Tutorial #2 - The Basic Patch : Lowpass Filtering w/Resonance Overview -------- In the last tutorial, we saw how to change the level (loudness) of a synthesizer tone over time. This gives us the ability to control certain perception of the sound, like "punchiness" or "smoothness". However, there was nothing that we could do over time that will change the "darkness" or "squeakiness" of the sound; this is the job of filtering. Without filters, a synthesizer's character would only be as good as the oscillators (or samples) used to create the sound. As I mentioned before, one of the most desirable elements of older analog synthesizers (particularly Moog `boards) was their beautiful filters. The Kurzweil K2000 has exceptional filtering that, while digital, maintains much of the warmth of the famous analogs of the past. The sounds in this tutorial will feature analog emulation - I'm not going to do much orchestral work here. However, the concepts and examples given will be usable regardless of the type of sound you are programming. The "Patch Run" section of this tutorial will utilize patches from the file TUTOR_02.KRZ (sometimes called DDGT0002.KRZ, available at various Internet resources. Technical Discussion -------------------- In the previous tutorial, I compared filters to tone controls - they allowed the synthesist to vary the frequency emphasis of the oscillator's output. However, this image is a little misleading. Most tone controls on a stereo (or, as Dad called it, the hi-fi) have a set frequency range, and only allow adjustment of how much (or how little) emphasis was applied to that tonal range. The K2000 filters, on the other hand, allow you to set the frequency range to affect, and allow you to control the way the frequencies are affected. Additionally, an important control - filter resonance - allows a tonal "peak" to be added to the frequency range, perfect for the "squawk factor" we so desperately desire. This is something Dad's hi-fi never had... Our basic analog synth had the following signal path: [oscillator] --> [filter] --> [amplifier] --> *output jacks* ^ |__[envelope generator] You will notice that the oscillator feeds directly into the filter. This allows the sound to be processed with no regard to its volume or envelope. In later tutorials, we will learn to utilize envelopes to control filtering; but for now, we will explore the filters in their own right. A typical analog filter has the following controls: Cutoff Frequency The point (roughly) where frequencies will begin to be reduced. Resonance The amount of emphasis that will be applied at the cutoff frequency. Key Tracking Whether the cutoff frequency will "follow" the notes being played, and to what extent. In addition to these, the K2000 adds: Velocity Tracking Whether the cutoff frequency is adjusted based on the velocity of notes, and to what extent. The K2000 provides a number of "types" of filters, including 1-pole, 2-pole, 4-pole, lowpass, hipass, bandpass, notch and resonant filters. For this tutorial, we will be limiting the discussion to a 4-pole, resonant, lowpass filter. But just what does that mean? Well, let's rip the name apart. First, it is a lowpass filter. As you might expect, low tones are allowed to pass through the filter, while higher tones are affected by it. But how much? For all filters, the point that tones are affected is the cutoff frequency. Above that frequency, the filter reduces the frequency content of the tone. The amount varies, and can be graphed as a slope. Since ASCII character text isn't very good at displaying graphics, I'll just refer you to the Musician's Guide, chapter 14. Under DSP functions, the various lowpass filters are listed, with a graph of their cutoff slopes. What you should notice is the rate of change - a four-pole filter has a much "steeper" slope than a one-pole filter. The amount of frequency reduction (also called attenuation) is listed in dB/octave - the amount of audible change for each octave above the cutoff frequency. The simple guide: 1-pole filters = 6db/octave attenuation A gentle effect. You would typically use a 1-pole filter for slightly modifying an already acceptable tone, like cutting a bit of high-end from a string sample. 2-pole filters = 12db/octave attenuation A moderate effect. 2-pole filters were the standard on older Oberheim synthesizers, and are noted for "warming" the oscillator sound. I normally use 2- pole filters for analog string or horn pads, where I want to affect the sound without making it sound totally synthetic. 4-pole filters = 24db/octave attenuation A more drastic effect. This was the domain of Moog. 4-pole filters are the tools of choice for growling basses and popping synth lines. But, used in moderation, 4-pole filters can be successfully applied in more traditional sounds. Finally, resonance. In the Musician's Guide, the graph for a 4-pole lowpass filter w/resonance (page 14-11 in my copy) shows a peak just before the attenuation slope begins. A slight peaking is a result of any 4-pole filtering, but the peak displayed is the result of resonance. Resonance "pushes" a peak at the cutoff frequency - in essence emphasizing the cutoff, since all frequencies above it are attenuated. This peak can be used to emphasize various tonal characteristics, and can be varied from +24db (an extreme peaking) to -12 dB (anti-peaking!). Resonance is heavily used on synths like the Roland TB-303 and MC-202 for their characteristic sound. And, as you might have already guessed, this is the control lever that Acid House guys always break off of their synths in excitement! While I've just written a bunch of text on the subject, filtering is best understood by playing with it. So, let's get to the keyboard! Patch Run #1 - Cutoff Variation This "Patch Run" will utilize the