Dunno why but I bought Eisenberg Eingklang
Posted: Tue Apr 01, 2014 7:14 am
It's that morph synth vsti with the triangle.
http://www.eisenberg-audio.de/einklang
It's a sad purchase really, wasn't sure why I even bought it. Their demos were not very conclusive, so I had to hear for myself to get a better understanding of their tech. After messing with it for an hour, I think it's fairly clear to me what is going on. I think it's a spectral synth that uses fft resynthesis or something similar. And all interesting things that make a synth useful have been ripped out. There are no LFO, no EG, no mod matrix, nothing.
You have some minimal controls, but they're not really what I'd call sound creation tools. Just Attack, Release, Percussion (which is like decay and sustain combined), dissonance, modulation (pitch mod), etc. Breaking ADSR really makes is useless. Because "Percussion" ties decay to sustain, you can't turn sustain to 0 and have a decay of, say, 3000ms for a piano sound or whatever. That is really, really messed up. The single LFO it has is hard wired to pitch for vibrato. Apart from the broken ADSR and LFO, this thing has no temporal modulators, which makes its sound very, very static. It feels like I'm messing with a 2mb gm soundfont.
The morphing part works as expected. Anyone with experience with additive resynthesis and spectral (fft, stft) resynthesis won't find any surprises. I suspect it's a single analysis of a single sample spread across the entire key range. There were some velocity response, but nothing really popped out as being surprisingly velocity responsive. (as in timbre change) It's like a simple single sample rompler but using spectral resynthesis instead.
The sound packs were somewhat interesting. They're organized into colors, sold separately or all together as a bundle. The content of the packs are completely hidden before purchase, other than some general categorical info like "leads", or "ambient pads". Basically, the samples are either of real physical objects/instruments (cello, wurlitzer, etc), or of something synthesized (saw wave with a sweeping lpf with some resonance). Combining real sounds with synth sounds yielded sounds with a bit more of a bite and higher harmonic content. Otherwise the acoustic sounds are all very muffled and unimpressive. Severely lacking in body and heft, not sure what happened there. Morphing synth sounds with each other yielded much more interesting results, but largely depended on the sample content. Some sounds had filter sweeps with LFO which were interesting, others were just plain static sounds. I had to remember which sounds had interesting LFO movement and combine it with static sounds to make it do interesting things.
That's where the whole "you do the music, we do the math" part breaks down. Since there are no parameters to just make your sound, and because all sound is made from a combination of sounds, the whole sound making process is about memorizing what preset (root sound) contained what sort of characteristic.
Let's make a comparison. Let's say a typical synth, that from the creator's perspective is a massive, complicated, scary thing that destroys all creativity, has 50 knobs and faders. Mentally, you map sound characteristics to these knobs and faders. To increase/decrease treble content you control the cutoff on the LPF. That's a lot, but it's 50 things to remember. Now compare it to the morph approach. There are a total of about 480 "root" sounds, each with distinct characteristics. To get a particular sound, you need to break it down to 1, 2, or 3 "root" sounds, each time picking from the mother set of 480 sounds. (480, 479, 478) 480 things is a lot to remember. Not impossible, but a lot. And the morph result is difficult to predict. Maybe it's a learning curve thing, so at some point you can pick 2 sounds, and imagine in your head how a 50% morph between the two may sound like.. might require more practice. But anyway, with 480 things and combinations that create less than predictable sounds, it requires a lot of browsing and messing around in hopes of randomly coming by a cool sound. To me, that's much, much more time spent fiddling with the synth and less time writing.
http://www.eisenberg-audio.de/einklang
It's a sad purchase really, wasn't sure why I even bought it. Their demos were not very conclusive, so I had to hear for myself to get a better understanding of their tech. After messing with it for an hour, I think it's fairly clear to me what is going on. I think it's a spectral synth that uses fft resynthesis or something similar. And all interesting things that make a synth useful have been ripped out. There are no LFO, no EG, no mod matrix, nothing.
You have some minimal controls, but they're not really what I'd call sound creation tools. Just Attack, Release, Percussion (which is like decay and sustain combined), dissonance, modulation (pitch mod), etc. Breaking ADSR really makes is useless. Because "Percussion" ties decay to sustain, you can't turn sustain to 0 and have a decay of, say, 3000ms for a piano sound or whatever. That is really, really messed up. The single LFO it has is hard wired to pitch for vibrato. Apart from the broken ADSR and LFO, this thing has no temporal modulators, which makes its sound very, very static. It feels like I'm messing with a 2mb gm soundfont.
The morphing part works as expected. Anyone with experience with additive resynthesis and spectral (fft, stft) resynthesis won't find any surprises. I suspect it's a single analysis of a single sample spread across the entire key range. There were some velocity response, but nothing really popped out as being surprisingly velocity responsive. (as in timbre change) It's like a simple single sample rompler but using spectral resynthesis instead.
The sound packs were somewhat interesting. They're organized into colors, sold separately or all together as a bundle. The content of the packs are completely hidden before purchase, other than some general categorical info like "leads", or "ambient pads". Basically, the samples are either of real physical objects/instruments (cello, wurlitzer, etc), or of something synthesized (saw wave with a sweeping lpf with some resonance). Combining real sounds with synth sounds yielded sounds with a bit more of a bite and higher harmonic content. Otherwise the acoustic sounds are all very muffled and unimpressive. Severely lacking in body and heft, not sure what happened there. Morphing synth sounds with each other yielded much more interesting results, but largely depended on the sample content. Some sounds had filter sweeps with LFO which were interesting, others were just plain static sounds. I had to remember which sounds had interesting LFO movement and combine it with static sounds to make it do interesting things.
That's where the whole "you do the music, we do the math" part breaks down. Since there are no parameters to just make your sound, and because all sound is made from a combination of sounds, the whole sound making process is about memorizing what preset (root sound) contained what sort of characteristic.
Let's make a comparison. Let's say a typical synth, that from the creator's perspective is a massive, complicated, scary thing that destroys all creativity, has 50 knobs and faders. Mentally, you map sound characteristics to these knobs and faders. To increase/decrease treble content you control the cutoff on the LPF. That's a lot, but it's 50 things to remember. Now compare it to the morph approach. There are a total of about 480 "root" sounds, each with distinct characteristics. To get a particular sound, you need to break it down to 1, 2, or 3 "root" sounds, each time picking from the mother set of 480 sounds. (480, 479, 478) 480 things is a lot to remember. Not impossible, but a lot. And the morph result is difficult to predict. Maybe it's a learning curve thing, so at some point you can pick 2 sounds, and imagine in your head how a 50% morph between the two may sound like.. might require more practice. But anyway, with 480 things and combinations that create less than predictable sounds, it requires a lot of browsing and messing around in hopes of randomly coming by a cool sound. To me, that's much, much more time spent fiddling with the synth and less time writing.