Additive Synth (Pure Data Tutorial #2)

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  • เผยแพร่เมื่อ 27 ก.ย. 2024
  • Let's set up the audio configuration and then create an additive synth in Pure Data!
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ความคิดเห็น • 78

  • @studiospiraluniverse
    @studiospiraluniverse 3 ปีที่แล้ว +11

    Another great video from an excellent teacher. Thanks a lot! Looking forward to next lesson.

    • @SoundSimulator
      @SoundSimulator  3 ปีที่แล้ว

      Thank you so much! I always appreciate your kind words!

  • @darkspace6344
    @darkspace6344 ปีที่แล้ว +1

    Your tutorials came clutch man, thank you very much.

  • @LuisTorres-qz5kr
    @LuisTorres-qz5kr 3 ปีที่แล้ว +2

    Thanks for sharing these tutorials, much appreciated!

  • @Liz_Tee
    @Liz_Tee 10 หลายเดือนก่อน +1

    Thank you so much for your instructions and calm explanations, really helped out a lot as I can not use MAX and had to learn puredata on my own for uni.

    • @SoundSimulator
      @SoundSimulator  10 หลายเดือนก่อน

      Glad to hear that these tutorials are helpful!
      Best of luck with the class. Let me know if you have any questions.

  • @garljoens
    @garljoens 2 ปีที่แล้ว +15

    Your attention to detail with these videos is awesome man, you always answer exactly what my next question is. Can't thank you enough!

    • @SoundSimulator
      @SoundSimulator  2 ปีที่แล้ว +2

      You're welcome!! I hope you find the other tutorials informative too!

  • @nsiivola
    @nsiivola 11 หลายเดือนก่อน +1

    Hey, thank you for these. Very nice pacing!

    • @SoundSimulator
      @SoundSimulator  11 หลายเดือนก่อน

      Glad to hear that!!

  • @peexzar4127
    @peexzar4127 3 ปีที่แล้ว +3

    Thanks for the references they are very useful / Gracias por las referencias son muy utiles

    • @SoundSimulator
      @SoundSimulator  3 ปีที่แล้ว

      I'm glad you're enjoying it so far! Thank you, Peex!!

  • @StepDub
    @StepDub 4 หลายเดือนก่อน +1

    Great introduction to this interesting subject. Could you lower the background sounds in future?

  • @crazyhorse52395
    @crazyhorse52395 3 ปีที่แล้ว +3

    This are really useful and succint demonstrations. What others do you have in the works?

    • @SoundSimulator
      @SoundSimulator  3 ปีที่แล้ว +4

      Thank you! I'm currently working on introduction to electronics so that we can use sensors to control sounds! For example, we can use a light sensor and use flashlight to control a synth we designed in Pure Data. Brightness of the light can be mapped to the volume or filter parameter for example!

  • @luckysun1852
    @luckysun1852 ปีที่แล้ว +1

    thanks for the amazing tutorial

    • @SoundSimulator
      @SoundSimulator  ปีที่แล้ว +1

      Thank YOU for watching! I hope you're having fun with Pure Data//

  • @fusionistaaaa
    @fusionistaaaa 3 ปีที่แล้ว +3

    Thanks for the tutorial. I am not sure why you use a fixed frequency (440) for your main oscillator as in osc~ 440. Can you not have it dynamically generated as with the other harmonics? I would have expected just osc~ since the number object is connected to the inlet of osc object.

    • @SoundSimulator
      @SoundSimulator  3 ปีที่แล้ว +2

      Good point, Frank!
      I had 440 as the argument in the beginning since we wanted to hear it. And I just kept it in when we added an upper harmonic. When we move the number object connected to the [osc~ 440], output of that number object will overwrite the 440 argument. I should've explained that part in the video! It is just [osc~] near the end of the video.

    • @neocolors
      @neocolors ปีที่แล้ว +1

      ​@@SoundSimulator thank you! Was wondering the same thing! Great tutorial!

  • @YoussefEIdrissi
    @YoussefEIdrissi 7 หลายเดือนก่อน +1

    you are a hero! thank you very much :)

  • @genemantua2272
    @genemantua2272 3 ปีที่แล้ว +3

    Great tutorials. Just curious. In the 1st video, you used a bang button. On here there is no bang button. Is this because the OSC~ is always running and does not need to be triggered?

