Manny’s Modulation Manifesto: Solo Brass Voices

In the first article we discussed the basics of how Operator Frequency Ratios and Levels create the timbre, meaning the harmonic structure and intensity of the overtones in a sound. Additionally, we discussed how the Envelopes control the Modulator Levels to change the intensity of the overtones over time. In this article we will embark on our first example in programming specific Voices from scratch.

I like to start with brass Voices, as brass and brass-style Voices are nearly ubiquitous in all musical styles – from brass section stabs in pop and R&B, solo lead sounds in jazz and prog rock, orchestral horns in classical and movie soundtracks to ‘super saw’ synths in dance music and electronica styles. Not to mention that brass sounds were a large part of John Chowning’s development of modern FM synthesis, and FM synths are well known for these types of sounds.

I’ll cover both solo ‘orchestral’ and ensemble ‘synth brass’ (or “brassy synth’) type sounds. To start, let’s look at a solo trumpet sound. Reference the Voice “Brass Tutorial Voice” on Soundmondo. This is a recreation of a generic solo trumpet sound with velocity dynamics and a built-in delayed vibrato.

The components of this type of sound break down as follows: The basic timbre is a fairly bright waveform with all the integer harmonics/overtones present, which is softer in volume and with less brightness at low dynamics/velocity. During the initial attack it has a peak in volume and brightness as well as a short flutter, aka ‘spit’, of inharmonic overtones. After the initial attack, the volume gradually gets softer and the tone less bright. How gradually the volume softens and the overtones diminish depends on a player’s phrasing and breath capacity. Finally, the player will typically add vibrato with sustained notes.

Again, I’m using Algorithm 5 for this example because as a solo instrument sound, we only need one Carrier (Operator 1) and we want to be able to isolate the Modulator Operators 2, 3, 4 to clearly hear how they contribute to the final sound:

refaceDX Voices

So from our breakdown, the basic brass timbral structure has all the integer harmonics/overtones present, like a sawtooth wave. Thus Ops 1 & 2 are set to Frequency Ratios of 1.00 which as we demonstrated in Article 1 will give us all the integer overtones.

In choosing the Level and Feedback for the Modulator (Operator 2), remember what was covered in the first article on how setting the relative values of Level and Feedback act as a ‘waveshaper’ to shift the intensity of the overtones in the mid, upper-mid or higher harmonic ranges of the waveform. Since brass instruments have more pronounced upper-mid overtones compared to a standard sawtooth wave, you’ll see I’ve chosen to go with a higher Level and a lower Feedback setting for Op 2. This is what sounds good to my ear, so play around with these and tweak for what sounds good to you. Now also notice I’m using Feedback on the Carrier operator Op 1. This is something I haven’t touched on yet, so I’ll now explain why.

This requires a quick technical detour — if you remember from the Wave Example video accompanying the first article in this series, once you get above certain values for Modulator Level, the brightness and intensity of the overtones change in quirky ways with FM synthesis. This has to do with the mathematics of Bessel equations and is the main reason why FM can sound more ‘acoustic’ and respond more ‘naturally’ to playing dynamics than analog or subtractive synthesis. Acoustic instruments do not have a linear timbre response to input dynamics.

Put another way, the manner in which specific harmonics or overtones get louder or softer as you play louder or softer is not uniform. They often change at different rates relative to each other in response to playing dynamics. This is why filtered, fixed waveforms are only marginally successful in emulating the timbre and dynamic playability of acoustic instrument sounds. Since I said in my introduction of this article series that it’s “not about the math its about your ears”, let’s return to our regularly scheduled program…
reface DX keyboard
So — why the use of Feedback on Op 1, our Carrier? It is a way to get more brightness in the high overtones of the sound in a more even or linear way than by continuing to increase the Level of Modulator Op 2. The companion video for this Voice will show the difference in how these settings change the sound, so make sure to check out this ‘reface DX solo brass example‘ (also linked on the Soundomondo page for the tutorial Voice).

