RazorPro questions
13 messages in this thread
There has been much talk in this thread about sound cards — especially the
wavetable type. My advice: FORGET WAVETABLE CARDS! You don't need 'em when
you have a standard .MIDi music file you want to play at the highest quality
and record to tape or embed into a .AVI or QuickTime animation. Instead there
is a new, very nifty little $69.95 CD-ROM-based utility called "MIDI Renderer"
which does just that: it renders .MID files to .WAV format, utilizing true
CD-quality (in fact, they're right there on the CD!) stereo 16-bit 44.1kHz
samples of all 128 of the General MIDI instrument sounds! Just feed it any GM
or most any GS compatible .MID file and it spits out a stereo 16-bit 44.1kHz
CD-quality .WAV file which you can then merge with a QuickTime or .AVI or
convert to AIFF for importing into Mac-based non-linear editing suites, etc.
etc. etc.!
With MIDI Renderer around, all you need a wavetable card for is getting cool
music with Doom and similar games and other real-time .MIDi playback.
Having a wavetable card is good for midi *creation* though.. If you don't get
midi files from someone else, it's still good to have.
Who makes the midi-renderer program? I'm assuming it's commercial, right?
Thanks for the info.
JNJ
MIDI Renderer v1.3, $69.95 from Acoustics Inc., Huntsville, AL.
Voice: (800) 365-6134 Voice & Fax: (205) 722-0490
A Wavetable card would be desirable, but not necessary, for MIDI creation.
Hearing your MIDI stuff in Yamaha OPL3 FM while creating and then hearing the
final CD-quality result after rendering would be like the difference between
3DSr"4"s Fast Preview vs. full 24-bit output rendered to D1. You no more NEED
real-time Wavetable than you NEED real-time full Phong/Metal 30fps rendering in
3DS. Both would be nice to have, though, and Wavetable is at least AVAILABLE!
<g>
> A Wavetable card would be desirable, but not necessary, for MIDI creation.
Hearing your MIDI stuff in Yamaha OPL3 FM while creating and then hearing the
final CD-quality result after rendering would be like the difference between
3DSr"4"s Fast Preview vs. full 24-bit output rendered to D1. You no more NEED
real-time Wavetable than you NEED real-time full Phong/Metal 30fps rendering in
3DS. Both would be nice to have, though, and Wavetable is at least AVAILABLE!
<g> <
Hehe, realtime d1 would be nice- and that's exactly my point. I don't think
any serious musician would want to deal with hearing second rate
approximations, having to render it later to hear what it really sounds like.
For animators, it's a necessary evil. For only a couple hundred dollars, a
wavetable sound card is very useful. It allows you to hear your music as it is
being composed- allowing you to really know what's going on.
Anyway, if it's not useful to you, that's cool. But personally, I'd rather
have the real thing in real time.
JNJ
John:
I didn't know that you were so knowledgeable about sound. I have a very basic
question for you:
Background: As you may know I have a video post operation here and have
primarily involved myself in simple projects like industrials and other low end
work. But, recently since acquiring betacam editing I've taken on some more
broadcast level productions for ESPN, PPV, and possible other networks like
Discovery etc. On a recent project I found the audio editing quite over my
head and we sent the audio clips out to a sound studio for the music,
sweatening of voices and effects. The work was done on a MAC and transfer was
done via a small DAT recorder I rented for the job. I got the tape back and
lip synced it back up to the master and while very well done creatively I
discovered some of the voice overs were laid down out of phase and the job must
now be sent back for corrective action.
Now for my question: What type of equipment ( boards, DAT, software ) would I
need to look into to be able to do this type of thing on the PC? What type of
costs are involved? Would I need a multitrack DAT or is a two track good
enough. I have a 4 track TASCAM that works fair but not as good as the DAT.
What are the differences between the portable DAT machines and the front
loaders like the Alesis as far as quality is concerned. Do you see a need for
time code capability if I am going to use the DAT just to dump to the PC from
field recordings and not use it as a source feeder in edit. How long a musical
run can one sustain at one playing off the computer, practically speaking ie
minutes per megabyte at CD quality? Is there software that can effect up the
sound like echo, reverb, waveform slicing and EQ? How many tracks does one get
to work with? How difficult is it to maintain phase integrety between the left
and right channels?
Many questions, I know, but take your time. I just wanted to get a brief
general overview of the state of the art as it relates to my business. As you
might gather, dealing with outside service bureaus always makes me nervous.
But John, wavetable cards ARE second-rate approximations! It's just that FM
is THIRD-rate! <g>
Seriously, even the best wavetable cards have, what, 4MB of sound samples?
Since there are 128 instruments in the General MIDI spec, plus the drum kit,
and since each instrument should optimally be sampled in stereo (or, better
yet, full Dolby Pro-Logic surround!) at 44.1kHz or more with 16 bits or more
(24 would be better), with each note sampled separately rather than one that is
transposed by changing the playback rate, not to mention sampling the same
notes different times to handle different velocities (a piano or trumpet or
violin note played loudly just doesn't sound the same as the same instrument
playing the same note softly and then amplified to match the loudness), well,
4MB just isn't anywhere NEAR enough room! Most wavetable cards compromise by
using mono samples, one note per octave, and one velocity sample per note.
