Synth Basics: Getting Started

We will start our exploration of synthesizer basics with a discussion of the basic building blocks. Oscillator_Filter_Amplifier. We highly recommend that you follow along using the Yamaha Editor for your particular synth.
_ Yamaha Motif XF Editor Standalone/VST
_ Yamaha MOXF Editor Standalone/VST
_ Yamaha S90 XS/S70 XS Editor Standalone/VST

*The Editors are available from the Official Yamaha Download site: http://download.yamaha.com

The Oscillator can be understood as the sound source, the object that creates the audible consistent musical vibration. Think of any acoustic instrument… there is something that is caused to vibrate at a consisent rate – this is the oscillation. There are only two categories of sound: Noise, which is random vibrations and Music, which is consistent vibrations. The air molecules around us are disturbed by the energy of the oscillation… while all music is noise, not all noise is music! Only when the vibration is consistent do we refer to air molecule distrubence as MUSIC.

The Filter can be understood as a modifier _ it is responsible for the timbre or tone of the instrument. In the real world things like the material an instrument is built out of will determine its tone. The kind of wood, or metal used in an instrument. The shape of that instrument also affects the timbre/tone of the instrument. In a synthesizer a Filter can be understood as a device that removes something (like a coffee filter or water filter removes something)… the synthesizer Filter removes harmonics. As musicians we should understand harmonics _ more on this in a minute.

The Amplifier can be understood as the device that controls the loudness _ both louder and softer. 

The Yamaha Motif XF-series, the S90 XS/S70/XS and the MOXF-series are based on the same 8 oscillator (Element) sample playback synthesis engine. They are extremely powerful synthesizers. While the Motif XF and MOXF can be edited fully from their front panels, the S90 XS/S70 XS must use the Yamaha S90 XS/S70 XS Editor Standalone/VST to access the Element level parameters that are at the core of sound designing. 

We will take a look at the basic concept of building a sound using the sample-playback engine found in all of these synthesizers. A brief look at the history of synthesizers is a good place to start. In the 1960’s experimentation with “voltage controlled” analog synthesizers was limited to College and University labratories. But by the early 1970s the first of the commercially “affordable” monophonic and duophonic synthesizers started to hit the market. These had a few geometric waveforms (triangle, saw, pulse, square, etc) as sound sources. Typically you had a buzzy bright Sawtooth waveform and an adjustable width Pulse waveform. The buzzy Sawtooth (and reverse Sawtooth, sometimes called Saw Up and Saw Down) was used to create everything from strings to brass sounds, while the adjustable width Pulse waveform was used to make hollow sounds (clarinet/square wave) through to nasal tones (oboe, clavinet/narrow pulse).

Analog Synthesizer Background
The fundamental building blocks in an analog synth are the sound source – the tone/timbre adjustment – the amplification.

BasicStructureThe VCO or Voltage Controlled Oscillator was responsible for creating the musical pitch.
The VCF or Voltage Controlled Filter was responsbile for shaping the tone/timbre of the sound.
The VCA or Voltage Controlled Amplifier was responsible for shaping and controlling the loudness.

This is also the basic synthesizer model that sample playback synthesizers are based on – with the significant difference that instead of shaping a handful (literally) of source waveforms into emulative sounds with voltage control, the sample synthesizer has an enormous library of highly accurate digital recordings of the actual instrument being emulated.

Without getting into a discussion of what can and cannot be replicated by samples versus analog voltage control, and other very inflammed subjects, let’s take a look at the yet unexplored possibilities that today’s sample playback engines offer. Particularly since the synth engine today has far more variety and many more directions you can explore. (If you only look back, you may only see the past… or something like that).

In most of the early analog synthesizer the oscillators, no matter how many, all shared the same filter and the same amplifier so that sounds had a specific type of movement. As we’ll see, in the sample playback engine here, you have 8 oscillators (Elements) each being a complete Oscillator-Filter-Amplifier building block. This “times 8” means you have a very flexible tone generating system that can be used to create extremely complex and detailed musical timbres.

SAMPLE PLAYBACK SYNTHESIS
The block diagram of the current Yamaha AWM2 (sample playback engine) is shown here. The significance of having a digital audio recording (sample) as the sound source is one that does affect the results. Naturally, if you start with a waveform that is an audio copy of the real thing, you can use the Filter and Amplitude blocks to refine the results and therefore, you can rely on it less to create the emulative resulting tone. Because a digital recording is a fixed entity, samples do work best on triggered-event musical instruments (percussion family).
BasicStructure2
Instruments that can sustain and be played with varying length notes, present a unique problem for digital recording based syntheszers. Samples are most often looped, not, as many believe, simply to save memory so much as to allow the keyboardist to intuitively control the destiny of the note-on event (note-length). In other words, if you are playing a flute sample, if the original player only held the note 8 seconds then you, as a keyboardist, would never be able to hold a note longer than that. (If you remember the early history of audio recordings being used in keyboards: the Mellotron had magnetic tape strips that engaged when you pressed a key, but you were limited to the length of that recording). Also, if you decide to play a note shorter than the original player, you need the envelope to move to an end strategy (Release) whenever you decide to lift your finger. Looping is a necessary evil in sample engines – it allows the keyboard to be used as an emulative instrument. Percussion instruments, like drum hits, are simple – they typically play their entire envelope without the necessity of looping (there are exceptions, the acoustic pianoforte being one of them). The Yamaha sample playback engine has added some new variations to the list of programming tricks to make emulative playing a reality. For many years velocity switching was the primary tool of the sample playback engines ability to change expression and articulations. The XA (Xpanded Articulation) Control allows for dynamic real time changes in active Element switching. These can be manually manipulated or adjusted by “how” you play. 

