DADEV : Digital Audio Development :
 


 
 

BEGINNER'S SYNTHESIZER FAQ


 

BEGINNER'S SYNTHESIZER FAQ

 

Version 0.3
05/01/97
(C) 1997 Chad Gould
email: cgould@gate.net

BORING DISCLAIMER:

This document is intended for informational purposes only. All rights reserved - commercial, for-profit reproduction and distribution of the FAQ is prohibited. Accuracy is not guaranteed to be 100%, FAQ represents authors opinions but I try to come as close as possible. All trademarks in this FAQ are registered to their respective companies. Any suggestions, modifications, or other critiques of the FAQ can be addressed by writing to cgould@gate.net.

 

I. Introduction

Synthesizers and electronic instruments have been in common use in today's music for at least 30 years, and have been used in serious compositional works for much longer than that. Today's compositions feature more synthesizers than ever - from the all-electronic blips found in today's techno music, to the stylings and pads behind today's pop music. As a result, many people become very interested in synthesizers, and want to learn how to play them.

 

But today's synthesizers can seem complicated at first. It is hard to figure out, for the beginner, which synthesizer to choose from, and to understand all of the possible features in a synthesizer. What makes a JV1080 different from a Nord Lead? What are all these terms in the feature list and what do they mean? What is MIDI?

 

At the same time, I did not see on the Internet a very good, comprehensive source for explaining the world of synthesizers. Being one who runs a large MIDI and synthesizer link page, I was getting way too many questions asking the same thing (the most common being "what synthesizer should I purchase?", but many other technical questions as well). It would be much nicer to simply type all of this information once and refer them to a FAQ. So I wrote this. (:

 

I'm hoping I didn't make this too complicated. I wanted to include a lot of information, to make it interesting reading and complete; at the same time, I want to make it somewhat basic as well, to help out beginners. I hope I have succeeded, and haven't turned anyone off by the fact that this thing is, well, voluminous... if not, well, write on ways to improve it! (:

 

Although I have been involved with synthesizers for a long time, I can't claim to have knowledge on EVERYTHING. Therefore, if you notice any significant mistakes or omissions, please email me at . With that, on with the show...

 

II. What is a synthesizer?

 

A) Definition

From Webster's New World Dictionary, Second College Edition:

Synthesizer - A person or thing that synthesizes; specifically, an electronic device containing filters, oscillators, and voltage-control amplifiers, used to produce sounds unobtainable from ordinary musical instruments.

 

Why the word synthesizer? Well, it is evolved from the word synthesis. Synthesis means to put together parts or elements so as to form the whole, according to Webster's Dictionary. That is the general concept behind a synthesizer: To put together parts and elements of a sound, from sound generating devices to sound processing devices, and form a whole sound.

 

 

B) A Brief History of Synths

Although the synthesizer concept is a relatively new one, electronic instruments have been with us for a long time. The world's first electronic instrument was invented by Leon Theremin in 1920. The aetherphone, as he first called it, later became known as the theremin. It is one of the few electronic instrument that does not require contact to play - you simply wave your hands in the air around two antennas to raise and lower the volume and pitch. It has been used in countless places (the soundtrack to "Forbidden Planet", the song "Good Vibrations" by the Beach Boys), and is still used today.

 

Most of the rest of the electronic instruments produced in the 20s, 30s, and 40s were of the electric organ variety, although there were some notable exceptions (such as the Trautonium and the Ondes Martenot, both invented in the late 1920s, and the RCA Mark I and II synthesizers, created around the 1950s). Particularly of note is the Hammond electronic organ. The first Hammond electronic organ was introduced in 1935; the Hammond name has since become legendary.

 

It was around the 1950s that electronic instruments became treated more seriously. This is because in the academic music world, the musique concrete style established itself. Musique concrete revolved heavily around taking sounds out of the real world, mixing them, and processing them to form a composition. This style heavily revolved around the newly invented way of recording media: Magnetic tape. Sounds could be recorded, have their pitch raised or lowered, processed through a variety of methods, spliced, looped, and a piece could be formed. The elements found in musique concrete still exist today, in the form of digital samplers (which can do what tapes do, only with a greater precision and accuracy). Many tape studios started looking beyond the real world for sounds, and began collecting a wide variety of electronic devices: Oscillators, amplifiers, and other signal processing devices. It was only natural for synthesizers to come along and make a headway. Several small companies (among them, Buchla and Moog) opened up in the middle 60s to make modulars for this small market.

 

Synthesizers had existed prior to the late 60s, in various forms (the RCA Mark I and II synthesizers are good examples of this). But until this period, synthesizers were very expensive, and restricted only to more obscure, academic compositions. Electronic synthesizer builders were mostly hobbyists searching for new ways to create sound. In the late 60s, however, popular musicians themselves were searching for new sounds. The Beatles, for instance, experimented with tape loop ideas in several songs, and used a Mellotron (an early "sampler" that used tape loops to create its sound) on others. Film composers were looking for ways to create unique sounds as well. From this, commercial synthesizers (such as the VCS-3 "Putney" and the Moog Minimoog) were born, and the music world would never be the same.

 

Today, synthesizers are used in almost all forms of music. From providing the backbone of today's most popular music, to providing the strange sounds for the most experimental music, synthesizers are at the forefront of today's music technology. The synthesizer has undergone some radical changes, and now can be found using a wide variety of techniques and methods for creating its sound. But the basic concept remains the same: To start with an electronically generated signal, process the signal through electronic methods, and emerge with a unique sound that often cannot be duplicated by any other instrument.

 

III. Types of synthesizers, in brief

There are many types of synthesizers out there. From time to time, you will run into many of these terms describing various ways a synthesizer generates its sound. Although sometimes people refer to a synthesizer by its synthesis technique (covered in section IV), it is more common to refer to a synthesizer by a generic methodology that a synthesizer uses. This can lead to debates (ie, "The Roland Alpha Juno 1 isn't an analog, it's a digitally-controlled hybrid!"), and isn't technically the most correct... but it does find a way to separate certain bleeping machines from other bleeping machines. (:

 

With that in mind, here are the generic categories most people use to describe synthesizers...

 

Modular synthesizers

 

The earliest synthesizers made were not made in a self contained unit like the modern day synthesizer is. Each unit, instead, was self-contained in an individual box (a module, hence the term "modular"). Units were available that both created a signal (VCOs, noise generators) and processed a signal (VCF, VCA, etc.). These modules were mounted in large racks and connected to each other with 1/4" cables. Because you patched together connections with these cables, a particular sound was called a "patch"... and the name has stuck with us to this very day.

 

These modular synthesizers were usually very big, sometimes taking up entire rooms. Compared to the portable keyboard, a modular synthesizer seems like a burden... until you realize that with a modular synthesizer, you are not restricted to one particular path. Modular synthesizers have the greatest freedom in terms of composing patches, and for this reason they are still used in the studios of film composers and studios that require the ability to make new sounds.

 

The Buchla and Moog modular synthesizers were the earliest to enter the commercial marketplace; although the Buchla technically was the first, the Moog remains the most famous, for two reasons. The first is that the Moog synthesizer got noticed through the enormously popular release of "Switched On Bach" by Walter Carlos (now known as Wendy Carlos). The second is that the Moog modular synthesizer defined the standard which all analogs use to this very day: All functions of the synthesizer are controlled by a control voltage (CV) of one volt per octave. Even today, modulars are still being made by small companies (such as Doepfer, Serge (which in some way resembles the old Buchlas), and many others).

 

Modular synthesizers, of course, are quite impractible for the performing musician (although several artists have and do use a modular on stage)... for this reason, the pre-wired synthesizer was born in the early 70s. Basically, the pre-wired synthesizer took the most common modules of a synthesizer, routes it through the most common path, and adds various control options (for different patches) to the panel through a variety of methods. The result was a synthesizer that was much more practical for musicians, and the bulk of what you will find in the market.

Nowadays, a new type of modular synthesizer is emerging: A virtual modular synthesizer. This modular synthesizer allows you to create the sound on a computer, using virtual "patch cords" and "modules" that synthesizer a very similar sound to a modular, without all of the bulk and cables.

Analog synthesizers

 

A synthesizer with analog-based circuitry. These synthesizers, in general, use analog-style units (oscillators, filters) that are controlled by voltage (like the old modulars, only pre-wired). Analogs are known for having a warm, pleasing sound, compared to most digitals.

 

Early analogs, such as the Minimoog, are easily called that: they all have what is called discrete circuitry (transistors, resistors, etc. - no integrated circuits). Later synthesizers, however, used other, more compact analog technolgies such as op-amps and linear integrated circuits.

In the early 80s, the terminology began really getting distorted when synthesizers came out with separate sections controlled by digital technology (for things such as patch memory). Often the oscillators themselves would be controlled by some digital circuitry, to help keep the oscillators in tune. Instead of having VCOs (voltage controlled oscillators), they are often referred to as having DCOs (digitally controlled oscillators - see the Roland Juno series for an example of that). And things got complicated even further by having synthesizers, such as the Korg DW-8000, that have oscillators driven by short, looped samples, but have analog filters! (These synthesizers are often called "analog hybrids".)

Digital synthesizers

 

Basically, synthesizers that use digital methods to generate sounds.

 

"Digital synthesizers" have been around since the late 1950s, when RCA introduced the Mark I synthesizer to the world. The "synthesizer" consisted of a variety of analog components (oscillators, etc.) - the catch is that the components were digitally controlled. In order to use this program, you had to tediously program in a piece on punchcards; this severely restricted its use.

 

Some commercial digital synthesizers came out in the late 70s for musicians with deep pockets (notably the New England Digital Synclavier workstation and the Fairlight sampler), but it wasn't until the Yamaha DX7 came out that people took notice. The Yamaha DX7 packed an amazing amount of synthesizer power (realistic instruments, nice sounds) for a $2000 price tag. The result was a huge success that redefinied the shape of the synthesizer market.

 

Digital synthesizers are very similar, technique wise, to analogs. Usually, they start out with a sound source (anything from a sample to a computer-generated wave) and process them through various digital algorithms. The result is often more realistic (due to the samples), but many complain digital synthesizers sound "colder" than analogs.

 

Some synthesizers have been done using digital synthesis methods that do not rely on samples. The Yamaha DX7 is a good example of this (it used digital methods to do a type of synthesis called frequency modulation (FM) in much greater quantities and with much greater precision than was possible with an analog synthesizer of the equivilent size); the Roland D-50 is another (it allowed you to select either short "PCM" samples or digitally-generated waveforms, and process them through digital filters and digital VCAs). However, today's digital synthesizers primarily use samples to generate their sound. Thus, we come to the two types of sample synthesizers...

Sample-playback synthesizers

 

The majority of the synthesizers on today's market are sample-based synthesizers. These are synthesizers that contain hard-coded samples (stored onboard in ROM on the synthesizer). Synthesizer patches are created by using these hard coded samples as a sound source, and processing the signal through various filters, envelopes, etc. They are known in general as sample-playback synthesizers (although some sound card manufacturers call the process "wavetable").

 

Although these can be a limiting synthesizer type to some extent, they tend to have several advantages. First of all, its cheap. ROM is cheap, and digital technology is getting cheaper. Second, polyphony is cheap and extensive on these machines: Some sample-playback synthesizers can play up to 64 notes at one time! Third, its very realistic sounding (due to the use of samples). Fourth, they are easy to use: Simply call up the patch you want and play. However, they often lack real-time control and warmth, and you are limited to the samples in the ROM. It's a judgement call. For beginners, I do think they are the best choice, but for those wanting to create their own sounds, I don't...

 

Some of these synthesizers are called workstations. Workstations are nothing more than synthesizers which several related components of a synthesizer (sequencer, effects processor, data storage) can be found on one unit. Although there are certainly analog workstations out there (the ESQ-1 was an analog hybrid workstation), nowadays, all workstations sold today are entirely sample-based (with other synthesizer techniques looming in the background, such as sampling and physical modeling, sometimes).

Samplers

 

Sample-based synthesis is nice, but what if you want to use your OWN samples as the sound source? This is where the sampler comes in. A sampler is a device that can take any sound that is put into it, "sample" it, process it, and play it back. Whether it be a short vocal clip from President Kennedy's inaugural address, or a multilayered synthesizer sample that is processed to do crazy things, samplers give you considerable freedom to make any sound you want.

 

The downside? Samplers are expensive, and more difficult to program than other categories. Samplers also have the most storage consideration, and often come with the ability to add internal hard drives, or connect to external storage devices via SCSI. Another downside is that they lose the contents of their memory when turned off, just like a computer, and you must reload the samples from a floppy disk or hard drive to begin using the sounds again. Still, they are a worthy piece in a synthesizer arsenal.

 

Nowadays, samplers are available that make use of your computer to generate sounds. On the shareware market, there are a few programs (like Simple Sampler and Mellosoftron) that allow you to trigger WAV files easily with MIDI, and play it back through your sound card. On the professional level, there are program/hardware packages that allow you to do sampling (at a professional price) with your personal computer, with much of the processing a hardware sampler has.

 

JLoffink@bangate.compaq.com adds:

 
The distinction between sample-playback synthesizers and samplers can
become blurred, as there are some sample-playback synthesizers with small
amounts of user RAM for loading samples, just as there are some samplers
with Flash ROM options that allow users to load limited amounts of samples
into memory that keeps its contents even after the instrument is powered
off. 

Although its not to the point where a $99 Soundblaster can replace a $3500 Emu (no processing abilities with most of the shareware programs), the sampling shareware is certainly an alternative available for those looking for a cheap way to include a sampler in their songs.

 

Another cheap alternative is what I call a "phrase sampler". Samplers like the Roland MS-1 fall into this category... they have limited amounts of samples and polyphony, but more real time controls available than the average rackmounted sampler, and are well suited for DJ work.

Software synthesizers / Physical modeling

 

A third type of digital synthesizer has emerged in recent years, and is continuing to develop. In the early 90s, Yamaha released the first of these types of synthesizers. Called the Yamaha VL1, it modeled wind instruments (such as saxaphones) very well. The synthesizer was not a big seller, but the sound it produced was incredibly realistic, much more realistic than sampling synthesis. Thus, modeling has become the new way of looking at synthesis.

 

The idea behind modeling is to use software code to produce the sound, instead of using hardware methods. This concept has been around for some time (an experimental program called Csound has been available for computers for a while), but only recently has the idea blossomed in any community but the experimental. Currently, the trend has been to model analog sounds. The Clavia Nord Lead claims to use modeling to produce its analog sounds; Yamaha is planning to release a Nord Lead competitor called the AN1X, and Roland already has released its Nord Lead clone (the JP-8000). The Korg Prophecy solo synthesizer does both analog(ish) modeling AND some realistic synthesizer modeling.

 

A huge array of software synthesizers that use only the PC to generate the sound have also cropped up. Many of the synthesizers are like Wavecraft (which models a modular through software), and cannot be played real-time. However, some newer software (such as the Rebirth 338, which real-time models two 303s and an 808) is offering the promise of real-time synthesis on a personal computer.

 

The possibilities for this type of synthesizer remain yet to be seen.

Drum machines

 

This term refers to special units that only contain drum sounds in them (usually). The drum machines have an internal sequencer that allows you to program in a drum song, and play it back. This makes drum machines nice for people who have a limited amount of musicians: You can pre-record and play back rhythm parts while you play back live on top of them. (I don't consider drum machines a substitute for the real thing, though) Drum machines also have a special charm in rap and hip-hop music, due to the more "electronic" sound a drum machine has and the fact that it is able to keep a beat perfectly.

 

There are several types of drum machines available. Very old drum machines (Roland TR-808, CR series) use analog synthesis as a way to make drum sounds. Later, drum machines started using digital samples to make the sounds; although some machines exist that use both methods (Roland TR-909), nowadays, almost all drum machines on the market are sample-based. A few drum machines, however, allow you to load your own samples in to be used as rhythms (Emu SP1200, Akai MPC60 / MPC3000, Linndrum 9000, etc.), thus opening up another dimension of rhythms. Some drum machines nowadays are modeled (ie, the Novation Drumstation).

 

Early "drum machines", FYI, were not programmable (ie, you had only a few preset rhythms), and were mainly designed as accompaniment for organ players. The first commercial drum machines that had programmable rhythms were the Roland CR and TR series. Interesting that many machines in the TR series are still used today. (:

 

The better drum machines have touch-sensitive pads (so the machine can record the velocity struck at), and have ways of changing the pitch, envelope, and duration of the drum (and the ability to record it into the internal sequencer realtime.)

 

IV. Major types of synthesis

 

More technical (but more correct) is the methodology that a synthesizer uses to arrive at its sound. Of course, there are differences between various synthesizers even within techniques... which gives certain synthesizers a different sound over other types of synthesizers. With that in mind, here is the various synthesizer types around...

 

 

Subtractive synthesis

 

One of the most common synthesizer techniques, found in most analogs and some other types of synthesizers (such as modeling synthesizers). This type of synthesis is achieved by taking a tone with lots of harmonics and filtering them to arrive at the desired tone color. Most sample-playback synthesizers are technically subtractive.

Additive synthesis

 

Exactly the opposite of subtractive synthesis. Basically, putting together a number of different wave components together (partials or harmonics) to arrive at a particular sound. A specific type of synthesis is Fourier synthesis, which involves mixing together a large number of sine wave harmonics to achieve a specific sound.

 

Wavetable synthesis

 

A type of synthesis form which produces a sound through short, cycled samples.

 

The technique varies between various synthesizers. For the Microwave and PPG Wave, multiple short waveforms stored in a table can be sequenced through a single note, producing rich sounds. The synthesizer also provides the ability to interpolate between various waveforms. For synthesizers like the DW-8000 and ESQ-1, "wavetable" refers to the fact that the synthesizer uses single-cycle waveform samples to produce its sound. For synthesizers like the Wavestation, the reference is to small-sample chunks to produce the sound.

 

Sound card manufacturers often refer to their soundcards that use sample-playback synthesis as "wavetable" (because the samples are stored in a table in RAM.)

Sample playback (PCM synthesis)

 

Also known by many other names (AI2 synthesis, etc.), the idea behind this type of synthesis is to take a sample of some kind (whether it be of a synthesizer, acoustic instrument, etc.), and play that sample back as the oscillator (instead of an electrically generated wave). This tends to generate very realistic sounds; the problem is, without the ability to create your own samples (ie, all the samples are stored in ROM), the sound generation options can be limited. Usually, this is an extension of subtractive synthesis.