first three patches, each prefixed with "[ddg]02/01". You should load the patches into your K2000 (typically in the 200's bank) in order to work along with this tutorial. The first patch, labeled "[ddg]02/01 fil 1" is a common, sequence-oriented low synth patch, with a broad chorus effect. Select this patch as current, and begin editing it (by hitting the [EDIT] button). You will notice that I'm using a simple algorithm that looks very similar to our standard analog model. The second algorithm "block" is set as a "4-pole lowpass w/sep". What it doesn't say is that this is a resonant filter. What is separation? Well, it's a method for making a 4-pole filter act like two tightly-knit 2-pole filters. For now, we will ignore the separation, and concentrate on standard 4-pole effects. Press the [more>] soft button until you see an option for [F1 FRQ]. Hit this key, and the controls for frequency cutoff will be displayed. To hear the effect of the cutoff frequency, play some notes while adjusting the "Coarse:" field's content. I've used an oscillator that has a lot of high frequency content, so the effect of increasing and decreasing the cutoff is enhanced. Playing octaves while adjusting this control can easily induce a trance on the listener, so beware! You should notice that the display of the course cutoff frequency is shown in both "note value" as well as "frequency". This can help you adjust a sound specifically, either in the expected frequency content (like if you were dropping the high end of a string patch), or in emphasizing a note range (when making a bass patch shake the walls, for example). The "Fine:" field allows you to further adjust the frequency, in cent (100ths of a semitone) range. Return the coarse and fine controls to their original values (A#4 466Hz / 0 ct). Play octave C's across the keyboard. Did you notice the sound getting quieter as you go high on the keyboard? As soon as the note exceeds the cutoff frequency (A#4 in this case), attenuation kicks in on the *fundamental* frequency - the base frequency of the note itself. I won't get into a diatribe about audio physics; suffice to say that a note is made of a frequency and some number of higher harmonic frequencies - called overtones. When a filter's cutoff is greater than the note you are playing, you are attenuating these overtones - which will affect the timbre of the sound. However, if a note's base frequency is greater than the filter cutoff, you will attenuate the entire tone, thereby making it sound quieter. This isn't a bad thing, it's just something to remember! This effect is why some really nice bass patches sound terrible when played high, and some high sounds sound horrible at the lower end of the keyboard. Suppose you want this patch to follow your playing, adjusting the cutoff frequency to roughly match the note you are playing? This is what the KEYTRK (Key Tracking) field is for. The amount of key tracking is listed in cents per key. Since 100 cents = 1 semitone (i.e. one key), setting this value to 100 will cause the filter to change in direct relation to the key you are playing. Patch "[ddg] 02/01 fil 2" applies this principle to our synth patch. You should now hear the high frequencies "track" with your playing, giving a brighter sound as you move higher on the keyboard. Most lead synthesizer sounds will use key tracking to provide "in your face" filtering regardless of the range that you are playing. In some cases - especially when you are dealing with samples, you may not want to track the note played exactly, since the higher cutoff my expose graininess or sample distortion. Applying a KEYTRK parameter less than 100 ct/key will allow the filter to increase somewhat as you play higher, but will tend to cut more high frequencies as you play higher on the keyboard. Conversely, you can apply a KEYTRK parameter greater than 100 in order to cause the sound to get brighter as you play higher - especially useful with radically distorted (on purpose) samples. Try several KEYTRK options to get a feel for its effect. Return to the program selection list, and select the patch labeled "[ddg]02/01 fil 3". Play a bass note with varying velocities. Notice the filter "expanding" as you hit the note harder. This is an example of velocity tracking. Enter the patch editor, and select the [F1 FRQ] controls. Notice that I've set the VELTRK field to 4800 cents - that's four octaves! This means that, based on the velocity of your key hit, the filter will "open up" - increase in value - by as much as four octaves. This gives you the ability to control the filter in real-time, which is great for techno sequencing. However, there is another very important use for velocity tracking. Many acoustic instruments "speak" differently based on how hard you blow, hit or strum them. Velocity tracking is great for this effect - apply some VELTRK to make a horn patch brighter on a hit than on a legato passage, or a lead guitar patch bite harder on slammin' lead sections than when chording. Again, experiment with the range of VELTRK values to become better acquainted with its effect. Patch Run #2: Resonance Variations Select the patch labeled "[ddg]02/02 fil 1". This is an oddball, hollow sounding honk, with a bright gated reverb to enhance its ugliness. This is just the sort of thing a good blipcore band might use as a Kraftwerkian cymbal. Just don't play "Feelings" on it - this could hurt your K2000! In this Patch Run, we are going to explore resonance, and its relation to the cutoff frequency. Edit this patch, and select the [F2 RES] soft key. In this case, I have the resonance "cranked" to its maximum level of 24db. This means that the filter will peak at the cutoff frequency with a 24db boost to that frequency. In order to hear the effect of this radical resonance