Translations: PEG, FEG, AEG and the LFO
Pitch, Filter and Amplitude are the pillars upon which the synthesizer is built. The fundamental structure again follows the paradigm of the analog synth engine. The Envelope Generator (EG) is a device that is responsible for how things change over time: the envelope “shape” (called “contour” on a MiniMoog) determines how it comes in at key-on, what it does while it sustains, and how it disappears at key-off. For example, some instruments can scoop up to a pitch or drop-off of a pitch – this would be a job for the Pitch Envelope Generator. Some instruments change timbre and loudness as the note is held, for example, a slowly increasing trumpet note (sforzando) will need both a Filter Envelope Generator and Amplitude Envelope Generator to create the shape of the sound. A trumpet “fall-off” will require a Pitch Envelope to control the pitch over time. You can think of the PEG, FEG and AEG as a set of programmable parameters that control the shape or contour of the pitch, timbre and loudness of the oscillator from its start at KEY-ON, through to KEY-OFF until sound completely disappears. (ADSR is a common acronym that describes this tour: Attack, Decay, Sustain, Release).

The Low Frequency Oscillator (or LFO) is literally responsible for outputting frequencies that are sub-audio. We can hear musical tones between the frequencies of 20 cycles per second and 20,000 cycles per second. Above 20,000 we know that dogs can hear it, but did you know that you do not recognize sounds below 20 cycles per second as a cohesive sound. The sound breaks up into separate events, spaced evenly. These are used as “rates”. We can apply a change to a sound one or two times every second. Or even change (called “modulate”) the sound five or ten times every second. These comparitively “low” speed oscillations can be applied to the Oscillator block (pitch), to the Filter block (timbre) and/or to the Amplitude block (loudness).
_ When a rate of modulation is applied to pitch we musicians refer to that as vibrato.
_ When a rate of modulation is applied to a filter we call that wah-wah.
_ When a rate of modulation is applied to the amplifier we call that tremolo.

Pitch Modulation Depth – it sounds so scientific. But as musicians we understand this as a musical gesture called ‘vibrato’. As piano players, we are fundamentally pitched percussionist and therefore, we do not encounter this musical gesture in our vocabulary of terms. But think of any stringed instrument – a violin or an electric guitar. The oscillator is a plucked or bowed string. Once in motion it vibrates (oscillates) at a specific frequency (musical note). The pitch is determined by the length of string that is allowed to freely oscillate – from the fret being fingered to the bridge. The shorter the length allowed to vibrate, the higher the pitch and conversely, the longer the length, the lower the pitch. As the player shortens that distance the pitch goes higher, you lengthen that distance the pitch goes lower. Vibrato is the action of rhythmically varying the pitch sharper and flatter by moving the fretting finger up and down the string. Pitch Modulation Depth = Vibrato. (Although the undulating speaker effect you could apply to a Fender/Rhodes Suitcase Electric Piano was called “vibrato” on the product… this was a classic misnaming of what really was AUTO PAN between two sets of speakers and was more properly referred to as “tremolo”).

Filter Modulation Depth – again scientific terminology. Here’s your breakdown: A Filter, you know what a filter does. A Coffee filter keeps the grounds from getting into the part of the beverage that you drink. A Filter removes certain ‘unwanted’ items and discards them. A musical Filter does this to the harmonics in a sound. As musicians we are at least familar with harmonics even if we cannot give a text book definition. Harmonics are what we as humans use to recognize sounds. It is part of our identifying process that can tell very minute differences in the harmonics within any sound. The text book definition will describe harmonics as the whole integer multiples of the fundamental pitch. If you pluck a guitar string, say the open “A” string; it will oscillate at precisely 110 cycles in a second. A cycle is one complete journey of a Wave. A sine wave starts at 0 and reaches a maximum 1/4 of the way through its cycle; at the 1/2 point the amplitude returns to the 0 line; at the 3/4 point it reaches the deepest minimum opposite the maximum; and finally it returns to the 0 line as one complete cycle. When the string is creating a pitch of 110 cycles you can imagine that a very high-speed camera could capture a picture of 110 of these complete cycles. But you would find a certain number of pictures where the string contorts and as the wave bounces back from the bridge you capture a picture where 220 cycles appear. And 330, 440, 550, 660 cycles, and so on. The number of pictures per second that would be 220 would be some what less than the number of perfect 110s, and the number of 330 would less still, and even less showing 440… these whole integer multiples of the original pitch 110, are the harmonics. When you match the harmonic content of a sound – the ear begins to believe it is hearing that sound. What a vocal impressionist does is attempt to mimic the harmonic content of the person they are trying to imitate. Hamonics are like the fingerprint of the sound. They are why we have no problem telling a Trumpet playing A440 and a Trombone playing A440 – Both are brass instruments and made from similar design. However, even when playing the same exact pitch, the loudness of each “upper” harmonics creates a unique and identifiable tone (timbre) and when we hear it we have no problem recognizing it. The job of a filter is to alter either upper or lower harmonics to mimic the instrument being emulated. A Low Pass Filter (LPF) allows low frequency to be heard and block high frequencies. The LPF is the most used on musical instrument emulations for a good reason: The harder you strike, pluck, hammer, blow through, or bow a musical instrument the richer it becomes in harmonics. So the Low Pass Filter mimics this behavior – often a LPF is used to restrict the brightness of a sound so that as we play harder, the sound gets brighter – this is true in nature. When you change the tone or timbre of a musical instrument in a repeated rhythmic pattern you are playing with the resulting harmonic content. The musical gesture is commonly referred to as “wah-wah”. And contrary to popular belief the first wah-wah was not developed initially as a guitar pedal. ‘”Wah-wah” as a musical term predates the guitar pedal – you can imagine some trumpet player or trombone player with a mute or plumber’s plunger using it for comic effect in the jazz bands of the 1920-40’s. The act of covering and removing your hand from your mouth can create a wah-wah sound – as you block high frequencies and then release them by removing your hand, rhythmically; you are applying Filter Modulation Depth.

