Synth
Programming 101
by Len Sasso
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Most synthesizers and
samplers these days come with hundreds of preset sounds. When
combined with the vast number of user-created preset banks floating
around the Internet and the array of expansion cards available
for many hardware models, you may wonder why anyone would bother
to learn how to program one of these beasts. The answer, of course,
is originality, and it's a lot simpler than you might think to
tweak your way to new sounds that will set off your next masterpiece.
In this article, I'll
take an operational approach to synthesizer programming by exploring
the quickest route to customizing factory presets. Our starting
point will be the General MIDI (GM) sound set, which contains
128 sounds covering all of the basic categories. Most synths and
many samplers contain a bank conforming to the GM standard. But
if that doesn't include your model, you can still follow along,
because everything I cover here will apply in almost any context.
One thing you will
definitely need is a programmable instrument of some sort. That
can be a hardware or software synthesizer or sampler of just about
any design. If you only have a preset synth (such as the Yamaha
CBX-K1XG), you may still be able to get some mileage out of it
if it allows MIDI or built-in controllers to alter basic preset
parameters. I'll refer to that option as we go along.
Getting Under The Hood
The first thing you
need to do -- which is also often the biggest hurdle to overcome
-- is to learn how to get into your module's patch or program
editor and find the various settings you want to adjust. If it's
a hardware synth of fairly recent vintage, it will probably have
an LCD, an array of buttons for navigating various modes and menus,
and one or more knobs for adjusting settings. If you're lucky
enough to have a large LCD screen or a software editor that runs
on your computer, things will be much simpler. If not, there's
unfortunately no way around stepping through multiple menu layers
trying to decipher cryptic parameter names like "VDA1 EG"
and "AT41 AL99 DT93."
Needless to say, your
manual is your friend -- it's your only way under the hood. Here
are a few things to look for as you browse through your unit's
documentation.
If your synth has several
modes of operation, find out how to select the mode that plays
a single sound on a single MIDI channel while editing. That is
often called Patch or Program mode. Once in that mode, you will
need to enter the program editor, for which there is typically
an Edit button. In the editor, you'll need to learn how to step
through menu pages to find the parameters you want to edit, how
to move among the multiple parameters that occupy the same page,
and how to change selected values. There are always buttons or
knobs dedicated to those functions, and using them will quickly
become second nature.
Most hardware models
store a large number of factory programs in ROM (that can not
be edited) and have a smaller user area of RAM for programs you
create. You will need to dip into the manual to learn how to move,
copy, and save programs in the user area. Otherwise, all your
hard work will be wiped out when you turn the machine off. If
you're working with a software device, you need to remember to
save your work -- preferably to a new location or using a new
name so you don't overwrite the original program.
Pushing The Envelope
The quickest and easiest
way to change the character of a sound is to alter its amplitude
envelope. One way to think of an envelope (also known as an "envelope
generator" or "contour generator") is as a type
of built-in automation that is initiated whenever a note is played.
Envelopes can be used for many things, one of which is to control
the amplitude (loudness) of the sound being played.
Envelopes can be described
in terms of stages consisting of levels and times to reach those
levels. The most common envelope -- and the kind that is usually
used for amplitude -- has four stages, named Attack, Decay, Sustain,
and Release (ADSR for short). In its simplest form, an ADSR envelope
has four user settings: attack time, decay time, sustain level,
and release time. The other four settings are fixed: the attack
level is the maximum envelope level; the decay level is the same
as the sustain level; the sustain time is the time that the note
is held down; and the release level is zero. In short, when a
note is played, the sound rises to its maximum level then falls
to the sustain level where it stays until the note is released.
The sound level then falls to zero in the release time.
A more intuitive way
to picture an envelope is by its shape. Fig. 1 shows a generic
ADSR envelope shape along with envelopes for several familiar
sounds. Software editors and hardware devices with large LCDs
usually allow you to edit envelopes graphically, making the process
much simpler. But even if you are consigned to doing it numerically,
it's well worth exploring the envelope settings your equipment
offers.
Fig. 1
For example, starting
with a piano sound (GM preset 1) and reducing the decay time produces
a damped-string effect. Increasing the release time simulates
playing with the sustain pedal down. Reducing the decay time to
zero and increasing the attack time significantly gives a reverse-piano
effect. Increasing the sustain level to maximum and increasing
the attack time a little yields a bowed-string sound. (If you're
working with a preset-only synth, MIDI Control Change messages
72, 73, and 80 can often be used to control the release, attack,
and decay times.)
