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INTRODUCTION TO SYNTHESIZERS - hol.gr

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Από το Web Site του Αντώνη<br />

http://users.<strong>hol</strong>.<strong>gr</strong>/~antony07<br />

<strong>INTRODUCTION</strong> <strong>TO</strong> <strong>SYNTHESIZERS</strong><br />

by Thomas Kolb<br />

Warning: Design and content is protected under U.S. and international copyright laws. Any unauthorized<br />

duplication or reproduction is a violation of copyright law and may be subject to prosecution. Terms of use<br />

Introduction<br />

On these pages I would like to introduce you to the fascinating world of music electronics and synthesizers.<br />

A synthesizer is an electronic musical instrument. The difference between electronic instruments and acoustic<br />

instruments can be illustrated with a few examples: a flute creates its sound by setting a pipe of air into<br />

resonation; a violin makes a sound as the player "bows" a string into self-oscillation, which is then transferred<br />

and amplified by a specially crafted wooden "case". Acoustic instruments are all mechanical - something must<br />

be moving or resonating for sounds to be created.<br />

Synthesizers are different: they don't create direct sounds, but only electric signals. Without loudspeakers or<br />

headphones attached to the synthesizer, it will not be able to make anything even remotely audible - well at<br />

least nothing apart from the clicking of the keys. This is really not very far from how your CD-player works: it<br />

doesn't make direct sounds either, only electric signals that are turned into sounds by your stereo speakers or<br />

your headphones.<br />

Synthesizers are usually equipped with a piano style keyboard. Each key of the keyboard is actually a switch by<br />

which the user can switch electronic circuits on and off. Keyboards are by far the most popular input devices,<br />

but the user can also choose to use mouthpieces, strings, guitar-like devices, drum pads or a computer to<br />

control the synthesizer.<br />

Synthesizers are extremely versatile instruments. They can be made to imitate any other instrument - from<br />

reed instruments to drums. But the true power of the synthesizer is its possibility to create completely new, yet<br />

unheard sounds - even if not all of these sounds are useful for musical purposes.<br />

The early years<br />

The first generation of synthesizers were extremely difficult to handle. They were large as bookshelves, cost<br />

hundreds of thousands of dollars, and could only be found in the most advanced electronic music studios.<br />

Moog Modular II<br />

1


The essence of sound<br />

In order to fully understand how synthesizers work, we must first understand the physics behind the<br />

phenomena we perceive as "sound". So, what is a sound?<br />

The air surrounding us consists of gas-particles. If you force a number of these particles to move, they will<br />

create a wave traveling from one particle through the next, in all directions away from the source. It's just like<br />

when you throw a stone into a pond - the water particles will create ripples or waves, moving away from the<br />

center.<br />

Sound-waves are also initiated from a source, like a car engine, a slamming door or a finger plucking a guitar<br />

string. These ripples, or vibrations travel through the air and reach our ears, where they will set our eardrums<br />

into motion. This motion is in turn perceived by our brains and interpreted as a "sound".<br />

Of course there are many different sounds. Any non-deaf person can hear the difference between a barking dog<br />

and a singing voice. But how can we do that?<br />

A sound-wave has three main properties. These properties are:<br />

• timbre<br />

• pitch<br />

• volume<br />

Timbre<br />

The tonal color or timbre is probably the most important factor for the character of a sound.<br />

Let's illustrate it with an example: say that you play and <strong>hol</strong>d a single note on the accordion. Most of us will<br />

instantly recognize the sound as being an accordion.<br />

If you now play the same note on the flute, you will probably hear the difference. Even if both instruments play<br />

the very same note and at the same volume, you can easily distinguish between the two sounds. That is<br />

because they have different timbres - different sound colors.<br />

We already mentioned that the sound is just a vibration in the air. Now, if you make this vibration visible, for<br />

instance by using an instrument called an oscilloscope, you will see that different timbres have different<br />

waveforms. This may sound very technical indeed, but the word "waveform" is so commonly used in synthesizer<br />

related text, that you should be familiar with it. We can just say that different waveforms simply "sound"<br />

different.<br />

So, what does such a sound-wave look like? Let's look at an example!<br />

(Click on the loudspeaker icon to listen to the waves!)<br />

A simple sound-wave<br />

This is a very simple waveform, called a sawtooth wave. You can probably see why it is called that: the wave<br />

has a repeating "sawtooth-like" pattern. This pattern is the timbre of the waveform. Generally you can say, that<br />

the more "sharp" edges a waveform has, the more "harsh" it sounds.<br />

2


Pitch<br />

The repeat rate of the pattern is called the frequency of the waveform. The frequency determines the pitch of<br />

the sound - a sound with higher frequency will be perceived as a higher tone. To take an example, a female<br />

human voice has a higher frequency than a male voice.<br />

Take a look at the wave in the next illustration. It is also a sawtooth wave, but its frequency is exactly two times<br />

higher than the one in the previous example. The result is a sound exactly one octave higher.<br />

The same wave, but one<br />

octave higher<br />

In physics, frequencies are measured in the unit Hertz (Hz), which is the same as repetitions per second. A<br />

person with normal hearing can perceive sounds with frequencies from around 20 repetitions per second (20 Hz)<br />

to around 18 000 repetitions per second (18 kHz).<br />

If the frequency is lower than 20 Hz, we will no longer perceive the wave as being a sound, but more like a<br />

"throbbing" in the air. These sounds are called "subsonic sounds", or "infrasounds". Even if subsonic cannot be<br />

heard by humans, they can cause some strange phenomena, like shopping windows starting to vibrate by no<br />

apparent reason. Quite often these vibrations are caused by trucks passing by, or aircraft taking off many miles<br />

away. Many animals, like elephants and manatees actually use these sounds to communicate with each other.<br />

On the other side, frequencies beyond the top border are called "ultrasonic sounds", or "ultrasounds".<br />

Ultrasounds can not be perceived by humans at all, but as you probably know, the hearing of many animals can<br />

stretch way into the ultrasonic range. Dog-whistles emit ultrasonic sounds at around 40 kHz, which are easily<br />

heard by our four-footed friends. Bats also use ultrasounds to localize their prey in flight.<br />

To be able to perceive the pitch and the timbre of a sound, the waveform must be periodic - otherwise we can't<br />

tell how often the waveform is repeating. Of course there are also non-periodic, or random waveforms. These<br />

are perceived by the human ear as noise - such as the sound of a distant waterfall or radio static.<br />

Noise<br />

Other waveforms are of course not as simple as the ones in the examples above, but far more complex. Well,<br />

here is a beautiful one taken from the Korg X3 synthesizer!<br />

Volume<br />

A more complex waveform<br />

3


The volume of the sound the same as the amplitude of the waveform. The amplitude is the "height" of the<br />

waveform, or the height difference between the lowest and the highest part of the wave. The higher the<br />

amplitude, the louder the sound. The roar of a jet engine has for instance a much higher amplitude than a<br />

whispering voice.<br />

It's just like the difference between a pebble that your through in the pond, and a boulder. Trust me, the<br />

boulder will make much higher ripples!<br />

The amplitude of a sound is also a measurement of its energy state - the louder the sound is, the more energy it<br />

carries. It is probably hardly a surprise that sound waves with very high energy can damage your ears. And not<br />

just your ears: the roar of a jet engine from at close range can destroy the blood vessels in the human body.<br />

Extremely high-energy sounds can even be used to shatter rocks.<br />

But since our goal is not rock shattering, let us instead look at how a synthesizer works to create artificial<br />

sounds!<br />

The oscillators<br />

Now we understand the principle behind our sonic environment. Let's see how we can create artificial sounds<br />

with a synthesizer.<br />

First of all we need something to generate a soundwave with. A device to create a wave with is usually called an<br />

oscillator.<br />

The first synthesizers used analog electronic oscillator circuits to create waveforms. These units are called VCO's<br />

(Voltage Controlled Oscillator). More modern digital synthesizers use DCO's instead (Digitally Controlled<br />

Oscillators).<br />

A simple oscillator can create one or two basic waveforms - most often a sawtooth-wave - which we have<br />

already looked at in the previous chapter - and a squarewave. Most synthesizers can also create a completely<br />

random waveform - a noise wave.<br />

Sawtooth-wave<br />

Square-wave<br />

Noise<br />

These waveforms are very simple and completely artificial - they hardly ever appear in the nature. But you<br />

would be surprised to know how many different sounds that can be achieved by only using and combining these<br />

waves.<br />

A synthesizer has a function to "map" the wave over the entire keyboard range, and make the frequency of the<br />

wave shift from one key to another. Since the frequency of a soundwave is the same as its pitch, we can use the<br />

keyboard to play the wave as an instrument.<br />

Filters<br />

To be able to vary the basic waveforms to some extent, most synthesizers use filters. A filter is an electronic<br />

circuit, which works by smoothing out the "edges" of the original waveform.<br />

If you listen to a sawtooth wave, you will find it rather "harsh" - because the waveform has a lot of sharp<br />

"edges". These edges are in the acoustic terminology called overtones.<br />

Now, if we apply a filter to the waveform, some overtones will be removed - and the waveform will become<br />

4


more "rounded". The more overtones are being removed, the more "rounded" or "dull" the sound will become.<br />

The filter in other words control the brilliance of the sound.<br />

You decide how the filter will operate and how much of the overtones will be removed. The point where the filter<br />

will start cutting off overtones is called the cutoff frequency. You can say that overtones higher than the cutoff<br />

frequency will not be let though the filter.<br />

As the filter is opened up, the cutoff frequency is shifted higher up, and more overtones are let to pass through.<br />

