Glenn Poorman, May 2008
With input, editing and hand holding from Sean Stirling.
Additional input from Mark Smart.
Contents
Introduction
My interest in synthesizers goes back to the early 70s when I was a young
saxophone student. In late grade school, I was hooked up for private lessons
with a student from the local high school and I ended up studying with her
for several years. Her musical tastes and knowledge of genres covered a lot
of ground and she regularly opened my eyes to things well outside my narrow
field of vision. Her father considered himself somewhat of an amateur inventor
and had a great love for "toys" and so, between them, synthesizers were a
frequent topic and he had a lot of recordings that featured the fledgling
technology. We listened to the Beach Boys and talked about the use of the
Theremin. We listened to Henry Mancini and talked about the synthesizers he
used in the TV themes for "The Mystery Movie" and for "Cade's County." We
talked about the work of Wendy Carlos and the instruments built by Bob Moog.
We talked about the ARP units that fueled Pete Townsend's work on "Who's Next"
as well as Edgar Winter's "Frankenstein" (the synth heavy favorite of every
junior high kid in my home town). Over the course of the 70s, the use of
synthesizers steadily grew in rock and contemporary jazz. The 80s then brought
an absolute explosion as the New Wave sound became all about synthesizers and
these instruments threatened to replace the guitar as the number one
instrument in popular music.
It was 1984 when I came into possession of the Roland Juno-60. It was the
first synth I managed to lay my hands on for more than five minutes. The unit
actually belonged to a friend. He had stopped playing and left it with me
for the better part of three years before finally re-claiming it and putting
it up for sale. By then, I had already started recording my own music and
the 121normal studio was in its second location. I put a lot of miles on
that unit and the sounds of the Juno-60 permeated most of my recordings
that came out of that time period. The funny thing is, I never really
understood how the synthesizer worked or what the jargon on the controls
meant. I just tweaked knobs and sliders until I got the sounds I liked. The
Juno-60 allowed me to save the sounds in memory so I wouldn't have to repeat
my
hunt and peck process every time I fired it up. After a while, I
simply became good at remembering what the various sliders did even if I
didn't really know why they did it (
turn that doohickey over there so the
note makes that "dwap" sound).
Eventually analog units gave way to digital units and all the jargon was
replaced with a simple selection of patches that allowed only a moderate
amount of tweaking over digital samples. After a while though, people began
to find the sound of the digital units to be a bit too sterile and started
to pine for the fat warm sound of the old analog units. The 90s saw an influx
of analog synths hitting the market and many acts, including the big names,
were moving back to vintage synths. As we moved into the 21st century,
computer technology took over and many synths came in the form of software
that could operate as standalone computer programs or as plug-ins for your
favorite DAW software. Some of these programs were specifically designed to
emulate early analog units in every way. Others really took the whole idea
of music synthesis to brand new heights allowing the creation of sounds never
heard before. Regardless of which category these software synths fell into,
at their heart they were driven by the same basic components that drove the
early analog units and contained much of the same terminology. With the almost
unmeasurable amount of additional control provided in today's units though,
that
hunt and peck method of creating sounds that served me so well on
the Juno-60 is just about impossible today. For many hobbyists, this isn't
necessarily a problem as both modern hardware and software synths come with
enough presets to keep the average user busy for the life of the synth. If
you do want to go off and create your own sounds, a basic understanding of
sound synthesis has become an absolute must.
If you're an old hand at synthesizers and are already intimately familiar
with all of their components and how they work, then there's really no point
in reading any further (unless you want to add yourself to the list of
proof readers and editors). If you're like I was though and your eyes just
sort of glaze over at the site of all those knobs and selections, this might
make the perfect primer for you. In the sections that follow, I will describe
the basic components that make up the simplest music synthesizer. While some
of the terminology and functionality vary from unit to unit, I will attempt
to keep the discussion as general as possible without discussing any specific
vendors. Later, I'll touch on some added bells and whistles that many units
added on and then get into some of the options software brings to the table.
Sound (simple version)
Of the many definitions of the word
sound in the American Heritage
Dictionary of the English Language, the first reads as follows:
vibrations transmitted through an elastic solid or a liquid or gas,
with frequencies in the approximate range of 20 to 20,000 hertz, capable
of being detected by human organs of hearing.
That's a fairly cold definition for something that can be so moving when it
comes in the form of music. It's also a very human-centric definition as we
know that other members of animal kingdom are capable of detecting sounds
well outside the range of 20 to 20,000 hertz and that many instruments
generate frequencies outside of that range. For our purposes though, the
heart of that definition still works.
