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INTRODUCTION TO SYNTHESIZERS - hol.gr

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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

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