 

A sampler attempts to solve this problem by allowing you to create your own samples and play them back via various synthesis options. Samplers are technically sample playback synthesizers with RAM instead of ROM inside; but by enabling you to create your own sounds, the samplers open up a world of new possibilities.

 

The sample playback synthesis era started with the Roland D-series of synthesizers, which used the term "Linear Arithmetic", implying an additive paradigm. The D-series, like most sample-based synthesizers, is more subtractive than additive though.

 

Physical modeling

 

A new form of synthesis that has emerged in recent years. Instead of trying to simulate through an abstract method, the synthesis method tries to physically model the instrument itself, thus providing a very accurate instrument. However, it is often the most difficult to program - and consequently, the hardest to provide an effective user interface for. Nevertheless, analog physical modeling synthesizers recently have appeared with the "classic" easy-to-program knobs et al.

FM synthesis

 

FM (Frequency Modulation) synthesis, widely popularized by the DX7 and other Yamaha instruments, is a unique type of synthesis. The basic concept behind FM synthesis is that you modulate the frequency of an audio oscillator by the frequency of another audio oscillator. By stacking various oscillators on top of each other, you can get a wide variety of sounds. Yamaha also introduced a modified version of FM called RCM (Realtime Convolution and Modulation); they are very similar, though.

Phase Distortion

 

Phase distortion was a technique introduced by Casio for the CZ series of synthesizers. The basic concept is to morph various waveforms from their original waveform (saw, pulse, etc.) into a sine wave and back.

Waveshaping

 

Waveshaping is a technique popularized by such synthesizers as the Korg 01/W. Waveshaping allows you to apply a non-linear function on the original signal, thus offering a wide variety of effects.

Vector synthesis

 

A way that some of the more powerful synthesizers can create nice sounds through a simple concept. Up to a certain amount of oscillators can be mixed together and (often) realtime controlled through a device such as a joystick. It makes for some nice ways of producing expressive sounds.

 

Wave Sequencing

 

Wave sequencing is a feature popularized by the Korg Wavestation. It allows you to sequence through programmable patterns of samples - a concept similar to the "loop-the-loop" partials found in the D-50 and the cycling available in the PPG Wave / Microwave, but with a lot more control, with each sample assigned a level and duration.

VAST Synthesis

 

A type of synthesis unique to Kurzweil K2000, K2VX and K2500 instruments that combines elements of analog synthesis (filters, pulse width modulation, hard sync, distortion, amplitude modulation) with digital shaper and wrap functions. Multiple configurations of signal paths are available, giving connectivity comparable to a modular synthesizer.

Granular Synthesis

 

At this time a more abstract concept, granular synthesis is similar to wave sequencing except the snipplets are so short that an actual tone is developed, instead of the rhythm that wave sequencing produces.

V. What do all the synthesizer components mean?

 

Knowing what type of synthesizer you are looking for is nice in itself. But what do all of these terminologies mean? NOTE: See VI. Part E for effects terminology. Effects I consider a feature of the synthesizer, not the synthesizer itself.

 

The Glossary

 

32'/16'/8'/4': A carryover from the organ days, simply referring to the octave at which the patch is set at. 8' is the normal sound; 16' is one octave down, 32' is two octaves down, etc. Likewise, 4' is one octave up.

+24db/+12db/+18db:This simply refers to a specific filter type, characterized by how abrupt its cutoff slope will be. This also refers to the amount of poles that are in a filter.

ADC: Analog to Digital Converters. Used in samplers to create digital data (ie, where a sound wave is represented solely by numbers) out of a sound input. The better the bit resolution of the ADC, in general, the better sounding the conversion will be.

ADPCM: An audio compression routine for digital audio.

ADSR: The basic envelope of a synthesizer. This type of envelope is probably the most common type, especially on early synthesizers. Incidentally, each letter stands for a basic parameter of the envelope: Attack Decay Sustain Release.

Algorithm: In computer terms, a set of instructions designed to accomplish a specific task. This computer term has been applied to synthesizers, though, by such synthesizers as the Yamaha DX series. The Yamaha DX series uses the term algorithm to describe how the FM operators are set up and processed.

Amplifier: A circuit which controls the volume that a particular signal has.

Amplitude Modulation: A process that allows you to modify the amplitude (or level) of a sound using various other signal sources. This allows you to produce a range of tremolo or timbre modulation (wah-wah) type of effects. Also known as AM.

Attack: In an ADSR envelope, the control that determines the time it takes to get to the maximum attack level.

Bandpass Filter: A filter that lets through only a narrow band of frequencies.

Bank: Generally refers to a collection of patches grouped together.

Baud Rate: The number of bits of computer information transmitted per second.

Bit Resolution: When people refer to a "16 bit machine", this is what they are referring to. This refers to the amount of bits it takes to store a sample inside of a sampler. A bit, by the way, is the smallest unit of a computer; it is a digital piece of information that is either 1 (on) or 0 (off).

BPM: Beats per minute, the usual tempo measurement.

Buffer: Temporary storage for a patch. You can play it, edit it, etc. without harming the RAM or ROM where the patch came from. Most synthesizers with memory send the patch to the buffer when you call it up.

Carrier: In FM synthesis, an operator that "carries" the main audio output of the sound without modifying (modulating) anything.

Cent: Used to describe pitch tuning. A notation where one hundred cents equals a half step.

Clock Rate: Usually refers to the sample rate at which keyboards play the pre-recorded ROM samples back at.

Combination: A special synthesizer patch that uses multiple patches, spanned across various portions of the keyboard and routed through the same FX, to create a very rich sound.

Controller: A device that is capable of producing some change in the.phpect of sound. See the whole glossary of controller terms below (VII. Part D)

Cutoff Frequency: The frequency in which a filter is set to. Beyond this frequency (in a lo-pass filter, the most common), the sound is cut off.

DAC: Digital to Analog Converter. Used for samplers and sample based synthesizers. In general, the better the bit resolution of the DAC, the better sounding the samples.

DCO: Digitally Controlled Oscillator. Similar to VCO, except that the tuning of the VCO is somehow computer-stabilized (e.g. clocked to a single CPU, etc.)

Decay: In an ADSR envelope, the control that determines the time it takes to go from the maximum attack level to the sustain level (set by the sustain control).

Delay: Sometimes refers to delay time before a specific keyboard section starts (such as a delay time in an envelope or LFO); also, a specific FX type, see section VII Part E.

Delay Time: Usually refers to the delay before a specified section begins working.

Detune: These parameters usually allow you to have some of the oscillators be slightly out of tune with the other, creating a fatter sound.

Default patches: The patches that are loaded into the synthesizer when you first buy it.

EG: In some synthesizers, they use the term "Envelope Generator" instead of Envelope; this is a shortened abbreviation for this.

Emphasis: Sometimes used to describe resonance.

Envelope: The signal processing device in a synthesizer that controls amplitude over a time. In not-so-technical terms, it gives sound its shape. It tells when the synthesizer volume should go up and down in volume, and the time it should take to go up and down. Early synthesizers commonly used an envelope type called ADSR, but modern synthesizers tend to have a lot more complicated parameters. The basic concept, however, remains the same.

Envelope Tracking: A function that changes envelope length, time, etc. depending on what note is played.

Filter: A device that blocks certain frequencies while letting other frequencies through.

Frequency: The pitch of a tone. In oscillators (VCOs, etc.), they usually refer to the initial starting pitch. In filters (VCFs, etc.), they usually refer to the setting of where the cutoff frequency begins. In samplers, it sometimes is used to specify the sample rate. Frequency is measured in Hertz, where one Hertz (Hz) is one cycle per second.

Frequency Modulation: In addition to being a basic synthesizer technique used by some synthesizers, many synthesizers have a feature which allows you to modulate the frequency (pitch) of an oscillator or filter, producing rich and complex tones. Also known as FM.

Keyboard Tracking: A function on some keyboards that determines how the area of the keyboard affects tonal qualities.

Hertz (Hz): A way of measuring frequency, where one hertz is one cycle a second.

Hipass Filter: A filter which only lets frequencies HIGHER than a certain cutoff point through.

Inverter: In some synthesizers, a circuit that reverses the normal voltages in the circuit, so that +5V becomes -5V, etc., for special effects.

KHz: 1 Khz = 1000 Hz.

LFO: Stands for "Low Frequency Oscillator". An oscillator that in general is NOT triggered from voltage; it runs continuously at a very low speed (although many synthesizers have a retrigger option that allows the LFO to be reset for each note played, or when you want it). Some common applications: Putting an LFO on the VCO pitch (for vibrato) or putting an LFO on the VCF filter cutoff frequency (for slow filter sweeps).

Loop: An option in a sample that allows you to repeat a sample at a certain point when it reaches a certain point in the sample. In other words, a way to repeat a sample forever. The basic sample loop simply loops the sample from a previous point in the sample when the sample reaches a designated end point; this is called a forward loop or a sustain loop. Other types of loops include the reverse loop (a loop where the sample loops from a point near the end of the sample to a point near the beginning; in other words, reverse of the forward loop) and the bi-directional or ping-pong loop (a loop that plays from the starting point to the ending point, reverses and plays from the ending point to the starting point, and continues ping-ponging back and forth). Some samplers allow two loops: a loop for sustaining a note, and a second loop when a note-off message is received (called the release loop). Also: In a sequencer, an option that allows you to repeat a sequence infinitely.

Lowpass Filter: A filter which only lets frequencies LOWER than a certain cutoff point through.

Matrix Modulation: A type of system which allows you to connect several selectable sources by several selectable destinations by a certain amount. Common on many synthesizers today.

Mix: Often used to describe the amount of volume between one source and another. Often used to describe mixing two oscillator volumes. Also used to describe mixing two samples.

Mixer: A device that combines two or more audio signals.

Modulator: In FM synthesis and elsewhere, a modulator that is used to modify the output of another operator, creating rich complex tones. This process is known as modulation.

Multisample :A "patch" that is made up of several samples spanned over the keyboard. For example, a piano patch could be made up of seven samples, each at an octave point of the piano, spanned over the keyboard. This creates a more realistic sound.

Noise: As it says; random frequencies spitting out to produce static-like sounds. Useful in some patches.

Notch Filter: A filter that only lets everything BUT a certain notched portion of frequencies through.

Operator: In FM synthesis, a digital sine wave that is combined with its own envelope generator. Kind of the FM way of describing a VCO.

Oscillator: A generic term describing the part of the synthesizer that produces the basic tone or sample of the patch. In the old days, an oscillator referred to a specific electronic circuit that oscillated back and forth in voltage, but nowadays, some sample-based synthesizers use this term.

Pan: The placement of the sound between the left and right stereo channels of a synthesizer.

Partial: In a Roland synthesizer, refers to one of the building blocks. Think of it as an oscillator with an independent filter, amplifier, etc.

Patch: A synthesizer sound composed of specific settings. In the old days, you used to patch together modules with patch chords, hence the term formed. Later, "patches" were dialed up on knobs. With the advent of memory, however, patches usually refer to a stored patch inside the synthesizer memory.

PCM: Pulse Code Modulation. A really technical way of describing a sample, often specifically referring to samples hard-coded into ROM. Sample-based synthesizers are sometimes called "PCM synthesizers".

Pink Noise: Noise that has passed through a low-pass filter.

Pole: As in "2 pole filter" and "4 pole filter". The more poles a filter has, the more abrupt its cutoff slope will be, and the more accurate the filter will be in reducing unwanted frequencies.

Port :Refers to an electrical connector of some kind; also refers to a program written for one machine that is translated into another.

PPQ: Pulses Per Quarter-Note. A way of measuring the resolution of a sequencer; the higher, the more accurate notes can be recorded.

Preset: A patch that is built into a synthesizer patches that cannot be changed.

Program: Another word for a patch. In modern sample-based synthesizers, often refers to the patches which use only a single voice in a synthesizer, and are the basic blocks for multimode and combination mode patches.

Pulse: This refers to square waves whose width is somehow being controlled. IE, a normal square wave looks like:

 

      |-----|     |
      |     |     |
      |     |     |
------      ------|

Pulse waves can look like this:

 

       |-|       |
       | |       |
       | |       |
-------- ---------
PWM: Pulse Width Modulation. A parameter that controls the width of the square waves. See pulse.

Q: A common name for resonance.

Ramp: On some synthesizers, a smooth modulation that best resembles the attack portion of an envelope.

Rate: The speed at which a particular device is operating at.

Rate Scaling: See scaling.

Reconstruction Filter: From Keyboard Magazine's web site: A lowpass filter on the output of a digital-to-analog converter that smoothes the staircase-like changes in voltage produced by the converter in order to eliminate clock noise from the output.

Release: In an ADSR envelope, the control that determines how long it takes to go from the sustain level to 0 when the note is released.

Resolution: With apologies to Keyboard Magazine's web site, because they said it best: A function on a filter in which a narrow band of frequencies (the resonant peak) becomes relatively more prominent. If the resonant peak is high enough, the filter will begin to oscillate, producing an audio output even in the absence of input. Filter resonance is also known as emphasis and Q. It is also referred to in some older instruments as regeneration or feedback, because feedback was used in the circuit to produce a resonant peak. It produces a very distinctive sound in the analog filter process, and is an important part of techno music, among other things.

Resynthesis: Analyzing the sample and adding frequencies to make the sample sound more real. Used on some synthesizers as a technique.

Ring Modulator: A type of mixer that takes two signals and produces either the sum or difference of the two signals. Cliched in the 70s but not heard of much in the modern era.

Sample: A piece of analog audio encoded digitally. Samples are what make possible much of today's music, as they enable people to take "snipplets" of sound and produce either realistic-sounding instruments or astonishing effects. Technically, a sample is simply one "reading" of audio data, but most people refer to samples as a full snipplet.

Sample-and-Hold (S&H): From Keyboard Magazine, once again: A circuit on an analog synthesizer that, when triggered (usually by a clock pulse), looks at (samples) the voltage at its input and then passes this voltage on to its output unchanged, regardless of what the input voltage does in the meantime (the hold period), until the next trigger is received. In one familiar application, the input was a noise source and the output was connected to oscillator pitch, which caused the pitch to change in a random staircase pattern. The sample-and-hold effect is often emulated by digital synthesizers through an LFO waveshape called "random."

Sample Rate: The rate at which a sample is recorded. It determines how many "samples" are reserved to store a particular sample in the machine. For example, a sound sampled at a sampling rate of 44,100 will require 44,100 samples per second to store the sound. The higher the sample rate, the higher quality the sample will be, with less of a phenomenon known as aliasing (a situation where unwanted frequencies appear in the sample, due to the lack of information present in the sampled data). Each sample will require a certain number of bits to store, depending on the machine. From this, you can calculate the storage space a sample requires (ie, a 16 bit machine requires 16 bits per sample. Monophonic samples require one channel; stereo samples require two. Since 8 bits equals one byte, you can determine that a one second sample will require 88,200 bytes at a rate of 44,100 / 16 bit, monophonic; and double that for stereo samples).

Scaling: Often used to shorten or widen signal processor output (such as the rate of the envelope or the volume level) over a period of time in a particular fashion.

Software Version: Just the version number of the particular synthesizer's operating system.

Split Points: Sometimes used as a term to describe a multisample; a split point is where one sample becomes another.

Suboscillator: An oscillator that is set at (usually) one octave below the normal oscillator; used for bass effects.

Sustain: In an ADSR envelope, the control that determines the level that the sound is played at while the note is being held, and after the other envelope portions (Attack and Decay) have been cycled through.

Sync: Provides a way for you to synchronize the device with something else. For example, LFO sync in synthesizers often allows you to clock the beginning of the LFO cycle to key-on timing. Sync is used in the Roland x0x series to allow both sequencers to start at the same time with the same tempo.

Timbre: In certain Roland synthesizers, a building block in the patch. Also a way in describing the tone quality of the sound.

Tracking Generator: A synthesizer feature found on Oberheim and Alesis synthesizers. Here is a long explanation, thanks to Analog Heaven's archives:

 


The tracking generator is a non-linearizer for control signals. Imagine the
range of a controller as a line from minimum to maximum:

                      ___---~
               ___---~
        ___---~
 ___---~
~
^      ^      ^      ^      ^

(sorry for the rough ASCII graphics)

Anyway, imagine this line as being a broken rubber band stretched
between two thumbtacks, one at each end. (I indicate where they go
with tilde marks '~' in the above picture.)  Now insert three more
tacks into the band, one at the center and two more halfway between
the center and the ends. So you have a line of five tacks describing
the straight line of the controller range, with zero effect at one end
and maximum effect at the other, right? (The caret marks '^' show
the horizontal positions of the five markers.)

Well, the tracking generator lets you grab any of those tacks and move
it up or down from zero to maximum, stretching the band out of shape
and turning it into a zigzag, a quasi-envelope structure, or
whatever. Each point on the curve has a value from 0 to 63, and values
are set independently for each point. The default, the ordinary
unaltered line, has these values:

                      ___---~
               ___---~
        ___---~
 ___---~
~
^      ^      ^      ^      ^
0     15     31     47     63


We could also draw a curve like this:

       ~             ~
      / \           / \     
     /   \         /   \
    /     \       /     \   
   /       \     /       \  
  /         \   /         \ 
 /           \ /           \
~             ~             ~
^      ^      ^      ^      ^
0     63      0     63      0
Or like this:

        ___---~------~------~
 ___---~
~
^      ^      ^      ^      ^
0     15     31     31     31


Or even like this:
                    
                            ~
                           /
                          /
                         /
                        /
                       /
                      /
~------~------~------~
^      ^      ^      ^      ^
0      0      0      0     63


Well, what are these curves good for? Remember, they control what
happens to a control signal that's normally linear. So you can take a
linear signal and use it in different ways by routing it through the
tracking generator first. The two-bump example can be applied to a
stage of an envelope to create double-tonguing effects. The flattened
line can be applied to a mod wheel output to give it a
quasi-logarithmic throw. And the last example can be applied to a
voltage pedal to produce a footswitch-like 'step' when the pedal is
pressed all the way down (ideal for simulating a hihat). And there
are lots of others as well. Experiment!

Transpose: A function that allows you to shift the entire keyboard up and down a key. Usually, the transposition is done in semitones (or one note in a key; ie, +1 transposition would make a C a C#, a C# a D, etc.).

Track: On tape, a band of tape used for recording audio. Normal stereo cassettes, for instance, have 4 tracks (2 tracks for each side, one track for each stereo channel). In a sequencer, this refers to a similar concept: A selection of music that can be recorded, sequenced, and played back separate from the other tracks.

Tremelo: A periodic change in amplitude (unlike vibrato, which is a periodic change in frequency).

