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From:
EggyToast
To:
Chloe Sasson ,
Date:
Sun, 16 Jul 2000 00:35:03 -0500
Subject:
Re: [idm] Mathematics of Music
Msg-Id:
<003001bfeee7$a13abae0$a43d0b3f@k8y8w1>
Mbox:
idm.0007.gz
quoted 2 lines I am not a producer of music-however I am interested in learning about the> I am not a producer of music-however I am interested in learning about the > algorithms and wave formations(sinewave??) that people often talk about
when
quoted 3 lines discussing the production of electronic music.> discussing the production of electronic music. > > I have printed out some stuff,but it is very confusing!
This is a pretty common problem with any electronic thing, since most manuals and information is written in a way so that people who already konw what's going on will know what's going on. This, of course, it pretty much useless as far as the *actual processes*. It took me about 6th months to find out what cutoff actually was. anywho, common algorithms are as follows: sawtooth wave: this is above the "center line" in a wave, and pretty much looks like a basic sawtooth (straight up on one side, slanted going back to the middle, and then back up (or down, depending on the previous). it usually creates more of a buzz and very "acidic sounds." looks like |\|\|\|\ kinda square wave: this basically makes rectangles out of the soundwave. it looks like a series of vertical lines connected at the ends, and they're opposite the adjacent ones. looks kinda like |_|-|_| only with that middle line being at the top (instead of the middle). these tend to sound pretty smooth, and are usually smooth leads and pads, along with bass sounds that don't sound "acidic" (often confused with sine basses) triangle wave: it looks like \/\/\/\/\/\/ =) it sounds smoother than the sawtooth, but more jagged than the square. bass sounds are rumbly, and treble sounds tend to be squeakier (although they can all sound pretty squeaky with the right effects). sine wave: well it's a basic non-modulated wave. sounds very smooth, but is a pain to work with because there aren't many effects you can apply to a basic sine wave (usually just amplitude and frequency). i have no clue how the actual oscilators on synths or whatever work to create these, but these are the basic waveforms used by most synthesis. you can also mix these and get a really wide variety of waveforms, which probably explains a lot of the more complicated algorithms in "sound wave technology" they can all be modified by increasing/decreasing the amplitude (basically the loudness), and the frequency (how close the peaks/dips are to each other), which affects the pitch of the sound (if the "peaks" are more compact, the pitch is higher, and if the wave is more stretched out, then it's bassier). things like cutoff, delay, and other basic filters, simply modify those waveforms overall shape (delay will stretch it out more at the end, etc). in reality, all soundwaves are simply combinations of basic waveforms like this, just to an extremely complex degree, which is why some people claim to be able to make synths sound like real things (cos they *do* sound like real things, only simpler). well hopefully i answered some questions. =) -derek --------------------------------------------------------------------- To unsubscribe, e-mail: idm-unsubscribe@hyperreal.org For additional commands, e-mail: idm-help@hyperreal.org