Commodore 64 French House

Making some chiptune French house using the Commodore 64 and Alesis 3630.

C64 French House

Here, I’m using Paul Slocum’s CynthCart to turn my old C64 into a SID synthesizer. We run those licks into an Alesis 3630 compressor, side-chained to a kick drum (from an Alesis D-4), and then we have some pumping French house. Finally, we add some finishing touches with delay, reverb, and EQ in Logic Pro, as well as a cameo by an Electrix Warp Factory hardware vocoder.

Download the track here for free
:


More Commodore 64 sounds:

Patch from Scratch: Analog Feedback Loop in Eurorack

Patching up an analog feedback loop in Eurorack with some generic modules.

I don’t do a lot of videos talking about Eurorack for two main reasons:

(1) I’ve actually only been doing Eurorack for a couple years now, even though I’ve been doing digital synthesis and sound design for decades, and

(2) I don’t want my videos to be about any particular piece of hardware that you need to get (as always, I’m not sponsored by anyone).

But, the patch I put together in this video could be done by any number of modules, all I have is a sine wave, a ring modulator (multiplier), a reverb, a filter, and a limiter/compressor/saturator (anything to stop hard clipping). Put them together, feed them back, and you have some dynamic, analog generative soundscapes.

Previously, I’ve shown how to do the same thing in Pure Data, In Kyma, and in Reaktor.

Oh, and you can control it with an accelerometer too!

“Hard Sync” Oscillators in Reaktor 6 Primary

Creating retro sounds with hard-synced oscillators in Reaktor 6 Primary.

“Hard sync” is synthesis technique that uses two oscillators: when one oscillator (the “leader”) finishes a cycle, it resets the period of the other oscillator (the “follower”), creating a period at the frequency of the leader, but a timbre from the incomplete cycles of the follower.

This is a really easy way to create original, complex sounds, using just two oscillators.

I say “1980s”, here but check out this sound in the Cars 1979 hit, “Let’s Go” (played on a Prophet-5 Synthesizer).

0:00 Defining “Hard Sync”
0:38 Building a Single Oscillator
1:35 Adding the “Follower”
3:03 Changing the Pitch Relationship
4:40 That Hard Sync Sound
4:57 How it Works
6:30 Follower Lower than Leader
7:25 Adding an Amplitude Envelope
8:10 Adding a Filter (for a bit)
9:28 Closing, Next Steps

Reaktor 6 Beginner Tutorials here:

Ihatov MU (無) : Noise Music at the Hanamaki “English Coast”

Screaming noise improvisation on 54HP Eurorack at the peaceful Hanamaki “English Coast” (花巻イギリス海岸).

There’s a feedback loop going here with spring reverb and ring modulation, plus quite a bit of contribution from the After Later Audio Benjolin V2.

More “MU” on the Hanamaki English Coast:

Pure Data Screaming Metal Feedback Loop

A simple digital feedback patch in Pure Data build from just delay, ring-modulation, and saturation.


Building on my digital feedback video from a few weeks ago, here’s a quick patch for setting up a dynamic controllable feedback loop in Pd Vanilla. I’ve set up a way to get things going with a little sine-wave beep, and you can hear that the feedback loop makes things pretty complex pretty quickly.

WATCH THOSE LEVELS!
It gets loud in the middle.

More no-talking Pd videos here.
More music and sound design with cybernetics and feedback.

Music and Synthesis with a Single Neuron

Recently, I’ve been hooked on the idea of neurons and electronic and digital models of them. As always, this interest is focused on how these models can help us make interesting music and sound design.

It all started with my explorations into modular synths, especially focusing on the weirdest modules that I could find. I’d already spent decades doing digital synthesis, so I wanted to know what the furthest reaches of analog synthesis had to offer, and one of the modules that I came across was the nonlinearcircuits “neuron” (which had the additional benefit that it was simple enough for me to solder together on my own for cheap).

Nonlinear Circuits “Dual Neuron” (Magpie Modular Panel)

Anyway, today, I don’t want to talk about this module in particular, but rather more generally about what an artificial neuron is and what it can do with audio.

I wouldn’t want to learn biology from a composer, so I’ll keep this in the most simple terms possible (so I don’t mess up). The concept here is that neuron is receives a bunch of signals into its dendrites, and, based off of these signals, send out its own signal through its axon.

Are you with me so far?

In the case of biological neurons these “signals” are chemical or electrical, and in these sonic explorations the signals are the continuous changing voltages of an analog audio signal.