The effect is the sound <strong>gr</strong>adually getting brighter.<br />

Click on the icon to the left to hear a synthesizer<br />

pattern with a <strong>gr</strong>adually opening filter.<br />

Most synthesizer filters can not only remove overtones, but also create completely new ones by distorting the<br />

original waveform near the cutoff frequency. This feature is called resonance and can create very interesting<br />

sounding results.<br />

The amplifier<br />

Click on the icon to the left to hear a synthesizer<br />

pattern with a <strong>gr</strong>adually increasing resonance.<br />

To control the volume of a sound in the synthesizer, the signal is passed through an amplifier circuit. The<br />

amplifier can raise, or lower the height of the waveform, thereby raising or lowering the volume of the sound.<br />

It is very important to keep in mind that when we speak about amplifiers in synthesizer terminology, we don't<br />

mean the same kind of amplifier that is required to drive a pair of speakers. Synthesizer amplifier circuits only<br />

affect the waveform, and not the sound as it emerges from the Line Out jacks of the instrument. If we want to<br />

connect loudspeakers to the output of the synthesizer, we still must use some kind of power amplifier.<br />

We can conclude this chapter in the following dia<strong>gr</strong>am:<br />

The oscillator creates<br />

a waveform<br />

The filter rounds down the wave to the<br />

requested amount of brilliance<br />

Now, who said sound synthesis was complicated?<br />

Envelopes<br />

The wave is amplified by the amplifier<br />

to the requested sound level<br />

5


Now we have the minimal requirements to create a synthesizer voice. But we still need to make this sound<br />

playable as a music instrument voice. Let's see what's missing!<br />

First of all, natural sounds normally don't just instantly switch on and off. Sounds are hardly ever "static" but<br />

change their character through time.<br />

A real life sound has always a fade in and fade out period. To take an example, a drum hit begins very sharply<br />

as the drumstick hits the skin and also fades away quite fast. The sound volume of a note on the piano will also<br />

rise rather quickly, but will dampen much more slowly. The sound of some instruments - like for instance the<br />

violin - can be made to sustain for a long time, while the sound of a drum inevitably fades away, regardless of if<br />

we press the drumstick against the skin after the initial hit or not.<br />

This behavior is called the envelope of the sound. Let us illustrate such an envelope:<br />

Of course this is just a very simplified envelope curve, and the envelopes of acoustic sounds are a lot more<br />

complex than this one. But we can still identify some main parts of the envelope that we will be able to use in<br />

our synthesized sound. These parts are:<br />

• Attack (the initial onset of the sound)<br />

• Decay (the first fading of the sound)<br />

• Sustain (the level at which the sound is held as long as the key is depressed)<br />

• Release (the fade out of the sound)<br />

This kind of envelope is often called an ADSR-envelope (by combining the initial letters of the name of the<br />

different phases - Attack, Decay, Sustain and Release).<br />

Envelopes for other sounds does not necessary always have to look like in the example above. For drum sounds<br />

the sustain phase may for instance be lacking completely, since a drum sound cannot be sustained infinitely.<br />

The amplitude envelope for a short, percussive sound with a long reverberant echo may look like the one in the<br />

following illustration:<br />

This kind of envelope is very well suited for drum-like staccato playing - even if the timbre itself is not a drum<br />

sound, but a string or human voice sample.<br />

6


Of course not just the loudness of a sound changes over time, but both the timbre, and the pitch might change<br />

between the onset and the fade-out - like how the pitch of a train whistle drops as the train passes by.<br />

To simulate the different envelopes on a synthesizer, we must be able to control the oscillator, the filter and the<br />

amplifier in a much more detailed way than just our basic on/off function. We want to be able to control the<br />

envelope for each synthesizer circuit. This is done by using envelope generator circuits.<br />

The envelope generator of the oscillator controls how the pitch changes through the duration of the sound, while<br />

the envelope generator of the amplifier controls how the volume changes over time. The filter also has its own<br />

envelope generator, which controls the changes in the "brilliance" of the sound.<br />

The envelope generators on most synthesizers use the ADSR model we have looked at in this chapter. But on<br />

some other synthesizers we have more detailed control over the envelopes of the sounds. The Casio CZ-series<br />

synthesizers have as much as eight different envelope stages, which makes it possible to create some very<br />

complex envelopes.<br />

Modulation<br />

Rapid periodic changes in a sustaining sound's pitch is called vibrato. If the periodic changes affect the loudness<br />

of the sound instead of the pitch, it is called tremolo. Vibrato and tremolo are almost always an important part<br />

of the sound of acoustic instruments - for instance, a sustained violin sound without vibrato will sound<br />

surprisingly raw and unmusical. Let's see how we can achieve these effects on our synthesizer voice!<br />

If you have read the previous chapter, you should now at least have a basic understanding of which part of the<br />

synthesizer that controls the pitch and the volume of the sound. (Come on folks, of course I am referring to the<br />

oscillator and the amplifier!)<br />

Since vibrato affects the pitch of the instrument, it shouldn't be a surprise that the effect can be simulated by<br />

applying a slight, periodic change to the oscillator wave. This is called modulating the oscillator. Tremolo on the<br />

other hand affects the amplitude of a sound, so for this effect the modulation should instead be applied to the<br />

amplifier.<br />

Both vibrato and tremolo effects require a rather slow wave with only around two or three cycles every second.<br />

To create this modulation wave, we must now introduce a new synthesizer component: the Low Frequency<br />

Oscillator (LFO). Some synthesizer manufacturers use the term Modulation Generator instead.<br />

Natural vibrato and tremolo effects tend to increase in strength as a note is sustained. For example, a flute<br />

sound might have a tremolo effect, which begins at some point after the note has sounded, and the tremolo<br />

effect <strong>gr</strong>adually increases to some maximum level, where it remains until the note stops sounding. This is<br />

accomplished in synthesizers by applying an envelope generator to the LFO.<br />

Not all synthesizers allow this kind of precise control over the LFO, and quite often we can only set a delay time<br />

before the modulation begins.<br />

However, on most synthesizers we can select the waveform of the LFO. An LFO with a triangle- or sine-shaped<br />

waveform applied to the pitch will give a normal vibrato, but if we change the waveform of the LFO to a<br />

squarewave, we will achieve a different musical effect, called a trill.<br />

Voices<br />

Well, now we have a fully usable synthesizer voice. But we still have only one voice - so we can't play chords<br />

yet. Even if we play five keys at once on the keyboard, we will still only hear one tone.<br />

The first synthesizers were all like this - they are monophonic synthesizers. If you wanted to play chords, you<br />

would have to buy more than one synthesizer - one for each tone, or use a multitrack tape recorder and<br />

overdub the takes.<br />

But wait a minute - why can't we put more than one oscillator, one filter and one amplifier in one instrument?<br />

Then we could play more than one sound at once. Right?<br />

Absolutely right! It didn't take long until synthesizer manufacturers realized this possibility, and soon four-voice<br />

7


and even eight-voice polyphonic synthesizers were available for those who could afford them. A synthesizer with<br />

eight voices can play eight tones at the same time.<br />

This may seem enough, but a modern synthesizer is usually equipped with 32, 64 or even 128 voices. One could<br />

ask, why anybody would need an instrument capable of playing 64 voices at once - nobody in the right mind<br />

would want to play (and listen to) huge 64-note chords.<br />

Well, first of all, voices can be stacked on top of each other to create a more complex sound. A single key<br />

depression could for instance trigger a piano voice, a string voice and a choir voice at the same time. It's easy<br />

to realize that the available voices are quickly gobbled up when playing with such a complex voice stack.<br />

But the main reason for having lots of available voices in one synth is the possibility to use this one synthesizer<br />

to play more than one part in a musical piece.<br />

Nearly all modern synthesizers are so called multi-timbral instruments, meaning that they can play several<br />

different sounds at once. If the synthesizer is connected to a computer, it can for instance play drums, strings,<br />

brass, bass and guitar parts - all at once, like a big one-man-band.<br />

Now, it is important to understand the difference between polyphony and multi-timbrality.<br />

If a synthesizer can play more than one note simultaneously, then it is polyphonic.<br />

If it can produce a an acoustic bass sound, a piano sound and a string sound at the same time, then it is also<br />

multi-timbral.<br />

A 32-polyphonic, 8-timbral synthesizer can thus synthesize the sound of a 8 piece band or orchestra, as long as<br />

there are no more than 32 notes playing at the same time. It's easy to realize that a 32-voice synthesizer is<br />

much better suited for complex compositions than an eight-voice synth.<br />

The polyphony of a multi-timbral synthesizer is usually allocated dynamically among the different parts<br />

(timbres) being used. As an example, say that we have an eight-voice multi-timbral synthesizer. If at a given<br />

instant five voices are being used for the piano part and two voices for the bass, then only one voice is left free<br />

for an additional instrument.<br />

However, you may not need all five allocated voices for the piano part all the time - when a voice is not being<br />

used, it is free to be allocated to another instrument.<br />

So what happens if you try to play more notes than what's available? Well, it depends on the internal<br />

architecture of the synthesizer, but most synthesizers will simply turn off a voice that's already playing and<br />

8


assign it to the new note. One sounding note will simply disappear - usually the first note that you have<br />

triggered. This side-effect is called "note stealing" and can be quite disturbing when playing large chords with<br />

long sustaining sounds on a four- or eight-voice synthesizer.<br />

Other methods<br />

The synthesis method we looked at in the previous chapters is usually called subtractive synthesis. This means<br />

that the synthesizer starts with a basic waveform (such as a sawtooth-wave) and filters this into a multitude of<br />

variations.<br />

Of course this is not the only way to create sounds. Some synthesizers (like the simplest synthesizer circuits on<br />

many computer soundcards) use a method called frequency modulation or FM for short. This technique is based<br />

on sine waves "modulating" each other. I will not describe this method any further here, but if you would like to<br />

read more about FM-synthesis, please read my page about the Yamaha DX7 synthesizer.<br />

