FX Basics. Time Effects STOMPBOX DESIGN WORKSHOP. Esteban Maestre. CCRMA Stanford University July 2011

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FX Basics STOMPBOX DESIGN WORKSHOP Esteban Maestre CCRMA Stanford University July 20

Time based effects are built upon the artificial introduction of delay and creation of echoes to be added to the original signal. Emerged in the late 940s and were created by loops of tape or other recording media; variable delay was achieved by changing write/read heads. The idea behind time based digital effects is to temporarily store a portion of the input signal into a buffer of variable length, and recover itlaterfor mixing it with the original. Ex: delay/echo, flanger, phaser, reverb

Delay / Echo Produce the effect of an echo by creating a duplicate of the input signal and adding it with a slight time delay. In order to present the simplest approach to digital delay, let s first introduce theconcept ofdelay line: At each seq. order (or time) n, it outputs the sample fed in at time n M x[n] M samples x[n M] Usually implemented as fixed length buffer with write and read pointers spaced M samples from each other: Write Pointer Read Pointer At each step, write and read pointers update their position.

Delay / Echo (ii) The simplest, single echo echo delay digital effect can be constructed with a variable length delay line plus a gain control: DELAY M LEVEL g If the DELAY control is set to be expressed in seconds, such value will have to be converted to number of samples What if M needs to be non integer? FRACTIONAL DELAY! Can be used to simulate a simple acoustical echo: 07_stomp_time_.pd

Delay / Echo (iii) By cascading several delay lines, one can obtain a tapped delay effect, which leads to a multiple echo: x[n] Input signal x[n (M 0 M )] 0 M 0 M M 2 g 0 g g 2 Output signal y[n] 08_stomp_time_2.pd Before getting further with time based effects: COMB FILTERS

Comb Filters A comb filter adds a delayed version of a signal to itself. Ex: the single echo effect presented before represents an instance of a comb filter. Delay (M) g Feed Forward Feed Back g Delay (M)

Comb Filters (ii) Feed Forward Comb Filter Delay (M) g Long Delay: Single echo M=8 M8 Presents a notch at every f s /M 2.8.6 g=0.9 g=0.6 g=0.3 2.8.6 g=-0.9 g=-0.6 g=-0.3.4.4 magnitude.2 0.8 magnitude.2 0.8 0.6 0.6 04 0.4 0.4 0.2 0.2 0 0 0.5.5 2 2.5 frequency (Hz) x 0 4 0 0 0.5.5 2 2.5 frequency (Hz) x 0 4

Comb Filters (iii) Feed Back Comb Filter g Delay (M) Long Delay: Exponentially decaying, multiple echo M=8 M8 2 0 g=0.9 g=0.6 g=0.3 2 0 g=-0.9 g=-0.6 g=-0.3 8 8 magnitude 6 4 magnitude 6 4 09_stomp_time_3.pd 2 2 0 0 0.5.5 2 2.5 frequency (Hz) x 0 4 0 0 0.5.5 2 2.5 frequency (Hz) x 0 4

Comb Filters (iv) All Pass Filter from Two Comb Filters By cascading a Feed Forward Comb Filter (FFCB) and a Feed Back Comb Filter (FBCB), one obtains a particular All Pass Filter 0 0.5.5 2 2.5 whenever g FF = g FB. x 0 4 magnitude angle (rad/s) 4 2 0-2 g FF < 0 g=-0.9 g=-0.6 g=-0.3 g=-0.9 g=-0.6 g=-0.3 g FF -4 0 0.5.5 2 2.5 frequency (Hz) x 0 4 g FF > 0 Delay (M) magnit tude g=-0.9 g=-0.6 g=-0.3 0 0.5.5 2 2.5 g FB x 0 4 d/s) angle (rad 4 2 0-2 g=-0.9 g=-0.6 g=-0.3-4 0 0.5.5 2 2.5 frequency (Hz) x 0 4