So, in audio, the way we combine multiple audio source is a mixer:

Three signals in, One out

Now, the interesting thing here is that a neuron doesn’t just sum the signals from its dendrites and send them to the output. It gives these inputs different weights (levels), and combines them in a nonlinear way.

In our sonic models of neurons, this “nonlinearity” could be a number of things: waveshapers, rectifiers, etc.

Hyberbolic Tan Function (tanh)

In the case of our sonic explorations, different nonlinear transformations will lead to different sonic results, but there’s no real “better” or “worse” choices (except driven by your aesthetic goals). Now, if I wanted to train an artificial neural net to identify pictures or compose algorithmic music, I’d think more about it (and there’s lots of literature about these activation function choices).

But, OK! A mixer with the ability to control the input levels and a nonlinear transformation! That’s our neuron! That’s it!

Just one neuron

In this patch, our mixer receives three inputs: a sequenced sine wave, a chaotically-modulated triangle wave, and one more thing I’ll get back to in a sec. That output is put through a hyperbolic tan function (soft-clipping, basically), then run into a comparator (if the input is high enough, fire the synapse!), then comparator is filtered, run to a spring reverb, and then the reverb is fed back into that third input of the mixer.

Now, as it stands, this neuron doesn’t learn anything. That would require the neuron getting some feedback from it’s output (it feeds back from the spring reverb, but that’s a little different) Is the neuron delivering the result we want based on the inputs? If not, how can it change the weights of these inputs so that it does?

We’ll save that for another day, though.

EDIT 05.18.22 – Taking it on the road!

Audio Feedback Loops in Digital: Cybernetic Music in Symbolic Sound Kyma 7

Building some feedback loops in the digital domain using Symbolic Sound’s Kyma 7.

In audio feedback loops, the output of the system is fed back into an input. We’re probably most familiar with this when we put a microphone in front of a speaker and we get the “howling” sound. Here, though, I’m intentionally building digital feedback loops in order to explore the sonic possibilities of these rather unpredictable systems.

In order to keep my feedback loop interesting, though, I need to keep it from dying away to silence, or blowing up into white noise. By considering the different processes we apply to the audio in the loop (are they adding spectral complexity or removing it?), we can try to make feedback patches that are dynamic and interesting over time.

0:00 The Continuum of Spectral Complexity
3:13 Staring with an Sine Wave in Kyma
4:45 Delay with Feedback
5:49 Building Feedback Loops Manually
8:40 Ring-Modulating the Feedback
11:20 Gain and Saturation
14:22 Exploring the Sound
16:16 Filter Bank
19:05 Jamming with the Patch
22:18 Thinking about Control
23:25 Performing the Sound
26:34 Feedback Loop with Reverb
28:10 Making it into IDM with the Chopper
29:22 So What? Next Steps

More Kyma Videos:

More audio cybernetics and feedback:

Adding “Analog Warmth” to Your Digital Synth (Reaktor 6 Primary)

Some ideas on how to add some beautiful (analog?) imperfections to your Reaktor synths in Reaktor Primary.

The definition of “analog warmth” is pretty nebulous, but it brings to mind things like tube distortion and tape saturation–imperfections to the “fidelity” of the sound. Digital sound has imperfections too, of course, but these are aesthetically different (though perhaps no less interesting). In this video, though, I talk about some ideas in how to imitate the imperfections of analog in our digital Reaktor 6 synths.

Reaktor 6 Beginner Tutorials here
More Intermediate Reaktor Tutorials here.

Making a Bad Sine Wave in Pure Data Vanilla

Building a “wab-sabi” oscillator in Pd to celebrate the beauty of imperfection and impermanence.

Sine waves are great! The perfection of a pure, single frequency can be both expressively and technically very useful in pursuing our musical goals. There are, however, lots of musical reasons that we might want to intentionally make our oscillators a little more rough around the edges.

Performance on traditional, acoustic instruments, of course, produces a huge amount of micro-variation across each note, and so it can be expressively engaging for us to be able to introduce that same imperfection (analog warmth?) in our digital instruments as well.

In this video, I build a bad sine wave by frequency-modulating my oscillator with noise, and then feeding back the output back into the modulation. While I build this out in Pure Data, the same can be done in Reaktor, Kyma, Max/MSP or any other synthesis environment.

More Pd Tutorials here.
No-talking Pure Data jams and patch-from-scratch.

0:00 Introduction, The Beauty of Imperfection
1:26 Slider-Controlled Sine Wave
3:28 Adding Noise
4:35 Frequency Modulating with Noise
7:24 Filtering the Noise
8:20 Feeding Back into FM
9:55 I’ve gone too far
13:26 Reaktor Examples
14:18 Closing Thoughts, Next Steps