A third synthesis method is called harmonic synthesis. This method uses a large number of sine waves with<br />

different pitches and volumes, which when combined create a complex sound. This method is rather complicated<br />

since it is almost impossible to imagine what the final waveform will sound like before all the parts are combined<br />

together. That's why harmonic synthesis is mainly used together with computers.<br />

One very recent method is software synthesis. A computer software is used to emulate a synthesizer and the<br />

sound chip of the computer is used to create the sounds. The user communicates with the pro<strong>gr</strong>am by using a<br />

set of simulated synthesizer controls on the screen, like pushbuttons, knobs and sliders.<br />

Subtractor Polyphonic Synthesizer (Reason module)<br />

Even it may seem strange first, these software synthesizers are just as useful as any hardware-based<br />

synthesizer, and their capacity is often quite impressing.<br />

There is really no way of telling if a synthesizer heard on a recording is a hardware-based synthesizer or a<br />

software-based one such as ReBirth or VAZ Modular.<br />

Sampling<br />

A sampling synthesizer (or "sampler") has no internally generated sounds at all. Instead it uses external sound<br />

sources - like acoustic instruments, the sounds of nature or the human voice.<br />

Sampling is a digital technology - there are no tapes or other conventional recording devices involved. Instead<br />

the external sound is analyzed by a microprocessor, chopped up into tiny pieces and stored in the sampler's<br />

memory as a huge array of numbers. Once the sound has been recorded or "sampled", it can be mapped over<br />

the keyboard and used exactly as the internal waveforms of the traditional synthesizers.<br />

As recently as fifteen years ago, sampling required<br />

extremely advanced technology, and the few sampling<br />

musical instruments available (like the famous Fairlight<br />

CMI) had price tags like Ferrari sports cars. Operating<br />

these awesome workstations also required a substantial<br />

amount of training.<br />

Fairlight CMI III<br />

9


Today sampling technology is used in nearly every personal computer, and a sampling instrument is no more<br />

expensive than a regular synthesizer. In computer terminology, sampling is sometimes (slightly incorrectly)<br />

referred to as "wavetable synthesis".<br />

A normal desktop computer with a decent 16-bit soundcard can do everything that a dedicated sampling musical<br />

instrument can - and even with better sound quality, more functions and <strong>gr</strong>eater ease of use.<br />

All that's required is some software to put this technology to work. Sampling software exists in many different<br />

forms and shapes today, but one of the coolest software-based sampling instruments available today is the<br />

awesome GigaSampler from NemeSys.<br />

GigaSampler 1.5<br />

Click on the icon to listen to the<br />

GigaSampler!<br />

(Miroslav Vitous Symphonic Orchestra<br />

sample library)<br />

(349 kB)<br />

The theory behind sampling is the same regardless of if we are using dedicated samplers or soundcards in a PC,<br />

so let us just focus on that for now. We mentioned that sampling works by measuring the incoming waveform<br />

with regular intervals and storing these numbers in memory. Let's look at sampling in more detail!<br />

Sampling frequency<br />

The sampling circuit performs the task of analyzing the incoming sound wave and chopping it up into tiny<br />

pieces. This part of the sampler is usually called the "analog-to-digital converter", or A/D converter for short.<br />

This circuit is controlled by a built-in "clock". For each tick of this clock, the waveform is measured, or sampled.<br />

To make a good recording, the clock must be ticking very fast indeed - we actually need to sample the incoming<br />

waveform at least 40 000 times each second!<br />

If we would sample the wave with longer intervals, we would simply miss too much of the waveform's<br />

characteristics between the sample points to be able to make a clear reproduction.<br />

The number of measurements each second is called sampling frequency, or sampling rate. Let us visualize the<br />

sampling process:<br />

10


The illustration above shows a simple wave being sampled. The dotted lines show the sampling points. The<br />

original waveform is the smooth line, and the sampled wave is the jagged line.<br />

As we can see, the sampled version of the original wave suffers severely from the low sampling frequency. Since<br />

the A/D-converter doesn't "know" what happens between to adjacent sample points, it will miss a substantial<br />

amount of the wave. The result is a poor representation of the original wave, with a lot of jagged edges. These<br />

edges will be heard as overtones not present in the original sound. This phenomena is called "aliasing".<br />

Now let's see what happens if we double the sampling frequency!<br />

The sampled curve is still a bit jagged, but is now much closer to the original waveform. As the sampling<br />

frequency increases the sampled waveform is getting to look more and more like the original wave. It is fairly<br />

obvious that a high sampling frequency is very important to achieve an authentic result.<br />

But it shouldn't take long to figure out that a high sampling frequency will also consume available storage space<br />

very quickly - there are simply more measurements to be stored in the memory.<br />

Since the available memory usually is a very limited resource in a sampler, it's a tradeoff between sound quality<br />

and sample length. Given a certain amount of memory, we can either achieve a longer sampling by lowering the<br />

sampling frequency and thereby decreasing the sample quality, or we can achieve high quality reproduction by<br />

sacrificing the length of the samples. It takes a lot of skill to learn how to balance these values for an optimum<br />

performance!<br />

Sampling resolution<br />

A high sampling rate may still not be enough to make a good sample - we also need to have a high sample<br />

resolution.<br />

The resolution is the "exactness" of each individual sample. With a high resolution, each sample point will be<br />

measured very accurately. With a lower resolution, the measurements will not be quite as exact, and a certain<br />

amount of rounding errors will occur. Instead of getting too deeply involved with the technical aspects of this,<br />

we can just say that a higher sampling resolution will yield a better reproduction of the original sound than a<br />

lower resolution at the same sampling rate.<br />

Sampling resolution is measured in the unit "bits". Usual sampling resolutions are 8-bit, 12-bit, 16-bit and 32<br />

bit. A sampled sound with 8-bits resolution sounds very <strong>gr</strong>itty and "coarse" compared with a 16-bit sample.<br />

Almost all modern samplers are capable of 16-bit resolution sampling, or even 32-bit resolution sampling, which<br />

yields a very high quality reproduction. In some samplers the resolution is a fixed property of the A/Dconverter,<br />

but other samplers allow the user to set the resolution value to obtain a dirty, artificial and<br />

"industrial" sound<br />

Transposition<br />

Once the waveform has been sampled and stored in memory, we need to be able to reverse the process to play<br />

back the sample. This time the stored values are read out from the memory and the original waveform is thus<br />

11


ecreated.<br />

The circuit reading the samples from the memory and converting them to sounds is called the "digital-to-analog<br />

converter", or D/A-converter. Just as the A/D converter, this circuit is also controlled by a clock. For each tick of<br />

the clock, a new sample point is read out and added to the waveform. The speed of the clock controlling the<br />

D/A-converter is called the "readout rate".<br />

If the readout rate is set to the same rate as the sample was recorded, the result is an exact reproduction of the<br />

original sound source - or as exact as the sampling frequency and sampling resolution used for the recording<br />

process will allow. But we can also choose to change the readout rate to achieve a pitch change, or<br />

transposition. If we increase the readout rate, it will be just like playing a tape with higher speed - the sound<br />

will have a higher pitch. If we instead read the samples at a slower rate, the pitch will drop.<br />

This method is often used to map the sampled sound over the keyboard and thus creating a playable sound. By<br />

doubling the readout rate, the pitch of the sound will be exactly one octave above its original value.<br />

Another transposition method is "skipping" some of the sample points while playing back a sampled sound, and<br />

thereby speeding up the playback rate. By skipping every other sample value, we in fact raise the sound with<br />

one octave. To lower a sample beyond its original pitch, new artificial values need to be added between two<br />

sampled values. We can lower the sound with one octave by simply retrieving each sample point twice.<br />

Multisampling<br />

Unfortunately we can't just take one sampled sound and transpose it over the w<strong>hol</strong>e keyboard range. As we<br />

increase the sample readout rate, we will notice that not only the pitch will rise, but the sound will also become<br />

very weird and "chipmunk-like". And at the opposite side, an artificially lowered sound will start to break up and<br />

distort just a few notes below the normal pitch.<br />

To avoid this, we can use a technique called multisampling. Instead of using just one sample over the w<strong>hol</strong>e<br />

keyboard range, we use several different samples with different pitches, and combine these to cover the<br />

playable range. We could instance sample a C3 note, a E3 note and an A3 note to cover one octave. Now we<br />

don't have to force one individual sample to stretch further than just a few notes.<br />

If we wish, we can use a different sample for each key on the keyboard, but quite often we can get away with<br />

as few as five or six different samples. To further enhance the playability of our sampled sounds, we can even<br />

assign different sets of samples to be played depending on how hard or soft we strike a key on the keyboard.<br />

Such a map of samples is usually called a pro<strong>gr</strong>am.<br />

Editing<br />

Once a sound has been digitized and resides inside our computer or sampler, we can manipulate and change it<br />

in an almost infinite number of ways. By using a computer, we can visualize the sample and edit it almost any<br />

way we like. Samples can be time-stretched, cut, shortened, reversed, flanged and twisted to create completely<br />

new and astonishing sounds.<br />

One of the most useful editing functions is the "loop" function. Looping a sound means that a small part of the<br />

sampled sound is played repeatedly over and over again. By using a clever loop, a short sample of e.g. a violin<br />

sound can be stretched out to last as long as we <strong>hol</strong>d down the key. A benefit of the loop function is of course<br />

the saving of precious sample memory.<br />

But there is nothing to stop us from sampling w<strong>hol</strong>e bars of music. We can in fact rip off drum patterns, vocal<br />

chords, guitar riffs or cool <strong>gr</strong>ooves from our favorite album and loop it to use them in our own music. Ethically<br />

this might of course be highly doubtful and since we're most likely infringing on copyrighted material, it can<br />

even involve legal aspects.<br />

Playback modules<br />

12


Sampling is an art - it is very hard to create musically useful samples. To create a good multisample of a string<br />

ensemble, we would first and foremost need to have a real string ensemble at our disposal - not very likely, is<br />

it?<br />

Fortunately we can let others do the job for us - we can for instance purchase third party sample-CD's and CD-<br />

