The new thing in software is copying the old. E&T filters out the bad from the good in synths and finds out how to remake the Fender sound.
When it launched in 1983, Roland’s silver TB-303 Bassline did not sell well. The Japanese company badly misread its market. The company conceived the Bassline as an accompaniment machine for keyboardists and guitarists, promoting it alongside the TR-808 drum machine. The only problem was that the TB-303 did not sound much like a bass guitar and was extremely tedious to program.
But Nathaniel Pierre Jones (aka DJ Pierre) picked one up a few years later in Chicago. His initial hope was to to emulate the techniques of Ron Hardy, who worked as a DJ in a local nightclub, and who used a drum machine to mix extra beats into the records he played. But Pierre also tweaked the knobs of the TB-303 so that it sounded less like a bass and more like a sound-effects machine, and in so doing provided a new addition to his arsenal. Soon, Pierre-inspired tracks began to supplant the regular diet of disco played in Chicago and moved outwards to spread around the world.
The incomprehensible user interface of the TB-303 encouraged producers to tweak knobs and press button almost at random: the result was the strangled squawk of acid house, which erupted into the UK charts in the late 1980s. While the government passed laws against public gatherings playing repetitive beats, the TB-303 became the one synth that any budding dance producer wanted. By 1994, Norman Cook, (aka Fatboy Slim), summed it up with ‘Everybody Needs a 303’. Although the popularity of acid house as a genre has long since evaporated, the TB-303 is still a sought-after synth - selling for more than three times its original price - and has been joined by other old analogue hardware in desirability among musicians and collectors.
Angus Hewlett, the boss of London-based music-software company FXpansion, says: “The analogue revival has been going on longer than analogue was ever pronounced dead. The DX7 came out in 1983 and the analogue revival really started around 1991. So, it was dead for less than ten years and going strong for the best part of 20.”
The scarcity of vintage analogue hardware and the high component cost of effective replicas has spawned a mini-industry dedicated to emulating these classics in software, with others choosing to remake the sound of old mixing desks and famous guitar effects (see ‘Fender in the box’, p34). But it has been a learning process.
“Going back to 2003/04, we had virtual analogue synths that would respond quite nicely in the middle of the musical range. But, when you push them, they don’t behave the same way as hardware. They don’t do ‘nasty’ the way analogue does,” says Hewlett.
There is even heated debate over what the hardware itself does. The architecture of the TB-303 is one such battleground.
The core of the acid house sound is the TB-303’s low-pass filter. With the cutoff frequency and resonance turned up high, the sound veers between angry wasp and robotic gurgle, with a rawness that other synths, such as the MiniMoog, do not have.
Tim Stinchcombe, a test engineer at UK-based Heber over the past ten years has dug into the design of analogue-synth circuits since buying a Doepfer modular system. The Moog filter acquired the name ‘ladder filter’ because of the shape of its circuit. Each pole of the filter is a matched pair of transistors that, presented on a schematic, are stacked to look like a ladder.
Many synth-makers and hobbyists have since replicated the filter in hardware - and, with less success, in software - but at the start of the 1980s, Moog’s patent was still in force.
One advantage of the transistor ladder filter, according to Stinchcombe is that each pole is effectively isolated from its neighbours, which greatly simplifies the mathematical analysis. “It shows the genius of Robert Moog that he had an intuitive feel for how to do filters,” he says.
The TB-303 filter is quite different. At first glance, it looks very similar. It even has the same number of ladder ‘rungs’ as the Moog, something that intrigued Stinchcombe as Roland touted the design as a three-pole, 18dB filter rather than a four-pole, 24dB circuit. In place of the transistors of the Moog structure, Roland inserted diodes.
“As soon as you put in the diodes, you lose the isolation and it becomes much harder to analyse. You end up with a much more inelegant transfer function at the end,” says Stinchcombe.
Stinchcombe insists that the filter is, at its heart, a 24dB design, which some Roland fans find hard to accept. “They don’t want to hear otherwise because Roland called it an 18dB,” he says.
