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Module 03

Sound Synthesis

Building sounds from scratch using oscillators, filters, envelopes, and modulation

Part A

Core Concepts

01

Oscillators: The Sound Source

SINE WAVEPure fundamental - no harmonicsHarmonics:1

The purest tone—just the fundamental frequency with no harmonics. Perfect for sub-bass, test tones, and FM carrier waves. Sounds smooth and clean but lacks character on its own.

SQUARE WAVEOdd harmonics only (1, 3, 5, 7...)Harmonics:ODD

Contains only odd harmonics (1st, 3rd, 5th...) creating a hollow, woody character. Classic video game and chiptune sound. Duty cycle (pulse width) changes harmonic balance.

SAWTOOTH WAVEAll harmonics (1, 2, 3, 4, 5...)Harmonics:ALL

Contains all harmonics in decreasing amplitude—the brightest basic waveform. Foundation of most synth patches. Excellent for leads, basses, and pads that need to cut through.

TRIANGLE WAVEOdd harmonics, softer than squareHarmonics:ODD

Contains only odd harmonics like square, but at much lower amplitudes—softer and more flute-like. Good for mellow sounds and sub-bass with slight edge.

02

Filters: Sculpting Frequency

LOW PASS FILTER20HzCUTOFF20kHzPASSCUT

The most common filter in synthesis. Lets frequencies below the cutoff pass through while attenuating everything above. Essential for creating warm, dark sounds and controlling harshness.

HIGH PASS FILTER20HzCUTOFF20kHzCUTPASS

Removes low frequencies while letting highs pass through. Essential for cleaning up muddy sounds, creating thin textures, and making room for other bass elements in a mix.

BAND PASS FILTER20HzCENTER20kHzCUTPASSCUT

Combines LP and HP—removes both high and low frequencies, leaving only a band in the middle. Creates telephone-like effects, vocal formants, and focused sounds.

RESONANCE (Q)CUTOFFPEAKLow resonanceCut regionHigh Q =Self-oscillation"Acid squelch"

Boosts frequencies at the cutoff point, creating a peak. At high settings, the filter begins to self-oscillate and produce its own tone. Creates the classic 'acid' squelch sound.

03

Envelopes: Shaping Over Time

ATTACKAKey pressed

How long it takes to reach maximum level after pressing a key. Fast attack = immediate punch (drums, plucks). Slow attack = gradual swell (pads, strings).

DECAYDPeak to sustain

How long it takes to fall from the attack peak to the sustain level. Short decay = plucky sounds. Long decay = smoother transition to sustained portion.

SUSTAINSLevel while key held

The level maintained while the key is held (after decay completes). Note: Sustain is a LEVEL, not a time. 0% = sound dies after decay. 100% = no decay audible.

RELEASERKey releasedFade to silence

How long the sound takes to fade to silence after releasing the key. Short release = tight, controlled. Long release = atmospheric, washy.

04

LFO: Low Frequency Oscillator

LFO RATESLOWFAST

How fast the LFO cycles. Can be set in Hz or synced to tempo (1/4 note, 1/8 note, etc). Slow rates create gentle movement, fast rates create aggressive wobble.

LFO DEPTH (AMOUNT)SubtleDramatic

How much the LFO affects the target parameter. Subtle depth adds life without being obvious. Extreme depth creates dramatic effects.

LFO SHAPESSineTriangleSquareSaw

The waveform of the LFO determines the character of modulation. Sine = smooth, Triangle = linear ramps, Square = abrupt switching, S&H = random steps.

TEMPO SYNC1/41/81/161/8T(triplet)1/8D(dotted)Lock LFO to song tempo for rhythmic effects

Sync locks LFO to your project tempo for rhythmic effects. Retrigger restarts the LFO each time you play a note, ensuring consistent modulation.

