Emulating
The Real Thing
Chris Martirano
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Practicing
what you learn by listening is the key to realistically synthesizing
acoustic instruments.
If
you're a keyboardist, you're expected to be an arranger and an
orchestrator who can work in a wide variety of styles. In the
course of a day's work, you're often obliged to substitute for
other players. So how good are your impersonation skills? Unless
you're well prepared, you might become uncomfortable when a project
requires an arrangement that includes acoustic instruments and
it falls on you to become all the instrumentalists. Such undertakings
can be daunting, even torturous, unless you're sure that you're
up to the task. Whether you're doing high-profile project work,
live gigs, or recording in a basement studio, successfully emulating
acoustic instruments is all about the sounds and the presentation.
How
convincing are your emulations? Instruments that play ROM- and
RAM-based samples (including computer-based streaming-sample players)
provide the flavor of the real thing, but depending on what you
do with them, they can stop short of sounding realistic. The sounds
are only half of the equation; your performance skills are the
other half. I'm not talking about keyboard dexterity here, but
rather your ability to translate your understanding of acoustic
instruments into keyboard performances that sound like the real
thing. You must learn to fool most of the people, most of the
time.
The
programming capabilities of your synthesizer or sample-based instruments
will vary. The more flexible the architecture, the more programming
depth — and hence, the greater nuance — you can achieve.
An elegant emulation is the product of the quality of your samples,
your understanding of the acoustic instruments you're emulating,
your performance skills and creativity, and the power of the architecture
that allows you to shape your sound.
For
the purposes of this article, acoustic instruments are defined
as instruments that require no electricity to play. It's okay
to stretch that notion to include some electric instruments such
as electric guitar, bass guitar, and the entire family of instruments
derived from their acoustic predecessors, such as electric violin,
cello, or sitar.
LIBRARY
SCIENCE
Begin
by developing a systematic knowledge of your tools. It should
be obvious that you must learn how to program your synths and
samplers well enough to understand their capabilities and limitations.
It's equally important, however, that you organize your sounds
thoroughly enough to have lightning-fast access to them.
Creating
and maintaining a customized set of acoustic solo and ensemble
instruments is an absolute requirement. By investing the time
it takes to lay the foundation, you'll have a valuable resource
to build upon. Constructing a well-defined library of instrumental
sounds will reduce the overall patch-tweaking process for all
your subsequent sessions. In the long run, adequate preparation
will save you time and money.
Even
if you have a pricey ROM-based workstation, the latest sampler,
an extensive soundware library, and advanced sound-modeling software
and you spend tons of time tweaking sounds, nothing substitutes
for talent. The performance talent must still come from the musician
who uses those tools. Part of applying that talent is learning
to effectively shape sounds in real time, just as musicians have
been doing for hundreds of years.
Well-designed
electronic musical instruments offer sound-shaping capabilities
that allow you not only to duplicate the performance gestures
of acoustic instruments but also to bring out your individual
personality by expressing your own musical voice. Some of the
most important tools for musical expression are real-time controllers
such as pitch benders, mod wheels, ribbon controllers, breath
controllers, continuous-control pedals, and footswitches. Once
you learn to use them, you can apply MIDI-controller techniques
to most programmable sample players, samplers, and synthesizers,
whether they're based on hardware or software.
SAMPLE
ABUSE
Have
you ever been in a music store's keyboard department and seen
a customer dial up an acoustic-guitar program, depress the sustain
pedal, play a few left-handed chords and right-handed blues licks,
and remark, “Yuck! That's a guitar? That's awful.”
And have you seen a customer try to romance a lyrical solo out
of a stock sax patch, only to quack away like a wounded duck or
a bad harmonica? Is it really the sample's fault? Players are
much too quick to blame the instrument or the samples.
The
plain truth is that even a great sample that's played poorly usually
sounds bad. Conversely, a poor sample played well sounds acceptable
(though not necessarily good) to many listeners. You've probably
scrolled through a synthesizer's stock solo-acoustic-instrument
patches and been uninspired. Finding an electronic instrument
that can easily take the place of real acoustic players is difficult,
but not impossible.