Amplitude Modulation Depth – A amplifier is designed to either increase or decrease signal. Yes, I said it: “…decrease signal.” Changing the volume of the musical tone by increasing and decreasing the volume – again, as piano players we do not encounter this gesture – but there are instruments that can easily to this by increasing pressure and decreasing pressure being applied to the instrument. Tremolo is the musical term and usually a string orchestra executing a tremolo phrase comes to mind – or again the term is used on guitar amplifiers where rhythmically the volume is pulsed up and down. Amplitude Modulation Depth = tremolo. Famously the Wurlitzer Electric Piano featured a Tremolo for keyboard players, the FenderRhodes Suitcase models used an oscillator to PAN energy between the left and right pairs of speakers (they improperly called it “vibrato”, but you now know it was really a tremolo situation). Once you start breaking down synth terminology with what you already know as a musician you will find that all of this gets much easier.

If the synthesizer were only doing piano you can see that Pitch Modulation, Filter Modulation and Amplitude Modulation do not get called upon much at all. We should mention here that with analog synthesizers you had to use these devices to help build the sound you were emulating. But in the world of the sampled audio Oscillator – we can opt to record the real thing. And in some cases that is exactly what you will find. There are examples – and we will see these in future articles – where these musical gestures are recorded into the sample and we’ll also find examples of when they are created by the synth engine applying an LFO to control the modulation. Vibrato when applied by a human is imperfect, naturally. When applied by a mechanical engine it can be too perfect. Music is all about the subtlties.

The way that sample-playback synthesizers and the way that analog synthesizers function is based on the same basic block diagram – the biggest difference, obviously, is in the oscillator sound source area. Rather than being based on an electronic circuit that generated pitched tones in response to precise voltage changes, the pitched sound is provided by a digital recording of this tone set to play across the range of MIDI. This basic block diagram works for recreating instrument sounds – it is, not the only way to synthesize, but it survives because it works fairly well. In every acoustic instrument you have the same building blocks – a tone source (something providing the vibration/oscillation); the instrument itself is the filter (the shape and material used to build the instrument affects its tone); the amplifier can be the musicians lungs, cheeks, diaphram, it can be mechanical bellows, an attached resonant chamber, etc., etc. The synthesizer is trying to ‘breakdown’ how musical instruments do what they do by using the OSC-FILTER-AMP setup as a model. This is not a perfect system but it has great potential for exploration and new sound design possibilities.

Sawtooth Waveform Example
We’ll take a simple Waveform, the Sawtooth, and show you how it is shaped into Strings, Brass, and Synth Lead sounds using the basic synthesis engine. Through exploration this will show you how this same Waveform can used to build different sounds. Back in the early days of synths (1970’s) – I’m talking when MiniMoogs and ARP Odysseys roamed the Earth – there were really only two types of synth sounds: “Lead” sounds and “Bass” sounds. If you played high on the keyboard, it was called a Synth Lead sound, and if you played principally below middle “C”, it was called a Synth Bass sound!
SawtoothAN2015In this screenshot from the (free) AN2015 iOS App (Yamaha SynthBook) you can see the typical SAWTOOTH Waveshape traveling across the center of the screen. The built-in OSCILLOSCOPE in this analog synth app allows you to “see” the waveform shape as it is generated. Looking like the teeth of a saw, it has a charactistic ramp that travels up and then drops rapidly before repeating. You can imagine that since this is Note “D3” that there would be 293.66 of these excursions per second (the number of cycles per second of the pitch D3). A Sawtooth Down (not shown) would be a wave where the rise in amplitude would be immediate and this would be followed by a ramp traveling downhill (left to right) before it repeated. The sound is bright and buzzy – and as we will see it can be used to build both synth string and synth brass like sounds.