Take time to play with these settings on your own and let your ears get familiar with the differences. Find what you like the sound of the most or what best fits your needs. The interactions of these settings within a range of just 5-15 increments can make or break the usability of a sound — or give you something really cool that you weren’t expecting, those ‘happy accidents’ that I like to call ‘haxidents’. That’s what I want you to get out of these articles — play with the settings and learn what it sounds like and if you get a nice haxident, save it for further exploration. So, in summary, Ops 1 & 2 are creating our basic brass timbre.

Moving on to the attack details of our trumpet sound. For brass instruments, it takes a few milliseconds for the lips to get up to speed, as it were, before the sound actually starts resonating. During these initial moments, the overtones are unstable and inharmonic as the pressure wave within the tubing of the instrument comes into stable resonance. So we’re going to recreate these transient, noisy type components of the sound — known as the “stuff” as coined by David Bristow — by using Operators 3 & 4. For the inharmonic portion of the attack, I’ve set the Frequency Ratio of Op 3 to the non-integer value of 3.67, with a very short Envelope and a high Velocity sensitivity. I also added just a taste of Pitch EG to Op 3 as well to emphasize the instability in the attack. Turn off Ops 2 & 4 and listen to just Ops 1 & 3. Play up and down the keyboard range at both low and high velocities.

Now, turn off Op 3 and turn on Op 4. Op 4 is creating the lip ‘flutter’ part of the sound. Again, there is something new here – you’ll see the Mode for Op 4 is set to Fixed, with a value of 63.09 which means that regardless of what pitch or note you play, Op 4 will have a fixed, or static frequency of 63.09 Hz. I did this because it best emulates the lips slapping together as they come up to speed. While technically this does change with the pitch played because of a brass player’s embouchure loosening or tightening as they play low or high notes, it doesn’t change in quite the same way the pitch scale does. Thus, using Fixed mode gives a better “lip flapping” emulation than using Ratio mode. Again, play up and down the keyboard range and at different velocities.

Next, turn on both Ops 3 & 4. Notice that Op 4 has the Velocity sensitivity set to 0. This is to emulate what happens in real brass instruments – there’s a lot of lip flutter relative to the volume of the sound with soft notes. Thus even when you play very softly you still get the lip flutter while the inharmonic overtones from Op 3 have a high Velocity sensitivity so they get stronger with louder playing.

An additional tweaking detail involves the use of Keyboard Rate Scaling – the “KSC-R” parameter on the individual Operator Page 2 with the Level/Velocity/Feedback settings:

level velocity feedback settings on screen
and listed as “KB.R” in the Operator Page 2 section of the Soundmondo editor:
operator levels view
This parameter controls how much each Operator’s Envelope rates slow down as you play lower notes on the keyboard and speed up as you play higher notes on the keyboard. You may ask, why are we using Envelope Rate Scaling? This is to mimic the behavior in real instruments where lower notes tend to “behave” slower than higher notes in regards to the attack and decay of both overall sound volume and the overtones’ intensity. In the reface DX implementation, the reference note is middle C, thus as you increase this setting the rates slow down for notes below middle C and speed up for those above. Small values will give a small change in speed across the whole keyboard range, and high values will create large differences.

Another way to look at it — assuming the master transpose is set to zero — is that when you play middle C you always get the default rates you set for that Envelope, no matter what the Key Scaling value. Then as you increase the Key Scaling setting, the rates will get slower below middle C and faster above. So you can see that the value I’ve set for our Carrier Operator 1 that controls the overall volume is fairly small – 15; while the amounts set for Modulator Operators 3 & 4 is much higher – 50 and 34 respectively. This is because in broad terms it best mimics real instrument behaviors, but more importantly it is what sounds good to my ears.

Play around with the setting for all the operators, turn them all to zero or set at extreme high values. Listen to how the ‘stuff’ in the attack changes up and down the keyboard, and set them where it sounds good to you. You also may have noticed the settings for Level Key Scaling as well. I’ll cover Level Key Scaling in detail in future articles, but in summary it allows for increasing or decreasing an Operator’s Level as you play up and down the keyboard range. In this Voice I’ve set them to balance the volume and brightness of the low and high notes. For the final polish you can see I set up a delayed LFO to create vibrato on sustained notes. Take some time again to play the sound up and down the note range, at different dynamic levels, and for different durations to see where the vibrato kicks in.