Tune: A way to adjust the sound of the synthesizer. Early analogs required you to tune through an analog knob, sometimes tuning each individual VCO; most of today's modern digitals, in contrast, allow you to tune with a menu, and usually express the tuning in terms of +/- cents off of the standard tuning.

VCA: Also known as Voltage Controlled Amplifier, this is an amplifer whose magnitude can be controlled by voltages. IE: Attaching the voltage of an envelope will produce a patch whose volume corresponds to the envelope shape; attaching the gate voltage, on the other hand, will produce a patch whose volume goes on when the note is struck and off when the note is released.

VCF: Also known as Voltage Controlled Filter, this is a filter whose cutoff frequency can be controlled by voltages. This means that attaching the voltage of an LFO to it will produce wowing sweeps; attaching an envelope voltage will give the filter a particular shape; etc.

VCO: Also known as Voltage Controlled Oscillator, this simply means an oscillator whose pitch is controlled by a certain control voltage. IE: Attaching an LFO voltage will produce a pitch that goes up an down.

Velocity Sensitivity: A measurement of how fast each key is descending.

Vibrato: A periodic change in frequency. Sometimes used as a term for an LFO, specifically a fixed LFO set at a certain speed designed to perform vibrato-like effects.

Wave: A basic sound coming from an oscillator, or another name for a sample.

Waveform: The generated signal produced by an oscillator or a looped sample.

Waveshape: The shape of the wave being produced, usually referring to oscillators. Common oscillator waveshapes are square waves, pulse waves (square waves whose width is controlled somehow), sawtooth (ramp) waves, triangle waves, sine waves, and random / noise waves. The shapes look like (in rough ASCII form):

 

	      	    	Square		Pulse		Sawtooth (Ramp)
		     ----  --        --     -         /|
                     |  |  |         ||     |        / | /
                    --  ----       --  -----        /  |/
			Triangle       Sine           Noise (random)
                       /\           /-\          \  /. : .
                      /  \  /      |   |   |      :\./ /: \
                     /    \/    \_/     \_/      /. -0_/ : :  

 

White Noise Unfiltered noise.
 

VI. Vocabulary: What all the terms in a synthesizer mean

 

Beyond what actually produces the sound (the signal generators) described in section V, here is a list of what you can expect when you look at a keyboard specification list. What does all those things mean? Here's where you find out.

 

Voices / Polyphony / Multitimbral: Voice terms

 

First, some simple terminology:

 

Combination Mode: A mode where several "program mode" patches are spanned through various sections of the keyboard, and combined through one FX unit.

Monophonic: A synthesizer that can only play one note at a time. This is not necessarily a bad thing; these synthesizers often have very rich sounds for their lack of voice abilities.

Multi Mode: A mode in some sample-based synthesizers that allow you to play multiple programs at once (usually 16, the number of MIDI channels available). Generally, all the multi mode programs use patches created or called up in program mode, and are all routed through the same FX unit.

Polyphonic: A synthesizer that can play more than one note at a time. Not necessarily multitimbral, though.

Polyphony: The maximum amount of notes a synthesizer can play at one time. Of course, a note could contain more than one oscillator. Confusingly interchanged with voices; it is advisable, before buying a synth, to find out whether the polyphony listed describes the amount of notes played with a typical patch, or whether the polyphony listed decreases with a typical patch.

Program Mode: The mode where the basic building blocks of a synthesizer are created. Each patch in "program mode" is usually very basic.

Unison Mode: A monophonic mode on some polyphonic analog synthesizers used where all of the oscillators of the synthesizer are triggered on the same note, creating a nice fat sound.

Voice: Two ways it is used: 1) An oscillator played in the synthesizer, and 2) The maximum amount of oscillators a synthesizer can play at one time (as in 32 voices). Sometimes confusingly interchanged with polyphony.

 

A special note on voices, combo modes, and multi modes

 

Most modern sample-based synthesizers are patterned largely after the hugely successful Korg M1 and 01/W. These sample-based synthesizers defined how future sample-based synthesizers worked. But, as a result, they often confuse people, fooling them because of the way they are set up.

 

Modern synthesizer are often set up into three modes: "Combination" modes, "Program" modes, and "Multi" modes. The building block around all of this is a program mode patch. These basic patches consist of the basics (oscillators, filters, etc.), and are accessed via the "program mode". "Multi mode" is a mode designed for sequencers. In this mode, you can play multiple patches of "program mode" banks, each on a separate MIDI channel. By using a sequencer to control each MIDI channel, you can create a composition simply by using this method. However, most synthesizers only come with one FX box (with one-four chained FX) that you have to route all multi-mode patches through. "Combination modes" are more geared towards playing the keyboard solo - they take several patches created in "program mode", span them across various layers of the keyboard, route them through 1 FX box, and create a very lush patch (with less polyphony, and no ability to do multimode-style sequencing unless the keyboard has a "combination copy". They're good for demonstrations though.)

 

A warning: Any changes made to program mode patches will often affect the combination mode patches! If you like your combination mode patches, be careful. Because combination patches are harder to play in multi mode (although many synthesizers contain a way to copy them over), I usually ignore them myself. (: Also, the terminology on some synthesizers may be a lot different (I'm using Korg 01/W / X3 / X5 terminology), but the basic gist is the same.

 

RAM and ROM

 

Memory is a critical part of today's synthesizers. Memory is used to store patches, both presets and user-defined patches. An important part of today's synthesizers, therefore, can be how many ROM presets it has. The more ROM space it has, the greater amount of space the synthesizer has to store preset samples. Of course, the quality of samples is more important than the quantity, but it may give an indication of how many ROM samples are in the synthesizer.

 

RAM is critical for any samplers. RAM is where all of the samples are going to be stored. Early samplers often used proprietary RAM chips to store the samples in - a pain in today's market. Fortunately, most samplers nowadays can handle SIMMs. SIMMs are exactly the kind of memory chips that you find in your local computer store. Of course, SIMM requirements vary from sampler to sampler, and you may not like the idea of opening up your sampler to install the SIMMs to begin with... in which case you see your local dealer for memory upgrades.

 

Of course, there's also patch memory, the place where synthesizers store the settings of the synthesizer patches. This memory can either be RAM (user-modifiable patches) or ROM (preset patches). And, of course, there is memory for modifying the global settings of the synthesizer. Most specification lists give the number of patches available, and how many of them are preset ROM (unmodifiable) and user-modifiable RAM.

 

Most synthesizers have a memory protect mode, FYI, that must be turned off before you begin modifying patches. Usually, when you turn the synthesizer on, memory protect mode defaults to on so you don't accidentally overwrite your favorite patch when playing around.

Packaging: Rack mount vs. Keyboards

 

When it comes to packaging, there are two basic models that today's synthesizer comes with: Either it is sold with a keyboard, or the synthesizer is mounted in a rack unit. Some music items are sold as a "tabletop" unit (ie, most drum machines); these items come in a small, compact box instead. There's not much to be said about that package (except that, like the rack, it sometimes requires external input from a MIDI source). However, the keyboard and the rack have some considerations in mind.

 

For the keyboard, the following distinctions are important:

 

* Number of keys. A piano sized keyboard is 88 keys. Most synthesizers seem to be 61 keys (5 octaves), in contrast.

* Size of keys. Almost all synthesizers nowadays are sold with "full-sized keys" (sized like pianos), but portables often come with "half-sized keys", which are not as large (and more compact).

* Action. These determine exactly how the keyboard feels to your touch. The three categories in this field are weighted, synth-action, and semi-weighted. The distinctions are as follows:

* Weighted keys make a great attempt to feel like a piano (which, since the key is pulling on a lever to strike a hammer on the piano string, feels weighted down). They are often loaded with various mechanical devices to simulate the piano action, and might be best for those used to playing on a piano. In my opinion, they are more expressive, but difficult to do fast solos with.

* Synth action keys have no weighting at all. In other words, they feel exactly like organ keys: Just there, with no weighting at all. They are not as expressive to me (but I grew up as a piano player...), but they make it very easy to play lightning fast solos. The cheapest keyboard option.

* Semi-weighted action is a compromise between the two. While the keys may be weighted down somewhat to help on the expressiveness, the feel is a lot different from a piano, and may be alright for fastness. It's also a lot cheaper than fully weighted keys.

* Zones. Some synthesizers offer the option to be able to transmit various portions of the MIDI keyboard on different MIDI channels. This makes it convenient if you hook the keyboard up to an electronic instrument that supports more than one patch at once (a multitimbral keyboard): You can easily set it up so half of the keyboard is playing a piano, and another is playing a saxaphone, or other combinations. Not all instruments support zones.

 

For the rack-mounted unit (also known as a module), there are a few considerations that you have to be aware of. First of all, a rack mounted unit generally cannot be directly controlled (by a sequencer, etc.) - it usually is able to be externally controlled by either a MIDI keyboard or a sequencer. So rack-mounted units are not good for those who do not already have a keyboard. However, they do take up a lot less space.

 

Almost all synthesizer units use the conventional rack definition. The rack for these synthesizers are 19" wide, with at least 1/2" on each end reserved for mounting on the rack rails. For height, a rack package uses the U specification, where 1U is equal to an instrument that's 1 3/4" in height. (And, consequently, 2U instruments are 3 1/2" in height, etc.) Some instruments are considered to be 1/2U, where the instrument only takes up half of the width (ie, 9 1/2" wide) while still being 1 3/4" in height. There is no standard for depth.

 

Commercial rack-mount boxes are available from SKB and other companies; it is cheaper to build your own, however, if you have the skills. Some companies sell rack-rails that allow you to build the box yourself with little effort; the commercial rack-mount boxes tend to be better, though, for transport. Your mileage may vary.

Controller terms including basic MIDI

 

Aftertouch: A control feature of the synthesizer that allows you to generate additional effects by pressing on the synthesizer key after you have released a note. Sometimes the effect is subtle (a little more vibrato, for instance); other times, it's quite noticeable (if the aftertouch is applied to the filter, for instance).

Breath Control: A device that allows you to blow air through it to produce various effects when connected to a synthesizer. A way of producing more realistic wind instruments.

Channel: Or MIDI Channel. Each MIDI cable has 16 channels which a synthesizer can transmit and receive data on them. One must match the channels in the external device to the channels in the synthesizer to get the correct data.

Channel Aftertouch: Aftertouch that is applied to ALL notes on a given MIDI channel, instead of each note having a separate aftertouch value.

Channel Pressure: Same as channel aftertouch.

Continuous Controller: Used to describe pedals that have a range to them (such as pedals that control the volume of the synthesizer). The pedal transmits data within a certain range (such as 0-127).

CV: Control Voltage, a way of controlling older analog synthesizers externally. Usually used to determine the pitch of a synthesizer. Usually set to a particular value. See Section VII Part E for a full explanation.

DIN / Sync: Early Roland instruments used this protocol to control their synthesizers. See Section VII Part E for a full explanation.

Footswitch: A little pedal that can be pressed up or down, either being on or off. Think of it as like a piano pedal. It is usually used for sustain, although it can be used for many other features.

Gate: Another way of controlling older analog synths externally; it is either on or off. Usually used in conjunction with control voltages (CV) to determine when a note got turned on and off. See Section VII Part E for a full explanation

Glide: See portamento.

Legato: Not a feature, but a vocabulary word. (: When you are holding down a note before you hit the next note and release it, you are playing legato.

MIDI: A communications protocol that allows one instrument or device to control another instrument or device. But it's more than that; this FAQ devotes an entire section to it! See section VII.

MIDI Clock: A timing reference sent out by MIDI cables; can be used to coordinate devices together.

MIDI In: These inputs get connected to a MIDI Out port of another device to receive data from that MIDI Out port.

MIDI Out: These inputs get connected to a MIDI In port of another device so that the keyboard can transmit data to it.

MIDI Thru: These ports mirror (somewhat exactly) what is received via the MIDI In port, so the keyboards can be "daisy chained" to a certain extent.

MTC: MIDI Time Code, a way of transmitting SMPTE timing data over a MIDI cable for synchronization.

Modulation Wheels: A wheel that you can control to produce a certain effect. Unlike pitch wheels, which center in the middle, these wheels usually center at 0 (for no effect). Most often used for vibrato, but can be used for many other things as well!

Multisample: To use several samples, spanned across various portions of the keyboard, in one patch. This creates a more realistic sound.

Omni: In this mode, the instrument is able to receive in all MIDI channels simultaneously.

Pedal: Unlike pianos (whose pedals are described as "footswitches"), this usually describes a pedal that transmits amounts in a certain range (0-127, for instance), for purposes such as controlling volume (or other things).

Pitch Bender: A little wheel that exists on most synthesizers. By raising and lowering the wheel, you can raise and lower the pitch. These pitch bends can even be recorded and played back via MIDI. Neat, eh?

Polyphonic Aftertouch: Aftertouch which is applied to each individual note, as opposed to channel aftertouch (aftertouch applied to only one channel).

Polyphonic Pressure: See polyphonic aftertouch.

Portamento: A function where the pitch will slide over smoothly from one note to another instead of jumping over the pitches.

Pressure: Same as aftertouch.

Ribbon Controller: A special type of controller where placing your finger on a specific portion of a thin "ribbon" (an electrically sensitive strip) to send controller information to the synthesizer.

SDS: The MIDI Sample Dump standard format. A convenient way of transmitting samples over MIDI to be exchanged with other samplers.

SMDI: SCSI Music Data Interchange. A specification for sending SDS samples over SCSI.

SMPTE time code: Stands for Society of Motion Picture and Television Engineers. A type of code used for synchronizing film and video tape to audio tape. Often used nowadays to synchronize MIDI machines and tape deck recorders as well.

Staccato: Another pure vocab word. (: Releasing all notes before hitting the next note.

Sustain: As in a piano, a sustain pedal holds down (sustains) the notes as if you were holding them on the keyboard, until the pedal is released.

Sweep Inputs: See continuous controller.

Trigger: Yet another way of controlling older analog synths externally; similar to gate.

Velocity: How hard you hit the keys. Some keyboards are able to interpret velocity sensitivity; some are not.

Vibrato Wheel: Sometimes used for Modulation Wheel.

Features (and stuff that wont fit elsewhere)

 

1/8" Plug / Jack: Same as the 1/4" plug/jack, only the diameter is 1/8" instead. Used mostly for consumer applications (such as headphones).

1/4" Plug / Jack: The standard synthesizer connection. A large piece of metal that has a nice bulb-shaped tip on the end, that (guess what!) is 1/4" in diameter! Can either be two-conductor (unbalanced, mono) or three-conductor (balanced, mono or stereo).

AC Adapter: A little (hah!) cube that plugs into both your synthesizer and your power plug. This cube converts AC power into the DC power that synthesizers prefer. It also takes up valuable space on your outlet.

ADAT: An 8-track digital audio tape (DAT), popularized by Alesis.

Aliasing: A phenomenon that occurs with digital recording; above the Nyquist frequency, frequencies will get distorted into frequencies that aren't even there.

Arpeggiator: A type of audio device which cycles through the notes you are holding down on the keyboard in a specified fashion. There are numerous types of arpeggiators, each with several features that can be useful for improvisation concerts.

Balanced: Audio engineering term. The two legs of the circuit (+ and -) are isolated from the circuit ground by exactly the same impedance. Each leg may carry the signal at exactly the same level but with opposite polarity. They are usually used with either XLR or 1/4" connectors, and are good for preventing noise over long distances.

Card: A plug-in memory device, usually used for storing patches. ROM cards generally have no battery, and you can't write patches to it; RAM cards generally have a battery, and you can write patches to it. There are other card types available, though; one company offers a synthesizers, for instance, that has plug-in filter cards!

Cassette Backup: Many older synthesizers have a way of backing up the patches to tape, usually through some sort of DIN connector that came with it that hooks up to the microphone input and the earphone output.

Chorus: A style of effects. Used to fatten sounds up by rotating a portion of the sound on one channel out of phase.

Clipping: On a sampler, a sample whose volume is beyond the limits of the sampler's ability to pick it up. The sample is simply recorded at the maximum volume, or clipped.

Crossfade: This function in samplers blends a given amount at the beginning of the loop into an equal amount at the end of the loop, thus making some harsh loops sound nicer.

Cross-synthesis: An effect that allows you to analyze one sound, mix another in, and produce a combination between the two.

DAT: Digital Audio Tape. A common way of recording things; its like an audio tape, only the recording is digital.

Data Dump: Section VII Part B.3 explains this term fully. Basically, a way of backing up patches over MIDI.

Decibel (dB): For reference, a unit of measuring the audio signal. The greater the dB, the higher the signal. Its a logarithmic scale, so the ratio between 120dB and 130dB is higher than the ratio between 110dB and 120dB.

Delay: In effects, an echo that occurs with a certain period (greater than 50ms, usually) between the original signal and the echo source. The canyon effect ("HELLO? Hello? hello? h...")

DIN: A type of connector used heavily in synthesizers. It's a little round connector that contains a certain amount of pins. MIDI connections, for instance, are all made with 5-pin DIN connectors.

Digital Output: A special output allowing the synthesizer to communicate with other digital machines with the same digital outputs in a digital manner (ie, not first converted to an analog wave). The theory being that going all digital will result in no noise developing.

Disk Drive: A device that allows you to insert magnetic disks in it to save various information (such as patches, sequencer data, etc.)

Distortion: An effect that distorts the sound, giving it a grungy feel. Think of a heavy metal guitar sound. (:

Dry: A signal without effects.

Echo: Another way to describe a delay.

Effects: Signal-processing devices that enhance the sound through a variety of techniques. Usually contains such features as reverb, chorus, digital delay, phasing, flanging, etc. In modern synthesizers, there is a certain number of FX algorithms (effect types) in them, with up to a certain number of simultaneous effects (effects that can be played at once). More is better, in many ways (although FX quality widely varies).

Equalizer: A device that allows you to emphasize (boost) certain frequencies while de-emphasizing (cut) others. Parametric Equalizer allows control of both the frequencies being cut and boosted and the gain.

Fade: A function in samplers that allows you to reduce the volume of a portion of the sample to 0 gradually.

Feedback: A condition where the device is modulating itself. When a microphone feedbacks, it is picking up signals from a speaker and modulating that to create that high pitched whine. Other synthesizers use feedback to create different effects.

Flanger: A type of effect where a portion of the sound is rotated in and out of phase with another portion of the sound by varying the delay time. Originally done by creating a tape delay and holding one of the tape loops against the tape player flanger, hence the name.

Flash ROM: ROM whose data can be recorded. Sometimes used in samplers (in the form of Flash RAM or Flash ROM cards, etc.)

