Basics:
Sample Playback Synths
What does a synthesizer sound like? Anything you want
it to. . .
By
Jim Aikin
From
the very beginning, the synthesizer was an oddity among musical
instruments: It had no sound to call its own. The sound had to be
specified by the musician, or by a specialist (a synthesizer programmer)
hired to do the job. Players quickly discovered ways to make the
early analog synths sound vaguely like a string orchestra, a Clavinet,
or a marimba, among other things.
The
confusion was compounded a few years later, when sample playback
instruments came into the picture.
A
sample playback synth makes sound by playing back digitally recorded
waveforms. Choose a trumpet waveform, and the synth sounds exactly
like a trumpet, because what you're hearing is a digital recording
of a single note on a trumpet. Choose a snare drum wave, and it
sounds exactly like a snare drum, again because you're hearing a
digital recording of the real thing. A typical synth includes dozens
or hundreds of such waveforms; most of them are digital recordings
of actual instruments — trumpets, drums, bassoons, balalaikas, Minimoog,
you name it. Others may be computer-generated.
There's
a lot more to getting a realistic trumpet sound out of a sample
playback synth than just choosing the right waveform and then hitting
the keys. You may need to adjust the envelope and filter settings,
and you'll certainly want to work out playing techniques that will
approximate the behavior of the instrument you're trying to imitate.
But that's a whole other can of worms. For now, let's talk strictly
about sample playback. What kinds of features will you see in a
synth that uses this technology, and what do they mean musically?
RAM
vs. ROM
Most
of what we'll say in this article about sample playback synths also
applies to samplers. The main difference between a sampler and a
sample playback synth is that a sampler allows you to load whatever
waveforms you like into RAM (a type of computer memory). In a synth,
the waveforms will be gathered together at the factory and burned
into ROM (another type of memory). The difference between ROM and
RAM is that ROM is a permanent form of data storage, while the contents
of RAM can be edited in various ways, or replaced entirely with
something else.
Why
would you want ROM, then? Why don't all instruments have RAM? Good
question. In the early days of sample playback synthesis, ROM was
cheaper. Also, loading sounds from disk was time-consuming, because
most samplers were equipped only with floppy drives. Today that's
no longer true, and some synths offer both ROM and RAM for waveforms.
But it still takes time to load the RAM — and whatever is in RAM
disappears whenever the instrument is switched off. The contents
of ROM will still be there the next time you power up your synth.
Also, the libraries of ROM waveforms developed by synthesizer manufacturers
are optimized to give you a broad and useful sound palette to work
from. Some of the time-consuming editing tasks are taken care of
for you. With ROM-based waveforms, you get ease of use; with RAM-based
waveforms, you get the ultimate in flexibility.
MULTISAMPLING
Switch
on your sample playback synth, choose a garden-variety trumpet patch,
bypass the built-in effects if your instrument allows it, and play
a simple scale up and down several octaves of the keyboard. If you
play slowly and listen closely, you'll hear something interesting.
Each group of adjacent keys — from three keys to six or eight —
will sound exactly the same, except for the pitch of the note. Then
suddenly, when you play the next key, you'll hear a slightly different
sound, which will be repeated across the next group of keys. One
set of keys may have a slightly different amount of "spit" in the
trumpet attack, for example.
What's
going on here?
In
order to conserve memory, a single digital recording of a trumpet
note — a single sample, in other words — is being triggered across
a range of keys. Some technological wizardry is being used to play
the sample at a different pitch, but it's still the same sample.
As you move to a higher or lower range, you'll reach a point where
suddenly you're triggering a different sample. It's still a trumpet
sample, and it was probably created by the same trumpet player,
using the same trumpet and the same microphone. But the articulation
is slightly different, because a real trumpeter never plays two
notes exactly alike. The fact that notes sound identical to one
another is a weakness of sample playback synthesis.
The
layout of trumpet samples across the keyboard is called a multisample.
In your synth's editing pages, the trumpet multisample may be referred
to as a single "waveform" with a name like "Trumpet 1," but actually
it's a matched set of waveforms. If you listen to the various acoustic
instrument multisamples in your synth, you'll discover that some
contain only two or three separate samples in different regions
of the keyboard, while others may contain more than a dozen closely
matched samples.
If
you stop to think about it, this is a fairly odd way to design a
musical instrument. Usually, one wants a uniform sound throughout
the instrument's range. So why not just use one sample for the trumpet,
and transpose it up or down to match the pitch of the key being
played on the keyboard?
Multisampling
is needed because most acoustic instrument waveforms don't sound
good when transposed up or down by too many half-steps. Transpose
one up too far, and it starts to sound thin and tweezy (the chipmunk
effect). Transpose it down too far, and it starts to sound dull
and floppy, as if the instrument were built for an elephant and
made out of old rubber. Some instrument sounds can be transposed
further than others without ill effects. That's why different multisamples
in your synth have the samples laid out across the keyboard in different
ways.
A
few of your multisamples may have different samples played at different
velocities. This is a fairly primitive way (in my opinion) to try
to coax a sample playback synth into having more realistic performance
characteristics. It's called velocity cross-switching. With an electric
piano multisample, for instance, you may find that soft keystrokes
trigger a sample in which the electric piano itself was played lightly,
while a hard keystroke triggers a sample of the piano playing a
loud note. If the samples are well matched, this type of multisample
can be playable, but if you play a chord at a medium velocity, you're
quite likely to hear one of the notes in the chord stick out because
it's triggering the high-velocity sample while the keys above and
below it trigger low-velocity samples. This type of keyboard response
doesn't seem to bother some people, but I don't care for it.
Ideally,
we'd like to have a sample playback synth in which each key triggered
its own sample — or even better, eight or ten samples at various
velocities. That way, no transposition would be needed, and each
note would sound its best no matter how hard or soft it was played.
The main reason why this isn't done is cost. Memory is expensive,
as is the process of preparing the samples before burning them into
the ROM, so it makes more sense to sample six trumpet notes than
36, or as many as are needed to cover the entire range of the instrument.
With a grand piano multisample, we'd need 88 separate samples just
for one velocity layer, which would take up a lot of memory. By
spreading each sample across a range of keys and avoiding velocity
cross-switched samples, we can fit a lot more variety of multisampled
waveforms into the same amount of ROM, thus increasing the versatility
of the synth without adding to the cost.
This article presented courtesy of Keyboard Magazine.
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