Programming those early analog synthesizers was a requirement because they predated the “preset”. Oh, there were booklets that showed you how to set the knobs or sliders to create a flute or oboe or clarinet or what have you, but at the end of the day, most people listening to you would walk up and ask: what that sound was ‘supposed’ to be. It makes me smile now at how close we thought we were with some of those sounds. But it can be argued that the reason that the analog synthesizer went away (ultimately) had to do with the demand for more and more realistic emulations of acoustic instruments (also polyphony was too expensive to acheive with just analog as a source). Now, that said, it is not that every person wanted this, but this is what (looking back) drove the direction of evolution. There are synthesizer sounds that are just synth sounds – and that’s cool. Some sounds are not trying to ‘be something else’. The so called, Sci-Fi side of synthesis – where you create a sound that exists without trying to BE some other instrument! That is the fun part of it…

We should mention, there are some things that can be done on an analog synthesizer, or a real saxophone that cannot be duplicated by sample playback instruments in the same way. That is always going to be true, whether emulating real or synthesized instruments – because you cannot manipulate a recording of some things in the same way you can manipulate the real thing. And for those things nothing will replace the actual instrument. But to consider that this is some kind of “limitation” is to give up without even exploring what NEW avenues are now open. And that would be a shame. There are a number of things you can do now, we daren’t even dream about back then! And that is what is for you to explore…

Let’s start by exploring a group of very different sounding VOICEs made from the same source Waveform “P5: SawDown 0 dg”

Waveform Number: 1366 in the MOXF and Motif XF Preset Waveform Library
Waveform Number: 949 in the S90 XS/S70 XS Preset Waveform Library

Used in the VOICE:
“Soft RnB” Preset 5: 055(D07) – in the Motif XF and MOXF6/MOXF8;
“Soft RnB” Preset 5: 060(D12) – in the S90XS/S70 XS;
 
(This is a Prophet V sampled Sawtooth Down wave; the 0 degrees refers to the phase of the stored waveform). For those not around then – the Prophet V (the “V” is a Roman numeral for 5) was one of the popular polyphonic synthesizers of the day… a big five note polyphony; priced at about one thousand dollars a note (as we used to say…) it opened the door to popularizing synthesizers in the early 1980’s. The golden age of synthesis was about to begin. Sawtooth waveforms come in two varieties; Sawtooth Up ramps up in amplitude and drops immediately, while Sawtooth Down starts at maximum amplitude and fades out.

In general, the Sawtooth Waveform is a very familiar ‘analog’ sound – this Synth Lead Voice is typical of the type heard extensively in the 1970s and 80s. And it is a good sonic place to start so you can see/hear how it is based on the same waveform that builds synth strings and synth brass sounds. Explore this Voice by playing it and taking a close look at the parameters as setup.

SoftRnB

Shown above is the Oscillator/Pitch” screen for Element 1 from the Yamaha Motif XF Editor (Voice mode) – This will look identical in the MOXF Editor and the S90 XS/S70 XS Editor as well.
The VOICE being shown is “Soft RnB” Preset 5: 055(D07) You navigate to the above screen by highlighting Element 1, the Oscillator/Pitch screen is currently shown.
In the S90 XS/S70 XS the Voice “Soft RnB” is found at Preset 5: 060(D12)
Click on “Filter” and “Amplifier” to view how Element 1 is shaped into this synth lead sound. Pitch-Tone-Loudness = Oscillator-Filter-Amplifier.  

In the next installment of the “Synth Basics” series, we will take a closer look at how a wide variety of Voices can be made from this same Sawtooth Waveform and how manipulating these building blocks can help you create your own custom Voices. Happy experimenting!
Next installment: Synth Basics Sound Experiments

Synth Basics: Sound Experiments 1

Included with this tutorial are several VOICE examples _ provided in the DOWNLOAD link at the very bottom of this article _ Download the ZIPPED File to your computer, unzip it and open the approrpriate FILE for your particular keyboard with the Yamaha Motif XF Editor Standalone/VST or Yamaha MOXF Editor Standalone/VST or Yamaha S90XS/S70XS Editor Standalone/VST as appropriate in your case. The same data is provided for the three synth series: one file for the Motif XF (.X3E), and one for the MOXF (.X6E) and a third for the S90XS/S70XS (.X2E). Please make sure you have completed the first article in this series to gain a full understanding of the Experiments: Synth Basics Getting Started
VOICElibraryShown at left are the 6 example Voices included in the DOWNLOAD found at the very bottom of this tutorial. This view is the VOICE LIBRARY in the Editor, viewing the data by “BANK”.  They are located in the Normal User 1 Bank of the FILE. You can audition these Voices without loading them by simply opening the Editor as a Stand Alone application on your computer. Highlight the VOICE name and bring the Editor ONLINE. For details on AUDITIONING please see the following article on using the Editor to Audition Voices: Auditioning Voices Using the Editor

EXPERIMENT 1: Frequency Experiement
We started last time with the Synth Lead VOICE: “Soft RnB”
“Soft RnB” Preset 5: 055(D07) – in the Motif XF and MOXF6/MOXF8;
“Soft RnB” Preset 5: 060(D12) – in the S90XS/S70 XS;
Take a few minutes and explore playing this sound. Play across all octaves, experiment with the KNOB CONTROL FUNCTIONS, etc. Try raising the CUTOFF FREQUENCY (turn the Cutoff knob clockwise from 12 o’clock). The 12 o’clock position will always restore this parameter to the ‘stored’ value for the filters. For this experiment set the CUTOFF Knob to about 3 o’clock. This will give us a very bright and buzzy sawtooth sound.