A sound is essentially made up of three components. Those components are
pitch,
volume, and
time. The pitch is the frequency of
the sound or in musical terms, the note. A sound also has some amount volume
both initially and over time. The sound also has a beginning and an end as
well as an initial attack and decay.
The
timbre of a sound is the combination of those three building
blocks and is the quality that distinguishes that sound from others. In
musical terms again, the timbre is the quality that allows us to distinguish
the sound of a piano from the sound of a clarinet or a human voice. A musical
sound generated by any source is going to be made up of an array of pitches or
frequencies. The base frequency is called the
fundamental while the
additional frequencies are called
overtones. The fundamental combined
with the overtones makes up the
harmonic series. The timbre of an
acoustic instrument is going to be determined as much by the shape, size, and
material of that instrument as it is by the origin of the tone itself. That
is because those aspects of the instrument's design will naturally suppress
or filter certain frequencies in the harmonic series giving that instrument
its unique sound.
In addition to the filtering of frequencies, the timbre of a sound is also
shaped by the sounds initial attack and subsequent decay in both volume
and filtering. This attack and decay shape is referred to as the
envelope.
Synthesis
By its very definition, a synthesizer is something that produces by synthesis
or by combining parts to form a whole. An electronic music synthesizer
provides components to simulate the various aspects of sound and then those
components are combined to produce what we finally hear.
There are actually several synthesis methods used in both hardware and
software units today. The method used by the earliest units and the method
we will focus on here is called
subtractive synthesis. In simplest
terms, this method of synthesis subtracts harmonic content from a sound by
passing that sound through an audio filter.
Another method of synthesis is called
additive synthesis. Using this
method, the multiple harmonics that make up the timbre of an instrument are
simulated by combining several waveforms. Each waveform has it's own volume
and envelope and is pitched to one of the harmonics of the original note.
Other types of synthesis found in today's units also include
Frequency
Modulation Synthesis (also called
FM Synthesis),
Wavetable
Synthesis, and
Sample Based Synthesis (just to name a few). Many
of today's units will actually combine several methods of synthesis into
one unit.
For our purposes, we are going to focus on the early synthesizer models
that used subtractive synthesis.
The Basic (Subtractive) Synthesizer
The main sections of a synthesizer are the
oscillator (provides the
initial sound with all its harmonic frequencies), the
filter (allowing
certain frequencies to be removed/enhanced providing more character to the
sound), and the
amplifier (providing volume). These three sections make
up the basic components of the synthesizer. On the original analog synths,
these parts were all voltage controlled and frequently referred to as the
VCO (
voltage controlled oscillator),
VCF (
voltage
controlled filter), and
VCA (
voltage controlled amplifier).
Among the original synthesizers and even among today's emulations, the
terminology used will vary from product to product with some vendors using
the english terms such as
oscillator and others using the shortened
acronyms like
VCO.
Oscillator

Figure 1. Basic Wave Shapes
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The heart of the synthesizer is the oscillator. The oscillator generates
the waveform. The frequency of the oscillator determines the pitch and
that frequency is determined by the key that was pressed on the keyboard
(or in a modern digital system, the MIDI note-on that was received).
Most synthesizers will offer their user a selection of waveforms to
choose from. At a minimum, the selection will likely include a square
wave and sawtooth wave and might also include other shapes such as a
triangle and sine wave. Some basic wave types are shown in figure 1.
These wave types generate distinctly different tones as you can hear
in the samples below.
As you can hear from the samples, the square wave resembles the sound
of a clarinet while the sawtooth wave sounds more brassy. Many units
also provide a pulse wave which is similar to a square wave
except that the upper and lower parts of the wave are not symmetrical.
These waves can resemble the sound of a saxophone or oboe depending on
where the pulse width is set.

Figure 2. Pulse Wave
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Most synthesizers will also provide additional oscillators allowing you
to generate more than one waveform at a time. These additional waveforms
are generated from the same key stroke as the primary waveform so they
sound in unison. The shape of the waveform can be independently set on
the additional oscillators. The frequency of the additional oscillator
can also be set allowing the added pitch to sound at an interval
relative to the primary pitch.
The samples below illustrate the sound of two oscillators triggered by
the same note with varied waveform and frequency settings.
