@Tres This plugin could achieve that sound.
The Mouth knob does half the work, the FM Gain knob is for modulation.
That sound could be created with a high mouth value and the native
waveshaper.
The demo does not demonstrate the automation very well...


On Fri, Aug 22, 2014 at 7:33 AM, Tres Finocchiaro <
[email protected]> wrote:

> When I think of "Growl" I think more about the way the growl transitions.
>
> https://www.youtube.com/watch?v=hpH2KiZC5Jg#t=430
>
> I'd be interested in seeing how the automation track can transform this
> sound.
>
> I'd still agree with Vesa him that we may choose to leverage existing code
> and enhance it with specific functionality for better growls.  I'll let
> Vesa speak on behalf of making instrument plugins.
>
> -Tres
>
> - [email protected]
>
>
> On Fri, Aug 22, 2014 at 9:27 AM, Ian Sannar <[email protected]> wrote:
>
>> The Mouth variable controls the nasal-ity or whatever. Values around 8
>> sound like a Zyn growl, Values around 12 sound like skrillex, Values around
>> 16 sound like a generic Yoiee.
>> I think I used 10 on that demo but then EQ'd it.
>>
>>
>> On Fri, Aug 22, 2014 at 7:25 AM, Nikko Rocksalot <
>> [email protected]> wrote:
>>
>>> I would totally dig this. Does it sounds less nasally pitched down?
>>> On Aug 22, 2014 8:23 AM, "Ian Sannar" <[email protected]> wrote:
>>>
>>>> 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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