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Granular Synthesis
How It Works & Ways To Use It
Hardware > Synthesizer Software > Synthesizer
By Simon Price Published December 2005
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Granular Synthesis | Sound On Sound http://www.soundonsound.com/techniques/granular-synthesis
The technique known rather grandly as granular synthesis is an extremely powerful audio
manipulation system that makes it possible to adjust the speed, pitch, and formant
characteristics of audio samples independently of one another, and all in real time if your
computer is fast enough. However, granular synthesis principles can also create new and often
spectacular shifting sounds using very basic means.
Acid, now at version 5 and under the care of Sony, was the first to make real-time pitch and
time adjustment well known, and nowadays most people into computer music will have played
with Ableton's tempo-warping Live software, not to mention Apple's Garage Band. Celemony's
Melodyne is now arguably the purest and most sophisticated package for editing audio using
granular synthesis, managing to carve out a niche alongside the mighty Auto-Tune.
Native Instruments Reaktor has always had this technology right at its heart, but focuses on the
creative sound-design possibilities of the granular approach. NI's work in this area has led to
the powerful time, pitch, and timbre manipulation in their Kontakt, Intakt, and Absynth packages,
finally blurring the line between samplers and synthesizers. Propellerhead's Reason package
also contains a granular synth Malström, and even Fruity Loops Studio has the Granulizer.
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Granular Synthesis | Sound On Sound http://www.soundonsound.com/techniques/granular-synthesis
Now, say that I took a few Slate VMS: Classic Mic Shoot-Out
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sequence at any speed I liked. What's more, I could play back the sequence in any order, and
even make the sounds overlap by holding down more than one key at a time, generating an
entirely new and more complicated sound. This is how granular synthesis works.
Granular synthesis is a catch-all term for a number of different audio systems that work by
using tiny snippets of sound that can be manipulated individually and are recombined to
generate the final output. The majority of granular systems available use audio files/samples
as their raw material. Samples are sliced up (behind the scenes) into a series of tiny sections,
each usually between one 100th and one 10th of a second in duration. Each slice is known as a
'grain', and a sequence of grains is called a 'graintable'. If the software made up a graintable
which played back all the grains extracted from a given sample in their original sequence and Ocean Way Audio RM1-B - AES 2016
at the original speed, then you'd hear the original sample reproduced. If the software played Uploaded 1 month 1 day ago
the sequence back more slowly, gaps would appear between the slices, so the current slice in
the graintable is usually looped. Played back more quickly, each grain overlaps with the next
one, or some grains get skipped depending on how the software works. To avoid clicks and
glitches, each grain is faded in and out with a volume envelope, a process known as
'smoothing'.
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To the right of the waveform are some controls that show up in different guises in most
granular synthesis-based software. The first is the Grain Size control, which is a pop-up list of
options in Intakt. Grain Size is the length of each slice of sound, determining how finely the
original sample is chopped up. In Intakt, the list gives suggestions for which grain size to use to
obtain the most transparent results for different types of material. There are similar
parameters in the Warp section of Ableton's Live software — again, rather than a continuous
Grain Size control, a list of options is provided: Beats, Tones, and Textures.
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With all these controls at their zero positions, Malström behaves like an ordinary sampler, with
the significant advantage that playing up and down the keyboard does not speed up and slow
down the sample: it's like having a multisample map, but without having to have more than
one sample. Beyond this, there is a huge amount of flexibility, and you can quickly move away
from the starting point to make radically different sounds. All the controls can be modulated
with Malström 's LFOs, and it's the sweeping of the parameters that gives granular synthesizers
their characteristically rich and 'alive' sound. Something you can do with Malström is modulate
the Index control, or sample position. As we'll see when we look at Reaktor, this is one of the
most valuable tools for creating deep granular sounds and atmospheres. Playing around with
the graintable position and playback characteristics means that one sample can provide the
material to generate a huge variety of unexpected results.
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response. Because Kontakt can load any audio file as its starting point, the user must set the
grain size. This means that you can forget about transparency if you wish, and go for a more
grungy sound. You can also modulate the grain size via an LFO or envelope. The Smoothing
parameter, to recap, is the volume envelope applied to each individual grain, so it's effectively a
fade-in/out control. Again, you can set this to produce a nice even response, or go for a special
effect.
The last synth I want to look at is Absynth, because it features yet another parameter, leading us
towards the full implementation of granular synthesis found in Reaktor. Most of the parameters
in Absynth 2 should now be familiar, but a Density setting has also been added. This sets the
number of grains that can be playing back at once, which in Absynth 's case can be between one
and eight. All the examples we've looked at before can be likened to having a single 'play head'
sweeping around the graintable in a mostly linear fashion. However, granular synthesis gets
really interesting as a sound-design tool when you start firing off multiple grains
simultaneously, and not necessarily in sequential order. Absynth doesn't go quite this far: its
Density control just provides for varying grain overlap, which means that you can have several
neighbouring grains firing at once as the graintable is played. This smooths out and thickens
the sound, but inevitably adds a metallic or phasey characteristic, as you are overlapping a
series of similar-sounding grains with a tiny delay between them.
