Editorial
Hans Mikelson
hljmm@werewolf.net
With this issue I have completed the
first year of Csound Magazine. Somewhat of a milestone. I
have been looking back at the past issues as I worked on
this issue. Many people have contributed a great amount
of work to make the magazine a success. Every issue
contributers have come through with excellent articles. I
want to thank the contributers for their support.
Sometimes I worry that I am becoming too much of a pest
when I solicit people for articles. I will try to avoid
this if possible in the future but if you find me
bothersome please let me know and I will stop bugging you.
I realize I do not offer much in terms of compensation
for your hard work except a little web space, my
appreciation and the appreciation of the readers.
There was some discussion on the
mailing list regarding designing an instrument. This is
the type of thing I like talking about so since this is
the editorial page I will. I use several different
approaches to sound design.
One of my favorites is to find a
mathematical equation or concept which has not been
applied to sound before (as far as I know) and try it out
to see what it sounds like. I generally keep a look out
for interesting equations, functions and systems. I never
know before hand exactly what it will sound like. Often I
end up with surprisingly pleasing results. Even if the
results do not sound good at first they can almost always
be tweaked into sounding good with the approriate choice
of frequency, filters and other parameters.
Another method I like to use is to
select natural sounds and try to synthesize them. I did
this in my recent orchestra for crickets. In the past I
attempted the same for ocean waves, birds, wind and wolf
howls. When I am attempting this type of synthesis I
often get a sample of the target sound and look at it in
terms of the frequency content, the overall envelope, the
waveform and other aspects of the sound. I try to see if
the frequencies are broadband and therefore noise based
or narrow band and therefore more like sine waves.
Broadband sounds can be approximated by filtered noise,
FM with noise as modulator and formant synthesis. Narrow
band sound can be produced with sine or other oscillators.
Many natural sounds have some type of amplitude pulsing
or different aspects which fade in and out during the
sound. I first try to create the sound in any way
possible perhaps by using several i-events to make a
single sound. Later I try to make the sound more usable
by combining what was several instruments or instrument
calls into a single instrument. I go through the input
parameters and try to make them so they are very usable.
This is often different from what is easiest to code.
A third method I use is to try to
develop some type of model of physical phenomenon and to
implement this with DSP elements. Perhaps the way the
sound is produced suggests a type of filter, waveguide or
some other system.
A fourth method is to find a sound
which is similar to the sound you want and modify it
until it sounds the way you want.
Along the way many happy accidents
occur. You create a sound that was completely unlike what
you were trying for but sounds incredibly cool. This
seems to happen quite a bit with Csound. Then there is
the unhappy accident. When you have a very nice sound but
want to improve some small aspect of it. The more changes
you make the further you get away from the original sound
until it is lost and you cannot remember how to get it
back to sounding good.
Listen, learn and pay attention to
sounds around you. Study how the sounds are produced. Use
all of the methods above where appropriate. If one
approach is not working try a different approach.
This issue I again tackle the columns
with articles on panning, drum sounds, reverb and Keykit.
Josep Comajuncosas came through with a very nice feature
on modeling woodwind instruments that presents some
innovative solutions to some of the problems encountered
when working with physical models.
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