    • @SoundSimulator
      @SoundSimulator  3 ปีที่แล้ว +2

      You're correct, Gene! Signal objects [~] will be active on their own as soon as DSP is turned on; they don't require bang message to be working. That was a great question and I should've mentioned it in the video. I'll pin your comment!!

  • @__HOPE
    @__HOPE ปีที่แล้ว +1

    god bless you mate

  • @jorgefuentes7440
    @jorgefuentes7440 9 หลายเดือนก่อน

    thank youuuu!!! muy buenos tutoriales. i love it!!

  • @chainsawteddybear
    @chainsawteddybear 4 หลายเดือนก่อน +1

    3:35 how did you connect them together so easily? is there an option that automatically does that or did you manually do it ? stuck on this part

    • @SoundSimulator
      @SoundSimulator  4 หลายเดือนก่อน +1

      Movie editing magic, haha. So I did it manually.

    • @chainsawteddybear
      @chainsawteddybear 4 หลายเดือนก่อน +1

      @@SoundSimulator haha I appreciate the clarification. Looking forward to completing my PD course with you. Thank you for teaching us.

    • @SoundSimulator
      @SoundSimulator  4 หลายเดือนก่อน

      ​@@chainsawteddybear Sorry for the confusion!
      I hope you enjoy the other tutorials :)

  • @sequencist
    @sequencist 3 ปีที่แล้ว +2

    Hey dude! I just learning Pure Data and first thanks for your tutorials are great! Silly thing: I can't type 440 in the first box like in the 03:40 part of the video. Thanks!

    • @sequencist
      @sequencist 3 ปีที่แล้ว +1

      Solved! xD I can't type thee number but If you drag holding "Command" it works

    • @SoundSimulator
      @SoundSimulator  3 ปีที่แล้ว +2

      ​@@sequencist I'm glad you were able to figure out a way!
      In order to type the number in, you have to toggle out of the [edit] mode using "command" & "e" (in Mac). And click once on the number box and then you can type the number. Press enter to confirm and set!
      You can actually do it in the [edit] mode too, which I just now discovered. Hold "Command" like you did before and click on the number box (you don't need to click and hold), and then you are able to type the number like in the first approach.
      Thanks for watching!!

    • @sequencist
      @sequencist 3 ปีที่แล้ว +1

      @@SoundSimulator Thank you for the quickly response!! Now I see the 2 modes and how affect to the boxes!
      Please keep doing these amazing videos!

  • @tails_the_god
    @tails_the_god ปีที่แล้ว +1

    can you sire please make a tutorial how to make the nes sounds in puredata?

    • @SoundSimulator
      @SoundSimulator  ปีที่แล้ว +1

      I don't know how honestly but that sounds like a fun project!

    • @tails_the_god
      @tails_the_god ปีที่แล้ว

      @@SoundSimulator yeah i would appreciate it if you did make a tutorial as i need to know how

  • @Lupo33
    @Lupo33 2 ปีที่แล้ว +1

    you are legend

  • @garljoens
    @garljoens 2 ปีที่แล้ว +1

    I was trying to add a "bang" button to add a value to one of the overtone multiplier objects, but I couldn't figure out the correct sequence, it looked like a bang object into a message object with "+ 0.3" plugged into the multiplier box, but couldn't get the value of the multiplier to change. What would it look like to do that right?

    • @garljoens
      @garljoens 2 ปีที่แล้ว

      Also, when I'm changing overtone multiplier values in edit mode, how can you make the tone immediately reflect the change? It only changes after I change the "master" number message object (don't know what you'd call it).

    • @garljoens
      @garljoens 2 ปีที่แล้ว

      Ugh I have so many questions, it's ridiculous, thanks for getting me started on this crazy stuff man, holy cow

    • @garljoens
      @garljoens 2 ปีที่แล้ว

      I guess I'm having trouble building an understanding of how I can dynamically adjust these parameters without overriding the initial input. Like, if I want to put an LFO on here to modulate the frequency of one of the overtones, it seems to want to just use that LFO as the overtone instead, but it's just because I'm getting turned around with how these signal pathways work, what they choose to use and why, and I'm not sure where I'm meant to plug in a modulation oscillator.

    • @SoundSimulator
      @SoundSimulator  2 ปีที่แล้ว

      I think I know what you mean. You may want to wait until the sequencer tutorial. We make a counter algorithm and you could reference that.
      As for the second question, just changing the argument is not going to affect the output value unfortunately.
      There are several work-arounds though!
      -You could connect a metro 500 object to the "master" number box.
      -Number box or message object that is connected to the second inlet of [* ] object is also connected to a button object that is connected to the "master" number box.
      You'll start to learn these tricks as you continue on with the journey!! Best of luck!

