Neuronal Resynthesizing Keyboard
Reviews : Keyboard
What if an instrument could combine the
realism of a sampler with the complete control over its sounds that only
a true synth can offer? That's what the long-awaited Hartmann Neuron
claims to do. Over the next 10 pages, we put it to the test...
Photos: Mark Ewing
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This seems to be the year of long-awaited synths,
some with gestation times extending to more than half a decade. Of
these, one of the most eagerly anticipated is the Hartmann Neuron which,
through what its German manufacturers rather fancily describe as a
"nervous system endowed with artificial intelligence" promises a vast
array of exotic new sounds. One of these is no less modestly described
in the Neuron's promotional literature as a sonic event which "changes
in size, growing to a towering spire of sound whose body — originally
wood — gradually metallises. It picks up momentum, darting past my left
ear, describing a great curve behind my back before bursting in a mist
of mercurial droplets at the centre of my brain". I don't know what
drugs they're taking in Ravensburg at the moment, but I strongly suggest
that they stop. While such flowery hyperbole may appeal to some people,
I doubt that it will excite many serious professionals with £3500 of
disposable cash in their pockets.
On the other hand, wouldn't it be wonderful if
Hartmann's grandiose and psychedelic claims proved to be justified? So
let's see if they are...
The Basics
At first sight, the Neuron is a daunting
synthesizer, overflowing with strange controls and even stranger
parameter names. It's also an odd synthesizer. This is not altogether
surprising since Axel Hartmann, the man behind the unconventional
Waldorf Wave, the Q, and the Alesis Andromeda, designed the cosmetics.
And the Neuron, with its one wooden end cheek, is certainly another
unconventional design to add to his portfolio (though personally, I'd
rather it had one end cheek, or none). Another example of its
non-standard design is that all the Neuron's connections, normally
located on the rear of a synth, are on the non-wooden side panel,
leaving the rear empty save for a huge, illuminated on/off switch. The
I/O itself includes three stereo pairs of analogue outputs that you can
also configure as a 5.1 surround system, plus a stereo headphone socket.
Alongside these, you'll find two analogue inputs, 24-bit, 44.1kHz
S/PDIF inputs and outputs, and inputs for three pedals: a continuous
controller, a switch, and a sustain pedal. Finally, there are the
ubiquitous MIDI In/Out/Thru and a USB socket for connection to a Mac or
PC.
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Of these, the most curious are the audio inputs.
Despite references to them in Hartmann's promotional literature in the
context of real-time processing of audio, mention of them is absent from
the current draft of the manual (except in the specification), and they
are currently inoperative. According to Hartmann, they will not become
active until the Neuron's OS reaches version 2.0, which may take a
while; the next planned revision is v1.3.
Having connected the Neuron's outputs to a suitable
audio system, you're ready to switch on. Happily, the universal power
supply accepts 100-240V, 50/60Hz, so you'll have no worries before doing
so. The synth then takes about 40 seconds to boot, with a pyrotechnic
display from its copious LEDs during the first half of this, and
significant whirring from its high-powered cooling fan and internal hard
disk drive throughout. To my mind, this makes the Neuron less than
ideal for live work because the boot cycle is too long for comfort in
the event of a power failure. Mind you, it's a lot better than waiting
for Windows XP or Mac OS X to get their acts together. And, to the
Neuron's credit, it didn't crash once during an extended and punishing
review. This is more notable than it may seem, because the Neuron is
based on PC architecture, and its stability is greater than could be
expected of any conventional PC-based system.
Once running, the Neuron continues to make a lot of
noise, most of which is contributed by the large fan mounted within the
underside of the case. Hartmann implore you not to obstruct the air
vents that permit the considerable airflow out of the synth, and I can
see why. But there's a problem. The fan generates a level of noise that I
would classify as annoying in a studio. Were this a piece of outboard
equipment, you could shove it into the machine room, but as it's a
performance synth, you'll have to live with the noise.
