ADSR AMP. ENVELOPE. Moog Music s Guide To Analog Synthesized Percussion. The First Step COMMON VOLUME ENVELOPES

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Moog Music s Guide To Analog Synthesized Percussion Creating tones for reproducing the family of instruments in which sound arises from the striking of materials with sticks, hammers, or the hands. The First Step The first step in synthesizing a sound, percussive or otherwise, is understanding how to visualize sonic information in terms of the control parameters of your synthesizer. Most synthesizers employ a 4-stage amplifier envelope to control a sound s volume over time. These 4 stages are commonly labeled: ATTACK, DECAY, SUSTAIN & RELEASE. COMMON VOLUME ENVELOPES HORNS UN-MUTED BASS DRUM TIGHT SNARE ADSR ATTACK: The amount of time it takes a sound to rise from zero to maximum when a key is depressed. DECAY: The amount of time it takes a sound to descend from maximum level to sustained level. amplitude attack decay sustain time release SUSTAIN: The level at which a sound remains while a key is held, after the Decay stage is complete. RELEASE: The amount of time it takes for a sound to descend from its sustained level to zero. AMP. ENVELOPE boom tight boom tight To synthesize a drum sound, begin by creating a percussive amplifier envelope. When striking a drum head, the sound does not swell in, nor does it continue to sustain if you hold the stick against the head. With this in mind, set the Attack and Sustain parameters to their minimum position. Percussive sounds are typically played by quickly striking and releasing a medium, (think of finger drumming on an MPC). With this in mind, use the Amplifier Envelope's Release control to determine how long or short a sound rings out after a note is release. The Decay control will influence your Release settings when Sustain is set to zero, so set Decay to center position until you get a feel for it.

Moog Music s Guide To Analog Synthesized Percussion Creating tones for reproducing the family of instruments in which sound arises from the striking of materials with sticks, hammers, or the hands. Sound Source Now that you have a percussive amplifier envelope, you need a sound source. Kicks, snares, toms, & cymbals can all be created using a similar amplifier envelope with different harmonic content. Synthesizers offer many tools with which to create harmonic content including oscillators, filters, noise generators and modulation. Oscillators These are a synthesizer s primary source of sound. Oscillators create different waveforms that can be used to determine the complexity of harmonic content before it is sent through the filter section. Wave Shapes TRIANGLE: Contains exponentially descending odd harmonics. Use with noise for pitched tom drums. SAW: Contains all integer harmonics. Use for warm, articulate percussion SQUARE: Contains only odd harmonics. Its hollow sound is good for low register kick drums. NOISE: Contains all frequencies. Noise is used to create snares, and to add acoustic qualities to synth percussion. FILTER SECTION FILTER: The filter can be driven into self-oscillation by setting it's Resonance control to maximum. At this point the filter becomes a sine wave generator perfect for creating massive 808-style kicks & toms. The Cutoff parameter of a self-oscillating filter now controls its frequency, while the KB AMOUNT knob determines how the keyboard's pitch effects the Cutoff frequency. sine frequency sine frequency DON T FORGET: Experimentation & learning will reward you with a lifetime of rich synthesizer experiences. self oscillation

MOD WHEEL must be up LFO RANGE SELECTION set to high (Manual pg.28) FILTER SLOPE set to 1 Pole (Manual pg.28) LFO GATE RESET set to ON (Manual pg.25)

Mod Wheel in up position

SPACE DRUM Mod Wheel in up position HI HAT/BLOCK MOD WHEEL must be up LFO RANGE SELECTION set to high (Manual pg.28) FILTER SLOPE set to 1 Pole (Manual pg.28) MULTI TRIG set to ON (Editor)