FOCUS
ON THE BASICS
Obviously
the quality of the samples matters, but the performance matters
even more. What techniques will generate the most realism? A significant
portion of the illusion comes from first doing the brain work
and then mimicking musical gestures repeatedly — in a word,
practicing. A solid understanding of how real instruments perform
is necessary before you can apply any synthesis concepts or techniques
effectively. Some useful considerations can help you as you approach
creating and performing elegant, convincing emulations.
To
understand what's necessary to successfully emulate an acoustic
instrument, bear in mind this useful sequence of steps: absorb,
analyze, re-create, and practice. Absorption is all about listening
and learning from what you hear. Analysis is the intellectual
process of identifying the components that make an acoustic performance
come to life. Re-creation brings those components to life using
electronic instruments. And practice, to paraphrase the old adage,
is what makes your emulations perfect.
An
important step is learning to listen analytically, even surgically,
with an ear bent toward reconstructing a particular instrument
you hear; that's especially true with ensemble music. To emulate
an instrument, you need to learn and practice its characteristic
nuances. Then, the real magic comes from tweaking the raw materials
at hand to suit your needs in a particular situation to reconstruct
those nuances and subtleties.
It's
impossible to overemphasize that listening to the real thing is
a prerequisite for emulating it. Listening is an ongoing process
for any electronic musician who wants to progress and evolve better
programming and performance skills.
Consider
any acoustic instrument from three different perspectives: how
the sound is produced (whether it's blown, bowed, plucked, or
struck), its changes in timbre and loudness, and the kinds of
modulation a player employs. Compare the acoustic player's techniques
to a synthesist's techniques. When a solo flutist performs a musical
passage, for example, notice the constant variations in tone color
(timbre), vibrato (modulation), and dynamics (amplitude). Pay
attention to how the player controls the instrument's loudness
and timbre while breathing life and emotion into a performance.
Contrast that vision with the straight playback of a static sample,
and you'll see a vast difference.
To
get a clearer picture, consider the flute's performance characteristics.
When a flute is blown easily and softly, it produces a warm tone
with a subtle attack transient; conversely, when it's blown sharply
and forcefully, it yields a brighter, thinner tone with a sharper,
more noticeable transient. Apply those observations to your programming,
and as you listen to the real instrument, think about all the
variables of its sound. Does it have a wide dynamic range? What
happens to the transients as they change from almost nonexistent
to the sharpest, shrillest extreme? Try to visualize an acoustic
instrument from a simplified perspective, and then work to the
more complex as time (and your equipment) permits.
That
kind of analytical thinking must be practiced as well. Applying
such thinking when you program synth and sampler patches will
really pay off. Programs should be designed to respond to musical
performance gestures; controllers should be programmed to allow
a reasonable range of hands-on control across a wide range of
musical passages and styles. Practicing controller movements in
tandem with note performances is the key to achieving a greater
degree of realism.
IDENTIFY
THE COMPONENTS
Music
moves in real time and in dynamic space. Musical performance,
and especially improvisation, has extensive physical requirements.
If a musical phrase contains 32nd notes played staccato at a dynamic
of ppp immediately followed by some legato half notes with the
dynamics gradually building to ff and ending on a final sfz, you
should be thinking, “How can my synth patches allow me to
produce that much variation on the fly?”
The
key is advance preparation; you need to methodically organize
various articulations — legato, staccato, marcato, and so
on — into separate programs that you can access quickly.
Better still, build a minimum set of versatile, pliable programs
that allow you to perform a range of expressions. Without adequate
preparation, the number of program changes and the speed that
such changes might require in live performance would present daunting
challenges.
To
successfully analyze musical performance, it's important that
you draw parallels between a real instrument's capabilities and
your synth's programmable parameters and real-time-controller
capabilities. Then, dig a bit deeper. What do the transients sound
like as they respond to your playing across a wide dynamic range?
What does the body (which equals the tone minus the transients)
of a sustained tone sound like when played ppp and increasing
to fff? How does the acoustic sound change when a note is released,
either with an immediate stop or by fading out? Does the instrument's
body resonate a few milliseconds after the performer stops playing?
How would you express the sound you hear in terms of waveforms,
filters, envelopes, and modulation settings? How would you best
control the sound given your selection of physical controllers?
In other words, how will you synthesize the sound?
