# non-additive sound synthesis and processing overview this document surveys synthesis and processing methods beyond pure additive techniques, organized by category. ## subtractive synthesis builds timbres by filtering and shaping rich oscillator outputs rather than summing sines alone. * core idea: start with harmonically rich waveforms, then sculpt their spectra with filters * common oscillators: * square * alternates between two levels * contains only odd harmonics * can be viewed as a two-state stochastic trajectory * triangle * linear ramps up and down * odd-only harmonics, softer timbre than square * sawtooth * sharp ramp with abrupt reset * full harmonic series (even + odd) * especially suited to emulating bowed-string spectra * beware aliasing if harmonics exceed nyquist * pulse/rectangle * like square, but with variable duty cycle (peak vs. trough duration) * sine wave (as a special case) * pure single-frequency tone, no harmonics * retains shape under linear superposition * common implementations: direct `sin()` calls, lookup tables, polynomial approximations ## frequency modulation (fm) synthesis creates complex timbres by modulating one oscillator’s frequency with another at audio rates. * timbre generation: sidebands emerge from carrier–modulator interactions * advantages: compact parameter set, rich spectra from simple algorithms ## noise generation provides broadband or textured content, often as input to filters. * white noise: random samples across full spectrum * colored noise: filter white noise to emphasize or attenuate bands (pink, brown, etc.) * alternative methods: summing many random-phase sines, or using fm with stochastic inputs ## time-based effects & basic DSP * delay: replay samples after a set time, with optional feedback for echoes * reverberation: simulate room acoustics via networks of short delays or convolution with impulse responses * basic signal operations: * addition/subtraction: mix or difference signals (e.g. chorus, phase cancellation) * multiplication/division: envelope shaping, gating, or normalization * convolution: spectral filtering and reverb when using impulse responses ## granular processing splits audio into short "grains" and reassembles them for creative time and texture manipulation. * grain operations: randomize, repeat, remove, or reorder grains * time-stretching: lengthen or shorten without changing pitch by adjusting grain overlap * rhythmic effects: treat grains like tiny delays for glitch or stutter textures * parameters: grain size, density, overlap, envelope shape ## additional techniques * amplitude modulation: low-rate tremolo or high-rate ring modulation for sidebands * waveshapng: apply non-linear transfer functions or lookup tables to distort timbre * sample-based vs. formula synthesis: * *analysis-resynthesis* uses extracted parameters from recordings * *pure synthesis* builds sounds from algorithmic models * hybrid freedom: even when sampling, full access to sine-based configurations allows perfect reconstruction beyond what FFT-based analysis can achieve ## sequencer model comparison traditional sequencers often map as follows: * track: holds samples, oscillators, or grouped instruments * beat grid: quantized onset timing * riffs/patterns: build from tracks for repeated motifs * songs: assemble riffs into full arrangements * routing: send tracks through effect channels for processing this high-level model parallels the event-based, hierarchical approach used in advanced synthesis frameworks.