Code of Music Week 12: Timbre Project – Thomas Tai
For this week’s assignment, we were asked to design two different timbres, applying synthesis and sampling techniques of our choice.
Violin Synth: https://editor.p5js.org/thomastai/sketches/lLCzd4Xog
Poly Synth: https://editor.p5js.org/thomastai/sketches/eZJjwTD4g
I took samples from the London Philharmonic orchestra and used them to create a sample with a vibrato effect applied. Using the code from class, I used the waveform analyzer to view the sound wave on the editor. It was interesting to see how the effects affected the timbre of the note played.
For my second synthesizer, I used the PolySynth from Tone.js, which uses a specified synthesizer to create a variety of voices. I then applied bit crusher affect which produces distortion, giving it an 8-bit feel. I also applied a chorus effect that modulates between a left and right delay. Next, I applied the autowah effect and connected all the effects to the master output. Each note is accompanied by a circle that fades away over time. If I had more time, I would try to make the effects sound better and create a better visual representation of the synthesizer.
Code of Music A18: Tone.js Sound Design – Alex Wang
task:
Using code, design two different timbres, applying synthesis / sampling techniques of your choice.
Detuned Porta Lead:
Link: https://editor.p5js.org/alexwang/present/KvXuYGjqd (Use number keys)
The first sound I decided to make is a detuned lead with my own attempt of creating a portamento or glide effect.
First I created 6 oscillators of different fundamental wave forms, then I shifted each oscillator away from the core frequency, creating a detuned sound with oscillators +-5 hz away from the center, I also added some chorus effect to make it sound bigger.
Then I created my own glide effect by using the lerp() function to interpolate between previous note and current pitch, also creating a new way of triggering attack and release so that the pitch constantly updates(in draw loop) but also triggers properly.
Bell Pluck:
For my second sound I decided to try manipulating a sample, I used the iconic “ding” sound commonly used in video editing. I added many effects available in Tone.js, such as autopan, ping pong delay, and reverb.
Link: https://editor.p5js.org/alexwang/present/UoFsOZZ5g (ASDFG)
Code of Music Week 11 – Thomas Tai
Designing Sounds
Other than differences in intensity, pitch, and tone, there is a difference in timbre. I noticed more harmonic components to the flute, which was mapped on the spectrogram by multiple bumps after the fundamental frequency. However, the whistle sound was more concentrated at one single frequency which I found interesting. The trombone had more waves at frequencies that were spread out over the entire spectrogram.
However, the flute had more harmonics centered on its fundamental frequency. Also the attack and sustain of the note were different due to the instrument design. The drums had a quick attack and release, and had few harmonics attached to it. The spectrogram showed that the noise was centered around lower frequency, but more spread out than the flute or trombone.
Humming was similar to the flute, whereas clapping produced waves that were similar to the drum machine. As I sung higher notes, I could see the spectrogram show frequencies that were higher. It was interesting to see that our voice is not a perfect sine wave but rather has harmonic components like any other instruments.
Piece of music that is interesting in terms of timbre
I found this piece interesting because it used cups of water to create notes. In the original piece, they use an instrument called a celesta. When the strings are hit by hammers, they produce a soft, bell-like sound. If you didn’t see the video, you probably wouldn’t be able to guess what produced the sound. We can create almost identical sounds with materials around us, or generate those sounds with our computers.
A16_Timbre(Candy)
Please listen 1:53-2:13.