Consider
that a jazz tenor-saxophonist performing bebop has a different
musical vocabulary than a classical (yes, I did say classical)
sax player or someone performing 1950s doo-wop tunes. Sax players
scoop up to certain notes, the final note's pitch might drop off
at the end of a phrase, or the player can nail a note's pitch
dead on. You also have all those “false” fingered
notes with their peculiar timbres to contend with.
To
accurately emulate any instrumental performance, you should study
the instrument, the style, and the players that inspire you, as
well as any particular aspects you want to capture. You need to
carefully analyze the player's tone, phrasing, and nuances of
articulation such as vibrato and dynamics. The player's approach
can change depending on his or her musical style, knowledge of
theory, emotional state (mood), and performance level (experience).
Variations in tone can come from other factors, too, such as differences
in instrument construction and design.
RE-CREATE
TO EMULATE
Most
keyboards ship with a collection of programs that include acoustic-instrument
programs, but they often don't sound very convincing out of the
box. A little tweaking can dramatically improve their playability
and realism. Customize the programs by assigning additional controllers
to appropriate parameters for hands-on real-time control. Seize
any opportunity to shape timbre, amplitude, and modulation characteristics
in real time.
Using
keyboard Velocity with an assortment of controllers, you can control
the dynamic range of the filter and amplitude simultaneously and
in varying amounts. The end result is a program that responds
more like an acoustic instrument. Well-crafted programs allow
for plenty of variation to provide musical depth and to fuel a
player's spontaneous creativity. Don't underestimate the playing
skills you need to master in order to deliver a realistic emulation
from a synthesized model. A player should understand the real
instrument as thoroughly as possible; good keyboard chops just
aren't enough.
Ultimately,
deciding which controllers to use and what parameters they should
control will determine how realistically you can shape your sounds.
Your goal is to find the easiest and most natural way to play
and manipulate sounds in real time. Performance gestures that
require awkward movements will be a hindrance to coordination
and interrupt the flow. Try to use the most likely physical controller
whenever possible. For example, you'll probably want to use a
breath controller when you're emulating a wind or brass instrument
and a ribbon controller when you're emulating a fretless stringed
instrument or adding vibrato to a violin.
Adding
spice to an evolving emulation can increase its realism, but what
kind of spice? For a flute, it might be adding an overblown harmonic
that's introduced at the highest Velocity levels, or adding a
bit more chiff when you move the modulation wheel forward. Perhaps
you can enhance realism by adding a bit of wind noise modulated
by amplitude and filter envelopes that respond to Velocity. The
key is to experiment and discover what works.
PRACTICE
AND POLISH
Once
a particular technique is learned, it must be practiced. To perfect
your results, it is essential that you practice performance gestures,
controller moves, and patch-change timings. Be careful that you
don't overuse your real-time controllers, however, or you risk
producing sonic caricatures. Work to refine your movements; that
refinement is what often makes the greatest difference in the
end result. Practicing your controller moves will go a long way
toward improving realism. The extra work is always worth the effort.
The
degree of realism you achieve is directly related to several factors,
including how much you listen to music in the style you're trying
to emulate and how much you practice the musical gestures that
define that style. Equally important is the quality of the samples
and the variety of articulations you have at your disposal. Other
issues are the limitations of your synth or sampler and your skill
as a synth programmer.
Working
with a variety of sampled articulations is generally better than
having a single articulation. With good programming, you might
be able to squeeze enough variation from a single articulation,
but the more sampled articulations you have at the beginning,
the better your end result will be. Doing the extra programming
work ahead of time will pay off in the long run.
Successfully
programming controllable crossfades and cross-switches is a special
challenge. Good results largely depend on the flexibility of the
synth or sampler and how well the samples are sonically matched
across articulations and dynamics. Imagine being able to play
a single program and articulate a wide range of phrasings from
legato ppp to a legato crescendo and a presto staccato ff passage
in real time and doing it convincingly. Well-crafted programs
can increase your freedom in performance.
MODULATION
CONTROLLERS
What
follows are a few controller tricks that can help you program
your emulations for greater realism. Although synthesizers and
samplers don't all offer the same controllers or level of programmability,
you can adapt these techniques to whatever programmable controls
your instrument has to offer.
You
can apply many of these concepts and settings to a variety of
emulations in the same instrument family, such as double reeds,
flute and piccolo, trumpet and cornet, and solo strings. For illustration
purposes, I'll try to suggest a few emulative articulations.