Now let’s incorporate the Effects and playing modes. Try setting Effect 2 to Reverb. Also try changing the Voice Mode from Poly to Mono-Legato to eliminate the attack portion for proper emulating of legato notes. Again, test out the sound, make some tweaks to your taste to the parameters we discussed … so there we have our solo trumpet sound!

But wait, there’s more! We still have a hidden ‘trick’ up our sleeve. In a mix or when playing with other instruments, you’ll often have to tweak a sound so it stands out, or dial it in so it sits just right. Usually this is done with EQ. For example, you may need to thin out a brass sound so that it won’t muddy the mix or mask other sounds. Or you may need to emphasize the top end to help it cut through the mix with some in-your-face ‘brassiness’. You could go back in and play with the Level and Feedback settings for Ops 1 & 2 to thin it out and ‘brassy’ it up, but to do this it typically requires the higher Modulator Levels where you’ll encounter those quirks of FM math.

For a more direct approach that doesn’t disturb our core Level & Feedback settings, instead set Effect 1 to Distortion. Notice how it thins the sound and makes it more ‘brassy’ – the Distortion effect has a basic parametric EQ, controlled by the Tone setting. This allows for some useful EQ and shaping of the tone without messing with our Levels and Feedback. Play around with various Tone settings; even play with the Drive setting. Don’t overlook the reface DX Effects section as a way to alter the character of your sound.

In the meantime, if you’d like to discuss this lesson, join the conversation on the Forum here.

In our next lesson, we’ll take a look at how to turn a solo brass Voice into an ensemble – now available here.

A little bit about the author:

Manny Fernandez has been involved with sound programming and synthesizer development for over 30 years. Initially self taught on an ARP Odyssey and Sequential Pro-One, he also studied academically on Buchla modular systems in the early 80’s. With a solid background in analog synthesis, he then dove into digital systems with release of the original DX7. Along with his aftermarket programming for Sound Source Unlimited, Manny is well known for his factory FM programming work on Yamaha’s DX7II, SY77, SY99, FS1R and DX200 as well as the VL1 and VL70 physical modeling synthesizers.

Manny’s Modulation Manifesto: Ensemble Brass Voices

To get the sound of more than one ‘instrument’ playing when we play a single note, we need to hear two or more sound sources with slight detuning when we play a single key. For this example, we’re going to recreate the classic bright, analog style synth brass. Reference the Voice “Synth Brass Tutorial Voice” on Soundmondo along with its linked video (you can also click this ‘Reface DX synth brass example‘ on YouTube).

The components for this type of sound are fairly simple, and break down as follows: Two detuned sawtooth waveforms with a moderately quick attack, a fully loud and bright sustain, with velocity dynamic for loudness brightness set to your taste. Thus, I’m going to start with Algorithm 8, which has two Carriers — Operators 1 & 3, each with their own single Modulators — Ops 2 & 4. Another quick detour on some more terminology I’ll be using going forward in these articles and the accompanying videos: I refer to Operators that connect vertically as ‘stacked.’ So Algorithm 8 has Ops 1 & 2 creating the first stack, and then Ops 3 & 4 make up a second stack of Operators.

refaceDX Voice Editor algorithm

I will refer to Algorithm 8 as having two 2-Op stacks. I refer to Operators that connect horizontally as ‘branched’. Thus in our first brass example Voice using Algorithm 5, we had 3 horizontally arranged ‘branched’ operators — Ops 2, 3 & 4. This created a 3 Modulator branch combining into Op 1.

refaceDX Voice Editor algorith flowchart 2

In Yamaha FM synths, there’s no such thing as ‘branched’ Carriers as they don’t connect with other Carrier — with the exception of the SY/TG77 and SY99. Their AFM synthesis engine allows for re-patching of up to three operator connections and a Carrier operator can be patched to also be a Modulator to another Carrier operator. In later articles we’ll go into depth with the differences you get when you use stacked Modulators versus branched Modulators. The fundamental difference is that branches allow for independent control of the harmonic contribution that particular Operator has on the sound, as I showed in both the first brass example Voice, as well as the “Wave Example” Voice from the first article. Reface DX also has algorithms with shared Modulators where an Operator simultaneous modulates two or three different Carriers at the same time, which I’ll talk about in a future article.

