Organic Sound

May 16

All to often we segregate synthesis into two broad categories: subtractive synthesis, where the source of sound is some sort of geometric waveshape, like the typical square wave or sawtooth, or sampling which starts with digital audio file. However, things always get interesting in a boarder town, and some really creative and interesting sound design comes from the crossbreeding of these two types of synthesis. Unfortunately when it comes to sampling, the main focus of commercial sound libraries is usually in emulating existing instruments, often either drums or orchestral families. The goal of these is to provide the most realistic recreation, and indeed many current libraries, in skilled hands, yield stunning results.

So far this year, two products have emerged that take a very creative approach to working with sampled sound and serve not only useful instruments, but as inspiration for further exploration– Plectrum from Vital Arts, distributed by Ilio, and Anatomy from SONiVOX. I’ll start with Plectrum and cover Anatomy in my next blog entry.

Plectrum is the brainchild of sound designer extraordinaire Geoff Gee, who cut his teeth creating many of the factory sounds for the Kurzweil K2xxx series of instruments. I first met Geoff when he did a presentation on creative sound design with the K2000 at Berklee. For this, he started by recording the sound of a match strike into the synth, then proceeded to mangle the source into a series of strange and wonderful sounds. Geoff has a remarkable ability to listen to a sound and imagine a world of possibilities, as well as the technical chops to come up with useful results. This is one of he hallmarks of a great sound designer.

Several years ago Geoff and his family left the Boston area for a farm in upstate New York, home to Vital Arts, the umbrella organization for the creative work he and his wife pursue. An old farm is a rich source for all sorts of natural found sounds, from plucked stings, glass objects and breaking twigs. Undoubtedly, Geoff had a field day (no pun intended) sampling his new surroundings. Some time later he came up with the remarkable collection of instruments that became Plectrum, using the powerful synthesis capabilities in GVI, the GigaStudio Virtual Instrument sound engine. One of the real strengths of this collection is that it’s designed to be very playable. On top of his sound design prowess, Geoff is a virtuoso pianist and everything he programs reflects his passion for expressive performance.

Geoff Gee talking about Plectrum at the 2007 AES Convention in NYC.

I got my first preview of Plectrum at the 2008 Winter NAMM last January. The floor of a trade show is not the best place for listening, and wasn’t till Geoff paid a visit to Berklee last month that I really got a chance to listen carefully and really hear what this collection was about. Geoff put Plectrum though it’s paces in a good listening environment and talked about the process of collecting and designing the sounds. Altogether there are 185 different instruments organized by category. While this is not your General MIDI sound set, Plectrum covers a wide range of musical functions, from exotic bass patches to pads, and yes, plucked instruments. The real standouts here are the namesake plucked sounds. Here, he’s done a remarkable job of creating sounds that are completely new and fresh, while at the same time, sound familiar.

Vital Arts MP3s Plectrum Demos

As of this writing Plectrum is only on the PC, but since Tascam has recently released a Mac version of GVI, it’ should be fully cross-platform very soon.

For some time we’ve taken pitch transposition and time-stretching of audio for granted, with one caveat; only an entire audio signal gets processed. We’ve come to expect programs like Ableton Live and now Pro Tools to treat audio like butter, speeding up and slowing down loops, time correcting sloppy drumming and pitch correcting the wanna-be diva. The Waterloo of this technology has traditionally been isolating events within an audio file. If a singer hits the wrong note, it’s usually not a problem to correct, since it’s a single monophonic event that can be easily isolated and processed. What about when the piano player hits the wrong note in a chord? Well, that’s another take…. We’ve always operated under this assumption, and it was a great reason to record performances as MIDI data, since we had the freedom to freely manipulate individual notes a chord.

All this changed last week at Musikmesse, Germany’s massive musical instrument trade show, when Celemony debuted their Direct Note Access (DNA) technology. DNA can analyze an audio event, isolate individual pitched elements, and freely manipulate them in pitch and time. While I’ve said that changes in music technology products are often evolutionary, not revolutionary, this is a really big one.

