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{{confused|Wavetable synthesis}}
{{short description|Audio synthesis technique}}
'''Sample-based synthesis''' is a form of audio synthesis that can be contrasted to either [[subtractive synthesis]] or [[additive synthesis]]. The principal difference with sample-based synthesis is that the seed waveforms are [[sample (signal)|sample]]d sounds or instruments instead of fundamental waveforms such as [[sine]] and [[saw wave]]s used in other types of synthesis.▼
{{More citations needed|date=February 2024}}
▲'''Sample-based synthesis''' is a form of audio synthesis that can be contrasted to either [[subtractive synthesis]] or [[additive synthesis]]. The principal difference with sample-based synthesis is that the seed waveforms are [[sample (signal)|sample]]d sounds or instruments instead of fundamental waveforms such as [[sine wave|sine]] and [[saw wave]]s used in other types of synthesis.<ref>''Synthesizer Basics''. United States, H. Leonard Books, 1988. 72f.</ref>
==History==
Before [[digital recording]] became practical, instruments such as the Welte {{illm|Lichttonorgel|lt=|de|Lichttonorgel|WD=}} (1930s), [[Chromatic_phonogene|phonogene]] (1950s) and the [[Mellotron]] (1960s) used analog [[optical disk]]s or analog tape decks to play back sampled sounds.
When sample-based synthesis was first developed,{{When?|date=June 2018}}{{Who?|date=June 2018}} most affordable consumer synthesizers{{what?|date=June 2018}} could not record arbitrary samples, but instead formed
Sample-based instruments have been used since the [[Computer Music Melodian]], the
The concept has made it into [[sound card]]s for the [[multimedia PC]], under the
==Advantages
The principal advantage of sample-based synthesis over other methods of digital synthesis such as [[physical modelling synthesis]] or additive synthesis is that processing power requirements are much lower. This is because most of the nuances of the sound models are contained in the prerecorded samples rather than calculated in realtime.
In a contrast to analog synthesizers, the circuitry does not have to be duplicated to allow more voices to be played at once. Therefore the [[polyphonic synthesizer|polyphony]] of sample-based machines is generally a lot higher. A downside is, however, that in order to include more detail, multiple samples might need to be played back at once (a trumpet might include a breath noise, a growl, and a looping soundwave used for continuous play). This reduces the polyphony again, as sample-based synthesizers rate their polyphony based on the number of multi-samples that can be played back simultaneously.
==Multisampling==
A sample-based synthesizer's ability to reproduce the nuances of natural instruments is determined primarily by its library of sampled sounds. In the earlier days of sample-based synthesis, [[computer memory]] was expensive and samples had to be as short and as few as possible. This was achieved by [[Loop (music)|looping]] a part of the sample (often a single wave), and then using a volume [[envelope curve]] to make the sound fade away. An amplifying stage would translate key velocity into [[Gain (electronics)|gain]] so that harder playing would translate into louder playback. In some cases key velocity also modulates the [[attack time]] of the instrument, leading to a faster attack for loud passages.
As memory became cheaper, it became possible to use multisampling; instead of a single recording of an instrument being played back faster or slower to reproduce other pitches, the original instrument could be sampled at regular intervals to cover regions of several adjacent notes (
For sample-based models of instruments like the [[Rhodes piano]], this multisampling is very important. The timbre of the Rhodes changes drastically from left to right on the keyboard, and it varies greatly depending on the force with which the key is struck. The lower registers
==Sampling synthesizers==
A more flexible sample-based synthesis design allowing the user to record arbitrary waveforms to form a sound's basic timbre is called a [[sampler (musical instrument)|sampler]]. Early samplers were very expensive, and typically had low [[sample rate]]s and [[Audio bit depth|bit depth]], resulting in grainy and [[aliasing|aliased]] sound. Since the
==See also==
* [[Rompler]]
* [[SoundFont]]
==References==
{{reflist}}
{{Sound synthesis types}}
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