Mastering MONTAGE: An FM-X Exploration Part 1

FM-X Study: A Detailed Look at an FM-X PART

We will look at four separate FM-X Parts, each built from a simple two Operator Stack – where Operator 1 is modulating Operator 2. We have deconstructed a Multi-Part Performance to take a closer look at what makes this FM-X tick. Then we will assemble all four Performance PARTs and hear them in context of a full MONTAGE Multi Part Performance.

PERFORMANCE: P4

Here we have an FM-X PART using just two Operators (OP1, OP2) to illustrate the variety of wave shapes you can build with just these two components interacting. Download the file “P4.X7B” (located at the very bottom of this article). Unzip the file and open it with MONTAGE Connect. You can do so by going to LOAD, highlighting the File Name and clicking “LOAD” while the MONTAGE Connect application is ONLINE. This will send the tutorial Performance to the Edit Buffer of your MONTAGE. It will not overwrite anything currently in your User Bank. You can work with it and explore while it exists in the edit buffer.

P4view
From the HOME screen, we have activated the alternate VIEW: touch the “View” box (turns green) to flip to the alternate information view. Move the cursor highlight Down to highlight the “PART 1 TYPE/NAME” box (as shown above). When the cursor highlights the Part name, notice the Faders become Part “Element/Operator” Level.

Basic FM-X

The new “View” screen can show us much about this particular sound. This Performance contains a single FM-X Part (Part 1) made from just two Operators. Operator 1 is the Modulator and Operator 2 is the Carrier. If you are new to FM synthesis. Carriers are always on the bottom of the Algortihm diagram, Modulators are always stacked above). Carriers can output audible sound, Modulators are not audible directly. To understand this important basic, think of the Carrier as the violin string – when placed in motion by the bow, you hear it making the sound we identify as the violin. Think of the Modulator as the left hand applying vibrato – you hear the effect of this movement manifested as a subtle change in the pitch of the sound; above and below the original pitch. You do not hear the vibrato (Modulator), directly; you hear its affect on the Carrier. If you remove the right hand violin bow from the strings, the Modulator (left hand vibrato) is inaudible. It makes no sound on its own. You only hear it when it is modifying the Carrier. And so it is here in FM synthesis. You can see that Faders 1 (99) and 2 (99) are up full, while Operators 3-8 are all set to 0 (and are not used at all). The Faders 1 and 2 control the OPERATOR LEVEL. Lower each one in turn to understand this simple function. OP2 is audible. You only hear the affect of OP1 applied through OP2.

Note: Raise the physical Fader to a point where it can “hook” the red LED indicator light. The red light is the actual stored Level setting. Until the Fader reaches that red mark, the Fader is not active. Both OP1 and OP2 are stored at a value of 99.

Note: While Operator 5 and Operator 8 are Carriers – they are not being used in this example – leave them set to 0 – we will be using just Operator 1 and 2 for these simple experiments.

When you remove the Modulator by lowering Fader 1, you hear that Operator 2 is a smooth, pure tone (this is a Sine wave assigned as Carrier), and as you raise Fader 1 you can hear the timbre (tone) starts to change as your reach about 3/4 of the way up. You are hearing the influence of the Modulator on the Carrier. Later we will see that because the initial Frequency of OP1 is exactly double that of OP2, this sets up for a very square/pulse type tone family: woody, hollow are words that come to mind. (Do not worry about this mathematical Frequency relationship right now, we’ll come back to it). 

If you raise Fader 1 but lower Fader 2, you hear nothing. This is because it leaves just the Modulator and you cannot hear the modulator (vibrato) by itself. Remember our violin example, Vibrato makes no noise, it creates no sound output, it influences the component that does (the Carrier).

Algorithm81You can see in the Algortihm diagram that Operator 1 is set to “Feedback” on itself. Feedback is a term you already know – it is similar to what happens when a microphone is pointed at the speaker that is reproducing its sound. The sound comes out of the speaker enters the microphone, out of the speaker enters the microphone and on, and on. The same principle was used by some guitar player back in the 1950’s and every guitar player since does a variation on the same thing: Feedback: the pickups of the guitar in proximity of the amp/speaker. This Feedback loop is one of the ways in FM synthesis you can build a more complex tone from the lonely pure sine wave. As the energy cycles back on itself it builds in complexity. In the original DX7 FM, this was an alternate method to making a more complex wave shape. In the mobile synth, reface DX, each Operator has the ability to Feedback on itself. The location of the Feedback loop, whether on a Modulator or on a Carrier, or whether applied to a single Operator or applied to a stack of Operators, will make a difference to its affect on the resulting tone. 

The single Feedback loop here, in the FM-X engine, is included to provide compatibility with legacy DX FM sounds (which had just the one loop per Algorithm), as we’ll soon see, the FM-X engine of the MONTAGE provides an updated, far more controllable method of evoking more harmonics from a single Operator. When the Feedback loop is located on a Modulator, you can deduce that it’s energy will be applied to timbre change, if the Feedback loop is on a Carrier you would anticipate you would hear its affect more directly.

