unfiltered.<br />

Second, Oscillator 2, set to generate noise,<br />

is the only oscillator sounding (note the fully<br />

clockwise position of the Oscillator Mix knob).<br />

As we pointed out last time, hi-hats and cymbals<br />

are comprised entirely of noise (all frequencies<br />

playing at equal amplitude) and the<br />

amplifier envelope is the primary tool used to<br />

shape that noise into a recognizable sound. In<br />

this case the amplifier’s Decay setting is creating<br />

the shape of a medium length hi-hat hit.<br />

Now back to our regularly scheduled programming:<br />

record scratches. Starting with our<br />

boring click, let’s start molding the sound into<br />

something resembling the mistreatment of<br />

vinyl. We’ll begin by selecting LP12 for the filter.<br />

Now turn up the filter envelope’s Attack<br />

time to about one-third and play a note.<br />

You’ll hear that we have a rough approxima-


Fig 1: The vinyl “record scratch” patches created in this article began life as a simple, uninspiring electronic<br />

click. Worse, the click was really nothing more than the sound of Synth1 trying make sound, but the 0<br />

(minimum/off) settings of the envelope generators make playing a purposefully-generated sound next to<br />

impossible. Turning the click into record scratches required selecting the proper filter, adjusting the filter and<br />

amplitude envelopes, setting the filter cutoff point and resonance, modulating the sound with LFOs, and<br />

adding effectsæin other words, using a variety of voltage controls to turn the plain and the boring into the<br />

bad and the beautiful. See the main article for details.<br />

tion of a simple scratch, but the sound cuts<br />

off rather abruptly.<br />

Time to enlist the filter’s Decay control.<br />

Bring it up to about one-third, and you’ll<br />

notice that you now have the basis of a fairly<br />

convincing quick scratchæalbeit one that’s<br />

awfully thick. Adjust the filter Attack and<br />

Decay parameters to taste, using Attack to<br />

control the speed of the scratch’s onset and<br />

Decay to control how long it lasts. You might<br />

find it helpful to think of the word “Wow”<br />

while adjusting these parameters.<br />

Now about that thickness. Please say hello<br />

to the Bandpass filter (BP12 on Synth1). A<br />

bandpass filter allows a specified band of frequencies<br />

both above and below the frequency<br />

cutoff point to pass through and be heard.<br />

This type of filter lets us maintain the core<br />

timbre of the sound while simultaneously<br />

attenuating unwanted frequenciesæthat is,<br />

those that are too low and too high.<br />

So select BP12 and play a few notes. Notice<br />

how this thinning out of the sound really helps<br />

home in on the tonality of a scratch.<br />

The next steps are all “tweaks,” and subject<br />

to personal preference and musical application.<br />

First, try increasing the filter cutoff<br />

and/or the resonance to thin the sound further<br />

and give it the perception of having a<br />

higher pitch. (Remember that pure, unfiltered<br />

noise has no pitch, so accentuating higher or<br />

lower frequencies will make the sound appear<br />

to be pitched higher or lower, accordingly.)<br />

Then add compression (Effect > Comp, on<br />

Synth1) to make the sound fatter and more<br />

consistent in volume from start to finish.<br />

Unison mode and filter SAT (Saturation) can<br />

thicken the sound considerably, and you can<br />

add a bit of automated panning using an LFO<br />

to animate the sound’s stereo image.<br />

(Turn on LFO1 and note that the sound<br />

immediately travels across the stereo soundstage,<br />

in accordance with the fairly rapid<br />

speed of the LFO. Slowing down the speed<br />

allows you to move the sound across the<br />

stereo soundstage with each successive keyon.<br />

Click on LFO1’s KEY button to retrigger<br />

the sound from the exact same stereo position<br />

with each note-on.)<br />

Our final version of a basic scratch, which<br />

utilizes all of the above, is stored in Program<br />

46, Record Scratch 1. Program 47, Record<br />

Scratch 2, builds on the core sound to create<br />

a “double scratch” by adding filter velocity,<br />

and using a stereo delay to split and double<br />

the sound across the stereo soundstage.<br />

One of the highlights of the patch: LFO2,<br />

assigned to Filter (try assigning it to<br />

Amplitude as well), can be used to add multiple<br />

scratches by increasing the value of the<br />

speed control and varying the note-on velocity.<br />

Truly complex rhythms can be created<br />

through the use of this control and a bit of<br />

keyboard dexterity.<br />

VI<br />

feature<br />

Perking up<br />

The high-pitched strike of a Clave, the classic<br />

Latin percussion instrument (Program 48,<br />

Clave F3), can be created using a combination<br />

of noise and filter self-oscillation. A bit on<br />

the latter: when the Resonance parameter of<br />

the filter is set to maximum, the filter cutoff<br />

frequency is so accentuated that it actually<br />

produces a tone (generally a pure sine wave).<br />

The pitch of that tone can then be controlled<br />

by adjusting the filter’s cutoff frequency.<br />

(Note that if you want the tone to track<br />

the keyboard, you need to turn the Filter’s<br />

track control [TRK] to its maximum position,<br />

which,on most synthesizers will produce the<br />

proper voltage to play properly intonated 12tone<br />

scales.) By combining the tone produced<br />

by filter resonance with the tone(s) produced<br />

by the oscillators carefully, you can create<br />

noise-based timbres with distinctive pitches.<br />

In creating our Clave sound, we used two<br />

noise sources. OSC2 is producing pure white<br />

noise. OSC1, set to a sine wave, has its FM<br />

(Frequency Modulation) control set to about<br />

the 50% mark (64 on the MIDI parameter<br />

value scale). The sidebands (harmonic frequencies))<br />

created by feeding the complex<br />

noise waveform of OSC2 into the pure sine<br />

wave generated by OSC1æwhich is what the<br />

FM control is doingæare wild and “random,”<br />

thereby generating a sound heavily predominated<br />

by noise. (See Fig. 2.)<br />

To hear OSC1 on its own, turn both the<br />

Filter’s RES knob and the OSC MIX control to<br />

0 (fully counter-clockwise). Note that by<br />

increasing or decreasing the value of OSC1’s<br />

FM parameter, you can add as little or as<br />

much noise to the sound as desired.<br />

Reselect Program 48 so that you’re back to<br />

the original Clave patch. If you listen closely,<br />

you can hear the sound’s noise characteristics,<br />

though the dominant timbre is the short,<br />

Let's open the amplifier by setting the Decay<br />

control to its halfway position. Still no sound. Why?<br />

pitched strike that’s created by filter resonance.<br />

Last tweak: toggle between the LP12 and<br />

LP24 filter settings. You’ll note that LP12<br />

allows for more low frequency noise content.<br />

Our preference (strictly personal) is for the<br />

“cleaner” LP24 sound, played between C3<br />

and F3. As always, experiment with different<br />

keyboard ranges and filter settings.<br />

Give yourselves a hand<br />

The analog handclap, popularized by<br />

Simmons way back when (yes, there were<br />

earlier incarnations, but Simmons is credited<br />

for creating the handclap that slapped you in<br />

the face), makes use of several key synthesis<br />

techniques. Programming a basic handclap is<br />

VIRTUAL INSTRUMENTS 17


VI feature<br />

Fig. 2: Frequency Modulation (FM) is a type of synthesis (popularized by<br />

Yamaha’s DX series) in which one wave (a modulator) is fed into another (a carrier)<br />

to generate a timbre that is harmonically rich. When the modulator and carrier<br />

are sine waves, the harmonics produced are predictable. In Synth1, the output of<br />

OSC2 is the modulator, and the carrier is OSC1. Since both of these oscillators are<br />

using complex waveforms in the Clave patch, the resulting timbre produced when<br />

using FM comprises hundreds of frequenciesæwhich, due to their number and<br />

amplitude, are a form of noise. Try raising and lowering the FM amount to hear<br />

the effect on the “noise” portion of the Clave patch.<br />

pretty easy; making a knock-you-over-dead<br />

clap is a multi-step process.<br />

We’ve programmed two claps. Program<br />

49, Small Handclap, relies almost exclusively<br />

on basic filter and envelope settings to create<br />

the core sound. A highpass filter is used to<br />

nail the timbre, which if you listen closely has<br />

many of the spectral characteristics of the hihats<br />

we constructed last time around.<br />

To see for yourself the dramatic effect a filter<br />

has on a sound, toggle through the other<br />

available modes. Once you leave HP12 (the<br />

highpass filter) our clap becomes lifeless and<br />

sounds more like an unwelcome stranger<br />

knocking at our door.<br />

Now go back to HP12 and enable Tempo<br />

Delay. Our settings double the sound and<br />

spread it across the stereo spectrum. Next,<br />

enable Chorus/Flange, which thickens the<br />

sound. For fun you can enable Effect A.D.1,<br />

which gives you an interesting percussive<br />

sound, but out of the realm of the clap.<br />

Now Select Program 50, Big Handclap.<br />

This is essentially the same program as Small<br />

Handclap, but when we enabled Effect A.D.1,<br />

we changed the filter to BP12 (bandpass).<br />

Doing that allowed us to retain the basic clap<br />

soundæby cutting out much of the high frequency<br />

content we heard in the A.D.1 experiment<br />

in the previous paragraphæwhile at the<br />

same time thickening the sound considerably.<br />

Deep into the (Rain) forest<br />

While a completely different type of instrument<br />

from the hi-hat?and certainly not metallic<br />

in any way?the decidedly primitive rain-<br />

18 VIRTUAL INSTRUMENTS<br />

stick has a sound<br />

that contains a number<br />

of the same<br />

spectral components.<br />

The primary<br />

difference between<br />

it and a hi-hat is in<br />

the shape of the<br />

envelopes (both filter<br />

and amplitude).<br />

So even though the<br />

rainstick is about as<br />

organic an instrument<br />

as one can<br />

imagine, the bits<br />

and bytes of our virtual<br />

analog synthesizer<br />

can do a very<br />

convincing job of<br />

emulating it.<br />

Let’s start by calling<br />

up Program 51,<br />

Medium Hi-Hat. This<br />

provides our basic<br />

timbre. (For those of<br />

you not using<br />

Synth1, our example<br />

Medium Hi-Hat<br />

sound is created<br />

using noise<br />

processed through a<br />

high pass filter with<br />

a bit of resonance<br />

added to give it a metallic edge. The filter<br />

envelope is used to fine tune the timbre, but<br />

the amplitude envelope provides the majority<br />

of the hat’s “sharp hit” characteristic.)<br />

We now need to tweak the envelopes to<br />

eliminate the hi-hat’s sharp attack and create<br />

the trademark rainstick sound of “grains”<br />

(rice, small pebbles, etc.) falling through the<br />

hollow stick. Start by increasing the amplifier’s<br />

Attack time to a bit more than halfway-up.<br />

Play and hold a note. Notice how this simple<br />

adjustment has a dramatic effect on the<br />

sound, and has taken us quite far toward the<br />

rainstick emulation.<br />

Now we’ll adjust the Amplifier Decay<br />

timeæincreasing it to about three-fourths of<br />

its throwæto create the long, smooth sound<br />

of the grains continuing their journey through<br />

the stick.<br />

Okay. We’re pretty close to the basic shape<br />

of the sound, but it’s not definitively a rainstick.<br />

To go that extra mile, we’ll need to<br />

enlist a number of other parameters.<br />

Call up Program 52, Rainstick, and play a<br />

note. You’ll notice that the sound is now<br />

much more refined timbrally (it’s not just<br />

pouring rain anymoreæwe can hear the individual<br />

“droplets”). We’ve done this by making<br />

some minor changes to the filter envelope,<br />

but more significantly we’ve enlisted the aid<br />

of the LFOs.<br />

LFO1 is set to a noise (random) waveform<br />

with its output routed to the filter, causing<br />

the filter cutoff point to change rapidly over<br />

the course of a held note. This rapid randomization<br />

of the frequency content helps to dis-<br />

tinguish the “droplets’ ” individuality. LFO2<br />

uses a high-speed random sine wave assigned<br />

to amplitude, which further serves to define<br />

individual droplets. Finally we adjust the FRQ,<br />

RES, and SAT controls for the desired tonal<br />

coloration.<br />

Uh-oh…bad weather ahead<br />

Mother Nature is pretty good at creating<br />

impressive noises, and it just so happens that<br />

two of the most common?lightning strikes and<br />

thunder?are comprised of ingredients readily<br />

available on basic analog subtractive synthesizers.<br />

If you’ve been following this series, you<br />

know that we always break down sounds into<br />

basic components, i.e. their core tonality<br />

(waveform), harmonic content (filter), and<br />

amplitude (VCA, or Voltage Controlled<br />

Amplifier), and then apply various voltages<br />

from modulation sources, such as envelopes<br />

and LFOs, to manipulate the core ingredients.<br />

So with those basic principles in mind, let’s don<br />

our raincoats and call in the thunderclouds.<br />

A lightning strike usually consists of a sharp<br />

crack, followed by thunder. The particular<br />

incarnation we created here (Program 53) has<br />

the lightning striking right on top of us. In<br />

other words, the thunder happens simultaneously<br />

with the initial strike.<br />

The lightning sound starts with OSC2 set<br />

to noise, and the filter parameters set to create<br />

a medium length “crack.” (You should<br />

experiment with the filter envelope values to<br />

see how they affect the sound. Hint: Decay<br />

and Sustain are critical.) Synth1’s filter SAT<br />

parameter has been used to fatten the crack.<br />

LP12 is the filter selection, since it allows both<br />

a great amount of high frequency content to<br />

pass through for the initial crack, while at the<br />

same time providing enough filtering for us<br />

to create the rumbling thunder that follows.<br />

Now check the settings of the Amplitude<br />

(CONTINUED ON PAGE 62)<br />

Downloading and<br />

installing Synth1<br />

and the example<br />

patches<br />

As with our past articles, we’re using<br />

the freeware Synth1 for our examples.<br />

Instructions for downloading and<br />

installing Synth1 can be found at More<br />

Online at<br />

www.virtualinstrumentsmag.com. There<br />

you’ll also find the Synth1 patch examples<br />

used in this article, as well as those<br />

used in our last three installments. You<br />

can use the synth of your choice, since<br />

the controls we refer to are common to<br />

virtually all software synths (at least<br />

those of the analog subtractive variety).


VI very deep clinic<br />

by Jim Aikin<br />

20 VIRTUAL INSTRUMENTS<br />

Operator on the Line<br />

When I first heard that Ableton had released a 4-operator<br />

FM synth called Operator as an optional add-on for Live, I’ll<br />

admit I glanced at it and yawned politely. As much as I like<br />

FM, how could four operators hold their own against instruments<br />

that have six?<br />

When persuaded to take a closer look, though, my opinion<br />

ratcheted upward. The multimode filter and the useful list of<br />

waveforms open up a lot of sound design possibilities that<br />

aren’t apparent on the surface. The new version of<br />

Operator available with Live 6 contains in itself only a few<br />

small refinements—but the more flexible architecture of<br />

Live 6 boosts Operator to a whole new level, as you’ll discover<br />

in this clinic. If you like synthesizers, this little monster<br />

will truly chop wood and carry water for you.<br />

The add-on synth in Ableton Live<br />

6 is a lot more than just FM lite<br />

The first part of this clinic is for those who<br />

are new to FM synthesis. It introduces<br />

Operator’s FM features briefly, and shows<br />

how to explore the tone colors available with<br />

FM. After shining a spotlight on a few of<br />

Operator’s other features, we’ll tackle some<br />

expert concepts—both FM programming and<br />

ways to use Operator in conjunction with Live<br />

6’s new Racks and expanded modulation routings.<br />

While working on this article, I interviewed<br />

ace remixer and sound designer Francis Preve<br />

(www.fap7.com). Francis designed many of<br />

the factory presets for Operator, and has had<br />

tracks on Top Ten dance remix CDs. In addition,<br />

he’s the author/editor of The Remixer’s<br />

Bible (Backbeat Books). You’ll find his insights<br />

(uncredited) scattered throughout this article,<br />

and a few specific tips in the sidebar. Thanks<br />

Fran!<br />

FM 101<br />

FM (frequency modulation) synthesis was<br />

first made popular by Yamaha in the 1980s.<br />

In FM, complex sounds are created by having<br />

one simple waveform modulate another.<br />

Often the waveforms being produced by the<br />

oscillators are sine waves, which are about as<br />

simple as an audio signal can get. The oscillator<br />

producing the sound we hear is called the<br />

carrier, and the oscillator being used to


change the tone of the carrier is called the<br />

modulator.<br />

A standard FM synth has at least four oscillators,<br />

and many have six. These can be configured<br />

in various ways. For instance, with<br />

four oscillators we might have two<br />

carrier/modulator pairs, or we might have<br />

three modulators, all operating on a single<br />

carrier. The configuration of oscillators is<br />

called an algorithm. Operator offers a choice<br />

among 11 algorithms, as shown in Fig. 1.<br />

Two key factors affect the tone of the carrier:<br />

the relative frequencies of the carrier<br />

and modulator, and the amplitude of the<br />

modulator. Cranking up the level of the<br />

modulator adds more overtones to the<br />

sound. While the ratio of the frequencies of<br />

the carrier and modulator controls which<br />

overtones will be heard, the formula that<br />

determines the exact combination of overtones<br />

produced by a given frequency ratio is<br />

not simple, and not interesting either. The<br />

best way to work with FM is to try different<br />

tunings for the carrier and modulator, and<br />

listen to the results.<br />

To give the user control over these factors,<br />

each oscillator has its own coarse and fine<br />

tuning knobs and an output amplitude knob.<br />

In addition, each oscillator has its own amplitude<br />

envelope, which you’ll see in the center<br />

panel when you click on one of the oscillators<br />

in the left column. Unlike an analog-type<br />

synth, where one amplitude envelope is often<br />

called on to contour the entire sound, FM<br />

synths give us separate amplitude control<br />

over each oscillator.<br />

The combination of an oscillator and an<br />

amplitude envelope is called an operator—<br />

hence the name of the synth. (Memo to<br />

Ableton: when Antares named their filter<br />

plug-in Filter, it was not a trend you want to<br />

emulate. Calling Live’s amazing new sampler<br />

Sampler... well, maybe all the good names<br />

have been used up.)<br />

FM discovery step-by-step<br />

Let’s walk through the process of creating a<br />

basic sound in Operator. Launch Live and follow<br />

along:<br />

1. Drag Operator from the Browser into an<br />

empty MIDI track. Don’t drag one of the<br />

existing presets—we want to start from<br />

Fig. 1: The algorithms in Operator. The box or boxes on the bottom row of each icon are carriers, and<br />

those above them are modulators. Algorithms 6 (right end of the top row) and 10 (highlighted) are new in<br />

Live 6. At first glance 9 and 10 might seem almost identical, but if you click on 9 and look at the “wires,”<br />

you’ll see that in 9 the modulator affects all three carriers, while in 10 it affects only carrier C.<br />

scratch, so select Operator itself in the<br />

Browser.<br />

2. Click the In button in the MIDI track and<br />

play your keyboard to verify that Operator is<br />

operating. You should hear a sine wave.<br />

3. Looking at the panel, you’ll see that the<br />

default patch uses algorithm 1, in which all<br />

four operators are stacked. (It’s visible in the<br />

lower right area.) But you’re only hearing a<br />

sine wave, because the levels of operators B,<br />

C, and D are set to –inf dB. Turn up the Level<br />

of operator B while playing the keyboard.<br />

You’ll hear the sound gradually acquire more<br />

overtones. This is the core of FM synthesis.<br />

4. After setting the Level of B to a reasonable<br />

value, such as –15dB, try adjusting the<br />

Coarse frequencies of A and B. You’ll discover<br />

that each ratio of A to B produces a distinctive<br />

combination of overtones.<br />

5. Return A and B to Coarse settings of 1<br />

and 1. Then click on the Fine tuning knob of<br />

B, hold down the computer’s Ctrl key to allow<br />

VI<br />

very deep clinic<br />

smaller adjustments, and move the Fine value<br />

up to between 3 and 6. You’ll hear the tone<br />

become animated as the two oscillators are<br />

detuned from one another.<br />

6. With operator B still selected, drag the<br />

envelope sustain level down to zero. Now<br />

operator B is producing an attack transient.<br />

Adjust the decay time shorter or longer to<br />

change the length of the attack transient, and<br />

try adjusting the Coarse tuning of B to<br />

change the harmonic character of the transient.<br />

Leave the envelope set at a medium<br />

decay length, perhaps about 3 seconds.<br />

7. Click in the algorithm panel (lower right)<br />

and select algorithm 7. In this algorithm three<br />

modulators all affect one carrier. The sound<br />

won’t have changed yet, because we’ve only<br />

turned up operator B. So turn up operator C<br />

to –15dB, turn its envelope sustain down to<br />

zero, and set the decay time to a much shorter<br />

value, in the 40-60ms range. Turn its<br />

Coarse tuning up to about 7. This will give<br />

each note a very percussive attack. FM synthesis<br />

is especially good at tuned percussion<br />

sounds like the one you’ve just created.<br />

8. Turn up operator D to about –50dB,<br />

change its Coarse tuning to 8, and give it an<br />

envelope with a 4-second attack, a 32-second<br />

decay, and a –15dB sustain. This will produce<br />

a slow swell containing new overtones as the<br />

note sustains.<br />

9. To hear the contribution that each operator<br />

is making to the composite tone, click<br />

their colored boxes to mute them one by<br />

one. Muting operators is extremely useful<br />

when you’re developing an FM sound.<br />

10. Add velocity response to some or all of<br />

the operators to make your new preset more<br />

playable.<br />

Three important features<br />

Operator is sometimes compared to the<br />

Yamaha TX81z, a popular 1980s-era rack-<br />

The formula that determines the exact<br />

combination of overtones produced by a given<br />

frequency ratio is not simple, and not interesting<br />

either.<br />

mount synth that also produced its tones<br />

using 4-operator FM. But Operator has some<br />

powerful features that go well beyond what<br />

was possible in those early days.<br />

Filter. Operator’s multimode resonant filter<br />

is a vital sound-shaping tool. In Live 6, the filter<br />

has been enhanced with a choice between<br />

12dB and 24dB per octave rolloff slopes. The<br />

24dB options produce a more definite filtering<br />

action, while the 12dB options are more<br />

gentle.<br />

VIRTUAL INSTRUMENTS 21


VI very deep clinic<br />

Fig. 2: The Operator panel. The filter is selected,<br />

and its Freq


Now when you load the Rack preset into a<br />

different song, you’ll only have to make one<br />

modulation routing—mod wheel to the<br />

Macro knob.<br />

Also note that individual envelope segments<br />

can be modulated using MIDI or a<br />

Macro knob. This lets you do tricks like<br />

changing the sound of the note attacks from<br />

a MIDI slider in subtle and highly controllable<br />

ways.<br />

Additive synthesis. Load four<br />

Operators into an <strong>Instrument</strong> Rack, choose<br />

algorithm 11 (four carriers) for each of them,<br />

and tune the oscillators to Coarse values of 1,<br />

2, 3, 4, 5, 6, and so on up to 16. Leave the<br />

waveforms all set to sine waves. Now you<br />

have a 16-sine-wave additive synthesizer.<br />

Give some of the operators envelopes that<br />

decay quickly to zero, and give others slow<br />

attacks so that the tone swells. Adjust the<br />

Level of each oscillator to get a pleasing<br />

blend. Try detuning some of your additive<br />

overtones slightly.<br />

FM with a low-frequency carrier.<br />

When you click the Fixed button on an<br />

oscillator, it no longer tracks the keyboard.<br />

This feature has at least three important uses.<br />

First, if you tune a modulator to a high, fixed<br />

frequency (above 2kHz or so) and keep it at a<br />

low level, it will mimic the sound of a fixedfrequency<br />

formant filter. Second, percussive<br />

attack transients, such as the sound of a mallet<br />

hitting a xylophone, are pretty much fixed<br />

in frequency no matter what note you play,<br />

so using a couple of fixed-frequency operators<br />

to produce mallet attacks works well.<br />

The third use of fixed frequencies is less<br />

obvious. If you tune a carrier to a low, fixed<br />

frequency, perhaps a Freq setting of between<br />

30 and 70Hz and a Multi (multiplier) knob<br />

setting of 0.01, it will add a chorused quality<br />

to the tone of the modulator. This sound is a<br />

Fig. 4: An <strong>Instrument</strong> Rack with four Operators<br />

in parallel. Several parameters have been assigned<br />

to Macro knob 1, which I’ve renamed Mod Wheel.<br />

Note the small pink dot next to the Level knob for<br />

operator C; this indicates that it is now under the<br />

control of a Macro knob.<br />

Francis Preve’s Quick Tips<br />

• When using the filter with FM sounds, program the FM section first, before turning<br />

on the filter. In other words, use the filter to enhance a sound that’s already good,<br />

not to fix problems.<br />

• The Spread knob in the pitch section doubles the CPU load of a patch. If your CPU is<br />

hitting the wall, turn the Spread down to zero.<br />

• When starting work on a new FM sound, choose algorithm 8 (two carrier/modulator<br />

pairs). It’s a good basic choice, and you can later change if you need something special.<br />