In reality, once you add in the effects of all the components in the circuit, the Roland filter is far more complicated than a Moog-type structure. It has as many as ten poles, some in odd places, although some are effectively cancelled out.
“Decoupling capacitors can have a considerable effect on the circuit,” says Stinchcombe.
Hewlett says a lot of engineer knowledge is preserved in the original circuit boards. “They were very inventive. They would spend a lot of time on each design. And a lot of it was done to sound good.”
Synth circuits such as the square-wave oscillator in the TB-303 used extreme short-cuts. The oscillator is little more than a simple comparator fed by the sawtooth generator, but it does generate a hollow-sounding square wave that works well as a bass sound.
“There is no single, hard and fast set of rules for what sounds good and sounds bad. But, by and large, the sort of inaccuracy you get from the discrete digital domain does not tend to sound good. Mistakes in the voicing behaviour that might come from a naïve digital implementation will tend to sound unmusical,” says Hewlett.
For its recently launced DCAM Synth Squad software, which is designed to capture the character of old analogue hardware, Hewlett and co-lead developer Andrew Simper had to go back to the circuits as the most reliable way to derive the behaviour of the synths, particularly in more complex parts such as the filters and envelope generators.
“With DCAM, we build the circuit in a simulator. We build the schematic from the service manual or other sources or by reverse engineering the circuit board,” Hewlett explains. “We analyse the characteristics and build approximations to the components within that. Then we listen to it and tune it even further.”
Hewlett adds: “The idea behind Synth Squad is to get the overall sound of an analogue synth. We want to be able to dial in a range of sounds rather than to get a specific one-to-one thing,” says Hewlett.
For their software, AudioRealism in Sweden and Polish group D16 have focused squarely on the Roland silver boxes. For D16, circuit modelling is one key element of the process.
“There’s no simple recipe,” explains Sebastian Bachlinski of D16. “Certainly, we analyse each circuit and the interactions between circuits. The internal structure has a direct impact on the sound but we never do 100 per cent emulation of electronic circuits. After an analysis we try to ‘forget’ about the circuit construction and do everything that’s necessary to make our plug-ins sound the same as the original but in the digital signal processing domain.
“This translation from the analogue world to the digital is crucial. At this stage everything can be won or everything can be lost. Almost every time it demands the design of new algorithms to model a specific nuance.”
Oscillators can often be modelled quite simply as waveform generators, says Bachlinski. “But implementing envelopes is quite different. In this case it is necessary to have a solid theoretical ground in the analysis of electronic circuits.”
When building the prototype, which Bachlinski estimates consumes 30 per cent of the time of the overall job, about half the time is spent on analysis with the rest split between algorithm implementation and tweaking and tuning.
To try to demonstrate the accuracy of its model, D16 posts spectral plots against the results produced by a real TB-303. Does it make sense to try to get so close to the real thing? Once an instrument has been recorded and a battery of studio effects added, will people notice?
The audience might not hear a difference but the musicians might. Hewlett says the feel of the instrument is vitally important. “If it doesn’t respond to their playing properly, then they aren’t going to like it,” he says.
The sound of analogue is not likely to go away fast despite attempts to introduce novel forms of synthesis.
“The reason synth music is stuck with oscillators passed through resonant low-pass filters is because there is a lot of musicality to be won that way. There is something that seems to work. Musicians aren’t as individual as they often like to make out,” says Hewlett.
Listen to examples of AmpliTube Fender compared to a real Fender valve amp
http://kn.theiet.org/magazine/issues/0918/weblinks.cfm
“Created by the IK Multimedia Team in cooperation with the tone gurus at Fender” is how the product splash screen describes AmpliTube Fender, an officially sanctioned software emulation of the famous manufacturer’s classic guitar amp circuits and sounds.
All the legendary Fender amps are present - the ’57 Deluxe, the ’59 Bassman, ’65 Twin Reverb - and there’s also a number of modern Fender favourites, like the Pro Junior, Vibro-King and Super-Sonic.
