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Physical modeling percussion synths

In one of his latest livestreams I saw Jameson Nathan Jones create some wonderful rhythmic patterns using Collision in Ableton Live and I was wondering which options we have to do the same on IOS.

There are some discussions on ABF about physical modeling in general but I didn't find much about modeled percussion.

Apps that already know about:

  • Drambo (has modal resonator and comb filter modules, not sure I like the results but there are a lot of options)
  • Mersenne (I don't have it but seems interesting)
  • any synth which can do Karplus-Strong (I tried Tera Pro with good results but it's hard to get the sound I want)
  • miRack?

Other suggestions? Thanks!

Link to video from JNJ:

Comments

  • Drambo can do a lot if you add a nice set of exciters and impulse responses.

  • spectrum bundle has a physical modelling synth

  • Impaktor and Objeq use physical modeling to create their drum sounds I think. Plus, one of the sound modules in Drum Computer is based on physical modeling isn’t it?

  • miRack has a Karplus-Strong module and Mutable Instruments Rings and Elements

  • @rs2000 said:
    Drambo can do a lot if you add a nice set of exciters and impulse responses.

    Yeah I feel like Drambo is the best option but I can't really get a sound that I like. I'll try your suggestion. Also any link to patches on Patchstorage is welcome :) I just found this one which looks almost what I'm searching for: https://patchstorage.com/impaktor-2/

    @sevenape: yeah, are you talking about Modal?

    @Robin2: true! I never played with the resonator, I'll try that, thanks.

  • edited July 2023

    yep and Resonator I think:

    https://burns.ca/spectrum.html

  • @unlink said:

    @rs2000 said:
    Drambo can do a lot if you add a nice set of exciters and impulse responses.

    Yeah I feel like Drambo is the best option but I can't really get a sound that I like. I'll try your suggestion. Also any link to patches on Patchstorage is welcome :) I just found this one which looks almost what I'm searching for: https://patchstorage.com/impaktor-2/

    For a start, you can record a few different "drum hits" which could be the tips of your flat hand hitting a table, the bottom of different kitchen pans, different floors, wood etc. and use these short hits as as input for the Modal Resonator, then take your time to try out different knob settings. Adding short "body" samples in convolver will help you model drum kettles and such.

  • @rs2000 said:
    For a start, you can record a few different "drum hits" which could be the tips of your flat hand hitting a table, the bottom of different kitchen pans, different floors, wood etc. and use these short hits as as input for the Modal Resonator, then take your time to try out different knob settings. Adding short "body" samples in convolver will help you model drum kettles and such.

    I was thinking more of a completely synthesized sound but since I have a decent field recorder that I rarely use I'll also try this one, thanks! :wink:

  • I've been exploring realistic percussion using Drambo lately.

    I started from the ideas in these classic SOS articles from the amazing Gordon Reid:
    https://www.soundonsound.com/techniques/synthesizing-percussion
    https://www.soundonsound.com/techniques/practical-percussion-synthesis-timpani

    He uses an addictive synthesis approach, with a few extra tricks like ring-modulation or FM for the inharmonic partials. A little frequency modulation also does wonders because it upsets the frequency relations and again makes it more inharmonic.

    But there weren’t easily available modal resonators back when those were written. I tried several things, but in the end what I found to be the best approach was simple addictive synthesis + resonators based on these principles, and by inspecting samples I like and finding the resonating modes of real drums to replicate.

    What I found to be best is first of all generating a single spike at the appropriate frequency (and amplitude and decay time). To get a really narrow band easily controlled I have used a combination of filters in series. So it goes Osc (sine)-->LP12+HP12 -->BP12-->Amp env. All filters tuned to the same frequency as the OSC (so lets say, lowest band is 100Hz everything set at 100Hz).

    The BP resonance can be used to control amplitude. You get a really clean spike just at that narrow band. This produces a nice tone at the frequency I want, and then I just follow it with a modal resonator (with also the same tuning and decay).

    The material and position of the resonator are the most important to control tone, so I use an XY pad per voice to control and experiment with that. This all needs finetuning, so after you crunch the numbers, rely on your ears and the spectrum analyzer more than “science”.

    Now stack a lot of these using layer (I built this inside a custom rack preset so I can easily add many). Or a layers crossfade so you can process the resulting mix in different bands (have velocity open more of the highs, maybe frequency shift them a little, etc) and you have all the realistic percussion you can imagine.

  • edited July 2023

    Not yet ready for primetime, but I’ll be on vacations so perhaps I’ll find time to upload to patchstorage and share here:

    This my version 7 of the patch in the current form. I only added 4 modes so far cause I’m cleaning the house.
    Forgot to mention a little random modulation here and there really enhances the realism.
    And I also want to build an impaktor style patch out of this.

  • @sevenape said:
    spectrum bundle has a physical modelling synth

    It has Mutable Instruments’ Rings and Elements modules, and is free. I’d start there.

  • @unlink said:

    @rs2000 said:
    For a start, you can record a few different "drum hits" which could be the tips of your flat hand hitting a table, the bottom of different kitchen pans, different floors, wood etc. and use these short hits as as input for the Modal Resonator, then take your time to try out different knob settings. Adding short "body" samples in convolver will help you model drum kettles and such.

    I was thinking more of a completely synthesized sound but since I have a decent field recorder that I rarely use I'll also try this one, thanks! :wink:

    If you like to experiment, you can also use the Graphic Envelope as a sound generator. Just draw a few awkward curves, adjust the time knob and pick the drawing art that sound best 😁

  • Objeq, already mentioned above, is very flexible.

    https://apps.apple.com/gb/app/aas-objeq/id1160030374

  • .> @Svetlovska said:

    Objeq, already mentioned above, is very flexible.

    https://apps.apple.com/gb/app/aas-objeq/id1160030374

    From the little I saw it seems to use an approach of multiple tunable formants at its core like my drampo approach (plus a lot of other tricks). Am I right? It really sounds awsome, and it’s not a one trick pony

  • @pedro said:
    I've been exploring realistic percussion using Drambo lately.

