What would be your perfect synthesis method?

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futures_untold
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What would be your perfect synthesis method?

Post by futures_untold » Mon Mar 14, 2011 11:32 pm

If it could be created, what would your perfect synthesis method be?

Mine would be a cross between waveterrain synthesis and granular synthesis.

Wavetable synthesis is cabable of a diverse range of sounds because for every wavetable, one can control the playback speed, the playback direction and the ability to randomise the playback direction by hopping between points in the wavetable.

'Graintable' synths can do better still. A decent graintable in theory can allow each segment/index poisition of a wavetable to have its own volume, pitch and pan position. That's on top of the benefits of wavetable synthesis as mentioned above (to be able to control the playback of the wavetable either forwards, backwards or in a random sequence).

It would get ridiculous if someone made a proper 'graintable vector synth, because then instead of having a 2D waveform, one could have a 3D waveform/terrain! Merging a vector wavetable with the powers of granular synthesis would be insane! :5:

Here are two images of vector wavetables, also known as a 'waveterrains'. The playback head can be moved backwards and forwards, along the X axis, closer and farther away along the Y axis and up and down along the Z axis. Combine that with the pitch, volume and panning of granular synthesis, and every coordinate in a given waveterrain would have near infinate possibility for variation.

Image
Image
/rant[/quote]
Last edited by futures_untold on Mon Mar 14, 2011 11:45 pm, edited 1 time in total.

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3za
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Re: What would be your perfect synthesis method?

Post by 3za » Mon Mar 14, 2011 11:35 pm

3d Wave Terrain Synthesis ;-)
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Sure_Fire wrote:By the way does anyone have the stems to make it bun dem? Missed the beatport comp and would very much like the ego booster of saying I remixed Skrillex.

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Re: What would be your perfect synthesis method?

Post by futures_untold » Mon Mar 14, 2011 11:37 pm

3za wrote:3d Wave Terrain Synthesis ;-)
Brap brap! lulz :)

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Re: What would be your perfect synthesis method?

Post by 3za » Mon Mar 14, 2011 11:42 pm

futures_untold wrote:
3za wrote:3d Wave Terrain Synthesis ;-)
Brap brap! lulz :)
I am not just saying it, because you said it. :lol:

I made a thread about 6 months ago.

Proof;
http://www.dubstepforum.com/viewtopic.p ... =wavetable

I can make a 1d wavetable now, but I still don't know how to make a 2d or 3d wave terrain synth in reacktor :(
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Sure_Fire wrote:By the way does anyone have the stems to make it bun dem? Missed the beatport comp and would very much like the ego booster of saying I remixed Skrillex.

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Re: What would be your perfect synthesis method?

Post by slothrop » Mon Mar 14, 2011 11:50 pm

Not really a 'synthesis method', but there are a couple of ways of arranging existing synthesis methods that I'd like to see:

i) something specifically tailored towards making subby basslines - basically, one oscillator with a bunch of waveforms (sine, triangle, various sampled 'not-quite-sine' things) plus maybe a noise / crackle generator and then an absynth-style configurable processing chain of the sort of thing that I use on a subby bass ie saturators and gentle overdrives and lowpass filters and EQs. It's the kind of thing that's normally a bit fiddly and involves loads of different plugins that would be brilliant to have in one 'box'.
ii) A reasonably versatile synth, with a keyboard mapper like a sampler, so I can create a clone of a given 'patch' and assign different versions of it at the same pitch to MIDI notes C1-B1, then have one version over a range of notes on C2-B2, then a completely different note at a range of octaves on C3-D3 or whatever. For all those little noises and swooshes and sounds that you use a few times in a tune in different versions, but don't want to arse around automating 517 parameters.

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Re: What would be your perfect synthesis method?

Post by Dreadfunk » Tue Mar 15, 2011 12:24 am

Brain Wavetable Mapping

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Re: What would be your perfect synthesis method?

Post by futures_untold » Tue Mar 15, 2011 12:27 am

Dzzzcht! Dzzzcht! (the sound of brain waves mapping out lol) :)

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Re: What would be your perfect synthesis method?

Post by hifi » Tue Mar 15, 2011 12:29 am

Dreadfunk wrote:Brain Wavetable Mapping
wtf lol


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Re: What would be your perfect synthesis method?

Post by Wrigzilla » Tue Mar 15, 2011 2:08 am

futures_untold wrote:If it could be created, what would your perfect synthesis method be?
Mindtable synthesis obviously.