When you add the second modulator to a carrier, it’s easy to end up with too<br />

many overtones.<br />

• The pitch envelope can be routed to some oscillators but not others, which makes it<br />

useful for subtle detuning effects and adding accents in envelope loop patches.<br />

• Unless you know what you’re doing, do not tune a carrier to any Coarse value<br />

except 0.5, 1, 2, 4, or 8. Those are the octaves of the fundamental. If you tune a carrier<br />

to 7 and a modulator to 14, for instance, you’ll get a tone that’s difficult to<br />

retune to concert pitch even with the aid of the Transpose knob.<br />

• If you’re using Operator with an arpeggiator, check to make sure the R button is<br />

switched on. If it’s off, the arpeggio will chew up your polyphony while adding CPU<br />

load.<br />

• In an FM patch, apply the mod wheel to one or more modulators’ Coarse tuning<br />

knobs to create PPG-style stepped wave sweeps.<br />

• Using two Operators in an <strong>Instrument</strong> Rack will give you 8-operator FM. When<br />

doing this, choose complementary algorithms to make the most of the composite<br />

sound.<br />

• If you need an extra modulator, use the LFO. Set it to a high frequency range, set its<br />

Rate


VI review<br />

Native <strong>Instrument</strong>s FM8<br />

Review by Lee Sherman<br />

Native <strong>Instrument</strong>s FM8, $339;<br />

upgrade from FM7, $119.<br />

www.Native<strong>Instrument</strong>s.de<br />

System requirements: Mac OS X<br />

10.4, G4 1.4 GHz + or Intel Core<br />

Duo 1.66 GHz +, 512MB RAM;<br />

<strong>Wind</strong>ows XP, 1.4GHz Pentium or<br />

Athlon, 512MB RAM.<br />

Formats: Stand-alone, Audio<br />

Units, VST, DXi, RTAS.<br />

Copy protection: online authorization<br />

using included utility to manage<br />

all Native <strong>Instrument</strong>s auths.<br />

24 VIRTUAL INSTRUMENTS<br />

The second coming of the DX-7 gets a<br />

major update<br />

Native <strong>Instrument</strong>s’ FM7 has become a<br />

staple of modern music production. In<br />

a way this is the second coming of the<br />

famous Yamaha DX-7, which dominated the<br />

world in the early ’80s when it came out.<br />

While the FM synthesis technique these<br />

instruments have in common is capable of<br />

creating some of the cheesiest sounds ever<br />

recorded, it’s also capable of creating some<br />

wonderful, unique sounds. As a result it’s<br />

never really gone out of style. Among other<br />

things, FM synthesis can produce a metallic<br />

sheen that’s fantastic for clanging bells, lush<br />

pads, glassy electric pianos, and tight basses.<br />

It’s as welcome as ever in today’s music.<br />

Recreating the sound of the original hardware<br />

is a lot easier when the original hardware<br />

was a digital synthesizer. But what’s really<br />

important is whether the software has<br />

improved upon the original.<br />

Indeed, FM7 not only delivered the sound<br />

of the DX-7 (you can even import all of the<br />

old patches—see Random Tip: Loading original<br />

DX sounds into FM8 [which works the<br />

same way]), it went some way toward<br />

improving the arcane process of programming<br />

FM sounds. We’ll explain FM synthesis<br />

in the next section, but FM7 also provided an<br />

advanced sound architecture that includes a<br />

Fig. 1: FM8 now includes the intuitive<br />

KoreSounds Browser. This allows you to search for<br />

sounds and filter them according to instrument,<br />

genre, synthesis type, and musical attributes such<br />

as timbre and articulation<br />

free-form FM matrix, additional waveforms for<br />

the Operators (the original only had sine<br />

waves), graphical envelopes with nearly<br />

unlimited stages, host-syncable looping, and<br />

chorus and delay effects.<br />

While FM8’s considerably revamped user<br />

interface no longer resembles the panel of a<br />

DX-7 (it’s now a soothing gray-on-white color<br />

scheme), the biggest changes are due to the<br />

software’s integration with Native<br />

<strong>Instrument</strong>s’ Kore software<br />

host/controller/interface. FM8’s own patch<br />

brower is similar to Kore’s, and its sounds use<br />

the Kore Single Sound Format.<br />

If you do open FM8 within Kore, you can<br />

use complex layers of FM8 and Native<br />

<strong>Instrument</strong>s programs. KoreSounds can take<br />

advantage of the new morphing technology<br />

and multi-effects chains, making for some<br />

truly massive sounds.<br />

A tabbed navigator along the right side of<br />

the software’s main window lets you switch


quickly between the Browser and Attributes<br />

view, expert and novice programming modes,<br />

access the new arpeggiator, or bring up the<br />

effects rack. The Attributes view lets you filter<br />

your sounds according to instrument, genre,<br />

synthesis type, and musical attributes like timbre<br />

and articulation.<br />

Like all NI instruments, FM8 runs standalone<br />

or as a plug-in on both Macs and<br />

<strong>Wind</strong>ows XP machines in all the standard formats.<br />

It is now a universal binary, meaning it<br />

works on Intel-based Macs.<br />

Smooth operators<br />

In FM synthesis, sounds are created by<br />

modulating one waveform with another, producing<br />

a more complicated waveform.<br />

Waveform generators are called Operators; an<br />

Operator that’s modulating another one is<br />

called a Modulator, and one that’s being producing<br />

actual sound is called a Carrier. Any<br />

Operator can act as either a Carrier or a<br />

Modulator, and it is the arrangements of<br />

these waveforms that form the building<br />

blocks of FM synthesis.<br />

In FM8, up to eight Operators can be freely<br />

mixed in any combination, and you can<br />

choose from a wide variety of waveforms—<br />

unlike the DX-7, whose Operators produced<br />

only sine waves and were arranged into 32<br />

set configurations (called Algorithms). Other<br />

DX-series instruments had four Operators.<br />

The last two FM8 Operators are special and<br />

aren’t found in Yamaha’s implementation of<br />

FM synthesis. Operator X adds noise and<br />

waveshaping, while operator Z is an analogstyle<br />

multimode filter with a filter envelope.<br />

Also unique to NI’s version of FM are multistage<br />

envelopes that can be edited graphically.<br />

The next step would be the ability to<br />

import your own samples as you can on the<br />

Yamaha SY77/99; perhaps that will come in<br />

FM9?<br />

Instead of only allowing you to view a single<br />

Operator at a time as you did in FM7,<br />

FM8’s Expert window now provides an at-a-<br />

Fig. 2: FM8’s new Expert window provides an ata-glance<br />

view of Operator parameters.<br />

glance view of the<br />

key parameters for<br />

all Eight Operators<br />

all at once.<br />

Alternatively, you<br />

can choose to drill<br />

down into the<br />

more advanced<br />

parameters for<br />

individual<br />

Operators by clicking<br />

on labeled<br />

buttons in the<br />

navigator or the<br />

FM matrix. The<br />

FM Matrix provides<br />

an intuitive<br />

view of operator<br />

routing.<br />

If you’re not interested in dealing with the<br />

complexities of FM, an Easy/Morph page can<br />

be used to tweak an overall sound quickly.<br />

Here you can route LFOs, adjust the amplitude<br />

envelope, apply effects, and more.<br />

FM7 was limited to a pair of fairly standard<br />

effects: chorus and delay; FM8 now has a full<br />

effects rack that includes 11 high-quality<br />

effects including talk, wah, phaser and<br />

flanger, tremolo, reverb, pitch-able delay,<br />

tube amp, overdrive, and EQs seemingly<br />

drawn from NI’s Guitar Rig. Why should guitarists<br />

have all the fun?<br />

The smooth workflow and visual approach<br />

to parameter editing remains a huge advantage<br />

over the old hardware, while the highresolution<br />

audio engine in FM8 sounds even<br />

better than its predecessor and far better than<br />

a real DX7 (due to better D/A convertors,<br />

oversampling, multi-stage EGs, and the builtin<br />

effects).<br />

Motion sickness<br />

Since it takes some work to master FM programming,<br />

FM8’s sound morphing features<br />

are particularly welcome as a serendipitous<br />

means of coming up with new sounds. The<br />

sound-morphing feature provides a 4-way<br />

matrix onto which you drag and drop sounds<br />

from the browser.<br />

By clicking and dragging across the matrix,<br />

you can<br />

morph your<br />

current sound<br />

with the timbres<br />

of the<br />

additional<br />

sounds. (In<br />

order to<br />

ensure that<br />

the original<br />

sound is still<br />

playable, only<br />

the correct<br />

parameters<br />

morph.) A<br />

Randomize<br />

button generates<br />

new<br />

VI review<br />

Fig. 3: The new arpeggiator looks and acts like<br />

an old-school analog sequencer, bringing life to<br />

sounds<br />

sounds for use in the matrix. The 4-way<br />

matrix is reminiscent of waveshaping synths<br />

like the Sequential Prophet VS and the Korg<br />

VS software but much easier to program. It<br />

made me wish for a joystick to control it with.<br />

Fortunately all movements can be automated.<br />

Additional movement comes from the programmable<br />

arpeggiator, with its 32-step<br />

matrix that’s reminiscent of a classic analog<br />

step-sequencer. It’s the arpeggiator that<br />

accounts for the many on-board patterns<br />

you’ll find in the browser. DJs, dance producers,<br />

and musicians of all kinds will find new<br />

inspiration from the groove presets.<br />

One of the great things about FM7 has<br />

always been the wide availability of additional<br />

presets. You could purchase one of NIs sound<br />

packages, choose from hundreds of FM7 presets<br />

available online, or import patches from<br />

the DX-7 family (most of which are readily<br />

available on the Internet).<br />

FM8 ships with 960 preset sounds for all<br />

styles and genres, including both original<br />

FM7 patches, the complete FM7 Sounds Vol.<br />

1 and Vol. 2 libraries, as well as 200 new<br />

sounds—enough programs that you may not<br />

ever need to know what an Operator is. Plus<br />

there’s the above-mentioned KoreSound format.<br />

Is eight enough?<br />

At a time when most new virtual instruments<br />

seem to play tribute either directly or<br />

indirectly to their hardware forbears, its gratifying<br />

to see Native <strong>Instrument</strong>s extend the<br />

DX-7 legacy. FM8 sounds better, it’s easier to<br />

program (the interface improvements alone<br />

are worth the upgrade price), and its sound<br />

morphing and on-board arpeggiator go far<br />

for updating digital FM synthesis for today’s<br />

music. VI<br />

VIRTUAL INSTRUMENTS 25


VI feature<br />

A breakthrough solution to the problem that’s<br />

plagued sample library users for the past few<br />

years, and an explanation for beginners about<br />

why it’s been a problem.<br />

The great thing about modern sample libraries is<br />

that they’re huge; the problem with modern sample<br />

26 VIRTUAL INSTRUMENTS<br />

7 Gigs Loaded<br />

on One Mac<br />

libraries is that they’re huge.<br />

Being huge means they require lots of computer<br />

memory to run, even if they stream samples off<br />

hard disks (because they still need a head-start<br />

memory buffer). We’re on the verge of getting new<br />

64-bit operating systems from Apple and Microsoft<br />

that will allow virtually unlimited memory access—<br />

unlike today’s 32-bit operating systems.<br />

by Nick Batzdorf<br />

Meanwhile, for Mac users it turns out<br />

that an old solution to the problem<br />

that never worked reliably now does<br />

work: running stand-alone software samplers<br />

on the same machine that’s running a DAW.<br />

This allows each program to have its own<br />

memory allotment, solving the problem<br />

before all our software gets adapted to work<br />

on 64-bit operating systems.<br />

But first let’s start with some background.<br />

Those of you who just want to find out how<br />

to access 7GB of RAM on a G5 or Mac Pro<br />

might want to skim over the next couple of<br />

sections.<br />

Why RAM is your friend<br />

Having a healthy percentage of the samples<br />

and programs in these libraries cued up<br />

and ready to play is the name of the game,<br />

and it’s always required way more RAM (random<br />

access memory) than any single computer<br />

can access. For a good percentage of<br />

our subscribers—about a third of you, to be<br />

precise—the solution is to use multiple computers.<br />

The reason for needing all these samples<br />

loaded is simple: you want to them ready to<br />

play even though you won’t actually use all of<br />

them in a given piece of music; it would be


Fig. 1: 7GB on one machine, and it’s running reliably. This Activity Monitor screen dump shows 6.96GB of<br />

memory access in a G5 with 8GB loaded. The VSL-Server program is listing samples loaded into the plug-in<br />

versions of the VSL Vienna <strong>Instrument</strong>s player running inside Logic Pro, which is accessing 1.38GB. (Logic is<br />

also running other programs, including Spectrasonics Stylus RMX.)<br />

Four stand-alone copies of the Vienna <strong>Instrument</strong>s player (all named differently, which you don’t see) are<br />

running outside Logic. In addition, Native <strong>Instrument</strong>s Kore is running several instruments, including<br />

Toontrack’s EZ-Drummer (a sample-playing instrument).<br />

While the sequence isn’t playing here, you can see from the idling percentages that the CPU hit isn’t going<br />

to be outrageous. That’s what’s changed recently to make this possible.<br />

deadly to have to stop and reload programs<br />

every time you wanted to, say, switch violin<br />

bow directions. This is no different from an<br />

artist sitting down to draw with a box of pastels<br />

containing dozens of colors; he or she<br />

certainly won’t use them all in a single picture,<br />

but who wants to go fishing in closets<br />

for a lighter shade of green.<br />

Now, the first logical question is why you<br />

can’t just install, say, 32 Gigabytes (GB) of<br />

RAM in one computer—more than you’re<br />

likely to need—and be done with it. The<br />

answer is that there’s a finite number of<br />

memory locations our present 32-bit operating<br />

systems can address; they only have<br />

enough bits to map out 4GB of RAM. That<br />

translates to a real-world maximum of 3GB or<br />

even slightly less.<br />

Getting even more real-world, somewhere<br />

around 1.25GB of RAM is about all you can<br />

access in a stock <strong>Wind</strong>ows XP machine with<br />

2GB installed. However, on p. 26 of our 6-<br />

7/05 issue, Mattias Henningson described<br />

how to access almost 3GB of RAM using “The<br />

3GB Switch” tweak. Before the 3GB switch<br />

there was no reason to install more than 2GB<br />

in a <strong>Wind</strong>ows machine; considering that the<br />

tweak more than doubles a single machine’s<br />

RAM access—potentially standing in for two<br />

machines—that’s quite a leap forward.<br />

Another limitation is that <strong>Wind</strong>ows itself<br />

can’t recognize more than 3GB installed in a<br />

computer. However, PowerMac G5s under OS<br />

X 10.3 or higher can recognize up to 8GB of<br />

installed RAM, depending on the model<br />

(some G5s only have slots for 4GB). The new<br />

Intel Mac Pros can hold up to 16GB of RAM.<br />

But note that there’s a difference between<br />

recognizing the installed RAM and actually<br />

VI<br />

feature<br />

being able to access it for loading samples.<br />

While Mac OS X will hold and recognize up<br />

to 8GB of RAM in a PowerMac G5 or 16GB in<br />

an Intel-based Mac Pro, its 32-bit operating<br />

system “only” allows each program to access<br />

a real-world maximum of about 3GB.<br />

Part of the reason that only 3GB of the theoretical<br />

4GB allowed by 32-bit OS X comes to<br />

work, as we explained in the June/July issue, is<br />

that system frameworks and libraries (extra<br />

code used by programs) take some of it. Then<br />

OS X itself will use about .5GB outside any<br />

running programs, plus it needs some RAM<br />

for caching. Without that RAM for caching<br />

the system will go to virtual memory—meaning<br />

it will pretend the hard disk is RAM—and<br />

that’s not good for our real-time applications.<br />

However…<br />

That’s 3GB of RAM access for each<br />

program, though. Unlike <strong>Wind</strong>ows, two<br />

loaded-to-the-gills programs in Mac OS X can<br />

theoretically access a combined 6GB…except<br />

that things get unstable when two programs<br />

are that full.<br />

In practice—before the solution offered in<br />

this article—the previous functional loading<br />

record for a G5 with 8GB of RAM installed<br />

was between 5 and 5.5GB. That record was<br />

set running Apple Logic Pro with about 3GB<br />

plus an additional 2GB in the VSL Vienna<br />

<strong>Instrument</strong>s player plug-in, which behaves<br />

like an external program running outside the<br />

host DAW and has its own memory space.<br />

(Normally instrument plug-ins’ memory<br />

comes out of the host DAW’s RAM budget.)<br />

Now there’s a way to push that concept<br />

farther. Mac users can take advantage of OS<br />

X’ ability to allot each program its own memory<br />

space to run—are you ready for this—<br />

about 7GB of RAM in a G5 with 8GB<br />

installed. You can actually load a little more<br />

than that, but again, things become unreliable.<br />

This may well work on Intel Macs that have<br />

up to 16GB of the (very expensive) RAM they<br />

use installed. We haven’t had a chance to test<br />

that yet, and not all the software is compati-<br />

Fig. 2: It’s necessary to make renamed copies<br />

when you’re running multiple instances of the same<br />

program. This is handled automatically by the Mac<br />

OS.<br />

VIRTUAL INSTRUMENTS 27


VI feature<br />

Fig. 3: The IAC Driver in Audio MIDI Setup.<br />

Make sure you have enough ports to send MIDI to<br />

all the stand-alone programs running outside your<br />

DAW.<br />

ble as of this writing anyway, but it should be<br />

possible.<br />

The only caveat is that you also have to<br />

keep an eye on the processing power. If you<br />

run too many programs, you can easily run<br />

out—in fact that was the factor that prevented<br />

this trick from working in the past; some<br />

of the latest programs have quietly become<br />

more efficient when running outside a DAW.<br />

By the time you read this, the 64-bit<br />

<strong>Wind</strong>ows Vista will probably be out, and the<br />

full 64-bit Mac OS X will be imminent.<br />

Hopefully it won’t take too long for all the<br />

music software developers to come out with<br />

versions that feature 64-bit memory access.<br />

And hopefully the RAM used in the newest<br />

computers such as the Mac Pro won’t be as<br />

expensive as it is right now (about $250 per<br />

GB as of this writing, vs. $100 per GB for the<br />

PC3200 memory in the G5 in this article—<br />

which is up from $75 at the time we filled it<br />

with 8GB).<br />

Meanwhile, 7GB of RAM access (as shown<br />

in Fig. 1) is far from shabby. What’s more,<br />

running samplers outside the DAW can actually<br />

be advantageous: you don’t have to wait<br />

for them to load when you fire up a new cue<br />

in your sequencer.<br />

28 VIRTUAL INSTRUMENTS<br />

Loading 7<br />

The 7GB trick isn’t complicated: load your<br />

DAW up as usual, then launch stand-alone<br />

versions of the sample-playing programs<br />

you’re going to run outside your DAW. We<br />

tested the trick with Native <strong>Instrument</strong>s<br />

Kontakt- and Kontakt 2-family instruments<br />

(which includes Kontakt 2 Player and also<br />

embedded libraries such as East West<br />

Colossus); with the VSL Vienna <strong>Instrument</strong>s<br />

player; and with Synthogy Ivory Grand.<br />

All of these instruments have stand-alone<br />

and plug-in versions, and you can run both of<br />

them simultaneously. What’s more, you can<br />

run multiple instances of a stand-alone sample<br />

player if you make duplicates of the program<br />

and give each a different name. Just<br />

highlight the program icon in the Finder and<br />

hit command/D as shown in Fig. 2; the copy<br />

will be called “copy of” whatever it is.<br />

You can also run stand-alone hosts outside<br />

the DAW. We were able to run Native<br />

<strong>Instrument</strong>s Kore outside Logic Pro with pretty<br />

good stability. The one fly in the ointment<br />

is that not every program is happy when you<br />

run stand-alone and plug-in versions at the<br />

same time, or when you run plug-ins in two<br />

hosts; you’ll have to experiment with what<br />

gets loaded where.<br />

This trick seems to work best if you load<br />

the DAW first, then the stand-alone programs—although<br />

we’re going to stop short of<br />

making that a blanket statement, since we<br />

haven’t tested every combination of software<br />

on the planet. Anecdotally, the system also<br />

feels more reliable with a greater number of<br />

stand-alone program instances, each loaded<br />

with a moderate amount, than to run few<br />

instances all loaded to the gills.<br />

MIDI<br />

The way you send the stand-alones MIDI is<br />

to use IAC, the inter-application communication<br />

feature built into OS X’ Core MIDI. If<br />

necessary, go into Audio MIDI Setup program<br />

Fig. 4: Enabling IAC bus 1 in this Kontakt 2<br />

Player (running SampleLogic AIR).