Play the “A” above middle “C” (A440), play each “A” going lower; play each of these notes in turn: A220, A110, A55, A27.5 (this is the lowest ‘A’ on the acoustic piano, “A-1”) using the OCT DOWN – go one lower and play that “A” at A13.75 … Notice how the sound is no longer the bright and buzzy Sawtooth Wave but has broken down to a series of audible CLICKS – you can almost count them – there are thirteen and three-quarter of them every second (by the way you cannot go any lower on the “A”s than A13.75 – the lowest MIDI note is C-2 (frequency is approximately 8.176 cycles per second, below that the frequencies loop around repeating the lowest octave). When it is said that you cannot hear below 20 cycles per second, you simply do not recognize it as a contiguous (musical) tone. You have reached the edge of that sense of perception (your hearing or your brain’s ability to hear this as a connected entity). As you chromatically play up from A13.75, you will hear the clicks get closer and closer together. And very much like if you were placing dots on a piece of paper, closer and closer together, soon your eye will not see them as separate dots but will perceive them as a continuous line. When these audible clicks get close enough you start to hear it as a musical tone (some where around about 20 times per second). You know this – or have at least heard about this! …probably from science class in grade school. Anything that vibrates (oscillates) at precisely 440 times a second will give off the pitch “A” and the frequency range of the human ear is approximately 20 to 20,000 cycles per second. (Just FYI: the highest note on the piano is C7 which is 4,186.009 cycles per second). Quick math should tell you that we can hear about 2 octaves and change above that highest “C”.

We are looking at a simple one Element Voice. It uses a Waveform from the geometric Wave category “Wv:P5 SawDown 0dg”. This is a Prophet V SawTooth Down sample – the “0 dg” is the phase orientation of the source sample – “dg” short for degrees. This can account for subtle movement within the Voice, by simply combining two Waveforms with different phase relationship, without necessarily “detuning” the oscillator. The understanding of “Phase” will take you back to your grade school days (when you actually knew all of this stuff, sine, cosine, remember?). We’ll come back to this later.

The fact that we are starting with a single oscillator is going to be important because – each Element can be a complete instrument or it can be a building block within an instrument. But it has its own complete signal path, its own Filter and Filter EG, its own Amplifier and Amplitude EG, its own LFO, etc. It is a complete synth all by itself!!!

Experiment 2: Exploring the Voice parameters
Back in the day the Sawtooth waveform was used to do strings and brass Voices. When I worked as an audio engineer, in the studio we had cause to splice tape. If you have a recording of a string section holding a long chord, and a separate recording of a brass section holding a long chord, it is very difficult to tell the two apart if you cut off the ATTACK and the RELEASE portions – allowing someone to hear only the sustained segment. We would edit those portions of tape and just play the chord without its natural attack segment and without its natural decay segment. It is at that point that your ear/brain realizes that the two timbres are very, very similar. It is the very important ENVELOPE (that shapes the sound overtime) that helps you recognize what you are hearing. Much like an optical illusion where they show the same line with two different backgrounds and clearly one is bigger than the other, I mean, clearly… then they remove the background and you cannot believe that now, in fact the two lines are, indeed, the same length. This is an “aural illusion” that until you experience the timbre without its Attack and Release – you’d swear they were very different tones, from different waveforms.

Let’s take a look at the FILTER – the Filter determines how dark or bright a sound is. It does this by altering the balance of musical harmonics. Each musical tone has a unique ‘fingerprint’ which is created by the volume levels of each successively higher Harmonic. As musicians we should have a fundamental working knowledge of Harmonics. These are the whole integer multiples of the Fundamental Frequency. By allowing or filtering out a specific frequency range the Filter causes us to hear the balance of the upper harmonics differently. And that is how a synthesizer can hope to “fool” the listener – by not only mimicking the harmonic content, but the attack, sustain, and release characteristics of the instrument in question.

What is CUTOFF FREQUENCY? – This is a Low Pass Filter (LPF24 is a 24dB/per Octave filter) – one that allows Low Frequencies to pass through and blocks high frequencies.
LPFdiagramThe Cutoff Frequency is the point along the range of all frequencies where this filter has dropped the signal -3dB and has begun FILTERING OUT upper harmonics. And from that point to an octave above, the level will have decreased by 24dB (very steep dropoff in volume above that Cutoff Frequency). By raising this Cutoff Frequency, the sound will immediately begin to brighten (we are allowing more high frequencies to pass through). Move the Cutoff Frequency and observe (shown below) you will get a graphic that will help you visualize exactly what is happening. 


FltCutoff
Please raise the Cutoff paramter from 118 to 240 – hear how this affects your perception of the sawtooth waveform. See how the graphic changes as you raise the Cutoff Frequency. The numbers, 0-255 are simply indicating higher and are not indicating a value in cycles per second… which is fine because, in general, you set this “by ear”.

