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Sonus ex nihilo - EMF 2026

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The video explores the fascinating concept of creating sound from nothing, moving beyond traditional instruments like acoustic or electric guitars that rely on physical vibration. Instead, it focuses on synthesizers which generate voltage directly to produce audio waves. The presentation begins by explaining the fundamental building block of all sound: the sine wave, a pure tone at a single frequency. It demonstrates how complex sounds, such as chords or sawtooth waves, can be constructed by summing multiple sine waves together. This leads to an introduction of two primary synthesis methods: subtractive and FM (Frequency Modulation). Subtractive synthesis starts with a rich, complex waveform generated by oscillators and then uses filters to "carve out" unwanted frequencies, shaping the sound over time using envelopes that control volume and filter cutoffs dynamically. The discussion then shifts to the history and mechanics of Frequency Modulation, tracing its roots back to John Ching's experiments in 1967 where he modulated one sine wave with another. This technique allows for the creation of incredibly complex timbres by having a modulator change the frequency of a carrier wave. The video highlights the Yamaha DX7 as a landmark instrument that utilized FM synthesis, capable of producing realistic piano sounds and other textures through a vast space of possible sound combinations known as algorithms. However, programming these sounds manually was extremely difficult due to the sheer number of variables, leading manufacturers to rely on presets discovered by engineers who navigated this complex sonic landscape. To make such powerful synthesizers affordable and practical, the video delves into the sophisticated engineering tricks required to build the hardware chips inside instruments like the DX7. Since calculating sine waves in real-time was too computationally expensive for processors of that era, engineers used lookup tables and mathematical shortcuts like working in logarithmic space to turn multiplication into addition. Furthermore, they employed advanced data compression techniques such as delta encoding and planar organization within the chip's memory. By storing only the differences between values and organizing data to maximize rows of zeros, they significantly reduced the amount of physical silicon needed, shrinking the required storage size by over ten times while maintaining high performance. In conclusion, the video summarizes the three main approaches to sound generation: additive synthesis using infinite sine waves, subtractive synthesis which filters rich waveforms, and FM synthesis where oscillators modulate each other to create complex textures. The speaker demonstrates these concepts with audio examples, including a recreation of New Order's "Blue Monday" on a Minimoog and attempts at electronic piano sounds on both a Juno 60 and the DX7. The presentation ends by inviting viewers to explore these synthesizers further, emphasizing how mathematical ingenuity and hardware optimization allowed musicians to create virtually any sound imaginable without relying on physical acoustic bodies.
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So every instrument vibrates. There's some physical motion that causes the sound to happen. In an acoustic guitar, there's a sound hole and a resonating body and the when you strum the string, it shakes and then that sound that vibration gets amplified into a sound that you end up hearing. So consider an electric guitar. Same thing but no sound hole amplifier this time. Instead we have a pickup which turns the uh some motion into a voltage. But what if I told you there is no guitar. In fact you can just create sound from nothing. You could just make a voltage. So whatever circuit you can build, you can have it make some voltage and turn that voltage into sound. Same way the electric guitar works just without the guitar part. So welcome to Sonis X Nihilo sound from nothing. So how do we make sound from nothing? So it starts with a sine wave. So sine wave is one of the simplest types of sounds. There are two ways to look at this. You'll see in the video. So we'll have on the top we'll have a time domain view they call it and on the bottom a frequency domain. So a sign is at a a pure tone at a single frequency. So you'll see a single spike on the bottom and then on the top you'll see a familiar wavy shape. All right. So, who here has heard of Forier analysis? Pretty much everybody. Wow. Awesome. Excellent. EMF. Yeah, way to go. All right. So, uh, in case you don't know basics, uh, very handwavy explanation. Um, any complex waveform can be turned into a sum of sine waves. So for example we can make a chord playing just sign. [music] So that's as if sign were your instrument. But you can make any complicated waveform you like. So we'll try to make a saw to wave. We don't have an infinite number of signs. So, we'll be limited in how well we can reproduce the actual sawtooth, but uh we'll we'll give it a try. So, we'll have 32. [music] So, we'll we'll need a few more signs to make a sawtooth. Exactly. uh so that's not practical to have uh an infinite number of oscillators in your synthesizer if you're trying to build one. So there are two shortcuts we can take two two ways to design a synthesizer and that's subtractive and FM. So subtractive synthesis, there are three steps basically. You start with a really rich complicated waveform and then you filter out the parts that you don't want just as if you're uh carving or sculpting and then after that you shape that sound over time and it you can play something that sounds more musical. So one of the first synthesizers very popular to follow this technique is called the Minimog. Um so Minimog was a commercialization of a previous synthesizer that explored how to do subtractive synthesis. It's one of the first modular synthesizers. Um and is quite expensive in today's money but still cheaper than an infinite number of sine wave oscillators. So here's the architecture how it works. You have basically uh three oscillators that can play different waveforms. You run those into a mixer to mix them all together and then you have the Moog