Initially, I found the Neuron's distinctive control
panel rather ugly, but once I got to grips with it, I found that parts
of the operating system are quick and simple to navigate. The most
prominent features are the four bright orange X-Y joysticks. Three of
these lie in the programming sections, and as soon as I started to think
of them as vector synthesis controls, they made sense. The fourth is a
pitch-bend/controller joystick, and, in my opinion, it's not well suited
to this purpose; it's too short, and offers far too short a 'throw' in
all directions for exact performance control.
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Programming the Neuron is achieved using the
joysticks, plus a smaller, black joystick that moves you one step at a
time up/down and left/right within the menu systems (there's no
scrolling, sadly), numerous buttons, 'endless' wheels, 'endless' rotary
knobs, an Edit knob that you can also press to confirm some changes, and
a small 16 x 2 display (see right).
Some aspects of this user interface quickly gave me
cause for concern. Even after making allowances for their velocity
sensitivity, the wheels appear to be inconsistent in their response. The
Confirm/Enter function accessed by pressing in the Edit knob also
behaved inconsistently, but in a different way; in some menus you must
press the knob to input a value, while in others doing so reverts to the
previous value. To be fair, nothing on the Neuron failed to work
throughout the review, but user-interface niggles like this can drive
you mad. Happily, it would seem that Hartmann's programmers are aware of
such matters; one of the planned improvements in the v2.0 Neuron OS
upgrade is improved wheel and dial handling. Good.
There are no fewer than a dozen sound programming
sections, although two of these — the so-called Resynators — are
identical in form and function. The others are the Blender, the Shapers
(1, 2 and 3), Mod, the Slicer, Silver, Effects, the Programmer, and the
Controllers. Hang on a moment... Resynators, Blenders, Slicers, and a
Silver module? For me, these odd labels cloud the true purpose of the
Neuron's facilities, and I wish Hartmann had used simpler, more
intuitive names, instead of trying to make their synth sound different
with deliberately esoteric ones. OK, there are precedents for the use of
'Shaper' to describe an envelope, and 'Resynator' is a contraction of
'Resynthesizing Oscillator'. The 'Blender', which, in Hartmann's words,
"arbitrates between the two Resynators", is also not unreasonable,
because it's far more than merely a two-channel mixer. But as we shall
see, some of the other names sound rather more impressive than the
facilities they provide. The handbook — which in some places is written
more like an advertisement than a manual — explains all of the sections
in conventional terms, but you then have to ask why unconventional names
were adopted on the synth itself.
Resynators
When reviewing any synth, no matter how it works, I
usually start by taking a look at the oscillators (or, in the case of FM
synths, the operators). For all its unconventional terminology, it's
still possible to treat the Neuron's dual Resynators as oscillators
which allow you to manipulate a sound using parameters similar in
philosophy to those found on physical modelling synths such as the Korg
Z1.
However, the Resynators are not conventional
waveform generators, nor do they play back simple PCM samples. Instead,
they draw upon 'models' of a sound derived from a sample or set of
samples. Creating these models is called 'resynthesis', and for an
explanation of this, I direct you to the 'What is Resynthesis?' box
below.
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In short, the act of turning a sample (or samples)
into a model provides an opportunity for the resynthesis software to
recognise prominent attributes within the sound, and assign a number of
parameters to them. This is where the 'Neur...' in Neuron comes from;
designer Stephan Sprenger claims that the Modelmaker software
that performs this task is based upon neural-network technology derived
from research into pattern recognition and artificial intelligence (for
more on Neural Networks, see the box on the next page).