    I started from the ideas in these classic SOS articles from the amazing Gordon Reid:
    https://www.soundonsound.com/techniques/synthesizing-percussion
    https://www.soundonsound.com/techniques/practical-percussion-synthesis-timpani

    He uses an addictive synthesis approach, with a few extra tricks like ring-modulation or FM for the inharmonic partials. A little frequency modulation also does wonders because it upsets the frequency relations and again makes it more inharmonic.

    But there weren’t easily available modal resonators back when those were written. I tried several things, but in the end what I found to be the best approach was simple addictive synthesis + resonators based on these principles, and by inspecting samples I like and finding the resonating modes of real drums to replicate.

    What I found to be best is first of all generating a single spike at the appropriate frequency (and amplitude and decay time). To get a really narrow band easily controlled I have used a combination of filters in series. So it goes Osc (sine)-->LP12+HP12 -->BP12-->Amp env. All filters tuned to the same frequency as the OSC (so lets say, lowest band is 100Hz everything set at 100Hz).

    The BP resonance can be used to control amplitude. You get a really clean spike just at that narrow band. This produces a nice tone at the frequency I want, and then I just follow it with a modal resonator (with also the same tuning and decay).

    The material and position of the resonator are the most important to control tone, so I use an XY pad per voice to control and experiment with that. This all needs finetuning, so after you crunch the numbers, rely on your ears and the spectrum analyzer more than “science”.

    Now stack a lot of these using layer (I built this inside a custom rack preset so I can easily add many). Or a layers crossfade so you can process the resulting mix in different bands (have velocity open more of the highs, maybe frequency shift them a little, etc) and you have all the realistic percussion you can imagine.

    Hmm. This is an area of interest to me also. I think I'll do some experimenting in AddStation based on some of the info in that article.

  • @Wrlds2ndBstGeoshredr said:

    @sevenape said:
    spectrum bundle has a physical modelling synth

    It has Mutable Instruments’ Rings and Elements modules, and is free. I’d start there.

    Don’t forget about Spectrum Granular! (MI Clouds ❤️) :smile:

  • +1 for Mutable elements. Pair it with Mutable Grids drums maps, add accents as modulation sources and here you go. All modules packed in MiRack

  • I love that, but I also love baking my own 🤷‍♂️😅

  • edited July 2023

    @Wrlds2ndBstGeoshredr said:

    @sevenape said:
    spectrum bundle has a physical modelling synth

    It has Mutable Instruments’ Rings and Elements modules, and is free. I’d start there.

    yep cosign. resonator and modal are fantastic drop in substitutes for ableton's aas collision for that kind of percussion (EDIT: thank you massively @burns_audio ). me being a linnstrumentalist im grateful they are mpe. i wish they were poly not mono, but that's not relevant to this thread, just an iwish.

  • STRNG by Mr Sigth.

  • @Poppadocrock said:
    STRNG by Mr Sigth.

    wow that passed me by. a physical modeling synth with some MPE support from the same mind as tardigrain and voice bot. that's definitely getting bought. cheers

  • @pedro said:
    I've been exploring realistic percussion using Drambo lately.

    I started from the ideas in these classic SOS articles from the amazing Gordon Reid:
    https://www.soundonsound.com/techniques/synthesizing-percussion
    https://www.soundonsound.com/techniques/practical-percussion-synthesis-timpani

    He uses an addictive synthesis approach, with a few extra tricks like ring-modulation or FM for the inharmonic partials. A little frequency modulation also does wonders because it upsets the frequency relations and again makes it more inharmonic.

    But there weren’t easily available modal resonators back when those were written. I tried several things, but in the end what I found to be the best approach was simple addictive synthesis + resonators based on these principles, and by inspecting samples I like and finding the resonating modes of real drums to replicate.

    What I found to be best is first of all generating a single spike at the appropriate frequency (and amplitude and decay time). To get a really narrow band easily controlled I have used a combination of filters in series. So it goes Osc (sine)-->LP12+HP12 -->BP12-->Amp env. All filters tuned to the same frequency as the OSC (so lets say, lowest band is 100Hz everything set at 100Hz).

    The BP resonance can be used to control amplitude. You get a really clean spike just at that narrow band. This produces a nice tone at the frequency I want, and then I just follow it with a modal resonator (with also the same tuning and decay).

    The material and position of the resonator are the most important to control tone, so I use an XY pad per voice to control and experiment with that. This all needs finetuning, so after you crunch the numbers, rely on your ears and the spectrum analyzer more than “science”.

    Now stack a lot of these using layer (I built this inside a custom rack preset so I can easily add many). Or a layers crossfade so you can process the resulting mix in different bands (have velocity open more of the highs, maybe frequency shift them a little, etc) and you have all the realistic percussion you can imagine.

    Great write-up, thanks! I'll take a look. Of course also looking forward to your Drambo patch, in case you'll want to share it :-)

    @Poppadocrock wow this thing sounds amazing. Not exactly what I had in mind but it's great, thanks.

  • edited July 2023

    All humbletune creations are inspiring, and he just sounds like a nice guy, and of course very tallented. This may be the perfect excuse to complete my humble bundle

    Edit: and he surely knows his resonators

  • Check his fun little formant.js browser project http://www.humbletune.com/formantjs/

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