In the screenshot below, PART 1 is selected (the cursor highlights the Part 1 “TYPE/NAME” area) and the normal “VIEW” is selected so that we can view the 8 Assign Knobs for PART 1 in the screen. You can toggle the new “View” with the normal HOME screen by simply toggling the [PERFORMANCE (Home)] button.

P4Home

We have deactivated the “View” function and Part 1 is selected. This allows us to see the PART 1 Assign Knobs and their current assignments

The parameters have been given Names so you can see and experiment with changing this sound in real time. They are: Frequency, Form, Skirt, Resonance, Feedback, EG Level, OP1 Decay, OP2 Decay. These 8 parameters have been selected for real time manipulation via the PART 1 AssignKnobs – they will be used to quickly fashion and shape the resulting FM-X wave. At this time, none of the Part Knobs has been linked to the Super Knob. At this point, parameters have been assigned to the 8 Part Assign Knobs. We will manipulate each KNOB directly so that you can hear and understand when and what each is doing. Later you can get in and design your own Knob templates. Here is a quick look at these parameters.

Note: Because of the initial percussive envelope you will need to continuously restrike the keys as you turn a knob to hear the results. The Envelope of this PART is set to be in the percussive family of sounds – which means the sound will die out even if a key is held continuously. Hammered, struck and plucked instruments have this type of envelope behavior. Use the screenshot above as a reference for your experiments – return to it as your  “start point”.

AssignKnob 1: Frequency (OP Freq)
“Operator Frequency” has been assigned to Knob 1. Turning this now will cause a change in the timbre (tone) of this two Operator stack. The fundamental pitch of the note you play is still identifiable, but the timbre, the harmonic relationship, is changing. The tone is getting brighter as you turn Knob 1 clockwise. The fundamental pitch remains unchanged. So even with the little bit we know about FM synthesis so far, you know that we are changing the frequency of the Operator that is the Modulator, OP1. Using the Faders again listen to just Operator 1 and then Operator 2 to understand what each is contributing. If you think in terms of analog (subtractive) synthesizer structure, this would be similar to how opening a Low Pass Filter reveals more high harmonics. The sound gets brighter the higher you go with the Operator 1 Frequency. Instead of allowing more high harmonics to be heard by opening a filter, we are actually generating more high harmonics by increasing the Frequency of the Modulator. You don’t necessarily use this Frequency control in the same way as a filter, but the role is parallel; you are controlling high frequency content (harmonic content) which shapes the tone.

AssignKnob 2: Form (Spectral Form)
“Spectral Form” allows you to select ‘other’ waveforms and to construct other starting points when building a sound. The original DX7 FM was built on simple Sine wave Operators interacting. Each of the DX7’s six Operators output just a Sine wave. Since, by nature’s design, Sine waves contain no harmonics, this meant it was necessary to use at least two Operators to make a complex wave shape or you had to FEEDBACK the Operator on itself to generate complexity. In the FM-X engine, you get a variety of what are called “Spectral Forms” or wave shapes. There are two different Sawtooth waveform types, one called “ALL 1” and the other “ALL 2”. The word “ALL” here refers to all whole integer multiples of the fundamental – a fancy way of saying: All the harmonics in the harmonic series are generated. For those familiar with analog synths – this gives us the Sawtooth family of waves. 

Example: When you play the note A110, the second harmonic is A220, the third harmonic is E330, the fourth is A440, the fifth is C#550, the sixth is E660 – and so on – whole integer multiples of the fundamental form the “harmonic series”.

You also get two Pulse Spectral Forms, one called “ODD 1” and the other “ODD 2”. The word “ODD” here refers to the fact that every other harmonic is generated – just those that are odd number multiples of the fundamental. When you play A110, the next harmonic would be E330 (third), the next C#550 (fifith), and so on –  just the ODD harmonics.

And finally you get two different Resonant Waveforms – Resonance is when there is a loudness peak, so that a particular region of the harmonics are louder than their neighbors. “RES 1” and “RES 2”.

The “1” and “2” after the Form type are described as being ‘broad’ and ‘narrow’ variations of each category.

You don’t have to know the math of this, instead: let’s use our ears. If you are familiar with analog synthesis, you now know how to start to build sounds that use Sawtooth, Pulse (square) and Resonant Waveforms as the source. In the FM-X engine you can do it with a single basic Carrier Operator by selecting the Spectral Form that gives you the harmonics you want. Sawtooth waveforms contain every harmonic, Pulse waves contain only the odd harmonics. But beyond just selecting a single wave as a source, you can fashion it to a great degree for a wide array of tonal possibilities, as we’ll see.