ROM's. But there are also a large number of synthesizer instruments, which already come fully loaded with<br />

hundreds of crisp and clear 16-bit stereo multisamples from the factory.<br />

These instruments are usually called sample-based or PCM-based instruments, which means that their sound<br />

relies completely on the samples onboard. They can't sample new sounds, but instead they use these prefab<br />

samples as their internal waveforms.<br />

The problem with this technology is that the sound palette of these instruments is rather limited. Even if they<br />

sometimes are expandable with new sound-cards, basically we are stuck with the sounds provided by the<br />

manufacturer. While this may not be a concern for a country-band keyboard player, a highly realistic soprano<br />

sax may not be of any value to the new-age synthesist.<br />

MIDI<br />

In the early 80's, every synthesizer manufacturer had their own standards on how to control their synthesizers<br />

remotely. Two Moog synthesizers could for instance quite easily be linked together, but if you wanted to connect<br />

an Oberheim OBX-a synthesizer to an ARP 2600 synthesizer, you were in trouble: the two synthesizers used<br />

totally different control signals and different voltage ranges.<br />

To remedy this problem, some of the leading synthesizer manufacturers decided upon a standardized set of<br />

signals, that would allow a more flexible communication between different synthesizer models. This standard<br />

was named MIDI, which is an acronym for Musical Instrument Digital Interface. It is a standardized language by<br />

which electronic instruments and computers can communicate and exchange information with each other,<br />

regardless of make or model.<br />

Connecting several synthesizers to form a network can be very useful for many reasons - for instance, we may<br />

wish to control more than one synthesizer remotely by using only one keyboard. But the most useful and most<br />

common application of MIDI is the recording and editing of an entire composition with a MIDI sequencer or<br />

equivalent software.<br />

We will speak more about this in a moment, but let us first take a closer look at MIDI. What kind of information<br />

is handled by MIDI? Let's illustrate this with an example:<br />

Say that we press down a key on a MIDI synthesizer. Besides the obvious fact that the synthesizer produces a<br />

note, it will also generate a MIDI signal. This signal looks something like this:<br />

NoteOn-60-127<br />

For a synthesizer or computer the message is plain and clear:<br />

Depress the middle C key on the keyboard<br />

with maximum velocity<br />

It's important to understand that this signal has nothing to do with the sound itself. It doesn't state anything<br />

about if the sound is supposed to be a flute or a snare drum sound. You cannot process the MIDI signal like<br />

audio signals, such as adding a reverb to it.<br />

The generated MIDI signal is now transmitted through the MIDI Output jack on the back of the synthesizer. If<br />

this output jack is connected with a cable to another synthesizer, the signal will travel through the cable and<br />

into the second synthesizer. This second synthesizer in turn will recognize the incoming signal and will respond<br />

accordingly. It will also produce a note - just like as if you had played its own keyboard.<br />

In such a setup, the first synthesizer is usually called the "master", and the second synthesizer is called the<br />

"slave".<br />

13


The slave synthesizer will now also "pass", or "echo" the signal further into the next connected synthesizer via<br />

its MIDI Thru jack. The signal will thus travel all the way to the end of the MIDI chain and all connected<br />

synthesizers will play the same tone.<br />

When you release the key, another MIDI message is created:<br />

Release the middle C key.<br />

Until this message arrives, the slave synthesizer will keep on playing the note.<br />

Here's a little experiment for you to try: depress a key on the master keyboard, and then unplug the MIDI cable<br />

before you release the key! What happens?<br />

You guessed it - the release command will never arrive to the slave synthesizer, resulting in an endlessly<br />

playing tone. This dreaded syndrome is called the "MIDI drone" - pretty scary in a live gig situation! Sometimes<br />

the only way to shut off the orphaned tone is to turn the slave synthesizer off and on again.<br />

Not just note events, but almost every event that you create on a keyboard will be transmitted like this - pitch<br />

bend, after-touch or pro<strong>gr</strong>am change events.<br />

Most MIDI commands, such as the Note On commands we looked at so far, can be understood by any<br />

synthesizer, regardless of model. You can for instance control a Korg X3 synthesizer from a Kawai K4<br />

synthesizer. But there are also some MIDI commands which are specific for a certain type of synthesizer. These<br />

describe the setting of each individual parameter that creates a patch for that synthesizer model. These<br />

commands are called "System Exclusive" and are used by synthesizer pro<strong>gr</strong>am editor software.<br />

It is impossible to give all the details about every MIDI command in this limited space, so we will not go further<br />

into the technical aspects of MIDI.<br />

General MIDI<br />

The original MIDI standard has some major limitations. We have already bumped into one of them: a MIDI<br />

signal doesn't tell us anything about which instrument sound that is supposed to play a specific note.<br />

For example, if the composer had selected patch number 5 for channel 1, intending this to be a piano sound, but<br />

the synthesizer playing the MIDI data had a tuba sound mapped to patch number 5, then the notes intended for<br />

the piano would be played by the tuba - even though this synthesizer may have an excellent piano sound<br />

available at some other patch number.<br />

To get around this problem, the General MIDI (GM) standard was created. This standard assigns certain<br />

memory locations to different families of sounds. Piano sounds are for instance assigned to memory banks 1 - 8,<br />

chromatic percussion to 9 - 16, organ-type sounds to 17 - 24 and so on. By using this standard, you can be<br />

assured that your string ensemble parts will be played back by a string ensemble sound and not by the<br />

14


accordion or the didgeridoo (even though it may probably sound pretty hilarious).<br />

Of course this may not be a problem if you're composing music for your own synthesizer setup, in which case<br />

you don't have to bother about where you save your sounds. But if you're composing music for computer games<br />

for instance, it's nice to know that your music will sound as intended regardless of which soundcard that will be<br />

used for playback, as long as it is GM-compatible.<br />

MIDI channels<br />

With a little imagination it should be quite obvious, that if we make a chronological list of all the Note On and<br />

Note Off commands that make up a musical piece, we have in fact a detailed description on how to play this<br />

piece of music on the keyboard. Such a list of MIDI events is usually called a MIDI sequence, and a device or<br />

computer software used to record and playback such a sequence is called a MIDI sequencer.<br />

But wait a moment: a musical piece usually consists of more than one part - we may for instance have a<br />

synthesizer playing a bass part, another synthesizer playing a piano part and a third synthesizer playing a string<br />

part. How can we achieve this simultaneous multiple-part playback in a MIDI sequence without all the<br />

synthesizers playing the same notes in unison?<br />

The answer is, by using different MIDI Channels.<br />

Every MIDI command is "tagged" with a channel number from 1 to 16. This means that you can for instance<br />

simultaneously send a "C Note On" command on channel 1, an "E Note On" on channel 2 and a "Pro<strong>gr</strong>am<br />

Change" command on channel 3.<br />

If you have one synthesizer tuned in on channel 1, a second synth on channel 2 and a third on channel 3, then<br />

each synthesizer will only respond to incoming MIDI information on their specific channel and ignore everything<br />

else. The first synth will thus play the C note, the second synth the E note and the third will perform the<br />

requested pro<strong>gr</strong>am change.<br />

A MIDI cable can carry information on 16 different MIDI channels at once, which means that we can have 16<br />

synthesizers responding to each of their specific parts.<br />

We can record the bass part on channel 1 into a MIDI sequencer, and then overdub the piano part on channel<br />

two and the string part on channel three. We can continue until the w<strong>hol</strong>e composition is complete or until we<br />

reach the 16 channel limitation. When we wish, we can play back all the different channels simultaneously. It<br />

will sound just like if we had sixteen musicians playing their synthesizers.<br />

Fortunately we don't have to hook up sixteen synthesizers if we want to create a 16-part musical arrangement.<br />

Many synthesizers can receive MIDI-data on several different channels at once, just like if they had several<br />

separate synthesizers inside their shell. Such synthesizers can for instance play strings, bass, drums and piano<br />

at the same time. If you have read the chapter about synthesizer voices, you should remember that the ability<br />

to play several different sounds at once is called "multi-timbrality".<br />

Sequencing<br />

15


If you have read these chapters in a succession, you should already have a fairly good picture of what MIDI<br />

sequencers really are. But let us now look at these things in a little more detail!<br />

The idea of automated music is not a new one - self-playing pianos were for instance quite popular at the<br />

beginning of the century. But when we speak about sequencers, we are usually referring to electronic devices<br />

used to trigger automated notes on a synthesizer.<br />

The first simple sequencers could trigger eight or<br />

sixteen notes in succession.<br />

The pro<strong>gr</strong>amming was done with switches and buttons,<br />

and the data was stored as electric signals. These<br />

signals could then be fed into a synthesizer - which then<br />

played back the corresponding tones.<br />

Click on the icon to listen to a typical sequencerpattern!<br />

(106 kB)<br />

(The synthesizer you hear is an RB-338.)<br />

Korg SQ-10 Analog Sequencer<br />

Sequencers were most often used to create very precise, repeating eight- or sixteen-note bassline patterns, just<br />

as can be heard in the example above. Several new-age <strong>gr</strong>oups, such as Tangerine Dream used these simple,<br />

yet hypnotic patterns as a foundation on which their compositions were based.<br />

Some years later the first microprocessor-controlled sequencers were manufactured. These could store several<br />

hundred notes - actually w<strong>hol</strong>e musical pieces.<br />

When MIDI soon thereafter became the worldwide standard for communication between electronic musical<br />

instruments, a w<strong>hol</strong>e new world of possibilities opened up. The new MIDI-sequencers could store and handle an<br />

almost unlimited amount of MIDI data.<br />

We have already stated that a MIDI sequence is in fact a chronological list of MIDI events. It is all the different<br />