ladder filter. Uh this filter is um a low pass filter. So it cuts out things above the cutff, but it also has a feature called resonance where you can emphasize uh frequencies near that cutff point. You take the output of the filter, run it through an amplifier. The amplifier can also change the uh volume of a note over time. And then that is the sound you hear at the end. So the raw material we have to work with the what the minimog oscillators can do. We'll explore each of those sounds here. So we'll have a saw, triangle, square, and then some noise. [music] Okay. But if that's not complex enough, you can um do a few different tricks on this synthesizer to make it even more thick and rich. So, we'll start with a sawtooth. Then we will add another one, an octave up. You'll see what that sounds like. And then we'll add a third a little bit D-tuned. [music] Now for the filter. So I've explained the resonance feature already and that it's a cutff. The cutff is adjustable and you can tweak a knob on the front panel to control where that's at. Um, so to show you what resonance sounds like, we'll crank up that resonance dial all the way to almost the top. Um, so that'll turn the sine wave or sorry, the sawtooth that we're outputting into basically a sine wave. [music] Okay. And so the amplifier can also be controlled with an envelope. So every time you hit a key on the keyboard, you can have it play over time different levels of loudness. Same thing you can do with the filter, which we'll get to next, but I'll show you what the amplitude envelope sounds like u by trying to make a plucked kind of a plucked plucked bass sound. >> [music] >> There's no envelope. [music] Then with the envelope, it's plucked. Okay. And with the filter, you can uh simulate brassy type sounds. So if you start with a little bit slower attack, so a little bit slower um let's say opening up the filter over time and then setting the cut back uh cut off frequency back down as the notes played over time. So this is not loudness. The loudness is the same level. This is just opening and closing the filter. >> Ha. >> [music] [music] >> Um, another thing you can do with the oscillator 3 is set it into what's called a low frequency oscillator mode. So, this is low enough that we can't hear it as as humans. It's around like 10 herz, 8 herz, something like this. And you can use that oscillator's output to control other things in the synthesizer. So, for example, you can control the pitch of another oscillator or you can control the filter itself. Um, and if you put the filter into almost resonance and have noise go into it, you can make some nice wind sounds. >> [music] >> You can see the filter open and close on the bottom there. All right. So, putting all that together, this is uh what is this? March 1983. You can um Oh, Blue Monday released this a new order released Blue Monday. And this is the base riff from that on a mini mug. [music] All right. So, that's subtractive synthesis. Now, enter the Yamaha DX7. So, converted to today's money, this is less than a third the cost of the mini moog. And this was only a few months uh after New Orders Blue Monday came out. Completely different sound. [music] Not many knobs or controls on this synthesizer. quite hard to program um but very expressive. So where did FM come from? So we'll have to go back in time to 1967. Consider John Ching. He was a composer researcher working at uh sale at Stanford, their AI lab. he was playing around on uh one of their old uh not at the time old but PDP6 and music 5 program. So he would program uh the computer, hey make me a sound. I want two signs. I want you to control one of the signs with the other. He'd submit the job and wait many many minutes to see what it came back as. So we're going to do the same exact thing. So we have a two signs. One is doing modulation of a carrier. The carrier is the note you'll hear. The modulator adds the VA to it. >> [music] [music] >> So this was the same 200 htz carrier the whole time. So the same note. All we were doing was changing how fast VO goes. Once verbat got fast enough like up into audio range we um hear it differently. We hear it as tambber instead of a wavy ver. This is the mask if you're interested. Um if you're not, plug your ears. All right. So we have a sign inside of that another another sign. That's how the modulation is working. So the uh the second sign on the inside, you have a frequency in there. That's the the vibrto rate, the purple number. And then you have this plugged into the other sign causing it to move the wave back and forth which would be the VA. The carrier I talked about the 200 Hz from before is the green. And uh index is how far you're allowed to move the FM bands away like how far the sign will affect the other one. And uh a nice way to measure that is as a portion of the modulation frequency. Okay. So John Chin discovered a completely new soundsscape. All kinds of sounds you can you can make with FM. U let's take a tour. So first we'll do his experiment again but instead of steps where we had to wait minutes between each step, we'll do it smooth and then we'll go in the other dimension. So instead of moving frequency, we'll move the modulation depth. And then we'll do both at once. [music] Pretty crazy. Most of that sounds bad, but there there's a few nice points in there. You might have um heard them if you're listening carefully. [snorts] All right. So, the basic building block of FM synthesis is called the operator. This is a combination of the oscillator and envelope. So, you can change the modulation over time as you play a note. You can wire them up uh in what's called a algorithm. The algorithm is the mapping of how operators are connected together. And when you add algorithms into the mix here, you have crazy dimensional space of all kinds of sounds. So, let's um pick a few points that sound nice and hear what those are like. [music] >> [music and bell] >> Yeah. So, those were those were in what we heard before almost. You might have missed them, but those are quite nice sounds. Those were some of the presets that are shipped on the Yamaha DX7. So, the Yamaha engineers discovered these points in that hyper space somehow and uh after they discover them, program them in. So, everyone uses these presets. As I mentioned, it's quite