This is an excellent comment. Think about an acoustic guitar. You have six strings (generally) and they have been designed to sound as similar as possible. However, they are different thicknesses, they are in different physical positions over the resonating body and sounding hole, they make a distinctly different tone if they are "open" as opposed to "stopped"... so even though you conceive of a guitar as an instrument with simple 6-voice polyphony while you're playing one, the physics of the situation create a very complex, rich sound. In fact, when doing orchestral arranging, one thing you want to do is make sure that the clarity of individual voice movement in a polyphonic mix can be heard. Instruments like the guitar do this automatically, and the ear can pick up that distinction. It's subliminal, but important. Guitar is just one example. Think about the woodwinds section in an orchestra. You have a row of people all playing flutes. But they are seated in different locations in the stereo field, and one guy's flute is 15 years old while the woman next to him has a brand new one that she polished that morning, and then there's that guy on the end with a gold flute, the one no one else talks to very much. And each of these people has a slightly different aesthetic, lung size, etc., which affects their playing even though they've spent their careers trying to perfectly control their sound. All of this creates a result much richer than holding down notes on a polyphonic sampler, or even just detuning VCOs. So I second JH's comments: start off with the "idea" of making the sounds the same, but don't be too anal about it, as you may find that having one just a pinch brighter and another with just a little bit more decay on the envelope does miracles. This is the kind of thing you will not get on a pre-packaged polyphonic digital box, certainly not on a sampler. You used to get a little of it with old poly analogs because the tolerances in the circuitry made each voice just a wee bit individual. Also remember that you can cater your patch design to the particular phrase being played. If you're playing block chords with four voices for this pass, you really don't need four VCAs, etc. It's like planning CGI animation - only render what will be seen. -----Original Message----- From: jhaible@... [mailto:jhaible@...] Sent: Tuesday, 03 July, 2001 7:03 AM To: fuzztone@... Cc: motm@yahoogroups.com Subject: Re: [motm] Polyphonic MOTM > has to have at least one vco, vcf, env and vca *per > voice* . [...] > just be sure to dial your voices up the same way - like > setting up an oberheim 2/4 voice. Polyphonic playing on a big modular can be a very special experience. At first one might think that many identical modules are needed, like four M-440 filters for a 4-voice modular, or 8 ENV generators ... But in practice, you can get good (and often more interesting) results with a mixed bag of modules. Using 4-pole filter for one voice and 2-pole filter for the next, or using a VCLAG to fill in for missing ADSR modules, is not just a surrogate for N equal voices, but it can give polyphonic playing a new quality. For a start, it's good to *attempt* to set up a similar sound for each voice. This will not be possible with different filters, but you can set them as close as possible (like, using a slightly lower cutoff point on the 2-pole VCF to make up for the less steep slope). Of course playing with N totally different voices has is benefits as well, but playing with *slightly* different voices has a charm of its own. I don't know why, but starting with different filters and trying to get close is more satisfactory than using identical filters and setting slightly different parameters. (;->) JH.
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FW: [motm] Polyphonic MOTM
2001-07-03 by Tkacs, Ken
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