Note On and Note Off commands that make up a part in a musical piece.<br />

It is very important to keep in mind that a MIDI sequencer does not record the actual sounds, but only the MIDI<br />

events, such as Note On and Note Off commands. You will need to have a synthesizer connected to the<br />

sequencer to hear the result.<br />

It's worth noting that some synthesizers are also equipped with built-in sequencers. Some of these are rather<br />

crude composition tools, capable of storing a hundred notes, while some others feature full multitrack recording<br />

and editing of a hundred thousand notes and MIDI events.<br />

Modern sequencers, such as the Roland MC-80 in the picture below, are in fact nothing less than dedicated<br />

music computers.<br />

If you wish, you can still enter the individual<br />

notes and rests using the same, somewhat<br />

rigid "step-mode" as in the first analog<br />

sequencers.<br />

While this mode may be very useful for<br />

entering mechanical sounding or very strict<br />

rhythmic musical patterns, a far more<br />

common approach is to use modern<br />

sequencers as real-time multi-track MIDIrecorders.<br />

Roland MC-80 MicroComposer<br />

16


By connecting a MIDI-keyboard to the sequencer, you can just play your parts, and let the sequencer record<br />

and store your every move. The sequencer can then replay all the phrases and parts, exactly the same way as<br />

you played them. The recorded data can also be overdubbed, edited and manipulated in almost any way you<br />

like.<br />

Today, dedicated hardwired MIDI sequencers have almost completely been replaced by computer software. We<br />

shall look at these in the next chapter.<br />

Local control<br />

A keyboard synthesizer has two distinct parts: the keyboard itself and the synthesizer circuits inside the shell<br />

that actually produce the sounds.<br />

When played, the keyboard triggers the synthesizer circuits and sends out MIDI messages. But if we wish, we<br />

can separate the keyboard from the sound generating circuits. This is called Local Control and can be set either<br />

from an instrument's front panel or via an incoming MIDI message.<br />

When the synthesizer is in "Local Control Off"-mode, the keyboard will continue to send out MIDI data when<br />

played, but it no longer triggers sounds directly from its own synthesizer circuits. At the same time, the<br />

synthesizer section will continue to respond to incoming MIDI messages while ignoring the attached keyboard.<br />

The keyboard can send on one MIDI channel, while the synthesizer responds to another. This is especially useful<br />

for MIDI recording work, when only the sequencer should be triggering the synthesizer while you record new<br />

parts for other instruments in the studio.<br />

The illustration below shows a typical MIDI setup. A master keyboard synthesizer is used to enter the MIDI data<br />

for all parts into a sequencer. The sequencer in turn controls three slave synthesizers. All synthesizers are<br />

connected in one MIDI chain, but they only respond to their specific MIDI channels and ignore everything else.<br />

As you can see, the last synthesizer in the chain is the same keyboard you use to enter your parts. This synth is<br />

now both used as a MIDI "keyboard" and a "sound module", and so it must be operating in "Local Off" mode.<br />

Now, just for the experiment's sake, let's set the Local Control of the master synth to On. What happens now?<br />

Well, as we play a key on the master keyboard, a note is generated. But the corresponding MIDI signal is also<br />

sent into the sequencer, and echoed through all the three slave synths. Finally the signal will arrive back to the<br />

master synth - which then of course will play the very same note one more time, just a fraction of a second<br />

after the key depression. The result is a strange, doubled, "flanged" sound, most audible with short, staccatotype<br />

of sounds, such as drum sounds. The polyphony of the master synth will also be halved, since each key<br />

depression now triggers two sound circuits at once.<br />

17


Master keyboards and sound modules<br />

To enter data into a MIDI sequencer, we need some kind of input device. Of course we can use any MIDIequipped<br />

synthesizer to do this, but there are in fact some keyboards which don't have any internal sound<br />

sources at all - instead of making sounds, they only generate MIDI signals when you play their keyboard. These<br />

keyboards are usually called master keyboards or just keyboard controllers.<br />

Roland PC-180 Keyboard Controller<br />

At first glance, a master keyboard might look like just another synthesizer, but you would soon see that the<br />

pro<strong>gr</strong>amming buttons are missing, and so are the audio output jacks on the back of the unit. Some master<br />

keyboards are designed to be small and convenient units to be used together with personal computers, such as<br />

the Roland PC-180 in the picture above. More professional keyboard controllers are equipped with a full 88-key<br />

weighted piano-style keyboard, instead of the regular 61-key keyboard found on most synthesizers.<br />

Just as there are soundless keyboards, there are also keyboardless synthesizers. Such synthesizers are usually<br />

called sound modules, MIDI modules or just simply modules.<br />

Their function is very simple: they listen for incoming MIDI signals, and play them as they arrive. Having no<br />

keyboards, obviously you can't play these modules directly. Instead you must use an external MIDI keyboard, or<br />

let the module play back the prerecorded data on a MIDI sequencer track.<br />

Roland SoundCanvas 8850<br />

The reason for using such modules instead of keyboard-equipped synthesizers is of course to save space - five<br />

or ten such modules can easily be fitted into a rack, not much larger than a normal sized home stereo rack. And<br />

naturally the price is often much lower. But don't be mislead about their modest sizes though - they're just like<br />

any other synthesizer.<br />

Many synthesizers come in both a regular keyboard-equipped version, and also a module version. For instance<br />

the Roland D-50 synthesizer has a module version called the Roland D-550.<br />

The Roland D-50 keyboard...<br />

18


... and the Roland D-550 module<br />

But some modules are even smaller than that: they are only electronic cards residing inside a personal<br />

computer. Usually we don't refer to these as "synthesizers", but as "wavetable sound cards".<br />

Computers<br />

No matter what kind of music we are creating, computers are without doubt the most powerful tools for<br />

composing and creating music ever - and certainly not only for electronic music. So, what is needed for<br />

computer aided music composition?<br />

Apple iMac running Cubase VST<br />

First of all we need a computer, of course.<br />

Almost any half-decent personal computer can<br />

handle the task of MIDI recording and processing<br />

with the <strong>gr</strong>eatest ease. Recorded MIDI-data also<br />

takes up very little space on the hard-drive.<br />

As long as we only work with raw MIDI-data - and<br />

not audio - we really don't need the latest and<br />

fastest computer hardware available.<br />

But to enter the MIDI data in a some way, we need some kind of input device - usually a MIDI keyboard or<br />

synthesizer. These piano-like keyboards are the most natural and convenient input devices: anything we play on<br />

the keyboard is translated into MIDI data. If you remember, we have already looked at these keyboard<br />

controllers in a previous chapter about MIDI sequencing.<br />

Now we want these commands to be transferred into the computer, where they can be edited, stored and<br />

played back. But since most computers don't have built-in MIDI-jacks, we must use some kind of MIDIinterface.<br />

Roland UM-4 MIDI-Interface<br />

MIDI-interfaces come in various shapes and sizes. Some are internal cards, which need to be inserted in an<br />

available PCI or ISA slot inside your computer. Others are standalone units, which are plugged into the printer<br />

port on the back of the computer. The most modern interfaces use the USB-standard, which further simplifies<br />

the communication issues between electronic music equipment and computers.<br />

Finally, we need a suitable MIDI-software running in the computer - and we're all set!<br />

19


Music software<br />

There are many different computer pro<strong>gr</strong>ams designed for the purpose of MIDI-recording and editing. These<br />

pro<strong>gr</strong>ams are sometimes called MIDI-sequencers, but they are much more than that - they are in fact music<br />

composition and production systems.<br />

MIDI software is the musical equivalent of word processing software - of course instead of letters and words<br />

they handle MIDI-data. Then data can be displayed in many different ways - like dia<strong>gr</strong>ams...<br />

... events in a list...<br />

... or as musical score.<br />

20


Software-based sequencers are probably the best composition tools ever made. You can record your musical<br />

parts either in real time or by pro<strong>gr</strong>amming the individual MIDI events by hand. Once you are happy with a<br />

part, you can keep on adding other parts until you are satisfied with your composition.<br />

You can cut, paste, copy and edit the parts in any way you like. You can correct bum notes, change the velocity<br />

for individual notes and move them around as you please. You can at any time change the tempo and the tuning<br />

of the w<strong>hol</strong>e composition, or just some parts of it.<br />

The possibilities are nearly endless: you can for instance record a number of alternative solos, riffs or<br />

arrangements in separate tracks, and then keep the one you are most happy with. Most modern sequencers can<br />

also implement some slight imperfections and timing inaccuracies for the recorded material to sound more<br />

"human". There are semi-intelligent composition algorithms that will create musical sequences or phrases of a<br />

simple chord to suit a selected musical mood and style.<br />

You can even invite a guest musician on the other side of the world to record his own parts and send it over to<br />

you to be imported in your compositions.<br />

Audio<br />

With today's most sophisticated MIDI-recording software (such as Steinberg Cubase VST and Cakewalk Audio),<br />

the border between MIDI and audio (sounds) are starting to get more blurred than ever. You can for instance<br />

set some of the sequencer tracks to contain regular MIDI data, while other tracks can contain digitally recorded<br />

sonic material, such as singing or acoustic instruments.<br />

Cubase VST Arrange Window<br />

With such pro<strong>gr</strong>ams you can in fact turn your personal computer into a full-fledged digital recording studio.<br />

Features such as direct-to-disk recording that only a decade ago were only available in the most advanced<br />

music studios in the world, are suddenly within the reach of most of us.<br />

Running a complex sound processing software is probably the most demanding task your computer will ever<br />

face. You can never have enough memory, processor capacity or hard disk space. But a decent home computer<br />