05

Modulation Routing

MODULATION SOURCESLFOEnvelopeVelocityMod WheelAftertouchKey TrackRandom

Sources generate control signals. Envelopes provide one-shot shapes, LFOs provide repeating motion, and performance controls (velocity, mod wheel, aftertouch) provide real-time expression.

MODULATION DESTINATIONSFilterCutoffOscillatorPitchAmplifierVolumePanL/RAny parameter can be a modulation target

Almost any parameter can be a destination. The most expressive synths let you modulate anything. Common targets create familiar effects.

MODULATION AMOUNT-100%0+100%InvertedNormal

The amount determines how much the source affects the destination. Can often be positive (increase) or negative (decrease). This is where you dial in taste vs effect.

MOD MATRIXSOURCEDESTAMTONLFO 1Cutoff+45%Env 2Pitch+12%VelocityVolume+80%

A mod matrix shows all connections in one place. Each row: Source Destination Amount. Advanced synths have dozens of slots. This is the heart of sound design.

06

Detuning & Unison

DETUNING IN CENTS-500+50100 cents = 1 semitone±5 cents±15 cents±30 cents

A cent is 1/100th of a semitone. Detuning by a few cents creates warmth through beating frequencies. The slight pitch difference creates movement as waves go in and out of phase.

UNISON VOICE COUNT2Subtle4Thick8Classic16+ExtremeMore voices = thicker sound but higher CPU

More voices = thicker sound but higher CPU. 2 voices: subtle doubling. 4-8 voices: classic supersaw territory. 16+: extreme walls of sound.

STEREO SPREADLR0% - MonoBass: 0%Leads: 50-75%Pads: 100%

Unison voices can be panned across the stereo field. Spread controls how wide they go. 0% = all center (mono-compatible). 100% = full left-right spread.

THE SUPERSAW7 Saws Detuned7 voices±15-25ct75-100%LP filter

The iconic trance/EDM lead: 7 detuned sawtooth oscillators. Originated in Roland JP-8000. Every major synth can recreate this. The amount of detune determines character.

07

Wavetable Synthesis

WAVETABLE 3D VIEWPosition →Basic wavesComplexVocal/Formant

A wavetable is typically visualized as a 3D surface where each slice is a waveform. Moving through the table changes the shape being played. Tables can have 2 to 256+ frames.

WAVETABLE POSITION0%100%Modulate position for animationEnv → TimbreLFO → MorphVel → Bright

Position (0-100%) determines which waveform in the table is currently playing. Static position = static timbre. The magic happens when you modulate this parameter.

SERUM-STYLE WAVETABLEVisual EditorDraw waveformsFFT audio importWarp modes

Serum popularized visual wavetable editing. You can draw waveforms, import audio, process with effects, and see exactly what shape is playing. The visual feedback revolutionized sound design.

VITAL (FREE)Same Power, Free✓ WavetableSame concept✓ Deep modulationSame depth$0 price tag

Vital offers Serum-level wavetable synthesis for free. Same concepts: wavetable morphing, extensive modulation, visual feedback. Proof that the principles matter more than the specific tool.

08

FM Synthesis Basics

FM SYNTHESIS BASICSMODULATORCARRIEROUTChanges frequencyYou hear thisCreates sidebands = new harmonics

Two oscillators: Carrier (heard) and Modulator (affects carrier). The modulator's output changes the carrier's frequency thousands of times per second, creating sidebands (new harmonics).

CARRIER:MODULATOR RATIO1:1Harmonic1:2Octave1:3Fifth-ish1:7Bell-likeInteger = HarmonicNon-integer = Metallic

The frequency ratio between carrier and modulator determines harmonic content. Integer ratios (1:1, 1:2, 2:3) = harmonic. Non-integer ratios = inharmonic, bell-like, metallic.

MODULATION INDEX01-35-1010+PureWarmBrightHarsh

Index controls how much the modulator affects the carrier. Low index = subtle warmth. High index = extreme brightness and complexity. This is your main timbre control.