When Spectral Form = Sine you’ll initially have no harmonics while these other six Form types are rich in harmonic content right away. Knob 2 will allow you to switch (select) between these different SPECTRAL FORM starting points. Lower Fader 1 (Modulator), so that you will hear just OP 2: the Sine, Sawtooth (All), Pulse (Odd) and Resonant Waveforms generated by OP2.

Try the following: Return AssignKnob 1 to 0, and slowly turn KNOB 2 clockwise and listen for the timbre change. 

Summary: A Sine wave, as Carrier, will only produce the fundamental tone, any harmonics must be created by using a Modulator to influence that Carrier and shape its tone. What you will hear is that OP2 is the pure sine but if you change the SPECTRAL parameters, you will hear that it can take on harmonic character all by itself. This can have a profound affect on the resulting tone (even without the Modulator).

SpectralForm
Lets navigate into the architecture to see what we are actually changing with this KNOB 2. Shown above: [PART SELECT 1] > EDIT > touch “OP2” > touch “Form/Freq”

In Operator 2, highlight the “Spectral” parameter: “Sine”. Touch the box, the pop-in list shown in the screenshot above appears – listing the different Forms.

With KNOB 2 all the way down (counterclockwise), use the DATA WHEEL to select each one in turn, play a little on each of these Spectral Forms. Hear how the timbre changes in character. You may notice very little difference now between types “1” and “2” of each kind, initially. But also notice that additional boxes appear (“Skirt” and eventually “Resonance”) that will allow you to branch off in different tonal directions on these particular waveform selections! As we’ll see and hear in a moment.

For now just take note of the fact: the “Sine” is the pure tone – no harmonics; the “ALL”, the “ODD” and the “RES” families have completely different tones and will be variable using the Skirt and the Resonance parameters, when applicable. We’ll take a listen to that.

Return the parameter to the original “SINE” setting and get back to our “starting point”.

Closeup
Return to the HOME screen > Select “PART 1”. (Shown above). What happens when you turn Assign Knob 2 (“Form”) is you are actually switching between these 7 types of Waveforms (Spectral Forms). Here is a map of when that occurs – done by ear:

Sine: 0-19
All: 20-58
Odd: 59-97
Res: 98-127

You can hear a distinct change in the character of the sound – and it is rather abrupt at the value it switches. If you notice this, you may decide that is not a good candidate for real time manipulation but one that can be set specifically for a certain tonal character. After all, you rarely switch the source waveform during performing. You select the sound you want to play based on the original source waveform. We’ll see later how this can be put to good use. You should hear four distinctly different tonal families depending on the position of Assign Knob 2 (Form). If you are not hearing them make sure you set the Spectral parameter back to its original “Sine”.

Please return the Spectral FORM parameter set to SINE (Form = 0) as a starting point for these next experiments.

AssignKnob 3: Skirt
Skirt – all the FORMS have a ‘skirt’ (except the Sine). A ‘skirt’ flares out and is like an umbrella under which you have additional harmonics both above and below a center point. The wider the skirt the more harmonics are heard, and the narrower the skirt, the fewer additional harmonics will be heard. Turning the Assign Knob 3 assigned to “Skirt” while Form is a Sine wave (“Form” is a value between 0-19) – will result in no change in timbre. A sine wave generates no harmonics – so no matter how wide we allow the search, none will be discovered.

However, as soon as you pass the value 20 for the Spectral “Form”, the Spectral “Skirt” parameter  (Assign Knob 3) will engage.

Set FORM = 20, you should now hear a change in timbre as you change the Skirt setting.

For this experiment set Assign Knob 3 “Skirt” to about 96-100 so that it is very engaged. Now slowly turning Knob 2, Form, starting at 0.

You’ll recognize you can now find a difference between ALL “1” and “2”, between Odd “1” and “2”, and between Res “1” and Res “2”. By widening the Spectral Skirt you now have a different array of harmonic overtones/sidebands/frequencies that are being generated – you are now able to detect two distinct families of waveforms between ALL 1 and ALL 2 – which was not so apparent previously. Likewise between ODD 1 and 2, you now notice a new range of timbres available. The same with RES 1 and 2. Here is a value map once the Skirt is unfurled.

With the Skirt unfurled a bit, you can now hear distinct families of wave shapes, again by ear, turn the Assign Knob 2 FORM and hear the timbre families:
Sine: values 0-19
All 1: values 20-39
All 2: values 40- 58
Odd 1: values 59-78
Odd 2: values 79-97
Res 1: values 98-117
Res 2: values 118-127

You can see now that depending on what FORM is selected at the moment can greatly influence what timbres you will be able to get. FM-X is very interdependent this way. How wide the “Skirt” is set can determine the sonic result, as well. And a single Operator is capable of a very wide variety of tones all by itself. This is like having a fully programmable timbre option on every Operator – because on a per Operator level you can have an even wider array of musical starting points, as we’ll see as we dive deeper into this component.

