Now imagine a synth that reverse-engineers audio sounds you feed it, adjusting its parameters to match. This would be a game-changer for learning. This recently released FM synth is trying to do just that with AI : https://www.youtube.com/watch?v=3gTYlYG6-R8
Both are things that are not helped by having something that creates presets for you — in fact it might even be more productive to look at human made presets if you need guidence.
Also: Synthesizers are also good for creating never before heard, totally out there sounds, and those are hard to reach when you feed it existing stuff. My own personal learning approach always was to use a simple init preset and then create everything manually from there. I called this my "No-presets rule" (meaning I don't use presets that I did not make myswlf for anything, unless ot is a commercial gig). If you then make your 10th preset from scratch you probably understood something already. And then at some point looking at other people's stuff starts to make sense because now you have a set of eyeballs that can actually peeceive the things they did.
I do the same "no presets rule", with most being the result of random experimentation and fiddling of parameters. This does a good job at "creating never before heard, totally out there sounds", but I imagine it's trickier the more specific your end goal is.
The biggest challenge for students in my experience is grasping all these obscure words and acronyms, with VCOs, LFOs, keytracking, Envelopes, ADSR, Triggers, Gates, CVs, oscillations, overtones, frequency graphs, filter cutoff points, resonance, ...
It is just a lot of concepts at once. Sometimes it can pay of to take a step back and limit one's arsenal and figure out how far you can get only using one or two of those.
Evolutionary resynthesis has been around since at least 1996 (Horner). Aphex Twin was enamored with it for a while. I don't think it's particularly interesting: if you already have a target sound, why are you trying to come up with a program to match it? Why not use the sound itself? But interactive evolution is both useful, more difficult, and interesting, as it makes it possible for the musician to explore the space of synth programs without having to program them (and that's particularly good for FM, since FM is EXTREMELY counterintuitive to program).
I wrote what I think is the best general-purpose interactive evolution style synth programming system right now: Edisyn. It works with a wide range of synthesizers and synthesis types. If you restrict yourself to exactly one synthesizer of your own design, you can get better results still, and there are a number of softsynths out there which do this.
But most interestingly: interactive evolution has a specific inventor: BRIAN ENO! He invented it around 1995 in a letter he wrote to Stewart Brand.
Once you have the program matching the sound, you can tweak it and get variations. At least that's what I imagine people would want it for.
Because then you have it (or something close) in your own synthesizer, as opposed to whatever other synth or natural source you sampled it from, and you can enhance it, adjust it, use filters and others on it, and so on using all its native cabilities.
Much much less.
Nope, it's objective reality.
>I own an UltraProteus with almost 500 filters and an extensive mod matrix. Pretty sure it can mangle a sample quite a lot.
Which is neither here, nor there. I didn't say you can't change the sample "quite a lot", I said you can change it much less than if it was as a synthesis patch on a synth.
Any fx or filter available to the sample is also available to the synth. The reverse is not true.
As a simple example for an extremely basic thing you can't do: you can't change the sample's inherent attack. The ASDR envelope on the sampler works on top of the raw sample's attack, so you can't, for example, change a slow attack to a fast one.
[1] https://www.jstor.org/stable/3680541
[2] https://github.com/jpcima/fmprog
[3] http://kth.diva-portal.org/smash/get/diva2:1334639/FULLTEXT0...
p.s. does anyone know why do so many papers on new technologies like this never even provide code samples? what's the point?
I also disagree that a synth which "reverse-engineers" the audio sounds you feed it is the right way to go. By doing this rather than learning how to do it from scratch (albeit with training wheels as I've previously described), you rob yourself of the rich experience of learning how to use FM synthesis as applied physical modeling.
Therefore, fading from irrational to rational ratios can make a crazy, inharmonic sound "stabilize."
After working for years with FM, i have found a somewhat narrow range of sounds and the layering becomes more inportant than the algorithm. So getting to know of the ratios is important, 1:2, 1:3, 1:4, etc.
https://deepai.org/publication/ddx7-differentiable-fm-synthe...