So how exactly does IK Multimedia set about capturing in software the look and feel - the soul of tone - inherent in a classic Fender amp? And what’s in it for Fender? As Shane Nicholas, senior marketing manager for guitar amplifiers at Fender, says: “We are very protective of our precious trademarks. We don’t throw the word ‘Twin’ around lightly.”
IK’s chief technology officer Davide Barbi says: “You can’t get to a good model if you only know a bit of the way the amp works. You’ve got to have 100 per cent familiarity with all the reasons behind a certain stage configuration, a certain power supply scheme, power amp topology etc. You need to know why that amp is done like that. Our engineers have at their disposal a full electronic lab to be able to take all measurements they need.”
These measurements “always start from the schematics”, says Barbi. Only once all aspects have been taken in to account can the modelling process begin. At this point, he says: “A mathematical model of all stages and their interaction is created, supported by measurements on the real amps, with different tubes, under various conditions. Once the mathematical models are in place they’re optimised and built on a proprietary DSP framework.”
Barbi stresses the need to have the real thing to hand throughout the modelling process: “We always collect the rarest and vintage amps when possible, so we have a great collection in-house”, he smiles. “We get the amps we need to model and we keep them to continue comparisons and refinements of the models during the years.”
“The IK folks had a number of vintage pieces on hand already,” says Nicholas, “ especially the arcane stuff like the Vibratone. We sent them a bunch of current product like the Super-Sonic, TBP-1 preamp, the Fender Phaser, a Vibro-King, and so on.”
With the amp circuits modelled, testing is the next stage, using both lab instruments and musical tests. That stops when, Barbi says, the amp sounds “virtually identical to the real amp recorded with same mic, under same conditions”.
At every stage of development, Fender had final approval. “We were pretty ruthless,” chips in Nicholas. Fender itself has its own staff of software engineers, so AmpliTube Fender was not unfamiliar territory.
Barbi concedes that virtual amps “do not offer the pleasure you have when setting up, turning on, twisting dusty knobs, et cetera”, but he argues: “It is actually much easier to get AmpliTube Fender to sound fantastic than setting up a real amp with a mic if you are not an audio engineer.”
Nicholas adds: “We are very careful to state that our modelling products offer a good recreation of the tones and functions of specific amps. We don’t state that they’re exactly the same as playing the real amps. I’m sorry, but standing next to an all-tube ’59 Bassman with a pine 4×10 cabinet, pushing real air, is still a uniquely thrilling experience.
“Plugging in to the real thing is not going to go away, but digital recording, and the convenience of plug-ins, is not going away, either. When you plug in your guitar, and select, say, a ’65 Twin Reverb Amp, and crank up that reverb knob, you immediately get a sense of, ‘Oh yeah, I know this sound!’.”
The lure of retro sound is not isolated to analogue synthesis and even the apparently unwanted artefacts of digital processing can become objects of desire.
The E-mu SP-12 and SP-1200 drum machines were among the first designs to use samples.
But, made in the 1980s, memory was precious and these machines could only play back at a maximum sample rate of 27kHz with a resolution of 12bit. To brighten up the sound produced by the output circuitry, a team from Stanford University that reverse engineered the SP-12 found that the E-mu engineers harnessed aliasing, despite being an effect that most audio engineers try to design out.
Not only did the SP-12 use aliasing, hip-hop producers liked the effect it had on beats. To maximise the memory they had to play with, producers would sample vinyl at a higher speed and then play the recording back at a lower pitch. The SP-12 would do that by playing at a lower sample rate, which increased the aliasing effect even further, giving the drum machine a characteristically ‘crunchy’ sound. It has not been effectively recreated in software.
Angus Hewlett, chief of FXpansion reckons “ironically, you would probably have to oversample to make it sound right: you want to capture the SP-1200’s aliasing without introducing your own.”
Producers still demand the SP-1200 sound because of the lo-fi punch it lends drums. Who knows what will become a digital classic in the future? “In 20 years’ time, people may say ‘I really miss the sound that those old ProTools systems had’. It might be something that people seek out,” says Hewlett.
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