Some even do tricks like using one saxophone sample and transposing it up or
down octaves to fake soprano, alto, tenor, and baritone saxes, or doing similar
tricks with a viola sample to fake violin, cello, and contrabass (generally the
boards with a lot less than 4MB of sample ROM). Other shortcuts including
simulating "phat" sounds such as ensembles or honky- tonk piano by using
multiple generators playing pre-existing samples with slight detuning (layering
violins to simulate string ensemble, or a trumpet and a trombone to simulate
brass ensemble, or pianos to simulate a honky-tonk piano, etc.) rather than
sampling ensembles directly. This saves sampling room at the cost of reducing
polyphony dramatically when such voices are in use: for instance, a brass
ensemble made by layering two trumpets and a trombone would require three
generators per note, so playing a four-note chord would take up 12 of the
available generators, leaving precious few for the rest of the music at that
point (remember that, for instance, a realistic piano arpeggio requires using
up the generators for as long as the notes are decaying, not just as long as
the "keys" are "down").
On the other hand, the best of the current line of Yamaha Clavinova CLPs
sample one note for each group of three adjacent semitones (for instance, C4 to
handle B3, C4, and C#4/Db4), in 16-bit stereo, with 9 samples each for ppp, pp,
p, mp, mf, f, ff, fff, and sfz, with Yamaha's proprietary AWM (Advanced Wave
Modulation) interpolating the other 118 velocities (for instance, if you play a
note at a velocity 75% of the way between f and ff, AWM will take the samples
at f and ff and interpolate them on the fly to generate a new pseudo-sample
wherein the f sample has 25% and the ff sample has 75% influence over the final
pseudo-sample). It can afford to do this because the CLPs only have a few
instrument sounds (three or so pianos, an electronic piano or two, a strings, a
harpsichord, a Clavi sound, a pipe organ, a celesta, and a vibraphone, if I
remember right), so it wouldn't take huge amounts of ROM to store such high
quality samples — even so, only a few of those are stereo-sampled even on the
top-of-the-line model.
Let's face it: if you want professional quality MIDI sound, you don't use
the output of even the best wavetable card on the market. You get a Proteus or
Yamaha TG-500 or Roland Sound Canvas or some such, which you can plug right
into the MIDI Out of any sound card on the market all the way back to the
original Sound Blaster!
But MIDI Renderer has a CD-ROM full of samples. Even if we assume that the
combined program code for the DOS, Windows, and OS/2 versions of the programs
themselves take up a grand total of 150MB (they would have to be pretty darn
big programs for what they do — 50MB would be more likely), that would leave
500MB from a 650MB CD to store samples! That's over a HUNDRED TIMES the sample
base of even the BEST wavetable cards! Even taking into account that the MIDI
Renderer has 200 instruments instead of just 128 (I think, therefore, that it
is fully compatible with the GS superset of General MIDI, and not just General
MIDI itself, or maybe they count the individual drums in the drum kit
separately), there's room here for the samples to be MUCH more sophisticated
than ANY wavetable card can handle! Theoretically, given moderate compression,
they could let most of the General MIDI instrument sounds have the quality of
sampling that Yamaha gives the piano sound on its very best Clavinova CLP! Or
even go to 24-bit sampling! We already know they go to 100kHz, which is over
twice what CD-ROM does (44.1kHz)! Also, there is no need for shortcuts since
there is so much room! There are no tone generators to run out of, so you can
have UNLIMITED polyphony! No note stops sounding before its time just because
a tone generator was needed for a new note!
Even so, there is one thing that samples just can't do, no matter how good
they are. They can't dynamically change in character while a note is playing.
For instance, a person playing a brass or wind instrument can blow harder or
change the embrouchure (shape of the lips and mouth) to alter the sound
mid-note — the "wailing trumpet" effect the best of the jazz legends are known
for. String players can produce analogous effects by altering the bowing
mid-note. These effects aren't just a matter of volume changing — if it were
so, that could be simulated easily enough. But the actual TONALITY of the
sound changes! Samples just can't duplicate that, since they are basically
recordings. If one were to try to switch between samplings in the middle of a
note, there would be an audible discontinuity just as there would be if one
tried to switch between recordings in the middle of a note. This is why FM and
similar synthesizing techniques still have a place. MIDI specs provide for
such opcodes as "Breath Control," "Channel Aftertouch," and "Per-Note
Aftertouch." Sampling systems, from wavetables to Roland Sound Canvas to
Proteus to Yamaha TG-500 to the MIDI Renderer, cannot respond to such opcodes
realistically. They are usually ignored by samplers. But true synthesizers
can. FM especially can be very dynamic in its tonality. But FM isn't as
realistic as sampling. This is why the Yamaha VR-1 is making such a splash
right now. Although it's monophonic and limited to one instrument playing one
note at a time, it's still considered a major breakthrough because it can give
the flexibility (including dynamic tonality control) of FM with the realism of
sampling, by using computer models of the actual sound generation processes of
actual instruments, rather than simple recordings of them.