Many
instruments within a family will require a similar set of controllers.
For example, certain controllers and modulation routings are most
useful for emulating a wind instrument. Breath control works quite
well for controlling amplitude, highpass-filter cutoff, and the
attack, decay, and release times of the amplitude and filter envelopes.
In reasonable amounts, keyboard Velocity works best for controlling
amplitude-envelope parameters. If your synth has a ribbon controller,
use it to control pitch for manual vibrato. To simulate the timbral
changes that accompany vibrato, route the ribbon to modulate filter
cutoff.
Personalize
your vibrato. It always amazes me how many people can instantly
identify a particular artist by his or her tone and vibrato. Many
guitar, string, and horn players strive to develop signature vibratos,
just as vocalists do. Instead of using a mod wheel or Aftertouch
to control vibrato depth, try using your pitch bender or ribbon
controller to create your own signature vibrato. By rocking the
pitch wheel up and down (or joystick left and right) or wiggling
your finger on the ribbon, you can control depth and rate with
a single controller in one smooth motion. That technique has a
threefold benefit: it promotes spontaneity and individual style,
it produces a more realistic result, and it allows seamless integration
of pitch bend and vibrato (see Fig. 1).
Fig.
1: In this example, Pitch Bend is applied to a sustained saxophone
note that breaks into vibrato.
Tremolo
control. Similar techniques work just as well on tremolo. Consider
a flute's modulation aspects, for instance. Flute players can
play sustained tones without modulation until they want to add
tremolo. Then, they increase the depth and character of tremolo
in real time. Most synths allow you to patch a controller to adjust
tremolo depth and speed. The mod wheel, breath controller, and
control pedals are all good choices for varying LFO depth and
rate. Such an approach yields far more realism than programming
an envelope generator with predetermined delay, attack, and decay
times. For even better results and to take the technique a step
further, try controlling amplitude with a spring-loaded pitch
wheel or joystick (with Pitch Bend disabled) to create an even
more natural tremolo (see Fig. 2).
Fig. 2: By disabling Pitch Bend and enabling LFO modulation, the
pitch wheel becomes the ideal controller for tremolo.
If
you can patch the pitch wheel to control both amplitude and pitch,
you can produce an effect in which you control a very slight amount
of Pitch Bend and a wide amount of amplitude change from a single
source. And if your synth lets you change your pitch wheel from
bipolar to unipolar, you can get identical results when you push
up or pull down the pitch wheel.
USE
YOUR RIBBON
Point
your browser at the EM Web site (www.emusician.com) and listen
to my trumpet emulation, which takes full advantage of the ribbon
controller patched to Pitch Bend and amplitude (see Fig. 3). That
technique works quite well for simulating horn slurs and natural
vibrato, and it's great for horn shakes. Velocity controls the
amplitude envelope to deliver better control of dynamic shaping,
and hence, more realism. (Kurzweil's V.A.S.T. engine offers FUNs
that let you quantize the output of controllers such as the ribbon,
which works great for horn falls or guitar-fret finger slides.)
Fig. 3: Nothing beats a ribbon for realistically controlling Pitch
Bend.
If your keyboard has a ribbon controller, you can achieve the
most natural vibratos by rolling (rather than dragging) your finger
from side to side. The faster and more exaggerated the rolling
action, the faster and deeper the vibrato or tremolo (see Fig.
4).
Fig. 4: The most natural vibrato and tremolo are achieved by rolling
your finger on the ribbon controller.
The ribbon is also ideal for trilling in WP or as an ideal controller
when you're emulating a fretless instrument sliding or slurring
notes (see Fig. 5).
Fig. 5: In this example, the ribbon is used for sliding and trilling
an electric bass sound.
USING CONTROLLERS TO SHAPE ENVELOPES
Consider
the ideal flute emulation; the amplitude and timbre can change
dramatically. A real flutist controls modulation by means of flutter-tonguing
and changing tremolo from narrow and fast to slow and deep. How
can a synthesist gain more of that sort of control and range in
real time? If you learn to use your controllers effectively, you
can deliver good performances by controlling dynamics, timbre,
and modulation.
