The random source creates a random value each time a key is pressed, but each value is the same for each destination.
[Blockierte Grafik: http://www.bobborries.com/Tuto…cessVirusSingleRandom.gif]
Could we add Multi random? Where each destination gets a separate random value.
[Blockierte Grafik: http://www.bobborries.com/Tuto…ccessVirusMultiRandom.gif]
Single random sounds good, but Multi random is good too, take a listen.
Why do Vintage Polyphonic Synths sound so good?
[Blockierte Grafik: http://www.bobborries.com/Tutorials/OBexpander4Voice.gif]
If you play a chord each note is assigned to 3 monophonic voice cards, each card has minor differences in tuning, envelope times and LFO rates. This makes each note sound similar but not perfectly the same. This adds a huge difference to the sound depth and musically becomes warmer.
It's exactly what happens to a string quartet when they play a chord, each person is slightly out of tune, the vibratos are different, they're sitting in different places. Humans aren't perfect and vintage synthesizers aren't either.
Here's an example of a synth with no variation in voices...
http://www.bobborries.com/Tutorials/OBperfect.mp3
Here's the same ditty with Multiple randomization...
http://www.bobborries.com/Tutorials/OBrandom.mp3
OK, so I made this OB expander patch randomizing the following parameters...
Osc1 Pitch
Osc1 PW
Osc2 Pitch
Osc2 PW
Filter1 Freq
Filter1 Reso
Filter1 Env Amt
Filter2 Freq
Filter2 Reso
Filter2 Env Amt
Filter Env Attack
Filter Env Decay
Amp Env Attack
Amp Env Decay
Amplitude
Pan
The problem is I used up all my LFO's set to S&H to get all these randomized, and it's only 3 values that are truly random. If there was multi random I could get the effect I want and use the LFO's for something else.
I believe adding this modulation source would greatly expand the sound pallet of the Access Virus, and give it a better variance to ensemble sounds.