Modern synths, especially
software ones, often extend the basic ADSR concept in two ways:
they provide more stages and they offer control over the shape
of each ramp. With the exception of the Organ, the envelopes pictured
in Fig. 1 all have curved ramps, which best match the behavior
of acoustic instruments.
Many synths allow MIDI
Note Velocity to affect both the envelope levels and times. That
allows you to play much more expressively using your MIDI keyboard.
With piano sounds, for example, having the attack level (or the
overall envelope level) and the decay time increase for higher
Velocities gives a more realistic keyboard feel.
Less Is More
In the early days of
synthesis, a synthesizer's sound was characterized by filters
more than anything else. With the much-expanded sound palette
of today's models, the filter may be slightly less important,
but it is still a key element in sound design.
Synthesizer filters
are characterized by how they affect different parts of the frequency
spectrum. Lowpass filters (like the treble control on your stereo)
reduce the level of higher frequencies while leaving lower frequencies
unchanged. Highpass filters do the opposite, and bandpass and
band-reject filters reduce the level of frequencies inside or
outside of a frequency band. Lowpass filters are the most common,
and if your synth has only one type of filter, that is what it
will be. However, it's not unusual for a synth to have a filter
that is switchable among the four modes just mentioned, or even
to have several filters of different types that can be arranged
in series (operating successively) or parallel (operating simultaneously).
The filter setting
over which you will always have control is the cutoff frequency.
For lowpass and highpass filters, that is the frequency at which
the signal level is reduced by half. For bandpass and band-reject
filters, it is the center of the band. For lowpass and highpass
filters, there is usually a resonance setting as well. That determines
how much the signal is boosted (if at all) just before the cutoff
frequency. Bandpass and band-reject filters sometimes have a Q
setting that controls the width of the affected band. (If you're
working with a preset-only synth, MIDI Controller numbers 71 and
74 can often be used to control the resonance and cutoff.) Fig.
2 illustrates the four common filter shapes and the effect of
resonance.
Fig. 2
Fixed settings for
filter cutoff and resonance allow you to color the sound much
as you would with tone controls or a graphic equalizer. However,
things don't become interesting (and synthy) until you start changing
those settings in real time. The most common tool for that job
is an envelope. Usually there is an envelope dedicated to the
filter with settings identical to those previously discussed for
the amplitude envelope.
A filter's effect varies
with the pitch of the sound being filtered. For that reason, you
will usually find a setting called keyboard tracking or pitch
tracking in the filter section of your synth. It determines how
much the filter cutoff frequency is affected by the pitches being
played. The keyboard-tracking range can typically be varied from
zero (no tracking) to two (cutoff increases twice as fast as pitch).
On some synths, it can also be inverted, causing the cutoff frequency
to move down as the pitch moves up.
Keyboard tracking may
not seem like a big deal, but with careful adjusting it can add
life to a dead sound or it can smooth a raspy, too-bright sound.
It is also useful for very-high-resonance filter effects in which
you actually hear a tone at the filter's cutoff frequency. For
an example, listen to GM preset 122, which produces a keyboard-tracking
whistling effect using noise as a sound source.
In The Beginning
So far, we've looked
at envelopes and filters for controlling the contour and frequency
content of a sound. That, of course, assumes we have a sound to
control. For that, your synth will have one or more sound generators,
most likely referred to as oscillators, tone generators, or wave
generators. The output of the sound generators might be mixed
and processed by a single filter and amplifier (with a single
set of envelopes), or they might each have their own signal path
including filters, envelopes, and amplifiers. In the latter case,
each signal path will probably claim a note from your overall
note count. (See the "Notes, Layers, And Channels" section
below)
Oscillators work in
one of two ways: they generate "synthetic" waveforms,
or they play samples. (Although a bit of an oversimplification,
that covers most of the bases.) In either case, you can select
the waveform or sample to be played. In the case of oscillators
that generate waveforms, you'll have fewer initial choices, but
you'll have settings with names like symmetry, pulse width, and
sync that give you additional control of the sound. In the case
of sample players, you'll typically have a large selection (in
the hundreds) of sounds, but fewer ways to manipulate them. Let's
start with waveforms.
Notes, Layers, And
Channels
Most hardware manufacturers
proudly advertise their unit's polyphony, which is the number
of notes the device is capable of playing simultaneously. Though
that is a valuable measure of a unit's capabilities, and more
is definitely better, it is important to be aware that playing
just a single note can potentially absorb multiple notes of your
synth's polyphony. That can happen in several ways.
On many models, a single
patch can use two or more sound generators in such a way that
each individual sound source accounts for one note of the overall
polyphony. For example, if you play a patch that consists of four
sound generators on a device that offers 64 notes of polyphony,
you'll only be able to play 16 simultaneous notes for that program.
