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The Kyma Language for Sound Design, Version 4.5

The Kyma Language for Sound Design, Version 4.5

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ases of those higher harmonics, artifacts of one of the basic facts of life in the digital domain: you cannot<br />

represent any frequencies above half of the sampling frequency.<br />

Next let’s see how the sawtooth is created be<strong>for</strong>e it is distorted by the Gain module. Double-click the icon<br />

named 3 key-mapped saws. This is a Mixer with three inputs: saw1, saw2, and saw3. <strong>The</strong> Mixer adds the<br />

outputs of all three of these <strong>Sound</strong>s and then multiplies the sum by the current value of !Volume. Since<br />

the Gain subsequently multiplies that result by ten and the value of !Volume can range from zero to one,<br />

the end result is that the sum can be multiplied by a number in the range of zero to ten, depending on<br />

where you set the value of !Volume.<br />

So far all we’ve seen is adding, filtering, enveloping, and distortion. When do actually get to the part that<br />

generates sound? Funny you should ask (did you?), because that is what we finally get to with this next<br />

and final level; double-click on saw1 to see its parameters. A KeyMappedMultisample uses an entire<br />

folder full of samples as its source material and uses the policy described in the Mapping parameter to<br />

map different samples to different MIDI key numbers or ranges of key numbers. In saw1, each sample<br />

from the folder is mapped to the range of pitches specified in the header of the samples file. Why use different<br />

samples <strong>for</strong> different pitch ranges? Because of that fundamental law of the digital domain: you<br />

can’t represent any frequencies above half the sampling rate. So the higher the fundamental pitch, the<br />

fewer harmonics its wave<strong>for</strong>m can have, because those harmonics, being at frequencies that are multiples<br />

of the fundamental, can quickly get high enough to exceed the half sample rate limit. That’s why saw1<br />

uses wave<strong>for</strong>ms with many harmonics <strong>for</strong> the bass notes, and wave<strong>for</strong>ms with only a few harmonics <strong>for</strong><br />

the really high frequencies.<br />

Take a look at the Frequency of saw1 and compare it to the same parameter field in saw2 and in saw3.<br />

If it is difficult to read everything that is in the Frequency field, position the cursor on the center line<br />

dividing the signal flow graph from the parameter fields until the cursor turns into a double-arrow<br />

pointing up and down. <strong>The</strong>n use the mouse to drag that center line upwards, making all the parameter<br />

fields larger so you can read their contents.<br />

Notice that the Frequency values differ by the value of !Detune1 and !Detune2. By making these<br />

three “oscillators” slightly out of tune with each other, you can get them to sometimes rein<strong>for</strong>ce each<br />

other, sometimes cancel each other, and generally get a more dynamic, evolving timbre than you would<br />

be able to get out of fixed frequency oscillators. Try this out right now. Select 3 key-mapped saws (the mix<br />

of the three sawtooth oscillators) and choose Oscilloscope from the Info menu. Experiment with different<br />

values <strong>for</strong> !Detune1 and !Detune2.<br />

Now, what about this expression in the Frequency field?<br />

!KeyNumber smoothed nn + !Detune1 nn<br />

This is saying that the frequency is the MIDI key number in units of note number (nn) plus some fraction<br />

of a half step that depends on the value of !Detune1. <strong>The</strong> smoothed means that when you change from<br />

one note number to another, it will take 100 milliseconds to make the transition, rather than making it<br />

instantaneously.<br />

Modifying the Example<br />

Now it’s time to start mutating the <strong>Sound</strong> in order to both gain a deeper understanding of how it is put<br />

together and to start building your own <strong>Sound</strong> library. First, close the <strong>Sound</strong> editor, and make a duplicate<br />

of delayed saws so you can retain the original <strong>Sound</strong> and make your changes to the duplicate. (Do this by<br />

selecting the icon and using Ctrl+D <strong>for</strong> duplicate). To change the name of your new <strong>Sound</strong>, make sure<br />

DuplicateOfDelayed saws is still selected, and hit Enter. This gives you a dialog where you can enter a<br />

new name <strong>for</strong> the <strong>Sound</strong>; you might as well call it ‘my saws’, just to be stunningly original.<br />

In order to keep track of which <strong>Sound</strong>s came with the system and which ones you design yourself, you<br />

can create a new <strong>Sound</strong> file (by typing Ctrl+N and selecting <strong>Sound</strong> file as the file type) and drag the my<br />

saws icon into this new window. Save it on the disk, creating a new folder <strong>for</strong> the purpose called my examples<br />

and giving the file itself a memorable name like my analog.<br />

At this early stage, this may seem like just an exercise, but in fact, it is a good idea to start using <strong>Sound</strong><br />

files to categorize and organize your new <strong>Sound</strong> designs from the very beginning. As soon as you start<br />

tweaking <strong>Sound</strong>s, you start hearing things you’ve never heard be<strong>for</strong>e, and even if you are diligently fol-<br />

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