and click on the IAC driver. Make<br />

sure it has enough 16-channel ports<br />

enabled, as shown in Fig. 3.<br />

The IAC driver is just another<br />

MIDI interface as far as all parties<br />

are concerned. Simply assign the<br />

appropriate IAC port and channel as<br />

the output of your sequencer track<br />

and the input of your stand-alone<br />

instrument, as shown in Figs. 4 and<br />

4A. Kontakt 2 and its relatives<br />

receive 64 MIDI channels, so you<br />

can just keep creating IAC busses<br />

until you have enough.<br />

Audio<br />

There are a few ways to route the<br />

audio from the stand-alone programs<br />

into your DAW’s mixer.<br />

Which one you choose depends on<br />

the stand-alone program and on<br />

your audio interface(s).<br />

RME’s interfaces have a “loopback”<br />

mode for their onboard mixers<br />

that let you route software outputs<br />

back to inputs. Apogee is about to introduce<br />

the same feature with the Maestro software<br />

for their Symphony cards. The hardware<br />

does the routing.<br />

In our last issue we had a Very Deep Clinic<br />

on Soundflower (free download from<br />

http://www.cycling74.com), an inter-application<br />

audio routing utility. That works very<br />

well; simply select a Soundflower input as the<br />

output for the stand-alone and the input to<br />

your DAW’s mixer.<br />

You’ll want to create an aggregate device<br />

Fig. 4a: Just assign each program its own MIDI<br />

channel as you would with a physical MIDI interface.<br />

consisting of Soundflower and your audio<br />

interface(s) in Audio MIDI Setup. Aggregate<br />

devices link multiple audio drivers so they<br />

appear to software as one big interface with<br />

lots of inputs and outputs. Fig. 5 shows a<br />

slightly over the top Aggregate device using<br />

MOTU PCI-424 hardware, an RME Fireface<br />

400, the Mac’s built-in stereo optical digital<br />

I/O, and 16 Soundflower I/Os.<br />

You can also just make a physical connection<br />

between outputs and inputs on your<br />

audio interface. That can be a sacrifice if you<br />

don’t have a lot of I/Os, but it’s a perfectly<br />

workable solution if you have extras.<br />

Connecting a TOSlink cable between the<br />

Mac’s digital output and input would give<br />

you a stereo path into your DAW’s mixer.<br />

VI feature<br />

Fig. 5: Creating an Aggregate Device so that<br />

Soundflower becomes a virtual audio interface. This<br />

is one way of looping the stand-alone instruments’<br />

audio back into your DAW.<br />

Sometimes it’s necessary to use more than<br />

one driver. For example, the stand-alone<br />

Vienna <strong>Instrument</strong>s and Ivory Grand players<br />

don’t let you select individual outputs—they<br />

just uses the default pair for the driver it’s<br />

using. So if you’re running more than one<br />

instance and you want separate outputs into<br />

your DAW, you’ll need to use more than one<br />

driver. Soundflower + the built-in audio would<br />

be one solution.<br />

On the other hand, the Native <strong>Instrument</strong>s<br />

stand-alones can be directed to any or all outputs<br />

of the selected sound driver. Note that<br />

all programs can use whatever driver (including<br />

aggregate ones) they want.<br />

Alignment of the stars<br />

One final disclaimer: we’ve tested a few<br />

combinations of programs and come to the<br />

conclusion that 7GB is a reasonable estimate<br />

of the amount of RAM you’ll be able to<br />

access. Please don’t sic your attorney on us if<br />

it turns out you can only work with 6.75GB<br />

on your rig—although you might also be able<br />

to get better results.<br />

Bear in mind that there are many combinations<br />

of hosts and instruments, all of which<br />

may or may not perform well together. Also<br />

bear in mind that these are computers; we’re<br />

dealing with the occult. VI<br />

VIRTUAL INSTRUMENTS 29


VI review<br />

Review by Nick Batzdorf<br />

RME Fireface 400, $1199<br />

www.RME.com, distributed by<br />

Synthax (www.Synthax.com)<br />

30 VIRTUAL INSTRUMENTS<br />

RME Fireface 400<br />

FireWire Audio Interface<br />

This little half-rack box houses a 24-bit/192kHz<br />

audio interface with 18 ins and outs. But that’s<br />

just the beginning, because it can also route<br />

software tracks all around the room.<br />

There’s not much to say about most<br />

audio interfaces. They have a certain<br />

number of ins and outs, hopefully they<br />

sound good and work reliably, and some of<br />

them have no-latency monitoring features.<br />

And some—not the RME Fireface 400 being<br />

reviewed—come with nice light-version software<br />

bundles, an important a consideration if<br />

you’re first getting started.<br />

The RME Fireface 400, on the other hand,<br />

is a higher-end FireWire interface than most<br />

people will start out with, and it has a lot to<br />

talk about. There’s some pretty serious analog<br />

and digital engineering packed into this little<br />

half-rack box; while it doesn’t have a light<br />

software bundle, it comes with some pretty<br />

sophisticated <strong>Wind</strong>ows and Mac OS X mix-<br />

ing/routing/metering software to control it.<br />

It also has a few features and characteristics<br />

that make it function exceptionally well in<br />

V.I.-based set-ups.<br />

The ins and outs<br />

RME calls the Fireface 400 a 36-channel<br />

interface, and indeed it has 18 ins and outs:<br />

eight analog I/Os, 8-channel lightpipe in and<br />

out, and stereo S/PDIF—plus 2 x 2 MIDI. But<br />

calling it an 18 x 18 interface doesn’t tell the<br />

story of its onboard no-latency mixing and<br />

routing features, because you can also route<br />

18 software outputs to any or all physical outputs<br />

at the same time the 18 inputs are getting<br />

routed to the software.<br />

What’s more, it has a Loopback mode that


lets you route the software signal assigned to<br />

an output back to same-numbered input<br />

(where it can in turn be routed further). This<br />

allows you to send the output of one software<br />

program—such as a stand-alone sampler—<br />

into another one—most likely your main<br />

DAW—without cables. That’s the first feature<br />

that could be very useful for V.I. rigs.<br />

The interface can operate at up to 24bits/192kHz…or<br />

to be precise it can operate<br />

at anything between 27kHz and 200kHz due<br />

to the way it’s engineered. Quad speed sample<br />

rates (192kHz, etc.) are sent out the<br />

S/PDIF port—which is also an AES/EBU port—<br />

and the Fireface supports the S/MUX protocol<br />

for transferring four channels at 96kHz over<br />

the ADAT connections.<br />

All the Fireface 400’s analog I/Os are balanced<br />

1/4” TRS, with two exceptions: front<br />

panel mic/line/instrument inputs 1 and 2 are<br />

on Neutrik combination XLR/TRS jacks; and<br />

outputs 7 and 8, also on the front panel, can<br />

Fig. 2: RME’s TotalMix software front end to the<br />

box’ onboard digital mixer. The top row is the<br />

physical inputs, the middle row is the software<br />

tracks’ outputs, and the bottom row is the physical<br />

outputs. Outputs 3&4 are in Loopback mode,<br />

which routes their signal to inputs 3&4 so you can<br />

record or monitor them inside your DAW. Among<br />

other applications, this allows you to record and<br />

monitor the output of one software program into<br />

another—for example if you’re running a standalone<br />

software sampler outside your DAW.<br />

Fig. 1: The Fireface Settings control<br />

panel. Note the AutoSync clock mode,<br />

which automatically locks to an incoming<br />

digital signal. Combined with the<br />

unit’s SteadyClock circuitry, which<br />

removes the jitter from incoming clock<br />

so what goes out is very clean. This<br />

effectively lets you run your whole rig<br />

from any input without having to worry<br />

about its quality.<br />

drive headphones or line-level outputs.<br />

Front panel inputs 3 and 4<br />

can accept line or instrument-level<br />

inputs; all the other analog I/Os are<br />

line-level jacks on the rear panel.<br />

400 vs. 800<br />

The 400 has much in common<br />

with RME’s Fireface 800, which has<br />

been out for a while. Apart from<br />

the 800’s full 1U size, the main differences<br />

are that the 800 has an<br />

extra 8-channel lightpipe I/O; it<br />

isn’t bus-powered like the 400; it<br />

has more mic inputs (but still eight<br />

simultaneously active analog ins); it<br />

can take advantage of the faster<br />

FireWire 800 bus; and its line inputs<br />

VI<br />

review<br />

have lower noise and distortion specs.<br />

Those noise specs come with an asterisk,<br />

however, because one of the first things you<br />

notice about the 400’s software is that the<br />

input level readouts are bouncing around at<br />

about -109dB with nothing connected.<br />

Translation for the less nerdy: it’s quiet.<br />

One spec that does make a difference is<br />

that the 400’s mic inputs have 65dB of gain<br />

vs. the 800’s scant 50dB. That extra 15dB of<br />

gain means you can use the 400 comfortably<br />

with low-output dynamic and especially ribbon<br />

mics.<br />

In case you were wondering whether the<br />

bus provides enough power for mic inputs to<br />

sound good, that’s not a concern. For one, it<br />

comes with a switching power supply, so you<br />

don’t have to use the bus. But FireWire has<br />

no problem delivering upwards of 25 volts,<br />

and these mic preamps sound quite transparent<br />

and solid; I heard no difference running<br />

the unit bus-powered or plugged in. As a<br />

matter of fact, the Fireface gets enough juice<br />

from the bus to get warm to the touch.<br />

The Fireface 400 is a very nice-sounding<br />

interface. You really do hear an obvious sound<br />

quality improvement over garden variety lowerpriced<br />

units. The difference is especially noticeable<br />

when you play something like acoustic guitar<br />

recordings through it—the sound becomes<br />

detailed and solid rather than harsh.<br />

VIRTUAL INSTRUMENTS 31


VI review<br />

Fig. 3: In addition to being passed directly to the<br />

host oomputer, any input can be assigned to any<br />

or all outputs. That applies to physical inputs and<br />

“returns” from software tracks. The TotalMix<br />

Matrix, with inputs on the horizontal axis and outputs<br />

on the vertical one, shows this (along with the<br />

level of each bus).<br />

If you run the 400 at 4x sample rates<br />

(around 192kHz), the ADAT lightpipe inputs<br />

disappear, since they max out at 2x (around<br />

96kHz). It’s hard to run V.I.-intensive sessions<br />

at anything other than 1x (441.kHz or 48kHz)<br />

sample rates anyway, so that’s probably not a<br />

consideration for our purposes; regardless,<br />

the word clock output can be set to single<br />

speed when the interface is running at 2x or<br />

4x speed.<br />

That means you can continue to use the<br />

Fireface as a master clock for your whole rig if<br />

you’re running slave computers and other<br />

devices at 44.1 or 48kHz.<br />

Digital<br />

The Fireface 400 has an important feature<br />

called SteadyClock that in addition to locking<br />

up quickly, removes essentially all the jitter<br />

from incoming digital signals. That means the<br />

unit should actually sound the same whether<br />

you clock it with a dedicated diamond-studded<br />

word clock generator that costs more<br />

than the unit itself or from the biggest piece<br />

of digital garbage you can find.<br />

To see whether SteadyClock really is all<br />

that, I burned some music onto a CD and<br />

locked the Fireface 400 to an old and cheap<br />

32 VIRTUAL INSTRUMENTS<br />

CD player’s optical S/PDIF digital output. If<br />

the CD player wasn’t jittery to start with, optical<br />

connections—whether S/PDIF or ADAT<br />

lightpipe—are fine for carrying audio, but<br />

notoriously jittery as clock sources. That’s<br />

especially true over longer runs, so I used a<br />

12’ lightpipe cable.<br />

Lo and behold, I really couldn’t hear a difference<br />

between the music coming down<br />

that lightpipe and the hard disk file with the<br />

Fireface running under internal sync. That was<br />

true when monitoring through the Fireface<br />

and when monitoring through my usual setup,<br />

which means that the clock leaving the<br />

Fireface is equally clean either way. RME takes<br />

this farther with an AutoSync feature that<br />

locks to an incoming digital signal when you<br />

turn it on.<br />

This digital clocking scheme can save a lot<br />

of switching around in set-ups with multiple<br />

computers or devices that have digital outs<br />

but no digital input to clock<br />

to. It’s really well thought out<br />

and implemented.<br />

Software<br />

You can operate the Fireface<br />

400 stand-alone without a<br />

computer. Its last-saved routings<br />

and functions are active; it<br />

can convert formats, act as a<br />

mic preamp, send digital clock,<br />

and so on. All the settings you<br />

choose in the Fireface Settings<br />

utility (for Mac or <strong>Wind</strong>ows;<br />

see Fig. 1) are remembered.<br />

The other included program,<br />

the Fireface Mixer (Figs.<br />

2 and 3), controls the 400’s<br />

TotalMix onboard digital<br />

mixer/router. When everything<br />

is being displayed, the top row<br />

has faders for all physical<br />

inputs (which you can name)<br />

and the middle row is for up<br />

to 18 software channels headed<br />

for the 18 physical outputs.<br />

These two rows can be<br />

assigned to any or all of the 18<br />

outputs, which is what the<br />

bottom row of faders control.<br />

You can group and pair<br />

faders, and they’re scaled. So if<br />

you move one fader in a pair or group, the<br />

others—which can be at different levels—<br />

change by the same percentage rather than<br />

the same number of dB. While this mixer<br />

doesn’t have dynamic automation built in, it<br />

can be controlled by MIDI using standard<br />

Mackie Control protocol and automated<br />

externally. It also has eight factory and eight<br />

user preset snapshots, recallable by MIDI program<br />

changes.<br />

The unit should sound the same whether you<br />

clock it with a dedicated diamond-studded word<br />

clock generator that costs more than the unit itself<br />

or from the biggest piece of digital garbage you<br />

can find.<br />

TotalMix’ interface is slightly different from<br />

the way most mixers work. Each fader on the<br />

top two rows can only control/display the<br />

level going to one output pair at a time,<br />

selected from a pop-up button. So it’s possible<br />

for Input 1 to be showing its level going<br />

to Outputs 3 and 4, Input 2 to be showing its<br />

level to Outputs 1 and 2, and so on.<br />

That’s what you want when inputs are simply<br />

routed to different places; once the routings<br />

are set up, all you’re concerned with is the


level balance. But this can be confusing when<br />

channels are routed to multiple destinations, so<br />

TotalMix has a Submix mode (see Fig. 4) in<br />

which all the input/software output fader displays<br />

move to the currently selected output.<br />

That lets you adjust the total balance going to<br />

your main monitors, or headphones in a<br />

recording situation, and so on. (Submix mode<br />

parallels what MOTU does in CueMix, the software<br />

that controls its built-in digital mixers.)<br />

Now, rather than providing 17 aux send<br />

knobs plus the main fader for each channel,<br />

RME created a convenient routing matrix (see<br />

Fig. 3). This overview screen makes it easy to<br />

assign inputs to multiple outputs and see<br />

their levels right away.<br />

The big advantage to having a digital<br />

mixer built into audio hardware is that it provides<br />

“no latency” monitoring, avoiding the<br />

few milliseconds of delay a signal incurs going<br />

through a computer. (“No latency” means<br />

the delay is defined by the digital converters,<br />

and it’s a couple of milliseconds like on a digital<br />

mixer.)<br />

That means you’re using the software<br />

mixer in your DAW and also adding a second<br />

one built into the audio hardware to control<br />

the routing around your studio. Switching<br />

between software and hardware monitoring<br />

to avoid latency is somewhat of a nuisance on<br />

Macs—although the TotalMix preset snapshots<br />

make this much easier than it could be.<br />

The <strong>Wind</strong>ows version of TotalMix supports<br />

ASIO Direct Monitoring, in which the switching<br />

is handled by “remote control” from the<br />

DAW. Given that lots of interfaces have no<br />

latency monitoring these days, it would be<br />

great if Apple incorporated a similar standard<br />

in its systemwide Core Audio driver.<br />

The Fireface 400 also comes with a DIGIcheck,<br />

a <strong>Wind</strong>ows-only audio analysis program.<br />

DIGI-check displays levels, information<br />

about the phase and spectrum, and bit statistics<br />

and noise. All this is calculated in the<br />

unit’s hardware—as is all the metering in<br />

TotalMix, on Mac as well as <strong>Wind</strong>ows.<br />

TotalMix’ meters are very useful, showing<br />

both average and peak levels, plus they have<br />

a numeric readout.<br />

Performance<br />

PCI slots provide a more direct path to the<br />

computer, so all things being equal, FireWire<br />

is always going to have a little more latency.<br />

Furthermore, on its PCI systems, RME is able<br />

to use hardware to help stream audio in both<br />

directions, reducing the CPU load. This is<br />

explained in the impeccably detailed manual,<br />

which has a lot of interesting technical information.<br />

However, the performance of this FireWire<br />

interface is still very good. At a 128 buffer—at<br />

which the latency is subjectively not an issue<br />

when you’re playing V.I.s (at least for me)—<br />

VI<br />

review<br />

the test dual 2.5GHz G5 registered 35% of<br />

one CPU when playing a stereo audio track.<br />

By comparison, the MOTU PCI-424 card in<br />

this machine registered 30% at the same<br />

buffer setting. That’s not a significant difference.<br />

Furthermore, FireWire has the advantage of<br />

being more obsolescence-proof than internal<br />

computer cards. With PCs you can swap out<br />

motherboards for one with the PCI slots you<br />

need, but you can’t do that with Macs. Apple<br />

Computer has gone through several different<br />

PCI varieties just in the past three or four<br />

years—and this isn’t the first card change<br />

we’ve seen. While each generation has legitimate<br />

technical improvements over the previous<br />

one, a lot of musicians express frustration<br />

over having perfectly good hardware rendered<br />

“legacy” so quickly.<br />

It also should go without saying that the<br />

bus-powered Fireface 400 is intended to work<br />

well as a portable recording unit.<br />

In your Fireface<br />

This is a very well-engineered, good sounding<br />

interface with a lot of features that make<br />

it work especially well in virtual instruments<br />

rigs. It costs more than an entry-level interface,<br />

but you really do get more. VI<br />

VIRTUAL INSTRUMENTS 33


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VIRTUAL INSTRUMENTS 37


VI feature<br />

Sequencing<br />

Without doubt the most<br />

common beginner<br />

mistake is lack of<br />

attention to natural<br />

balance among the<br />

instruments at play. This<br />

is a problem even in<br />

experienced peoples’<br />

mockups, and it’s the<br />

result of an improperly<br />

balanced orchestral<br />

38 VIRTUAL INSTRUMENTS<br />

Part 1 in our new series on the art of MIDI<br />

programming: balance<br />

template.<br />

by Thomas J. Bergersen<br />

Samples<br />

The problem often starts at the sample<br />

library level (lack of proper/natural<br />

dynamic relations between the various<br />

layers, particularly often in the case of crossfading<br />

patches) and works its way into compositions<br />

through peoples’ careless handling<br />

of MIDI CC#11 (expression) or CC#1 (mod<br />

wheel) data.<br />

In this article I’ll offer a few pointers that<br />

can help you out if you’re fighting the<br />

headaches of improper volume relations<br />

between your orchestral instrument samples.<br />

Basics<br />

All commercially available libraries have<br />

normalized sample pools (meaning that every<br />

instrument, from solo bass flute to four horns<br />

in unison, is set so its loudest point is as loud<br />

as possible). So the first step is to make sure<br />

your template is balanced properly. This is a<br />

rather long and tedious process, since you<br />

need to rebuild the natural volume relations<br />

between the patches.<br />

I’ve split this process into two phases:<br />

1. Find the proper relative balance between<br />

each articulation of an instrument in your<br />

template. Essentially this means you should<br />

find the proper volume relations between<br />

your staccs, sustains, runs, tremolos, trills, etc.<br />

Start with the loudest articulation (top layer<br />

of aggressive staccs, or sustains for strings)<br />

and measure the volume of your other articulations<br />

against this. Flautando patches, sul<br />

ponticelli, sul tasto etc. will all be relatively<br />

quiet in the real world, so make sure these<br />

patches are lower in volume. Just how much<br />

you need to lower them is hard to say, but<br />

use your ears— the mids/low mids are generally<br />

good indications. If you go too loud, the<br />

mids become too prominent and balance<br />

between the other articulations is lost. Do this<br />

for each instrument separately.<br />

2. Now it’s time to find proper balance<br />

between the various instrument groups. At<br />

this stage I like to have a classical recording<br />

handy, just to benchmark against. The recording<br />

you’re benchmarking against has to be<br />

recorded with a simple A/B mic setup (no<br />

spot mics—simple stereo pair over the conductor)<br />

and the piece has to be dynamic. It<br />

needs a triple forte tutti passage, since this is<br />

how you find the maximum sound level for<br />

each instrument group. I recommend any<br />

recording of Gustav Mahler’s 5th from the<br />

1990s.<br />

Begin with the first instrument in your<br />

score, the piccolo flute. Find a part in your<br />

benchmark recording where it’s playing at full<br />

blast. Approximate the level in your<br />

sequencer/orchestral template and make sure<br />

all the articulations of this instrument retain<br />

their relative balance.<br />

Configure any pan data too at this point if<br />

you want to. Move on to the next. Repeat<br />

until you’ve done this for all the instruments<br />

in your template. This could take a few days,<br />

but it is well worth it.<br />

If you’re meticulous in your approach, the<br />

end result will be an almost properly balanced<br />

orchestral template that is the basic starting<br />

point.<br />

Advanced<br />

Adding to the long list of what I consider to<br />

be problems with commercial sample libraries,<br />

we have the normalization issue, which effectively<br />

kills the natural relation between dynamic<br />

layers. A good example is the flute, which in<br />

the real world is an instrument of great dynamic<br />

variation through its register; you can’t play<br />

loud in its lower register and you can’t play soft<br />

in its higher register.<br />

Due to ruthless normalization, the flute’s<br />

low range is as loud (in dB) as its high range,


the horns’ lower range is as powerful as its<br />

mid/high range, and so on. It’s not possible<br />

to reconstruct the proper natural relations<br />

unless you know all the instruments very well.<br />

So if you really want to create a properly<br />

balanced orchestral template, you’ll have to<br />

hire a musician for each instrument and<br />

record them all performing a controlled chromatic<br />

scale at ppp, mf and fff! Then you analyze<br />

the sound wave and find the approximate<br />

dB differentials between notes in each<br />

part of the instrument’s various registers.<br />

Finally, you transfer these relations to your<br />

orchestral library—not exactly a cakewalk, but<br />

truth is without proper balance, even within<br />

an instrument itself, you can never go by traditional<br />

orchestration rules or guidelines.<br />

There are too many discrepancies between<br />

real orchestras and today’s orchestral libraries.<br />

