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Subtractive Synthesizer Basics Cheat Sheet (DRAFT) by

Basic descriptions of common subtractive synthesizer contorls, parameters and functions

This is a draft cheat sheet. It is a work in progress and is not finished yet.

Basic Waveforms

sine
purest; single harmonic
saw
edgy; buzzy, thin low-end
pulse
artificial sounding; heavier low-end
triangle
quiet; bigger, rounder low-end

Doubling & Transp­osing

Mix
determines balance between OSCs
 
usually 50/50
Semi
one octave = 12 semitones
 
fifth = 7 semitones
Waveforms usually set the same
For better bass, favor lower-­pitched OSC (espec­ially for triangle wave)

Sub Oscillator

Pulse
edgy weight
Triangle
big, round weight
 
quieter than pulse
 
often has attack transient; remove with increased attack env.

Filters

Mode
high pass, low pass, band pass
Cutoff
frequency that sound is attenuated
Resonance
provides volume boost at cutoff frequency

Filter Types

low-pass
cutoff controls brightness
 
lower cutoff decreases volume
high-pass
cutoff controls bottom­-endI
 
increase cutoff to make thinner, lighter sound
band-pass
cuts off highs and lows
 
thinness of high-pass, roundness of low-pass
 
at extreme settings, can sound like low-pa­ss/­hig­h-pass

LFO

 
TODO - outline section 11
 

Envelope

Envelope Stages

attack
amount of time for control to change from initial to maximum
hold
amount of time control remains at maximum setting
 
Not always present; ADSR, AHDSR
decay
amount of time for control to change from maximum to sustain
 
short values can create attack transients
sustain
level of control after decay when key is held down
release
amount of time for control to change from sustain to initial

Common Envelope Targets

Amp
modulates synth's volume over time
 
low/fast attack = string "­swe­ll"
LPF
Brightens -> Darkens
 
fast value = "­fat­", "­hor­n-l­ike­" attack
 
Env. Amount controls how bright sound gets at end of attack
HPF
Cutoff = fullest state
 
Env. Amount = thinnest state
 
Sounds with more low-end seem closer
BPF
Cutoff = fulles­t/d­arkest
 
Env. Amount = bright­est­/th­innest
If decay and release are equal, sound will be the same no matter how it is played
Set amp release > filter release or filter release will be inaudible
 

Delay

Mix
controls wetness of sound
 
usually not set above 50/50
 
at 50/50, volume reduction will be noticable
Delay Time
determines how far apart the echos are apart
 
typically expressed in rhythmic values
Delay Feedback
determines how many echoes are created
 
min = 1 echo, max = infinite echos
Delay Spread
spreads echos across stereo field
 
0 spread = delay down middle
 
medium spread = dry middle & wet stereo extremes, rhythm­ically tight
 
max spread = dry middle & wet, rhythm­ica­lly-off stereo extremes
Typically set mix, then time, then feedback, then spread

Smearing and Pulsating

Two OSCs doubled & "­fin­e" detuned in opposite directions
The farther they are detuned, the more pulsating there is
Fine control
expressed in cents; 1 semitone = 100 cents
OSC Start: ON
OSCs starts when key pressed
 
pulsating always the same
 
pointy attack transient
OSC Start: OFF
when off, OSCs are free-r­unning
 
softer, rounder attack transient
 
pulsating changes with every keypress
 
most obvious with 1-cent detune
When doubling, use same waveform and pulse width for both OSCs
For a slow flanging effect, detune 1 OSC only, by only 1 cent