[sdiy] ADSR Trigger/Retrigger behaviour
Ian Fritz
ijfritz at comcast.net
Sun Jun 29 00:20:15 CEST 2014
At 03:00 PM 6/28/2014, Tom Wiltshire wrote:
>With better resolution, I've moved towards using values closer to 100%,
>since the flatter portion at the top of the attack curve significantly
>increases the average amplitude of the overall attack, and this gives the
>sound more "punch" with very short attacks. Using the full curve is not
>dissimilar to including a short "Hold" stage before the envelope enters
>its decay.
My 4x4 AD/AR EG has a built-in monostable so that a narrow trigger pulse
can be used to drive the EG unit as an AR with a fixed narrowish pulse
input (from the mono). So I can add various amounts of punch via the pulse
width of the mono. I prefer to use EGs that can put out either an AR or an
AD envelope depending on whether the input is a trigger, a gate or the mono
pulse (or anything else, actually) and mixing the results to get the ADSR
or whatever. The mono also has a delay so delayed/multiple attacks are
possible using several units. The standard ADSRs became popular only
because they are simple and cheap, but I've alsays seen them as too limited
in functionality. As another example, using two units allows different
attack times for the two envelopes, so you can have a fast attack for the
AD and a slower one for the AR. There is a brief demo of the 4x4 on my
utube page.
https://www.youtube.com/channel/UC8mKuBoR8bfHTLYRJ1sl0RA
Ian
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