Basics:
Filters
Without filters, the sound of most synthesizers would
be raw and monotonous
by
Jim Aikin
From
the very beginning, filters have been a vital part of how synthesizers
make and shape sound. You don't have to hang around the pages of
Keyboard for very long before you hear about the distinctive sound
of those early Moog and Oberheim filters. The filter is arguably
the most essential ingredient in the sound of a synth.
If
you don't know what a filter sounds like, please feel free to turn
on your synthesizer right now. Choose a sound that has a bright,
buzzy tone. Go into edit mode, locate the filter cutoff parameter,
and lower this parameter (bring it down toward zero) while playing
notes on the keyboard. You should hear the sound get progressively
darker and more muted as the cutoff is lowered.
If
you don't hear this effect, check to make sure the filter is set
to lowpass mode. You may also need to lower the filter envelope
amount; on some synths, this envelope can push the filter cutoff
up very high even when the cutoff parameter itself is turned all
the way down.
For
you to understand what you've just heard, we have to back up a step
and talk a little about the nature of sound itself.
THE
FREQUENCY SPECTRUM
Let's
start from the very beginning: Sound consists of vibrations in the
air or some other medium. If we take the broadest possible view
of the whole idea, we can identify two kinds of vibrations — periodic
and non-periodic. Non-periodic (random) vibrations are known by
the technical term "noise." Periodic vibrations, on the other hand,
are those in which there are repeating (that is, non-random) cycles.
Sound
cycles are measured in terms of their frequency — that is, by the
speed with which the cycles repeat. If, for example, the vibration
repeats at a rate of 100 cycles per second, we say it has a frequency
of 100 Hz. ("Hz" is an abbreviation for "Hertz," which is just another
way of saying "cycles per second.") Curiously, we can also talk
about the frequency spectrum of noise, but that discussion can get
pretty technical, and it isn't relevant to this topic.
The
lowest sounds that human ears can perceive as sound have a frequency
of about 20Hz, while the highest sounds we can hear have a frequency
of about 20,000 Hz. (The latter number is usually printed as 20
kHz. The abbreviation "kHz" stands for "kiloHertz," which is just
another way of saying "thousand Hertz.")
Most
sounds — both in nature and in synthesizers — are not pure tones
that vibrate at a single frequency. Most sounds are composites in
which a number of frequencies are blended together. This is even
true of noise, by the way: We can talk about high-frequency noise
or low-frequency noise, even though the noise waveform itself doesn't
have repeating cycles. There's a lot more to the story than this,
and we're not going to get into the whole business of overtones,
the harmonic series, and Fourier analysis. At this point, what you
need to understand is that the sound you're feeding into a filter,
even when it presents itself to your ears as a single tone, will
most likely consist of a blend of frequencies from low to high.
LOWPASS
& HIGHPASS
A
filter shapes the sound that it receives by reducing the loudness
of certain frequencies. It can also boost the loudness of other
frequencies. The boost is accomplished with a form of controlled
feedback; we'll have more to say about this below.
A
common music electronics term for "reducing the loudness" is attenuating.
So when we say, for instance, that a filter attenuates the frequencies
above 1 kHz, what we're saying is that whenever a sound passes through
the filter, any vibrations within the sound that have a frequency
of 1,000 Hz or greater are reduced in level. ("Amplitude" is another
term for level. When we're talking about audio signals, amplitude
is the same as loudness or volume.)
The
most common type of synth filter is called a lowpass filter. A lowpass
filter, as its name implies, allows low frequencies to pass through
without being attenuated. But high frequencies are attenuated —
that is, they're filtered out of the sound. It's a bit like looking
at the world through rose-colored glasses. Red light passes through
the lenses, but anything that's mainly green in color will look
dark gray or black, because the green light is being filtered out.
"Low"
and "high" are relative terms. We need to be more specific. A synthesizer
filter has a parameter called the cutoff frequency. This parameter
defines, at any given moment, what "low" and "high" mean. In a lowpass
filter, frequencies below the cutoff frequency are low, so they
pass through without being filtered. Frequencies above the cutoff
are attenuated. In a highpass filter, it's the other way around:
Frequencies below the cutoff are attenuated, while those above it
pass through.
THE
ROLLOFF SLOPE
The
question is, if frequencies above the cutoff are being attenuated
(that is, reduced in level), how much are they being attenuated?
For technical reasons, it's not easy to build a filter that completely
stops all frequencies above the cutoff while having no effect on
those below. (Such a filter is called a "brick wall" filter, by
the way. They're used in some digital audio devices, for reasons
we'll get to next year.) In a synthesizer, the filter is designed
to kick in gradually, in such a way that the amount of filtering
depends on the frequency of the input. Frequencies near the cutoff
are attenuated only slightly. The farther beyond the cutoff a particular
sound is, the more it will be attenuated. This idea is illustrated
in Figure 1.
(see
figure #1)
You
may have heard the terms "two-pole" and "four-pole" being slung
around when filters are being discussed. The terms "12 dB per octave"
and "24 dB per octave" are also common. The term "pole" is a way
of describing the response of a filter mathematically. Without getting
too technical, the more poles a filter has, the steeper its rolloff
slope. Each pole creates 6 dB per octave of rolloff. A 24 dB-per-octave
(four-pole) rolloff is twice as steep as a 12 dB-per-octave (two-pole)
rolloff, as you can see in Figure 1.
