The Mouth variable controls the nasal-ity or whatever. Values around 8
sound like a Zyn growl, Values around 12 sound like skrillex, Values around
16 sound like a generic Yoiee.
I think I used 10 on that demo but then EQ'd it.


On Fri, Aug 22, 2014 at 7:25 AM, Nikko Rocksalot <nikko.rocksa...@gmail.com>
wrote:

> I would totally dig this. Does it sounds less nasally pitched down?
> On Aug 22, 2014 8:23 AM, "Ian Sannar" <ian.san...@gmail.com> wrote:
>
>> That code is actually used in a project I made. It was called Growl_2. I
>> have a demo of what it sounds like with mouth at about 12 or so. Using that
>> kind of FM.
>> This code produces very wet or vocal growls, and is far simpler to use
>> than Zyn. Much better for the beginner. Plus, the FM mod wave produced by
>> this took me days of experimentation with waveshaping the chirp to get
>> something similar sounding, and even then this code still produced a
>> cleaner sound.
>>
>> https://soundcloud.com/cubician/growl2-test
>> I can include a copy of the very simple VSTi for comparing purposes.
>> I've made this, It works, it's extremely simple and sounds sick.
>> I'm just wanting to make a port to LMMS.
>>
>>
>> On Fri, Aug 22, 2014 at 6:31 AM, Tres Finocchiaro <
>> tres.finocchi...@gmail.com> wrote:
>>
>>> > What is the purpose of the wavetable generator?
>>>
>>> I'm curious too as to the limitations of our existing synths for growls
>>> and whether or not we can leverage/enhance what we already have rather than
>>> adding a new one.
>>>
>>> - tres.finocchi...@gmail.com
>>>
>>>
>>> On Fri, Aug 22, 2014 at 8:28 AM, Vesa <dii....@nbl.fi> wrote:
>>>
>>>> On 08/22/2014 09:17 AM, Ian Sannar wrote:
>>>> > I have this idea for a Dubstep Growl Synth.
>>>> > I've made the basic wavetable generator in C#.
>>>> > I moved it over to ruby and made it a VSTi in FlowStone.
>>>>
>>>> What is the purpose of the wavetable generator? We already have a
>>>> wavetable generator which generates mipmaps for bandlimited waveforms.
>>>> Although we don't generate them live anymore, and instead provide the
>>>> wavetables as pre-generated binary files.
>>>>
>>>> > It's a basic FM synth. Two waveforms. One waveform is the basic
>>>> > multi-osc, like from TripleOscillator. The second osc is a wavetable.
>>>> > Osc 2 is a frequency modulation oscillator, and oscillates Osc 1.
>>>>
>>>> Seems quite specific and limited for a whole synth... But if you want to
>>>> code it, go right ahead. It's pretty easy to write synths for LMMS.
>>>>
>>>> > Osc 2 is generated dynamically. A knob controls the wavetable
>>>> position.
>>>> >
>>>> > This psuedo-code generates Osc 2.
>>>> >
>>>> > float[] GenerateOsc2(int wavetableQuality, int sampleRate, float
>>>> mouth)
>>>> > {
>>>> >      step = 1.0 / sampleRate;
>>>> >      wavetable = new float[wavetableQuality];
>>>> >      for (int i = 0; i < 1; i += step)
>>>> >      {
>>>> >           position = 1 - i;
>>>> >           ampEnv = (float)(1 / Math.Pow(position, 2));
>>>> >           wavetable[i * SampleRate] = -(float)Math.Sin((position *
>>>> > Math.PI * (2 * mouth))) / ampEnv;
>>>> >      }
>>>> >      return wavetable;
>>>> > }
>>>>
>>>> If this is only called once when the synth is initialized, then it's
>>>> probably fine. Otherwise there will be problems...
>>>>
>>>> > The FM Modulation is your average Frequency Out = Frequency In + (Mod
>>>> > Osc * FM Gain) function.
>>>>
>>>> Not a good idea. While writing Monstro, I learned that you won't get a
>>>> "proper" FM sound (or what you probably would recognize as "FM sound")
>>>> by doing actual FM.
>>>>
>>>> Doing actual FM will cause pitch drift, which makes the whole synth
>>>> sound out of tune. What you want to do is use phase modulation to
>>>> approximate FM, this gives the recognizable FM sound and keeps the pitch
>>>> constant.
>>>>
>>>>
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>>>>
>>>
>>>
>>>
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>>
>>
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