Another technique I use when dealing with<br />

samples of ensembles in homogenously<br />

instrumented harmonies (such as a string<br />

triad comprised of three notes with a 12-violin<br />

ensemble sustains patch) in order to avoid<br />

a buildup in volume is to use CC#11 to attenuate<br />

the output as more and more voices are<br />

added.<br />

Fig. 1 is a chart based on my own custom<br />

samples (your results may vary), and these<br />

have proven themselves pretty accurate with<br />

TASCAM GigaStudio’s linear handling of<br />

CC#11. Again, your results may differ<br />

depending on your library and the instrument<br />

in question.<br />

But in general I would lower the volume<br />

from 127 to around 100-110 when playing<br />

triads with a sustain patch. That’ll make sure<br />

you retain some of the balance in the orchestra.<br />

Orchestra sizes and MIDI<br />

There are distinct disadvantages and<br />

advantages to working with orchestral samples.<br />

The obvious advantages are the cost,<br />

perfection (tuning and intonation among<br />

other things), and flexibility.<br />

When you’re working with sample libraries<br />

that have large sections of instruments, such<br />

as 12 violins or 10 celli, you are stuck with<br />

these sizes. The act of dividing these groups<br />

into smaller sections (called divisi, or div. (It.))<br />

is impossible, and thus you are stuck with this<br />

size on single notes.<br />

Here the advantage is that you can easily<br />

achieve a huge sound without much effort. A<br />

huge soaring string line in 1st, 2nd violins,<br />

and violas is easy to achieve with single-note<br />

sustains for each section. A triad will sound<br />

like 36 violins and a 4-part chord will sound<br />

like 48 violins.<br />

Or at least this is the general consensus.<br />

Theoretically speaking this practice is obviously<br />

wrong, especially when you consider the<br />

improper balance that is obtained throughout<br />

the orchestra once you accumulate all these<br />

instrument groups.<br />

In reality, however, the result is a bit different.<br />

While the effect certainly is something to<br />

be on the lookout for, it is usually not something<br />

people will perceive as “a bad thing.” If<br />

overdone, it can lead to the dreaded “organ”<br />

effect” so much of the frequency range is<br />

occupied with sounds of similar timbre and<br />

character that the sense of space between the<br />

colors is lost. This<br />

is akin to the effect a painter experiences<br />

when he or she mixes colors carelessly, resulting<br />

in a brown mess. This is a typical result<br />

when layering different samples from various<br />

libraries. Vibrato is partially to completely lost,<br />

and it becomes akin to a thick synth pad.<br />

There are ways to avoid this problem if<br />

you’re using sample libraries that offer wide<br />

selections of solo instruments, or sampled<br />

divisi strings. In the case of solo instrument<br />

samples, it involves layering multiple tracks of<br />

various similar articulations to form the<br />

desired section size.<br />

The upside is that you have complete control<br />

over each individual musician’s perform-<br />

All commercially available libraries<br />

have normalized sample pools, so the first<br />

step is to rebuild the natural relationships<br />

between the patches.<br />

ance; the downside is that this is a lot of<br />

work. It becomes more difficult to keep track<br />

of your work, and the playing techniques,<br />

intonation, recording techniques, and resonance<br />

issues all become very apparent very<br />

quickly. In the case of pre-sampled divisi samples<br />

you’re obviously going to enjoy a more<br />

comfortable work procedure.<br />

Brass instrument sizes in libraries are usually<br />

within reason: 3-4 trumpets, 3-4 trombones,<br />

and 4-8 horns. It is common that the library<br />

also offers solo instruments for each section,<br />

and obviously a tuba. Some specialized sample<br />

libraries offer a piccolo trumpet, Wagner<br />

tuben, euphoniums, Bb and C trumpets,<br />

Viennese horns, bass trombones, and even<br />

contrabass trombones. There are certain<br />

libraries that even offer horns in different section<br />

sizes from pairs of 2 to 6 in unison.<br />

With brass I advise you to use solo instruments<br />

in harmonies of three notes or more. A<br />

certain synthetic sound becomes increasingly<br />

audible with larger harmonies consisting of<br />

two or more instruments in unison per sample.<br />

The exception is horns: their mellow tone<br />

lends itself better towards large sections in<br />

VI feature<br />

1 voice: CC#11 - value 127<br />

2 voices: CC#11 - value 114<br />

3 voices: CC#11 - value 110<br />

4 voices: CC#11 - value 105<br />

5 voices: CC#11 - value 99<br />

Fig. 1: As you add voices, lower the volume<br />

using MIDI CC#11. This chart was put together for<br />

TJ’s custom library, but it’s pretty close for all the<br />

commercially available ones.<br />

complex harmonies. It’s not uncommon to<br />

see two horns per note in a triad (comprising<br />

a 6-horn section), although the traditional use<br />

of the horn section (consisting of four horns)<br />

is one horn on each note in a 4-part chord.<br />

Some people prefer a large horn section,<br />

others like the space that a more modest<br />

horn section gives. Experiment with chords<br />

using both section and solo samples, but<br />

keep in mind that there are different rules in<br />

the digital orchestration domain.<br />

Sampled woodwind instruments are difficult<br />

to deal with. If you have too many instruments<br />

of the same timbre playing in unison,<br />

the personal character of that instrument is<br />

transformed into a more authoritative but less<br />

charming by-product. I really recommend<br />

solo woodwind samples in place of ensemble<br />

samples, especially in the digital domain<br />

where balance can be corrected very easily<br />

using volume control.<br />

Experiment both with solo and ensemble<br />

samples of the same instrument and find out<br />

what you like the most. A solo instrument will<br />

provide more nuances and a higher level of<br />

detail to your orchestration, while ensembles<br />

provide a slightly more sterile yet smooth<br />

edge—flute ensemble doubling violins for<br />

example.<br />

Woodwinds have a tendency to blend better<br />

in the real world than with samples. This is<br />

often because the intonation and tuning in<br />

orchestral samples are too perfect, resulting in<br />

a battle for the same exact frequencies.<br />

Consequently the distinct woodwind colors in<br />

traditional orchestration are easily lost.<br />

Finally, don’t be afraid to crank up the volume<br />

of your instrument sections to let them<br />

be heard, especially when using woodwind<br />

ensemble samples. Because of their smooth<br />

nature they tend to disappear in between the<br />

strings and the brass if the orchestration does<br />

not offer them their rightful space.<br />

(CONTINUED ON PAGE 63)<br />

VIRTUAL INSTRUMENTS 39


VI review<br />

<strong>Akai</strong> Pro <strong>EWI</strong> 400s <strong>Electric</strong><br />

<strong>Wind</strong> <strong>Instrument</strong>, $1000 list<br />

(street price about $700)<br />

www.<strong>Akai</strong>pro.com<br />

<strong>Akai</strong> <strong>EWI</strong> 4000s <strong>Electric</strong><br />

<strong>Wind</strong> <strong>Instrument</strong><br />

Do you play a wind or brass instrument? The <strong>Electric</strong> <strong>Wind</strong><br />

<strong>Instrument</strong> is a wonderful controller for playing synths. and the<br />

latest incarnation of this fabulous instrument now includes a<br />

built-in synth and some new MIDI control features.<br />

Review by Nick Batzdorf<br />

40 VIRTUAL INSTRUMENTS<br />

It’s hard to believe that the <strong>EWI</strong> (<strong>Electric</strong><br />

<strong>Wind</strong> <strong>Instrument</strong>) has been around for a<br />

quarter of a century, and its EVI (<strong>Electric</strong><br />

Valve <strong>Instrument</strong>) brass counterpart even<br />

longer. What’s more, it’s hard to believe—and<br />

really great—that <strong>Akai</strong> has come out with a<br />

new <strong>EWI</strong> model about eleven years after the<br />

introduction of the previous 3020 model.<br />

The big thing about this new <strong>EWI</strong>, the<br />

4000s, is that it’s self-contained—there’s no<br />

separate rack unit. It has its own built-in modeled<br />

analog digital synth, effects processing,<br />

and MIDI I/O. You can use an optional external<br />

power transformer, but it’s normally powered<br />

by four AA batteries. It even has a builtin<br />

1/8” headphone output so you can just<br />

walk around and play.<br />

The 4000s maintains the identical high<br />

quality feel of the previous model, but it adds<br />

a lot of features and has a street price not<br />

much more than half the price. While there<br />

were reportedly 15,000 <strong>EWI</strong>s and EVIs floating<br />

around as of 1998, hopefully everything will<br />

converge with this new model to bring wind<br />

controllers more to the forefront. They certainly<br />

deserve it.<br />

It would also be great if more people<br />

learned to play the <strong>EWI</strong>, because it’s really not<br />

a difficult instrument to pick up. Anyone who<br />

plays a wind instrument can pretty much play<br />

it already, brass players aren’t all that far<br />

Fig. 1: The <strong>EWI</strong> 4000s is now self-contained with<br />

no rack unit. It has a built-in modeled analog<br />

synth, and MIDI out for controlling other instruments.<br />

While it’s considerably thicker than its<br />

model 3020 predecessor, cutouts on both sides (like<br />

the one above where it says <strong>EWI</strong> 4000s) make it<br />

feel just the same when you play it. The basic<br />

design has been around for 25 years, and it’s a<br />

mature, solid instrument. Anyone who plays a wind<br />

instrument can just about pick it up and play, brass<br />

players can adapt pretty easily, and it’s not a difficult<br />

instrument for beginners either.<br />

behind, and like everything else in music it<br />

pays back ten times what you put in. The<br />

most mundane synth patches can come to<br />

life when you play them with a wind controller.<br />

History and overview<br />

For those of you not familiar with this wonderful<br />

instrument, we’ll start with some background.<br />

The original EVIs and then <strong>EWI</strong>s were built<br />

by inventor (and virtuoso trumpet player)<br />

Nyle Steiner starting in the pre-MIDI mid-<br />

’70s—Steinerphones. Early versions of these<br />

instruments became popular in sessions<br />

around the early ’80s, in fact Steiner himself<br />

used to play EVI in the studios. If you remem-


Fig. 2: Fingerings are the same in every one of<br />

the instrument’s seven octaves, so once you know<br />

one you know them all. Then you select which<br />

octave you’re playing in by putting your thumb<br />

between two of these rollers—a very natural and<br />

intuitive interface. The bar at the tip of the thumb<br />

is the Glide strip, one of the instrument’s continuous<br />

controllers. Normally the Glide strip turns portmento<br />

on and off, but the more thumb it feels—the<br />

harder you squeeze—the higher the value it sends<br />

out.<br />

ber the St. Elsewhere TV series, for example,<br />

Nyle’s EVI playing was a big part of the sound<br />

of JAC Redford’s terrific scores. Since then<br />

many big-name jazz musicians have adopted<br />

the instrument, including Michael Brecker.<br />

The original <strong>EWI</strong>/EVI sent out control voltages<br />

to an analog synth that was part and<br />

parcel of the system, in fact even the 3020m<br />

synth, which was part of the rack brain of the<br />

<strong>EWI</strong> 3020, is digitally-controlled analog. (<strong>Akai</strong><br />

later came out with a 3030m module that<br />

used samples.) Originally, MIDI’s 128-step resolution<br />

seemed to be a problem for synthesizers<br />

under wind control, but that got sorted<br />

out and MIDI was added pretty early on so<br />

you could use it as a controller.<br />

A lot of professional<br />

wind players would use<br />

the <strong>EWI</strong> with an Oberheim<br />

Matrix-1000 synthesizer in<br />

the early days—an experience<br />

we can now duplicate<br />

using softsynths<br />

(arguments about software<br />

models aside). Later<br />

(around 1994) the<br />

Yamaha VL1 Acoustic<br />

Modeling synth came<br />

along, and it and its lesser<br />

relatives became very<br />

popular as sound sources<br />

for wind controllers.<br />

<strong>Akai</strong> took over manufacturing<br />

and distributing<br />

the <strong>EWI</strong> and EVI about 20<br />

years ago, and sometime around the same<br />

time Yamaha came out with the first of their<br />

more sax-centric WX series of wind controllers;<br />

other companies have introduced<br />

trumpet-like controllers more recently. There<br />

have been several iterations of the <strong>EWI</strong>, and I<br />

understand that Nyle Steiner was still involved<br />

with the design of the 4000s.<br />

Steiner himself makes a custom instrument<br />

called the MIDI EVI, but as a widespread<br />

instrument it seems to be in limbo. However,<br />

a lot of EVI players are reportedly flocking to<br />

the 4000s.<br />

So the <strong>EWI</strong> has been a mature, solid instrument<br />

for a long time, and I personally have<br />

had a longstanding and passionate love affair<br />

with it.<br />

Why wind control?<br />

The obvious answer to that question is<br />

Because it allows someone who plays a wind<br />

or brass instrument to use his or her technique<br />

to play synths and samplers. But there’s<br />

more to it than that.<br />

When you trigger a note on a keyboard<br />

controller, it follows its programmed envelope;<br />

you use a slider or other physical controller<br />

like the mod wheel to modify the<br />

sound after the initial attack—a playing/programming<br />

technique that’s obviously 100%<br />

valid. <strong>Wind</strong> controllers augment keyboards in<br />

V.I. studios rather than replacing them, for<br />

many reasons, most notably that the vast<br />

majority of sample libraries are set up for keyboard<br />

control… never mind that only keyboards<br />

let you play independent notes with<br />

each of your ten fingers.<br />

However, wind controllers have some great<br />

advantages. When you play a note with a<br />

wind controller, it follows your breath (if programmed<br />

to do so, of course). Innately that’s<br />

a very physical, human connection, and it<br />

gives you continuous and total control over<br />

the sound without even thinking about it—<br />

just like an acoustic instrument.<br />

Blow progressively harder and the sound<br />

shadows your performance, getting louder,<br />

brighter, and possibly more distorted with<br />

louder overtones. Tongue the note (“ta”) and<br />

it has a sharper attack; play connected notes<br />

VI<br />

review<br />

in the same breath without tonguing them<br />

and they’re automatically connected; play<br />

successive notes and they all sound different<br />

because your breath pressure and attack will<br />

be different.<br />

Put another way, wind controllers are<br />

extremely expressive instruments. That’s what<br />

always overwhelms anyone who tries one for<br />

the first time.<br />

Fingers<br />

Because of its maturity, it’s hardly surprising<br />

that the basics of the <strong>EWI</strong> 4000s haven’t<br />

changed. While a lot is new, its essential feel<br />

is pretty much identical to its predecessor.<br />

Rather than the mechanical keys most<br />

woodwind instruments have, the <strong>EWI</strong> uses<br />

capacitance-sensitive buttons like the ones<br />

you find on some elevators—you just touch<br />

them and they’re “on.” The instrument<br />

comes with a neck strap, and you also support<br />

it by resting its grounding strip on your<br />

right thumb.<br />

Some wind players find the lack of keys to<br />

depress a difficult adjustment, so much so<br />

that at one point <strong>Akai</strong> offered add-on faux<br />

keys. Coming from a background playing<br />

recorder, I didn’t even notice it, in fact after a<br />

couple of days I actually felt more comfortable<br />

on <strong>EWI</strong> than on recorder.<br />

The instrument can use the Boehm fingering<br />

system used by clarinets and saxes, or you can<br />

use a simplified recorder fingering in which<br />

each finger is only responsible for one key—it<br />

never moves to cover other ones. This fingering<br />

is really easy, for example all fingers on<br />

gives you a C, and then you step up the major<br />

scale by lifting successive fingers in order.<br />

Then you determine the octave you’re<br />

playing by placing your left thumb between<br />

any two of a series of eight rollers (see Fig. 2),<br />

giving the instrument a 7-octave range (plus<br />

pitch-shifting). Every octave is fingered the<br />

Fig. 3: The <strong>EWI</strong> 4000s next to the 3020, the<br />

previous model. (Normally the 3020 is white—this<br />

particular one has been painted black.) Not shown:<br />

the 16” deep 2U rack unit you need to operate the<br />

3020. Cool-looking instrument, eh?<br />

VIRTUAL INSTRUMENTS 41


VI<br />

review<br />

same, so once you know one you know them<br />

all. Some musicians coming from other wind<br />

instruments have a hard time avoiding glitches<br />

when they go over an <strong>EWI</strong> octave break,<br />

but again, I personally didn’t even think<br />

about it when I first learned the instrument.<br />

In practice, people new to the instrument<br />

are likely to start with the simplified recorder<br />

fingering and then gradually incorporate<br />

alternative fingerings and most likely some<br />

extra keys to make given passages less awkward.<br />

Using alternative fingerings for trills is<br />

routine on wind instruments; the difference is<br />

that on the <strong>EWI</strong> they’re in tune.<br />

What makes the <strong>EWI</strong> 4000s accessible to<br />

brass players is a new valve mode designed<br />

by Matt Traum of Patchman music<br />

(www.patchmanmusic.com, where you’ll find<br />

lots of info and wind-oriented soundware)<br />

that makes the fingerings brass friendly and<br />

reverses the octave rollers. The EVI uses something<br />

like a can that you rotate to switch<br />

octaves, and the reversed roller direction<br />

makes more sense to someone used to the<br />

EVI. Very clever.<br />

Since human beings don’t coordinate their<br />

fingers and breath with 100.000% precision,<br />

the instrument has an adjustable key delay<br />

that produces fewer glitches, i.e. it waits a little<br />

while before determining which keys<br />

you’re touching. A setting of maybe 25 milliseconds<br />

lets you play as fast as you want<br />

without generating false triggers.<br />

Lungs<br />

A lot of kids start off on recorder as their<br />

first instrument because it’s so quick to learn.<br />

The <strong>EWI</strong> is even easier. That’s partly because<br />

you can play it with an even simpler fingering,<br />

but mainly because you don’t need to<br />

develop much breath control to keep the<br />

instrument in tune and sounding even.<br />

You make noise by blowing into the<br />

mouthpiece, which directs the air to a pres-<br />

42 VIRTUAL INSTRUMENTS<br />

sure-sensitive transducer. By definition anything<br />

you blow into has an embouchure, but<br />

the <strong>EWI</strong> doesn’t require a special one—it’s just<br />

a matter of blowing into it. That’s another<br />

characteristic that makes it an easy instrument<br />

to learn. (Embouchure = the way you hold<br />

your mouth when playing a wind or brass<br />

instrument.)<br />

Early <strong>EWI</strong>s were closed without any air<br />

venting, so you had to let air out the sides of<br />

your mouth; like the previous model, the<br />

4000s’ air system has a small vent, but letting<br />

air out is still part of the playing technique.<br />

I’ve read complaints from some wind players<br />

that this is hard to get used to, but here yet<br />

again, I personally have never even been conscious<br />

that I was doing it.<br />

The breath pressure sensitivity is adjustable<br />

with great precision over a very wide range.<br />

You can set it so light that just the air pressure<br />

in the room makes it play—i.e. it’s on all<br />

the time, like bagpipes—or at the other<br />

extreme you have to blow so hard that your<br />

eyes bulge and your saliva glands hurt.<br />

Controllers<br />

In addition to the breath sensor, which in<br />

the version 2 software can send out MIDI<br />

Breath (cc2), Volume (cc7), Expression (cc11),<br />

Aftertouch, and Velocity—any or all of<br />

those—the <strong>EWI</strong> has several physical controls<br />

that affect the 4000s’ internal synth and also<br />

go out over MIDI. (Unlike previous models,<br />

the 4000s’ firmware can be updated via MIDI,<br />

and <strong>Akai</strong> has already added a considerable<br />

number of features in version 2.)<br />

First, there’s pitch bend up and down,<br />

which you trigger by sliding your right thumb<br />

up or down from its normal resting point on<br />

the grounding plate onto Pitch Up and Pitch<br />

Down plates. Then there’s a Glide strip on the<br />

far side of the pitch rollers (you can see it in<br />

Fig. 2). This is normally set to control portmento—press<br />

it with your left thumb and<br />

notes…well, glide from one to another.<br />

The Glide strip senses how much of your<br />

thumb is making contact with it, so it sends<br />

higher values when you feel like you’re<br />

squeezing it harder. In V. 2, both the pitch<br />

and Glide controllers can be assigned to MIDI<br />

cc numbers (cc = continuous controller; the<br />

MIDI spec has room for a lot of them).<br />

The mouthpiece incorporates a bite sensor,<br />

which sends a pitch or breath “blip” to trigger<br />

vibrato. Unfortunately the opportunity to<br />

separate this control from the breath or pitch<br />

information was passed by in the new 4000s<br />

<strong>EWI</strong>; while pitch blip vibrato is a very good<br />

feature, this really begs to be a discrete control<br />

in my opinion. (<strong>Wind</strong>works Design’s<br />

BrainBox and upcoming CV-Midi Pro control<br />

interfaces for the 3020 do allow you to separate<br />

the blip and the continuous control,<br />

although you can also combine them the traditional<br />

way.)<br />

The four controls we’ve mentioned so far<br />

are identical to the ones in the 3020. If it<br />

sounds like using them requires a lot of coordination,<br />

bear in mind that you’re only using<br />

them while you’re sustaining notes; they’re<br />

actually quite easy and intuitive. The only<br />

possible exception is that it can be hard to<br />

avoid triggering the Glide strip by mistake.<br />

For that reason I always set its sensitivity very<br />

low so it only gets activated in response to a<br />

very deliberate squeeze.<br />

There are two additional controls on the<br />

4000s: Octave and Hold. These on/off buttons<br />

also function as up/down switches when<br />

you’re tweaking <strong>EWI</strong> 4000s settings and<br />

patch change up/down buttons when you<br />

move your right thumb onto a metal screw<br />

on top of the Pitch Up plate.<br />

But while you’re playing, they’re lighted<br />

on/off toggles that you engage with your<br />

right middle and index fingers. The bottom<br />

one, Octave, causes the instrument to double<br />

the note you’re playing an octave (or any<br />

other interval you set) below. A<br />

red light makes it easy to see<br />

when either button is engaged.<br />

Normally, the Hold button sustains<br />

the first note you play sort of<br />

like a sostenuto pedal on the<br />

piano, so you can then other<br />

notes over it. You can set it to sustain<br />

until you attack another note<br />

with your breath (the default) or<br />

until you disengage the button,<br />

regardless of what you do with<br />

your breath. The Hold button can<br />

also send cc64 (sustain pedal) info<br />

over MIDI.<br />

Fig. 4: The UniQuest editor for the<br />

4000s’ built-in virtual analog synth.<br />

Notice that breath control takes the<br />

place of envelopes for the oscillators<br />

and the multimode filters for the oscillator<br />

and noise generator. But what<br />

makes this synth come alive is that it’s<br />

so responsive to the <strong>EWI</strong>.