Resonance will give very radical results, same as a resonant filter would in an analog synth. The frequencies will begin to leave the planet and go off into a range only your dog will fully appreciate. The RESONANCE knob, coming up next, you can anticipate that it will only function when the Spectral FORM is set to the range that gives “RES 1” or “RES 2” and will also be influenced by the width of the Skirt setting. (That is, when KNOB 2 is at a value of 98 or higher, and KNOB 3 is in play). Let’s hear that – in the next article, we’ll take a look at where this is assigned, for now just move the controls and observe results.

AssignKnob 4: Resonance
The concept of resonance can be understood as the frequency that is louder than the others on either side of it; it appears as a peak in the level graphic, at a specific frequency. It is very similar to when a certain pitch seems stronger in a particular room – we say the frequency is resonating. Some rooms, for example, may accentuate F#s, this frequency will seem to resonate in the room and ring longer and louder than other notes. This distinct ‘resonance’ sound is well known to users of analog synthesizers as there is often a resonant peak applied at the cutoff frequency of the Low Pass Filter.

It is also well know to any musician who has played a gig in a school gymnasium where there is one frequency that seems to just “howl” when the band plays. On many analog synths you could turn Resonance up enough to get it to howl. The tones you get from this end of the spectrum are familiar. And although no acoustic instrument actually accomplishes a Filter Sweep, (that is one of analog synthesis’ additions to the musical lexicon) – a rapid move through the frequency range accentuating a specific frequency at the Cutoff point of the Low Pass Filter. Classic sound. Here we are more precisely controlling the harmonic content while accentuation a specific central frequency. A proper analog synth-like Filter Sweep can be best accomplished by applying an actual Filter, here we are just discussing how FM-X deals with resonance at the wave construction level. The original DX FM had no filters (at all). FM-X has the same powerful 18 Filter types you will find over on the AWM2 sample-based side of the synth!

Please return FADER 1 back to 99, (set both OP1 and OP2 back to 99) so that we can again hear the influence of the Modulator on the Carrier. We have accomplished creating a more complex wave using just OP2 (Carrier)

AssignKnob 5: Feedback
Feedback is the output of a source being fed back to the input, creating a buildup in energy and in this case, since it is a Modulator being fed back on itself, a change in timbre. 

The original DX7-style FM at least one of the Operators in each Algorithm was being ‘fed back’ on itself, sometimes a stack of Operators were fed back upon themselves. The result was to open the door to a wider range of timbres. What you are observing above (FM-X) is the method introduced in the Yamaha FS1R back in 1998 – where it is a programmable function – not just a selection of Waveforms but a full set of variable parameters that can be used to dial in that source wave shape that is so important to building a sound.

Feedback
Here with Knob 5 we are dealing with the traditional DX7-style Feedback. To hear its influence clearly: Set the P4 Assign Knobs as shown above… then begin to slowly add “Feedback”.

AssignKnob 6: EG LEVEL
The more EG LEVEL (Knob6) you apply, the more you will hear the influence of the Feedback. Try EG LEVEL of 105, then experiment with FEEDBACK. The “chaos” at the extreme top values can be used as a noise compenent. “EG LEVEL” here is offsetting the Amplitude Envelope of the Modulator (OP1) lengthening its duration – making it easier to hear its influence. (We’ll take a look at that in a future article). The Algorithm diagram shows us that it is OP1 that is being fed back onto itself – the result is a more complex harmonic output, and by increasing the EG LEVEL with more influence over the Carrier. As you can hear, you can take this Feedback to the edge of chaos. The EG LEVEL allows the influence of the Modulator amplitude shape to increase. At minimum, the EG LEVEL prevents the Modulator from influencing the Carrier so the sound returns very much to a sine wave tone, but as you increase the EG LEVEL the Modulator has more influence over the Carrier.

AssignKnob 7 & 8: OP DECAY
Knob 7 and Knob 8 are “OP1 DECAY” and “OP2 DECAY”, respectively. Turning them left and right you can hear that one affects the total sound (OP2) the other affects those components modifying the sounding. Increasing the “OP1 DECAY” will have a paired affect to what EG LEVEL is accomplishing – it is changing the influencer, the shape OP1’s amplitude  (its engery), the modifier, is taking. If low values are sent, the influence is decreased (a really fast blip at the attack), but as “OP1 DECAY” is increased you can hear clearly how it can change the sound particularly when the FEEDBACK is also used. When you need inharmonic noise to add a bit of “spit” to an attack, set OP1 DECAY to create a short, quick burst of chaos at the attack. OP2 DECAY controls the overall duration of the sound we hear – it is the Carrier’s amplitude envelope. The relationship between these two can greatly influence how the timbre changes over time. If the OP1 DECAY is set higher than OP2 DECAY, the influence of the Modulator will last throughout the Key press, if set lower, notice that the timbre changes accordingly. 