Noise Generator
In addition to the oscillators themselves, the oscillator section of
most synthesizers will also include a noise generator. This does exactly
what you would expect based on the name. That is, it generates noise
(think of the sound of a television that is not getting a signal).
Just about all synth models provide the ability to generate pink noise
and many models also provide an option to generate white noise.
In the samples below, we generate a tone that is pure white noise
followed by a tone that mixes the noise generator with an oscillator
generating a sawtooth wave.
Filter
Once the sound is generated, the next stop is the filter. As we
discussed in the section on sound, a sound generated by any source is
going to be made up of an array of frequencies that make up the harmonic
series. On acoustic instruments, filtering of those frequencies occurs
naturally as a result of the characteristics of the instrument itself.
On the synthesizer, the filtering is user controllable. A waveform
generated by an oscillator will originate with its full spectrum of
frequencies intact. Using the filter, the sound can be modified by
removing and/or enhancing frequencies in the harmonic series. The most
common type of filter used in synthesizers is called a low pass
filter. The low pass filter allows lower frequencies to pass through
while removing higher frequencies that reside above a certain
cutoff frequency. This is where the subtraction in subtractive
synthesis occurs and this cutoff value is controlled by the user.
The following sample demonstrates a sawtooth wave that starts off open
and slowly has the cutoff value decreased and then increased.
Some synthesizers will also include a high pass filter which
works just the opposite of the low pass filter. In other words, the
high pass filter allows higher frequencies to pass while removing
frequencies below the cutoff.
The following sample demonstrates the same sawtooth with a high pass
filter applied and its value slowly increased and then decreased.
There are other types of filters you might see depending on the unit
or software. The band pass filter allows frequencies within a
certain range or band to pass through while rejecting frequencies
outside of that range. The comb filter removes frequencies
across the spectrum resulting in a frequency response consisting of
a series of spikes (resembling a comb).
In addition to removing frequencies, the filter also allows frequencies
to be enhanced by feeding a portion of the signal at the cutoff
frequency back through the filter again. This control is referred to as
resonance. Adjusting the resonance can generate some pretty wild
sounds and is generally responsible for the sounds that people consider
to be the most "synthy."
In the samples below, we play with both the cutoff frequency and the
resonance demonstrating how the two interact with each other. In the
first sample, we'll set the cutoff at a middle of the road location
and vary the resonance. In the second sample, we vary both the
resonance and the cutoff frequency.
Amplifier
The amplifier section of the synthesizer controls the volume of the
sound. On an analog synthesizer, the oscillators never really stop
oscillating. They are generating their waveform all of the time but
that sound is patched into the amplifier where it is stopped with a
zero volume (like a river running into a dam). The sound that you
finally hear is controlled by the two common parts of the amplifier
section. Those parts are the volume and the envelope generator.
The volume is a simple volume adjustment as it is on any piece of audio
gear. When a sound is generated (not taking the envelope into account
which we'll discuss in the next section), it is immediately heard at
the volume the amplifier is set at until such time that the sound is
stopped and immediately goes quiet. That is the basic tone as you can
hear in the sample below.
That is a somewhat harsh sound though. We can get more expressive by
manipulating the attack and decay of the volume using the amp section's
envelope generator.
Envelope Generator
In addition to the very basic components we've just described, the
synthesizer will also contain at least two envelope generators. You will
find one in the amplifier section and one in the filter section. These
envelopes are used to vary parameters over time and are generally
ADSR envelopes (where ADSR stands for Attack,
Decay, Sustain, and Release).
In the amplifier section, the envelope is used to control the attack
and decay of the tone and the parameters can be described as follows:
- Attack - how long it takes for the tone to go from zero
volume to full amplifier volume once the key is pressed.
- Decay - how long it takes, once the tone has reached
full volume, to decay down to sustain level.
- Sustain - the level the tone plays at after the decay
time has passed.
- Release - how long it takes for the tone to go from
sustain level down to zero once the key is released.
Figure 3 shows a typical ADSR envelope diagram.

Figure 3. ADSR Envelope
|
In order to further describe how these settings relate to the final
sound, let's look at some settings and listen to the effect. The values
used for the sliders or knobs that adjust the ADSR envelope will vary
from manufacturer to manufacturer so, for our purposes, let's assume
that the value for each of the parameters can be set to a value between
0 and 10.
Start with the basic tone again. The basic tone, as demonstrated above,
is the result of setting A (attack) = 0, D (decay) = 0, S (sustain) =
10 and R (release) = 0. It's important to note here that since the
S value is set to the maximum, the setting of the D value has no effect
(since we have nowhere to decay to).