  • @krisztinadavid468
    @krisztinadavid468 10 หลายเดือนก่อน

    hey! could someone tell me why I can't type numbers in the number box? its just not working for a while i dont know what i did

    • @SoundSimulator
      @SoundSimulator  10 หลายเดือนก่อน

      Make sure you're in locked mode. When you're in the unlocked/edit mode, you won't be able to type in.

  • @mathiasbang1999
    @mathiasbang1999 ปีที่แล้ว

    Super nice tutorial, easy to understand and very down to earth. I do however have a problem that I can not find on the forums either, so maybe you can help. I am brand new to pd, and when I created the *~0.25 and *~0.74 objects, they did not get an input or output connection. Is there any way I can activate an input and output on them, or have I done something wrong?

    • @包翊茗
      @包翊茗 ปีที่แล้ว

      you should correct it to "*~ 0.74",don 't leave the blank!

  • @8ritorneloz
    @8ritorneloz 2 ปีที่แล้ว +1

    0:50 so in pc.... we plug bad speakers?

    • @SoundSimulator
      @SoundSimulator  2 ปีที่แล้ว

      Dang, I didn't think of that.
      Yeah, if you have bad speakers laying around, it'll be good to use it. Otherwise, headphones will be ok, but you gotta be extra careful. Putting a clip limiter like [clip~ -0.9 0.9] right before the [dac~] for sure.

  • @kakyotalks5185
    @kakyotalks5185 ปีที่แล้ว

    I have a question: my overtones don't change even with the * symbol. Any idea why this could happen?

    • @SoundSimulator
      @SoundSimulator  ปีที่แล้ว

      Did you change the number inside of the main number object after connecting it to the [* 2] and etc?

  • @oneonetwothreefiveeight
    @oneonetwothreefiveeight 3 ปีที่แล้ว

    You have a slight accent (barely) and I can't tell if you're Dutch, Scandinavian or Japanese

  • @bogyungkim5990
    @bogyungkim5990 3 ปีที่แล้ว +5

    It is so easy to catch up Pd with your kind explanation! Thank you. But in the 03:40 part of the video, I can't follow the re-arrange part. I've been followed the 1st tutorial video but seems I've missed something. Thanks!

    • @SoundSimulator
      @SoundSimulator  3 ปีที่แล้ว +2

      Thank you for watching! I did go fast on that part, I'm sorry. Please take your time and go step by step. I would first put the objects in the order that you see (number object at the very top and go down to the [dac~] at the very bottom). And then start connecting the objects together. Good luck!
      Please feel free to contact me in any of the social media and I can send you a short clip of the objects being connected.

  • @victorlamuerte7884
    @victorlamuerte7884 3 ปีที่แล้ว +4

    I really appreciate your channel, greetings from Spain!❤️

    • @SoundSimulator
      @SoundSimulator  3 ปีที่แล้ว

      Greetings! We are glad to have you join us!
      We got more videos coming every week, and I hope you find them informative!

  • @Raidnaomemata
    @Raidnaomemata 4 หลายเดือนก่อน +3

    I know now how R2D2 voice was created LOL. Thanks a lot, awesome tutorials!

    • @SoundSimulator
      @SoundSimulator  4 หลายเดือนก่อน

      Glad you liked the tutorial!
      R2D2 recreation would be a good video idea...

    • @ns-Arde
      @ns-Arde 4 หลายเดือนก่อน +1

      ​@@SoundSimulatorI just realised this: you could actually FB + D/W 100% on a flanger and feed it a tonal sound, then if you mess with the freq you can make r2d2 type sounds lol. I'd do this sometimes and it would sound like bumblebee (ps 98% FB would be safer irl)

    • @ns-Arde
      @ns-Arde 4 หลายเดือนก่อน +1

      Cuz like what you did, was essentially how a flanger works anyway

    • @SoundSimulator
      @SoundSimulator  4 หลายเดือนก่อน +1

      @@ns-Arde That sounds fun :D I wanna cover delay in more depth than I did in that one tutorial now.