When you combine the “Form”, the “Skirt”, the “Resonance” with the “Feedback” and fashion some control over the envelope shape of the audible Carrier and over what is being used to modify that Carrier, you can pretty much see how this goes just a bit farther than just simply having a Feedback loop on each Operator (ala the baby brother FM synth: reface DX) what you have here in the FM-X of Montage is a deeply programmable, continuously variable, waveform shaper per Operator. It is all about the family of tonalities you can build from these sources when combined to work with each other. 
_ Raise Fader 1 to bring back in the Modulator, OP1.

Try and the Family Tones
You can fashion wooden, metallic, nasal, broad, plucky, blippy, bell-like, clangy, buzzy, etc., etc., etc. Tones by just experimenting with Frequency, Spectral Form, Spectral Skirt, Resonance, Feedback, EG Level, and the Decay parameters. Experiment with what you have observed. See just how many different types of basic tones you can build using just these eight parameters.

Observe how OP1 DECAY and OP2 DECAY, change the entire character of the amplitude envelope. From short percussive envelopes to more plucked and struck envelopes where there is a longer duration. If OP2 DECAY is turned up and OP1 DECAY is short, the modifier’s energy dissipates before the sound dies out. We are simply building the source Waveform here, and using just two of the eight available Operators. You can begin to see that not only can you let your ears take the lead, but it is possible with some experimentation and observation to begin to decipher programming FM-X, by ear!

As we explore further, we will learn how to navigate to the actual parameter Assign locations – but for now, experiment with this 2-Operator stack, and the 8 Assign Knob parameters to hear the wide variety of tones you can produce. In the next article, we will take a look at another two Operator stack built from the same Modulator:Carrier, 2:1 tuning Ratio, with the same set of Assign Knob parameters and you can hear for yourself the variety of timbres that can be created. To say there are just 7 Waveforms is to not really understand what you have here (and all this before we even get to the Filters!). Until next time!

Join the discussion on this first article in the series on the Forum here.

Ready to tackle the next lesson? Check out Part 2 here.

Download here: P4.X7B

Mastering MONTAGE: An FM-X Exploration Part 2

P3viewHome

This single PART Performance contains an FM-X Part made from just two Operators. Just as in the previous example, Operator 1 (99) is the Modulator and Operator 2 (99) is the Carrier. Compare the setting on our 8 Assign Knob parameters (shown below) – these are what make the difference between these two Performance PARTS.

You can see that Faders 1 and 2 are still up full in a similar manner to the previous example.

This time when you lower Fader 1, you hear that Operator 2 is no longer just a smooth, pure tone (Sine wave) as in P4. This time OP2 has a more complex timbre all by itself, and as you raise Fader 1 you can hear the timbre (tone) change further. We know now that by altering the Spectral FORM and SKIRT we can generate a complex source Wave from just a single Operator.

If you lower Fader 2, you hear nothing. The Modulator cannot be heard by itself. You can see that Operator 1 is, again, set to Feedback on itself.

In the screenshot below, PART 1 is selected (cursor highlights the Part 1 TYPE/NAME box) so that we can view the 8 Assign Knobs for PART 1.

P3Home

The parameters have been given Names so you can see and experiment with changing this sound in real time.

AssignKnob 1: Frequency (OP Freq)
In the previous experiments we determined that Operator 1 (the Modulator’s) Frequency has been assigned to Assign Knob 1. Let’s learn about where and how this takes place. To do so let’s navigate to where Controllers are assigned to destination parameters. There are two methods to get there listed below – Learn to use both so that you can add to your navigation skills. 

From the HOME screen you can manually navigate to the Control Assign area as follows:

  • Press [EDIT].
  • Touch “Common” in the lower left portion of the screen.
  • Touch “Mod/Control” > “Control Assign”.

Alternatively, from the HOME screen you can take the following shortcut:

  • Press [SHIFT] + [HOME] (INFO).
  • From the “Overview” screen set the PART = “PART 1”.
  • Touch the box “Part 1 Control Settings”.

We want to see the setting assigned to PART 1’s Assign Knob 1.
Touch the “Auto Select” box so it turns green (active).
Move Assign Knob 1 (this will automatically select its setup screen).

AsKn1Freq

What you can learn from this screen is that physical controller (called the “SOURCE”) is “AsgnKnob 1”. Locate the SOURCE box – this is where you assign/select the Control. The parameter (or “DESTINATION 1”) is “OP Freq”, Operator Frequency. The “Curve Type” (STANDARD) and “Polarity” (Uni), you can see the graph (looks like a ramp) that increasing the Knob will increase the frequency. You can see that the OPERATOR RATE is being applied to only Operator 1 (value = +7).