Systems that don't have any way of compensating for this problem
have a very limited range within which a sample can be slowed
down. If you load a drum loop into Intakt, you can slow it down and
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listen for when the problem starts causing noticeable degradation The Transient Size
(TRS) control and
of the sound. Short, sharp sections of the waveform, such as
Transient Copy (TRC)
rim-shots, present a particularly tough test, especially if the grain switch are provided to
size is set manually without any intelligent analysis. My ears can help avoid the
detect a drum loop's rim-shot starting to 'break up' into two peaks flamming of
percussive sounds
at just two to three percent slower than original speed, and
when you're slowing
ordinary snare drums start to flam at about four to five percent down sampled loops
down. using Intakt's Time
Machine mode.
There are a number of ways in which the designers of a granular
synthesis or time-stretching system can improve on this situation, two of which are
present in Intakt. The first is to have the software analyse the sample and choose variable
grain sizes. In other words, instead of relying on a user-defined grain size, the software
tries to chop up each part of the sample in the most efficient way. The software makes
distinctions between areas that change rapidly, and those that are more steady tones.
This at least ensures that transients are not split across more than one grain. In Intakt
this option is the default, with the user being able to change to a fixed Grain Size if
desired.
The second way that transient handling can be improved is to use a transient detection
system to ensure that the transients are preserved in their original state, at whatever
playback speed (as they would in real life drumming or vocal performances). This means
that not only must they be contained within one chunk (one grain), but that they should
only be played back once instead of being looped at slower speeds. Intakt and Kontakt do
something like this when you engage the TRC (Transient Copy) button. The software
detects peaks and sudden changes, and interprets these as transients. A second control,
TRS (Transient Size) is set manually and determines a length for these sections. During
playback, the original transient sections are overlaid on the loop, with their position
staying correct relative to the rest of the sample.
Ableton Live has similar functionality, although it doesn't use transient detection.
Time-stretching and granular settings are chosen from the sample editor window's Warp
pane, and setting the audio type here to Beats tells the software to try to preserve
transients. Instead of detecting these, Live uses time divisions set by the user in the
Transients field, and has to assume that the drum hits land close to these. Anyone
familiar with beat-slicing software, such as Propellerhead Recycle, may have spotted that
this system is a best-of-both-worlds mix of techniques, preserving the original hits (as
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with beat slicing) but filling the gaps with time-stretched material. Another problem
shared with beat slicing is that decays and reverb tails are difficult to keep sounding
natural. Where available, a mixture of small grain size and large transient 'windows' often
works best with drums. Without transient compensation, larger grain sizes will probably
be better.
Sound-Design Tools
Despite all the sampling and synthesis flexibility afforded by the applications we've looked at so
far, when most people think about granular synthesis they probably think of the rich shifting
soundscapes generated by certain Reaktor patches. It's perfectly possible to build synths in
Reaktor similar to those we've already looked at. For example, Triptonizer is not a million miles
away from Malström, except that it uses envelopes to control the movement of sample position,
formant, and so forth. However, as with the synths we've covered, this kind of instrument
generally sweeps fairly uniformly through a graintable. For the more weird and wonderful
sounds, we want to be layering up clusters of grains, introducing randomness, and getting
away from thinking about the samples as a whole. The result is a composite sound known as a
'graincloud'. Reaktor has a straightforward sample synth module, and a Pitch Former (which is
similar but moulds the results into a definite pitched sound), but it also has a module called
Grain Cloud. If you don't have Reaktor, you can download the demo version and check out the
factory instruments Grainstates and Travelizer to get an instant idea of what this module can
do.
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the graintable, you can fire off as many or as few grains as you want. The Grain Cloud module
can overlap up to 1000 grains at once, so the output signal is the composite of many tiny
portions of the sampled waveform.
Advanced Possibilities
Most of what we've looked at is the brand of granular synthesis that uses a chopped-up audio
sample as the source of sound grains. This is because the large majority of music products
available that employ granular synthesis work this way. However, this is only a partial view of
what can be done. For a start, it's perfectly possible for software to use a live audio input
instead of an audio file. Computers are fast enough to chop a signal into grains on the fly, then
synthesize and mess with them, all in real time. This is how granular synthesis-based effects,
such as Spektral Delay, KTGranulator, and many Pluggo plug-ins, work. Most real-time pitch-
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shifters and vocal processors are likely also to be taking a granular approach.
Mentioning Spektral Delay raises the topic of other methods of granular synthesis that have
rarely seen the light of day. Everything we've looked at so far uses grains based in the time
domain, but it's also possible to split up sounds by frequency and then resynthesize them, as
Spektral Delay does. The next logical step will be for synths to do away with sampled or digitised
audio sources altogether, and synthesise their own grains from scratch. This would be like a
two-stage synthesis process, with the first stage generating an array of grains and envelopes,
each probably one cycle in length (and known as a 'wavelet'), which would then be synthesized
by the second stage. Something close to this could probably be built in Reaktor, using the Grain
Delay module, so if you get a few months off, there's a challenge!
Granular synthesis is likely to find its way into many more instruments in the future, and is
perfect for those days when you're bored of the same old array of re-created analogue
sounds. Not only do granular synths create dynamic, organic sounds, they have an untamed
quality and often produce unexpected treats that turn into song ideas. In fact, if you produce
ambient or film music, a decent granular synth can do half your job for you!
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