Mindtable being where you think of a sound and it is instantaneously recreated in audio. :corndance:

Until then some kind of subtractive synthesis method where both granular and spectral processing is available (with a proper modulation matrix!).

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Re: What would be your perfect synthesis method?

Post by futures_untold » Tue Mar 15, 2011 2:13 am

Wrigzilla wrote: Until then some kind of subtractive synthesis method where both granular and spectral processing is available (with a proper modulation matrix!).
Sounds interesting, can you explain more?

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Re: What would be your perfect synthesis method?

Post by 3za » Tue Mar 15, 2011 2:21 am

8 oscillator ring-mod christmas tree synth.
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Sure_Fire wrote:By the way does anyone have the stems to make it bun dem? Missed the beatport comp and would very much like the ego booster of saying I remixed Skrillex.

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Re: What would be your perfect synthesis method?

Post by futures_untold » Tue Mar 15, 2011 3:41 am

3za wrote:I made a thread about 6 months ago.

Proof;
http://www.dubstepforum.com/viewtopic.p ... =wavetable
Wow, great minds think alike after all! But I'd want it taken to the next level with each coordinate or 'cube' within the larger block having its own volume, pitch and pan as minimum. 8) :5:


Interestingly, static_cast points out the flaw in our logic.
static_cast wrote:Actually, the technique above is a 2d wavetable. You're driving around this 2d surface - that is, you can control your longitude and latitude - and the height of the land is the output.
Now it seems it’s been a struggle to implement this 2D wavetable, let alone a 3D ‘cubetable’ (also mentioned in your thread).

I've taken this quote from m3m on the Reaktor forum, because I think it sheds light on a hack method of achieving what you want.
m3m wrote:--- 3 standard wavetables - made from audio tables, probably; call them WTx, WTy,WTz; units in range 0 ... 1 across and down each wavetable (IE you can play the table by scanning across it with a Ramp oscillator whose amplitude is set to 1, and you can use a modulation source to crossfade through your waves by modulating in the range 0 ... 1); set interpolation ON for both axes of each wavetable (I haven't done this in my screenshots, sorry - it's so the audio quality's higher and you can crossfade between waves).
Basic A also touches on the hack solution.
Basic A wrote:Just use the 3 wavetables (in a synth like Atlantis/Massive/Albino), automate the mix amounts, route the three outputs to one output.

Same thing in essence, but [scanning the coordinates] won’t be all on one fader…
Static_cast explains both the problem and nods towards the solution pretty well…
static_cast wrote: Actually, the technique above is a 2d wavetable. You're driving around this 2d surface - that is, you can control your longitude and latitude - and the height of the land is the output.

A standard wavetable is like a normal graph - you can control where you are on the x-axis, and the y-axis is the output.

A 3d wavetable would be more like... umm... a gas tank full of (stationary) smoke in a funny marbled pattern, where you move around the tank (you can control longitude, latitude and height) and the "result" is the opacity of the smoke at that point.

I'm not sure if a synth with a 3d wavetable exists. How feasible it is depends on how the wavetables morph into one another. If it's simply crossfading, then a 3d wavetable would not be complicated to implement at all and is basically tantamount to using a 3 oscillator synth and controlling the level of each. That wouldn't really be very exciting and you can rig up most synths with some kind of X-Y MIDI control to fade between oscillators. However, take the case of Massive. The wavetable position knob doesn't just crossfade between two wave shapes... in the more complex wavetables it's actually crossfading through many more (I think there are up to a hundred nodes or something like that, but I'd have to check). This is necessary in order to create interesting "morph" effects, otherwise it just sounds like, well, crossfading.

Now, if you have two axes instead of one, you could end up with that number, squared - so a hundred wavetables on one axis, a hundred on the other - that's 10,000 wavetables for one oscillator. Each of those being a few hundred samples, or more.

And even a "single" wavetable - no morphing - isn't as simple as it seems. Digital synth developers always need to avoid aliasing somehow, and with wavetable synths that often means using a different table (containing fewer or more harmonics) depending on which note on the keyboard is played. This means that even a single wavetable synth could actually be using several wavetables "under the hood".

To cut a long story short, to do it properly would take up rather a lot of memory and CPU. Of course, if you just want to fade between 3 wave shapes, you can just use a synth with 3 oscillators and adjust the level of each.
How do you make your 'cubetable' synth?

Start with one wavetable.

As static_casts has pointed out, with 1D wavetable synthesis we can choose which index position we want along the X axis and the Y axis is our output.