Translation: The graphic next to CURVE TYPE represents what happens when the Knob is increased. You read it from left to right. You can understand this to mean: as the AssignKnob 1 is increased from minimum toward maximum the Frequency of this Operator will increase. The amount that it will increase will be detemined by the Operator Rate. You will notice that each of the 8 FM-X Operators could be included, or not, in this change – by setting an amount under the Switch for each Operator 1-8. Well, we are only using two (OP1 and OP2) so by placing a value next to Operator 1, we can conclude that turning this Knob will increase the Frequency of the Modulator at the Rate as set by the value shown – which is exactly what we concluded (by ear) in our first experiment. This screen is exactly *where* this change in Frequency is assigned to happen. 

See the +7 value for OP1 Rate, change it to hear and understand that it is the “depth” control or the amount of application of Frequency change of Operator 1. Try all values from +7 ~ 0 ~ -7, while tapping on notes. Make a setting for this value, then turn Assign Knob 1. Hear and understand how the frequency change can be reversed at the parameter assignment (and not just by changing the direction of the Assign Knob). In other words, experiment at all values. Observe that when Operator Rate = -7 you can hear how increasing the Assign Knob does the opposite of the +7 setting, it lowers the frequency of the harmonics – even though the Ratio is positive with a Standard Curve. This is very much akin to closing a filter in an analog (subtractive) environment. Hear how it darkens the tone (timbre). It could be described as “placing a blanket over the sound”, “removing air from the sound”, “rounding the sound down”, etc., etc.

Experiment by changing the Ratio parameter from positive to negative to hear and understand how controllers are applied. When Operator Rate is +7 but Ratio is set to a negative value, you have reversed the movement. The graphic changes to illustrate what you are hearing. 

Finally, change the Param 1 (Parameter 1) to see and hear how it influences the application of the Assign Knob 1. You will discover that “Param 1 = 5” is very much a linear application of the control, while a setting of “10” would apply the change very late in the movement of the knob. You have to move, see and hear this change for the concept to be clear. 

Return the sound to “start point” settings.
 
AssignKnob 2: Form (Spectral Form)
Spectral Form allows you to select from six ‘other’ waveforms other than the basic Sine wave and to construct other starting points. The setting of FORM = 113 will result in selecting one of the two Resonant Waveforms, “RES 1”. “RES 1” is described as being ‘broad’ (wide). In our previous article, we took a close up look at the parameter Assign Knob 2 is assigned to change. And we discovered that when the Skirt was unfurled a bit, we could recognize distinct differences in the “1” and “2” families of waveforms.

Sine: values 0-19
All 1: values 20-39
All 2: values 40- 58
Odd 1: values 59-78
Odd 2: values 79-97
Res 1: values 98-117
Res 2: values 118-127

Simply touch Assign Knob 2, and because the “Auto Select” function is active (green) MONTAGE will recall the Source/Destination assignment for this physical controller. Remember: Assign Knob 2 is changing the Spectral Form of the Carrier, Operator 2. As the Knob is increased the parameter is set to increase the value. The values between 98-117 are equivalent to selecting “RES 1”.

You can hear a distinct change in the character of the sound – and it is rather abrupt change at the change point. You should hear distinctly the 7 different tonal families depending on the position of Knob 2.

AssignKnob 3: Skirt (Spectral Skirt)
Skirt – all the SPECTRAL FORMS have a ‘skirt’ (except for the Sine). The wider the skirt the more harmonics are heard; and the narrower the skirt, the fewer additional harmonics will be heard. Turning the Knob assigned to “Skirt” while Form is Sine (“Form” is a value between 0-19) – will result in no change in timbre. However turning the Knob on any of the other six Forms will have a dramatic effect.

Our PART “P3”, starts with Form = “Res 1”; try moving the AssignKnob 3 through its range, listen for the change in timbre as you do; then set AssignKnob 2 to max (127) “Res 2” and try the same thing with AssignKnob 3. Notice an even more dramatic change.

P3Skirt
Simply touch Assign Knob 3 to view the assignment screen. As you increase the Assign Knob 3 you are setting the waveform to allow more harmonics. The screen tells us that we are adjusting the Skirt for OP2, the Carrier. 

AssignKnob 4: Resonance
We learned previously that the Resonance parameter will be effective on the “RES 1” and “RES 2” Forms. Turning the Assign Knob 4 with the initial settings of Performance P3 will have a dramatic effect on the resulting sound. We know that the FORM (113) is RES 1 territory, so we can anticipate that increasing Resonance will rocket the harmonics skyward. 

Note: If you need to return to the original Performance – you can simply click on RECALL in MONTAGE Connect and then the top icon showing the direction “COMPUTER > SYNTH”; This will resend the program to the Edit Buffer again – restoring it to original condition.

Touch Assign Knob 4 to view the assignment screen.

Resonance
Here the Operator Switch is turned on for OP2 which we know is the Carrier. So the Resonance movement should, indeed, be dramatic – even though the Ratio is only set to just +10. As you can hear as you move Assign Knob 4, a little goes a long way! Notice with a good ear you can “tune” (select) the harmonic that is sounding.