Notice the slight rise in the (blue) FEG LEVEL graphic (Decay 1 = +16). Highlight this LEVEL value and increase it… Look and listen for the change as you hold down a note.
Find FEG DEPTH = +10 _ notice how as this value is increased the change in the envelope becomes more prominent, and if FEG DEPTH is 0, how no change in the Filter Envelope is heard at all.

Find the RESONANCE parameter (currently set at “19”) raise it slightly – see how it adds an emphasis at the Cutoff Frequency, by making that particular frequency slightly louder than all others. The higher the Resonance the more prominent the bulge at the Cutoff. You can better understand how moving the Cutoff Frequency while a prominent emphasis (peak) is applied at this frequency calls your attention to it over all others. With a “resonant peak” (emphasis at that one particular frequency, the cutoff frequency) causes a very distinct sound when the filter is moved (called a sweep)… A Filter Sweep can be considered a very “synthy” type sound, as such occurances are fairly rare in acoustic instruments.

Amplitude Envelope Generator
AEGxfLet’s take a look at the AEG (Amplitude Envelope Generator) – which determines how the sound is shaped in terms of LOUDNESS. How it starts (attack), continues (sustain) and disappears (release). Basically, the envelope describes what happens from KEY-ON and beyond KEY-OFF until silence. It will ‘shape’ the sound as it exists. Part of what your ear/brains uses to recognize and identify sounds is the loudness envelope.

The synth lead is structured as follows:
AEG1
The AEG (Amplitude Envelope Generator) consists of the following components:
Initial Level
Attack Time
Attack Level
Decay 1 Time
Decay 1 Level
Decay 2 Time
Decay 2 Level
Release Time
These are the parameters that the synth uses to describe what in old analog synthesizers was referred to as the ADSR (Attack-Decay-Sustain-Release). It uses a series of TIME and LEVEL settings to describe the loudness shape of the sound.

In the first figure below you see a graphic that describes a DRUM or PERCUSSION envelope. Drum and Percussion sounds are trigger events and significantly cannot be held. A Whole Note to a percussionist is more an instruction to not play during that time, than it is an instruction to “hold” anything. In the second figure, you see a graphic where the DECAY 2 TIME is set to 127 or HOLD – the envelope is set to play indefinitely* useful for playing audio clips or sound effect events.


Drum Normal

In the third figure, you see a typical musical (Non-Drum/Percussion) instrument described (think a piano note, hammered string). Here a Whole Note means to hold the sound for that length of time. You can hold a musical note, while a traditional drum/percussion instrument cannot hold a note. Notice the finger showing “Releasing the key (Key off)”. Normal musical instrument require Key Off, traditional drums and percussion mostly ignore Key Off. True, the piano is, technically speaking, a percussion instrument, but it’s behavior as to loudness contour and its sustain function make it unique among this family of instruments.

If DECAY 2 LEVEL is 0, you have a percussive sound. And as you will discover, the piano always has this behavior – while a sustain slows down silence, the sound continues to decay towards silence. If DECAY 2 LEVEL is not 0, you have a sound that will be dependent on KEY-OFF to begin the RELEASE portion… to return to a level of 0. We will emphasize this point Because it is a key to understanding musical behavior. TIME can be understood as how long it takes to move from LEVEL to LEVEL. If DECAY 2 LEVEL is anything but 0, the sound will never go away while a key is held… Eventually as long as a key is held the level will reach the value as set by Decay2Level. If it is 0, then the sound will die out, eventually.

By the way: RELEASE LEVEL is always going to be 0 (that is why the parameter is not included).

In a Piano (and all percussion family instruments) the DECAY 2 LEVEL is 0, you can delay the eventual return to level = 0 with the sustain pedal or by holding the key… but it will stop vibrating eventually. (The Sustain pedal does not hold the sound of the piano FOREVER _ as piano players we know that because we grew up with the sustain pedal’s natural behavior on the instrument). Of course, if you do release the KEY at any time in the envelope, the sound proceeds directly to the RELEASE TIME.

RELEASE TIME on a piano is not immediate – you don’t often appreciate it until it is wrong. But there is a definite slope to how the sound disappears – if you set the RELEASE TIME so that is too fast, it is just not comfortable. If you set it so it is too slow, it is not right either. Experiment with a PIANO Voices Release time and you’ll hear immediately what I mean.

STRING sounds: Strings that are played with a bow fall into a family of instruments that are considered “self-oscillating” as opposed to “percussive”. Instruments that are bowed or blown fall into this ‘self-oscillating’ category. Here’s what this means:

The sound vibration is initiated by bowing (applying pressure puts string in motion) or blowing (pressure puts a column of air in motion) and will continue as long as the pressure is maintained by the performer. This can be indefinitely. The bow can change direction and continue the vibration indefinitely… the blown instrument performer can circular breathe and continue the vibration indefinitely.

BRASS sounds: Brass sounds are typically programmed, like strings, to sustain (continue) as long as the key is held.