-----------------------------------------------------------------------

Make it 2D by adding more wave tables such that if we read only the first index position from each wavetable, we hear a new waveform as we move sequentially from one wavetable to the next. This gives us 3 axes already but would not yet be the ‘cubetable’ synthesis we’d like.

So far the controls would be as follows:

Our X axis control allows us to scan from index position to index position along an individual wavetable. This functions exactly as we know wavetable synthesis today. The Y axis control scans from wavetable to wavetable, always at the same index position on each wavetable (to keep things simple until we reach for the modulators! 8)). Our output is mapped along the Z axis as static_cast says above.

How do you swap from wave table to wavetable?

Surely as Basic A has pointed out, each additional wavetable could be routed into a mixer so we have control over the volume of each wavetable. Then when we want to swap between wavetables, as mentioned, we crossfade between them (or even automate a sequential muting system).

-----------------------------------------------------------------------

To get the ‘cubetable’ synthesis going, as static_cast points out, we’d need to layer a whole new set of wavetables on top of the first set and so on. This would mean having an ‘index slider’ control on the Z axis so we could crossfade from layer to layer.

I don’t know what axis (if any) the output would be on, because essentially we’re within the cube still (again like static_cast points out, within a ‘gas cloud’). Each X, Y & Z coordinate is a complete waveform that can be output. Maybe as we scan upwards and downwards between layers along the Z axis, the axes merely become swapped around so that the Z axis becomes the time domain while the X or Y axes become the phase domain?

Perhaps the easiest way to present such a synth would be to have a fully 3D GUI. The visualisation of such a cubespace would simply be a semitransparent block divided into segments. One would also have three slider controls determining the coordinates of the playback head, ie which blocks within the larger cube are 'read' for an audio output. The X, Y & Z controls would all need to be fully modulateable with envelopes of course so that we could have endlessly evolving sounds. :)

-----------------------------------------------------------------------

So the key is surely in handling the crossfading between the wavetables and different layer?

Your thoughts appreciated cuz I’m confused and beyond the limit of my certain knowledge lol

-----------------------------------------------------------------------

Here's a pic of how I've got things sussed in my mind...

Click to enlarge
Image

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Re: What would be your perfect synthesis method?

Post by Wrigzilla » Tue Mar 15, 2011 4:29 am

futures_untold wrote:
Wrigzilla wrote: Until then some kind of subtractive synthesis method where both granular and spectral processing is available (with a proper modulation matrix!).
Sounds interesting, can you explain more?
Ok, I'm sure we're all familiar with subtractive synthesis, so that part needs no explanation. Granular processing/synthesis is where you take really short sections of a sound and manipulate it (like say rearrange the order of these "grains", pitch shift then, apply different amounts of distortion etc). Spectral processing is where you feed an audio signal through FFT (fast fourier transform), do some math on it and then IFFT (inverse fast fourier transform) it to get the processed signal out (a bit of an over simplification).

I'm sure most of you are more familiar with granular processing than spectral based stuff. The infamous Paulstretch is FFT based and uses spectral processing to smooth out the timestretching. But with spectral based processing you can do far more than timestretching; basically it analyzes an incoming signal and then re-synthesizes it using sine waves. Then you can frequency shift harmonics, timestretch, reverse, remove harmonics etc with impunity.

I suggest downloading this freeware program http://www.klingbeil.com/spear/ to get a feel for spectral based processing and it's potential for changing sound (that and it's awesome).

What I'm envisioning here is the ability to say route an LFO to the duration of grain length or to the frequency of the selected harmonics or to the order of playback of grains or to the timestrech value of certain harmonics etc.

I'm sure this idea is probably impractical in real time (I'm looking at you Static Cast - or anyone else well versed in the art of DSP - to confirm/refute this. Besides the user interface would be well difficult to implement.

Explained enough?

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Re: What would be your perfect synthesis method?

Post by nowaysj » Tue Mar 15, 2011 5:41 am

slothrop wrote:something specifically tailored towards making subby basslines - basically, one oscillator with a bunch of waveforms (sine, triangle, various sampled 'not-quite-sine' things) plus maybe a noise / crackle generator and then an absynth-style configurable processing chain of the sort of thing that I use on a subby bass ie saturators and gentle overdrives and lowpass filters and EQs. It's the kind of thing that's normally a bit fiddly and involves loads of different plugins that would be brilliant to have in one 'box'.
Very strongly disagree with this. That chain of vsts that you normally apply after your synth is nearly infinitely variable with just freeware. Once you have every synth line, going through the same exact three processors, in everyone's toons... urgh, would be worse than it already is w/ massive. Just straight carbon copy clones.