(minimum 450 MHz Pentium II or G3, 128 MB RAM, a fast hard-disk and a good 16-bit soundcard) can be used<br />

to record audio data, play back multiple channels of digital audio, and apply effects or equalization in real-time -<br />

a similar concept to that of traditional analog recording studio technology in fact!<br />

As an example, the new version of Steinberg Cubase VST 5.0 can record and play back up to 128 separate CDquality<br />

digital audio tracks in 32-bit resolution stereo within a virtual studio equipment, complete with digital<br />

equalizers and effect processor modules, such as echo or reverb.<br />

21


Virtual Effects Rack in VST<br />

This is all performed in a completely open-ended system<br />

allowing the users to add modules such as synthesizers,<br />

vocoders or fuzz-boxes while never leaving the digital<br />

domain.<br />

These modules are simply installed with a few mouseclicks<br />

- no cables required!<br />

Finally all you need is a CD-burner to start creating your own records with your own music for distribution!<br />

Software-synthesizers<br />

Computers have evolved a <strong>gr</strong>eat deal from the days when their sonic capacity was all about tiny electronic<br />

beeps and noises. Almost all modern 16-bit sound cards are capable of creating highly complex sounds. Many<br />

sound cards can also be used as regular synthesizers on their own.<br />

They can often create sound by either "frequency modulation" (FM) or by "wavetable synthesis". The first<br />

method is a purely synthetic method, and the latter a sample based method, where the sounds are based on<br />

real live samples of acoustic sounds.<br />

With the introduction of higher-performance personal computers, you can use the main CPU of your computer<br />

together with a decent sound-card to perform music synthesis, rather than depending on dedicated hardware.<br />

For a computer with sufficient processing power, such a software synthesizer can match or beat the functionality<br />

and sound quality of many dedicated hardware synthesizers. There are numerous software synthesizers<br />

available today, such as the VAZ Modular, the ReBirth RB-338 or the new stunning Reason.<br />

All this is made possible by the increased power of today's standard personal computers. What previously<br />

required an investment of hundreds of thousands of dollars can now be realized with a couple of thousands! This<br />

revolutionary music technology is available for anyone today, and the only limitation to what can be achieved is<br />

your own imagination.<br />

Drum machines<br />

A drum machine is very much like any synthesizer. The main difference is that while a synthesizer is a generic<br />

musical instrument, drum machines are dedicated to create drum and percussion sounds.<br />

Instead of piano style keys, drum machines are usually<br />

equipped with touch sensitive pads, which you can hit<br />

with your fingers, or even with drumsticks.<br />

The drum sounds are usually samples of real percussion<br />

instruments, like bass drum, snare drum, toms and<br />

cymbals.<br />

Casio RZ-1 Drum Machine<br />

Of course it is not very easy to play complete drum parts by tapping with your fingers in time. Drum machines<br />

are therefore almost always equipped with built in sequencers. With the sequencer, you can pro<strong>gr</strong>am rhythm<br />

patterns and append these into songs. A pattern is often just one bar of rhythm, while a song is a complete<br />

composition.<br />

The era of drum machines seemed to be over just a year ago. Modern synthesizers and samplers are capable of<br />

creating the most exquisite drum sounds. With the aid of computers, music software and samplers, musicians<br />

can even use complete and intricate rhythm loops in their compositions.<br />

But now it seems more likely that the drum machine will continue to survive in a new shape, mostly aimed<br />

towards dance-oriented music.<br />

22


Click on the icon to listen to a modern drum<br />

machine loop! (93 kB)<br />

(The drum machine you hear is the Korg ER-1<br />

featured below.)<br />

Korg ER-1 Rhythm Synthesizer<br />

Mixers and effects<br />

One good example of a modern drum machine is the Korg<br />

ER-1 Electribe Rhythm Synthesizer, featuring excellent<br />

and modern percussive sounds in combination with<br />

superior real-time expressiveness.<br />

The sounds can be tweaked and reshaped during<br />

playback, allowing a much higher de<strong>gr</strong>ee of<br />

responsiveness than what's possible with music<br />

workstations and samplers.<br />

When using synthesizers in your music, you will sooner or later get involved with a certain amount of studio<br />

technology, whether you like it or not. Even if this subject falls slightly outside the scope of these web pages, I<br />

feel it to be necessary to include some basic information about home studio recording equipment and<br />

techniques.<br />

Since a synthesizer has no built-in speakers, to hear what you're playing you will either have to use<br />

headphones, or you will need to plug it into some kind of sound reinforcement equipment.<br />

Most synthesizers usually have two audio outputs - a left and a right output jack. These two has to be plugged<br />

into the corresponding left and right input jacks of an amplifier, such as the regular home stereo amplifier. Its<br />

really not that different from plugging a CD-player into your home stereo rack.<br />

The same thing applies if you wish to record what you're playing - just plug the cords from the synthesizer into<br />

the left and right input jacks of your tape deck or recording equipment.<br />

But sooner or later you may face a problem: let's say that you buy a second synthesizer and want to be able to<br />

play and record the sound of both of them simultaneously. What can you do?<br />

The solution is of course very simple: you will need to use a mixer. A mixer in its most basic form is a device<br />

that will take a number of inputs and mix these to a few outputs - often just a stereo output.<br />

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A synthesizer and two sound modules<br />

being mixed to a stereo output<br />

Audio mixers come in a huge variety of forms, shapes, sizes and prices. Let's see what's common for them!<br />

A property for every mixer, is the number of channels the mixer can handle. A channel is simply the number of<br />

separate audio lines that can be mixed together. If you have two synthesizers, with one left and one right<br />

output each, then you will need four channels to be able to mix them. The simplest keyboard mixers have four<br />

channels, while complex studio mixer consoles can have as many as 64 channels and more.<br />

Tascam TM-D8000 40-Channel Digital Mixer<br />

How many channels you need depends on how many sound modules and synthesizers you intend to hook up in<br />

your studio simultaneously. For a normal home studio consisting of a couple of synthesizers, a simple, rackmounted<br />

16-channel line mixer is a good choice. It will allow you to <strong>gr</strong>ow along with it without forcing you to<br />

mortgage your house.<br />

A mixer has usually a plethora of knobs and buttons. But don't let the sheer number of knobs intimidate you:<br />

most of the buttons and sliders are repeated for each channel.<br />

The most prominent parts of the mixer console are the following:<br />

• Fader<br />

• Panpot<br />

• Equalizer<br />

• Aux send and return<br />

Let's look at these in turn!<br />

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The faders<br />

The sound volume for each channel is controlled with<br />

sliders, usually called faders. By moving a fader<br />

upward, we increase the sound volume for the sound on<br />

that channel and by sliding the fader all the way to the<br />

bottom, we eliminate all the sound for that channel.<br />

On some keyboard mixers the faders are labeled "Gain", but their function is the same.<br />

Most mixers also have a button to mute the w<strong>hol</strong>e channel, thus instantly eliminating the sound from that<br />

channel. As soon as there is no intended sound from a certain input, it should be muted to eliminate every<br />

single trace of back<strong>gr</strong>ound noise and electric hum generated by cables and synthesizers.<br />

Many mixers can also solo a channel, so you only hear the sound on this channel.<br />

The output from the mixer is controlled by a pair of master faders, which control the sound volume for all the<br />

channels at once. For instance, by slowly sliding the master faders to the bottom, you create a fade-out, without<br />

affecting the relative sound levels for each of the individual channels.<br />

Pan<br />

In a mix, you will want to be able to position all the sounds in the stereo field - left, right or somewhere in<br />

between. This is usually called the panning of the sound, and is controlled with a dial on the mixer, appropriately<br />

labeled "Pan".<br />

The pan control is similar to the balance knob on a<br />

home stereo. In practice, this makes it possible to<br />

simulate the original location of each performer in the<br />

finished stereo mix.<br />

When you plug in a stereo synthesizer in your mixer, you usually use up two channels: one channel for the left<br />

output of the synthesizer, and one channel for the right. If you wish to retain the stereo field of the synthesizer,<br />

you must set the pan of the first channel to the extreme left, and the other channel to the extreme right.<br />

A good mix has an even balance between left and right. Putting all the drums to the left and all the voices to the<br />

right be sound pretty funny, but is most often not a very good mix.<br />

Sometimes you may want a certain sound to keep moving from the left to right in the stereo field. This is done<br />

by turning the Pan knob from the extreme left to the extreme right and back.<br />

Equalizer<br />

The equalizer (or EQ) controls the "brightness" of the sound on the individual channels.<br />

It's really the same as the Bass and Treble knobs on a regular<br />

home stereo, only more precise and more exact.<br />

The standard equalizer settings are high, middle, and low, but on<br />

some mixers you may find other combinations as well.<br />

25


Keyboards and synthesizers are usually not in the same need for an equalizer section as other instruments, and<br />

so on some other keyboard mixers the equalizer section may have been completely left out. This is often also<br />

done in order to keep the price down - and also the back<strong>gr</strong>ound noise level.<br />

Effects<br />

Quite often you may wish to do more with your sounds than just adjusting their relative volumes, filtering them<br />

and positioning them in the stereo field. For instance you may want to add some bouncy echo effects to some<br />

sounds and make other sounds appear to be playing in a huge cathedral.<br />

Sound processing is called effects in electronic music terms. Until quite recently, effects required a substantial<br />

amount of additional hardware to be plugged into the mixer.<br />

Roland SRV-330 Dimensional Space Reverb<br />

Today most of these effects are available as a piece of software which can be set to process a sound file in your<br />

computer or the sound input in real-time.<br />

The unprocessed sound is called the dry sound. The dry sound is sent into the effects unit which processes the<br />

sound and returns the result to the mixer. This is called the effects loop.<br />

