Comparison between a linear decay and an exponential decay of amplitude.
Notice how the linear decay sounds more saturated, then seemingly ceasing more abruptly. The difference is most noticeable with headphones.
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// A demonstration of how different types of amplitude decay sound. // I suggested making the Decay and Release phase of the Ditty ADSR an exponential curve by default. // // Synthesizers commonly model a "fading" quantity as an exponential curve, since our ears' perception of volume is logarithmic. // In other words, the greater the amplitude of sound is, the larger a change in amplitude would be necessary for it to be noticable. // // Why not simply make all ADSR stages linear and map it to a logarithmic scale afterwards? // In most cases a linear Attack is still desireable because it "fades in" the sound. Furthermore, if the envelope value is also used // in other calculations, you have the unexpected shift in the sustain level. // // In the analog world, an ADSR generator would commonly produce the exponential stage by RC discharge, while using a current source // to charge the capacitor linearly. input.decayType = 0; // min=0, max=1, step=1 (linear, exponential) const bell = synth.def(class { constructor(opt) { this.p1 = 0; this.p2 = 0; this.fm = 3; this.time = 0; } process(note, env, tick, opt) { // generate sound var o1 = Math.sin(this.p1 * Math.PI * 2); var o2 = Math.sin(this.p2 * Math.PI * 2); this.p1 += midi_to_hz(note) * ditty.dt * 8; this.p2 += midi_to_hz(note) * ditty.dt * (1 + o1 * this.fm); this.fm *= .9995; // generate decay envelope var decayLinear = Math.max(1 - this.time * 2, 0); var decayExponential = Math.exp(-Math.min(this.time, 1) * 7) - Math.exp(-1 * 7); var amplitude = input.decayType ? decayExponential : decayLinear; this.time += ditty.dt; return o2 * amplitude; } }); const ns = scale(c4, scales['harmonic_minor'], 3); loop( () => { bell.play(ns.choose(), { attack: 0.001, release: .0, pan: Math.random() * 2 - 1, amp: .5, duration: 2 }); sleep(Math.random() * .05); bell.play(ns.choose(), { attack: 0.001, release: .0, pan: Math.random() * 2 - 1, amp: .5, duration: 2 }); sleep( .8 ); }, { name: 'bell' });