Flanger Available since the960sin recording studios, it was originated by using 2 tape machines (playing in unison) while pressing and releasing the flange of one of them, and thus introducing a changing, short delay between read signals before being mixed. A simple flanger can be modeled as a LFO controlled, variable delay FFCF: RATE DEPTH LFO AMOUNT Harmonic series of notches in magnitude response; notches are uniformly spaced (at f S /M). Delay (M) g Sometimes, a Feedback control can be added. g FB

Flanger (ii) Notch spacing is controlled by the length of the delay line, which is itself controlled by the LFO. mag gnitude 2.8.6.4.2 0.8 0.6 0.4 g=0.9 g=0.6 g=0.3 0.2.6 0 0 0.5.5 2 2.5 frequency (Hz) x 0 4 magnitude.4 2.2 0.8 0.6 0.4 0_stomp_time_4.pd 0 0.5.5 2 frequency (Hz) x 0 4

Phaser / Phase shifter Closely related to the Flanger, it dates from the 960s, too. Also based on slightly delaying a signal and adding it to itself, substitutes the variable delay line of the Flanger by a cascade of low orderall Pass order filters. RATE DEPTH LFO AMOUNT Notches in magnitude response are finite (asa a function of the number of stages. AP AP 2 AP 3 AP 4 g Audio Examples: Section H

Flanger vs Phaser FLANGER Infinite series of notches, uniformly spaced fr requency White Noise (Flat Spectrum) PHASER Finite series of notches, arbitrarily il located fr requency Filtered Noise time

Reverb In real spaces, reverberation arises from a complicated pattern of sound reflections off the walls and other objects. LISTENER DIRECT PATH SOURCE ONE REFLECTION PATH Artificial reverberation represents a very challenging problem, presenting a very high computational cost when modeled from a purely physical perspective (too many computations needed to simulate sound propagation in a 3D space). However, it is possible to construct efficient artificial reverberation models using delay lines as basic building blocks.

Reverb (ii) The profile of a reverberation can be modeled as sequence of delayed copies (echoes) of the source sound: amplitude DIRECT PATH EARLY REFLECTIONS LATE REFLECTIONS Echo density increases Amplitude decreases time RELEVANT MEASURES Arrival time of first reflection Should be below 40 50ms, or it may be perceived as echo. Reverberation time (T 60 ): Time needed to drop 60dB. Larger, less absorbent spaces present a higher T 60 value. Echo density increase rate Linked to T 60, should show a behavior inversely related to space size.

Reverb (iii) One can find many strategies for constructing, via delay lines, artificial reverberators that result perceptually satisfactory. It is not straightforward to design delay line based reverberators so that target measures can be met. A common approach is to use 2 different stages, each one in charge of representing the two differentiated observed behaviors: DIRECT PATH g D Early Reflections g E Late Reflections SIMULATES THE FIRST FEW REFLECTIONS SIMULATES REFLECTION DIFFUSION AND DECAY

Reverb (iv) EARLY REFLECTIONS One can use a tapped delay line line (one tap per reflection) with tuned delays M n and gains g n. M 0 M M N g 0 g g N... It is suggested that none of the taps delay exceeds 40 50ms, since it is acknowledged as the threshold for echo perception. An idea is to control delays and gains with a shared parameter.

Reverb (v) LATE REFLECTIONS (including DIFFUSION) Different variations over structures based on cascading AP sections with particular settings (Schroeder All Pass Sections): FBCB FBCB FBCB FBCB FEED BACK COMB FILTERS MODEL EXP. DECAY AP AP AP AP SCHROEDER ALL PASS SECTIONS MODEL DIFUSSION (some frequencies show up later than others) Each AP from cascading one FFCB and one FBCF Delay line lengths must be set to be mutually prime, so smooth decay and echo density increase are ensured. Freeverb http://www.bagger288.com/temp/aboutthisreverberationbusiness.pdf