It doesn’t take long to get comfortable<br />

engaging and disengaging the Octave and<br />

Hold buttons on the fly. The Hold button<br />

especially is a lot of fun, opening up all kinds<br />

of possibilities. You can jam over notes, play<br />

double stops on string patches, and so on.<br />

The new body<br />

To accommodate all the extra circuitry, at<br />

26-1/4” the <strong>EWI</strong> 4000s is 4-1/2” longer than<br />

the 3020. (See Fig. 3) It also has a larger<br />

perimeter, but due to cutouts in the body the<br />

keys feel to your fingers like they’re in the<br />

same locations. Actually, the right pinky keys<br />

are the same distance apart from one another,<br />

but it turns out that they’re 1/4” closer to<br />

the adjacent one on the 4000s, a subtle but<br />

noticeable difference that I personally find<br />

more comfortable.<br />

Though black rather than white, the styling<br />

is essentially the same as the 3020’s, with a<br />

high quality plastic body and metal sides. At<br />

just under 2 lbs. the 4000s is quite a bit heavier,<br />

but it’s still very comfortable, and it feels<br />

reassuringly solid.<br />

Getting around the <strong>EWI</strong> 4000s’ functions<br />

is straightforward. You simply hold down<br />

the Setup button at the top of the instrument,<br />

use the Hold and Octave buttons to<br />

scroll through parameters, release the Setup<br />

button on the parameter you want, and<br />

then use the Hold and Octave buttons to<br />

select the value.<br />

There’s a dedicated button to transpose the<br />

instrument to any key, which you program<br />

the same way: hold, and use the Octave and<br />

Hold buttons to scroll up in half-step increments<br />

to Eb or down to E. Two other buttons<br />

let you set the global and individual program<br />

output levels; and the level of each of the<br />

three effects: reverb, delay, and chorus—also<br />

globally and for each program.<br />

What you’re doing is reflected in of those<br />

early ‘80s-style 7-segment LED displays (two<br />

of them). You know, when everything is lit up<br />

it forms a boxy number 8 or letter B, if the<br />

middle bar is off it’s a 0 or letter O, etc.<br />

Initially I was concerned that all the writing<br />

on the black body is molded, so you can only<br />

see the button labels when there’s a light<br />

source from the side, but there are only four<br />

of them. It would be good if the Glide, Pitch,<br />

Breath, etc. knobs (accessible under a removable<br />

plate near the to of the instrument) were<br />

VI<br />

review<br />

painted, but these adjustments are pretty<br />

much set and forget.<br />

You can use a wireless MIDI transmitter<br />

and/or wireless guitar system with the <strong>EWI</strong>,<br />

since it’s self-contained and runs on batteries.<br />

That’s a great feature for performance, and a lot<br />

of players will gravitate to it just for that alone.<br />

But the other side of the sword for studio<br />

use is that you can now end up with as many<br />

as four cables attached to the <strong>EWI</strong>: MIDI in<br />

and out, audio out, and power (although the<br />

four 9V batteries do last a long time). The single<br />

wire clip on the 3020 only has to hold a<br />

single multi-pin cable. On the 4000s, that<br />

same clip can only hold one cable with three<br />

others tied to it—not the most elegant solution.<br />

Furthermore, you need to loop the wires<br />

to avoid strain if they don’t have right angle<br />

plugs.<br />

This instrument really wants a dedicated<br />

cable to carry all that. If you don’t ground the<br />

MIDI connections (which makes sticklers mad<br />

but in practice works fine), you’d only need<br />

to wire up eight conductors (4 x MIDI, 2 x<br />

audio, 2 x power). And you’d need to locate<br />

(CONTINUED ON PAGE 62)


VI feature<br />

44 VIRTUAL INSTRUMENTS<br />

Bent Clicks<br />

Using the tempo track to enhance performances<br />

by Paul Gilreath<br />

It’s curious how someone can spend countless<br />

hours choosing articulations and tweaking individual<br />

notes, while ignoring one of the most essential<br />

elements of a living, exciting musical performance:<br />

variations in tempo. Sometimes it can take a little time<br />

to introduce these tempo variations, but it’s very<br />

easy and well worth it.<br />

When any musician plays without a click track, slight<br />

variations in tempo occur naturally throughout the<br />

course of the piece. If your performance skills are up<br />

to it, you may be able to simply turn off the click and<br />

play; those variations will be there by default. After<br />

that, different sequencers have different ways of lining<br />

up their beats and barlines to coincide with your<br />

freely-recorded performance.<br />

However, playing without the click isn’t<br />

always possible or necessarily even<br />

desirable with the sample libraries we<br />

have today. Especially the larger ones are set<br />

up to be “programmed” as much as played<br />

completely in real time.<br />

So we’re going to analyze why, when, and<br />

how to program these tempo changes into<br />

MIDI compositions after the fact. We’ll<br />

assume the music was recorded to a static<br />

click track or step-entered with the transport<br />

stopped.<br />

Where<br />

Slowing down (ritardando) or speeding up<br />

(accelerando) can make a phrase more musical<br />

or expressive. These deviations from the<br />

piece’s set tempo can fit in many places within<br />

a phrase, such as: where the melody is particularly<br />

touching; where the most tension<br />

occurs, often right before it resolves; and just<br />

before an emphatic downbeat (where the<br />

tempo usually resumes. Ritards often mark<br />

the ends of phrases, sections, and pieces as<br />

well.<br />

Obviously some pieces want more variation<br />

than others—an orchestral march will have a<br />

more rigid tempo than perhaps a waltz or a<br />

more delicate piece; it’s usually just a matter<br />

of interpretation.<br />

Tempo tracks<br />

Most MIDI sequencers have two playback<br />

modes: using a fixed tempo setting, or following<br />

a variable tempo track that you’ve<br />

programmed. The fixed tempo setting may<br />

be a working mode that you only use while<br />

recording the parts. It’s easy to evaluate various<br />

tempi, or perhaps slow down the piece to<br />

play a difficult line.


The tempo track has various names within<br />

different sequencing programs—it’s the<br />

Conductor Track in Digital Performer and Pro<br />

Tools, the Tempo Track in Cubase, Nuendo<br />

and Logic, and the Tempo View in Sonar. In<br />

all four programs, changes can be incorporated<br />

using a graphic editor (where the tempo<br />

changes are shown linearly and can be drawn<br />

directly on the track) or an event editor<br />

(where the changes are shown numerically in<br />

a list form just like MIDI note data).<br />

The following examples use Steinberg<br />

Nuendo, but the technique is exactly the<br />

same no matter which software package you<br />

use.<br />

How it’s done<br />

Different musicians work different ways,<br />

but programming changes is one of the last<br />

things I do before mixing. Working one section<br />

at a time, I go through the piece to<br />

“spot” where the changes should go, dropping<br />

markers as I go. Then I work phrase by<br />

phrase.<br />

My preference is to use the graphical editor<br />

to make changes. This editor plots tempo on<br />

the y-axis against time on the x-axis (in either<br />

seconds and minutes or bars and beats), so a<br />

piece with no tempo changes would be represented<br />

as a single straight line. (Fig. 1)<br />

To implement a change, you simply draw a<br />

new point on the timeline. If you draw a single<br />

point, you will get an abrupt change; if<br />

you want a gradual change (as in a ritard or<br />

accelerando), you will need to insert several<br />

points.<br />

Let’s look at a couple of examples. First,<br />

let’s apply an abrupt change. Decide on the<br />

new tempo (in this case 90 BPM), insert a<br />

point with that value, and you have a completed<br />

tempo change from 60 BPM to 90<br />

BPM. (Fig. 2)<br />

Now let’s look at the more common<br />

change, a ritard. Usually you’re going along<br />

at the set tempo, the music slows down, and<br />

then the originally tempo is resumed. We<br />

need to insert points on the tempo editor<br />

that correspond to these three events.<br />

First, we define where the original tempo<br />

ends, going into the ritard. In this example,<br />

there’s a tempo insert point at bar 14 beat 3<br />

(Fig. 3a) at the original tempo. Next define the<br />

end point of the ritard where the original<br />

tempo will resume. This is done by placing a<br />

second tempo insert point at bar 15, beat 1<br />

(Fig. 3b), again at the original tempo.<br />

Finally, we place a tempo insert point<br />

somewhere between these points to program<br />

the ritard. This point will represent the last<br />

two instructions: how much change happens<br />

and how quickly it occurs.<br />

Usually the tempo gets slower and slower<br />

during the ritard until just before the event is<br />

over and the first (or primo) tempo resumes.<br />

Consequently, you’ll see the point entered<br />

near the end of the ritard as shown in Fig. 3c.<br />

Notice that I’ve changed the curve option to<br />

ramp instead of jump. This allows the tempo<br />

to change gradually between the points<br />

VI feature<br />

Fig 1. Graphical tempo editor with no tempo change and tempo at 60 BPM<br />

Fig 2. Graphical tempo editor with change from 60 BPM to 90 BPM<br />

Fig 3. Graphical tempo editor with end point of first tempo bar 14, beat 3 (15.4b)<br />

VIRTUAL INSTRUMENTS 45


VI feature<br />

46 VIRTUAL INSTRUMENTS<br />

Fig 3b. Fig 3c.<br />

Fig 3d.<br />

instead of changing immediately (like it does<br />

in Fig. 2). Also, when I change the x-axis to<br />

display time rather than beats, the last point<br />

of the ritard occurs at 57.446” (Fig 3d).<br />

The next step is to listen to see if the ritard<br />

works with the music. In general, the faster<br />

the tempo, the more successful the singlepoint<br />

ritard will be; conversely, this type of<br />

ritard does not work as well in slower pieces.<br />

In slower pieces, success usually depends<br />

Fig 4.<br />

on the accompaniment and in particular the<br />

rhythm of the accompaniment. If the measure<br />

contains only slow moving notes, a single-point<br />

ritard may work fine. However, if<br />

the measure is filled with a lot of activity, you<br />

might find that the music really drags toward<br />

the end. This can make eighths or 16ths<br />

sound strange and out of context, like a<br />

music box running out of power. When this<br />

happens you need to add more points to the<br />

track to obtain the desired result.<br />

In Fig. 4a I have added two more points—<br />

one at beat 4.1 and<br />

one at beat 4.3. This<br />

makes it possible to<br />

create a ritard that<br />

slows slightly from<br />

beat 3 to 4.1, slows<br />

more from beat 4.1 to<br />

4.3, and then slows<br />

the most from 4.3.0 to<br />

4.4.87. When plotted<br />

against time (Fig. 4b),<br />

the start of bar 15<br />

now occurs at 56.724”<br />

instead of 57.446”<br />

from above. That means the ritard occurred<br />

slightly faster than the one in example 3.<br />

Thus this technique can be used to perfect<br />

your ritards and it can be used to alter hit<br />

points when working with media.<br />

In our next example, let’s insert a final ritard<br />

for a big finish. To create a dramatic flare, I<br />

want the second to the last measure (#104),<br />

which includes sixteen 16th notes in the<br />

accompaniment, to really slow down starting<br />

on beat 1. As before I draw a point that represents<br />

the end of the primo tempo and a point<br />

that represents the end of the ritard and beginning<br />

of the first tempo (although this step<br />

might not be necessary since this is the end of<br />

the piece) (Fig. 5a). Finally, I insert three points<br />

as shown in (Fig. 5b).<br />

The result is a very dramatic ritard, but let’s<br />

assume that the last few 16th notes sound<br />

too fast. Up to that point the ritard sounds<br />

good, so I just need to insert a few more<br />

points. First I draw a point that represents the<br />

ending of the present ritard at the point just<br />

before where the 16ths should slow more. I’ll<br />

insert this on the existing curve just before the<br />

second 16th note of beat 4 (Fig. 5c).<br />

Next, I can either insert another point just<br />

before my point at beat 4.4.045 or I can just<br />

move that point to a slower tempo, which is<br />

the option I choose: lowering the tempo to<br />

15 BPM (Fig. 5d). This results in the perfect<br />

ritard.<br />

For the final example, let’s enter some<br />

events that represent unintentional tempo<br />

changes. Very few human beings have perfect<br />

machine-like time. To simulate that, the goal<br />

is to change the tempo slightly every so often.<br />

Subtlety is mandatory for this to work\<br />

The easiest way to do this is just to insert a<br />

tempo change every 6-10 bars. It’s not necessary<br />

to place these changes at the beginning<br />

of the bar, but they certainly can go there.<br />

The values of these points need to be close to<br />

the original tempo, perhaps within a range of<br />

+/- 1.5% (total 3%) of the main tempo. And<br />

the changes need to be in increments of only<br />

Fig 4b.<br />

about 1% of the main tempo.<br />

So if the main tempo is at 90 BPM, then<br />

the overall range of the tempo changes can<br />

be about 1.5% faster and 1.5% slower, resulting<br />

in a range from 88.65 to 91.35 BPM (but<br />

you don’t need to get out the calculator—<br />

we’re just being precise for this article). The<br />

changes shouldn’t be greater than about .09<br />

BPM. Insert the changes slowly and you can<br />

go back and forth between values—like 90 to<br />

89.1 to 90 to 89.5 to 88.65 to 89.5 90.2 to<br />

90.9, etc. (Fig 6.)


Clicking heels<br />

Tempo changes don’t have the immediate<br />

wow factor of great sounds or a well-written<br />

piece, but they can add an incredible amount<br />

of realism to your sequences.<br />

Paul Gilreath has composed music for feature<br />

film, television, documentarie,s and video<br />

games. He is the author of the best selling book,<br />

The Guide to MIDI Orchestration, 3rd edition, a<br />

700-page book detailing how to achieve maximum<br />

realism when producing orchestral emula-<br />

Fig 5a. Fig 5b.<br />

Fig 5c. Fig 5d.<br />

tions using sampling<br />

technology. Gilreath<br />

lives in Atlanta with<br />

his wife Channie and<br />

his two children,<br />

Quintin and Birdie.<br />

More information<br />

about Gilreath and<br />

the book can be<br />

found at www.musicworks-atlanta.com.<br />

VI<br />

If you just can’t program a ritard to sound natural, this is a simple<br />

technique that help. It works best when the accompaniment has a<br />

lot of movement rather than just consisting of sustained note:<br />

Record a piano performance (MIDI only) of the problem area without<br />

using a click. Analyze the MIDI events to see how you play the<br />

notes naturally. Translate that timing into your main sequence.<br />

You’ll need to mute everything you’ve recorded from the point<br />

where the ritard starts on, which you can do by automating the piano<br />

track’s solo button to mute everything else or by cutting all your<br />

tracks temporarily at that point and sliding them forward out of the<br />

way (you’ll put them back afterwards, of course). Be sure to play<br />

along with the recorded tracks before they drop out, and if the music<br />

resumes its tempo after the ritard, keep going to ensure a natural<br />

musical transition.<br />

At this stage you can look at the graphical or event editor to see<br />

how your performance lined up against the bar lines. Or you can use<br />

your software’s audio to tempo conversion function (Cubase’s Beat<br />

Calculator, Digital Performer’s Adjust Beats, Sonar’s Extract Timing/Set<br />

Measure/Beat At Now, Logic’s Beat Mapping) to help automate the<br />

process.<br />

When the Rit Won’t Groove<br />

VI feature<br />

Fig 6.<br />

Typically I do this manually. The way to do this is to write down the<br />

times in your new performance where each quarter or even eighth note<br />

falls. Then mute the piano line and go to the tempo track, viewed as<br />

tempo plotted against beats and measures instead of linear time.<br />

Enter two tempo points, one for the beginning of the ritard and<br />

one for the beginning of the measure that follows it if there is one;<br />

these points will of course be at the original tempo. Now enter a<br />

point at the first eighth note after beat one.<br />

Lower the tempo until this eighth begins at about the same time it<br />

did in the piano performance. Insert a point at beat 2 and pull it<br />

down like you did for the eighth, then the next eighth note and so<br />

on until you reach the end of the ritard.<br />

The result should sound almost exactly like your piano performance.<br />

You can use this technique for problem phrases or for the<br />

whole piece.<br />

Another tool that can be useful is your DAW’s Tap Tempo function,<br />

which lets you “conduct” the tempo by playing a note on your keyboard,<br />

which you record and use to build a tempo track. You can<br />

then go in and tweak the map using the techniques we’ve discussed<br />

in this article.<br />

VIRTUAL INSTRUMENTS 47


VI review<br />

Modartt Pianoteq<br />

modeled acoustic piano<br />

Review by<br />

Jason Scott Alexander<br />

Modartt Pianoteq $249.00 ?<br />

(about $315 at press time)<br />

Formats: <strong>Wind</strong>ows VST;<br />

Mac VST, Audio Unit.<br />

www.modartt.com<br />

Copy protection: online serial<br />

number<br />

48 VIRTUAL INSTRUMENTS<br />

Look Ma, no samples<br />

The idea of physically modeling acoustic<br />

piano is nothing new. We first saw proof<br />

of concept in the mid 1990s with<br />

Yamaha’s Virtual Acoustic technology, together<br />

with promises of polyphonic hammered<br />

string models that, unfortunately, were never<br />

released. Many terrific electro-acoustic models<br />

have emerged in the ten years that have followed,<br />

but still no practical solution for a truly<br />

modeled acoustic piano has been found—up<br />

to now.<br />

In what its French creators at Modartt call<br />

the “fourth generation of the piano” (first:<br />

Cristofori’s pianoforte in 1698; second: electro-acoustic<br />

in 1929; third: sampled in 1984),<br />

Pianoteq is the very first commercial piano<br />

application where the sound is entirely com-<br />

Fig. 1: Modartt Pianoteq as it appears when first<br />

opened. The photos hide “advanced” parameters<br />

for tweaking the model and changing the sound<br />

radically.<br />

puted from discrete models without the use<br />

of samples whatsoever. (The exception is that<br />

it uses small samples for acoustic noises such<br />

as the pedal mechanism.)<br />

Creating a realistic sounding math-based<br />

acoustic piano emulation is no small task,<br />

though, what with all the psycho, acoustical,<br />

physical, and mechanical variables present.<br />

Pianoteq tackles each of these variables head<br />

on.


