PreenFM > preenfm2 and preenfm3
Finally Got Around To
toneburst:
..building my PreenFM2 last week. Very easy build, everything worked first time, and I love the metal case! Very pleased with it.
I've mainly been flipping through presets and DX-7 patches so far, but hopefully I'll get a chance to build some patches from scratch soon.
Hoping that randomiser feature comes along soon though, just to give me some inspirational starting-points.
Keep up the great work, Xaxier!
a|x
toneburst:
One thing I have noticed, sound-wise is that a lot of patches only sound good within a certain range. A lot of sounds turn into wobbly mush at lower octaves, I guess because the lower-pitches operators are transposed into the LFO range. That's a problem with FM synthesis generally, of course. The other thing is the lack of operator feedback means that some of the DX-7 patches don't sound as they should, I suspect. This is especially the case with some unpitched percussion parches, I suspect (though I don't have an actual DX-7 to test this hypothesis).
a|x
Mmarsh:
There is a difference in the sound engines of the Yamaha synths and the Preen. Yamaha synths use Phase Modulation while Preen uses Frequency Modulation. MY understanding is that feedback is easy with Phase Mod but not so much with Freq Mod...
toneburst:
Yep, I knew that. Wonder if the DX-7 translation code could be tweaked to simulate operator feedback more exactly. Maybe some kind of extra oscillator waveform that mixed noise and sine wave in variable proportion... Just thinking out loud really.
I understand that exact simulation of existing (and now vintage) hardware isn't a priority, however. It's good that the Preen is able to import DX patches at all.
a|x
Xavier:
Thanks for the feedback... :D
Feedback is not easy to add and in adition is less usefull when you have the choice between waveform for each operator... which was not the case on the DX7.
Also at the maximum polyphony CPU usage is not far from 100%, so it's hard to add features at the oscillator level.
The sound difference is more due to the internal engine. The DX7 is very hard to emulate closely. Take a look at hexter code to see what i mean.
Also phase / frequency difference make the spectrum totally different as soon as you have 3 cascading operator or more.
So some DX7 sound sounds good others not.
Yeah i know, i must find time to add a randomizer ;)
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