Additive Synthesis
Additive and Subtractive Synthesis
Idea: Instead of using a wavetable, use "principled" sound generators
A pipe organ is an additive synthesizer; the electric organ builds on that idea
Remember, any periodic sound can be represented as the sum of sinusoids
But that isn't too practical, so tricks are used
Harmonics
Recall that a distorted sinusoid has "harmonics": multiples of the fundamental frequency
Square wave has strong odd harmonics
Triangle, various other waves have odd harmonics, sometimes even harmonics
Organ plan: Make power-of-two pipe lengths for each note ("ranks") with adjustable volume
But start with distorted sinusoids so even more harmonic content
Can add non-octave multiples for even more interesting sounds
Electric organ "oscillators"; synthesizer "VCO"
Envelope
Organ only manages quickish attack to sustain level, quickish release
Probably want an ADSR envelope (at least) so that sounds can have attack or decay
May want each note to have multiple envelopes to control other things
Tremolo, Vibrato
Both desirable effects: modulate VCO with "LFO"
Tremolo: modulate amplitude
Vibrato: modulate frequency
Filtering
Sounds have different character depending on harmonic content
May want global filter (lowpass, bandpass, fancy) to control overall sound shape
May want per-note filters that track the note: "VCF". Typically bandpass, used to get resonance effects etc
Filter may be modded with LFO, ADSR
Noise
Adding filtered noise is good
Several kinds and scales would be nice: white noise, scalable max frequency
Use very slow noise as a control to modulate pitch etc
Effects
Almost any of the effects we discussed are nice additions to a synth
Reverb and delay effects are particularly common
Controllers
Big strength of additive synthesis: be able to turn the knobs (you have knobs, right?) in real-time to modulate the sound
This is why most MIDI keyboards have a pitch wheel and mod wheel: ideally the pitch wheel can be used for other things
MIDI controller boards are really common, with lots of knobs and other fancy things
Modeling Natural Sources
Weird sounds are great, but it's also great to imitate orchestral instruments etc
String "pads" are fairly easy to achieve
Wind instruments are a bit sketch: use filtered "breath" noise and resonant filters
Brass instruments are meh: they have fairly fancy changes in frequency over time. They are basically subtractive instruments
Plucked strings are pretty garbage, really: hard to do well