3 ms·
Part of this is the complexity of the interface (I.e. Piano keyboard vs. violin, etc.) need to be matched by complexity in controllable modulation a in the synt
by abruzzi 12y ago
Part of this is the complexity of the interface (I.e. Piano keyboard vs. violin, etc.) need to be matched by complexity in controllable modulation a in the synthesis engine. The history of musical synthesis was a piling on of complexity up to about the late 90s then there was stagnation (or to a degree even reversion.). Part of this was simply the ability for users to reasonably build sounds with some of the more complex synth engines, but I think a lot of instruments (at the time they were mostly sample playback subtractive synthesis) couldn't build the complex nuance of sound from a natural system. In the mid 90s Yamaha came out with a synth called the VL1. It was hugely expensive and used physical modeling waveguide synthesis. It modeled a vibrating column of air in a wind instrument, and to program it you needed special software to design the construction and shape of the instrument (this was radical because all synthesis at the time was about controlling the sound.) It was actually possible to create instruments that couldn't play in tune, or wouldn't even make a sound. This instrument really responded well to complex inputs and was especially sought after by EWI wind players (the original was a keyboard instrument, but required a breath controller to play most sounds since the sounds were designed to require constant energy going into the system to make sound.). But it turned out to be exceptionally difficult to make musically useful sounds, and unlike most pro synths of the time, you couldn't program the models until some years later yamaha released their internal sound design software.
Since then most commercial synths have either been multipurpose sample subtractive, or virtual analog that simulate the old analog synths from the 70s.
- bane 12y agoYeah, looking at the Continuum demo, it looks like thousands of hours went into trying to build up a virtual string instrument sound. Somebody has to splice the samples and build up all the velocity levels and all that. I'm definitely not disparaging it as a ton of work. But I think it also gives us some ideas about the limitations of our models of how sound is actually made. Along the way we've ended up producing some truly unique and interesting sound models which have given birth to any number of entire musical genres. I think part of the problem is also build some kind of control interface which can even detect the elements of a nuanced performance. Take something as straightforward as an electronic drum head. You've got velocity, edge to middle playback area, different parts of the stick of hand, the side of the drum (not just the head). Different stick head materials. You can stop a ringing drum or cymbal, or disrupt the vibration in subtle ways. For something that just seems like it's "onImpactPlaybackSample()" it's not anywhere near that simple.
- abruzzi 12y agoI think that why the most successful electronic controllers have essentially been patterned after acoustic controllers. It's easier to start with a basic model of a saxophone, and then add wind pressure, embouchure, and other real techniques. That way you know people will take to them because all the wind people already know these techniques. History has a lot of unique musical interfaces that never got past curiosity because most performers couldn't adapt to it (theremin...)