The grand scheme<br />

All the complex factors that make piano a<br />

truly vivid instrument, such as the interaction<br />

between strings, use of pedals, cabinet resonance,<br />

position of the hammers, time and<br />

space within a given room, etc. are taken into<br />

account. In fact Pianoteq is the first virtual<br />

piano factory, if you will, in that it can produce<br />

entirely new “brands” as well as copies<br />

of historically poignant instruments. It does<br />

that all in real time.<br />

The plug-in opens to a clean, compact,<br />

and rather attractive user interface that’s<br />

divided into six main sections (Fig. 1).<br />

Physical modeling is in the top half, where<br />

you click on photo depictions (Fig. 2) to edit<br />

Tuning, Voicing, and <strong>Instrument</strong> Design.<br />

In the lower half of the display you find virtual<br />

pedal board controls, along with an<br />

equalizer with a graphical display and a<br />

mediocre reverb unit (which you can bypass if<br />

you prefer to use higher quality plug-in<br />

effects instead). You can also adjust the velocity<br />

curve in quite some detail to suit your<br />

playing style and controller keyboard.<br />

When conjuring up a new piano sound, the<br />

Voicing section will likely be your first destination.<br />

This is where you find the Spectrum<br />

Profile editor, with sliders similar to organ<br />

drawbars for adjusting the first eight overtones<br />

to define your instrument’s timbre, tone<br />

color, and ultimately character. You can adjust<br />

the “ringiness” of a piano very subtly; many<br />

early piano manufacturers used to avoid a<br />

strong seventh overtone, for example. More<br />

experimental synthesists can easily turn<br />

Pianoteq into a harpsi-organ or piano-clavinet<br />

with just a few mouse strokes.<br />

Hammer hardness, another extremely<br />

important parameter, determines how brilliant<br />

the piano sounds. You set the hardness<br />

for p, mf, and f dynamic levels, and also the<br />

amount of hammer noise and soft pedal.<br />

These parameters together are timbral and<br />

percussive adjustments rather than changes<br />

to a layer of samples. The result is very realistic—not<br />

only do you feel how close the piano<br />

is to you, but the mechanical behavior of the<br />

hammer assembly itself. Then there’s the<br />

Character parameter, which essentially controls<br />

the irregularity of overtone intensity;<br />

increasing this may surprise you with a distinctly<br />

organ-like sound.<br />

Modartt even points out in their literature<br />

that this is pretty heady stuff, and understanding<br />

of basic piano behavior will help you<br />

adjust Pianoteq. Thankfully they’ve included<br />

excellent pop-up help floaters for each in the<br />

myriad of parameters available.<br />

The Design portion of Pianoteq features<br />

three soundboard controls that can also affect<br />

the character of overtones directly: impedance,<br />

cutoff, and Q. Though impedance can<br />

drastically alter the length of the piano sound,<br />

adjusting the piano Size (or harp/string<br />

length) parameter naturally affects both vibra-<br />

Creating a realistic sounding math-based<br />

acoustic piano emulation is no small task, what<br />

with all the psycho, acoustical, physical, and<br />

mechanical variables.<br />

tion time as well as timbre. A short string<br />

length produces greater inharmonicity, which<br />

means a very bell-like sound.<br />

A Global Resonance control governs the<br />

whole instrument, including strings, soundboard<br />

and cabinet, while Sympathetic<br />

Resonance adjusts the weight of the string<br />

resonance between individual notes. If you<br />

press and hold a few notes (slowly so they<br />

don’t make a sound) and then play some<br />

short notes with the other hand, you can<br />

actually hear the held notes ringing. Anyone<br />

who has played a piano will appreciate how<br />

realistic this.<br />

Likewise, the Quad Effect slider adjusts the<br />

level of that distinctive overtone ping an<br />

VI review<br />

Fig. 2: Absolutely every the characteristic of a<br />

real piano is accounted for.<br />

octave higher when play harder. Both this<br />

and the Global Resonance are really well<br />

thought out and implemented features.<br />

Sitting on the bench<br />

I have to admit, when I first played<br />

Pianoteq I wasn’t immediately sold on its<br />

sound. There seemed to be no getting past<br />

the fact that its presets sounded boxy and less<br />

present, and certainly lacking the same stereo<br />

edge that live sample recordings have.<br />

While it was certainly impressive that this<br />

was all coming from a model and not samples,<br />

I wasn’t going to trade in my gold standard<br />

GigaStudio collections Granted, I’m a<br />

pretty harsh critic of piano recordings, piano<br />

sample libraries, and now virtual pianos;<br />

piano is the instrument I grew up on.<br />

As it turns out, comparing the presets sideby-side<br />

to my favorite Steinway, Bosendorfer,<br />

and Yamaha libraries was actually the downfall<br />

in my initial evaluation. You see, Pianoteq<br />

doesn’t come with “branded” presets, and it<br />

doesn’t directly attempt to emulate any of<br />

your favorite piano flavors.<br />

Instead it comes out of the box fairly neutral<br />

sounding, or hybrid as it were. Particularly<br />

in the middle registers, Pianoteq has a tendency<br />

to sound a little “honky” to me, not<br />

unlike the way some digital pianos sound<br />

when played softly.<br />

VIRTUAL INSTRUMENTS 49


VI<br />

review<br />

It wasn’t until I began exploring the voicing<br />

and design provisions in greater detail<br />

that I began appreciating Pianoteq for its true<br />

strengths flexibility. After increasing hammer<br />

hardness for more overtones on the attack,<br />

adjusting the hammer hardness and pedal<br />

response at each velocity level to suit my<br />

Korg Triton Pro X controller, tweaking the<br />

tone color with the spectrum profile, and<br />

adding presence through string response and<br />

some creative tuning adjustments, I was able<br />

to get very close to my favorite sample<br />

libraries.<br />

In fact I was able to get the entire keyboard<br />

range to sound absolutely stunning,<br />

and I don’t use that term lightly. The dynamics<br />

are extremely convincing.<br />

You can also get creative. For instance, the<br />

ability to increase the length of the piano<br />

incrementally means that you can take it from<br />

A size to D size, or even create a 33-foot<br />

grand if you like. Yet because with the harmonics<br />

change as the piano is lengthened,<br />

the bass notes remain incredibly solid and<br />

believable. Conversely, I boxed up my perfect<br />

Steinway D emulation into a respectable<br />

sounding apartment-sized Heintzman piano,<br />

detuned Coldplay-esque stage piano, detuned<br />

honky-tonk, and even a tinkering toy piano.<br />

But creative sound design is only half of<br />

Pianoteq’s bag of tricks. Its playability is second<br />

to none.<br />

50 VIRTUAL INSTRUMENTS<br />

The amazing tuning section gives you all<br />

the possibilities typically done only by piano<br />

tuners. For example, you can set diapason<br />

(415-466 Hz), different kinds of temperaments<br />

(from equal to well tempered), unison<br />

tuning (for changing the timbre or color of<br />

the sound), octave stretching, and direct<br />

sound duration. Pianoteq also features a pro-<br />

gressive sustain pedal, allowing partial pedal<br />

effects such as quarter and half-pedaling; a<br />

Sostenuto pedal; harmonic pedal; and una<br />

corda (“one string,” i.e. soft) pedal.<br />

Pedal play on glissandos sounds incredibly<br />

lifelike—it’s as though you have your head<br />

hanging over the harp. Pedaling in general is<br />

spot-on. And it doesn’t just consist of the artificial<br />

thunking in a lot of sampled pianos. I<br />

was especially impressed by the ability of<br />

Pianoteq to catch a flurry of staccato notes<br />

with intermittent presses of the sustain pedal<br />

and treat them accurately.<br />

Because the plug-in operates with 32-bit<br />

internal resolution at rates up to 192kHz,<br />

there’s absolutely no funny digital noise, plus<br />

the instrument produces a real progressive<br />

variation of the timbre at 127 MIDI velocities<br />

The interaction between strings, use of pedals,<br />

cabinet resonance, position of the hammers, time<br />

and space within a given room, etc. are all taken<br />

into account.<br />

per note. A phase/repetition variation scheme<br />

ensures that the hammer strikes the strings<br />

slightly differently with each note, and thanks<br />

to the wonderful math going on behind the<br />

sympathetic vibrations algorithms, chords<br />

large and small truly sound like chords played<br />

on a real piano as all the individual strings<br />

interact.<br />

Left me tickled<br />

I really like Pianoteq. Its sound is pure,<br />

vivid, alive with responsiveness, and without<br />

question the most flexible of any “acoustic”<br />

piano instrument on the planet today. Thanks<br />

to its rather modest system requirements,<br />

Pianoteq will run on any reasonably current<br />

desktop computer with next to no impact on<br />

the processor, and the extremely small 8MB<br />

size and negligible RAM requirements means<br />

it can run on any modern laptop. (A standalone<br />

version with studio-grade compression,<br />

EQ, and reverb would be useful for “straight<br />

out of the box” stage use—and in fact the<br />

developers are working on a stand-alone version;<br />

they also plan a free update this spring.)<br />

With more likely to come, there are currently<br />

two free add-on presets available for<br />

registered Pianoteq users at the Modartt website.<br />

These include dynamic model constructions<br />

of an 1812 Pianoforte Schöffstoss<br />

recorded at Schloss Kremsegg in<br />

Kremsmünster, Austria and a Johann<br />

Evangelist Schmidt pianoforte, circa 1790,<br />

recorded at Handelhaus in Halle, Germany.<br />

The presets are meticulously modeled with<br />

authentic tuning (well tempered) along with<br />

all its charms and artifacts.<br />

Though it may not capture one hundred<br />

percent of the image that a stereo sampled<br />

piano will, it’s the subtle real-time details that<br />

make Pianoteq sound leaps and bounds more<br />

realistic for solo work—and win you over<br />

every time. VI


VI review<br />

Review by<br />

Chris Meyer<br />

Electro Magnetic Fury $99.95<br />

Big Fish Audio<br />

(www.bigfishaudio.com)<br />

platform: 16-bit 44.1 kHz<br />

AIFF/Apple Loops, WAV, & REX2<br />

files<br />

license: May be used in the<br />

licensee’s own “derivative” live<br />

performances or recorded compositions,<br />

but not in a sample or<br />

music library.<br />

52 VIRTUAL INSTRUMENTS<br />

Loop Librarian<br />

Loops loops loops loops and libraries<br />

Big Fish Electro<br />

Magnetic Fury<br />

sound library<br />

Ilike the idea of industrial music, but rarely<br />

do I find an industrial sample library that<br />

lives up to the promise of the genre. It<br />

seems that many try too hard to be abrasive,<br />

clever, or obscure, while providing isolated<br />

loops that give you too little variation to build<br />

an entire, cohesive song around. The promo<br />

materials for this collection—promising it was<br />

“downright dangerous” and would “blow<br />

through your speakers” with “punishing<br />

drums and beats” and “ear-shattering FX”—<br />

made me assume we had another entrant in<br />

the too-abrasive category.<br />

Therefore, I was pleasantly surprised to<br />

hear that this library hews much closer to the<br />

intelligent industrial mindset, combining<br />

ambient and exotic elements with a pulsing<br />

groove.<br />

As is the case with most Big Fish loop<br />

libraries, Electro Magnetic Fury repeats its<br />

content in AIFF (Apple Loops), WAV, and<br />

REX2 flavors. The AIFF version weighs in at<br />

just over 1.5 gigs of 44.1kHz 16-bit stereo<br />

files.<br />

There are 95 construction kits listed by<br />

tempo and occasionally key. The kits each<br />

contain a 30+ second demo plus from three<br />

to 16 component loops, ranging from two to<br />

12 bars in length (four being the most common).<br />

Typically, one part is presented in two<br />

or more variations, and there is usually an<br />

ambient loop among the components.<br />

Although these kits are intended primarily<br />

to be rhythmic backing tracks, there are often<br />

tonal (dare I say melodic) elements, including<br />

pitched drums, vocoded rhythms, processed<br />

traditional instruments, and the occasional<br />

sequencer. Tempos range from 67 to 200<br />

bpm, focused around the low 100s. In addition<br />

to the kits, there is also a folder of 17<br />

“atmospheres”: lovely 30 second to two<br />

minute droning, ambient, mostly tonal beds<br />

with an occasional rhythmic pulse that would<br />

make great intros or bridges<br />

As I hinted in the intro, what struck me<br />

most about this library was that the atmosphere<br />

wasn’t nearly as harsh and monodimensional<br />

as I expected. There is indeed an<br />

abundance of strong grooves and distortion,<br />

but some pieces are downright ambient,<br />

while others wander into house or even<br />

lounge territory. There is also more of a feel-


ing of understated mystery, dread, or power<br />

than pure chainsaw mayhem. Many kits<br />

throw in surprising elements such as African<br />

chants, Middle Eastern percussion, Far Eastern<br />

strings, military snares and toms, ambient<br />

hits, and a lot of bandpass-filtered beats.<br />

The only thing I can hold against this collection<br />

is a lack of variation, as most components<br />

are only presented in one version. As a<br />

Mahadhi: African Rhythms<br />

$99.95<br />

Big Fish Audio<br />

(www.bigfishaudio.com)<br />

platform: 16-bit 44.1 kHz<br />

AIFF/Apple Loops, WAV, & REX2<br />

files<br />

license: May be used in the<br />

licensee’s own “derivative” live<br />

performances or recorded<br />

compositions, but not in a sample<br />

library.<br />

result, quite often you will need to create<br />

movement by switching elements on and off,<br />

rather than being able to pull up evolutions<br />

of the existing parts. Many who create music<br />

in this style are already used to working this<br />

way. For those outside of this genre looking<br />

for additional spices and flavors, I think you’ll<br />

find a surprising number of useful layers and<br />

elements to include in your own work. VI<br />

Let’s set the record straight from the<br />

start: This is not a pristine set of carefully<br />

recorded solos and grooves performed<br />

in isolation to a click track by wellpaid<br />

session musicians in high-end studios,<br />

preserved in 24-bit 96 kHz fidelity. The vast<br />

majority of the loops were recorded in mono,<br />

close-miked with varying degrees of fidelity in<br />

live ensemble performance situations, complete<br />

with some mic bleed and the occasional<br />

grunt.<br />

And you know something? It’s great. My<br />

left brain says it shouldn’t be, while my right<br />

brain says shut up and dance.<br />

All loops are available in AIFF, WAV, and<br />

REX2 formats; I tested the AIFF versions,<br />

which weigh in at just over a gig. There are<br />

27 construction kit folders labeled by tempo.<br />

These include from five to eleven subfolders<br />

that break out each song by instruments, plus<br />

a minute-plus 24-bit stereo demo that illustrates<br />

various combination of instruments.<br />

(Don’t be fooled, though, as most components<br />

are 16-bit mono.)<br />

Each instrument folder contains anywhere<br />

from one to 47 mostly 2-bar looped phrases<br />

in 4/4, tallying up to over 1800 loops total.<br />

With the exception of the occasional kalimba<br />

folder, you get just the percussive instruments,<br />

although you can hear through the<br />

mic bleed that a full ensemble including<br />

singers was actually performing at the time<br />

these were recorded.<br />

As noted, sound quality varies: the conga<br />

and djembe have particularly nice transients,<br />

plus the bembe and ogenne have appropriately<br />

present rattles and buzzes, but the shakers<br />

and kalimba suffer from exaggerated<br />

VI review<br />

Big Fish Mahadhi: African Rhythms<br />

loop library<br />

proximity effect by being miked too closely,<br />

while the talking drum sounds a bit muffled.<br />

This can make you cringe while listening to<br />

loops in isolation, but it becomes far less of<br />

an issue when mixed into a track.<br />

Someone used to a steady diet of Western<br />

grooves might listen to real African rhythms<br />

and hear just a cacophony of competing<br />

instruments, assuming there’s no way that the<br />

timing is tight or would line up against a<br />

steady Western pulse—hey, even I did at first.<br />

In reality, all those mad percussionists are<br />

cleverly hitting in-between beats and placing<br />

emphasis on notes other than The One.<br />

As a result, these loops work surprisingly<br />

well as layers mixed in with straight-ahead<br />

Western drum kit grooves, as they hit the<br />

spaces in-between, rather than fighting over<br />

the accents. Although the occasional groove<br />

needs some timing correction to bring it back<br />

to a metronomic beat, the vast majority are<br />

actually in the pocket.<br />

Another nice thing is that most of the<br />

loops are closer to backing grooves with variations<br />

rather than solos, again making them<br />

work well as layers supporting other rhythms.<br />

Stripped of their melodic instruments, the<br />

“songs” come across more as moods or flavors,<br />

also resulting in them being more flexible<br />

than anticipated.<br />

Honestly, my initial impression of this<br />

library was not good, but now I expect to use<br />

it quite a bit for texture and spice. While<br />

recording live like this might have caused the<br />

fidelity to suffer, the flip side is that the performances<br />

are exuberant, and authentic emotion<br />

is all too hard to find when it comes to<br />

samples. VI<br />

VIRTUAL INSTRUMENTS 53


VI interview<br />

54 VIRTUAL INSTRUMENTS<br />

MIDI MOCKUP MICROSCOPE<br />

In this installment of our series on composers and how they did their<br />

MIDI programming, talented composer Nathan Furst discusses “Heart of<br />

the Baja Part 2” and “Shark Attack.” Download these cues at<br />

www.Virtual<strong>Instrument</strong>sMag.com and follow along.<br />

At only twenty-eight years old, Nathan Furst has<br />

already begun to carve out a niche for himself as one<br />

of Hollywood’s elite young composers. Nathan has<br />

developed a reputation for blending world instruments<br />

and electronica soundscapes seamlessly with the<br />

strength and elegance of a symphony orchestra. He<br />

has composed themes and underscores for over 20<br />

film and television projects. This signature style has<br />

earned Nathan three nominations for his outstanding<br />

original film and television compositions.<br />

by Frederick Russ<br />

more<br />

online<br />

www.virtualinstrumentsmag.com<br />

Tell us about your rig and your sample<br />

libraries.<br />

That’s a crazy thing. It’s always in a state of<br />

flux. I envy the people who run out and buy,<br />

say, four or eight Vision computers [custom<br />

machines from www.VisionDAW.com] and<br />

then don’t touch their systems for another<br />

four years. I wish I could live like that. I<br />

can’t—it drives me insane.<br />

So it’s constantly changing. Currently I<br />

have just taken four computers out of rotation<br />

because they have been causing too many<br />

problems, or they don’t hold enough memory,<br />

or whatever it is. I just built three computers—myself<br />

actually. I went to Fry’s, bought a<br />

motherboard, bought a CPU, bought one of<br />

those metal rack chassis that look like the<br />

Vision computers, and just built it. So I have<br />

these three new machines.<br />

I’m currently starting a project, and I’m<br />

going to be using four PC farms, with a fifth<br />

that kind of floats in there if I need it. I have<br />

two G5 dual 2.0s. One of them I don’t use<br />

that much; it basically sits in the background<br />

as a potential node and a potential [Native<br />

<strong>Instrument</strong>s] Kontakt 2 secondary.


For the most part, it’s just sitting there as a<br />

back-up computer. I try to keep it as near to<br />

my original G5 as possible, so if my first G5<br />

goes down I take the first one to the shop<br />

and slide the second one over and keep working.<br />

I got bit once where I had a Version 1 G5<br />

and I was in the middle of a deadline, and<br />

the computer went down and I didn’t know<br />

what to do. So I literally bought a new computer.<br />

I kept going, but of course there was<br />

another hump to get over: installing the software.<br />

Meantime, my deadline is coming up<br />

on me. Ever since, I try to keep a secondary<br />

sequencing machine that is near to my first<br />

one in case it goes down.<br />

So right now I am using four PCs, which is<br />

pared down—I originally had six. And then I<br />

have a dual 800 Mac that does nothing but<br />

run Pro Tools.<br />

Which Pro Tools systems is that you<br />

are running?<br />

It’s just a basic Pro Tools Digi 001. While<br />

I’m writing, Pro Tools runs all my video. I like<br />

to keep video off my main machine.<br />

Whatever sequencer I’m writing in, I<br />

inevitably bring it to its knees, because I’m<br />

writing these gigantic orchestral things. I<br />

might have Space Designer [the convolution<br />

reverb in Apple Logic Pro] and a couple of<br />

[Spectrasonics] Stylus instances on there—<br />

plus I try to work at a low latency.<br />

Logic sends MIDI Time Code to Pro Tools so I<br />

can go to bar 40 and the picture will follow<br />

along—as if the video were in the sequencer. At<br />

the very last stage when all my MIDI tracks are<br />

playing simultaneously, I just bust the masters<br />

out to Pro Tools, using it as a tape machine. It<br />

locks perfectly in sync, and I go into Record<br />

mode, and that’s how I have my sends that get<br />

delivered to the stage. It’s instant—it’s so fast, I<br />

can almost mix in real time.<br />

Many times on a film they want the percussion<br />

track separated or they want the choir<br />

separated. Having the Pro Tools system and<br />

working it this way allows me to do that.<br />

What kind of monitoring system do<br />

you use?<br />

Probably not the best one! I just do what<br />

works best for me. I’m a big fan of keeping<br />

the room as lean as possible, and I like that I<br />

have successfully driven out any real world<br />

interview VI<br />

Fig. 1: Nathan Furst has come up with a very clever way of navigating his huge orchestral template (34<br />

tracks just for violins alone), as shown in this Logic screenset. See the shrunken window with the colored bars<br />

on the left? That’s a second Arrange window saved as part of this screenset, and the bars are folders.<br />

All his string tracks are packed inside the dark grey Strings folder, the Woodwind tracks are packed inside<br />

the sage green folder, and so on. Clicking on (in this case) the Strings folder opens up the main Arrange window<br />

to all the string tracks.<br />

The reason this works is that the main Arrange window is Linked to the same level, meaning that it jumps<br />

to whatever is being selected in any other window. That’s the little yellow chain link icon at the upper left; to<br />

prevent the shrunken Arrange window with the folders from scrolling to the current location, it isn’t linked.<br />

Also note the locked markers corresponding to different events in the show he’s scoring.<br />

audio (by soundproofing it).<br />

There’s nothing that enters the real world<br />

except for what’s coming out of my MOTU<br />

2408 interface to my monitors, which are currently<br />

Mackie HR824s. I like them. A lot of<br />

hardcore engineers call them the “composers’<br />

monitors” because they argue that it is not a<br />

true flat sound and that it makes everything<br />

sound good. They claim there is a lot of<br />

sweetening in the monitors—which is probably<br />

true, but I don’t care because I like it.<br />

Are you using a mixing controller?<br />

I have a short-lived Logic Control. It’s a<br />

great little box, but I have to be honest, I<br />

don’t go to it that much. I’ve been using<br />

Logic for 12 to 15 years.<br />

Let’s talk about “Shark Attack.” From<br />

0:01 to 0:05, how did you get the brass<br />

to sound that way?<br />

VIRTUAL INSTRUMENTS 55


interview<br />

VI<br />

Fig. 2: This is the part of the same screenset shown in Fig. 1 that’s displayed on a second monitor (as you<br />

can see behind Furst in the photo with this article). One of the things it shows is the wonder of remote access<br />

over ethernet.<br />

At the same time that clicking on the Strings folder brings up the string tracks shown in Fig. 1, on the second<br />

monitor it brings up an “adaptive mixer” with channel strips for every track that’s being used in the<br />