YAMAHA DX7 (1983)6 OPERATORS12345632 AlgorithmsE.Piano 1 (iconic)Slap BassBells, Brass, MarimbaDefined the 80s sound

The DX7 (1983) made FM synthesis accessible. 6 operators, 32 algorithms (routing patterns). Defined the sound of 80s pop. Notoriously hard to program—presets ruled.

Context

Analog vs Digital

A/D

Analog Approach

Digital Approach

Deep Dive

The Science

SCI

The Science of Synthesis

In Practice

Real-World Synthesis Examples

Analyzing famous synthesized sounds reveals the principles at work.

EX

Van Halen 'Jump' (1984) - Oberheim OB-Xa

Rock
Brass Patch: Saw oscillators, fast attack envelope on filter
Unison Detuning: 2-voice unison for thickness without excessive width
Filter Envelope: Fast attack, medium decay creates brass-like 'blat'
Minimal FX: Dry sound sits in rock mix, slight chorus only

Stranger Things Theme - Juno-106/SH-101

Synthwave
Arpeggiator: Simple pattern, minor key, driving rhythm
Analog Character: Juno chorus, slight oscillator drift for warmth
Reverb Wash: Long reverb creates space and nostalgia
Minimalist Layers: Few elements, each carefully voiced

Skrillex Bass (Dubstep Growl)

Dubstep/EDM
Wavetable Position: LFO modulating WT position creates movement
Heavy Filtering: Low-pass filter with high resonance, automated cutoff
FM/Distortion: Adding harmonics through saturation and FM
Macro Control: Multiple parameters mapped for live tweaking

80s Electric Piano - DX7 E.Piano 1

Pop/R&B
FM Synthesis: 6 operators in specific algorithm
Velocity to Index: Harder playing = brighter harmonics
Fast Decay Envelope: Quick attack, medium decay, low sustain
Slight Chorusing: Stereo widening and warmth

Avoid These

Common Synthesis Mistakes

These patterns cause 90% of beginner synthesis problems.

ERR
!

The Preset Trap

Symptom: Every song sounds like every other song using that synth
Cause: Relying entirely on factory presets without tweaking
Fix: Start from INIT patch. Even small tweaks to presets make sounds yours.
!

Resonance Abuse

Symptom: Harsh, ear-piercing frequencies, listener fatigue
Cause: Filter resonance too high across multiple sounds
Fix: Use resonance selectively for effect, not on everything. Less is more.
!

Unison Overload

Symptom: Huge sound in solo, disappears in mix, phase issues
Cause: Maximum unison voices + maximum spread on everything
Fix: Match unison to role. Bass = less/mono. Leads = moderate. Pads = can go wider.
!

Modulation Chaos

Symptom: Sound is moving but going nowhere, unfocused
Cause: Too many LFOs at random rates modulating random targets
Fix: One intentional modulation is worth ten random ones. Ask: what should move and why?
!

The Attack Problem

Symptom: Sound gets lost, no presence, can't cut through mix
Cause: Attack too slow for the musical context
Fix: Match attack to tempo/style. Fast music = fast attacks. Slow pads can have slow attacks.

Train Your Ears

Synthesis Listening Tests

Train your ears to identify synthesis elements.

EAR
01

Waveform Identification

1. Load a synth with selectable waveforms
2. Close your eyes (or look away)
3. Have someone switch between sine, saw, square, triangle
4. Identify each: Sine = pure, Saw = bright/buzzy, Square = hollow, Triangle = soft
Purpose: Recognize the raw ingredients of synthesis
02

Filter Sweep Test

1. Play a bright sound (sawtooth)
2. Slowly close a low-pass filter from fully open to fully closed
3. Notice the frequency content disappearing from top down
4. Add resonance—hear the peak emphasizing the cutoff point
Purpose: Understand how filters sculpt tone
03

Envelope Comparison

1. Create two identical patches
2. Patch A: Zero attack, full sustain (organ-like)
3. Patch B: 100ms attack, 200ms decay, 50% sustain (piano-like)
4. Play both—notice how envelope shapes character
Purpose: Hear how ADSR creates instrument types
04