The jacks on the mixer which we use for this are called aux send and aux return, and they are controlled by<br />

dials on the mixer panel. When we increase the amount of "aux send" on a certain channel, then more of the<br />

sound on the channel is sent to the effects unit. When we increase the amount of "aux return", we increase the<br />

amount of processed sound.<br />

There are hundreds of different sounding effects to choose from. It's impossible to describe every variant and<br />

it's usefulness for a certain situation, and often it is enough if you are familiar with a few of the most useful<br />

effects, such as reverb, delay and chorus.<br />

Here are few of the most commonly used effects in an electronic music studio.<br />

Every effect is illustrated with a four-bar sequence played on a simple synthesizer sound and a drum machine<br />

sound. The first two bars are completely "dry", and the other bars are processed with an effect box.<br />

Headphones are strongly recommended for these sound examples!<br />

Reverb Creates an ambience or a "space" around your sound, ranging from a middle<br />

sized shoebox to a gigantic cathedral. Reverb is definitely the most important<br />

effect you will ever find! This example simulates the characteristics of a large<br />

room. Just listen to the sound pattern become three-dimensional!<br />

Echo Sometimes called digital delay or just delay, this effect creates a repeating echo<br />

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pattern. The echoes can be set to either side of the stereo field, or they may<br />

bounce from one side to another.<br />

Chorus Generally used for creating a sense of wide stereophonic or "thick" sound or, as<br />

in this example, a slightly metallic, "bottled" sound.<br />

Flanger Creates a very interesting "moving" or "sliding" sound. Very hard to describe, so<br />

listen to the example file instead!<br />

Phaser Phasing also creates a very interesting sound, also hard to describe in words.<br />

You'd better try to figure out by yourself - this is stereo phasing at its best!<br />

Distortion Creates a clipped and rather unnatural sound. Most often used on electric guitars,<br />

but the effect works just as well on other sounds as well. Listen to how the rather<br />

weak-sounding bass drum turns into a brutal "hardcore" kick!<br />

Some effects boxes are designed for one specific purpose, like chorus. Others can create more than one effect.<br />

The most recent processors can even create more than one effect at the same time. These multi-effect<br />

processors can for instance add a combination of reverb and delay to the sound.<br />

I would recommend using a dedicated effect box for the most common effects, such as reverb, and use multieffect<br />

processors for other effects. This way you can get the best out of the reverb box and free up the multieffect<br />

box to do other things.<br />

Buyer's guide<br />

So, you've made up your mind about purchasing a synthesizer and pursuing a <strong>gr</strong>eat career of composing and<br />

playing music. With a nice, fat wallet in your pocket you stroll away to your local keyboard shop, whistling a<br />

merry tune. What happens next?<br />

If you already know what you're looking for, you're lucky. You just point at the target of your desire and exclaim<br />

- loud enough to let all the other envious customers hear you - "I would like to have one of those, please - ah,<br />

by the way, make that two!"<br />

Does it sound like you? Really? I told you, you're lucky.<br />

If you're not so lucky, the very instant you step into the shop, a smiling salesdroid, immediately spotting your<br />

hesitation, will approach, muttering "come here little boy, have a cigar". Before you know it he will be talking<br />

about ROM and RAM, PCM and MIDI, Voices and Pro<strong>gr</strong>ams, Polyphony and Expandability, Tracks and Channels,<br />

confusing you totally.<br />

He might also start playing on a master keyboard or two, making some incredibly complex noises and musical<br />

phrases while he keeps on talking about some remote controller gadget and a touch sensitive screen. You're<br />

impressed, but you're not even certain about which instrument he is talking about.<br />

What's worse, he will inevitably tell you that the only synthesizer that you are vaguely familiar with is a<br />

helplessly outdated one, long time ago replaced by a new, improved - and of course significantly more<br />

expensive one.<br />

Define your needs<br />

First of all, you need to decide about your needs. Obviously this will depend on what you wish to achieve - the<br />

requirements of the keyboard player in a country band will be quite different from the ones of a professional<br />

movie soundtrack composer or the ones of a teenage bedroom techno wannabee. Make a list about what's<br />

27


important to you. Solid drum sounds? Realistic piano? Synthetic techno-noises?<br />

Do you need 88 fully weighted wooden keys or are you happy with a standard 5 octave synthesizer keyboard?<br />

And also if you already have a good solid MIDI keyboard, maybe you should consider purchasing a keyboardless<br />

synth module as your second synth. I know, modules can be a hassle - they're stuck in the rack - but if studio<br />

space is at premium, like if your home studio is located in your apartment, rack modules can be godsent.<br />

Perhaps you're not very interested in actually playing a keyboard instrument, but would rather like to assemble<br />

more or less prefabricated rhythms, loops and sequences to a dancey tune? In that case maybe you should<br />

consider purchasing a <strong>gr</strong>oove box?<br />

Make up your mind in advance about how much money you are willing to part from. It's easy to overstep your<br />

boundaries. Just like you would expect, there is no upper limit. The most complex musical instrument setups<br />

cost more than your house and only the likes of Peter Gabriel and Jean-Michel Jarre can afford them. But what's<br />

more important is to avoid the "crappy synth thres<strong>hol</strong>d" (CST), a level below which you should avoid getting.<br />

Don't aim too low<br />

Below the CST you will find synthesizers in which serious sacrifices had to be made to keep the price down - like<br />

a lousy keyboard, lack of important functions or a limited palette of sounds. A synth from below the CST will<br />

entertain you for many weeks - even months, but eventually you will find that it stops you from developing your<br />

musical ideas and you will be looking for something new.<br />

So, where is this CST? Well, it's hard to say, but if you stay above the 1000-dollar level, you should be fairly<br />

clear.<br />

Please understand me correctly - I don't say that you can't find the synth of your dreams for much less, but you<br />

should definitely watch out for anything cheaper than, say 600 dollars. Even in otherwise absolutely brilliant<br />

designs, like the Korg Electribe-series dance tools you will have to live with compromises, like the lack of a<br />

proper keyboard.<br />

Try it out<br />

The most important is to use your ears. Kindly tell the salesdroid to give you a pair of headphones and ask him<br />

to go away. Plug the headphones into the phone output jack of the synth - and not the phone output of the<br />

mixer console. You want to know what the synth really sounds like, without the sound first taking a trip through<br />

that two-<strong>gr</strong>and aural sound processor unit, right?<br />

Listen. Really. What does it sound like? It's very easy to be overwhelmed by any new sound, but try not to be.<br />

Step through the pro<strong>gr</strong>ams and use your ears. Focus on those sounds that suit your musical preferences. All<br />

those looping sounds and whirling noises may sound very impressing at the shop - but honestly, how likely is it<br />

that you will ever use them in your music? Not very much, is it? Also don't play that demo song - it will just give<br />

you the wrong impression. Some instruments are also known to be cheating, and feature additional effects and<br />

sounds that you will not be able to recreate outside the demo.<br />

When you have a feeling for the sounds, try another synth - at a completely different price bracket. Can you<br />

hear the difference? What are the similarities? The differences? Take your time, this is actually quite important!<br />

The good thing is that you can hardly go wrong. If you make sure to keep above the CST, almost every modern<br />

synthesizer is a wonder of sounds and functions.<br />

You could also decide to purchase second hand equipment by browsing newspaper ads and by frequent visits in<br />

synthesizer shops. However there are some special considerations that need to be made when choosing this<br />

approach. Read about them here!<br />

28


Sampled or synthetic<br />

If you are into composing your own tunes or setting up w<strong>hol</strong>e arrangements you may want to look at<br />

workstations. A workstation is basically a synthesizer with lots of polyphonic voices, equipped with a built in<br />

sequencer, with effects units and with drum-kits. It's like buying a complete stereo hi-fi equipment with all<br />

components inte<strong>gr</strong>ated as opposite to purchasing each of the component separately.<br />

The workstation approach is often a very economic and simple solution to get several important studio<br />

components in one box. However, you should be warned that you will loose the individuality of your sound. If<br />

you make a composition using only one certain workstation, it will be instantly recognizable. There is an evident<br />

danger that your song will not sound like "you", but rather than "a Korg Trinity demo song".<br />

Why? Many of these workstations are sample-based. This means that the internal sounds are all based on reallife<br />

samples of acoustic instruments. This approach will undoubtedly yield the most realistic sounding imitations<br />

of acoustic instruments - pianos, guitars, strings, drums or whatever. However, even if you select a samplebased<br />

instrument with as much as 8 or 16 megabytes of onboard samples, its soundscape horizon is not<br />

endless.<br />

Another thing which you should keep in mind that most workstations are aimed towards popular and jazz music,<br />

and the selection of the sounds usually reflects this. Most often you will find sounds which are usable for this<br />

kind of music - like pianos, guitars, basses, brasses and strings. Usually not the kind of sounds you need for<br />

speed garage or drum 'n' bass.<br />

If you feel that this could be a problem for you, then you should definitely look for expandability. Many<br />

instruments offer new samples by using added PCM-cards (cards with new sound samples), but remember that<br />

these cards are often very expensive and can be hard to find a few years from now.<br />