Arrange window.<br />

Note that there’s room in the screenset for two remote computers to be displayed above the mixer. The<br />

machine at the left is a G4 Mac running Pro Tools LE, which Furst uses as a mixdown machine for recording<br />

stems (since Pro Tools is usually the delivery format); the one at the right is a <strong>Wind</strong>ows XP machine running<br />

Native <strong>Instrument</strong>s’ Kontakt 2 sampler (you can see the ethernet address 192.168.0.13 at the top of the<br />

window).<br />

Clicking in either remote computer window activates it for keyboard and mouse control just as if it were<br />

running on the local machine. The response over a network is noticeably more sluggish than a wired monitor,<br />

but it’s perfectly fine for recording stems or just loading sounds into a soft sampler running on a slave<br />

machine.<br />

Actually I wrote that in, I think, the summer<br />

of 2002. At the time I think I had one<br />

machine that had the Sonic Implants stuff on<br />

it and SAM Horns.<br />

And those cool trombones?<br />

That would have been me custom re-programming<br />

the SAM stuff, layered with<br />

Miroslav Vitous.<br />

How did you do that?<br />

I grabbed the original files and I basically<br />

built, like a 20-key keyswitch program.<br />

Everybody thought I was crazy, but now it’s<br />

like the norm. At the time, EXS [the sampler<br />

built into Logic Pro] was really the only instrument<br />

that allowed you to go that deep. I<br />

would just go in, grab the original files, and<br />

remap them.<br />

Usually I would have a starting point to<br />

successfully convert, say, an E-mu patch, just<br />

so I would get the key mapping done correctly.<br />

And then from there, just start making little<br />

tweaks with the filters, adding buzz, and<br />

56 VIRTUAL INSTRUMENTS<br />

playing a lot with reverb tones and rooms<br />

and sort of just discovering how I was going<br />

to fit these things into the same space.<br />

That’s the way I started, which is essentially<br />

the way I work today—basically having one<br />

“pre-delay” sort of room reverb on a buss, and<br />

then everybody gets that buss send. It’s prefader.<br />

So essentially every single instrument has<br />

its own mix to do, it has its own wet fader and<br />

its own dry fader. Obviously the trumpets<br />

would get a lot more wet and almost none of<br />

the dry signal—that kind of a thing.<br />

So you’re approaching it like you’re<br />

standing there—the trumpets are farther<br />

back, so you’re kind of thinking<br />

about how the reflections go?<br />

I was basically thinking What should it<br />

sound like? I don’t know if this is “right” or<br />

not; I wasn’t thinking of how it would sound<br />

if I was standing there, because that is sort of<br />

irrelevant. If you’ve ever heard a cue or an<br />

orchestra in a recording studio, if you walk<br />

back and forth from the stage while they’re<br />

playing, and then in the<br />

middle of the cue walk to<br />

the booth, it sounds very<br />

different.<br />

So I don’t really think in<br />

terms of Sonically how it<br />

would sound if I was physically<br />

standing there, I think<br />

in terms of production.<br />

How do I produce this cue<br />

using my favorite composers<br />

and my favorites<br />

scores as a standard?<br />

So you’re listening to<br />

the orchestra and not<br />

necessarily trying to<br />

emulate it?<br />

Oh absolutely emulating<br />

it, absolutely. Some of those<br />

guys have a great sound. I<br />

was absolutely trying to<br />

emulate the production<br />

sound. Not necessarily any<br />

one in its entirety—not only<br />

a John Williams sound, or<br />

only a Don Davis sound,<br />

but sort of taking the things<br />

I love from all of them—then take what you<br />

believe you do, and incorporate all of that.<br />

You have a lot of clarity in this cue.<br />

For me anyway, some of that is the writing.<br />

I try to write—orchestrate—in the sense of<br />

thinking of it as a spectrum of light.<br />

Everybody sort of gets a space. And absolutely,<br />

somebody can cross over to the other person’s<br />

space, but I try not to do it at the same<br />

time. That helps create a sense of separation.<br />

You like panning wide, I’ve noticed.<br />

Like with the custom library you’re<br />

working on, everything is panned<br />

wide—the violins are way to the left.<br />

Definitely, and maybe a little too much—<br />

maybe. I’ll say I naturally go a little wide. For<br />

me it helps me to hear the orchestration a little<br />

bit better, and also when things are really<br />

wide, inevitably in almost every score I do<br />

there is some sort of, shall we say, a specialty<br />

element.<br />

Lately I have been hired to do a lot of<br />

world scores—big orchestra, but there is<br />

always a sort of a Mideastern or world element.<br />

That stuff tends to hang in the center a<br />

little more, and the orchestra is off harder<br />

panned. I feel I’m able to make sense of what<br />

is happening a little bit more, as opposed to if<br />

everything is generally hanging around the<br />

middle.<br />

I’m not really re-inventing the wheel, I’m<br />

emulating my favorite scores and my favorite<br />

productions. I guess I am re-inventing the<br />

wheel for myself in the sense of making it<br />

happen completely in the room with no<br />

money and no recording schedule, or whatever.<br />

You’re basically faking it, but absolutely—create<br />

real estate and create space.


Do you remember what you were<br />

using back then for ambience?<br />

Yeah, it’s terrible. Now I can’t stand it, it’s<br />

way too much ambience. It’s way too washy. I<br />

was basically using the Waves Gold stuff<br />

because that was what I had available at the<br />

time— the TrueVerb plugins for the room and<br />

using a separate hall verb for the hall. [Audio<br />

Ease] Altiverb was out, but I didn’t have it<br />

working then.<br />

I had made my own TrueVerb preset for<br />

each section. The strings had one to represent<br />

them being in the front of the orchestra,<br />

woodwinds a little behind that, and the horns<br />

were way in the back, as were the trumpets.<br />

It was an experiment, shall we say.<br />

Now you’re using convolution reverb.<br />

I just use Space Designer [the convolution<br />

reverb built into Logic]. I like Space Designer<br />

a lot.<br />

This is sort of my little rule. To me there are<br />

way too many options. So if it requires extra<br />

things that are unnecessary, like hardware<br />

dongles or if you load one instance and it<br />

soaks up half your CPU, we’re done. There<br />

are too many amazing options happening out<br />

there to have to tolerate things that are little<br />

annoyances.<br />

I realize that it is an older piece, but<br />

it still sounds cool to me. So “Shark<br />

Attack” is from “Christmas Vacation<br />

2”—what is that, a movie?<br />

Yes, it was originally a TV movie, like a special<br />

event. It was aired on NBC around the 23<br />

of December. If I were to guess, it’s about 80<br />

minutes of music—maybe 90. From spot to<br />

delivery was about four weeks.<br />

Oh my goodness. So you were averaging...<br />

…a few minutes a day. I find two minutes a<br />

day to be very comfortable—I can hang out, I<br />

can write the music I want to write. I can<br />

orchestrate it and experiment with the<br />

orchestration if I am on a two minute a day<br />

schedule. If I am on something worse, which<br />

tends to be happening more and more—like<br />

if I have to come up with four minutes a day<br />

or more, then I am just writing it the best I<br />

can. So pretty much when it’s done, it’s done.<br />

You don’t have time to second guess<br />

yourself.<br />

No, there is no time to second guess yourself,<br />

let alone experiment. On a creative level,<br />

and also on a practical level, I work a lot with<br />

themes—I try to create themes because I find<br />

that is an appropriate tool as well as a useful<br />

one to be able to recall characters’ themes constantly<br />

and consistently throughout the film.<br />

So when I’m writing music, I can create a<br />

mood with my orchestration, and what is<br />

happening in certain sections rhythmically—<br />

sort of sneak around and play with the theme<br />

Fig. 3: While note-on velocity has been recorded in the sequencer (as evidenced by the orange and red<br />

notes in Logic’s graphical Matrix editor), Furst turns off the velocity response in all his sample programs,<br />

instead relying on MIDI continuous control changes to create dynamics. The blue pane shows the fairly radical<br />

mod wheel riding that shapes each note in this passage.<br />

This screenset also has a notation editor open; Logic’s windows are interactive, so changes in one are<br />

immediately reflected in all the others.<br />

VI<br />

interview<br />

and keep incorporating it. The theme helps<br />

me to be able to write four minutes a day.<br />

On top of that, some of my favorite scores<br />

work that way. There’s a sense of consistency.<br />

You have some interesting ideas<br />

about creating realistic performances.<br />

When I am playing something like fast staccato<br />

stuff, I also like to layer it with half note<br />

trills and bury them—anything that will help<br />

me create bad intonation. Because if you<br />

were to have string players playing those passages,<br />

there is no way in hell they are going<br />

to hit the tone. It’s going to be a mess.<br />

So even though it’s a fast staccato passage,<br />

I’ll double it with the trill pass and bury it, so<br />

you don’t hear perfect intonation. If you are<br />

trying to create a sense of realism, I think it’s<br />

a common mistake to try and write runs in<br />

staccato, or to write runs with a short note<br />

patch of some sort. I prefer to write mine<br />

with legato, doubled with trills, doubled with<br />

trem. I find that for me, those are the most<br />

successful runs.<br />

I had rebuilt some of the runs in that cue<br />

from the old Roland libraries. For things like<br />

the woodwind runs that are happening in<br />

there, those are probably not performed—by<br />

me. They are probably just runs I grabbed<br />

from a library and reprogrammed in EXS. But<br />

I will play with the runs.<br />

So if it is a woodwind run that just goes<br />

up, I will double it myself by, say, playing a<br />

piccolo with it. Inevitably I’m not fast<br />

enough, and that produces the sound I want.<br />

I strive for imperfection.<br />

I want to talk about breathing<br />

strings and breathing life into strings.<br />

You have a small cue here—“Heart of<br />

the Baja, Part Two.” You’re really emoting.<br />

That would have been<br />

a combination of many<br />

things, including another<br />

custom library. But for me<br />

the real trick is that with<br />

the exception of staccato<br />

or short notes—even with<br />

marcato stuff—I never use<br />

a velocity-sensitive patch.<br />

To me that is not what it<br />

would sound like. The first<br />

thing I tend to do when I<br />

load a string sample, I disable<br />

any response to<br />

velocity.<br />

Then I rebuild it with<br />

crossfades only on the<br />

mod wheel to help me<br />

get in and out at the very<br />

tail end of it, almost like<br />

you can’t really discern<br />

when it went away.<br />

Always, everything going<br />

in and coming out is a<br />

(CONTINUED ON<br />

PAGE 62)<br />

VIRTUAL INSTRUMENTS 57


VI review<br />

Steinberg Cubase 4, $999.99<br />

Cubase Studio 4, $499.99<br />

www.Steinberg.net, distributed<br />

by www.Yamaha.com<br />

Formats: Mac OSX 10.4 (G4 or<br />

better) including Intel Macs, and<br />

<strong>Wind</strong>ows XP Home/Professional<br />

Copy protection: USB dongle<br />

(comes pre-licensed; upgrade<br />

requires online update)<br />

Steinberg Cubase 4<br />

A look at the update to this massive<br />

sequencing package<br />

Review by Mark Jenkins<br />

58 VIRTUAL INSTRUMENTS<br />

Steinberg’s Cubase digital audio<br />

sequencer is especially popular in its<br />

native Europe, but it also has a lot of<br />

users in the US. The program has undergone<br />

constant development for a lot of years, and<br />

that shows in the depth of its features and<br />

refinement.<br />

The last version of the massive Cubase<br />

sequencer was SX3, but now the SX prefix<br />

seems to have been quietly dropped, so the<br />

new revision is referred to simply as Cubase 4.<br />

There’s also a Studio version with a strippeddown<br />

feature set, a much lower price point,<br />

and an upgrade path to the full version.<br />

The fact that Cubase (as we’ll simply call<br />

Cubase 4 from now on) runs on both Mac<br />

and PC offers some flexibility, and a Steinberg<br />

USB key—omitted from some of the company’s<br />

simpler packages—is included. You’ll<br />

need a DVD drive to install, followed by an<br />

internet licensing procedure.<br />

As always with major revisions of complex<br />

sequencers, the manufacturer lists scores of<br />

updates (as well as updates to the way it handles<br />

scores), but the basic look and feel of<br />

Cubase has not changed very much in this<br />

Fig.1: The main Project window in Cubase 4<br />

handles audio, external MIDI, and internal virtual<br />

instrument tracks with absolute equality. It can be<br />

made as plain or as multi-colored as you wish.<br />

revision. The same large Project window (Fig.<br />

1) handles audio, external MIDI, and internal<br />

virtual instrument tracks with absolute equality,<br />

and can be made as plain or as multi-colored<br />

as you wish. A large Transport window<br />

can be positioned anywhere, helping to make<br />

the package ideal for use with dual monitor<br />

set-ups.<br />

But beneath the hood Steinberg claims 50<br />

or more major revisions, and there are certainly<br />

many new virtual instruments and<br />

effects included, offering thousands of new<br />

sounds. Let’s take a look at some of these<br />

additions and revisions in more detail.<br />

Mixing and editing<br />

Cubase was always pretty flexible as<br />

regards final mixdown, but the addition of a<br />

new Control Room Mixer window (Fig. 2) will<br />

help interface the package better to the out-


Fig. 2: The new Control Room Mixer features<br />

Talkback and Headphone busses, External Inputs,<br />

and Control Room Monitor busses, all without having<br />

to leave the software.<br />

side world. Now there’s a Talkback and a<br />

Headphone buss, External Inputs and Control<br />

Room Monitor busses, assuming of course<br />

you have the external hardware to take<br />

advantage of all those.<br />

With up to four Studio Send busses per<br />

audio channel, the whole cosmetic appearance<br />

of the mixer (Fig. 3) has been sharpened<br />

up so it’s easier to read, and insert plug-ins<br />

can be copied from one channel to another<br />

simply using drag and<br />

drop. The individual preset<br />

name of the plug-in<br />

effect is also now visible<br />

(like “BigFlange6” rather<br />

than just the name of the<br />

effect).<br />

Some editing functions<br />

are also improved. In earlier<br />

versions of Cubase it<br />

was difficult to edit controller<br />

data alongside the<br />

related notes, so for<br />

example if you moved<br />

some notes you may<br />

have lost contact with<br />

the vibrato that accompanied<br />

them. Now notes<br />

and controllers can be<br />

edited together, which is<br />

a huge improvement.<br />

There’s a new Trim<br />

Tool to trim start and end<br />

points for multiple<br />

events, which is going to<br />

be useful for complex<br />

cues. A new Preferences<br />

setting allows event<br />

selection to select the relevant Track automatically.<br />

In fact there’s a whole new type of track<br />

too: the <strong>Instrument</strong> Track, combining a MIDI<br />

input and an audio output for VST instruments<br />

into a single track and mixer channel.<br />

One of the most confusing points of the old<br />

Cubase up to SX3 was that a lot of the mixer<br />

channels were doubled—for a virtual instrument<br />

you’d have one for its MIDI activity and<br />

effects, and one (often far removed from it)<br />

for its audio output and audio effects.<br />

This made it hard to pin down exactly<br />

where an instrumental sound was coming<br />

from, and made for big mixer displays too<br />

wide to fit on one or even two monitors. The<br />

VI<br />

review<br />

introduction of this new track type is a huge<br />

improvement.<br />

MIDI and VST<br />

There’s little change to the way the new<br />

Cubase handles MIDI except in the area of<br />

scoring. The settings dialog has been simplified<br />

and the score editor now has clearer<br />

icons. There are two new score fonts—”Jazz”<br />

and “Classic”—and song lyrics can now be<br />

imported from a MIDI file.<br />

In fact there are several improvements in<br />

the area of file and preset handling. MP3<br />

Surround (which is compatible with MP3<br />

stereo) can now be imported and exported,<br />

and a new media management system called<br />

MediaBay makes it much easier to search for<br />

and modify files and preset sounds within VST<br />

plug-in instruments via the “SoundFrame”<br />

Universal Sound Manager.<br />

Beneath the hood<br />

Steinberg claims 50 or<br />

more major revisions,<br />

and there are certainly<br />

many new virtual<br />

instruments and effects<br />

included.<br />

In other words, Cubase now accesses and<br />

searches the preset list of any virtual instruments<br />

in use, and also adds a preview function<br />

that if you select a looped sound, plays it<br />

at the current project tempo. The MediaBay<br />

browser can help search for audio loops and<br />

clips, MIDI Files, video files and entire Cubase<br />

project files on your system too.<br />

The greatest excitement though probably<br />

lies in the new Cubase VST (Virtual Studio<br />

Technology) instruments and effects. In fact<br />

the standard has now been revised to VST3,<br />

and some 17 original plug-ins having been<br />

updated accordingly. VST effects now include<br />

mono, stereo, and ping-pong delays, nine different<br />

dynamics controllers including compressor<br />

and expander plus vintage and multiband<br />

compressors, nine modulation effects<br />

including chorus and autopan, an octaver and<br />

tuner, plus mono-to-stereo and stereo<br />

enhancer routines.<br />

Fig. 3: With up to four Studio Send busses per<br />

audio channel, the whole cosmetic appearance of<br />

the mixer has been sharpened up so it’s easier to<br />

read, and insert plug-ins can be copied from one<br />

channel to another simply using drag and drop.<br />

The individual preset name of the plug-in effect is<br />

also now visible, rather than just the effect.<br />

VIRTUAL INSTRUMENTS 59


VI review<br />

Fig. 4: The Prologue analog-style synth. erful EXS24 sample player built in.<br />

Fig. 5: Spector is a spectrum filter synth, one of<br />

These new VST instruments have more<br />

than 1,000 instrument sounds, drum kits, and<br />

the new instruments included with Cubase 4.<br />

While most of these are familiiar, the VST effects to offer, so it’s becoming increasingly<br />

instruments are completely new. Prologue possible to compose entirely using internal compliant, meaning that it runs on PowerPC<br />

(Fig. 4) is an analog-style synthesizer, Spector instruments rather than having to spend and Intel Macs.<br />

(Fig. 5) is a spectrum filter synthesizer, and more money adding plug-in instruments.<br />

New additions such as the Control Room<br />

Mystic is an impulse/comb filter synthesizer. Steinberg obviously still has other soft instru- <strong>Wind</strong>ow and the Media Bay/SoundFrame<br />

These are all based on individual pages of the ments available—their high-quality Steinberg browser (Fig. 6) combination for searching and<br />

flexible Steinberg D’Cota softsynth, and offer Grand piano for example—but particularly at accessing the presets of VST instruments and<br />

various numbers of oscillators and sound syn- the price of a package like Cubase 4, it’s only effects running within Cubase should speed up<br />

thesis techniques together with hundreds of reasonable to expect to find a wide range of the work process considerably. On the subject<br />

preset sounds, promising much greater syn- powerful instrumentation included.<br />

of speeding workflow, for those who like to use<br />

thesis power than the simpler A1 and other<br />

key commands as much as possible and avoid<br />

analog-style synths built into earlier version of Progression<br />

the use of the mouse, Cubase 4 has a com-<br />

Cubase.<br />

Steinberg has made a lot of progress with pletely revised set of key commands;<br />

Halion One in contrast is a stripped-down Cubase 4. A full printed handbook is now Deactivate All Solo and Unmute All are going<br />

version of Steinberg’s Halion sample playback supplied, not just a set of PDF files on disk, to be particularly useful, as are being able to<br />

software. This is a very simple instrument with and between this clearly written 600-page select altenative mixer views and open the<br />

envelope attack and decay, filter cutoff and monster and the 75 pages of Getting Started Control Room, MediaBay, SoundFrame, and<br />

resonance settings, however its “ROM”<br />

info, Cubase 4 is not going to be difficult to Loop Browser windows quickly.<br />

sounds come from the Yamah Motif key- understand. The cosmetic appearance has<br />

And if you want to limit the budget a little?<br />

boards. This helps put Cubase 4 more on a changed, but not all that much (the new VST Cubase Studio for around half the cost offers<br />

par with Apple Logic 7, which offers the pow- instruments look pretty sleek though, and many of the new improvements. It comes<br />

rather similar to their Apple Logic equivalents) without the Spector and Mystic instruments,<br />

and some major annoyances such as the split- Surround facilities, or full MediaBay searching,<br />