Detuning Amount

1. Stack two oscillators at same pitch (0 cents detune)
2. Gradually increase detune: 5, 10, 15, 25 cents
3. Notice the increasing 'thickness' and beating
4. Find the point where it sounds rich but not out of tune
Purpose: Calibrate your detune taste for different contexts
05

LFO Rate Recognition

1. Route an LFO to filter cutoff with moderate depth
2. Set rates: 0.5Hz (2 second cycle), 2Hz, 8Hz
3. 0.5Hz = slow sweep, 2Hz = wobble, 8Hz = fast flutter
4. Practice identifying tempo-synced rates by ear
Purpose: Recognize modulation speeds instantly

Implementation

Synthesis in Your DAW

Every DAW includes synthesizers. The controls are the same principles with different interfaces.

DAW

Logic Pro

Key Synths/Tools:Alchemy (wavetable/additive)Retro Synth (analog modeling)ES2 (classic subtractive)
Tips:
  • Alchemy: Use the morph pad to blend between sources
  • Retro Synth: Analog tab for classic sounds, Table tab for wavetables
  • All synths: Mod matrix under 'Modulation' section

Ableton Live

Key Synths/Tools:Wavetable (wavetable)Analog (analog modeling)Operator (FM)
Tips:
  • Wavetable: Modulate 'Wave Position' with LFO for movement
  • Analog: Two oscillators + two filters, unison in 'Global' section
  • Operator: Start simple—two operators, build up algorithms

FL Studio

Key Synths/Tools:Sytrus (FM)Harmless (additive/subtractive)3x Osc (basic)
Tips:
  • Sytrus: 6 operators like DX7, visual feedback helps learning FM
  • Harmless: 'Image' section controls harmonic content
  • All synths: Right-click parameter Link to Controller for mod routing

Pro Tools

Key Synths/Tools:Vacuum (tube modeling)Xpand!2 (ROMpler)Third-party: Vital, Serum
Tips:
  • Vacuum: Unique tube-inspired engine, warm character
  • Most Pro Tools users add third-party synths
  • Vital (free) recommended for learning wavetable synthesis

Universal Concepts

Key Synths/Tools:These apply to any synth
Tips:
  • Look for: Oscillator section, Filter section, Envelope section, LFO section
  • Find the mod matrix (might be called 'Modulation', 'Routing', or 'Matrix')
  • INIT/Default patch = blank canvas to learn from
  • Every parameter you can automate = potential mod destination

Self-Check

Synthesis Knowledge Check

Q
Q1

Which waveform contains ALL harmonics (fundamental + every integer multiple)?

Show Answer
Q2

In ADSR, which parameter is a LEVEL (not a time)?

Show Answer
Q3

What happens when you increase filter resonance to maximum?

Show Answer
Q4

What does detuning multiple oscillators create?

Show Answer
Q5

In FM synthesis, what does increasing the modulation index do?

Show Answer
Q6

What is the 'carrier' in FM synthesis?

Show Answer
Q7

Why might maximum unison spread cause mix problems?

Show Answer

Remember

Key Takeaways

KEY
Architecture

Synth Architecture

Every synth follows: Oscillator (generates) Filter (shapes) Amplifier (controls level). Envelopes and LFOs modulate these. Once you see this pattern, every synth is understandable.

Modulation

Modulation is Everything

Static sounds are boring. Movement creates interest. The key question: 'What should change over time?' Then route a source (envelope, LFO) to that destination.

Envelopes

Envelopes Define Character

The same oscillator + filter can be a plucky bass (fast attack, short decay) or a slow pad (slow attack, long release). Envelope shape = instrument type.

Universal Principle

Every Synth is the Same

Serum, Vital, Massive, Analog Lab, Omnisphere—different interfaces, same principles. Find the oscillators, find the filter, find the envelopes, find the mod routing. That's it.