Transcript Oscillators
Unit Generators and V.I.s
• Patches are configurations of V.I.s
• Both Patches & Virtual Instruments can be
broken down into separate components
called Unit Generators
Unit Generators
• Have input parameters
• Have at least one output
• Perform a function:
° modification of a signal
° combination of signals
AMP
DUR
ATTACK
TIME
DECAY
TIME
FREQ 1
AMP
MULTIPLIER
FREQ 2
Oscillators
AMP
FREQ
PHASE
Oscillators
• Can be driven by an algorithm in real time
• Computers have, until recently, been too
slow to deal with this whilst providing the
user with the capabilities they require
• So most virtual oscillators use a waveform
that is pre-stored in a wavetable
Wavetables
• The value of many uniformly placed points
on one cycle of a waveform are calculated
• These points are stored in a wavetable
Wavetables
1
0
127
255
383
511
-1
A pictorial representation of a wavetable;
really it’s just a table of numbers
Wavetables
• The oscillator will retrieve values from the
wavetable to produce the wave
• The position we are at along the wave is
known as the phase
Phase
• The phase of the wave is it’s position in the
wave cycle
• Normally measured in degrees (0 - 360)
or radians
• Here it is measured in sample points
• Phase (Φ) of 0 is the first sample
Phase
• So if the wavetable has 512 sample points
• And the phase is 180
• What sample point are we at?
Phase of 180
1
0
-1
127
255
383
511
Periodic Waves
• We only store one cycle of the wave
because the wave is ‘periodic’
• This means it repeats forever
Wrap Around
• So if we talk about a given phase Φ1
Φ1 = 515
• The sample point (Φ) we are looking for in
our wavetable is:
Φ = Φ1 – 512 = 3
Digital Waves & Sampling
Frequency
• Sound waves held digitally are cut up into
small pieces (or samples)
• The number of samples they are cut into
affects the smoothness of the wave
• CD sampling frequency = 44,100 samps/sec
Wave Playback
• Playing back the wave in the wavetable will
produce a sound of a particular frequency
• Before the wave is played back it must be
calculated and then stored
• The number of samples used to store each
second of the waveform is known as the
sampling frequency, fs
Wave Playback
• When the wave is played back it is played
back at the same sampling frequency, fs
• It is possible to figure out the frequency of
the wave stored by performing a calculation
Calculating the Frequency of the
Wave Held in the Wavetable
fs
/
N
=
f0
samples per second / samples per cycle = cycles per second
(seconds/samples) / (cycles/samples) = (seconds/cycles)
Calculating the Frequency of the
Wave Held in the Wavetable
fs / N = f 0
44,100/512 = 86.13 Hz
Sampling Increment (S.I.)
• We don’t just want 86.13Hz
• We want any frequency we want
• So we use a Sampling Increment
Sampling Increment (S.I.)
• The sampling increment is the amount
added to the current phase location before
the next sample is retrieved and played back
• By altering the S.I. we can use the
wavetable to create waves of different
frequencies
Sampling Increment (S.I.)
• Playing back the wave at 86.13Hz means
playing it back as it is
• This means adding 1 to each phase location
before retrieving the next sample and
playing it back
• This happens 44,100 times a second, and
produces 86.13 cycles each second (because
there are 512 samples per cycle)
Sampling Increment (S.I.)
44,100 / 512 * 1 = 86.13 Hz
fs / N * S.I. = f0
Increasing Playback Frequency
• Increasing the S.I. decreases the number of
samples played back
• So the speed of the wave playback is
increased, as is the frequency of the wave
produced
S.I. = 2
fs / N * S.I. = f0
44,100 / 512 * 2 = 172.27 Hz
Rearrange the Equation
fs / N * S.I. = f0
S.I. = N * f0 / fs
Playback Wave at 250 Hz
S.I. = N * f0 / fs
S.I. = 512 * 250 / 44,100 = 2.902
Table Look-Up Noise
• We only have 512 samples in our wavetable
• The points we have samples for may not
line up with the points at which we wish to
obtain samples
• The S.I. is 2.902 but (going from 0) we only
have samples at 2 & 3
Dealing With Real Numbers
• The samples we want to grab don’t exist!
• Options:
° truncate: 2.902 becomes 2
° round: 2.902 becomes 3
° or interpolate...
Interpolation
• 2.902 is used as the S.I.
• so take a value at the initial phase (say 3)
• add 2.902 to the initial phase = 5.902 to get
the place to take the next value
• add 2.902 to this to get the place to take the
next value = 8.804
• and so on
Interpolation
• we don’t have values at these points so we
calculate estimated values using the nearest
samples (this is interpolation)
0.902 * 0.3 + 0.098 * 0.7 , or
0.7
0.3
5
5.902... 6
90.2% of 0.3 + 9.8% of 0.7
0.2706 + 0.0686 = 0.3392
Interpolation
• Occurs for every sampling increment, so
44,100 times per second
• Uses a LOT of processing power
• The interpolation process still requires us to
round numbers up or down, and so still
produces error
Table Look-Up Noise
• So rounding is required whatever, and that
produces error
• This error is known as table look-up noise
• This error affects signal to noise ratio
(S.N.R.)
S.N.R.
• Affects the ratio achievable between quiet
and loud sounds.
• Dodge (1997):
Ignoring the quantisation noise contributed by data
converters a 512 entry table would produce tones no
worse than 43, 49, and 96 dB SNR for truncation,
rounding and interpolation respectively. And a 1024
entry table would produce tones no worse than 109
dB SNR for an interpolating oscillator.”
A Sine Wave
1.5
1
0.5
v(t)
0
-0.5
-1
-1.5
0
T/2
T
time, t
3T/2
A Sawtooth Wave
1.5
1
0.5
v(t)
0
-0.5
-1
-1.5
0
T
time, t
2T
A Square Wave
1.5
1
0.5
v(t)
0
-0.5
-1
-1.5
0
T/2
time, t
T
3T/2
A Triangle Wave
1.5
1
0.5
v(t)
0
-0.5
-1
-1.5
0
T
time, t
2T