why a sinewave starts with a "click"?
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why a sinewave starts with a "click"?
Does anybody knows why while generating a simple sinewave (no matter what frequency) it starts with a 'click', which highlights a considerable amount of spectrum around the base frequency but disappears after a few miliseconds. The situation repeats with every single note. It does not click with portamento though.
I'm using 3osc on FL studio. The notes haven't got any ADSR settings applied. As I've said before this is a pure sine.
Is it because of phase problems or maybe 3osc sucks in this respect? Maybe it's just the nature of sinewaves?
edit:
btw. the 'click' is hardly audible but it can be easily seen in a spectrum analyzer.
I'm using 3osc on FL studio. The notes haven't got any ADSR settings applied. As I've said before this is a pure sine.
Is it because of phase problems or maybe 3osc sucks in this respect? Maybe it's just the nature of sinewaves?
edit:
btw. the 'click' is hardly audible but it can be easily seen in a spectrum analyzer.
I think if you set the attack value to be just barely off you can remove the click without depriving the bass of its weight
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- darkmatteruk
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one of the first things i learned about production was that you actually want that click there, aslong as its not rediculously loud.Xzazael wrote:I think if you set the attack value to be just barely off you can remove the click without depriving the bass of its weight
gives the kick a touch more bite
there are basically 2 options:
1. set the attack time to something like 8ms. this is what I would do, and I don't think it noticeably affects the sound.
2. bounce a sinewave as audio, and use that.
the reason for it is because if you think of a sine wave as going up and down above zero, if the oscillator doesn't start at 0 then when the sound hits, it starts at some random point. So the click is created by the speaker having to jump from 0 to that random point instantaneously: ie the waveform goes vertically up and then continues as a sine.
if you bounce it as audio, and edit the sample so that it starts exactly at the point where the wave form goes through zero, it won't happen.
does this make sense?
1. set the attack time to something like 8ms. this is what I would do, and I don't think it noticeably affects the sound.
2. bounce a sinewave as audio, and use that.
the reason for it is because if you think of a sine wave as going up and down above zero, if the oscillator doesn't start at 0 then when the sound hits, it starts at some random point. So the click is created by the speaker having to jump from 0 to that random point instantaneously: ie the waveform goes vertically up and then continues as a sine.
if you bounce it as audio, and edit the sample so that it starts exactly at the point where the wave form goes through zero, it won't happen.
does this make sense?

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It doesn't start at a zero crossing. This is basic stuff really 
Most likely this is due to the synth being used operating in a freerun/gated mode rather than being started and generated according to key presses.
EDIT - hadn't seen setspeed's post - wasn't aimed at you man

Most likely this is due to the synth being used operating in a freerun/gated mode rather than being started and generated according to key presses.
EDIT - hadn't seen setspeed's post - wasn't aimed at you man

www.scmastering.com / email: macc at subvertmastering dot com
Aimed at me? this is what I said. N?ot sure what the line is called but I thought axis would do lol.Macc wrote:It doesn't start at a zero crossing. This is basic stuff really
Most likely this is due to the synth being used operating in a freerun/gated mode rather than being started and generated according to key presses.
EDIT - hadn't seen setspeed's post - wasn't aimed at you man
Don’t worry about people stealing an idea. If it’s original, you will have to ram it down their throats.
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Sorry, it wasn't aimed at anyone at all, I just took ages to type it after several lunchtime pints 
Yes, it's the axis. It's very easy to understand why you hear a click when you consider that essentially it describes the movement you speaker makes. A vertical line requires your speaker to move at infinite velocity, to be in two places at once. Not happening.

Yes, it's the axis. It's very easy to understand why you hear a click when you consider that essentially it describes the movement you speaker makes. A vertical line requires your speaker to move at infinite velocity, to be in two places at once. Not happening.
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'Ello Macc
Do you make D&B tunes too cos I thought I saw your name on Beatport or one of those online shops...
Oh and ... just to be original - thanks for all your pearlers on here bruv - some real useful stuff there that might a good few years for a lot of the young'uns to get their head around (gain structure etc...)... oh yes i remember the old days when you had to find someone who knew their ish before you could find out ANYTHING about mixing.
but yeah - ta anyways mate - i hope you get some business through the generosity you've shown all over the place on this forum.
Do you make D&B tunes too cos I thought I saw your name on Beatport or one of those online shops...
Oh and ... just to be original - thanks for all your pearlers on here bruv - some real useful stuff there that might a good few years for a lot of the young'uns to get their head around (gain structure etc...)... oh yes i remember the old days when you had to find someone who knew their ish before you could find out ANYTHING about mixing.
but yeah - ta anyways mate - i hope you get some business through the generosity you've shown all over the place on this forum.
Personally I'm not keen on the clicking sound. IMO it's better to add a tiny amount of attack with the ADSR, then reshape the transient with some careful compression to retain that 'kick'darkmatterUK wrote:one of the first things i learned about production was that you actually want that click there, aslong as its not rediculously loud.Xzazael wrote:I think if you set the attack value to be just barely off you can remove the click without depriving the bass of its weight
gives the kick a touch more bite
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- darkmatteruk
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im not that keen on it either to be fairOMM-0910 wrote:Personally I'm not keen on the clicking sound. IMO it's better to add a tiny amount of attack with the ADSR, then reshape the transient with some careful compression to retain that 'kick'darkmatterUK wrote:one of the first things i learned about production was that you actually want that click there, aslong as its not rediculously loud.Xzazael wrote:I think if you set the attack value to be just barely off you can remove the click without depriving the bass of its weight
gives the kick a touch more bite
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