  • @jasperhoffman8593
    @jasperhoffman8593 ปีที่แล้ว +2

    Hey, around 4:50, I paused the video to make some more overtones, but when attempting to change the frequency, none of the new ones I created seemed to be effected. I deleted them, and tried testing just one, but even that didn't seem to be effected. Am I doing something slightly wrong?

    • @SoundSimulator
      @SoundSimulator  ปีที่แล้ว +1

      When you create a new oscillator without putting in the parameter (for example [osc~ 440], it'll be 0 hertz which is nothing.
      After creating those overtones, move the number box and that value will overwrite the '0 hertz'.

    • @jmfs3497
      @jmfs3497 11 หลายเดือนก่อน +2

      @@SoundSimulator OH! I see now. I had the same obstacle. You have to adjust the freq of the top number box, and then the others see it. I kept physically changing the location of the boxes. I got it now. Thanks!

  • @ffivguy1990
    @ffivguy1990 2 ปีที่แล้ว +1

    Is there a way to add frequencies to the oscillator without making a whole bunch of new oscillators? Because I'm trying to replicate an engine sound and the amount of oscillators I have to create for all the frequencies takes up a lot of room. Also, I am trying to create an engine sound synthesizer. I'm having trouble figuring out how to generate sound to be able to get anywhere, and how to multiply that sound to get more cylinders as well as change the pitch to change how the engine sounds, how to use the phasor at certain ranges like 0-0.25 and 0.75-1 to change the phase of the sound, having different delay times for each "cylinder", using formant preservation so it sounds realistic, how to feed the sound through delay lines to simulate intake and exhaust, how to use pitch and timbre to simulate pipe length and width, fm synthesis and wave shaping so it sounds realistic, how to convert hz to rpm. Being that piston motion can be represented by a cosine wave, (which I already have modeled), I need to figure out how to have one phasor go from 0-0.25 and the other phasor go from 0.75-1 while I am using the slider to increase the speed of the "engine" and be able to hear the change of phase. I think that should about cover it. I know how an engine and exhaust work. I just need help with the synthesis sided of things (pitch, timbre, delay, formant preservation, frequency modulation, waveshaping, fm synthesis etc. If it helps, i can make a video discussing it further so you get a better idea of what I need help with.

    • @SoundSimulator
      @SoundSimulator  2 ปีที่แล้ว

      I sound designed a car engine as an exercise and it's a lot of work!! I had good luck using FM sawtooth synth, but it seems like you're doing something super accurate and dynamic. Doing it in additive synth like in this video is definitely not the way.
      Do you know the book called Designing Sound by Andy Farnell? It has a whole section on car engine sound! It should answer your questions better than I can!

    • @ffivguy1990
      @ffivguy1990 2 ปีที่แล้ว

      @@SoundSimulator Yeah, I was referencing the book when I was talking about the phasor and the cosine wave, but it didn’t seem to really explain very well about how to do everything in pd. It doesn’t seem to mention about adding cylinders, bank angles, crank angles, firing intervals, etc. It also didn’t mention anything about how to shape the waves to make it not sound synthy. I’m just not sure how to get started. I’ve looked at all the engine examples on Andy’s website but none of them really seemed to give me a good starting point. The motor example sounds way too synthy for me. It’s like there’a nothing on how to get started. If you search beaming.drive 0.16 engine sounds, (it should be one of the first videos) you’ll see what kind of sound I’m trying to obtain as a baseline quality.

  • @fedeboretti
    @fedeboretti 3 ปีที่แล้ว +1

    Thanks!!

    • @SoundSimulator
      @SoundSimulator  3 ปีที่แล้ว

      Thank you for watching, Federico! I hope the tutorial was informative.

  • @vaanjokvich1327
    @vaanjokvich1327 ปีที่แล้ว

    I have the same problem here. osc~ just creates silent noise no matter what.

    • @vaanjokvich1327
      @vaanjokvich1327 ปีที่แล้ว +1

      I found out what was the problem. The X in "osc~ X" is an initial frequency. The left input is used to set the frequency, but you'll see no effect unless you change the value outside of the edit mode.

  • @henrybirdseye
    @henrybirdseye ปีที่แล้ว +1

    Background music and half a human body are only distracting. Stop it!

    • @SoundSimulator
      @SoundSimulator  ปีที่แล้ว

      Those are both gone in latter tutorials!

  • @brianfisher7385
    @brianfisher7385 ปีที่แล้ว

    DUDE, was racking my brain for ever because you skipped the part where you need to not be in edit mode to enter numbers SMH...