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programming with max/msp - Virtual Sound

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Chapter 3T - Noise generators, filters, and subtractive synthesis<br />

> Filtered pseudo-random sample generators<br />

In this kind of approach, the signal produced is filtered using a lowpass<br />

filter. We will speak further of this kind of generator in the section<br />

dedicated to lowpass filters.<br />

INTERACTIVE EXAMPLE 3A – NOISE GENERATORS – PRESETS 1-4<br />

OSCILLATORS AND OTHER SIGNAL GENERATORS<br />

In Section 1.2T, we examined the “classic” waveforms that are often found<br />

in synthesizers, such as the square wave, the sawtooth wave, and the triangle<br />

wave. Section 2.1T explained how these waveforms, when geometrically perfect<br />

(perfect squares, triangles, etc.), contain an infinite number of frequency components.<br />

The presence of infinitely large numbers of components, however, causes<br />

nasty problems when producing digital sound, since an audio interface cannot<br />

reproduce frequencies above half of its sampling rate. 3 (We will discuss this topic<br />

in much greater detail in Chapter 5.) When you attempt to digitally reproduce<br />

a sound that contains component frequencies above the threshold for a given<br />

audio interface, undesired components will appear, which are almost always<br />

non-harmonic. To avoid this problem, band-limited oscillators are often used<br />

in digital music. Such oscillators, which produce the classic waveforms, are built<br />

so that their component frequencies never rise above half of the sampling rate.<br />

The sounds generated by this kind of oscillator therefore make a good point of<br />

departure for creating sonorities appropriate for filtering, and as a result, they are<br />

the primary source of sound in synthesizers that focus on subtractive synthesis.<br />

In Section 3.5 we will analyze the structure of a typical subtractive synthesizer.<br />

It is, of course, also possible to perform subtractive synthesis using synthetic<br />

sounds, rich in partials, that have been realized using other techniques such as<br />

non-linear synthesis or physical modeling. We will cover these approaches in<br />

following chapters.<br />

FILTERING SAMPLED SOUNDS<br />

Beyond subtractive synthesis, one of the everyday uses of filters and equalizers<br />

is to modify sampled sounds. Unlike white noise, which contains all frequencies<br />

at a constant amplitude, a sampled sound contains a limited number of<br />

frequencies, and the amplitude relationships between components can vary<br />

from sound to sound. It is therefore advisable, before filtering, to be conscious<br />

of the frequency content of a sound to be processed.<br />

3 It is for this reason that sampling rate of an audio interface is almost always more than twice the<br />

<strong>max</strong>imum audible frequency for humans.<br />

from “Electronic Music and <strong>Sound</strong> Design” Vol. 1 by Alessandro Cipriani and Maurizio Giri<br />

© ConTempoNet 2010 - All rights reserved<br />

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