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PLG150-DX Custom User Voice data 

The DX synth engine is based on FM or Frequency 
Modulation (yes, the same FM that is used for 

radio – albeit that FM synthesis takes place mostly 

in the audible frequency band – below 20kHz). To 

gain an understanding of FM synthesis you have 
to appreciate waveforms and how waveform 

shapes are perceived by the human ear and brain. 

Analog synthesizers began by electronically 
creating ‘geometric’ waveforms, i.e., sine waves, 

square waves, pulse waves, sawtooth waves etc. 

These mathematically ‘perfect’ wave shapes do 
not, by themselves, sound like musical 

instruments that we know. But with the help of 

filters (to remove some harmonics) and envelopes 

to shape the sound, you could program some 
crude musical instrument emulations. Describing 

sound is always difficult it is always best to hear 

the examples. But if you know what a sine wave 
looks like (and you could not have gotten through 

school in America without studying sine waves in 

math class) you know that it is a smooth wavy 
line that starts at 0, and at 90 degrees reaches 

maximum returns to 0 at 180 degrees, then 

reaches the lowest point a 270 degrees before 

returning to 0 at 360 degrees and repeating. 
Getting that math class headache yet?  

 

Too bad they didn’t relate math to sound – it 

might have made class much more interesting and 
fun (at least for the future musicians, most of 

whom were sound asleep). Well, roughly speaking 

a  sine  wave  is  devoid  of  harmonics…er, 
harmonics are like the fingerprint of the sound. 

Your ear and brain use the harmonics of a sound 

to identify it. Harmonics explain how you can tell 

one person’s speaking voice from another, how 
you can tell a trumpet playing A440 from a 

trombone playing A440 – the harmonic content is 

different. The instrument sounds with the least 
amount of harmonic content sound “flute-like” to 

our ears (a whistle has very few harmonics), while 

a  square wave – odd harmonics only – sounds 
very much like a clarinet’s tone.  

 

Pulse waves, the narrower they are the more 
nasal they sound – oboe sounds are described as 

nasal and so are clavinet sounds. Sawtooth wave 

shapes give us a variety of sounds, both brass 

and strings.  

 

Selecting a waveform on an analog synth would 

get you in the ballpark. And from the rough 
descriptions I have given you here you could build 

instrument emulations. But FM synthesis, as 

introduced by the DX7, back in 1983 provided you 

with these things called “operators” that only 
output sine waves only. What to do? Many people 

stopped right there and never explored the vast 

sonic capability that lies within FM synthesis. To 
make a long complex story short, the operators 

were themselves complete little engines that could 

influence the harmonic content of each other. The 
output of one operator could be applied to the 

input of another to create a more complex wave 

shape. Like FM technology in radio broadcast 

(where it is in the Megahertz range - far beyond 
audible waveforms) there are Modulator and 

Carrier. In the DX the frequency modulation takes 

place at much lower frequencies (the range of 
human hearing – so a crystal set is not necessary 

to interpret the waveforms). The germ idea was 

born when Dr. John Chowning, CCRMA at Stanford 
University, was observing a violinist add vibrato to 

a string. The bow (horsehair) is dragged across 

the string (cat gut) causing the string to vibrate at 

a known frequency. At the same time the 
musician is applying a Low Frequency Oscillator 

(the left hand) varying the length of the vibrating 

string (lengthening and shorting the vibrating 
area alters the pitch) – what is called applying 

vibrato to the string. This LFO is applied at a rate 

of a few oscillations per second, while the bow is 
causing the string to oscillate at a much higher 

rate (perhaps 440 cycles per second = A440). 

Well, Dr. Chowning’s idea had to do with “what 

if”…what if you sped the vibrato, the modulating 
frequency, up into the audible frequency range 

20-20,000 cycles per second, what would that do 

to the overall response of the instrument? What 
influence would that have on the tone/timbre of 

the sound? That is how FM synthesis was born.

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The answer was a whole new method of creating 
timbres was born.  

To get into learning about FM synthesis it 

is a good method to start out recreating the 

geometric wave shapes we spoke of: sine, square, 
pulse, sawtooth. Then you can build on these 

familiar sounds and branch out.  In FM the 

‘Carrier’ is the signal that carries the sound you 
hear – it is analogous to the bowed violin string – 

its oscillation is audible. The ‘Modulator’ is the 

signal that is applied to the carrier to modify the 
sound – it is analogous to the vibrato applied by 

the musician’s left hand. Although you hear its 

effect on the sound, you do not hear the 

modulator, directly. You hear its influence on the 

                                                 

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By the way he couldn’t find a musician capable of this 

so he decided to do it electronically.

 

 

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Summary of Contents for PLG150-DX

Page 1: ...h the DX Simulator program Within the Simulator open DX EDIT LIST view Provided for those curious to see how the Voices were made VOICE EDITOR for MOTIF ES file Nose_s1 w2e Nose_s2 w2e Nose_s3 w2e Ope...

Page 2: ...as introduced by the DX7 back in 1983 provided you with these things called operators that only output sine waves only What to do Many people stopped right there and never explored the vast sonic capa...

Page 3: ...s Filters were unnecessary in the original FM synthesizer since you were constructing the harmonic content more directly To really get into FM you need to understand side band frequencies and Bessel f...

Page 4: ...details 2 Stuff is a word that was adopted by the early programmers of FM to describe a noise or artifact that accompanies the creation of a musical tone It s the acoustic noise inside a Clavinet as t...

Page 5: ...and very different sustains This algorithm more than any other was a favorite for the classic electric piano sound of the original DX7 Each two operator stack was responsible for a different part of...

Page 6: ...Sc Ibiza 44 Me Sand 45 Me ChimeNoise 46 Kb Deep Beat 47 Se Full House 48 Kb E Salsa 49 Se ScreamRibn 50 Se FJA 51 Se Minimal At 52 Sc Voodoo Key 53 Ba Oskylaytor 54 Se Stupid 55 Ba Solo Bass 56 Ld Saw...

Page 7: ...d MIDI channel you will be able to address the PLG150 DX while the unit is in a multi timbral setup allowing you to tweak the sound in context of the music it will be used The Part Number assignment i...

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