Gain: In samplers and mixers, often another word for volume.

Groove Quantize: A method of quantizing that is not as exact as quantization is (but perhaps smarter); allows room for a "swing" beat.

Input: A jack specifically used for inputting sounds or controls into the synthesizer, to be processed, sampled, etc.

Jack: Not the name, but the electronic device that receives the connector. Also known as "female" for obvious reasons.

Leslie: A type of effect produced originally by rotating a speaker in a cabinet. Popularized by Hammond B3s and other organs.

Line Input/Output: An input or output at line level.

Line Level: Technically, a signal whose level falls between -10dBu and +30dBu. The common level that a synthesizer outputs at.

Multitimbral: A keyboard that can play more than one patch at once. Early keyboards were NOT multitimbral, and could only play one sound at once, regardless of the polyphony they had. Nowadays, through sequencers and MIDI, a keyboard CAN play more than one instrument at once. These keyboards are called multitimbral.

Normalize: On a sampler, a command that increase the intensity of the wave to maximum without distortion (clipping).

Numeric Keypad: Just as one would expect, it's a little calculator-like grid which has all 10 numbers available.

Nyquist Frequency: A theory about digital recording; the theory says that in order to measure a particular frequency, the sampling rate must be double of that particular frequency. In other words, it's the highest frequency that you can record given a particular sampling rate.

Operating System: As if computers were enough, now you find out synths have operating systems too. (: Really, it's nothing more than the software that controls the interface and workings of the synthesizer. For today's digital synths, OS is getting more and more important.

Output: A jack used to deliver the final signal to a mixer or other keyboard for further processing. Many synthesizers have more than one output (that can be assigned) for convenience (so you can assign different instruments to different FX and EQ routings on the mixer, for instance).

Overdrive: A type of distortion that is produced by overdriving the signal and reducing the resulting volume.

Parametric Equalizer: See the equalizer definition.

Phaser: A type of effect where the phase of an input signal is modulated. Unlike a flanger, this signal does not rely on a delay, and thus has a different characteristic.

Phone Plug / Jack: Another name for 1/4" plugs / jacks.

Phono Plug / Jack: See RCA Plug / Jack

Plug: The electronic connector itself. Also known as "male" for obvious reasons.

Quantize: One of the sequencer options available; rounds the values of the notes played to exact values (such as eight notes, sixteenth notes). Makes things exact but sometimes computer-sounding.

Quantization Noise: A phenomenon that occurs in digital samples. If the resolution is bad enough, with low notes you add partials that don't even exist.

Quickdisks: An old, proprietary, now outdated format that some older samplers and synthesizers used for storing data. Not recommended due to the expense of new Quickdisks in today's market.

RCA Plug/Jack: A very low cost type of connector that is commonly used in 4-tracks and consumer stereo equipment. Not very durable or reliable, but very cheap. The plugs are immediately recognizable: A small hole surrounded by some insulating material, with a metal outer shell.

Resample: A function that allows you to change the sample rate of a sample without changing its overall quality (pitch, etc.)

Reverb: A special FX device that is used to simulate the continuous echo of a hall, arena, or other echoing type places. Very similar to a delay.

Reverse: A function in samplers that simply turns the wave inside out.

SCSI: Small Computers Interface. A high speed communications protocol that allows electronic pieces of equipment to communicate to each other. Often used in samplers for tasks such as storage.

Sequencer: A device or program that allows people to record information (usually MIDI information) and played back, with possibilities for editing, quantizing, etc. In the old days, the only sequencers available were hardware sequencers that played back a limited amount of notes (ie, 16, 32, etc.) in a repetitive sequence (hence the name). Today's sequencers are much more powerful in some ways, as you can compose and score entire symphonies with them. However, they aren't as real-time controllable...

Sostenuto Pedal: A pedal found on some synthesizers in which notes are sustained only if they are held on the keyboard when the pedal is pressed.

S/PDIF: An interface used to directly connect two digital audio components together so as to allow them to transmit direct digital audio data to each other.

Splice: In tapes, a term used for cutting pieces of tape and putting the two pieces together. Sometimes used in samplers for the same reason.

Split: A mode in which a keyboard is split up between two or more separate patches.

Step Recording: A way of recording on sequencers that allows you to enter in notes one at a time.

Swing: In quantization, a parameter that allows leeway for notes that don't quite fall on the beat, keeping a certain "groove" that may be in a song.

SYSEX: A form of MIDI data used to transmit information exclusive to a particular synthesizer. Often used for MIDI patch dumps.

Time Compression/expansion: Time compression / expansion is a function used in samplers to change the speed of the sample without changing the pitch. A very useful function often heard in a variety of music forms.

Tremolo: A type of effect that cyclically effects the volume.

Trim: In this sampler function, you select a range in the sample; everything beyond this range gets deleted when activated.

Truncate: To cut off the end of a sample beyond a certain point.

Tuning Tables: A series of programmed tables that allow your keyboard to achieve various tuning scales. For example, one table could be set for Arabic tuning, while another could be set for the standard Equal Temperment scale most Western songs use.

Velocity Curve: A way of setting how the velocity of a struck note on a keyboard affects the volume of a synthesizer.

Vocoder: A real-time effect commonly used in the late 70s and early 80s. You plug your synthesizer in one input, and a microphone in another; you play some notes on the keyboard, and then you speak. Every time you speak, your voice is combined with the keyboard to make it sound like the keyboard is talking. A very robot-like effect.

Wah: An effect designed to simulate a "wah" pedal. Think of the wocka-chicka-wocka effect found on 70s R&B songs. Think Jimi Hendrix.

Wet :A signal with effects.

XLR: A type of connector, commonly seen in microphones. A large, three-pinned connector is used for a nice balanced connection. First manufactured by Cannon.

XFade: An abbreviation for crossfade.

Standards (Sample and soundbank)

 

.AIFF: Audio Interchange File Format. A common standard for transmitting and playing back sample data.

.AU: Sun's method of transmitting and playing back sample data.

.MID: Also known as the standard MIDI file format. A commonly accepted format for interchanging sequenced data. Widely used in soundcards for exchanging songs in the General MIDI (GM) format.

.VOC: Creative Labs popularized this standard for transmitting sound data.

.WAV: A common standard for transmitting and playing back sample data, popularized by Microsoft.

GM (General MIDI): The original standard for common MIDI files, found on many keyboards and most soundcards today. Most of the MIDI files transmitted over the net are in the General MIDI format. It is also a popular format for game composers, since almost all soundcards can be worked to be GM. It defines what instruments go where and minimum polyphony, among other things. Some feel it is too limiting, though.

GS: Roland's extension to General MIDI, a format found on modern Roland instruments and soundcards. It is designed to be 100% compatible with GM while at the same time containing extra features.

XG: Yamaha's extension to General MIDI, a format found on all modern Yamaha instruments and soundcards. It too is designed to be 100% compatible with GM while at the same time containing extra features.

Front panels (including controlling the synthesizer)

 

First of all, some definitions for the front panel controls and displays:

 

Attenuator: A pot that specifically turns down the volume of an input. Often found on modulars.

Button: You press it and it does something. (:

Knob: Same as potentiometer / pot.

LCD: Liquid Crystal Display. Basically, a panel on the front of the synthesizer that shows a grid of dots. This grid of dots is used to display letters, pictures, etc. that show you what patch number you are on, program information, etc.

LED: Light Emitting Diode. An electronic device that emits a little light when electricity is passed through it; available in red, green, yellow, or blue. Like little red light bulbs; usually used as indicators. Also available in 8-segment number indicators (for that calculator look).

Pin Matrix: You won't see this except on a VCS 3, but I thought I'd throw it in. (: The VCS 3 used a compact grid that you connect with a series of pins to substitute for patch chords, creating a semi-modular synthesizer in a compact unit.

Pot: Not the weed variety. (: Short for potentiometer. A knob that functions as a variable resistor; but you don't need to know that. All you need to know is that a pot is what you often are using to control your synthesizer. Twist the know to change the value.

Slider: Another variable resistor, but instead of being a knob that you turn to control features, you slide a little lever up and down.

 

With the advent of techno, many people are now concerned with the problem associated with real-time control. Back in the late 80s, real time control was not as desired of a feature (the desired feature was press-patch-number-and-play), but real-time control has come back in vogue.

 

Older analog synthesizers often had knobs to control the sound instead of a digital interface (a LCD that shows menus and a couple of buttons to page through the menus); this is nice for those looking for real-time control. There are, however, synthesizers that have are analog and have no knobs at all (The Korg Poly 800, Ensoniq ESQ-1, and Oberheim Matrix 6R to name a few). And there are a few digitals that have real-time control available (especially with the advent of techno and its emphasis on real-time control). So don't assume that, say, a Poly 800 will allow you to make that nice acid bass-line. (: Today, many newer synthesizers have front-panel knobs. Many of them are nicer than the old controllers in some respects.

 

And don't assume that just because it has a LCD and no knobs, it is crap. Admittedly, real-time control is MUCH more difficult, but you can still get some nice sounds. I think beginners find it easier to g.php onto something physical, though - programming a synthesizer through sliders and knobs instead of paging through menus and changing sounds.

 

VII. MIDI: The art of controlling the synthesizer

 

The basics of MIDI

 

In the early 1980s, synthesizer sales continued to grow. The synthesizer had become popularized in music, and many people felt the need to have one. The trouble was, there was so many standards out there. Even though voltage had become a universally accepted control standard, even the tuning of the voltage was different in many synthesizers (1 volt per octave (linear scale, or V/Oct) was a standard accepted by Moog and ARP, but other synthesizers used a different standard entirely (such as V/Hz, or exponential scale, used in some Yamaha and Korg analogs). A digital standard was needed that could hook up anything to anything.

 

The solution came from a collaboration between Roland, Sequential Circuits, and other companies, to form the Musical Instrument Digital Interface - MIDI, as it later became known. The MIDI specification provided a way for instruments from many different manufacturers to communicate with each other. It is used today for many control purposes, but the primary reason MIDI is used today is to record (and play back) music recorded onto a sequencer. By using MIDI, you can compactly store an entire arrangement by simply storing what notes get triggered on which synthesizer at what time. MIDI thus makes it easy for the musician to record elaborate pieces (with sequencers) without having the expense of an elaborate tape track to record passages that you have done previously. With the sequencer, you open up a whole new methodology of recording music. No longer do you have to have a lot of musicians play parts live; for beginning home studios, no longer do you have to invest multiple dollars in a large multitrack to create a nice sounding piece. MIDI helps the process.

 

To use MIDI, just simply keep in mind the following basics:

 

The MIDI Out of a device is used for TRANSMITTING information TO a particular device.

 

  • The MIDI In of a device is used for RECEIVING information FROM a particular device.

     

  • The MIDI Thru of a device echoes anything received through the MIDI In port.

     

    A basic MIDI connection would go something like this, between a computer and two keyboards:

     

    MIDI IN  |<-----| MIDI OUT  | 
    COMPUTER |      | SYNTH 1   |  
    MIDI OUT |----->| MIDI IN   |        | SYNTH 2 |
                    | MIDI THRU |------->| MIDI IN |
    

    Be careful about daisy chaining with the MIDI Thru port! Daisy chaining can be somewhat unreliable with over 3 keyboards, producing delays caused by data errors. However, a computer (and other independent MIDI Modules) can have several MIDI ports (or independent MIDI connections, each with 16 different channels: It's like having several Soundblasters, or several MPU-401s) available, allowing for one to easily hook up many MIDI units to each other.

     

    MIDI of course is used for a wide variety of other applications, and it is this that we describe below...

    Computer-based MIDI software

    Software sequencers

     

    Sequencers are probably the most common application of MIDI files. A sequencer is a tool used to record notes and other information that a keyboard or other device transmits. For instance, you can record on a sequencer a tune that you just wrote on your synthesizer. Everytime you play that sequence back, the sequencer will play back all the nuances of the tune on your synthesizer: the notes, how hard you hit the note, etc. However, a sequencer (up until recently) can only record INFORMATION. In other words, you are not recording the actual waves of the song - you are only recording the notes you played, the velocities you struck the sequence at, etc. The sequence is a much more compact way of storing tunes than digital audio.

     

    A sequencer often has a variety of aids to help you compose a tune. Most sequencers have a STEP mode, where a sequence is recorded in exact steps (ie, sixteenth notes, eighth notes, etc.). Another feature available on sequencers is quantization. Quantization allows you to correct erroneous notes by moving the notes over to exact points in a beat. (You usually can select the points, such as eight notes, sixteenth notes, etc.) Many sequencers have smart quantizations that allow one to keep a tad of groove in the music (so the sequence doesn't sound so robotic and exact.) Sequences can change patch banks on synthesizers, fade volume and other controllers up and down, insert, blend, and mix various "tracks" (a track in a sequencer simply refers to a channel of information that can be edited and manipulated separately from the other channels). It makes it much easier to create a score without the need of extra musicians, and is critical to beat-driven forms of music (such as techno and industrial).

     

    Many sequencers have various editing modes available - such as an event list for displaying all the MIDI events more technically, and a notation mode that allows you to edit the piece as if it were a music score.

     

    MIDI has a way of coordinating sequencers as well. With MIDI comes the ability to have a MIDI clock - a clock that allows other sequencers to synchronize themselves to the same clock, so everything has the same tempo. Most software sequencers and hardware MIDI sequencers have the ability to synchronize to MIDI, so one sequencer can control the rest. (You can even sync the MIDI devices to other DIN/sync, sync, etc. devices through converters.)

     

    Nowadays, there are sequencers that can integrate audio snipplets into the sequence. These sequencers (such as Cakewalk Pro Audio and Cubase Audio) run more expensive than their non-audio counterparts.

    Notation based software

     

    Some software is available that is SPECIFICALLY designed to help you score a piece easier. It used to be that in order to produce a score, you had to tediously copy little dots onto a piece of paper by hand. However, thanks to the computer, writing a score is a lot easier. You simply click onto notes and other music symbols, and drag them onto the staff. You can even import MIDI files and use them as a starting point for creating a full, complete score. And printing off multiple copies, or separating the score into orchestral parts, is much easier. Software such as Finale are examples of this type of notation-based software that is designed more for music publishing than anything else.

    Patch editors / librarians

     

    One of the nice things about the MIDI protocol is that virtually all MIDI synthesizers in existence have a way to transmit the patch data over MIDI. This patch data is transmitted in a special MIDI code known as SYSEX. SYSEX stands for System Exclusive codes, and is used by synthesizers to transmit information that cannot be transmitted by ordinary controllers.

     

    Most synthesizers nowadays feature something called "bulk dump" or "data dump". The procedure for each of the synthesizers varies, but the essential gist of it is that you can backup your patches on any program that has a generic SYSEX manager. The general procedure is as follows:

     

     

    1. Make sure that the correct MIDI port is selected on your SYSEX manager, ie the port that has a direct MIDI connection to the synthesizer. Caution: Most synthesizers that I've seen do NOT echo SYSEX through the MIDI Thru port! So be forewarned that a direct MIDI In - MIDI Out connection may be needed.

       

    2. Hit the "receive" button on your SYSEX manager. (Note: Some SYSEX managers may receive automatically, see your instructions) On your synthesizer, perform the "bulk dump" procedure as described in the manual. The patch data will now transmit to the computer.

       

    3. Save the .SYX data to a file.

       

    4. In case of accidental erasure, you just simply load that .SYX bank you created in steps 1-3. Then, making sure you have the correct MIDI connections and port set up, simply transmit that bank to your synthesizer. (On a few synthesizers, you will have to press "bulk receive" or something like that.)

       

    You have now just backed up your patches.

     

    Software sequencers like Cakewalk often contain general SYSEX librarians; there's also a shareware SYSEX package called WinSYSEX floating around.

     

    Beyond merely backing up your patches, SYSEX and MIDI can be used to edit your patches. There are many shareware programs out there to edit synthesizer patches easily and efficiently. Several lists, such as the ones available at Synth Zone will help you find the editors that are available out there. There is also a commercial editor out there called Unisyn; it provides a complete way to edit and backup patches for hundreds of synthesizers.

     

    .MID files

     

    On the net, there are many places which offer .MID files that people can play. In general, .MID files are nothing more than files created in a sequencer, generally designed for GM (General MIDI) synthesizers so that almost everyone with a sound card can play it. The files are saved in a format known as the Standard Midi File (SMF). This is a format that was developed so that sequences can be moved from sequencer to sequencer. However, they are now being used to create files that can be distributed over bulletin board systems and played on any sound card. Micosoft Internet Explorer has a built in tag that allows you to play MIDI files on a web page, and Netscape browsers can do the same thing with a plug-in.

     

    However, there is some confusion on this matter, as there is more than one MIDI file standard! The two file types are known as "MIDI Type 0" and "MIDI Type 1". Technically, type 0 files have all the data on ONE track, where type 1 files have multiple tracks. (There is a type 2 file as well, which organizes the note data into patterns, but it isn't seen as much).

     

    Most sequencers are built to play General MIDI, Type 1 files primarily. If you have a choice, save your sequencer data as a Type 1 file.

     

    There are several places to download MIDI files on the net; see the Internet section for details.

    Other MIDI software

     

    Just because MIDI is used for sequencing, notation, and music does not mean that these are the only applications of MIDI! In fact, MIDI is used in a variety of other media applications as well, such as automated mixing and light applications.

     

    Although a discussion of all the software available would take up too much space, of particular interest to those who want to program customized MIDI applications is a software package called MAX. MAX is a MIDI development system for the Macintosh and the PC that allows you to easily write software that does unique sets of tasks that cannot be done by ordinary software. The software is costly, but it is relatively easy to use... the programming is done by simply attaching modules to each other in a graphical fashion. For those needing customized MIDI solutions, the savings on development time make MAX a worthwhile choice.

    Which computer is right for me?

     

    Good question. There are several computers competing for this role. Each computer has its own advantages and disadvantages. My feeling on this matter is that the most important thing is how comfortable you feel with using each computer. The Windows 95 operating system for PCs strongly differs from the Macintosh System 7 operating system, and that differs from what the used market computers use considerably. Most programs are now available for both systems, although there are some notable exceptions (for instance Cakewalk is ONLY available for PCs, and Performer is ONLY available for Macintoshes).

     

    The Macintosh System 7 operating system seems to be more multimedia friendly, and have more professional multimedia applications for it (since it has been around for much longer than Windows for the PC has). On the other hand, the Macintosh shareware market is much more limited than the PC shareware market, even for MIDI programs. The Macintosh seems to be easier than the PC is to connect MIDI (with the PC, you've got to go through a lot more B.S. just to get MIDI ports connected to the system). On the other hand, the PC, as a whole, is cheaper than the Macintosh.

