I'll get you a copy of the VSTi and a better demo once I can get back on
windows. I'm upgrading to Ubuntu 14.04 so I can't boot into windows until
that's finished.
On Fri, Aug 22, 2014 at 7:35 AM, Ian Sannar <[email protected]> wrote:
> @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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>>>>>>
>>>>>
>>>>>
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>>>>>
>>>
>>
>
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