The AEG in these types of instruments will very rarely have DECAY 2 LEVEL at 0… because they need typically to continue to sound as long as the key is engaged (the key being engaged is how, in the synthesizer sound, we apply the “pressure”). This does not mean you couldn’t setup a String Orchestra sound that ‘behaved” like a percussion instrument… it is just that most strings sounds are programmed to be “bowed” (continue the vibration) along with how/when you hold and/or release the key. And most brass sounds are programmed to be “blown” (continue to vibrate) as long as you hold the key down.

This is why they do not “behave” correctly (sic) when you use a Sustain pedal. If you engage a Sustain pedal on a sound that DECAY 2 LEVEL is NOT equal to 0 – the sound will be maintained (forever) at the DECAY 2 LEVEL.

If you engage a Sustain pedal on a sound before it reaches output level of 0, and the DECAY 2 LEVEL is not 0, the sound will be latched at the level it has reached thus far.

Remember an envelope develops over time. Therefore, if you lift the sustain pedal, (KEY-OFF) the sound jumps immediately to the RELEASE TIME portion of the envelope… If you re-engage the pedal before the sound reaches LEVEL = 0, the envelope will be latched at the level it has reached. Think about your use of Sustain pedal always in terms of what the Voice does at DECAY 2 LEVEL. We don’t normally use a Sustain pedal on Organ sounds – because as piano players we understand that an Organ remains a FULL volume as long as the key is held, so quick all notes run tragically together at the SAME MAXIMUM Volume. This is also why using a Sustain Pedal on Strings and Brass is almost as tragic. Normally, the Amplitude Envelopes of Strings and Brass are just a bit lower than maximum but the result of notes remaining at a constant value is just as musically tragic. Now you understand why!

String Amplitude Envelope
StringAEGTypical String AEG would have a somewhat gradual Attack Time _ imagine that bow having to be drawn across the string _ it takes some time for the sound to reach its full volume. Again, the sound will sustain as long as the key is held down. When the key is released the Release (78) Time has the sound gradual disappear. Experiment by isolating one of the 2 Elements of this VOICE and change the settings to get a feel for how they change the behavior of the String envelope. To isolate Element 1 you can turn OFF Element 2: You can simply click the ELEMENT 2 radio button in the EDITOR, or if you are editing from the front panel of your instrument _ you can turn OFF the LED for button [10]. Alternatively you can press the SOLO button on the front panel and select ELEMENT 1.

You can see super imposed in blue the Filter Envelope.

Brass Amplitude Envelope
BrassAEGTypical Brass AEG would have a slightly faster Attack time than strings _ it has a distinct drop in Level once maximum Volume is reached. You can see (super-imposted in blue) that the Filter Envelope again is different from the AEG. Isoloate one of the 2 Elements of this VOICE and experiment with the Envelope settings. And as we’ll see below the Pitch Envelope comes into play on the Brass Voice (purple). You can manipulate the Envelope by either using the dials next to the parameter in the Editor, or by double clicking on the value and typing in an exact value, or by using your mouse to click on a box in the graphic and drag it to a new location… Whichever way you choose the graphic, values and knob icons all move together. 

Hint: Use the EDIT/COMPARE button on the front panel of your instrument, or in the Editor go to EDIT and use VOICE COMPARE, or simply [CTRL + P] on your QWERTY. While in the COMPARE mode, obviously, no further edits can be made, until you exit the COMPARE function.

Steel Pan Amplitude Envelope
SteelPanAEGHere you can see the very Percussive Amplitude Envelope of the Steel Pan (often wrongly referred to as Steel Drums… They are made from Oil Drums but become Steel “Pans” when you shape them into musical instruments _just FYI.) The Attack time is rather Fast (14) and being a percussion sound it does not matter if you hold the key down, the AEG forces the sound to silence (Decay 2 Level = 0). The drastic DETUNING of the 2 Elements here give this a very metallic sound and “how” you play on the keyboard will add to the illusion of this VOICE sounding like Steel Pans.  

PITCH and FILTER ENVELOPES
Understanding how the envelope Time and Level parameters function is a key to emulating programming. Getting the Attack and the Release correct, go a long way to helping the result sound like something emulative. As you’ll soon hear this same waveform is used to create Synth Strings, Synth Brass and a Synth Lead VOICE.
Brass Filter Envelope
BrassFEGHere you can clearly see the FEG (blue) is different from the AEG (red). In order for changes in the Filter to be heard they must occur while the AEG is allowing amplitude. In other words, if the AEG forces the Voice to silence the Filter movement will not be heard. Part of programming is paying attention to how the timbre of the sound you are emulating changes overtime. As musicians, we should have a more “educated ear” when it comes to listening to instrument sounds. Mostly, when we as humans listen to music we don’t analyze the construction of the sound. We simply enjoy the whole performance. When programming you must pay close attention to the movement of the Filter and hear it as “separate” from the movement of the Amplitude. Subtle changes can make a huge difference in the end result. And while none of these synth emulations will really fool anybody into thinking they are hearing the real thing… thus was the condition of analog synthesizers. The sounds we used to give us the general feel of the role strings or brass play within a musical ensemble.  