In the next sample, we'll increase the attack to 8. This gives us a
long fade in. Still using the maximum sustain value and no release
value, the note fades in and then cuts off abruptly.
In the next sample, we'll put a medium attack on the note followed by
a medium decay down to a low sustain value. Still using a release of
zero, the note cuts off abruptly again.
In the last sample, we'll cut the attack and decay back to zero,
put the sustain back at full, and put a short release on the end.
As we mentioned at the start of this section, you will also find an
envelope generator in the filter section of a synthesizer. The envelope
works exactly as it did for the amplifier except that, in this case, it
is the filter cutoff that varies instead of the volume. The envelope
parameters are the same but their effect is a little different.
NOTE: In the parameter descriptions below, I will refer to the
minimum and maximum cuttoff frequency value. On the unit
I used to generate the samples, the minimum value is determined by the
cutoff frequency the filter is currently set to while the maximum
value is whatever the maximum for that cutoff can be (likely
20,000hz). All filter envelopes essentially do the same thing but I've
seen variances in how they relate back to the original cutoff
frequency setting. In other words, you might have to experiment with
your particular synth to get the same results.
- Attack - how long it takes for the cutoff frequency to go
from the minimum to the maximum value.
- Decay - how long it takes, once the cutoff frequency has
reached its maximum, to decay down to the sustain value.
- Sustain - the cutoff frequency after the decay time has
passed.
- Release - how long it takes for the cutoff frequency to
go from sustain level down to the minimum once the key is
released.
In this sample, we use the basic tone (amp envelope is A=0, D=0, S=10,
R=0). The cutoff frequency is set to zero as is the sustain frequency.
We then put on a medium attack and a slightly longer decay
.
So that sample started at the minimum (20hz), opened and then closed.
Listen to the same sample again only this time, we'll turn up the
resonance on the filter to bring out the effect.
In this last sample, we'll put a medium attack on the filter, set the
decay to zero, the sustain to the maximum, and put a slight release on
the filter.
NOTE: The release value only kicks in after the key has been
released so if you have the release on your amp envelope set to zero,
you'll never hear the effect of a non-zero release on the filter
envelope. So for this sample, we set the release value on both the
amp and filter envelopes to around three.
Note how the use of the filter envelope gives the overall sound a
brass instrument quality (like a trombone).
Envelopes are a lot of fun to play with and when you move beyond the
very basic hardware synths or into software synths, you'll find
multiple envelope generators that can be assigned to any parameter on
your synth.
Low Frequency Oscillator
A low frequency oscillator (or LFO) is used for modulation effects.
Unlike the oscillator used to generate tones, the LFO generates a
signal that is generally below 20Hz creating a pulsating rhythm rather
than an audible tone. The frequency and waveform of the LFO is
usually adjustable and generally the user will have the option of
using the LFO to modulate pitch and/or filter cutoff as in the samples
below.
Like envelopes, LFOs on the newer units or software synths can be
used to modulate just about any parameter or any function in your
synth. Multipe LFOs setup to modulate multiple parameters at varying
frequencies and depths can be used to create some very interesting
sounds.
Additional Components
We've covered the basics of the subtractive synthesizer. Most (if not all)
units provide several other bells and whistles though to make the unit more
interesting and musical. The added components vary and there's no way to
cover all of them but we can touch on some of the more common additions.
Portamento
The dictionary defines portamento as a continuous gliding movement
from one tone to another. This setting is often referred to as
glide depending on the manufacturer. Using portamento, you can
play an interval and hear a noticeable glide from one tone to the next.
Synths with portamento will provide a speed setting so that you can
adjust the speed of the glide.
The samples below demonstrate portamento of various speeds. The first
two samples use the same phrase at the same tempo. The third sample
slows the phrase down a bit so you can hear the glide. The last sample
is a very stripped down version of the phrase.
Arpeggiator
An arpeggiator function will repeat notes that you hold down on the
keyboard in sequence. For example, if you hold down a simple C major
triad (C-E-G) with the arpeggiator function turned on, you will hear the
notes repeat sequentially (like an arpeggio) as long as you hold the
keys down. The speed and manner in which the notes repeat are generally
user settings. Those settings will include speed, number of octaves and
the pattern (up, down, random, etc).
