[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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