     

    If you've got a program that you like that's available on one system only, then I would choose that system. Beyond that, the computers are surprisingly similar.

     

    Don't forget the used market! Cubase for the Atari computers, for instance, is plenty powerful enough for beginning users -and used Ataris cost a heck of a lot less than a new PC or Macintosh. Although Ataris are more limited for other applications, they might be considered a good computer for those on a budget. They certainly have all the power many people will ever need.

     

    Composing MIDI files for the net

     

    Composing MIDI files for the net is relatively easy to do. The best way is to compose it in a sequencer (such as Cakewalk, Cubase, Performer, etc... or any number of lower-powered, lower-cost sequencers), and save the sequence as MIDI Type 1 file (usually, if the sequencer has a .MID file option, it is a MIDI type 1 unless specified elsewise). Don't save the sequence in the sequencer's native format: No one else will be able to play the sequence unless they have that particular sequencer.

     

    Unless you have a specific audience you are targeting, try to compose using General MIDI (GM) instrument definitions. Many sequencers default to General MIDI automatically when playing back pieces.

     

    To add music to the background of a web page, you can do it several ways. Microsoft Internet Explorer has the easiest way of adding MIDI music to a web site, using the following MIDI tag:

     

    <BGSOUND src="song.mid">

     

    Netscape also offers a way to play MIDI files in the background, through the use of a plug-in, such as Crescendo. You can easily use this tag for Netscape browsers; however, this requires that the server have the MIDI MIME type configured correctly. If you do not hear MIDI music with the plug-in installed, chances are the server doesn't have this MIME type implemented, and you will have to bug the system administrator to add it... At any rate, here is the tag.

     

    <EMBED SRC="yourmidifile.mid">

     

    Other alternatives have come about that allow one to not only play MIDI files in the background on BOTH Internet Explorer and Netscape, but also allow you to not worry about server MIME types. The following code, for example, was taken from Cresendo's web page:

     

    <OBJECT ID=Crescendo
    CLASSID="clsid:0FC6BF2B-E16A-11CF-AB2E-0080AD08A326"
    HEIGHT=55
    WIDTH=200>
    <PARAM NAME="Song" VALUE="yourmidifile.mid">
    <EMBED TYPE="music/crescendo"
    SONG="yourmidifile.mid"
    PLUGINSPAGE="http://www.liveupdate.com/dl.html"
    HEIGHT=55
    WIDTH=200>
    </OBJECT>

     

    The method you ultimately choose is up to you.

     

    Oh, for the curious, here is the definition of MIME type found on the net:

     

    A "MIME" or "Multi-Media Internet Mail Enhancement" type is a method of indicating to sending and receiving programs that the data to follow is of a particular "type" and "format" which can therefore be interpreted by programs according to the rules that apply to that format of data. Which is another way of saying that the data could be "handed" to the program that created for interpretation (and/or display).

     

    IE: A program receives a .MID file. It does not know what it is, so it looks at the MIME types built into the BOTH the client and the server. If it sees that it is called a MIDI file on both the server and your computer, it will interpret it correctly and play it.

     

    Other control methods

     

    MIDI, of course, is not the only control method ever to have been on synthesizers. Before MIDI, synthesizers were most commonly controlled by voltage. This voltage is known as a Control Voltage, or CV. You can plug a keyboard that produces a control voltage for every key, and play notes on the synthesizer accordingly.

     

    Unfortunately, there is no defined standard for the scaling of this voltage. The majority of synthesizers used V/Oct, where one octave on the keyboard produced one volt (linear scale). However, some synthesizers used V/Hz, where each volt produces an increase in the frequency of the pitch (exponential scale).

     

    In addition to a control voltage, there was often a voltage that turned itself on the instant you hit a key, and turned itself off when you released the key. This voltage is called a gate voltage. This voltage is often used to control envelopes, although it can be used (in some synthesizers at least) on any component.

     

    Another voltage used in synthesizers is known as a trigger. This is a simple, short pulse that is produced whenever a note is hit on and off. Triggers are often used for drum machines (in order to avoid a long, continuous drum hit) and any application that required a simple short pulse instead of a long hit.

     

    Aside from MIDI, some other digital standards were developed, but are very proprietary. One of the notables mentioned here, however, is Roland DIN/Sync. It is not a way of transmitting notes, but a way of keeping Roland (and a few other) instruments in clock with each other. In that respect, it is more like SMPTE than anything else. For more information, see the synchronization section.

     

    For today's MIDI users, there are a variety of converters out there, built by manufacturers such as Kenton, PAIA, and more, that convert MIDI signals to control voltages, gate signals, etc. in a variety of configurations. Although they can be a bit pricey (ranging from $100 for a PAIA kit to $500 for a Kenton top-of-the-line model), they are an excellent way to integrate your old, MIDI-less synthesizer into your current setup.

    How can I convert a song to MIDI?

     

    One of the most frequently questions on the MIDI newsgroups seems to be is there an automatic way to convert songs to MIDI. Apparently, they are looking for a nice magical box that they can play a piece through, and poof, out will come a GM file. (:

     

    The answer, at this time, is that there isn't - at least for SONGS. The way most people write music for the net is that they simply listen to the tune by ear, and play it back. Pitch recognition is an extremely complicated process beyond simple solos; to recognize lots of pitches at once is impossible given today's current software.

     

    There are, however, several products out there that are able to recognize SIMPLE pitches and convert them to MIDI information. Products like Autoscore and other products built into sequencers are able to take pitches and translate them into MIDI form. For simple things like a flute solo and a sung voice, they work nicely. Other products are available that take guitar sounds, clarinet sounds, voice sounds, etc., and convert them into MIDI data. While not every instrument has been MIDIed yet, it's getting closer to that point!

     

    VIII. Which synthesizer is right for me?

     

    This question is, without a doubt, the most frequently asked question that I get asked. And yet, this is one of the hardest questions to answer. Music has been done in every genre with a wide variety of genres; it is impossible to narrow the field of synthesizers down to a select few. Budget constraints only further complicate the problem.

     

    However, I CAN give general guidelines to purchasing synthesizers for various genres by highlighting "legendary" synthesizers in a particular field. And I CAN give advise on how some artists in a genre produced a sound. Hopefully, with this knowledge in mind, you can go to a music store and get the type of sound you are looking for.

     

    Disclaimer: These are my opinions. Not everyone will have the same opinions. (: I welcome new opinions to add to these columns: Email me at if you have anything to add...

     

    Note that many of these synthesizers mentioned are no longer in production, and some commend very high retail prices. For a compilation of used gear prices, check out the Used Gear price list at http://www.synthzone.com/. This page is a compilation of prices on used gear sold through the Internet newsgroups. Another useful web page is the New Gear price list (http://www.princeton.edu/~casey/newgear.html) which lists the prices on new gear gathered by Internet volunteers.

    Rock music / R&B

     

    Rock music has used a large variety of synthesizers in order to get a famous sound. Since there are several genres of rock and roll, it is best to discuss them separately.

     

    Early rock and roll was highly descended from jazz and blues, and consequently used many of its organ sounds. Hammond B3s were common; so were a lot of other rock organs. See the jazz/blues portion for more information on the electronic organs... nowadays, these organs are only available either used or digitally simulated.

     

    Many other rock synthesizers enjoyed popularity in the rock and R&B genre. The Moody Blues got famous for using the Mellotron tape sample playback machine ("Nights in White Satin"). Emerson Lake and Palmer made a small modular system (and the similar Minimoog) famous with the song "Lucky Man". Pink Floyd, in their early works, not only used the famous Minimoog, but a British analog synthesizer called the VCS-3. (The VCS-3 was the primary synthesizer in Dark Side of the Moon.) And progressive rock artists (Genesis, Yes, etc.) found synthesizers extremely appealing, often assembling large quantities of early analog synthesizers (Rick Wakeman, in particular, is famous for having giant amounts of synthesizers on stage, rushing back and forth between them). For vintage rock lovers, starting out collecting vintage rock synthesizer instruments may seem rough, since most of the famous vintage instruments carry a high resale value and are harder to find in working condition. However, in the modern market, there are some synthesizers that do a good job emulating the old analogs (notably the Studio Electronics SE-1, which emulates the Minimoog, and the Nord Lead, which tries to emulate everything). Samples of the old synthesizers are abundant, as well. For those on a budget, Emu's Vintage Keys series and Roland's Vintage card for the JV-1080 might work just as well for you (and, in the case of the JV-1080, you get plenty of other sounds suitable for rock). But there is a nice appeal to owning the actual instrument used, despite the difficulties it may have (no MIDI, no patch memory, etc.)

     

    As rock moved on, various instruments moved in and out of vogue. In the late 70s, the Prophet 5 was enjoying tremendous popularity (especially in the progressive circles... Peter Gabriel used it frequently, for instance). The Fender Rhodes electronic piano was quite popular, too, and was used by such groups as Supertramp frequently. The Yamaha DX7 came out in 1983, and it became THE instrument to have - almost all groups from 1983 to 1987 used one. In 1987, the Roland D-50 and the Korg M1 came out... the instruments on those two machines became dominant for the next 4 years. Lately, though, there hasn't been a particular instrument that has dominated rock - the only one that has enjoyed some "dominance" has been the Kurzweil K2000 (sworn in by modern Pink Floyd and many others). Beyond that, it's more a question of synth lines that get famous, and what instruments they use... stuff like Van Halen's "Jump" (composed supposedly with an Oberheim OB-X), The Eurythmic's "Sweet Dreams" (synth line supposedly composed with a Juno 60), Duran Duran (they used a Roland Jupiter 4 for "Hungry Like the Wolf"), Depeche Mode (lots of synthesizers, but they were frequent performers with Emulator IIs), etc. Oh, and it was a Prophet 2000 that appeared in Revenge of the Nerds. (:

     

    Today's rock and roll sounds use the synthesizer mostly for pads and background, as well as realistic sounds (pianos, electric pianos, some drum sounds, etc.) Workstations seem to be the most common instruments in rock lineups today - you can carry only a few synthesizers around and get the most sounds that you need. Ditto for R&B, although there is more of an emphasis on electric piano and bass sounds. With R&B, it might be nice to have a good analog (or at least a bassy digital synthesizer) to sample and use. R&B drums are often totally synthetic, so a drum machine is often nice to have to free up voices used for drums on the workstation / synthesizer. Most sounds (except for basses) seem to be sample based (or at least could be sampled from an analog synthesizer).

     

    Keep in mind, though, that the warmest pad sounds (according to many people) come from analogs. So while building your synth arsenal, you might want to keep an old used analog (or analog modeler) in mind. I wouldn't recommend analogs as a starting point, though, except to retro groups (those who perform old wave and progressive rock probably would best start out with old, used analogs, like the ones mentioned above... pricey but there aren't too many polyphonic analogs / analog modelers out there right now...).

     

    For beginners, the best advice is to go with a sample-based synthesizer with a lot of sounds. One synthesizer that performs some basic pads may be all a rock band ever needs. Elsewise, a workstation is probably the best bet, though one should keep other synthesizers in mind.

    Techno music

     

    Blips and bleeps, filtered sounds, and samples here and there. Techno is a very diverse genre, but techno has certain keyboards that fit the genre more, namely analogs and samplers. But much of techno involves real-time "twiddling" with the synthesizer, particularly with the filter cutoff frequency and the resonance, so your objective should be to get synthesizers with real-time control.

     

    Certain keyboards in techno have obtained legendary status, as well. The predominant series of keyboards and drum machines? A series of drum machines and synthesizers from Roland that nowadays are often abbreviated to the term x0x. So, without further ado, to prevent this question from flying all over the place, the FAQ presents...

    The famous x0x lineup

     

    A frequently asked question is "What is all of the machines in the x0x lineup?" So, without further ado, here it is. This doesn't count rarities, prototypes, false sightings, or all the other sort of silly rumors that go on in the mailing lists. (: As a note, all of these machines are old things, and the REALLY popular ones (TR-808, TR-909, TB-303) fetch rather ridiculous second-hand prices, to the point where some might moan about it.

     

     
    SH-101
    Monophonic lead synthesizer. Its main attraction was the ability to be "strapped on" - ie, put around your neck and played like a guitar. Had a "modulation grip" that made the thing look more like a guitar. Red or blue; the only Roland synth ever to have a 2nd run (the second run, however, was made a long time ago).
    MC-202
    A monophonic bassline synthesizer with a 2nd track in the sequencer for external sources. Really nice sounding bass, though I don't think the machine was ever too popular. The MC stands for "Microcomposer" FYI. It's gotten some play as a TB-303 substitute but I find it nice for other reasons. (:
    TB-303
    THE legendary name in techno synthesizers. If you have been to a rave, and you hear this very wet, slick, screaming synthesizer screaming, often this is it. Acid compositions love this one. Although all Roland synthesizers with custom ICs have this sound, TB-303 lovers will swear by no other. It has been popular enough for SEVERAL companies to make "clones" of the TB-303. And to think, this synthesizer was originally meant to emulate a bass guitar. (: It did not sell very well when it was issued, and thus commends one of the highest prices on the used market of any synthesizer. Oh, it's monophonic, and has a funky sequencer. Controlled by DIN sync, which means that a popular techno combination is to sequence this machine with one of the TR machines with DIN.
    TR-505
    Far from an analog drum machine, this is merely a somewhat nice sample-based drum machine. Has nice punchy bass drums, and a loud snare that might be suitable for industrial with enough work. Also has MIDI as well, which is nice. Not for analog lovers.
    TR-606
    Analog drum sounds, like the TR-808 and TR-909. It's gotten some use in techno since it can be modified to act like a TR-808, in some ways. I think it's kind of nice to get some of the analog drum sound made famous by the TR-808 and TR-909. Has DIN Sync.
    TR-707
    A sample-based drum machine. Not bad as far as a sample-based machine goes, some of the samples need work but can be improved with FX. It has both DIN Sync AND MIDI, which makes it popular for controlling some of the Roland synthesizers.
    TR-808
    Hip-hop's favorite drum machine, the way to make the boom. A totally analog drum machine, and one of the original rhythm composers. Fairly popular among electronic composers when it was released (aside from Roland's CR-8000 and related, it was the first programmable drum machine), it remains popular today. In techno, it has a softer boom sound, and nice claps.
    TR-909
    Like the TB-303 is THE popular techno synthesizer, the Roland TR-909 is THE popular techno drum machine. The bass thump in many songs is either a TR-909, or a TR-909 sample - the TR-909 has a much harsher thump than the 808. Added to this is a very nice set of hi-hats, claps, and bells, and you have a very nice sound for techno. It has MIDI and DIN Sync.

    Also notable in the x0x series is the TR-727 drum machine (which had percussion geared more towards Latin rhythms). Also note: When people say 303, they usually do not mean the MC-303. (: Also note: There was no 404.

     

    Techno songs have been made merely with this equipment - with people syncing up various machines (so the tempo of the rhythm is the same - ie, people syncing a 909 rhythm to a 303 bassline), creating patterns on both machines, and playing with the filter.

     

    Fortunately, not all is lost if you cannot afford the x0x techno synths. (In fact, some would argue that these sounds are cliched.) There are plenty of other ways to get a similar, although not identical, sound. The TB-303 has been emulated fairly completely by a couple of machines (the Syntechno TB-303, the TBS-303), and a number of other monophonic bass synthesizers have come along that allow you to not only make a TB-303 like sound but explore other bass sounds in techno (Novation Bassstation, Deep Bass Nine, Doepfer MS-404, etc.). For the TR-808 and TR-909 sounds, Novation has come up with a product called the Drumstation that emulates these drum machines. There are several software synthesizers (such as the Rebirth 338, among others) that allow emulates these synthesizers as well.

     

    Aside from some of the x0x series, general analog synthesizers are popular. For some reason, the old Roland analog synthesizers (Roland Juno 106, Juno 60, Jupiter 6, Jupiter 8, etc.) are fairly popular in techno, but in general, if it has knobs, it can be used for techno. The 4-op FM synthesizers (most popular among them the Yamaha DX-100, but also including the DX-27, 21, TX81Z, etc.) have become somewhat popular due to their ability to produce jungle-like bass tones and dissonant clangs. Korg M1 sounds (and MC-202 / SH-101 sounds) were popular for a while in house, although they have gone more out of favor. I have seen many other synthesizers at techno concerts (Oberheim Matrix 12, Korg Prophecy, Clavia Nord Lead, and the Korg MS20, to name a few)... analog modelers (such as the Clavia Nord Lead, and probably the upcoming Yamaha AN1X) are popular as well.

     

    Popular too are samplers. Samplers produce vocals, and also can be used to process tones from an analog synthesizer (which generally has limited polyphony). The better samplers nowadays have resonant low-pass filters which can do a decent job at producing the techno-like filter sweeps. Many techno groups (especially drum-and-bass groups) also sport a large variety of drum machines (or at least several drum machine samplers.)

     

    The route to a techno arsenal may seem expensive, considering all of this equipment! My personal advice for a beginning techno artist, in general, is to get a sampler and an analog synthesizer with real-time control. The type of synthesizer you want depends on genre; for example, acid composers will want a TB-303 or (more likely) one of the clones, but other genres may be better off with other types of synthesizers. Knobs are critical for techno, as most techno songs rely on some form of real-time tweaking. A good sampler, particularly one with a lowpass filter with resonance, can help make up for the lack of synthesizers in your arsenal. A drum machine can help free up polyphony used by drums on the sampler.

     

    I would personally avoid the many sample-based techno machines on the market unless you have a budget. Machines like the Yamaha CS1X, Emu Orbit, etc. are nice and cheap, and they are a great machine for someone who wants not only techno sounds but a general purpose synthesizer. However, they tend to be a lot more limiting than analogs or analog modeling synths. You can do a lot more with other equipment (ie: Drum machine, cheap polyphonic paddy analog, a nice acidy monosynth, and you can create some nice songs for under $1300.). Nice for the price, though - beginners who are short in cash may find this the best bet.

    Industrial music

     

    Ye olde sampler, and ye olde sampler. That's the primary thing an industrial artist needs. Industrial is a realm of music that focuses primarily on the ability to create your own sounds, particularly noisy and dissonant clangs and bleeps. A sampler is the best way to accomplish this. It's nice to have a sampler to perform live easily with, as well. I've seen many industrial artists use the Ensoniq ASR-10 (a nice, relatively inexpensive keyboard sampler with a sequencer built in). Other keyboard samplers, from the old but nice Emulator II, to the real expensive Kurzweil K2500S and Emu eIVk, are also good in that regard. There unfortunately aren't too many keyboard samplers out there.