The samples below demonstrate the arpeggiator function on a simple C
major chord (C-E-G-C) varying the arpeggiator settings. The last sample
adds a little portamento for some extra flair.
Step Sequencer
The step sequencer is similar to the arpeggiator but it can do much
more. In simplest terms, the step sequencer allows the user to alter
synth parameters over a series of steps at a given rate. The basic
settings on the step sequencer are the number of steps and the speed.
The steps are broken up evenly and repeat at the given speed. The most
obvious use of the step sequencer is to set it up to sequence pitch.
Given a note (determined by pressing a key), you can setup the sequencer
at each step to vary the pitch relative to the original note thus
automatically playing a phrase. You could think of it like an
arpeggiator except that, instead of using multiple keys to determine
the notes, the notes are defined ahead of time relative to just a
single key.
That's just the beginning though. With a step sequencer, you're not
confined to only varying pitch. You can patch the sequencer into many
of the synth's parameters and even patch it into more than one parameter
at a time. For example, you could just patch the sequencer into the
filter cutoff. So now when you press a key, the note simply repeats but
with each repetition comes a change in the filter cutoff which you can
program at each step. Or you could patch the sequencer into both the
pitch and the filter cutoff varying both.
The samples below demonstrate some step sequencer uses.
If you want a good example of that sequenced filter usage, the next time
you have on a classic rock station and they play Emerson, Lake and
Palmer's "Karn Evil 9: 1st Impression - Part 2", listen for that
filter sequenced beginning just before Greg Lake starts in with
"Welcome back my friends to the show that never ends ..."
Polyphony
One limiting aspect of the early synthesizers was their lack of
polyphony or the ability to play more than one note at the same time.
This was largely a matter of cost as polyphony required additional
oscillators and a host of added circuitry and complications required
to make it work. Some early attempts at polyphony involved a marriage
of synthesizer circuitry and electric organ circuitry. The most
notable of these attempts were the ARP Omni and the PolyMoog. Yamaha
was one of the first companies to offer real polyphonic synthesizers
such as the CS-80 but these units were heavy and costly. The first
polyphonic unit to get wide usage was the Prophet 5 made by Sequential
Circuits. Their success gave way to the popular polyphonic units used
in the 80s like the Roland Juno-60 and the Korg DX-7. As more units
went digital or digitally controlled, the voice limitation became
virtually non-existent (120 voice polyphony).
Listen to some polyphony samples below.
Note about that last sample: In the overlapping notes sample,
we set the release value on the amp envelope somewhat high and play
a single note passage. You might be thinking that you could do this
with a monophonic synth and you would be correct. The difference,
however, is that that once you played the next note on a monophonic
synth, the release on the previous note would be immediately
interrupted. In the sample above, the release continues to ring while
the next note sounds because the unit is polyphonic.
Effects
As the circuitry inside of the various synth modules began to go
digital, manufacturers starting introducing effects into their units.
The extent of the effects generally depends on the unit but at a
minimum, today's synth units (either hardware or software) will
provide the time based effects such as chorus, delay,
flanger and reverb.
The samples below show how effects can be used to spruce up some
simple synth patches.
In this last sample, we'll use a patch from the Arturia Moog Modular
simulation to combine a couple of features and have some fun. This is
a step sequencer patch varying both the pitch and the filter with a
long digital delay applied for a really cool sequence. The sample is
the result of simply holding down middle C for a couple of measures.
Software
Today, software synths are everywhere. They are a revolution and keeping
track of them all is virtually impossible. Many of these synths are, at
their heart, subtractive synthesizers simulated via software or a combination
of a few different kinds of synthesizers including but not limited to
subtractive synths. Going into detail on any of these synths is well beyond
the scope of this writing. We can, at least, look at some of the synths I
have on my own system and give a brief overview of them.
Classic Emulations
Classic emulations are very much in style right now. That is, software
synthesizers that emulate vintage units. In most (if not all) cases
of classic synth emulation, firing up the software brings up a display
that looks just like the original hardware unit. One example of this is
the MiniMoog emulation by Arturia shown below.

Figure 4. Arturia Minimoog Display
|
Many of these programs can be used as standalone synths or as plug-ins
in your favorite DAW packages. As a standalone, sounds can be generated
by hitting the keys on the display using your mouse or by playing a MIDI
keyboard hooked up to your computer. As a plug-in, a software synth can
be fully integrated into your recording studio.