To improve things, many models have smart "voice-management"
routines that, for example, release a note when its amplitude
envelope has fallen to zero, even though the note is being held.
Most models also have
modes designed to let you layer programs and to play different
programs on different MIDI channels. Those usually go by names
like Combi, Multi, and Performance. Needless to say, those modes
quickly consume the available notes. If you layer two programs
in the above example, you're down to eight available notes of
polyphony, and many synths can layer four or more programs.
Finally, if you're
using a sequencer with your synth and sequencing parts on several
MIDI channels, keep in mind that the number of available notes
is split among the different channels. Fortunately, all synths
are smart enough to dynamically allocate the polyphony, so you
don't have to decide in advance how many notes to assign each
channel. However, it's important to keep the polyphony in mind.
Otherwise, adding a lead track on a new MIDI channel can result
in notes unexpectedly dropping out of your lush string pad.
Beyond carefully tracking
the note count in your sequences and each of your programs, many
synths offer options for controlling what happens when you reach
the polyphony limit. Some models allow you to reserve a minimum
number of notes for a particular MIDI channel. Another option
is voice priority (often called note-stealing priority or dynamic
voice allocation). That allows you to specify what happens when
playing a new note exceeds the limit. Typical choices are last-note
priority (earliest played note is turned off), high- and low-note
priority (lowest or highest note is turned off, respectively),
and loudest-note priority (lowest-level note is turned off).
The Shape Of Things
Fig. 3 shows three
standard oscillator waveforms on the left (sine, triangle, and
square) and the result of modifying their symmetry (sine and triangle)
or pulse width (square) on the right. Changing a waveform's symmetry
or pulse width alters its harmonic content, and generally results
in richer textures.

Fig. 3
Oscillator sync, or
hard sync, is another commonly available waveshape-altering process.
In that process, one oscillator, called the slave, is forced to
restart its waveform in sync with another oscillator, called the
master. With hard sync, the master oscillator controls the pitch.
Changes in the slave oscillator's pitch setting don't change its
pitch; rather, they cause its waveform to be truncated at different
positions, thus affecting its tone. The mix of the master and
slave oscillators in the audio output determines how pronounced
the effect is.
You can use the symmetry,
pulse-width, and hard-sync settings on your synth to greatly increase
the variety of sound sources, but applying those effects dynamically
is even more interesting. For that purpose, you'll typically find
envelopes dedicated to the oscillators, or at least a way to route
the filter envelope to the oscillator. You'll also almost certainly
have a low-frequency oscillator (LFO) available for modifying
all those settings. (If you're using hard sync, apply the envelope
or LFO to the slave oscillator's pitch.)
An LFO is an oscillator
that operates at frequencies that are below the audio range --
typically from 0 to 20 Hz -- and can be routed to change various
settings. (Using one process to control the settings of another
is called modulation.) Because it is operating at a low frequency,
the changes it produces are directly perceivable. If you modulate
the same settings with an audio-rate oscillator, you will perceive
a change in the harmonic content of your sound.
LFOs generally have
fewer waveform choices than audio oscillators, but you'll always
find a sine or triangle shape for vibrato and tremolo-like effects.
Generally, there will also be a pulse shape for gating effects,
ramp-up and ramp-down (sawtooth) shapes for repeating attack and
decay effects, and a random form for sample-and-hold effects.
LFOs can often also be used to retrigger envelopes. Look for that
feature on your synth -- it will open up a world of step-sequencing
possibilities.
If your synth's sound
generators play samples, you will not find the same shaping controls
that are available for waveform generators. However, you will
probably still find settings for pitch modulation by an LFO and
envelope, and you will have a larger variety of sounds to start
with. Both sample and synthesis-based devices also typically offer
one or more effects processors for modifying sounds.
Stepping Up
You've now had at least
a brief look at most of the sound-programming features you're
likely to run into on the majority of commercial hardware and
software synthesizers. Getting into and finding your way around
the synthesizer's program editor is the hardest part. Once you've
taken the time to do that, a nearly unlimited sound palette opens
up to you, and the best part is that they're your sounds.
Beyond programming
new sounds, a familiarity with the inner workings of your synth
provides a broad range of performance possibilities. Instruments
with keyboards and onboard controllers (wheels, joysticks, ribbons,
and so forth) usually allow you to route those controls to many
of the settings provided in the editor. Most synths let you route
external MIDI Control Change messages similarly. Whether you use
your instrument live or with a MIDI sequencer, you can increase
its expressiveness by taking dynamic control. So find the hood
latch, get busy, and don't forget to save your work.
Len
Sasso can be contacted through his Web site at www.swiftkick.com.