As the model is built, its parameters are divided
into two subsets called Scape and Sphere. These are meaningless names,
although Hartmann claim in the manual that they relate roughly to the
excitation and resonant response of the models. This division represents
the way that the real world works, and the parameters in
physical-modelling synths such as the Yamaha VL1 and Korg Z1 are
separated in exactly this fashion. Very broadly speaking, the excitation
parameters (as the name suggests) usually relate to the way in which an
instrument is energised (for example, blowing into a wind or brass
instrument, strumming a guitar, hitting the keys on a piano or striking a
drum). On the other hand, the resonant response parameters define what
happens to that energy following the initial excitation (causing air to
resonate within the body of the wind/brass instrument, exciting the
strings and body of the guitar or piano, or causing the drum skin and
shell to resonate enharmonically, to continue the previous examples).
Returning to the Neuron, each Scape and Sphere
contains up to 12 parameters, distributed in three groups of four. When
loaded into the Neuron itself, you move through these parameter sets
using the Parameter Level buttons. Parameters placed diagonally across
from one another are exclusive attributes (the manual cites Scape
parameters of metal/wood and large/small as examples — see below) so you
have two orthogonal pairs on each level.
You can edit the values within the parameters levels
using the joysticks, which allow you to change the character of the
sound in a dynamic and recordable fashion that Hartmann call 'stick
animation'. For precise programming, you can fall back on the editing
system (mini-joystick, screen and Edit knob) and for precise animation
there are envelopes hard-wired to each Resynator. The Resynators also
respond to conventional synthesis parameters including such
time-honoured favourites as LFO pitch modulation, velocity sensitivity,
key tracking and so on.
By the time I had fathomed all of this, I was
becoming confident that I understood the fundamental nature of the
Resynators. But I soon found that things did not react as I expected.
For example, when I chose a sine wave as my basic PCM (model 511) and
twiddled its Scape (roughly speaking, excitation) parameters, I expected
that nothing would happen. After all, the fundamental nature of a sine
wave is that it contains a single frequency... nothing more, nothing
less. To my surprise, two of the three Scape levels changed the sound
considerably, until it bore no resemblance whatsoever to a sine wave.
The Sphere parameters also changed the sound, but this is to be
expected; pass a sine wave into a physical resonator such as a
soundboard or instrument body, and what you get out is far removed from
the initial sound. Experiments with other models generated equally
unexpected results; some pleasing, others less so. I therefore assume
that the sub-divisions into Scape and Sphere are to some extent
arbitrary, and not precisely related to conventional
excitation/resonance models.
Modelmaker
Hartmann have now released Modelmaker, a
piece of software that makes it possible for users to generate new
Neuron models from monophonic 44.1kHz AIFF files. The current
restriction to a single data format is a bit limiting, and it's in
marked contrast to Hartmann's original claim that Modelmaker
will recognise "any standard audio file format for analysis/conversion"
but, hopefully, most potential users will be able to convert to mono
AIFF format if need be.
By the time you read this there may also be a PC version of Modelmaker
that works with WAV files (one is in preparation), but at the time of
writing, the Mac reigned supreme in Neuronland. No matter... I ran the
OS 9.x review copy within the Classic environment on my 1GHz G4 Titanium
Powerbook, and encountered no operating problems. Strangely, Hartmann
will only send you Modelmaker once you've registered the
Neuron. This is odd, because the software is useless without the Neuron
itself, and will remain so until the day comes when you can create a
pirate copy of a hardware instrument using your PC.
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The Neuron communicates with the Mac via FTP. At
this point, if you are less than comfortable with configuring networks,
you should turn away, because getting the Neuron, Modelmaker and a Mac up and running together is not
like plugging two MIDI devices together. For one thing, you need to buy
a USB-to-Ethernet converter. This could cost you anywhere between £20
to £50 in the UK depending on where you shop. You must then connect the
former end to the Neuron and the latter to the computer. Given that the
Neuron costs £3500, I thought that Hartmann might have thrown in the
converter, but there you are. Secondly, you need to be able to configure
the computer's network software, give it a unique Ethernet IP address,
and then run a suitable FTP client application. One is supplied with the
Neuron, but you can download a shareware one from the Internet if you
know where to look.