Celemony started in 2001 with the initial release of Melodyne, the brainchild of German programming whiz Peter Neubäcker. The whole idea behind the technology was to allow users to edit the pitch and timing of a note graphically. Melodyne does this by analyzing the source and displaying the result as graphic data on a pitch and time grid. From here, the audio properties can be manipulated much like note and controller data in a MIDI sequencer’s graphic editing window. Opcode first introduced this concept in the late 1990’s with their StudioVision sequencer. Here, monophonic audio performances were analyzed and represented as MIDI note and pitchbend data. You simply edited the MIDI data, and rendered the result back to an audio file. Melodyne expands on this, bypassing MIDI altogether and greatly enhancing the resulting sound quality.

Melodyne is available in a variety of products from the entry level Melodyne Uno to the flagship Melodyne Studio. Starting in Fall 2008 with version 2 of the Melodyne plug-in, Direct Note Access will be incorporated into their full line and perhaps inspire some interesting new products.

Peter Neubäcker freely admits that he assumed extending the Melodyne model to individual note events in a chord was not possible. Only after challenging this basic assumption did the algorithms behind this begin to take shape. The DNA acronym works, since Direct Note Access is really about exploring the genome of the harmonic life of music. While the demo video is truly amazing, keep in mind that the types of performances here illustrate what may be the best case scenario for effectively using this technology. There are limits, and one wonders if DNA could root out a wrong note in a dense, orchestral recording. Still, what Celemony has come up with is nothing short of remarkable.

There’s always been a disconnect between musical instruments and technology. On one hand, we view instruments as things that take years of dedication and practice to master, while the unabashed goal of technology is to make the things we do, from basic communication to art creation, easier, and shall we say, more "democratic." With synthesizers, there has always been a steep learning curve involved with the art of sound design, however manufacturers have repeatedly found that most using these instruments, hardware or software, never stray far from the factory presets. Now let’s take a company like Native Instruments, who have developed an extraordinary line of unique, powerful instruments. How do they reconcile the two, staying on the cutting edge while serving the needs of the marketplace?

In the last couple of years, NI has been promoting its Kore system as a way to simplify working with massive software synthesizer patch libraries. Kore uses a database and browser to organize patches, formatted as Kore sounds, by sound categories. For those who have NI Komplete, this makes for a very powerful way to access sounds while in the production process. Typically, when looking for a bass sound, one would have to open each synth, browse for suitable patches, write them down, open another synth, and repeat the process, over and over again. This gets tiring fast; –not what attracted any of us to electronic music in the first place. With Kore, the patch browser lists all patches designated as bass patches, regardless of which instrument they’re from. They can be opened, auditioned and used in a project, all within Kore.

While on the surface it may seem like we’re opening a new synth each time we call up a patch, we’re actually running off the Kore Sound Engine. What NI has done is built the sound engines for REAKTOR, MASSIVE, ABSYNTH, FM8, KONTAKT and GUITAR RIG into Kore, so when any Kore sound is loaded the engine is ready to go. Pretty cool…

So what’s the next step? Give the software away…free. At NAMM NI announced that a free Kore Player would be available in March, and the company will be selling soundpacks for 59.00 each. The player will have all the sound engine capabilities of the full Kore 2 version with a starting collection of 30 patches. While this is a remarkable development in the electronic instrument industry, giving away the synth but selling the patches, this is a model that we see more and more with technology tools. You need to look no farther than the printer you probably got free when you bought a computer to understand that the cost is in the toner, not the machine. And so it goes for software synthesizers.

It will be interesting to see how this flies in the marketplace. While there seems to be some support for the business model, soundware never appeared to be much of a moneymaker in the music tech industry. But, when you take a look at how musicians actually use synthesizers, as opposed to how they say they use them, our friends in Berlin may be on to something.