That code is actually used in a project I made. It was called Growl_2. I
have a demo of what it sounds like with mouth at about 12 or so. Using that
kind of FM.
This code produces very wet or vocal growls, and is far simpler to use than
Zyn. Much better for the beginner. Plus, the FM mod wave produced by this
took me days of experimentation with waveshaping the chirp to get something
similar sounding, and even then this code still produced a cleaner sound.

https://soundcloud.com/cubician/growl2-test
I can include a copy of the very simple VSTi for comparing purposes.
I've made this, It works, it's extremely simple and sounds sick.
I'm just wanting to make a port to LMMS.


On Fri, Aug 22, 2014 at 6:31 AM, Tres Finocchiaro <
[email protected]> wrote:

> > What is the purpose of the wavetable generator?
>
> I'm curious too as to the limitations of our existing synths for growls
> and whether or not we can leverage/enhance what we already have rather than
> adding a new one.
>
> - [email protected]
>
>
> On Fri, Aug 22, 2014 at 8:28 AM, Vesa <[email protected]> wrote:
>
>> On 08/22/2014 09:17 AM, Ian Sannar wrote:
>> > I have this idea for a Dubstep Growl Synth.
>> > I've made the basic wavetable generator in C#.
>> > I moved it over to ruby and made it a VSTi in FlowStone.
>>
>> What is the purpose of the wavetable generator? We already have a
>> wavetable generator which generates mipmaps for bandlimited waveforms.
>> Although we don't generate them live anymore, and instead provide the
>> wavetables as pre-generated binary files.
>>
>> > It's a basic FM synth. Two waveforms. One waveform is the basic
>> > multi-osc, like from TripleOscillator. The second osc is a wavetable.
>> > Osc 2 is a frequency modulation oscillator, and oscillates Osc 1.
>>
>> Seems quite specific and limited for a whole synth... But if you want to
>> code it, go right ahead. It's pretty easy to write synths for LMMS.
>>
>> > Osc 2 is generated dynamically. A knob controls the wavetable position.
>> >
>> > This psuedo-code generates Osc 2.
>> >
>> > float[] GenerateOsc2(int wavetableQuality, int sampleRate, float mouth)
>> > {
>> >      step = 1.0 / sampleRate;
>> >      wavetable = new float[wavetableQuality];
>> >      for (int i = 0; i < 1; i += step)
>> >      {
>> >           position = 1 - i;
>> >           ampEnv = (float)(1 / Math.Pow(position, 2));
>> >           wavetable[i * SampleRate] = -(float)Math.Sin((position *
>> > Math.PI * (2 * mouth))) / ampEnv;
>> >      }
>> >      return wavetable;
>> > }
>>
>> If this is only called once when the synth is initialized, then it's
>> probably fine. Otherwise there will be problems...
>>
>> > The FM Modulation is your average Frequency Out = Frequency In + (Mod
>> > Osc * FM Gain) function.
>>
>> Not a good idea. While writing Monstro, I learned that you won't get a
>> "proper" FM sound (or what you probably would recognize as "FM sound")
>> by doing actual FM.
>>
>> Doing actual FM will cause pitch drift, which makes the whole synth
>> sound out of tune. What you want to do is use phase modulation to
>> approximate FM, this gives the recognizable FM sound and keeps the pitch
>> constant.
>>
>>
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>
>
>
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