Mainstream workstations are hardly the new-age composer's dream machines. Also, if you are heavily into<br />

techno dance-tracks, you may for instance not need a realistic soprano sax, but much rather prefer buzzing,<br />

resonant basses and overdriven hardcore drum loops.<br />

A far better solution is to use synthesizers which create their sounds by other methods. Even if surprisingly<br />

realistic sounds can be achieved by a non-sample based instrument too, the real fortι of a true synthesizer are<br />

those completely new sounds, the ones resembling nothing else in the world except for those early 80's<br />

synthesizer sounds - filter sweeps, self oscillating sounds and morphing noises. Synthesizers like the Nord Lead<br />

should suit your needs a lot better.<br />

What do you do if you want both realistic sounds and more high-tech sounds? There are many synthesizers<br />

capable of creating both purely synthetic and also acoustic-sounding timbres (like the Korg Wavestation SR),<br />

but the obvious answer is to get more than one synth.<br />

Chances are that you will end up with several different synths anyway. I might just as well warn you right now,<br />

so you can get prepared for it. Why is that? Well, simply because one synth is good at acoustic sounds, another<br />

at techno-sounds and the third at ethnic noises. It's little point in having four Alesis QS7's, but a nice variety of<br />

instruments of different makes and generations, some sample-based and some pure synthetic ones can create a<br />

versatile studio and a highly personal sound.<br />

Samplers<br />

The ultimate way to make your own world of sounds is to use sampling instruments. If you do techno dancetracks<br />

then sampling is really your only choice. There is just no other method to create a better techno<br />

soundscape.<br />

A sampler takes any "real-world" sound, processes it and outputs it in a w<strong>hol</strong>e new way. A good entry-level<br />

sampler, such as the Akai S01 can be quite useful as an addition to an existing synthesizer setup, but will not be<br />

enough by itself in the long run - don't let anyone fool you into thinking otherwise.<br />

Sampling requires a lot of memory and processing power, which makes it a very expensive technology. Even<br />

though much has happened since the age of the Fairlight, a really good solid sampler equipped with a healthy<br />

amount of memory (at least 8 MB) still costs way beyond 2000 dollars. But if you can afford it, look for hard<br />

drive options (or SCSI interface) too - swapping floppy disks can be quite a tedious task!<br />

29


What about computers?<br />

Personal computers are becoming more and more usual today as tools used for creating and recording music. As<br />

the PC's are getting more powerful than ever, their usefulness for musical purposes is also steadily increasing. A<br />

fast desktop computer equipped with a decent sound card, running some appropriate software (like Cubase VST,<br />

Cakewalk Pro Audio or CoolEdit Pro) can in fact be used as a regular multichannel digital recording studio.<br />

Computers can also be used as synthesizers on their own by running software "emulating" a dedicated hardware<br />

synthesizer. These software synthesizers are quite usual today and their sound quality and functionality equals<br />

those of regular, hardwired synthesizers.<br />

To be able to play a soft-synth, you'll need a MIDI-keyboard connected to the computer. Also keep in mind that<br />

if you wish to use one computer as both a soft-synth and to record audio, you may need two sound-cards, since<br />

many soft-synths and recording software cannot use the same soundcard at the same time.<br />

I don't find it unrealistic to think that dedicated hardware-synthesizers will in a soon future be replaced by<br />

software based ones, just like the hardware based sequencers that have been rendered obsolete by MIDIprocessing<br />

software. What the future has to offer can only be speculated upon, but one thing is certain: a new<br />

era is dawning in the area of computer music, and a brand new world is being opened up for the public.<br />

Buying used equipment<br />

Say that you wish to build a small home studio. You don't really need all the latest equipment and your budget<br />

is rather limited. What can you do?<br />

Start by asking yourself the following question: is a synthesizer, which was the state of the art just a few years<br />

ago, merely a pile of rubbish today? Of course not. You may not be able to create the most recent sounds from<br />

the hit lists - but there are sounds on my 1986 Korg EX-8000, which I still can't reproduce on any other<br />

machine.<br />

Evidently there is a market for used equipment. How can you find second hand synthesizers?<br />

Well, you can for instance check the newspaper for used gear. Keyboard magazines are the obvious ones.<br />

Sometimes you can find true bargains, but you should always be prepared to examine the equipment before you<br />

buy it. Once you take it away, your chances to sell it back in case of a malfunction are rather limited.<br />

A better choice would be to pay your local keyboard shops a visit. Quite often they have demo synthesizers and<br />

used equipment for sale. Of course their asking price is higher than the ones you'll find in the newspaper ads,<br />

but they will almost always offer a limited warranty of say, three months. Quite enough for any odd problem to<br />

make itself noticed.<br />

Compare the prices - some owners don't seem to realize that electronic music equipment has a shorter life span<br />

than cars or computers. Expect the price to have dropped to at least half the original price after two or three<br />

years! Of course some classic, vintage instruments, like the MiniMoog, still <strong>hol</strong>d on to their exclusive status and<br />

corresponding price tag.<br />

Things to check<br />

For keyboards, check the action of each individual key. Are they sticking or is the action uneven? Listen for<br />

strange noises from the keyboard - it can be a sign of wear. Check the action for velocity sensitivity and after<br />

touch (if this applies). Make sure the joystick is working properly and that it springs back to the middle when<br />

you release it.<br />

Has the keyboard been dragged around on gigs without a protecting case - maybe even dropped once or twice?<br />

Examine the shell carefully, even at the bottom. Scratches, bumps, tapes, scribblings or cracks may imply that<br />

the inside can be damaged as well. Move the synth around a bit. Is there something loose on the inside? When<br />

a broken-off resistor is rolling around inside the shell, something is bound to get more broken soon.<br />

Leave the instrument on for five or ten minutes. Make sure that the power is not switching off by itself, that the<br />

instrument does not create excess heat, doesn't begin to smell funny or - shock horror! - starts to smoke. Check<br />

30


the display for flickering when you play the keys - it could be a sign of a malfunctioning power supply.<br />

Connections, like outputs, headphone jacks and pedal connections are prone to be broken. There is nothing<br />

more annoying than discovering broken line outputs too late, just because you only tested the synth with your<br />

headphones!<br />

Check the MIDI connections. You will need to have another keyboard or a computer to perform this check, but a<br />

broken MIDI circuit can render the instrument useless for sequencing work, so this check may very well be<br />

worth some fuss.<br />

If the synth is equipped with a disk drive, watch out! Old disk drives may be working perfectly for decades, but<br />

when they break down you may not be able to replace them. Check the drive out for dust and dirt - use a<br />

flashlight to see if there is <strong>gr</strong>ime and <strong>gr</strong>ease on the inside. I am serious. Take a look at the disks - if provided.<br />

Do they look dirty? Are the labels loose or sticky? Do they have pencil writing on them? Pencil dust, combined<br />

with eraser dust is the worst disk drive-killer you can imagine.<br />

Definitely avoid instruments using QuickDisk (QD) drives, like the Akai S700, Akai X7000 and the Roland S10.<br />

Empty QD-floppies used to be very expensive and they are almost impossible to get <strong>hol</strong>d of today!<br />

What about the manuals? You may be able to figure out the basic operation of the instrument by yourself, but<br />

can you set up the System Exclusive Patch Dump Request too? The condition of the user manuals can also tell a<br />

lot about the previous owner - a mint condition manual may tell you that the owner took good care of his<br />

instrument.<br />

Stolen equipment<br />

How can you be certain that the equipment you wish to buy is not stolen?<br />

Well, this one can be a bit tricky. If the previous owner can show a receipt of his purchase, then you are<br />

probably quite safe. But otherwise you should be careful. Ask the seller about the reason for the sale. If the<br />

price is absurdly low, or the conditions of the purchase seem weird, you should definitely watch out. Also check<br />

that the serial number plate (often on the back of the synth) is intact. If this plate has been removed or<br />

obviously replaced, you can be pretty sure that the instrument is a stolen one.<br />

Sometimes it can be tempting to buy a synthesizer at a ridiculously low price with no questions asked, but you<br />

should remember that buying stolen property is a crime! And if the police comes knocking on your door, you will<br />

need to have some good explanations at hand! Losing your new synth, your money and getting sued at the<br />

same time is more than enough to ruin your day!<br />

Frequently asked questions<br />

I receive a lot of mail about musical instruments and synthesizers, and it's <strong>gr</strong>eat to be able to help. I try to<br />

answer your questions if I can, but it may take some time!<br />

Q: Which synthesizer should I buy?<br />

A: Please, please, please - don't ask me what synthesizer you should buy!<br />

This is without doubt the most frequently asked question and it is absolutely impossible for me to answer it!<br />

As any newcomer in this area surely must have noticed, it's a complete jungle out there: there are thousands<br />

and thousands of different kind of synthesizers and modules, so picking just the right one for you is nearly<br />

impossible. I am only familiar with, like ten or twenty of them. You have to take your time and do your<br />

homework, reading reviews in music magazines, gathering information, visiting music shops and trying out<br />

the instruments that you feel good about.<br />

For issues regarding buying synthesizers and music equipment, please check out my Synthesizer Buyer's<br />

Guide web page. If you still have specific questions, don't hesitate mailing to me. I'll answer if I can!<br />

31


Q: Where can I get a manual for my synthesizer?<br />

A: And this is definitely the second most often asked question.<br />

I have no manuals for sale, and I don't have the time nor the money to make photocopies of my own<br />

manuals. However, there is a company called RogueMusic (there are others I'm sure) from where you can<br />

order manuals for almost any synthesizer to a reasonable price.<br />

If your instrument is rather new, try contacting music shops or even the manufacturer of the instrument.<br />

Q: What do I need for a PC-based studio?<br />

A: For some generic guidelines, check out my chapter about PC-based studios. For more detailed specifications,<br />

please contact your local music store - they can provide far better answers that I can.<br />

Q: How can I find pro<strong>gr</strong>ams for my synthesizer?<br />

A: Many music shops (and companies) sell third party ROM cards and discs for a lot of synthesizers and<br />

samplers. You can also search on the Web (try AltaVista) and advertisements.<br />

There are a lot of people who are looking for new sounds and would like to swap pro<strong>gr</strong>ams and patches if you<br />

have an original setup of sounds for your synth. So that too is a good reason to take your time an create a<br />

full bank of sounds yourself. It will most certainly be worth the effort!<br />

Q: I would like to buy a DW-8000 synthesizer. Do you have one for sale and for how much?<br />

A: I am not a retail seller and I don't normally have equipment for sale. But you can always give me an offer I<br />

can't refuse... ;-)<br />

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