AssignKnob 5: Feedback
Feedback is the output of a source Operator being fed back to the input, creating a buildup in energy and in this case, since it is a Modulator being fed back on itself, expect a very subtle change in timbre. View the assignment by turning Assign Knob 5.

AssignKnob 6: EG LEVEL (Envelope Generator Level offset) 
This is Envelope Generator Level and when we navigate to Knob 6, we discover that the parameter is “OP AEG Offset”, and is being applied to the Modulator (OP1); Value = +7
Turning the Knob clockwise will increase; turning the Knob counterclockwise will decrease the Level of the Amplitude Envelope for timbre change. The more you raise Knob 6 the more you increase the influence of the Modulator. If you wanted to create an artful noise, a “spit” or some kind of chaotic noise at the attack of a sound, you would raise the “EG Level” (Knob 6) and lower the “OP1 Decay” (Knob 7), you could dramatically change the timbre of that chaotic noise by increasing the Modulator Frequency (Knob 1).

AEGoffset
The Polarity being set to Bi means that the parameter can be both increased and decreased from its originally stored value. And with this Envelope Offset, this means we can lengthen or shorten the length of time that the Modulator has influence. In a future article we will take a close look at the Amplitude Envelope Generator (AEG) of an Operator. AEG is a fancy term for, how the sound starts, what it does while it is in and how it exits in reference to its loudness (Amplitude). It describes the loudness shape of the sound. Yes, here we are offsetting that AEG but we will ultimately want to know how to setup that envelope. For now recognize that this OFFSET is being applied to or could be applied to each of the eight Operators with a differing amount of application.

Here we are simply offsetting the loudness envelope of the Modulator (OP1) so that we can easily make the timbre change component longer or shorter. 

AssignKnob 7: OP1 Decay/AssignKnob 8: OP2 Decay
Turning them left and right you can hear that they affect the duration of the Modulator and Carrier, respectively. The Amplitude Envelope shape.
Turn Knob 7 to view the Control Assignment: We will look at the “Destination 7” first = “OP AEG Decay1” (we’ll come back and explain Release later).

OP1Decay
Destination 7: “OP AEG Decay1” you see that Operator Switch #1 is active (green). The “Curve Type” is Standard, Polarity is Bipolar.

Translation: Turning this knob (Knob7) from 12 o’clock position will lengthen the envelope when turned clockwise and will shorten the envelope when turned counterclockwise. Decay determines whether the sound dies out immediately after the Attack portion. Does the sound remain at the same volume or does it diminish a bit while the key is held? Organ envelopes do not have any DECAY – they remain at the full volume all the time the key is held. A Piano envelope, by contrast, dies down a bit after the Attack portion and slowly dies out as time continues, so do all hammered, plucked or struck instruments. This behavior is considered “percussive”. The Decay setting determines if the sound dies out (or not) while a Key is held. This parameter is being applied to the Operator responsible for timbre change. The 12 o’clock position (64) represents the stored Amplitude Envelope Generator setting. 

AssignKnob 8: OP2 Decay
Turn Knob 8 to view the Control Assignment:

OP2Decay
Turning this knob from the 12 o’clock position will length the envelope and turning counterclockwise will shorten the envelope, but this time you are applying it to Operator 2 (the Carrier). Destination 8 “OP AEG Decay1”.

Translation: The difference between the Decay of the Modulator and the Decay of the Carrier is something best understood by using your ears. The Carrier will affect the overall output level, the Modulator will affect timbre change in the overall sound. So when the Modulator has a longer envelope than the Carrier it is modifying, its influence will last throughout the duration of the sound, when the Modulator’s envelope is shorter than the Carriers then its influence will be momentary.

Let’s now return to AssignKnob 7 and view the other parameter that is assigned to change when Knob 7 is moved:

W’e’ve moved the CURSOR highlight to show Destination 9: “OP AEG Release”. 

Note: It may not be immediately clear but, this control matrix is huge. Each Destination has its own settings for Curve Type, Polarity, Ratio, Parameter adjustment, etc. and there can be 16 Destination per PART! So the Curve Type and setting for this Destination can be different entirely from what we have setup for OP AEG DECAY 1 in Destination 7 which also happens to be under control of the same AssignKnob. So this one Knob is performing two different functions at two separate Destinations – each with its own response setting. 

OPaegREL
Notice it is assigned to affect both the Modulator and the Carrier: OP1 and OP2 Switches are active. “Curve Type” is Standard, the Polarity is Bi. Again the Ratio of +6 means this is a very limited adjustment – it is controlling Amplitude Envelope Generator RELEASE. Translation: what happens to the sound AFTER the key is released. So a little dab will do ya’! If you want the sound to ring out after you release the keys you can increase the RATIO in a positive direction.