shift, vary the AMOUNT: field while banging on a middle C - notice the increase in the "hollowness" of the sound. This is one of the effects that filter resonance has on a sound, especially when you are emphasizing the fundamental (primary) frequency of a sound. Now, jump to the [F1 FRQ] page. Notice that I have the COARSE: field set to C5 532Hz. However, we were hitting the C4 (middle C) key, so why is the fundamental being emphasized? Well, this is one of the joys of working with a sample-based instrument. The sample I'm using is the internal "Waterphone" sample, and it appears to have a weak fundamental frequency, making the perceived fundamental one octave higher than played. Often, when you are working on specific tonal filtering options, you will find that the samples do not seem to match the key being played. This is often done to allow the maximum playable range of an instrument fit on a 61-note keyboard. What it means for a synthesist is "Use your ears, not your eyes!" To best hear the effect of resonance on the various frequencies of a tone, start banging on middle C again, and adjust the COARSE: setting upward slowly. As you do, you will hear the resonant peak as it "hits" each harmonic; first at G5, then at D6, and so on. Play the filter to its entire range. You will notice a slight emphasis at C4 (the actual fundamental), and lower cutoff frequencies will have little effect other than to lower the overall volume. This patch brings up a point : that resonance is not a parameter that lives on its own, but is closely related to the cutoff frequency. Again, if you look at the graphs in the Musician's Guide, you will notice that the peak created by resonance affects a small portion of the frequency range near the cutoff point. When you are using resonance, make sure you are also paying attention to the cutoff - if you aren't getting the sound you imagined, it is probably a result of the *combination* of these parameters, and not just the resonance. Exit the editor, and select patch "[ddg]02/02 fil 2". This patch, as saved, is a typical rock synth-organ (there is a similar sound all over Van Halen's 5150 album), created using a saw wave. Jump into the patch editor and look at the [F2 RES] page. You should notice that I've created the patch with no resonance, but am adding up to 24db of resonance based on velocity (using the VELTRK: field). This allows for a subtle organ-ish sound when played lightly, but a more nasal, synthy sound when hit harder. This patch is a real chameleon. Move to the [F1 FRQ] page, and adjust the COARSE: cutoff frequency. You will hear the patch change drastically, and you should be able to identify a number of synth sounds you've heard on records. A saw wave, with appropriate filtering, is the basis of any number of popular sounds; but the quality of the filter is responsible for the success (or failure) of the sound. Patch "[ddg]02/02 fil 3" is an 808 kick drum emulation, as heard through a passing car. All you can hear is the boom of the kicker boxes as the rappin' kids drive by. It is created by using a sine wave, and pounding the resonance, with the filter cutoff right at the fundamental tone. This patch brings up an unfortunate limitation of the K2000. If you have a chance, get a real analog-head to show you an old beast with self-oscillating resonance. On some instruments, an extreme level of resonance will actually feed back into itself, literally washing the entire sound in a squall of noise. The K2000 filters can approach this wail, but never go "over-the-top" into self-oscillation. Many popular rap and techno sounds are based on an analog filter at or near self-oscillation. While you can (and this patch does) come close, it is sometimes not enough... Another aspect of the 808 kick drum is its variable filter cutoff and decay time. You can control this patch to suit - filter cutoff is the COARSE filter variable, while the decay is part of the AMPENV variables. Patch Run #3 : Sound Effects "[ddg]02/03 fil 1" is a concept patch. I wanted small alien voice in a crowd, with the ability to make the aliens get "excited". Go figure. To play the patch, fumble your fingers around the low end of the keyboard, then excite the aliens by moving higher on the keyboard. Somewhere, there is a film to be made here... First, a bit of explanation. I've set up the patch so it does not output the entire keyboard range - the notes are scaled to about 1 1/2 octaves over the range of 61 notes. You won't get any chords out of this baby! However, this allowed me to control the voices without constraining myself to a few keys. If you edit this patch, and look at the [F1 FRQ] page, you will see that the key tracking is 25ct/key - a quarter of the normal value. This allows the cutoff frequency to match my constricted note range. If you look at the [F2 RES] page, you will see that I've set up the ADJUST: field to a negative value, an "anti- resonance". This means that there is a dip in frequency response at the filter cutoff. However, I've also added key tracking at 1.50 dB/key - a healthy amount. The end result is that the patch starts off with "anti-resonance", but resonance is added as I increase the MIDI note value. This is what, along with the pitch change, give a timbre change to the voice as I move up the keyboard. Reduce the key track value to 0.00, and notice the lessening of the change as you move up the keyboard. Key tracking resonance is one of the subtle changes that can really liven up a patch. Play with the filter (as well as AMPENV) options of this patch to create a number of wild and pointless sound effect noises. By the way - there's good money in this come Halloween! That's all for Tutorial #2. I hope you enjoyed it. As always, you can e-mail me at: ddg@wi.rr.com Thanks, and I'll type at you later!