Fig. 6: The Soundframe browser, which is functing of mixer channels between the MIDI and and it has fewer VST effects. But it includes<br />

tionally much like Native <strong>Instrument</strong>s’ Kore, makes audio facilities of virtual instrument tracks the Halion One sample player and Prologue<br />

it easy to manage and categorize large libraries of have been eliminated. Most importantly, analog-style synth, and it has similar multi-<br />

sound by name.<br />

Cubase 4 is Universal Binary/Intel Mac OSXtracking and scoring abilities.<br />

60 VIRTUAL INSTRUMENTS<br />

Score?<br />

Cubase works smoothly and reliably without<br />

any needing any settings in the background,<br />

and many of the layout aspects that<br />

were less than perfect—such as the channel<br />

split between MIDI and audio facilities of virtual<br />

instrument tracks—have now been<br />

removed. The new VST instruments in Cubase<br />

4 are powerful and flexible, and having a<br />

built-in sample-playing instrument is a massive<br />

bonus.<br />

Users on a limited budget can readily<br />

upgrade from Cubase Studio, while users on<br />

an unlimited budget can one day upgrade to<br />

the even more audio/visually-oriented<br />

Steinberg Nuendo. Cubase 4 is a strong candidate<br />

for either Mac or PC users as the center<br />

of any recording studio. VI


andom<br />

tip<br />

Importing<br />

Yamaha<br />

DX-series<br />

patches into<br />

Native<br />

<strong>Instrument</strong>s<br />

FM8<br />

It’s hard to imagine anyone who worked with<br />

music technology in the 1980s and didn’t own<br />

a Yamaha DX-series instrument at one time or<br />

another, most likely a DX-7. That means many<br />

of us have old projects that use those sounds.<br />

It also means that billions of people were<br />

programming sounds for DX instruments, and a<br />

lot of those sounds are still very good (never<br />

mind that a lot of them are also still very bad).<br />

Native <strong>Instrument</strong>s FM7 and FM8 have a great<br />

feature: the ability to import DX-series sounds<br />

and play them back at 2006 sound quality.<br />

Fortunately getting those sounds into FM8<br />

(or FM7) is a lot easier than choosing which<br />

ones to import. FM8 can accept System<br />

Exclusive (SysEx) Data from Yamaha’s DX7,<br />

DX7II and DX200 synthesizers and convert<br />

them into its own parameter format.<br />

There are two approaches; which one you<br />

choose will depend on whether or not you<br />

already own a DX series synthesizer.<br />

A. Connect your DX-series synthesizer to your<br />

computer via a standard MIDI interface. In<br />

stand-alone mode (rather than using it as a<br />

plug-in) FM8 will automatically receive any<br />

MIDI SysEx data, in other words the sounds just<br />

go in over MIDI. Single Presets go into the edit<br />

buffer and you must save them manually; Banks<br />

are converted into .ksd files and are saved automatically.<br />

It’s not possible to receive SysEx data<br />

via MIDI when running FM8 as a plug-in due to<br />

the current limitations of the plug-in standards.<br />

B. Load SysEx data from a file. To do this,<br />

simply click on the Import SysEx button in the<br />

File menu, navigate to a compatible SysEx file,<br />

and open it. Note that SysEx files will have a<br />

.syx extension under <strong>Wind</strong>ows. On the Mac, it’s<br />

usually a good idea to add this extension to the<br />

file before attempting to import it. VI<br />

1. First choose “Import SysEx” from the File menu<br />

2. FM8 converts a DX7 SysEx bank to the .ksd format<br />

3. The converted DX7 SysEx bank appears in the KoreSounds browser for use in FM8.<br />

VIRTUAL INSTRUMENTS 61


VI<br />

interview<br />

NATHAN FURST<br />

(CONTINUED FROM PAGE 57)<br />

combination of sample layer crossfading on<br />

the mod wheel and controller 11 to sort of<br />

duck in and out. To me that’s the best chance<br />

you have to making your strings sound real.<br />

“Though None Go With Me”—that’s a<br />

more recent piece, isn’t it?<br />

Yes, that was another TV movie I did probably<br />

ten or eleven months ago. I can’t say it’s<br />

the best example of my MIDI production<br />

work. That score is about 100 minutes of<br />

music, and I scored that in two weeks.<br />

I play in the line I am using in the violins,<br />

and just quickly flesh it out. Because I think in<br />

terms of intervals, sometimes I have to play<br />

<strong>EWI</strong><br />

(CONTINUED FROM PAGE 43)<br />

right-angle MIDI plugs, which aren’t all that<br />

easy to find.<br />

The synth<br />

The <strong>EWI</strong> 4000s contains your basic modeled<br />

analog synth. As you can see in Fig. 4,<br />

the screen dump from the included UniQuest<br />

editor for Mac and PC, it has two identical<br />

oscillators, each with faders for sawtooth, triangle,<br />

and square waves. It also has a noise<br />

generator, which you can use for breath noise<br />

or just for noise in the traditional way.<br />

Notice that in place of envelopes, the oscillators<br />

and filters are controlled by breath.<br />

There’s also a formant control for the oscillator<br />

filter with woodwind and string settings.<br />

The delay/chorus/reverb (in that order, not<br />

the way it appears) effects section is quite<br />

basic, but it’s fine for what seems to be its primary<br />

application: live performance. What you<br />

VOLTAGE CONTROL<br />

(CONTINUED FROM PAGE 18)<br />

Envelope; they’re essential in the creation of<br />

this sound. Though the filter envelope controls<br />

the timbre of the sound, it is the amplifier<br />

envelope that truly shapes the sound,<br />

allowing the crack to happen immediately at<br />

significant volume, while the thunder gradually<br />

fades to silence.<br />

The settings of the Release segments of<br />

both envelopes allow the sound to be played<br />

in two different ways. Strike a key and immediately<br />

let go, and you’ll get a crack followed<br />

by thunder. Hold the note and you’ll get a<br />

crack that gradually turns into rain.<br />

Also note that the Compressor is enabled,<br />

which helps fatten the sound. Stereo Delay is<br />

also used; the setting doubles the sound and<br />

spreads it out over the stereo soundstage. If<br />

you’re looking for something less dramatic,<br />

simply turn off the delay.<br />

62 VIRTUAL INSTRUMENTS<br />

two parts at a time. Say, I’ll play a couple of<br />

parts on the cello and just move the bottom<br />

note that I played down to the basses. Most<br />

of the samples at that point are going to be<br />

in combination of VSL [Vienna Symphonic<br />

Library], a different custom library, and Sonic<br />

Implants.<br />

And I love, love, love Sonic Implants. It’s<br />

gorgeous and it’s interesting because it’s actually<br />

very “under-programmed.” Most of the<br />

patches have no velocity layers, it’s a single<br />

thing. If there are multiple velocity layers it’s<br />

only one or not very many—it’s not heavily<br />

programmed. They got the timbre right when<br />

they recorded it. To me it’s a gorgeous<br />

sounding library.<br />

I also use a lot of SAM. I love everything<br />

that Maarten Spruijt does.<br />

don’t see in the screen dump is that all the<br />

parameter settings are shown when you<br />

mouse over them, so for example what looks<br />

like a totally rudimentary delay can be set in<br />

10 millisecond increments up to 1.27 seconds.<br />

But the reverb is what it is—you control<br />

the time, density, and high frequency damping,<br />

and of course the level, but nothing as<br />

sophisticated as, say, the type of room. You’ll<br />

want to use a studio-grade reverb with less<br />

grain for recording applications; this is a very<br />

mono reverb for a mono instrument,<br />

designed for live use.<br />

While the sound of this synthesizer is good,<br />

there are some nice factory presets, it’s a lot<br />

more versatile than you might gather from<br />

looking at the screen, and it’s great having<br />

good sounds built right into the instrument…and<br />

the last thing I want to do is sell it<br />

short…this is really a pretty traditional synth<br />

that wouldn’t turn too many heads if it<br />

weren’t attached to an <strong>EWI</strong>.<br />

The Program 54, Rolling Thunder, uses the<br />

same basic approach as Lightning Strike, but<br />

the Attack time of the Amplitude Envelope<br />

has been increased to eliminate the crack and<br />

the LP24 filter is used to deepen the sound. In<br />

addition, the two LFOs are enabled, each<br />

routed to the filter, but programmed with different<br />

speeds and amounts. This is what creates<br />

the “rolling” effect as the thunder plays<br />

through.<br />

One final note: Filter Tracking, which raises<br />

the filter cutoff level as you play higher up on<br />

the keyboard, is enabled. This allows you to<br />

play deep, low rumbling thunder at the low<br />

end of the keyboard, and thunder that<br />

evolves in howling wind at the top.<br />

Stop the noise!<br />

Two full-blown articles later, we’ve only just<br />

begun to explore the possibilities noise offers<br />

us for sound design. Everything from gunshots<br />

to flutes to jet planes to A-bombs to<br />

What about brass?<br />

Same thing. I always, always, use controllers<br />

1 [mod wheel] and 11 for virtually<br />

everything, all the time. Sometimes this produces<br />

a very noticeable, dramatic effect, and<br />

sometimes very subtle. I find that the instruments<br />

sound the most real when they have<br />

small fluctuations in dynamics—which translates<br />

into layers as well as the timbre of an<br />

instrument when going from ƒƒ to mƒ and<br />

then back again.<br />

I mostly do this as I go. Very rarely do I go<br />

back and add more CC info the next day or<br />

something. I can’t move on to the next bar if<br />

the legato line doesn’t have the delicate tail<br />

out that I want to hear. OCD I guess! VI<br />

And that right there is precisely the point:<br />

attached to an <strong>EWI</strong>, it doesn’t take much<br />

more than a sine wave to sound really good.<br />

We have at least one article in the works on<br />

programming instruments for wind control.<br />

It’s the way to go.<br />

Also, it’s worth pointing out that the builtin<br />

synths in previous <strong>EWI</strong>s were also quite<br />

conventional. About the only thing the 4000s<br />

doesn’t have is an external input for controlling<br />

other synths alongside the built-in one.<br />

Conclusion<br />

After 25 years and several generations with<br />

all the glitches worked out, the <strong>EWI</strong> is a<br />

tremendously satisfying instrument to play.<br />

This latest one has a lot of new things going<br />

for it, not the least of which is that it’s now<br />

down to a more accessible street price.<br />

The <strong>EWI</strong> is an instrument that opens up a<br />

whole new world of synthesizer control. I<br />

can’t recommend it more highly. VI<br />

drum kits to ethnic percussion to wild and<br />

wacky sound effects can be generated using<br />

that annoying stuff we spend so much time<br />

trying to eliminate.<br />

So the next time someone asks you about<br />

the signal-to-noise ratio of your system, puff<br />

out your chest, crack a big smile, and tell them<br />

you’ve got the noisiest system on the planetæand<br />

a host of great sounds to prove it.<br />

Michael Marans, often accused of being overly<br />

noisy, wishes to inform VI readers that no animals<br />

were harmed in the creation of this article.<br />

However, several windows were shattered and<br />

his earthquake insurance premiums were raised<br />

dramatically. VI


SEQUENCING SAMPLES<br />

(CONTINUED FROM PAGE 39)<br />

Naturally, an intelligent orchestration will<br />

offer the best results, but it is not “wrong” to<br />

give particular boosts to certain instruments<br />

or instrument groups. When doing so it’s<br />

important to give a slight EQ boost in the<br />

TRENDS<br />

(CONTINUED FROM PAGE 64)<br />

Peter Dines:<br />

1. Linux will make greater inroads into<br />

computer music with the release of Energy XT<br />

for Linux. This will spur more developers—<br />

smaller, more agile ones at least—to try cross<br />

compiling their products. However, Linux support<br />

from sound card and MIDI controller<br />

vendors will continue to be abysmal.<br />

Peter Buick:<br />

1. Computers will continue the trend of<br />

being more powerful for less money. But I see<br />

64 bit as a (fairly poor) interim to the real deal.<br />

To gain/retain a unique edge in music production,<br />

the elite will invest more in DSP card<br />

power and tactile hardware controllers. The<br />

mass will remain unimpressed with the deluge<br />

of “me too” alternatives out there already, but<br />

still refuse/be reluctant to learn how to make<br />

more out of what they already have.<br />

Apple Garage Band and the like will<br />

become even more powerful (and include<br />

video) and ultimately allow end user listeners<br />

to be interactive, instead of passive, as finally<br />

a multitrack mp3 format (probably including<br />

video) standard is defined. People will be able<br />

to do Acid-style re-mixes on their mobile<br />

phone (okay, by 2008 then).<br />

By the way, my New Year’s resolutions: I<br />

will index my sample library (likely to be broken).<br />

I will listen to more other artists’ music<br />

(including socio/eco sites like garageband and<br />

myspace), especially music from other musical<br />

styles and cultures. I will limit myself to make<br />

more out of what I already have by having<br />

one half day programming session per week<br />

where I will not start a song, no matter how<br />

inspired I am by my tweak. I won’t eat too<br />

many mince pies at xmas (likely to be broken).<br />

I won’t use presets 1-10 any more.<br />

2. Technology will go full circle and we’ll<br />

return to “people” interacting —on-line, with<br />

more virtual studios, rehearsal rooms and<br />

gigs. Several real-time sharing sites have<br />

emerged recently, and more are about to. It’s<br />

time people stopped playing with themselves<br />

in their bedrooms. Even the porn industry lets<br />

punters interact with models (i.e. web cam,<br />

text instructions) in real time.<br />

IMHO I think the single-wire studio is a fallacy—what<br />

people want is one single box<br />

that’s powerful enough to do all. We only tolerate<br />

multiple boxes because that promise is<br />

nowhere near true yet—nor is it with 64 bit.<br />

high frequency range of that instrument/<br />

instrument group, and pull down some of the<br />

mids in order to make it appear slightly closer<br />

(without saturating the mix) as well.<br />

Join us next time for some exclusive tips on<br />

dynamics, including how to sequence a<br />

crescendo properly.<br />

David Das:<br />

I think 2007 will shape up to be the Year of<br />

Unlimited Processing.<br />

The strides that have been made in this<br />

direction are just starting points compared to<br />

what they will evolve to be. Things to consider:<br />

• Apple Logic Pro’s nodes (which offload<br />

processing to remote computers on the netword).<br />

They only work for Logic plug-ins at<br />

the moment, but wait until Apple evolves<br />

them and/or other DAW companies go on<br />

board with stuff like this. I bet other companies<br />

will come along and do it better than<br />

Apple. Soon the only limit to your plug-in<br />

count will be how many computers you can<br />

afford—and they’ll all work perfectly integrated.<br />

(Okay, okay, honestly, this will probably<br />

not see ultimate fruition in 2007; it’ll be<br />

longer than that. But it makes for nice copy.)<br />

• The popularity of powered plug-ins like<br />

UAD, TC, Waves’ new hardware boxes, and<br />

(half-finished but always in the race) Metric<br />

Halo [also SSL Duende]. Prices of these boxes<br />

are coming down too. Now anyone can add<br />

boutique plug-in power to a native workstation.<br />

And they (mostly) sound really good.<br />

• Apple’s switch to Intel chips, which are a<br />

more universal platform and more hackable.<br />

We’re already seeing isolated reports of hackers<br />

swapping 8-core chips into a Mac. If this<br />

goes further—like seriously mainstream and<br />

people start hot-rodding real DAWs that can<br />

actually take advantage of it—there’s another<br />

speed limit gone right there. Intel chips are<br />

readily available to end users.<br />

I remember back when the first version of<br />

Altiverb was released and it was famous for<br />

being the first plug-in (nothing else came<br />

close) that would bring a then-state-of-the-art<br />

G4/400 to its knees with one instance...<br />

All this to say that the bottleneck—CPU<br />

power—for plug-in fans is being abolished,<br />

and I bet 2007 will be a banner year for this.<br />

Jason Scott Alexander:<br />

1. Definitely! 64-bit is going to be a big<br />

thing—I’m just not so sure if it will hit full<br />

stride any time imminent (on the PC that is).<br />

First we must get MS to roll out Vista in a big<br />

way. Third party softs won’t be far behind, I<br />

don’t think.<br />

2. The whole concept of “chip farms,” or<br />

motherboards with many (not just two)<br />

processor sockets. According to the chipmakers,<br />

they will only be able to cram so many<br />

“cores” onto a single processor before they<br />

have to resort to multiple physical processors<br />

VI<br />

review<br />

Thomas J. Bergersen (contact@thomasbergersen.com)<br />

Bergersen (25) still lives in Norway.<br />

He is a composer working in the media music<br />

industry. His credits include hundreds of productions<br />

in film, TV, trailers, radio, and video<br />

games, as a composer, orchestrator, and<br />

arranger. VI<br />

to quench our thirst for power. We’ll start seeing<br />

mobos with rows of processor sockets<br />

similar to the way we currently see PCI-X or<br />

RAM module sockets. Then you’ll simply add<br />

processing power either in series or in parallel.<br />

Another cool concept that’s already in use<br />

at the enterprise system level (mainframes,<br />

servers, etc.) is hardware virtualization: taking<br />

a single physical computer system and,<br />

through its OS, breaking it up into discretely<br />

operating and appearing systems. A single<br />

super duper high-speed processor could operate<br />

discretely as a very high-end signal<br />

processor, with drivers to work specifically<br />

with its own memory and a certain piece of<br />

hardware I/O, while another “part” of that<br />

same processor could be told to operate as a<br />

discrete high-end sampler, again addressing<br />

its own memory and I/O.<br />

Just like old studios with lots of hardware<br />

boxes, this is highly reliable (if one crashes,<br />

the others don’t) and highly powerful (no<br />

sharing of resources and much lower system<br />

overhead for each one). The effects processor<br />

doesn’t need all the crap that <strong>Wind</strong>ows runs<br />

in the background, and it could run on a very<br />

lean and mean OS that is different from the<br />

needs of the sampler.<br />

A final really cool idea to chew on (and this<br />

eludes to your everything-down-one-pipe<br />

concept) is that of companies designing<br />

breakout DSP that streams extremely high<br />

bandwidth data directly off the PCI bus to<br />

outside hardware. Need more? Just add<br />

another DSP box. Latency and conflicts won’t<br />

be a problem anymore.<br />

Frederick Russ:<br />

Someone will develop a virtual instrument<br />

player à la Vienna <strong>Instrument</strong>s that it will be<br />

universal and work with all libraries—Sonic<br />

Implants, Project SAM, etc.<br />

Virtual <strong>Instrument</strong>s Magazine will quadruple<br />

in size and scope, will be available in all<br />

stores, and go monthly. VI<br />

VIRTUAL INSTRUMENTS 63


VI trends<br />

Trends<br />

VI writers stir the tea leaves<br />

Jim Aikin:<br />

Thomas J. Bergersen:<br />

I. have to agree. :)<br />

1. 64-bit computing—who really cares?<br />

2. More famous hardware units turned into<br />

Not musicians, that’s for sure. Manufacturers, software plug-ins (more a wish than a predic-<br />

you betcha. The more people they can sucker tion), even more bloated software and sample<br />

into upgrading, the more money they make. libraries, new cross-platform plug-in standard,<br />

The trend I’m seeing in synthesis—and I new higher resolution MIDI interface standard<br />

expect this to gather steam in 2007—is a shift (more wishful thinking rather than a predic-<br />

in emphasis away from the filter and toward tion, though :), tougher copy protection fol-<br />

the oscillator. For many years, the sound quality<br />

of the filter has been considered a makelowing<br />

the Vista OS.<br />

or-break deal for a synth, but by now the Orren Merton:<br />

problem of how to make good-sounding digi- 1. Slowing down of exact hardware emulatal<br />

filters seems to be pretty much solved. tion V.I.s. I think we’ll start to see fewer and<br />

Meanwhile, advances in computing power fewer models of Moogs, Arps, Prophets, and<br />

have made it practical to do waveshaping other classics, and more VIs that try to cap-<br />

within the oscillator itself in complex and ture the zeitgeist of many different analog<br />

great-sounding ways. Three instruments that I synths, put in a new interface without the<br />

know of illustrate this: Cakewalk Z3ta+, NI limitations of hardware.<br />

Massive, and u-he Zebra2. I expect others<br />

More hardware-based copy protection.<br />

have appeared that I don’t know about, and Piracy is absolutely ravaging the smaller play-<br />

Just for fun we sent a very simple note to<br />

our writers, asking them two questions<br />

(with leading answers just to get the<br />

still more will show up before too long.<br />

I predict that Steinberg’s announcement of<br />

VST 3 will get a lukewarm response, and that<br />

ers, and we’re going to continue seeing more<br />

softsynths using dongles, integrated controllers,<br />

and other related hardware.<br />

crystal ball rolling):<br />

support from other manufacturers for the<br />

2. Hardware synths will all offer VI front<br />

1. What predictions do you have for the VI new spec will be spotty, at least until Q2 of ends. We’re already there with the Virus TI<br />

world in 2007? [NB’s example: 64-bit com- 2008.<br />

and the Roland SH-201, but as time goes on,<br />

puting—which you are free to agree with or 2. Wire? Why do you need a wire? The fully all hardware synths will need to offer a VI<br />

not.]<br />

wireless studio is only a matter of time.<br />

front end for integration into the DAW.<br />

2. How about for the future in general? (Thanks to Dave Smith for suggesting this<br />

Lee Sherman:<br />

[NB’s answer: everything will be connected utopia to me.) Walk into the studio, plug in a 1. The few remaining classic instruments<br />

by a single wire. We’re almost there with pro- power cord, and your hardware can talk to that have yet to be emulated will find their<br />

grams that send audio and/or MIDI over anybody else’s hardware wirelessly. Audio way into software form.<br />

Gigabit ethernet, but in a couple of years channels, MIDI, all configured automagically. 2. We’ll see entirely new virtual instruments<br />

Fibre Channel or something else should make You know what I’d like to see, but don’t that don’t just mimic classic hardware but<br />

this the norm.]<br />

expect to see anytime soon: a resurgence of instead go off in exciting directions made<br />

enthusiasm among the general public for possible by today’s user interface paradigms<br />

Chris Meyer:<br />

music made with electrons. It seems to me and processing power. NI’s Massive is a prom-<br />

1. Sound libaries will continue to grow to that the problem of how to make amazing ising first step in this direction.<br />

the point that once we've installed them, sounds with computers is totally solved. If I Gary Eskow:<br />

there won't be room on our internal drives to never installed another plug-in, it would take Obviously, 64 bit computing, although the<br />

install the next major upgrades to MacOS or me a couple of hundred years to explore the only place it seems necessary to me is with<br />

<strong>Wind</strong>ows next year.<br />

musical potential of the stuff that’s on my my VSL Vienna <strong>Instrument</strong> samples... I’m per-<br />

(Which really brings the need for licensing hard drive today. But the career opportunities fectly happy with the processing I’m getting<br />

schemes to easily accomodate them being lag very far behind the technology. What we on my dual Opteron pre-64 bit right now.<br />

installed on external drives that we can move need is... I don’t know, a Keith Emerson for More and more fantastic classic synth mod-<br />

between our studio towers and live perform- the new millenium, I suppose. Somebody els.ance<br />

laptops—not—currently the case.)<br />

who captures and ignites the public imagina-<br />

2. Um, see parenthetical aside above. tion by jamming with a laptop.<br />

(CONTINUED ON PAGE 62)<br />

64 VIRTUAL INSTRUMENTS

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