     

    Beyond that, grabbing a bundle of programmable synthesizers are nice. Particularly of interest are analog synthesizers with easy-to-program knobs; most of the bass in today's industrial is done by sampled (or real) analog synthesizers. (Nine Inch Nails, for instance, heavily uses the Clavia Nord Lead nowadays.) A way of producing distortion (via an FX box) helps as well. Getting a multi-FX box can be nice (so you can produce weird phasing type of stuff, etc.) Any weird equipment that produces noises can be sampled and become part of an arsenal. Go to it, and have fun.

     

    Also see the techno section for related hints. Techno and industrial are somewhat related.

    Ambient music

     

    Ambient music has some different considerations than techno. For one, although ambient does use some of the "bleepy" synths mentioned above in the techno section, ambient tends to be a lot more subtle using these instruments. Ambient music is more concerned with the processed sound than the actual instrument itself, in many cases.

     

    Reverb and delay are critical in an ambient piece; although the techno/dub forms of ambient use less FX than the pure beatless form Brian Eno pioneered, they still are a critical part of the ambient sound. There are several out there; what type you like depends on your personal preference. (I, for instance, chose a Boss SE-70 due to its rather spacey sounding reverb and its ability to do multi FX. Your mileage may vary). Much of ambient uses sampling in some form or another (giving a piece a more organic feel), so if anything, I'd advise to get a sampler first. Instruments that emphasize sound creation are the key; ambient is a genre that loves to find ways of getting new, unique sounds. Those who are uncomfortable with the LCD method of programming might find it easier to lean towards synthesizers with knobs. Analog synthesizers with knobs are particularly popular in ambient, because of their warm sound and easy programmability. But even with digital synthesizers (including samplers), my feeling is that if you feel comfortable programming it, the synthesizer is right for ambient. I'd advise against sample-playback synthesizers, though, because although sample playback synthesizers can be uniquely programmed, the preset samples are often not geared toward an experimental, ambient viewpoint. Yeah, I know that sample playback synthesizers are the majority of the store... and they CAN be useful, but certainly not as a first purchase. Sample playback synthesizers that can load in other samples from an external source (such as the Yamaha SY85/99, Generalmusic S series, Ensoniq TS series, Alesis QS series) are fine if you are willing to learn the system...

     

    Brian Eno composed many ambient pieces with nothing more than a Yamaha DX-7 and processing equipment (such as delays, reverbs, etc.)... my personal ambient compositions revolve mostly around a Yamaha TX16W sampler, with pads and FX coming from a Oberheim Matrix 1000 and Roland Juno 106, among other synthesizers. Groups like the Orb and Future Sound of London have tons of equipment at their disposal, but some Aphex Twin songs don't contain much more than a processed Oberheim Matrix 1000 and samples. Ambient is VERY open ended on how you create the piece - get something that allows you to experiment.

     

    For new synthesizers, I would look at samplers (ranging from the budget Emu ESI-32 and Akai S1000, to the more expensive Emu eIV, Kurzweil K2500, and Akai S3200, and everything in between). I would also look at synthesizers like the Nord Lead (which are easily programmed), and the Prophecy (harder to program, but very expressive). The Oberheim Matrix 1000, despite its lack of programmability, is a cheap, 1U rack-mounted warm analog synthesizer, and is nice for ambient. And take a nice tour of the FX section. (:

    New Age music

     

    Warm, swirly pads and realistic instruments. That seems to be the two key requirements for a New Age synthesizer for much of the genre. Of course, the New Age genre is one of the most diverse categories in a record store, covering everything from light jazz to progressive rock. But these two requirements seem to cover a good portion of the genre.

     

    Korg seems to have a knack for making New Age sounding synths (the whole 01/W and X series has a nice midrange, which can be very nice. And the Korg Wavestation is THE best swirling pad machine, my opinion. I know modern Tangerine Dream is heavy into Korg), but many other manufacturers have made synths that are easily New Age. The Kurzweil K2000 workstation seems to be popular among some composers (Constance Demby does ALL her modern work on a K2000), for instance - it is capable of producing nice swirly pads and good realistic instruments. Ditto for the Yamaha SY series, in particular the SY99 (David Parsons used that synthesizer series a bundle). The Roland D-50 synthesizer is also very capable of making swirly pads (although it is not very realistic by modern standards).

     

    In the older days of so-called "New Age" music, other synthesizers were notable. The Linndrum drum machine in particular became a standard for New Age drum machines. Vangelis had a sound dominated by the Yamaha CS-80 (an old, EXTREMELY heavy polyphonic analog synthesizer). Tangerine Dream became famous in the early 80s for compositions dominated by the PPG Wave synthesizer (a wavetable synthesizer duplicated today by the expensive Waldorf Wave and less expensive Waldorf Microwave); in the mid-80s, the famous Emulator II sampler became their instrument of choice. Progressive electronic artists were very fond of the Prophet 5 (and its close cousins, the Roland Jupiter 8 and 6) in the early 80s. Before that, such electronic instruments as the Mellotron (a tape loop playback system with a unique sound), VCS 3 (aka the "Putney") and ARP 2600 were among those used.

     

    Much of today's synthesizers will work for the New Age market rather well. For a beginner, I would avoid synthesizers with high learning curves (such as the K2000/2500, or other samplers and workstations) and analogs / analog emulators (which tend to be limited, polyphony wise; not good for creating large held chords) and focus on sample-playback synthesizers (many with tons of swirly pad sounds for you to play on). Samplers, analogs, and workstations are good for those who are looking to either create their own sounds, or want a more powerful built-in sequencer, and don't mind the higher learning curve. Those with an interest in creating a more ambient-like textures might want to read on the ambient section. Although certain parts of New Age (ie, space music) use effects greatly, others (ie, light jazz) use them sparingly... nonetheless, FX is always nice to have.

     

    See the ambient section for related hints.

    Jazz / Blues music

     

    For traditional jazz and blues music, pure synthesizer sounds are relatively uncommon. But organ sounds are common, and one instrument led the pack in creating the legendary blues/jazz organ sound: the Hammond B3. This instrument is not a pure synthesizer (like many electronic organs, in the sense that it generates its sound mechanically and not electrically), but the organ has a famous sound that has been found throughout many jazz records. Hammond B3s and related electronic organs are hard to find, but many companies (including Hammond, in its XB series) have put out Hammond B3 clones that claim to be close to the original. Because a used Hammond B3 is so expensive, they are probably good alternatives to the Hammond B3. In addition, there are electronic Leslie simulators that simulate one of the effects a Hammond B3 has (a Leslie speaker is a speaker that creates a phase-like effect by physically rotating the speaker cone in the cabinet. The B3 has one of these, one of the unique characteristics of its sound).

     

    Many other organs have been used in traditional jazz (Farfisa and Vox are the two other big rock/jazz organ names) as well as rock blues compositions. However, in recent years, jazz has incorporated many other keyboard sounds into its lineup (especially with electronic jazz musicians like Jan Hammer and Herbie Hancock in the field). Realistic instruments, soothing pads, and organ sounds seem to be the rule - sounds atypical of sample based synthesizers and sampling synthesizers, and even analog synthesizers for the soothing pads. (Some jazz composers actually have quite a large, film-composer size collection of synthesizers). If you are looking for a non-organ keyboard, I think what you choose should depends on budget and style. Experimental jazz musicians will love sampling synthesizers for the ability to create unique sounds. Other jazz musicians might consider workstations, which contain sequencing functions that might help out a live performance scenario. For those who do not need these things, a mere sample-based synthesizer might be all you need. The sound you choose depends on what you like. (For instance, I like the Alesis QS series for its piano sound, but the Korg X series has warmer pads, in my opinion... decisions, decisions. (: ) Weighted keyboards may be an issue for those who are used to piano keys. And don't forget about the used analogs. (: Focus in the store on the type of instruments you desire.

     

    Some of the New Age and film composing hints might be helpful for those pursuing this genre.

    Rap / Hip Hop

     

    Sample loops, sample loops, sample loops. That's a large portion of what guides the grit behind today's hip-hop and rap music. Like techno, hip hop has some equipment that has gained somewhat of a legendary status.

     

    The first piece of equipment that has gained legendary status is the Roland TR-808 drum machine. It is this machine that produces the well-known "boom" that rattles speakers and can be heard for miles around. It's a piece of equipment that's legendary in other circles, too (e.g. techno), so the prices for this piece of machinery (which is not available new) often hangs around $600. However, some alternatives exist: Notably the Novation Drumstation (which models the TR-808), samples of the machine, and tons of drum machines and synthesizers which have a TR-808 kit in them.

     

    The second piece of equipment that has gained legendary status is the Technics SL1200 turntable. Tons of turntables exist, but this one seems to be popular among anyone who spins as a DJ. They are expensive, but very good - high quality, high torque, etc. Since this is an electronic synthesizer FAQ, I won't discuss the alternatives much here, but rest assured the turntable plays an important part, and in my mind is used in hiphop as an instrument itself.

     

    A third piece of equipment, which is not as legendary but is still important, is the Emu SP-1200 sampling percussion machine. This machine is an easy to use drum machine that can sample, and play back the samples either through a sequencer or via a pad that is triggered.. Although limited in sampling time, it nonetheless has played a crucial role in some hip-hop records. However, this equipment (which I believe is still available new, albeit expensive: $2200 or so) can easily be replaced by the more expensive, new Akai MPC3000 (or other older sampling drum machines: The Linndrum 9000, Emu SP-12, Akai MPC60, heck, even a Korg DDD1 with a sampling card, for instance); or, if you are willing to sacrifice the convenience of the drum machine layout, a full-fledged sampler. (Full fledged samplers tend to be cheaper, but they often don't include the built in sequencer that a sampling drum machine does. This makes live performances quite a bit more of a pain. The Akai S950 rackmount sampler, though, is one sampler that has been used some in hip hop, and is quite cheap used. 12 bit samplers, such as the Roland S-series sampler, might also be appropriate for hip-hop, even with a "grungier" sound than 16 bit samplers.)

     

    For the upstart rap/hip-hop artist: Personally, I recommend that, if anything, get a sampler of some sort (sampling drum machine or regular, whatever) and some turntables. Rap is heavy on the drums, so collecting various drum machines is also advisable. The TR-808 is optional, but if you want that boom sound (not all hip-hop uses it) and the nice soft drums that hip-hop often uses, get either the original thing, or a high-quality sample set of it. Some rap artists have used old analog synthesizers (Snoop Doggy Dogg's famous high-pitched whine), but I would focus on the more critical elements first (sampler and turntables).

    Churches

     

    Churches almost exclusively depend on more realistic sounds (ie, organ sounds) and soft, mellow electronic sounds (electric pianos). But a further critical element has to be explored before the church makes a decision on buying a synthesizer: How the person is going to be playing the keyboard live. This affects what type of keyboard one should look for.

     

    For those who do not intend to pre-compose parts (ie, the entire performance is 100% live) on the synthesizer, no sequencer is necessary. That way, they can look at keyboards like the Alesis QS6, Korg X5, etc. that have no sequencer. However, if at any time a person wants to pre-compose a part (so they can hit a button on the synthesizer marked "play" during the service, and play, say, a piano part while the synthesizer is playing a string section, organ section, etc.), a sequencer is a must.

     

    Weighted keys (keys that have more of a piano-like feel to them) may be important for the piano players (although organ players may feel more comfortable with the standard non-weighted synthesizer keys). If the church does not have an amplification system available, a keyboard that has speakers (such as the Korg i series) is also a must.

     

    In general, I recommend a sample playback keyboard; these are the easiest keyboards to use, and they produce the most realistic sound. For those who are concerned with the look of the equipment, they might want to invest in a digital piano, which often contain the types of sounds a church is looking for (piano, organ, etc.) while being encased in a piano-like cabinet. (Note that digital pianos are often considerably more expensive than a synthesizer). Some churches might be more comfortable staying away from synthesizers and focusing on digital organs that give more organ options for the church. Elsewise, the synth that balances realism and cost will do.

     

    Game composers

     

    General MIDI. You need it. Although I don't like the standard, and the industry is moving away from it in favor of CD soundtracks on the disk itself, there will still be an occasional time where a General MIDI song is required. Make sure one of your keyboards is a General MIDI keyboard (almost all sample playback keyboards made nowadays are General MIDI). It's a limiting system, but it certainly is workable.

     

    If you are composing for a soundtrack that will be placed directly on the CD, see the general notes below for film composers...

    Film composers

     

    Film composers in general look for both realistic sounds AND synthesizers that allow them to create unique, thematic sounds. As a result, the synthesizers that film composers tend to use are on the more expensive order. Synthesizers for film composers should be highly programmable, and highly expressive. Synthesizers like the Korg Wavestation, Oberheim Matrix 12, Waldorf Wave, New England Digital Synclavier, the Fairlight sampler, etc. have been highly popular with film composers. Modular synthesizers have been popular with film composers as well.

     

    Building a home studio with these instruments (which range from $1000 for a Wavestation to $6000 for a new Waldorf Wave!) can be quite expensive. Nonetheless, I advise the beginning film composer to look for instruments that allow for flexible sound creation. Almost all instruments on the professional level are programmable in some form, but many of today's digital instruments are difficult to program, and quite cryptic. The best synthesizer compromise - but ones that usually have higher learning curves and prices - are sampling workstations (Kurzweil K2000, Emu eIV, etc.). These instruments can produce realistic sounding instruments, as well as giving you the chance to compose your own sounds with very flexible program options. But that does not mean that hard-coded sample-based synthesizers are out (especially if you are just beginning, or are on a budget). If you look for a sample-based synthesizer, make sure to get a feel for the programming engine first. Analogs are easier to create your own sounds with, but on a budget, you might feel limited with an analog (especially for creating realistic instruments). Budget samplers are cheap (the Emu ESI-32 and Akai S1000 run in the $1000 range nowadays), and might provide a better compromise if you already have a keyboard (all these budget samplers are rackmounted).

     

    Some of the general hints regarding New Age music might be advisable here as well.

    Notes for the live performer

     

    At some point, you are going to have to play with your synthesizers live. Here lies a problem with synthesizers - in many cases, they cannot be played live easily. One of the advantages of synthesizers (you can easily create a full composition in your own studio, without the need for a band, using a machine) becomes a disadvantage when playing live - no one wants to see a performance played by a machine!

     

    At some point, you have to decide the route you want to take playing live. One option is to presequence everything and bring a computer along with you. The trouble is, even a small portable notebook computer may turn people off who prefer the live concert experience. Of course, you can always hide it. (: And some people (like Chip Davis) I've seen actually integrate La Machine into the performance. Unfortunately, there are very few (if any) keyboard sequencers out there that allow for live, improvisational performances (not even MIDI-controlled track muting - Any computer sequencer manufacturer listening? Hello?). Another option is to prerecord parts of the concert on a DAT (Digital Audio Tape) and play live parts over the top of this. This is a little more hidden than a computer, but is even less flexible than a computer (you can play around with a computer sequence a bit if you play on the computer during your performance. You can't do that with DAT - there's only "play".) Unfortunately, that seems to be the dominant mode of performances that I have seen.

     

    Hardware sequencers are available as well, with some allowing flexible real-time sequencing (notably the more expensive analog sequencers, such as the old ARP sequencers et al that put the repeating notes in Tangerine Dream; the sequencers found on Roland x0x machines that techno loves; and the new analog MIDI sequencers, such as the Doepfer MAQ 16/3). Others allow for real-time track muting (the fairly popular Alesis MMT8 sequencer), which is can be nice. Other hardware sequencers, unfortunately, are no more flexible than a software sequencer - but they do not have the stigma of the DAT machine and computer.

     

    Other people do live performances by using a workstation. Workstations, in general, contain a built in sequencer, where you can prerecord the parts of the performance that you need to play, and then play a live bit over the sequence you created. This creates a VERY portable situation (you can do a concert with only a Ensoniq ASR-10, Korg 01/W, Korg Trinity, etc. on stage), which doesn't suffer as badly the stigma problems associated with DATs and computers.

     

    There are other ways to do a live performance. Some people have fiddled around on programs like Max (Max is a very powerful, easy to use program that allows you to create customized MIDI applications for high-end users) or simply programmed their own thing to create their own improvisational software. Some people have done wonderful things using simply an arpeggiator on a synthesizer and triggered samples. Sampled loops would be another way of performing live - just hold the sample loop and trigger samples and other keyboards. Unfortunately, though, the options are a bit more limited than I personally like...

     

    Another issue for the live performer is how much equipment to take around with you. It's really a judgement decision that has to be made - taking around your whole studio allows for more flexibility, and looks more impressive on stage (all those keyboards...), but unfortunately it's a lot harder to set up and take down. It's just another thing to consider for live performances...

    Another viewpoint...

    From davep@alr.com Fri Apr 11 19:06:26 1997
    From: "Dave P." 
    
    To: cgould@gate.net
    Subject: Re: Draft of a Synthesizer FAQ (Part 3/5)
    
    Hi Chad,
    
    First, thanks much for all of the hard work that you have put into
    this FAQ ! I hope it gets the attention it deserves. 
    
    I did want to comment on the section quoted above, though. I feel that
    most synths, especially any synth that is programmable and can store
    lots of patches, can be played live very easily. I performed live in
    various progressive, metal, mainstream rock, new wave, and
    experimental electronic bands on a daily basis for about fifteen years
    (I'm mostly doing recording now). When I started, there were no
    programmable synths, and I used an Arp 2600 and an Odyssey. Later, the
    system was heavily customized to include Serge modules and joystick
    controllers. Eventually, I was using a Chroma with a midi retrofit, an
    Ensoniq VFX, an Emu Protues 1XR and Proteus 2, and an Oberheim Matrix
    6R and Matrix 1000 all midi'd together, and all played live from the
    Chroma keyboard. No computers, no sequencers. 
    
    In addition to all of the performance options you describe, I think it
    is important to point out the option of this type of live performance
    - getting into a band with other musicians, either with a real drummer
    or a drum machine, and just jammin' live with real honest-to-goodness
    keyboard playing, with no sync to any clock, using midi only as a
    means to connect the modules to the keyboard controller.
    
    Dave Peck
    Aftershock Productions
    

    I concur! That certainly is as valid of a way of performing live as any. (:

    Notes for the beginner

     

    The beginning composer in synthesizers might feel overwhelmed by synthesizers at first. It's normal - the world of synthesizers is a complicated world, in many respects (like any other musical world).