One
technique is to use keyboard Velocity to modulate the amplitude
envelope. If your synthesizer or sampler lets you patch keyboard
Velocity to the amplitude envelope's attack time, adjust it so
that a soft key strike produces a slow attack (say, 2 seconds)
and a hard key strike causes an immediate spike (the minimum attack
setting). Adjust the amplitude scaling to taste; a wise range
is less than 50 dB. Use the same technique to adjust releases,
too; the slower you release a key, the longer the release time,
and the quicker you release a key, the shorter the release time.
Consider the emulated instrument's timbre as it changes across
its full dynamic range and adjust accordingly.
Another
useful technique is to route keyboard Velocity to control the
filter's cutoff and envelope modulation. If your synth has a highpass
filter, patch the lower Velocities to lower filter cutoff (to
add more warmth) and the higher Velocities to raise filter cutoff
(to thin out the tone by removing some of the fundamental). A
resonant highpass filter can work miracles with the right modulation.
By
the way, a synth that offers a mono ynch mode can help players
with fat fingers to avoid those occasional, accidental ghost notes.
Nothing blows a solo woodwind emulation faster than two tones
sounding simultaneously.
PRACTICE
BREATH CONTROL
Using
a breath controller in combination with a well-programmed patch
can produce amazing results. Patching breath to simultaneously
control amplitude envelope, filter envelope, amplitude crossfading
or cross-switching points, and vibrato depth and rate provides
tons of control from a single source (see Fig. 6). After all,
real brass and woodwind players control their instruments by means
of breath control. So work on your cyclic breathing, and whatever
you do, don't hyperventilate!
Fig. 6: A breath controller adds realism to any wind-instrument
emulation.
ONCE MORE, WITH FEELING
Certain
considerations become obvious as you investigate emulating a particular
instrument. For example, a six-string acoustic guitar can only
play six notes at a time, and the lowest note you can normally
play is E2. A solo woodwind instrument can play only one note
at a time with no overlap; consequently, you should program the
envelope so that it doesn't retrigger with each new note. Avoid
playing any accidental grace notes, too, or you might spoil the
illusion.
Obviously,
I've just scratched the surface here. Your studies can extend
more deeply as your time and gear allow. I hope that these ideas
start you thinking about what you can do to go beyond factory
patches. The more you know about the original instruments, their
note ranges, and their performance limitations, the more realistically
you'll be able to emulate them.
GOING
ELECTRIC
Let's
examine everyone's favorite: the electric lead guitar. When you
consider the electric guitar's dynamic, timbral, performance,
and modulation characteristics and capabilities, you realize that
emulation is a staggering undertaking.
To
illustrate, I'll explain how to emulate a distorted rock guitar
with wah-wah. Begin by layering a few sampled articulations such
as picked notes, mutes, harmonics, and other goodies you might
have available. (If you're using a sampler, you might be able
to throw in a few chunks, chords, and dives, as well.) If you
can assign Velocity or the mod wheel to crossfade from mutes to
picked notes, the transition will be much smoother. To cross-switch
between the samples using Velocity, I suggest assigning soft Velocity
values (say, 1 through 60) for mutes, medium (61 through 118)
for sustained notes, and full on (119 through 127) for harmonics.
One
of my favorite tricks is to layer different feedback samples.
I layer two heavily distorted sine waves — one tuned 19
semitones higher than the fundamental pitch and another tuned
24 semitones higher. By using Aftertouch to crossfade between
the two harmonics, you can control the balance between the sustained
guitar tone and the harmonics, making it possible to fade from
the fundamental to a harmonic and then up to the next harmonic.
Next,
add distortion and effects to taste. To provide a wah-wah effect,
assign a control pedal or the mod wheel to control a resonant
lowpass filter. Use the pitch wheel for vibrato and the ribbon
for trills, bends, and whammy-bar dives. Some synths provide independent
note bending, so you can bend one note up as other notes sustain,
unaffected by Pitch Bend messages. That ability can help you emulate
stringed instruments such as fiddles, pedal steel guitar, and
Dobro, and even ethnic instruments such as koto.
Chris
Martirano was director of product development for Kurzweil Music
Systems for over 12 years. He has worked with synthesizers since
the early 1970s and takes after his world-renowned uncle, Salvatore
Martirano.
This article presented courtesy of Electronic Musician magazine.