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Akai EWI 4000m Electric Wind Instrument Akai EWI 4000m Electric ...

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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).

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