I think I got you on a roll! <g>
True, a basic Monterey isn't the top of the line Midi. But my point was that
it's much more accurate than listening to a FM board, trying to guess what
it'll sound like rendered. I suppose, without spending an unjustifiable amount
of money on high end Midi stuff, a wave table board, with a midi renderer would
be the best way to output to tape for most people. You could hear more
accurately what you'd get while composing, and have a good quality .wav file
for the final product.
Keep in mind that I'm talking about playback on video tape, or on a basic PC.
It's unrealistic to expect home users to have such a high end playback system.
Most TV's aren't even stereo, and most PC's that have multimedia capabilities
have those shoddy little speakers.
Thanks for the interesting Midi refresher.
JNJ
Okay, then. FM cards for straight General MIDI stuff (no attempts to do
dynamic modification of tonality during a note, such as via breath control or
aftertouch) would be analogous to the standard Preview/Make facility in 3DS,
with Wavetable being more like Fast Preview in r"4". MIDI renderer is now more
like a full raytraced render. Still there are nuances that even MIDI renderer
can't simulate, just as raytracing isn't as realistic as real photography (even
if you throw in radiosity). Is that a more acceptable analogy? 🙂
Okay, then. FM cards for straight General MIDI stuff (no attempts to do
dynamic modification of tonality during a note, such as via breath control or
aftertouch) would be analogous to the standard Preview/Make facility in 3DS,
with Wavetable being more like Fast Preview in r"4". MIDI renderer is now more
like a full raytraced render. Still there are nuances that even MIDI renderer
can't simulate, just as raytracing isn't as realistic as real photography (even
if you throw in radiosity). Is that a more acceptable analogy? 🙂
——————————————-
sheesh, um- yes, I guess so. :^)
JNJ
Why should an instrument sample be in surround-sound, let alone stereo?
Instruments don't EMIT stereo sound waves, rather, we perceive location by
picking up sound waves with two spacially seperated receivers (our ears).
Stereo-ization need only be handled by the sound-engineer/artist to control
what he/she wants a particular sound event to sound like, not be inherent in
the sample!
Dave
Excellent call, Dave.
-Alan
David, that depends on the instrument. An instrument with a single point
sound source (such as claves) would indeed not need stereo. But the vast
majority of real-world instruments would require it for the most realistic
results. For instance, a piano doesn't have one hammer and one string. It has
88 hammers that hit hundreds of strings (three each for the mid-range and high
notes, two each for the upper bass, and one each for the lowest bass octaves).
A pipe organ has pipes carefully arranged throughout a chapel or concert hall
to take fullest advantage of the acoustics. A string ensemble has many violin
players sitting in various seats, and each violin has four strings. Then
there's Orchestra Hit… well, I think you get my point by now.
The Yamaha Clavinovas make a careful distinction between "stereo panning"
which all of their samples on all of their Clavinovas have, and which most of
the competition likewise has, vs. "stereo sampling," which is what we're
talking about here. Stereo panning tries to duplicate the effect of the
arrangement of piano strings by having the panning keyed to the pitch so that
the higher a note is, the further towards the right it is panned to, and
vice-versa. But true stereo sampling takes into account that it isn't the
strings themselves which produce the sound we actually here, it's that big
spruce sounding board. And IT is producing sound waves from all over its
surface (dozens of square feet for a large concert grand, which is what is
usally sampled for the highest quality piano sounds), and you would indeed hear
actual tonal differences from one ear than from the other whether you were the
one actually playing, or merely in the audience.
The importance of full surround sound come into play because of the
relatively recent discovery that left and right are not enough — having a
sound come equally from left and right does NOT sound the same as the same
sound coming from a true sound source in the center. Thus the true center
channel that is in surround systems. The "surround" channel can be handled by
multiple speakers arranged behind the listener, and mainly provide
reverbation-type ambiences, though some recordings place actual sound sources
there as well (such as real or faked audience reactions).
>> MIDI Renderer v1.3, $69.95 from Acoustics Inc., Huntsville, AL.
Voice: (800) 365-6134 Voice & Fax: (205) 722-0490<<
I spoke with the nice folks at Acoustics, Inc. today and got some hard core
info on MIDI renderer. The scoop is it comes with DOS,WINDOWS,and OS/2
versions on a CD with 200 sampled instruments. You can convert any midi file
into a wave file from 1khz to 100 khz. The quality of your midi card is
irrelevent to the final output of the WAV since the program uses it's own
samples. You are given the option of chaning any of the 200 samples or use your
FM or Wavetable card.
I placed my order today! Sounds like just the ticket for use with Razor Pro
and the PAR.
Dean Oliver
Virtually Real