Translation:
This is using Polarity = Bi. Moving the Knob from 12 o’clock clockwise will lengthen the Release time of both the Modulator and the Carrier, turning the Knob counterclockwise will shorten the Release Time. Release Time is the parameter that affects what happens when you let go of the KEY or the SUSTAIN PEDAL. It is how long it takes the sound to die out. As you can see by the Ratio setting – the Release amount is very subtle. It is not going to last for very long even when turned fully clockwise. Increasing the RATIO will impact the total length of time the sound lasts when the key is released. Between Knobs 7 and 8 you can create all kinds of envelope shapes for the sound. Notice how DECAY is different from RELEASE.

“Decay” occurs during the key being held, “Release” only occurs when the key is let go. If the Carrier Decay is very short, there may be nothing left to sound, even if the Carrier Release is set long.

TIME, LEVEL and Building FM-X Amplitude Envelopes
When you strike a Key, the behavior of the sound in terms of its loudness is describe by its Amplitude Envelope Generator. In analog synthesis this was called the ADSR (Attack, Decay, Sustain, Release) – and in general, this describes how the sound comes in out of the silence, if it is a percussive sound there will be a peak of loudness made by the Attack, it will drop off in level (Decay), and if it can be held, it will sustain, until the Key is released. But ADSR on four sliders is only one way to describe AEG. In the FM-X engine, you have series of TIME and LEVEL parameters that define this shape.

TIME is simply “how long” it takes to get somewhere.
LEVEL is simply “how loud” it is at that point.

The higher the TIME value, the longer it takes to get there. 
The higher the LEVEL value, the intenser the amplitude is at that point.

  • Press  EDIT .
  • Press [PART SELECT 1].
  • Touch “OP2”.
  • Touch “Level”.
  • Highlight TIME parameter “DECAY 1”.

TimeLevel
We experimented with AssignKnob8 set to control OP2 Decay. Here is where that particular parameter lives. Working with OP2 (Carrier) above, you will quickly understand how shortening and lengthening the Decay works. 

Highlight TIME parameter DECAY 1 (46) as shown above: Move this to a lower value (see and hear). Then move this to a higher value.  Time parameter DECAY 1 will impact what happens if you strike a key and hold it down. Lower values the sound will reach a LEVEL of 0 in spite of you holding the key – but as the values increase, you can get a longer envelope shape while the key is held, which means more time before LEVEL of 0 is reached.

Now this is important. When you change this parameter directly (Decay1), you can set it to 0 through 99 – getting the full range of the parameter. When we moved AssignKnob 8 (OP2 Decay) we were only moving through a specifically limited range of values (set by ear) and set by the RATIO setting. When you view the “OP2 DECAY” Assignment – it is Bipolar (which means we are using the Assign Knob to move above and below the stored value. The “stored” value here is “46”. So when we move the Assign Knob 8 from its 12 o’clock stored position, we can shorten and lengthen the duration of the sound – but notice the range is restriced by the Ratio setting. The RATIO setting being +20 limits the range of change. The larger the RATIO the bigger the range for the assigned knob to move above and below that stored setting.

If the Polarity was Uni this would mean we can move from the stored value but in one direction and back.  
 
Experiment with what you see and hear. Hint: the values are not a linear scale. They are designed and optimized for musical use, so the weighting of the time is concentrated in the short time area.

TIME: 

  • HOLD – the amount of time before the envelope begins, the time between Key-On and the Attack. You can delay the start of the envelope by putting a value here. (Careful, HOLD = 99 can be over a minute and half) Hint: Do not worry about the time. In seconds – set these envelopes by ear!
  • ATTACK – the amount of time between envelope start and the full Attack Level.
  • DECAY 1 – the intial decay in the sound. The Time it takes to reach Decay 1 Level.
  • DECAY 2 – the secondary decay in sound. The Time it takes to reach Decay 2 Level. If Decay 2 Level is 0 the sound will die out no matter you are holding down the keys (like a piano or any percussion instrument) If DECAY 2 Level is 0 the vibration of the instrument stops. If Decay 2 Level is a value other than 0 the AEG will eventually settle at that Level until you let go of the key. If you release the KEY prior to the TIME outlined by your AEG settings, the RELEASE parameter setting takes over. If you continue to hold down the key the sound will remain at DECAY 2 LEVEL indefinitely.

Experiment. In our next installment, we will look at two more Performances – each built, again, with just two Operators in the same Modulator:Carrier arrangement. But we’ll build an entirely different set of tones. In PERFORMANCES P4 and P3, the basic tuning of the OPERATORS was 2:1 – meaning that when a key is struck say A-440 – the Carrier outputs 440Hz, the Modulator outputs 880Hz (that is your 2:1 ratio). In the next installment we will look at two PERFORMANCE where the Modulator to Carrier Ratio is 1:1. The result will be an entirely different set of timbres. Until next time! 

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Haven’t had a chance to check out Part 1 of the series? Catch it here.

Ready for next lesson? Part 3 is now available here.

Download here: P3.X7B

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