![]() And the rest of the 'note' was another six cycles. The spacing, regularity and contour of the first SIX CYCLES alone conjures endless arguments about snappiness. The total duration of the sound also impacts the transient perception, as the sustain event lengthens the perception of the entire event shifts from overall quick transient to a percussive attack/sustain impression. That is even when the waveform is a sine there is a perception of transient response before recognition of a continuous tone. In the 1ms to 10ms, the classification of attack seems strongly related to the perception of a transition between recognition of a transient event, and a subsequent continuous tonal response. These appear as the attack distorts the first cycle of the wave producing spiked transients. Below 1ms, the perception of clicks rises. "Snappiness" or transient response recognition: occurs in a range of short attacks between 1ms and 10ms. Substituted a Tides module with a linear slope - although the slopes are different it went to interesting places nonetheless. Let's try to sort through the subjective and get to the objective heart of what snappy means!Įxperimented with the Essence of Snappiness. Please dont post a clip with something like "Here at 1:34 it's snappy" Though that might actually be useful as long as it were limited to short excerpts. If possible it would be good to provide more than a list of so-called snappy examples. What are your experiences, thoughts and beliefs about what "snappy" means? Muff member SkyWriter in that thread is doing some investigations and hopefully will join this conversation. No one wants to be on the outside of -appearing to be- understanding this obviously important term. There's -more than- likely some "Emperor's New Clothes" going on about this too. The psychological and psychoacousic aspects. There's one final bit to this that might get some pushback, and that is the mere popularity of the word, and its perceived importance. ![]() Our current World situation is a great example of this. We can't solve system problems at a component level without recognizing and accounting for the systemic effects. Which is a HUGE part of what most refer to when they say 'snappy'.Īnd in traditional sbtractive patches or normals there's a second elephant the VCF. ![]() And a whole bunch of other curves and combinations too! Which add to the difficulty of examining what 'snappy' is or means.Īnd finally after all that we get to the elephant in the room. At least part of 'snappy' lives in the difference here.Īnd we have EGs with linear segments, and those with both linear and R/C. using 10 to charge to 8 will be different shapes at both the transition pont and along the way to that point. Mathematically, the latter will 'never' reach the transition point.īut it shows the edge case to prove the statement. If the capacitor is being charged by 15 volts and is switched to decay at 10, that is *very* different from the same cap being charged by 10V and transitioned at 10. One I don't remember mentioning in this thread is the relationship bwtween the target voltage and the AD transition point. I've already brought up a few of those in replies to SkyWriter. But that misses out that the R/C curve of an actual EG is modified by several circuit factors. ![]() Some might argue that an R/C curve is an R/C curve is an R/C curve. D accounting for *much* more than most will allow. There are -IMO- at least four aspects to "snappy".ĭ) The relationship of all these as a user experience when moving from faster to slower settings.ī and D are in my opinion the most significant. A VCEG -like something based on a CEM or AS3310- is another useful tool to learn with. Some kind of DUSG derived module like MATHS or RAMPAGE can be helpful as most ADSRs and ARs won't let you adjust the shape and dwell. I suggest you play with the shape and timing of both attack and any dwell you can control at the top before the transistion into decay or release. The things SkyWriter is investigating are the core source of understanding what 'snappy' actually is. The fastest possible attack is a DC shift click. The mistake -in my eyes- is in thinking "snappy" means "fastest possible". Which is *not* to say that the time and shape doesn't matter. My own personal belief is that it is FAR more about the way one interacts with the EG than the time or actual shape one ends up with. It depends upon what is actually meant when one says snappy. KSS wrote: ↑ Wed 4:05 being a subjective term can only have subjective answers.
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