     

    My advise is to start it off slow. Simpler synthesizers might allow you to get introduced into the world a lot easier than going all out with a Kurzweil K2000 right off the bat. If you don't care about programming at all, a sample-based synthesizer probably is right for you. Not only do most sample-based synthesizers have easy access to the world of general MIDI, they have nice realistic sounding instruments, and tend to be easy to use (just select the patch number and play). Unfortunately, most sample-based synthesizers tend to be tougher to program, and are not appropriate for all genres.

     

    Another alternative is a simple analog synthesizer, with knobs. Ideal is something like a Roland Juno 60 or Juno 106 (which has patch memory, all of the parameters up front with either sliders or buttons, a very easy to use interface, and a nice sound. The Juno 106 even has MIDI... I consider the series, personally, one of the best synthesizers for a beginning analog disciple)... but if you can't find that used, many of the monophonic synthesizers made today have easy-to-program knobs and might be idea for learning about analog. If you have more cash, something like the Nord Lead might be more idea (which is more complicated, but has knobs and a very nice interface... and polyphony). Again, this isn't for everyone, but for those into genres which require sound generation or live tweaking (techno, industrial, ambient, film, etc.), I would look into these instruments first, even though you miss out on the realistic instruments of the sample-based synthesizer.

     

    Samplers tend to be the toughest synthesizers to learn how to program (except for some of the sampling drum machines or phrase samplers, which are designed to play sample loops and small voice clips), so I would avoid full fledged samplers if programming is not up your alley. They do tend to be one of the most usable synthesizer types in the field, though...

     

    In conclusion: Go to it and good luck. (:

     

    IX. Buying Synthesizers

     

    General tips for buying synthesizers from a dealer

     

    For the beginner, the dealer is probably the easiest place to buy a synthesizer, and most reliable. In general, most of the equipment in a reputable music dealer's shop works well; and is fully warrantied so that if something goes wrong, you can bring it back to the dealer for repairs or a replacement.

     

    The worst problem I've found with a dealer is some of them tend to pressure you into taking a synthesizer that you might not necessarily want. Some stores tend to pressure you a lot more than others, to car-salesman like proportions. As a result, I would advise you to use the same technique you would use in buying a car: Come armed with the knowledge beforehand. Know exactly what TYPE of synthesizer you want, and a price range to expect for the synthesizers you are looking for. Be firm but kind with pressuring salesmen, and don't be afraid to say no.

     

    The net is an excellent place to research synthesizers that you are looking for. More and more stores are on the net nowadays, and its not a big hassle emailing people for quotes on synthesizers. Be sure to use this to your advantage: The best deal might not be at your local hometown dealer.

    General tips for buying used synthesizers through classifieds

     

    Buying used synthesizers through local classified ads is probably the safest way to buy a used synthesizer. Often, you get all the accessories (power chords, manuals, etc.) you need through this method, and it's not as hard to get ripped off, as long as you have a face-to-face encounter with the owner. An equipment check is important (turn the synthesizer on, play with the buttons, see if everything works like it should), of course. For the beginner who may not be familiar with the synthesizer, it is easier to talk with the owner of the synthesizer and see if he's being truthful about why the equipment is acting like it does.

     

    The main disadvantage of using this method is the price. Prices can be incredibly low for a particular piece of gear; they also can be incredibly overstated as well. A good idea is to check the large compilation of Internet prices on a piece of gear (see ); if you have access to a synthesizer blue book, even better. Occasionally, one of the large synthesizer magazines (Keyboard, etc.) will post a listing of prices for used gear; although sometimes overinflated themselves, they provide a good reference point.

    General tips for buying used synthesizers through the net

     

    Two Internet newsgroups, rec.music.makers.synth and rec.music.makers.marketplace, often have synthesizers and other electronic equipment posted for sale. In addition, the World Wide Web has several places with used equipment forums for people to sell and buy from.

     

    The Internet tends to be a little bit more stable, price-wise, than the classifieds (although "trendy" pieces may cost more on the net). However, it poses a greater risk, since you do not get to test the equipment beforehand and make sure that it works. Also, it is harder to send off money to someone you may never meet in person. So it is a bit more risky.

     

    Personally, however, I have had nothing but great luck with the Internet. I have bought 4 synthesizers from the net; all of them were in mostly good condition. I do take the precaution of having the equipment sent COD if possible. COD stands for Credit On Deposit, and works as follows:

     

     

  • The seller ships an item C.O.D. - a condition which means that the piece of equipment cannot be delivered unless the buyer pays a certain amount of money to the postal service. He or she makes out the C.O.D. for the price of the synthesizer, and is charged a C.O.D. service charge in addition to the standard shipping fee.

     

  • The seller gets the piece of equipment. At that time, he pays the amount that the C.O.D. is due for, and receives his or her merchandise.

     

    If a piece of equipment is over a few hundred dollars, I strongly urge people to use COD on shipping: It allows a better piece of mind for the buyer (who doesn't have to pay anything if the seller refuses to send the equipment) and the seller (who doesn't get ripped off if the buyer cannot pay for the equipment). However, the downside to this method is C.O.D. is a VERY expensive charge. For $1600 pieces of equipment, an extra $10 for C.O.D. is not a problem, but for $30 pieces of equipment, $10 C.O.Ds become a major hassle. Other, more trustworthy methods may be preferable.

    Pawn shop tips

     

    Pawn shops tend to be the trickiest place to buy synthesizers, from what I've found. For the beginner, I would not recommend it. Pawn shop staff are unable to help people who want to know how the synthesizer works. Often basics such as the right AC adapter are not available, let alone manuals. The equipment is often in terrible condition, and if you are not familiar with the synthesizer, it is hard to know what is "normal" and what is not.

     

    The advantage pawn shops have is price. Pawn shops sometimes have the best bargains in the business, due to that same ignorance about synthesizers that makes them bad for beginners. This is especially true of smaller pawn shops. Of course, the opposite is also true: Sometimes pawn shops have terribly inflated prices! Pawn shops, however, do tend to be the easiest places to bargain with, so you might get a better deal even with an inflated price.

     

    For selling, pawn shops can be alright. The places with blue books tend to give you a fair value for your piece, and give the cash very quickly. Of course, you run into some difficulties - I once had a hard time explaining the concept of a drum machine I was selling. It took a little bit to convince them that the condition was excellent, and that it did what it was supposed to. I noticed the drum machine also got sold in a month from the shop. So much for that. (:

     

    X. The Home Studio: A brief overview

     

    With the increasing amount of synthesizers, and the lowering cost of studio equipment, it now is becoming more and more sensible to produce a quality home studio than ever. With that in mind, here is a brief overview of some of the features of a home studio. I'm not going to go into too much detail, but I think this will be helpful for those who are wanting to get started in the home studio world.

     

     

    Mixers

     

    One of the great things that has happened over the last few years has been the reduction in price of mixers. Today, there are mixers out there that cater towards the very small project studio, with very good, professional sound. But a mixer can seem complicated to a beginner.

     

    The basic concept of a mixer is to take together sound inputs from several sources and mix them all together. In other words, all of the synthesizers, microphones, guitars, etc. that you have can be mixed into one track, through a variety of methods. The volume of each source is controlled by a fader - providing an easy way to mix things.

     

    Most mixers offer a variety of features aside from sheer volume. For instance, a mixer will have a certain amount of channels. Each channel on a mixer represents one input. Another common feature on a mixer is a bus. A bus is sort of like a sub-mixer - a channel can be assigned to a particular bus, and its level can be set. Then, the total volume of that bus can be raised and lowered by a fader. This is very useful for certain applications (such as miking a drum - you can have 8 channels used for a miked drum, but the total volume of this drum can be raised and lowered with one fader if they are all assigned to the same bus.) Many mixers are often named after the number of channels and/or buses they have. (IE, a Mackie 1604 has 16 channels, along with 4 buses.)

     

    Almost all mixers today are stereo mixers, meaning there are at least two channels in the output. With this comes panning. Each channel will have a pan, usually, to indicate where in the stereo plane you want the signal to go to. You can send it to the left, right, the middle, and anywhere in between.

     

    Most mixers also have some sort of equalization setting for each channel on them, so that the tone of each channel can be controlled. The standard EQ setting - high, middle, and low - is common, but some mixers have stranger combinations to produce the equalization. Many mixers will also allow you to solo a channel (so you can hear only that channel, and set the level of that channel individually), and mute channels. Many mixers have separate outputs for the main bus (where all the buses get mixed together) and the control room (for monitoring the mix), allowing you to change the volume and play with the mix without disturbing the recording.

     

    Another thing that is found on mixers is auxiliary (aux for short) inputs. Auxiliary inputs act as another mixer, in a sense. For each channel, you have an aux output send knob. This controls how much of the signal is sent to the aux output. This aux output can be routed through FX boxes, compressors, EQ, etc. and sent back to the aux input, to create what is known as an effects loop. The aux output can also be used for other purposes.

     

    Mixers come in several varieties. For home use, the most popular is the small analog mixer provided by many companies (Mackie, Soundcraft, etc.). These mixers often give great sound at a fraction of the price of the large mixers, but have less channels and busses to work with. Still, they leave room for upgrade, and the difference between a tabletop mixer like the Mackie MS1202 and a professional mixer like the Mackie 8-bus revolves in the number of channels, number of buses, and number of extra features.

     

    Starting to become popular and affordable are digital mixers. Digital mixers have most of the same features as an analog mixer, but offer the advantage of less hiss, some digital-only control features, and, most importantly, automation. Automation is very difficult and expensive for analog features; digital mixers offer the unique ability of being able to record your mix into the sequencer like any other keyboard. They are still expensive (Yamaha's digital mixers are about 3-4 times the price of an equivalent analog mixer), but they are coming down in price, and might make an impact later in the marketplace...

     

    At the VERY high end of the mixers spectrum, a mixer becomes semi-modular - where each channel strip is a module in itself, and you add features simply by adding modules to the mixer unit. Most mixers designed for home studios, however, are self-contained, and contain buttons to produce the nice routing options the high-end mixers have.

    FX box notes

     

    Another thing that helps in a home studio is an FX box. Most recordings nowadays use at least some effects in their recordings - whether it be a chorus to fatten the sound up, a little bit of reverb to make the sound more natural and less dry, or special effects such as phasers.

     

    The variety of effects boxes is astounding, but if I were to purchase an effects box, I would probably go for one that had a multitude of effects that you can chain up. Some effects boxes are designed for specific purposes (e.g., reverb), and while that is very nice once you have an effects box (i.e., a standalone reverb box frees up your other box to do other things), I would consider having a large quantity of decent quality effects to be more important. That doesn't mean, of course, that you should buy a box with tons of crappy-sounding FX. (: One should balance between price and performance...

     

    Incidentally, most effects boxes are rack-mount instruments (or at least have that ability). Also, terminology wise, a signal is described as "wet" when recorded with effects, and "dry" when recorded without.

    Recording your stuff at home

     

    Now for the fun part: Putting your stuff on tape. With MIDI sequencers, it certainly is possible simply to take an old tape deck and use that to record your songs. But there are a wide variety of other options out there, including some options that allow you to record in a better and more powerful manner. Among them are the following:

     

    Hard disk recorders

     

    The newest method of recording at home is something called hard disk recording. Hard disk recording is where you actually use your computer to store the recording of each track digitally. The digital recording allows you to ping-pong (record one track onto another while simultaneously adding new sounds) easily; in fact, with computers, your track space is only as limited as your hard drive space. (Oh, by the way, a track is simply a channel of recorded audio information, in terms of tapes and recordings.)

     

    Equipment wise, there is plenty out there. There are many pieces of gear which only use the computer as an interface; all the recording is done in a separate box. At the opposite end of the spectrum is a completely software based solution, where the only piece of hardware used is a card to translate sound into digital (ie, something like the Card D+). The rest is controlled by software, using your hard drive and computer to control the software.

     

    Many sequencers (Cakewalk Pro Audio, Cubase Pro Audio, etc.) have options which allow you to record audio and integrate the audio with MIDI sequences.

     

    In order to do hard disk recording, however, you may have to spend a lot. The computers that can do hard disk recording should be powerful (ie, Pentiums or PowerPCs are optimal). Even more importantly, a TON of hard disk space is needed to store the digital recording. At least a gigabyte of hard disk space free is recommended; more is desirable for more complex tracks. The equipment for hard disk recording isn't cheap, either: The Card D+ goes for $500+, for instance, and other, more hardware-based HD recording options go for much more.

     

    But with the advent of CD-Rs that allow you to write a CD inside the computer (for $500 or less), you can make a master without ever even traversing cable and using a DAT machine. That thought might be pretty appealing, and a good reason to consider hard disk recording in the future.

    DAT / ADAT

     

    DAT is probably the cheapest way to get a good studio-quality master. DAT, or Digital Audio Tape, is simply a piece of tape where digital information is recorded instead of analog. The benefits, compared to analog tape, are less hiss, a better sound (at least compared to consumer tapes), and the ability to duplicate and ping-pong easier. Many studios use DAT machines as a way to make a good-quality master, from which a CD can easily be made. The problem is, DATs only have two stereo tracks.

     

    ADAT machines, made primarily by Alesis, take the concept of the DAT and go one step further. An ADAT machine has 8 tracks on it. So, in essence, an ADAT is like a digital 8-track machine, with all the benefits of a 4-track type device and DATs. They run more expensive than a plain DAT machine ($2500 compared to $800), and are more expensive than comparable analog 8-tracks ($2500 compared to $1000), but may be worth it to those wanting a high-quality digital sound.

    The good ol' 4 track

     

    With all of this digital technology around, let us not forget the good ol' 4 track. (: A 4-track recorder is a recorder that can record on 4 tracks, either simultaneously, separately, or with tracks ping-ponged to each other. The advantage of a 4-track for home use is that the tapes are cheap: It simply uses a standard consumer audio tape, and records only in one direction. (A standard audio cassette has 4 tracks, 2 for each side, in order to give two stereo sides of recording.)

     

    4 tracks have become remarkably cheap over the years, with a nice variety of features, and are the cheapest way to make a demo short of using a plain cassette recorder.

    4) SMPTE and other synchronization explanations

     

    Many tape devices are not MIDI enabled, and therefore cannot use MIDI clocks to start and stop when the MIDI sequencer starts. Instead, there are a few ways that tape devices synchronize themselves to the MIDI devices.

     

    One of these methods is simply known as "sync". Tape recorders with sync have jacks with a sync in and a sync out. This allows you to start and stop the tape recorder through a special pulse code sent through these jacks. There are devices available that allow you to convert from the MIDI clock (which sends its own special start and stop codes) and the sync jacks normally used.

     

    A special time code that is used heavily in the video world is known as SMPTE. From the Sonic Foundry web page (makers of Sound Forge, a popular hard disk recording program), here is an explanation of the world of SMPTE found there:

     


    The Society of Motion Picture and Television Engineers (SMPTE) time code may be one of the most misunderstood concepts among individuals within the music industry. After working with SMPTE time code for years, many people are still confused by the concept, so don't feel bad if you haven't got it all figured out. Hopefully this discussion will clear the mud.

    The biggest problem with SMPTE time code is that, depending on whether you sit on the video or audio side of the fence, SMPTE time codes may mean different things to you. When dealing with SMPTE you will probably see five, perhaps six, different types of time codes formats (six is for the people who are really confused). Following is a description of each SMPTE time code format.

     

    SMPTE 25 EBU

    This SMPTE code runs at 25 frames per second and is also known as SMPTE EBU (European Broadcasting Union). The reason for having this rate is that European television systems run at exactly 25 frames per second.

    SMPTE 24 Film Sync

    This SMPTE code runs at 24 frames per second and is also known as SMPTE Film Sync. This rate matches a nominal film rate of 24 frames per second (the slowest speed possible for apparent continuous motion).

    OK, those two are easy. Now things start to get a little crazy.

    SMPTE 30 Non-Drop (as used in the audio world)

    In the US, the 60 Hz power system makes it easy to generate a time code rate of 30 frames per second. This rate is commonly used in audio environments and is typically known as 30 Non-Drop. You will probably use this rate when synchronizing audio applications like a multi-track recorder or your MIDI sequencer. If all you care about is working with audio and not dealing with video, stop reading right here. We mean it! All you really need to know is that there are three different SMPTE rates you might want to use: SMPTE 24, SMPTE 25, and SMPTE 30 Non-Drop. However, be aware that SMPTE 30 Non-Drop in the video world runs at 29.97 frames per second.

    True SMPTE 30 Drop and SMPTE 30 Non-Drop (as used in the video world)

    If you are planning to work with video, the frame rate of exactly 30 frames per second is never used. When NTSC color systems were developed, the frame rate was changed by a tiny amount to eliminate the possibility of crosstalk between the audio and color information. Even though it is still referred to as SMPTE 30 Drop or Non-Drop, the actual frame rate that is used is exactly 29.97 frames per second. This poses a problem since this small difference will cause SMPTE time and real time (what your clock reads) to be different over long periods. Because of this, two methods are used to generate SMPTE time code in the video world: Drop and Non-Drop.

    In SMPTE Non-Drop, the time code frames are always incremented by one in exact synchronization to the frames of your video. However, since the video actually plays at only 29.97 frames per second (rather than 30 frames per second), SMPTE time will increment at a slower rate than real world time. This will lead to a SMPTE time versus real time discrepancy. Thus, after a while, we could look at the clock on the wall and notice it is farther ahead than the SMPTE time displayed in our application.

    SMPTE Drop time code (which also runs at 29.97 frames per second) attempts to compensate for the discrepancy between real world time and SMPTE time by "dropping" frames from the sequence of SMPTE frames in order to catch up with real world time. What this means is that occasionally in the SMPTE sequence of time, the SMPTE time will jump forward by more than one frame. The time is adjusted forward by two frames on every minute boundary except 00, 10, 20, 30, 40 , and 50. Thus when SMPTE Drop time increments from 00:00:59:29, the next value will be 00:01:00:02 in SMPTE Drop rather than 00:01:00:00 in SMPTE Non-Drop. In SMPTE Drop, it must be remembered that certain codes no longer exist. For instance, there is no such time as 00:01:00:00 in SMPTE Drop. The time code is actually 00:01:00:02.

    When synchronizing audio to video, it is crucial that the SMPTE time code(30 Drop or Non-Drop) used in your sequencer or digital audio workstation is the same as the SMPTE time code striped onto the video. Only then will the SMPTE times on the video screen and computer monitor match exactly during playback.

