
Weiss Enginering Ltd.
DSP501/DSP502
• playback speed
• position of the tonearm
• masses, rigidity of the various mechanical parts (pick-up, tonearm, bearings, ... )
• mechanical to electrical transfer function of the pick-up
• angles of the needle relative to the record
• contact pressure of the needle
• skating effect
One approach to emulate the sonic footprint of a record player would be to simulate all those mechani-
cal/electrical parts one by one for a complete transfer function.
While this is possible to some extent it is fairly complex to implement and also to measure the parts such
that their influences are gained isolated from all other effects.
It is simpler and more effective to synthesize the various effects caused by those sub-systems.
These effects are, mainly:
• specific frequency response
• specific distortion patterns
• specific additional resonance frequencies
• specific noise at various frequencies
• specific crosstalk between left and right channels
• specific effects caused by the RIAA emphasis
• specific amplitude modulation effects
The key to a good emulation is to achieve the ”right” amounts and characteristics and sequence of all those
effects. Hence the word ”specific”. In the DSP501/DSP502 we implemented a processing chain for the vinyl
emulation like this:
Figure 25: Block diagramm of the Weiss Vinyl Emulator
The blocks are self - explanatory, except
COLOUR_STREAM
, which consists of noise generators, reso-
nance generators and amplitude modulator.
Of course there are many parameters involved in all those processing blocks. For the DSP501/DSP502 our
goal was to have a single parameter to control the amount of ”vinylization”.
That single parameter influences several of the processing block parameters at once. It leads to a very
effective and useful implementation with an astonishingly good sounding vinyl footprint.
User Manual and
25
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