SynthMaker

Removing crackle sounds of attack and release

Archive · 2012 12 old posts

From the original SynthMaker forum (2004–2014), with its members’ names and dates.

jacob ·

I have a simple sine osc. But if I play it without the ADSR module I get a crackle / clicking like sound once at the attack and the release. I don't want to use the ADSR module because it uses so much which I don't need. I only need those cracks / clicks removed.

I looked into the ADSR module. There is a de-zipper module. This sounds like the correct thing for this. But it does not work if I use it directly on the sine osc with the same transition time the ADSR uses internally (40ms). Maybe I have to use that VCA? What is that VCA actually?

Dell ·

Hi.

An osm or video showing what you are experiencing would be most helpful. It sounds as if the release settings are too fast in which is creating noise.

VCA = Voltage Control Amplifier

Cheers!

jacob ·

Here is the osm. You can here the clicks when you use the "No ADSR" Setting.

CoreStyler ·

jacob wrote: Here is the osm. You can here the clicks when you use the "No ADSR" Setting.

De zip should be used for knob/sliders smoothing. Not for signal smooth. The fact is that the sine wave generates these pops. You can smooth the signal using code component (max & min) creating a clipping. Or, make the sine not linear.

jacob ·

CoreStyler wrote: De zip should be used for knob/sliders smoothing. Not for signal smooth. The fact is that the sine wave generates these pops. You can smooth the signal using code component (max & min) creating a clipping. Or, make the sine not linear.

What doeas it mean making the sine not linear? Maybe a manual ADSR which softens attack and release? I tried smoothing it with the ADSR base module. But it does not work.

CoreStyler ·

The toolbox sine is not so good. Use that, from wiki, and i have added some little softness to first adsr values. instead of having 0-1 you can use values like 0.03-1 and 0.1-1. So you get a smoother attack and release. From adsr knob proprieties.

jacob ·

CoreStyler wrote: The toolbox sine is not so good. Use that, from wiki, and i have added some little softness to first adsr values. instead of having 0-1 you can use values like 0.03-1 and 0.1-1. So you get a smoother attack and release. From adsr knob proprieties.

Thank you. But I don't want to use the ADSR module, because it takes so much module percentage. And I don't need all it's functions. And without it your code sine is actually worse sounding than the toolbox sine.

jacob ·

I have changed some settings on the manual ADSR. It seems to be much better now. I used a 1ms Attack and a 3ms Release. Tough if you have better ideas I'd still like to hear.

CoreStyler ·

jacob wrote: CoreStyler wrote: The toolbox sine is not so good. Use that, from wiki, and i have added some little softness to first adsr values. instead of having 0-1 you can use values like 0.03-1 and 0.1-1. So you get a smoother attack and release. From adsr knob proprieties.

Thank you. But I don't want to use the ADSR module, because it takes so much module percentage. And I don't need all it's functions. And without it your code sine is actually worse sounding than the toolbox sine.

Make your own envelope with the settings you want to use. Like just a decay env, like this:

If you want a fixed decay, just use a float primitive insted of a knob.

jacob ·

CoreStyler wrote: Make your own envelope with the settings you want to use. Like just a decay env, like this:

If you want a fixed decay, just use a float primitive insted of a knob.

That is a good idea. But it still uses 4% of the modules. My solution uses less than 1%. Here is the updated / cleaned up version as module. So if anyone needs it can be saved into your toolbox and simply placed after an osc.

Xtinct ·

Even better if you set the hold on the Env to true. 🙂

jacob ·

Xtinct wrote: Even better if you set the hold on the Env to true. 🙂

It does not seem to change anything. Why should the ADSR not hold the sound until release? Is this only important if the sound decays to zero where it would automatically stop?

But here it is with "Hold sound" to true.

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