Using a program such as Arturia's Minimoog, you control your synth and
setup your sounds by using the knobs and switches exactly as you would
on the original unit. Arturia even makes a Moog Modular and ARP 2600
emulation (shown below) that requires the use of virtual patch chords
to edit sounds. These virtual patch chords behave just like the real
patch chords from the original hardware units.

Figure 5. Arturia ARP 2600 Display
|
Unlike the original units though, the niceties afforded via software
are generally added into these packages such as polyphony and a host
of digital effects. Using the Minimoog as an example yet again, the
software wakes up as a monophonic unit so as to emulate the original
exactly. Polyphony is easily turned on though and the number of voices
is a configurable parameter.
Beyond the Classics (Absynth 4)
The real fun comes when you break out of the past and embrace the
future. Software provides the ability to do things never done on the
old hardware units and many manufacturers have embraced this and
provided packages capable of generating sounds never heard before. One
of my favorites is Absynth 4 made by Native Instruments.
Absynth comes pre-stocked with hundreds of sounds and dissecting any of
them can be a little overwhelming. But if you activate the patch window,
then go to the "File" menu and select "New Sound" you'll see the
simplest possible patch you can have in Absynth and you'll see some
things you should recognize by now. Namely, a single oscillator
generating a single sine wave.

Figure 6. Basic Absynth Oscillator
|
You can click on the word "Sine" and change the wave shape. This
selection brings up a huge selection of different wave forms from
the very basic to some very complex forms. Absynth even allows you
to create your own custom wave forms.
Just under the oscillator in Absynth's patch window is a filter block
which defaults to being disabled. A single click wakes the filter up
providing selections of several different kinds of filters as well as
the parameters that control them. The default filter type is the low
pass filter and the available controls are the cutoff frequency and
the resonance, two parameters that should be very familiar to you by
now.

Figure 7. Absynth Oscillator and Filter
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Absynth allows three chains of oscillator and modifiers. Each chain
has two possible modifiers and these can both be filters as well as
other modifiers such as ring modulators or frequency shifters. In
another window, the "envelope" window, you can control both the master
envelope for the whole patch as well as envelopes for individual
parameters. In the figure below, you can see the envelope for the
first oscillator's volume. Since we're in software though, you can
look at it as an envelope diagram and edit that envelope graphically.

Figure 8. Absynth Envelopes
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In Absynth, you can create any number of envelopes and assign them
to any parameter. These envelopes can be as complex as you care to
make them. They default to your standard ADSR envelopes but then allow
the addition of breakpoints allowing the envelope to become
much more complex. In the following diagram and sound sample, we apply
an envelope to the pitch of the first oscillator changing the pitch
over time to approximate an old step sequencer. In addition we also
apply an envelope to the filter cutoff so that the cutoff varies over
the same amount of time as the pitch. In both cases, we use another
Absynth feature and that is to set both envelopes to "Retrigger" every
4 beats which will make the envelope shape repeat.

Figure 9. Envelopes applied to pitch and filter
|
With the those two envelopes applied, we can hold down a middle C for
four measures and get the following sound:
Another cool Absynth feature is the ability to morph from one wave
into another. With a single oscillator, you can load up two wave forms.
The morphing from one wave into another can be done a variety of ways.
You can manually drag the control to perform the morph. You can also
assign either an LFO or an envelope to the morphing parameter. In the
following sample, we load a Sine wave and a wave that sounds like an
organ. We then assigned an envelope to the morphing parameter. The
envelope is a simple ADSR setup to retrigger every four beats so the
resulting sound morphs back and forth between the two waves.
That is just very small taste of the type of manipulation you can
achieve using software and, specifically, Absynth. This really just
scratches the surface showing how it relates back to the original
concepts of subtractive synthesis. Once you get a good command of how
things work, there is really no limit to what you can create.
In this last sample, I've loaded up a preset from Absynth that uses
all three oscillators, all of the available modifiers and a whole host
of envelopes, LFOs and wave morphs. Again, holding down a single middle
C generates the following sound.
Conclusion
Synths are a blast no matter how you look at it. With the proliferation of
software synths, more people than ever have access. For the most part, you
can have a lot of fun picking apart the presets and experimenting in the
dark. A good grasp of how synths work, however, will go a long way toward
making your musical visions become reality. Armed with a little knowledge,
you can not only create the sounds you want to create but now you can also
look at how some of those presets were created and say "aha ... THAT's how
they did that." As with most things in life, a little knowledge can take
you a long way.
Most of all ... it's ridiculously fun!