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Prosoniq Morph
- Behind the scenes -
Stephan
M. Bernsee talks about developing the
Prosoniq morph plug in
by
Reinhard G. Benedikt November 1st,
2003, translated by Eva Remowa
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How
did you come to develop the morph plug in?
Well, I began thinking about such an
application shortly after I visited Peter Gabriel
at Realworld studios where I was introducing the
Neuron synthesizer. They needed a way to seamlessly
morph from one sound to another for a television
production they were working on. It turned out that
the Neuron was capable of doing this, but it is
certainly not a good idea to purchase a Mercedes
when you just need an easy way to get from point A
to point B. So I figured that many people might
need such a tool and so we began tossing around the
idea of doing a real time morphing plug in. As it
turns out, the Prosoniq morph has the potential to
be one of our most successful products.
What technical
problems did you have to solve?
Quite a few. The concept of morphing actually
requires looking at the whole sound before it can
determine how the morph should sound like exactly.
For a realtime application, this restriction is of
course unacceptable, since you would prefer not
having to analyze your sound files before you can
start twiddling knobs. So we had to make our morph
algorithm derive a model of the sound that can be
continuously updated as more of the sound arrives.
The whole process includes a pattern recognition,
comparable to a speech recognition in complexity,
so we had to find a way to speed it up so it
doesn't consume all available CPU power. It's still
quite demanding, but no more than, say, a good
reverb.
From what I've
read, you originally developed the morphing
algorithm on the Atari ST. What is different when
developing on todays platforms?
Everything! <g> Most importantly, in the
Atari days we had no way to make anything work in
realtime when it comes to DSP. We had far less
developed tools and no multi-tasking environment,
we could hardly debug our code without rebooting
the machine in 10 minute intervals. Still, the
Atari and the C-64 are probably the only two
computers that were used far beyond what their
designers intended them to do. Today, developers
use maybe about 75% of the potential of the
capabilities of a system or processor, since you
have to get your products to the market and have
less time to really understand what lies
beneath. Also, today's systems are far more
complex, of course. The Atari TOS operating system
wasn't really updated for about 6 years. Today,
hardly a month goes by without a system update and
you usually see a new major system revision every
year.
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Peter
Gabriel with Stephan
Bernsee demoing the
Hartmann Neuron at
Realworld Studios in
Bath, UK
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I've heard
that the Symbolic Sound Kyma also does audio
morphing. How does it compare?
Actually, you will find quite a few systems and
software packages that claim to do some kind of
morphing. Of course, there is no real definition of
the morphing process that would indicate how
someone has to do it to make it "right". My
definition of morphing comes from the video world,
where morphing was first invented and employed by
ILM (Industrial Light and Magic) in "Terminator",
if I'm not mistaken. Morphing, in that context
means that an object in a scene slowly changes its
shape to become another object. The analogous
process in the audio world would therefore be an
instrument that slowly changes its shape to become
another instrument. All morphing processes I've
seen - except ours - do some kind of spectral
manipulation that has nothing to do with the
shape of the original instrument. The
concept of "shape" requires understanding the
nature of the sound that is being processed - I
therefore tend to think of them as some elaborate
mathematical tools with musical effects, but not
really "musical" tools. The problem with these
tools is that they inevitably require the whole
sound to be analyzed prior to manipulation, and
that they tend to produce non-musical results in
the intermediate stages of the morphing. Our
morphing process is based on an inherently
"musical" approach and does therefore not have
these restrictions.
You've written
articles about using the Fast Fourier Transform to
achieve musical effects, you have held lectures
about it and now you're telling me that it is an
inherently non-musical tool?
Yes and no <g>. If you think of sound,
the concept of "frequency" immediately comes to
mind. It is therefore understandable that the
Fourier Transform seems like the ideal mathematical
tool for signal processing in the musical context,
since it also has a "frequency" axis. To an extent,
this is so. For processes like fast convolution and
correlation it is a powerful time-saver with regard
to CPU cycles. However, like a screwdriver is a
powerful tool for screws but quite useless for nuts
and bolts, the Fourier Transform is not a powerful
tool for all applications. It is, above all, a
non-parametric transform, which means in plain
English that it gives a damn about the data it
analyzes. It's like a powerful filter bank, a
mathematical tool that does something similar to
what a prism does with light. You "gain" nothing
about the underlying musical context from it, you
just convert your signal into a different
representation. It's still up to you to come up
with some intelligent way to derive meaningful
information from that. And it has its drawbacks. As
I have discussed in the various tutorials
on dspdimension.com, operations on the Fourier
Transform of a signal can introduce characteristic
artifacts which are objectionable in most cases,
for similar reasons why you prefer a plain audio CD
to a MP3 file when you want quality. Like
distortion and aliasing in the "time domain",
warbling and ringing are the characteristic
by-products of manipulation a signal in the Fourier
transform domain. So, the Fourier transform is just
a plain converter, the "musicality" of your
algorithm can make use of it, but it has to
be musical in the first place - the Fourier
transform is not.
So, I guess
you're not using a Fourier transform based
morphing. Why, and what are you doing
differently?
Our morphing is achieved using an adaptive
transform, which means that the transform itself
depends on the underlying signal. This allows for
adjusting the transform resolution and its basic
properties according to the actual signal, not
according to a fixed preference. Clearly, this
allows for more musical manipulations with less
artifacts - thinking of our metaphor from above, it
would be like having the whole toolbox available
and not just a screwdriver. Of course, like
carrying the toolbox means more weight than
carrying a single screwdriver we need to rely on
powerful processors to make these kinds of
algorithms a reality.
Talking about
the future - how would you describe the impact of
increasing CPU power on your work, and what can we
expect in the future?
The impact is quite profound. Things that have not
been possible are now slowly becoming feasible on
an average desktop computer. We are working with
artificial neural networks which are structures
that require massive parallel computation. Recent
advances in the area of vector unit computation
have made them possible to be faster than the
playback speed, ie. realtime. Many more will be
possible in the next months and years.
One last
personal question if you don't mind: I've learned
from an osxAudio
comment
that you've had the nickname "morph" when you were
working at the UCMG, before Prosoniq was founded as
individual company. Is that true?
<laughs> Yes. At that time we had another guy
working there named "Nicky Sprenger". Since my last
name at that time, before my marriage, was also
"Sprenger", people kept confusing us, ultimately
asking whether we are related and other obvious and
unnerving questions. We're not related, this name
match was a mere coincidence which is kindof funny
since Sprenger is not really a popular name in
Germany. Since I was working on morphing algorithms
for our sonicWORX software at that time everyone
started calling me "morph" to avoid confusion. At
some point there even was a story about the race
"morph" which were in constant battle with the
"mutants" and I had to come up with stories to
answer these types of silly questions that were no
better than those about the Sprengers. After the
film "matrix", everyone was suddenly calling him-
and herself "morph" and "morpheus", so this name
has lost its charm and everybody reverted to
calling me "Stephan" again... of course, Nicky is
also no longer working here so this is no problem
<g>.
Stephan,
thanks for your time!
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