hard to program this thing. Finding a good sound in that huge space is difficult as well. So, most people just use these presets. All right. So, what's it take to build a DX7? We will need uh let's say we want to play more than one note at a time. So, the mini moog was monophonic, meaning one note at a time. We want to do multiple. So, we'll do uh 16 cuz we have lots of fingers. Okay. So if we have 16 and uh each one of those we want to make up of of six different FM operators, we'll need 96 operators total. And to run those operators, what they do is they do a sign calculation and they do an envelope calculation inside each one. So that's a lot of uh multiplications per second to to apply all of these operations. Just for comparison, um we have Commodore 64 do about 5,000 per second. IBM 35,000. The Intel PC like 10 years into the future still only 4 million. The DX7 has to do 19 million of these. So the the tricks to to build this to make it happen is instead of computing sign, you use a lookup table for one. So this first trick. So and um one lookup table can make any frequency of sign. How you make different frequencies is by jumping around in different step widths. You can also take advantage of the quarter wave symmetry of the sine wave. So you don't have to store one full period of sign. You just have to store a quarter of that and flip it around and mirror it. And then you can have uh one quarter reduction of the space. Another trick, you don't have to multiply if you can add. Uh if we use a trick from slide rules where you take the um work in log space. So you can multiply numbers together just by adding. So if you have log of two, log of three, you can make log of six. Now if you want to get the six back out, you'll have to do exp, which is fine. That's another table, right? Or you don't have to have it another table. You could bake it in. So could be uh sorry exp is still separate table but um to go to log space you don't have to do another table lookup. You can put that inside pre-baked into your table. So you don't have a sign lookup table anymore. You have a log of sine of x table. Um, and so all of that so far was either like obvious, other people knew about it, or was disclosed in Yamaha's patents for a DX7. But, uh, Ken Sheriff decapped the chip that's at the heart of the DX7 and did some very good reverse engineering work. And I'll share with you what I thought was interesting from from his work. So, this is the chip. opened up put under the microscope uh metal layer stripped off and zoomed in on this log sign ROM some interesting patterns here which I can't read but Ken shifted and explained it very well so top recommend his uh blog post on the topic all right so first thing uh they use a trick called the delta encoding. So this is the wave table or sorry the log sign table on the right there. Even at the steepest portion if you put the numbers out each entry in that table they're close together. So you you say we have spatial locality here. Whenever you have spatial locality in your function you're trying to build a lookup table for, you can benefit from delta encoding. So how this works is you store every fourth value as an absolute reference point. So this is the full value, but then you only have to store uh tiny deltas which you add back on as needed later. and storing those deltas because you are leveraging spatial locality because they're close by don't need as many bits as storing the full value every time. So for example you have uh the value 7722 at the fourth entry you can store the entries before it 012 with uh a little delta. So each one of those has a different value different delta. Everything at the [sighs] multiple of four position at that starts at n equals 0 will be a delta 0. So if we go to n equals 4 that would be added as a delta 0. So it's like a mod 4 operation to get the which delta family it's it's belonging to. Uh the next trick is pl planer planer organization. So you put you Yeah. All right. So you put everything together into a group. So all of the delta zeros put them into one big delta zero array. All of the delta 1's into one big delta 1 array. All of the delta twos into one big delta 2 array. So forth. Once they're together, you can take a stack of 256 of these, lay it out as 8 by32, and that looks like this blue square on the right, and then a single line of that, just to show you, you see the ones and zeros, these are actual bits finally. So, the reason you'd organize it this way is you end up with lots of zeros in rows. And when you're building a hardware ASIC device, um, zeros are free. You can leave them out. You don't need to put a transistor down unless it needs to go somewhere other than default. So you take advantage of patterns of the address lines, how things are u the logic used to access the values from the chip. If it would always return zero for a class of values, you can not put transistors there. You don't need space in the chip. So this gave the biggest savings. So we went from around uh almost 60,000 bits just storing a log sign table at full take a quarter wave um do the delta encoding and zeroing and you end up around 11 times smaller than than what you started. Okay. Do you recognize this song? [music] Sound familiar? Anybody? [music] Show of hands. No. Okay, good. Good. I I made up the song. Um, but I I use the most common preset on the DX7, which is electronic piano number one. So, if it sounded familiar, it's because of the sound. Um, anyway, I didn't get any of you. All right. Worth a try. All right. So, in summary, we've covered three different ways to make sounds out of nothing. The additive synthesis, where we have infinite number of sine waves. We've covered subtractive where you build a rich sound and then carve out the bits you don't want. And then we've also talked about FM where things did ddle each other and it gets complex. All right. So I will leave you with uh two best effort pianos. So, one on a Juno 60 synthesizer, which is using subtractive, same as a Mini Mog, and then the other uh DX7 trying to be a a grand piano. Grand piano [music] >> [music] >> All right. So, if you if you'd like to play around with any of the synthesizer stuff with me, I'll be hanging around Trash Compactor and uh hope to catch you there and goof around with audio. Thank you. [applause]