The
number of dB per octave is a measure of how much a frequency will
be attenuated for each octave that it falls beyond the cutoff frequency.
For reference, each musical octave represents a doubling of the
frequency: A sound at 1,000 Hz, for instance, is exactly one octave
higher than a sound at 500 Hz.
When
it comes to shaping the tone in a synthesizer or sampler, the tool
for the job is the filter. The classic analog synth sound would
be impossible without filter resonance. If possible, you should
turn on your synth, find the parameters we're covering, and experiment
with them. This kind of hands-on experience is the best way to get
a firm grasp of filtering (or anything else).
RESONANCE
First-generation
analog synth filters incorporated a circuit that had the effect
of boosting the frequencies near the cutoff frequency. This circuit
created the type of filter response shown in Figure 2.
(see
figure #2)
Several
terms were used to describe this type of response; the most common
were resonance, emphasis, and Q. Today the term "resonance" seems
to have won out. Early digital filters didn't have a resonance control,
but today's chips are fast enough to support the extra computation
needed to model analog filter resonance, so just about all digital
filters, whether they're found on conventional sample playback instruments
or modeled "analog" synths, have analog-style resonance.
The
sound of filter resonance is difficult to describe, but it's unmistakable.
As the resonance is increased the sound will develop a pronounced
peak. The character of this peak will depend on the cutoff frequency.
If the cutoff is low, the sound will be "woofy" or "honky." With
a higher cutoff, the sound will be more nasal, and with a high cutoff
there will be a pronounced sizzle or a laser-like cutting edge.
Quite
often, the cutoff will be swept up or down during the course of
each note by an envelope generator. A quick envelope sweep sounds
like a "blip," a medium-length one has a "wah" or "oww" sound, and
a slow one has a broad, spacey quality. We'll have a lot more to
say about envelope generators in the next couple of issues.
On
some filters, especially true analog filters, the resonance amount
can be set so high that the filter will self-oscillate. When it
does this, you'll hear a whistling sound at the pitch of the cutoff
frequency. Except when the filter is self-oscillating, you won't
hear the resonant peak unless there is sound energy in the filter's
input in that part of the frequency spectrum. For example, if you
set the cutoff to 1,000 Hz and crank up the resonance, but the input
waveform has no overtones above 500 Hz, you won't hear the resonance
at all.
FILTER
MODULATION
The
filter cutoff frequency is such an important parameter that most
synths offer several ways of modulating it. Just about all filters
have their own envelope generators, as already noted. You'll also
find an LFO input, which allows the LFO (low-frequency oscillator)
to open and close the filter to create a rhythmic wah-wah effect.
The
filter can usually be controlled by key velocity: This typically
causes the filter to open up more as you play harder. When a lowpass
filter opens up, more of the overtones are allowed through, so the
sound gets brighter. This type of modulation mimics the effect of
plucking a string or striking a drum harder: The sound of an acoustic
instrument tends to get brighter as well as louder when it's played
with more force.
Another
important filter modulation source is the keyboard tracking amount.
To explain why this is important, let's take a slightly artificial
example, which is illustrated in Figure 3.
(see
figure #3)
On
the keyboard you're playing a waveform that has a fundamental and
four rather prominent overtones. The waveform itself tracks the
keyboard in the normal way. Perhaps when you play the low C, the
fundamental is at 60 Hz, and the overtones are at 120, 180, 240,
and 300 Hz. The cutoff frequency of the lowpass filter is set to,
let's say, 600 Hz, so when you play the low C all of the overtones
are below the cutoff frequency of the filter, and pass through the
filter without being attenuated.
But
what happens as you play up the keyboard? By the time you're playing
Middle C, which is three octaves above the low C, the fundamental
is at 480 Hz. The first overtone is at 960 Hz, the second at 1,440
Hz, and so on. But the cutoff frequency is still at 600 Hz. So all
of the overtones will be filtered out: You'll only hear the fundamental.
The tone color will be perceived as much less bright than before.
Play clear up to the top of the keyboard, and you won't hear the
fundamental either!
This
may or may not be what you want. By setting the filter cutoff to
track the keyboard at a 1:1 ratio, you can cause it to move up and
down depending on which note you play on the keyboard. If the cutoff
is at 600 Hz when you play low C, it will be at 4,800 Hz when you
play Middle C (because each octave doubles the frequency), and all
of the overtones of our example wave will still be heard.
MULTIMODE
FILTERS
So
far I've mostly been assuming you're using a lowpass filter. A highpass
filter, as we discussed earlier, behaves in the opposite way: It
removes low frequencies from the sound while allowing high frequencies
to pass. A bandpass filter removes both the low and high frequencies
from the input sound, allowing only a narrow band of frequencies
right around the cutoff to pass through. A band-reject (notch) filter
does just the opposite: It allows both the highs and the lows to
pass through while removing a band of frequencies in the middle.
These days, a synthesizer voice often features a single filter that
can be switched from lowpass to bandpass or highpass mode as needed.
All
of these filter modes have their uses, but lowpass filtering is
the most important, because it most closely emulates what happens
in an acoustic instrument.
This article presented courtesy of Keyboard Magazine.
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Senior
editor Jim Aikin has been programming synthesizers for more than
20 years, and he still thinks it's fun. |