User Guide

Module: Resynator
71
Scape and sphere
Every model is subdivided into two parameter
regions called scape and sphere.
A scape puts all parameters associated with the
formative qualities of a sound at your disposal, for
example, the vibrations of vocal cords, or a string. A
scape serves to determine inherent attributes, for
example, whether the sound is the product of a
chaotic, disharmonic or harmonic oscillating system.
By sphere, we mean extrinsic sound-shaping factors,
that is, the environmental conditions – a piano case,
a guitar body - in which the sonic event occurs.
Spectral processes, formants, resonance, absorption
factors, and the like are determined here.
Each of the two regions contains three parameter
levels. At every level, the parameters are positioned
crosswise as polar opposites as depicted in the
picture on page 69.
The Neuron library contains models of classical
instruments; after all, bending the commonplace
sounds of instruments such as the piano, strings,
oboe, or even a Minimoog bass promises truckloads
of fun. However, if you restrict yourself to merely
manipulating these oft-encountered sounds, you will
not tap into the true potential of the awesome
powers of neural synthesis.
The first time you fire up the synthesis engine, it will
dawn on you what astonishing sound-shaping
possibilities the stick controllers in the resynators
offer!
Manipulating scape and sphere
The actual editing of a model – that is, invasive
sound sculpting – is performed in real-time using the
stick controller. The stick morphs between two
opposite sonic attributes, and it does this
selectively by scape or sphere and parameter level.
(In this context, the verb "morph" means to change
over seamlessly from parameter to another.)
This process is best explained using an example: Say
resynator 1 contains a model called "flute". The
neural process assigned the following sphere
parameter sets (among others) to this sound: "metal
/ wood" and "large / small". The woodiness and size
of the flute can be varied on the fly by moving the
stick. For its scape parameters, our flute is assigned
at one of the three levels "wide / narrow" and "clear
/ rough". This means that you can edit the breadth
and roughness of the flute’s sound on the fly.
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