So back to our synth brass example. Ops 1 & 2 make up one stack, and Ops 3 & 4 comprise another stack. Because Algorithm 8 has these two independent stacks, to use analog synth terminology we have now created a “two oscillator Voice.” To get an ensemble type synth sound we will be detuning the OP 1 & 2 stack from the Op 3 & 4 stack. In this tutorial Voice I’ve set the detune to +4 on the Op 1 & 2 stack and set the detune to -4 on the Op 3 & 4 stack to create our ensemble style detuned ‘multi oscillator’ analog type sound. All the Frequency Ratios are set to 1.00 to create all the overtone series of a sawtooth type wave. Note I’ve set the Modulator’s Levels and Feedback to similar values, but not exactly the same as having slightly different timbres between the two stacks will better emulate the effect of two different instruments playing at once.

You’ll see I set the first stack Modulator Op 2 with higher a Level and lower Feedback compared to the second stack Modulator Op 4 which less Level and greater Feedback. To get some more ear experience, turn off Op 3 to just hear the sound of Op’s 1 & 2 and play a few notes. Then turn Op 3 back on and turnoff Op 1 to hear just Ops 3 & 4 and play some more notes, and toggle back and forth turning Ops 1 & 3 off and on to hear the difference. You can see and hear me doing this in the video link at ‘Reface DX synth brass example‘. Again, play around with the Level and Feedback values of Op’s 2 & 4 to tweak to your taste. Also as in our first solo brass example Voice, both Carrier Ops 1 & 3 have a little bit of Feedback.

For the attack bite we don’t have any Operators left to create any ‘stuff’ like the lip flutter or inharmonic components that we created in our solo brass example. So for this Voice I’ve used the Pitch Envelope to rapidly bend the pitch up and down during the attack:

Pitch Envelope levels

But you’ll also see the PEG section; I’ve only turned on the Pitch Envelopes for Ops 3 & 4. This creates a momentary exaggerated detune between the Operator stacks to create the attack bite. Toggle the Pitch EG off and on for both Ops 3 & 4 to hear the difference in the attack when the Pitch EG is active. This is also demonstrated in the video link. I’m going to finish with another Effect trick that helps ‘brassify’ a sound. This time I’m going to use the Delay Effect set to a moderate Depth but use a very short delay Time setting, a value short enough that I can’t hear it as an actual echo. In the synth brass tutorial Voice, set Effect 1 to Delay, and you’ll see it comes up with a depth of 30 and a Time of 6. The very short delay Time creates a phase cancellation effect in the sound, which makes it more harsh or metallic in tone. Try various Depths from 10-40 with Times from 0 to about 10 or 12. Remember, you want to set them so the delayed signal is set short enough and not too loud so your ear will not hear it as an actual ‘echo’ in the sound.

I’ve uploaded some additional brass Voices to Soundmondo to study what I’ve discussed in this article. To hear a fully tweaked-out sound using the approach discussed in the first brass tutorial Voice example, check out “Flugel Spit.” For a different approach to attack “stuff” check out “Mellow Trumpet 2” and “Trumpet Fanfare 2.” For some fully tweaked out sounds using the approach discussed in the synth brass tutorial Voice example, check out “Detune Saws” as well as at “Horn Swells” and “CS80-ish.”

Until next time, play around and have fun!

Want to discuss this lesson? Join the conversation on the Forum here.

Ready to move onto the next lesson on Synth Pads? Check it now.

A little bit about the Author:

Manny Fernandez has been involved with sound programming and synthesizer development for over 30 years. Initially self taught on an ARP Odyssey and Sequential Pro-One, he also studied academically on Buchla modular systems in the early 80’s. With a solid background in analog synthesis, he then dove into digital systems with release of the original DX7. Along with his aftermarket programming for Sound Source Unlimited, Manny is well known for his factory FM programming work on Yamaha’s DX7II, SY77, SY99, FS1R and DX200 as well as the VL1 and VL70 physical modeling synthesizers.

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