Sound Design
Sound Design
A sine wave vibrates in one frequency, no other sound in nature does. Natural sounds are a cocktail of
many frequencies
Lower Fundamentals
Sounds with too many inharmonic overtones don't have a distinguishable note, rather they're called
inharmonic sounds, such as percussive waves.
Harmonic sounds have a harmonic series comprised of the lower fundamentals and a series of
overtones.
Sound Design:
1. A sound source, which can be literally anything, most often some sort of audio sample, which will
serve as a basis to our sound
3. Control modules which can't produce sound on their own but they're able to control parameters of
the sound source and effects in order to transform the sound and provide movement (LFOs, envelopes
etc.)
VCO:
VCO stands for "Voltage Control Oscillator" and it's the heart of all synthesizers. How they sound
depends on the shape of their oscillation, or the "waveform".
1. Sine: Smooth and soft, is often used as a subbass to double other synth sounds. It's made of only one,
pure frequency, i.e. a single "harmonic".
2. Square: Hollow sound, it reminds of old video game sounds, and with more harmonics than the sine
wave it also sounds "richer". Square waves usually have a parameter called "parallel width", and the
more asymmetric the wave is the more metallic it sounds.
4. Sawtooth: Aggressive and richer in harmonics so it sounds fuller. Its fullness make it a good candidate
for filters.
Layering:
Learning to layer these different waveforms is a crucial concept in sound design. Try to layer different
combinations of them and change the respective volume of each one of them, it can lead to drastically
different results in tone.
Another good practice is to use multiple identical waveforms and move each of them either an octave or
a fifth apart. Moving them lower can add a lot of weight to any given sound and is usually done with
triangle or sine waves, whereas moving them up can aid a sound to punch through the mix.