I was asked by document02 to post some more details about my pm synthesizer entirely done in R3.
Maybe someone is interested in.
I am not a PM pro, so don't expect too much professional information like a physicist could provide .
So this is how it's working:
As mentioned in another thread in the feature suggestion forum, physical modeling takes another approach for generating tones.
The [source] is producing a mix of noise and an odd harmonics oscillator to produce a natural sounding tone like a blower of a whistle.
Every instrument "reacts" to certain frequencies, that is called resonance. As you may have guessed, the resonance points aren't easily matched by a simple [LP|HP|BP]/ res filter, but we can simulate a body containing certain resonance characteristics. Usually the body is a hall effect.
Now, depending on the instrument type, certain parameters are of interest in generating a usable tone:
- a modified comb filter can be used to "stimulate" certain resonance frequencies (a trumpet may have a slight variation of comb frequency)
- the body [hall fx] provides us with irregular resonance points
- to improve the sounding of a tone we can use some of the scream algorithms to create a richer sounding source, that is more "unpredictable" ie has more irregular characteristics ( like in real nature)
- the oscillation types: you may vary the types of oscillation like using a rectangle shape instead of sawtooth ( yes, a sawtooth contains not pure odd harmonics)
PS: I'm not good in writing tutorials. Please feel free to post any comments or questions. I'll try to answer them as soon as possible.
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