Brass Pitch Envelope
BrassPEGThere is a slight movement at the attack where the Brass sound starts just south of the actual pitch. Experiment and make that movement more audible. You can do so by adjusting the LEVEL HOLD parameter which starts at negative 10 (-10) and just as AEG starts being audible you get a sense of this slight pitch ‘scoop’. Try lowering the value for LEVEL ATTACK. The results will be obvious. Try starting the PEG from a positive value (above zero) so that there is a drop initially in pitch. It is a synthesizer so you do not have to follow any sort of reality… you can experiment. Move the parameters around, as you do your eyes will help your ears and your brain will start to, literally, connect the dots! The more dramatic your experimentation the more likely you are to have that all important “Aha! moment”.
 
Please use the Editor to explore the PEG, FEG, and AEG to gain an understanding of how they shape the same source waveform into very different sounds. Don’t be afraid to try different values – use the graphic to let your eyes support what your ears are hearing. A gradual Attack should look like an uphill ramp, while a quick Attack should look like a steep climb, and so on.

Using this same Waveform to create other instruments:
To make the String and Brass tones sound like a section of strings and brass, I copied Element 1 into Element 2, and used the Detune (Fine) to create a sense of an ensemble. We want you to begin to use the Editor to visually explore the VOICE and the settings. Please experiment with changing the TIME and LEVEL parameters of the various ENVELOPES.

VOICE = “Straight” Synth Brass (Prince “1999” type comping sound) FEG movement (blue) occurs within the AEG (red). 
StraightFEG
In the screenshot above is the single Element 1 _ this makes it easier to concentrate and hear better what I’m doing. 
I’ve clicked on the FILTER tab for Element 1. Notice the unique shape of the envelope: A sharp rise at the ATTACK TIME (0 is almost immediate) means the filter is flipped open at the beginning of the sound (LEVEL = +117), then at a rate of 60 it closes a bit to a LEVEL = +67… as you continue to hold the key down (either physically or with a sustain pedal) the filter continues to close to a LEVEL +21 at a speed of 64… then returns to neutral at a speed of 64 when the key is released. The FEG DEPTH is very important because it determines how deeply this filter movement is applied. If FEG DEPTH = +0, as you may have guessed, NOTHING HAPPENS… no DEPTH means no filter movement will be applied. The higher the number value the deeper the application of the Envelope.

AMPLITUDE means loudness – if the AMPLITUDE ENVELOPE shuts the sound down, then no matter what FILTER changes you have set, they will not be heard. In other words, TIME is a critical factor. If you setup a FILTER movement (Envelope) that requires more time than the AMPLITUDE envelope allows, well, you simply will not hear it. Make sense? Opening or closing the FILTER when there is no AMPLITUDE to support it, means it takes place but like the tree in the empty forest – no one can hear it! 🙂

The Editor graphically shows you the AEG (red), the FEG (blue) and the PEG (purple) simultaneously, so you can easily see where, or better *when*, in time you have programmed your movement relative to each other.

Okay, those are the logistics. Please note that this filter movement gives this sound a unique harmonic shape which should make sense to you as you see in the FEG graphic. You can, with the Editor, either work with the numbers or you can edit the graph itself (position the mouse exactly over the dot which represents the parameter in question and drag it to a new location. The number values will change accordingly). Dragging the little squares can be used to alter both Time and Level settings together.

DOWNLOAD THESE EXAMPLES:
The download is a ZIPPED file containing VOICE EDITOR File (.X3E for the Motif XF; .X6E for the MOXF; .X2E for the S90 XS/S70 XS)
We strongly recommend you use the Yamaha Editor Standalone version for your particular synthesizer. If you do not have the Editor it can be downloaded from the official Yamaha Download Site: 

http://download.yamaha.com

If you have not discovered the Yamaha Editor, this gives you a good reason to introduce yourself to it. This will require a USB (or FW, Motif XF) connection for MIDI communication. 

IMPORTANT WARNING: please make a Backup ALL data FILE of your current data so that you can restore it after working with this tutorial. Loading the FILE as LOAD TYPE = EDITOR will overwrite your current internal USER locations. If you have a backup of your own data, you can recover quickly and easily. If you do not, you will lose your current internal data.

The Example VOICES _ all made with the same Waveform:
USER1 001(A01): “Initialized Sawtooth” – Basic initialized Voice – raw Waveform placed in Element 1. This is the default condition for EGs (organ type envelope)
USER1 002(A02): “Straight” – Basic sawtooth fashioned into a synth comping sound…  Synthy, brassy, 1980’s through “1999” type sound
USER1 003(A03): “Sawtooth Strings” – minor adjustments to the tone (Filter) and volume (Amplitude) we have fashioned strings- uses two Elements detuned to give ensemble feel
USER1 004(A04): “Sawtooth Brass” – minor adjustments we have fashioned a brass ensemble – again, uses two Elements detuned to give ensemble feel
USER1 005(A05): “Sawtooth Steel Pan” – additional detuning of two Sawtooths can give a metallic percussive tone  
USER1 006(A06)
: “Single Oscillator” – bass sound with attitude. Notice that the fact that the Voice is mono (versus poly) and portamento (glide) is applied, changes how the Voice “plays”. Legato phrasing is re-markedly different from playing staccato.

Download File

Next Article: Synth Basics: All Squares are Pulse…

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