    In the audio world, people have started to call 30 Non-Drop (which runs at 29.97 frames per second) 29.97-Non-Drop to distinguish it from the 30 Non-Drop used between audio applications (which runs at a true 30 frames per second). SMPTE 30 Drop (as used in video) may also be referred to as SMPTE 29.97 Drop just to reiterate that the frame rate is actually 29.97 frames per second. It just depends on who you talk to.

    However, you must remember that there is no difference between 30 Drop and 29.97 Drop time code. There are those who have tried to say that there is such a thing as a SMPTE time code which actually runs at 30 frames per second and generates "drop frames". This practice would be silly, as the whole point of a SMPTE Drop time code is to make up for the discrepancy between the 29.97 frames per second "video" rate and the 30 frames per second "real time" rate.


    (Once again, thanks to Sonic Foundry for the above explanation.)

    As mentioned before, there are alternatives to the SMPTE / Sync synchronization methods and MIDI clocks. One of these alternatives is Roland DIN/Sync. For more information on how to keep time with early Roland instruments, see the DIN Sync FAQ at http://www.citenet.net/noise/202/dinfaq1. YES, it is possible to synchronize Roland’s DIN Sync methods to the MIDI clock, just like there are devices to convert the MIDI clock’s start/stop codes to the standard tape sync’s start/stop codes.

    Other peripherals

    There are other peripherals mentioned. Probably the two most common extra peripherals are equalizers and compressors. Equalizers are used to help adjust the tone of the sound. Adding an equalizer to an instrument can either soften it down or make it sparkle more, or bring out the bass. Compressors are devices that soften the peaks and the lows that a piece goes through. A standalone compressor is a nice detail in any studio.

    Aside from that, there are several extra things – each claiming to help the sound in a way. How you route your studio is largely up to you – but make sure you have the important things (a way to record, a mixer to mix, and some speakers + amp to hear what you are playing) first.

    XI. A brief guide to programming your own sounds

    Programming your sounds may sound like a complicated task at first. It really isn’t. If you’ve read this FAQ, you understand the components of the synthesizer to some extent. A basic understanding of the components, and a little bit of familiarizing yourself with the abstract language of each synthesizer is all you need.

    Synthesizer components can really be divided into three parts:

    • Modules that generate sound.
    • Modules that alter the quality of the sound.
    • Modules that control and alter the generators or the tone.

    Usually, I begin with the SOUND GENERATORS. These vary in function, and range from analog oscillators (often called VCOs) to a sample. This is the fundamental place where sound is created. Picking the right wave can be important in determining exactly how the patch will sound later. Do you want a harsh wave? Use sawtooth waves. Do you want a soft wave? Use sine waves. Do you want something in between? Squares are nice. Or, in 2 VCO machines, you can mix and match. With samplers, you can either try for a detailed patch that simulates and instrument (by sampling an instrument itself). Or you can simply pick a random sound and process it through the other parts of the synthesizer.

    I then gauge a general idea of what type of control I want over the tone of the sound and the generated sounds. Components such as LFOs (Low Frequency Oscillators) and Envelopes are generally used to control and shape how a signal works. For instance, you can feed an LFO (up and down voltage) into the VCO pitch and create vibrato (up and down pitch). You can feed an envelope (a shaped voltage) into the filter frequency cutoff to make the frequency cutoff move with the voltage, for a more instrument like effect.

    Although digital synthesizers often operate much different than their analog counterparts, it is a good idea to familiarize yourself with analog programming. The idea of voltage helps a lot: once you understand that every component is simply producing a voltage, and that this voltage can either add or subtract from various components, it makes knowing how to get a sound much easier.

    I then follow up with the SIGNAL PROCESSORS, components that alter the quality of the sound. The two most common examples of this are the VCA (used to change the volume of the synthesizer) and the VCF (used to change the tonal quality of the synthesizer). Here is where you shape the sound, using LFOs, VCAs, and other components. Want to create a wooowwrr effect? Hook the LFO to the VCF (or filter) cutoff point. Want to shape the sound more like a piano? Set the envelope right, hook it to the VCA, and it works.

    In digital synthesizers, there is often a general "volume envelope" instead of a VCA, as well as "pitch envelopes" and "filter envelopes". They work exactly as if you connected an envelope to the volume, pitch, filter, etc. – no difference except terminology, really.

    Above all, experiment. My first programming jobs were done on a DX27. I learned how to program the synthesizer merely by playing with it – seeing what each parameter does when you changed the value. I encourage people to get simpler synthesizers – simple analogs with knobs make for excellent tools for people wanting to learn how to program, as all the parameters are out in front of you, and most of them will have a visible effect. The digitals of today unfortunately are harder to program, and many are very complicated, with tons of parameters and options, seeming daunting to the new programmer… in contrast, a monophonic bass synthesizer (Novation Bassstation, etc.) or an old polyphonic (like the Roland Juno 106) is easy to use and easy to learn how to program on.

    XII. 11 notable synthesizers in history

    OK, so this is really a disputed category. Everyone kind of has their favorite synths, and there are really many synths that are fairly notable in the electronic field. How does one decide what makes a great synthesizer? From my perspective, it is a synthesizer that has changed the field of music as we know it today. That does not necessarily mean that it is the most popular synthesizer around. But it means that somehow, there was a technique in this synthesizer that either got picked up in other synthesizers, or shaped the course of the synthesizer as we know it today. With that in mind, here are the 11…

    • Early Moog modulars. Moog's modulars were not the first to be commercially built; Don Buchla's synthesizers were earlier, and included the notable concept of a sequencer. However, Robert Moog's modulars (sold around the late 60s through the 70s) were more important, in that they defined the standard used by analog synthesizers around the world: A musical voltage control. The Moog modulars used a control voltage, with a setting of one volt per octave, to generate the functions needed: Pitch in a VCO, filter cutoff in a VCF, and volume in a VCA. Envelopes, LFOs, and keyboards could produce the necessary voltage needed. Although Buchla's modular synthesizers were controlled by voltage as well, their setting was more experimental and not idea for setting up tones like the Moog's was. A simple concept, one that helped break the idea of synthesizers out of the experimental level to the public eye.
    • Moog Minimoog. Easily one of the most important synthesizers in the synthesizer history. In 1969, the Moog concept was designed to solve the problem presented with modules: patch chords. Although patch chords allowed you to route anything to anything, they produced a huge network of visual confusion, and it took time to reconnect patch chords. The Minimoog was the solution to this: hardwired modules connected by switches and knobs. The action moved synthesizers from the studio to the live performance: its easier to carry a Minimoog to a performance than a whole module. From then on, the dominant keyboard in the marketplace is the "hardwired" keyboard. But the popularity (which was slow at first, but boomed in the early 70s) has more to do with the portability: it has to do with the sound. The Minimoog bass sound has become one of the most well-known and loved sounds in electronic music, and the filter has been described in loving tones. Easily a classic.
    • Prophet 5. No, the Prophet 5 was NOT the first polyphonic synthesizer to appear on the marketplace. Others, such as Yamaha’s CS-80, appeared before then (the CS-80 is notable for being the crux of Vangelis’s late 70s / early 80s sound). But the Prophet 5 is a good example, along with the Jupiter 8 and others, of the CEM chip sound. Dave Smith, who started off Sequential Circuits by selling sequencers, designed the keyboard, and it became THE polyphonic keyboard of the late 70s and the 80s. It was used heavily by Peter Gabriel and others. The real innovation is in the integrated chips, where a single VCO, VCF, or VCA can be put in one linear IC. The Prophet 5 used this, which made for a much more compact solution to the polyphony problem (as using discrete chips would make for a REALLY large and bulky synthesizer). Another innovation is in the Prophet 5's true programmability. The Prophet 5 was the first synth to digitize the synth settings and store them in RAM. This was a tremendous help to players wanting to be able to call up their patches live. Polyphonic synthesizers appeared afterwards in huge numbers, all using some form of integrated linear IC.
    • New England Digital Synclavier. The New England Digital Synclavier was an innovative synthesizer in many ways. Although it was expensive, and rarely used outside the film / experimental world, the synthesizer had many components that migrated to future synthesizers. First of all, the Synclavier was the first commercially successful synthesizer to use digital FM technology. Although the concepts were around beforehand, the Synclavier was the first to push it into the mainstream, making companies l ike Yamaha take notice. Secondly, the Synclavier integrated a computer into the process. The computer could do many things, such as sequence and program parameters. Later models could even sample. In effect, the Synclavier was the first of what would later be known as the workstation – a synthesizer that could sequence, sample, play, score, and do all the things you need to do. Later companies introduced workstations that were less bulky (ie, the Ensoniq ESQ-1, the Korg M1, etc.), but the concept was introduced here. Frank Zappa was a big fan of the Synclavier for composing and scoring.
    • Fairlight CMI. In the 1970s, a groupe of people in Sydney, Austraila, began working on a computer controlled synthesizer. What they ended up with, however, was something totally different: They ended up with a sampler. The sampler redefined electronic music, by making tape loops and tape samples tons easier to process. Although the CMI was expensive, the ability of the CMI to edit and create sounds, sequence, and control the keyboard through a graphic light-pen interface was appealing. Jean-Miche l Jarre was a heavy user of the CMI in his earlier concepts. And it inspired the next wave of samplers…
    • Emu Emulator. Emu started off as a company doing modular synthesizers in the 70s. However, the direction of Emu changed completely when Dave Rossum, the founder of Emu systems, first saw the CMI in 1980. He figured there must be an easier way to do sampling… and, presto, a year later, a prototype of the Emulator I was produced. The sampling interface was simple, the concepts were easy to understand, and the price ($8,000) was considerably lower than the CMI. From there on, Emu took off and becam e a dominant sampling company, producing the Emulator II in 1984 – with longer sampling times, a sequencer, and multisampling. Some of the sounds that became standards in the mid 80s (such as the Emulator II shakuhachi patch), and still remain in force today. Some bands (Depeche Mode, for instance) still tour dominantly with Emulator IIs.
    • Yamaha DX7. Yamaha had been developing FM technology in keyboards for some time, but it was with this keyboard that digital synthesizers took off, dominated analog synthesizers, and until recently, have never looked back. The reasons were simple: It was an FM synthesizer, creating complex sounds that until then were only possible with expensive machines. It was digital, with an easy "pick a patch with a button" interface. It had the newly introduced MIDI interface for easy control. And it cost less than $2000. It was the first truly affordable digital synthesizer. And it was a huge success, becoming one of the best-selling and most known synthesizers ever. From 1983 to 1987, a large percentage of songs hitting the market had DX-7 sounds in them. Easily one of the most notable synthesizers in history – a synthesis of developing ideas at affordable prices.
    • Roland TR-808. Programmable rhythm machines were not around until the late 1970s. That is when Roland introduced their CR series, which I believe are the first programmable drum machines ever. Until then, the only rhythm units had been preset patterns, which couldn’t be reprogrammed into something else. But the true synthesis of the programmable drum machines came with the Roland TR-808, introduced in 1980. The machine proved to be fairly popular: it had an easy to use interface and decent soundi ng analog drums. However, despite the fact that other, sample-based drum machines overtook the TR-808 in popularity in the 80s (a notable example is the Linndrum, whose drum sounds defined much of the electronic early 80s tunes), the TR-808 came back in the late 80s when hip-hop artists discovered that you can tune the bass drum sound of the TR-808 to produce an extraordinary sine-wave boom that rattles speakers and can be heard for miles around.
    • Roland TB-303. Before techno, this instrument wouldn’t have even made the list. But since techno, this instrument has become THE sound to have, with its unique whining resonance being critical to many techno songs. Its success is almost accidental: It was originally designed as a synthesizer to emulate a bass guitar. But with the right parameter adjustments, it gives that nice wet filter sound that many Rolands of this time have, with some unique distortion in the resonance that makes this instru ment beloved by many. Not a unique synthesizer as a whole (most of the elements in it have been done before in other synthesizers), but a unique way of putting it together.
    • Roland D-50. The D-50 was designed in many ways to be a success for Roland, like the DX-7 was for Yamaha. It worked: The D-50 was one of the most popular synthesizers in the 1980s. And it helped defined the state of today’s sample-based synthesizers. It was one of the first synthesizers to have built in sample ROM that can be used as an oscillator. The samples were short (on the theory that the attack is the most important portion of the synthesizer, and that the attack produces realism) - but it was enough to give the synthesizer a good sound. Another big thing in the synthesizer that gave the D-50 the edge was a fairly complete built in effects system: reverb, chorus, equalizer. Many synthesizers had built in FX before (such as a single chorus unit or reverb unit), but none with the level the D-50 had. After the D-50, sample-based synthesizers almost always arrived with a complete FX system inside to beef up the sound. Add a digital analog emulation, and you had a very warm synthesizer that produ ced a LARGE portion of the synth sounds of the late 80s. Other synthesizers (such as the Korg M1, with its multitimbral mode) helped define the state of today’s sample-based synthesizer further, but the D-50 was the start of synthesizers moving towards the completely sample-based level.
    • Yamaha VL1. This last one is tricky, as it was not a particular success due to its cost. But it seems to be the beginning of a new era of synthesizers: modeling. The Yamaha VL1 was the first commercially available modeling synthesizer on the market. It was expensive, and could only do a few things (such as play a saxophone). But it could do those things very well. And it inspired a new round of modeling synthesizers: analog modelers (such as the Clavia Nord Lead) and ones that can do all sorts of wacky modeling effects (the Korg Prophecy, a low-priced solo synthesizer that HAS been a commercial success). Like the Synclavier and Fairlight, the VL1 may be seen as the start of a new beginning.

     

    XIII. For the technocrats: Building your own synthesizers

    I’m not going to go into too much detail here – this is more for beginners, after all. (: Nevertheless, it is EASILY possible to build your own synthesizer if you are into electronics and can do simple electronics assembly – especially analog synthesizers. Analog synthesizers, after all, are nothing more then applications of common electronic circuits (such as the oscillator, filter, and amplifier).

    Many people look at building your own synthesizer as a way of saving money. Most home-built synthesizers tend to be modulars, and from that perspective you DO save money (vs. buying a new modular synthesizer). However, compared to the cost of buying a pre-wired synthesizer, a modular still will be more expensive (especially considering the cost of panels and PCBs – for the hobbyist, the highest costing part of a do-it-yourself synthesizer). It certainly DOES take a lot of time to complete – and a fair in vestment in money. If you are unfamiliar with electronics, I wouldn’t recommend it.

    Nevertheless, many would be interested in doing synthesizers yourself. After all, it is your synthesizer, it is unique, and its fun to build. (: There is a mailing list devoted to this subject, and it is an excellent place to start. You can access this mailing list at:

    http://www.sara.nl/Rick.Jansen/Emusic

    This page not only contains links to the Synth-DIY list, it also contains links to other DIY projects. The Music Machine pages of Hyperreal (http://www.hyperreal.com/music/machines/) also contain several schematics for do-it-yourselfers.

    XIV. Synthesizer publications

    These are magazines that are mostly dedicated to the art of electronic music: synthesizers, keyboards, and the like. While many other magazines review electronic equipment, these have the focus.

    I am sure I am missing several magazines in this list, so email me at cgould@gate.net to be included!

    • KEYBOARD MAGAZINE

    Address:1601 W. 23rd St. Suite 200
    Lawrence, KS 66046-0127
    Phone: 1-800-289-9919 (US)
    WWW: http://www.keyboardmag.com/
    Email: nfi@neodata.com
    Subscription: $25.95, 12 monthly issues

    • FUTURE MUSIC
    Phone:+44 1225 822511
    Fax:+44 1458 274378
    Web:http://www.futurenet.co.uk/
    Email:subs@futurenet.co.uk
    Subscription:45 pounds, monthly
    • ELECTRONIC MUSICIAN
    Address:Subscription, Customer Service
    PO Box 41525
    Nashville, TN 37204
    Phone:1-800-843-4086
    Email:sunbeltful@aol.com
    • SOUND ON SOUND
    Address:Media House
    Trafalgar Way
    Bar Hill
    Cambridge CB3 8SQ
    United Kingdom
    Phone: +44 (0)1954 789 88
    Web: http://www.sound-on-sound.co.uk/
    Email:publisher@sospubs.co.uk

     

    XV. Synthesizer resources on the net

     

    Here’s some very good places to start looking at on the net. This tends to be more general, and not specific – there’s plenty of places which are incredibly specific, covering one synthesizer only in detail!

    If anyone has any good general, link-related resources they would like to add to this list, feel free. This is BY FAR incomplete!

    http://www.xs4all.nl/~rexbo/index.htm – Digital Sound page, a comprehensive page on sampling.

    http://www.midifarm.com/ - The MIDI Farm, a nice place with links and MIDI files.

    http://www.eeb.ele.tue.nl/midi/index.html – MIDI Home Page, a long-lasting and nice resource for MIDI users.

    http://www.midiweb.com/ - Another very large site dedicated to MIDI.

    http://www.synthzone.com/ - Everything you want to know about the synthesizer.

    http://netrunner.net/~jshlackm/index.html – A large collection of MIDI and musician links.

    http://www.aitech.ac.jp/~ckelly/SMF.html – A collection of links for Standard MIDI files on the net.

    http://www.hyperreal.com/music/machines - Music Machines, a good collection of analog synthesizer archives.

    XVI. Acknowledgements, revision history, and conclusion

     

    I would like to acknowledge the following web sites, books, and other places of research

    • cbm@headspace.com for help on the synthesis section.
    • pHreak@techno.org for some pointers to Keyboard Magazine’s reference library, where another good introduction to synthesizers exists.
    • Electric Sound: The Past and Promise of Electronic Music, by Joel Chadabe. Much of the historical information and trivia comes from this book.
    • http://www.keyboardmag.com/ for some clarification on some of the vocabulary terms (and being a good reference book!)
    • The folks who wrote the manuals for all my keyboards: The Korg X5, Roland D-50 and Juno 106, Oberheim Matrix 1000, Yamaha DX27, and the Typhoon OS for the TX16W. They were helpful in gathering terms. Some manuals actually were well written.
    • Atomic@netcom.com for the tracking generator explanation
    • http://www.neuroinformatik.ruhr-uni-bochum.de/ini/PEOPLE/heja/sy-prog/node63.html – it had a good description of synthesizer techniques already written up.
    • Paul Reller, whose electronic music class added to some of the terms.
    • cgould@gate.net

       

      VERSION HISTORY:

      04/08/97 - Version 0.1a - First release to the public! Pre-web page post. And its BIG.

      04/11/97 - Version 0.2 - Some minor corrections. Posted to the web page!

      05/01/97 - Version 0.3 - More minor corrections.


      (C) 1997 Chad Gould