The fact that it involves loads of plugins is what is brilliant about it!
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Re: What would be your perfect synthesis method?

Post by nowaysj » Tue Mar 15, 2011 5:44 am

Oh an my ideal synth would have sufficient controls that I could create a desired sound very quickly, yet was mysterious enough to allow me to bump into things in the dark.

Tough balance to strike.

I don't care if the synth has a series of real life ducks, robotic hands, and microphones in a box. I just want total control, and complete chaos when desired (which is still musically useful).

Get to it.
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Re: What would be your perfect synthesis method?

Post by Depone » Tue Mar 15, 2011 11:43 am

mine would be, close the dubstepforum window and open Logic :6:



:h:

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Re: What would be your perfect synthesis method?

Post by futures_untold » Tue Mar 15, 2011 11:46 am

slothrop wrote:Not really a 'synthesis method', but there are a couple of ways of arranging existing synthesis methods that I'd like to see:

i) something specifically tailored towards making subby basslines - basically, one oscillator with a bunch of waveforms (sine, triangle, various sampled 'not-quite-sine' things) plus maybe a noise / crackle generator and then an absynth-style configurable processing chain of the sort of thing that I use on a subby bass ie saturators and gentle overdrives and lowpass filters and EQs. It's the kind of thing that's normally a bit fiddly and involves loads of different plugins that would be brilliant to have in one 'box'.
ii) A reasonably versatile synth, with a keyboard mapper like a sampler, so I can create a clone of a given 'patch' and assign different versions of it at the same pitch to MIDI notes C1-B1, then have one version over a range of notes on C2-B2, then a completely different note at a range of octaves on C3-D3 or whatever. For all those little noises and swooshes and sounds that you use a few times in a tune in different versions, but don't want to arse around automating 517 parameters.
1> What about using a modular synth as it sounds like that's what you'd appreciate? Some of them are really easy to use like Karmasynth. Others are more complex yet still easy to use like Usine. The advantage is that you can have noise generators, effects and modulators hooked up in any fashion you desire, all taking up just one plugin slot in your DAW. Perhaps investigate some of the programs listed on this thread http://www.dubstepforum.com/the-modular ... 52052.html?

2> I don't knwo what to suggest for the keyboard mapper. Kontact and FAW Circle have good keyboard mappers if I remember correctly. Also, what about something like MIDIYoke?


Wrigzilla wrote:Explained enough?
Yup. Nice explanation. I can see why that would be a cool style of synthesis too! 8)

I know it's not quite the same, but until such a synth exists, one could use an existing set of plugins to achieve similar results...

Maybe Alchemy or Spear followed by RS-Met Corssover or DDMF Metaplugin to split your audio into different channels, dBlue Stretch (awesome timestretcher) followed by Melda Multiband Freqshifter or [url=SpectrumWorx]Little Endian SpectrumWorx and any other effects processing plugins you care to throw at it?![/url] :)

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Re: What would be your perfect synthesis method?

Post by futures_untold » Tue Mar 15, 2011 11:47 am

Depone wrote:mine would be, close the dubstepforum window and open Logic :6:



:h:
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Re: What would be your perfect synthesis method?

Post by 3za » Tue Mar 15, 2011 10:50 pm

futures_untold wrote:Your thoughts appreciated cuz I’m confused and beyond the limit of my certain knowledge lol
I am also a bit confused, and out of my depth here, but I will say this. A wavetable & wave terrain synth are different things.

A wavetable is a set of waveform on a axis you can crossfade between. Wave terrain you have a plane with peaks and troughs, and you can move on the x, and y, and the hight on the plane is your output (z). So the idea of a 3d wavetable, and a 3d wave terrain synth are very different.

I got confused when I first started looking into this, because I didn't know the differents between them. I realise now that I originally wanted a 3d wavetable were I have 3 axis to control, the wave terrain is just something I came across in my search for this, but I am now interested in that aswell now.

I still want to make/have a 3d wavetable synth, and after my dig about i would also now like a 2d wave terrain soft-synth if any are about?
nowaysj wrote:Oh an my ideal synth would have sufficient controls that I could create a desired sound very quickly, yet was mysterious enough to allow me to bump into things in the dark.

Tough balance to strike.

I don't care if the synth has a series of real life ducks, robotic hands, and microphones in a box. I just want total control, and complete chaos when desired (which is still musically useful).

Get to it.
They made it dude, it's called Absynth 5.
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Sure_Fire wrote:By the way does anyone have the stems to make it bun dem? Missed the beatport comp and would very much like the ego booster of saying I remixed Skrillex.

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