Since the Neuron is, at heart, a PC, I can see how a
USB-USB communications link would be problematic (you can't have two
USB masters, one at either end of a cable). But why didn't Hartmann use a
simple Ethernet link? Well, I'm guessing here, but the adoption of
USB-to-Ethernet allows the Neuron to fulfil all its communication and
backup responsibilities through one connector, which is cheaper than
providing both USB and Ethernet connectors on the Neuron. Happily,
another email I received just as we were going to press informed me that
a USB-to-USB link is also planned for when the Neuron receives its OS
upgrade to version 1.3. This is welcome news.
The Neuron's 20GB internal drive contains two
folders — 'ToNeuron' and 'FromNeuron' — that themselves contain four
sub-folders named Models, SetUps, Software and Sounds (see screenshot
above). Once you've set up the network between your computer and the
Neuron, you can see the contents of the folders in your FTP client
software. You place files in an appropriate folder to send data to the
Neuron, but placing a file in the correct folder is not enough to load
it; once it is there you must activate a Load routine from the front
panel get it into the Neuron so that it is available for use. Weird. The
transfer procedure is painless — unless you're in a hurry. The factory
set of just under 300 models and associated Sounds took 29 minutes to
dump to my G4, even with the FTP client permanently in the foreground.
The data occupied a hair under 1GB.
If you've got this far, you're ready to use Modelmaker,
to load new factory sounds and models, and also to update the operating
system if need be. But I fear that many potential users will shy away
from this, simply because this method of interfacing with the Neuron is
so involved. Sure, if SOS were a computer magazine, it would be
reasonable of Hartmann to expect you to be comfortable with network
configuration, IP addresses and running FTP clients. Judge for yourself,
but I'm not convinced. More generally, I'm not happy that you must
connect the Neuron to a computer to get full use from it. If you don't,
you will be forever limited to using the models generated at the
factory, and that would be a terrible waste.
Launching Modelmaker presents the screen
shown above. Unfortunately, there's no context-sensitive Help file and
only the skimpiest of manuals to guide you through its use, so what
follows was largely discovered by trial and error.
Firstly, Modelmaker allows you to create
zones across any part of the 61-note semi-weighted keyboard, and to
create a two-part model derived from two samples — one that determines
the nature of the model at high MIDI velocities, and one for low MIDI
velocities — within each. If we keep things at the simplest level, we
can use a single zone, insert the same AIFF file into both the high- and
low- velocity windows, and press the 'Process' button in the top centre
of the screen to generate a model that is playable across the whole
keyboard.
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Once you have done this, a new window appears (see
right) and asks you some questions regarding the type of model you wish
to generate. This is the moment at which you realise that the alleged
intelligence of the Neuron — its promised ability to take a sample and
create a unique model and unique parameters derived solely by its Neural
network — is not what it claims to be.
In the FAQs on their web site (or more specifically, at www.hartmann-music.com
/home/us/faq/#7), Hartmann state: "Neuron analyses and recognises the
sounds that are played into it. From that, it selects a set of specific
parameters that characterise this sound". As things stand, this is not
true. As you can see in the screenshot below, the model generator offers
just a handful of options; 10 complexities, and 10 parameter sets, to
be precise. What's more, the user decides which of these to use
to process the samples, not the Neuron. The parameter sets (which
become the Scape and Sphere parameters in the processed model) have been
set up to be most suitable for particular types of sound: bowed
instruments, plucked instruments, pianos, woodwind... and so on. The
fact that you select these manually does mean that you can create models
with, for example, a vocal sample manipulated using 'string'
parameters, or a piano sample manipulated using woodwind parameters, but
this is rather different from the claim that — for each model — the
Neuron itself generates unique parameter sets derived from the source
sample(s).
'Complexity' determines how accurately the sample is
modelled. Hartmann suggest that maximum complexity produces an output
identical to the input, whereas low complexities give interesting
results. The former is not always true — the differences are plainly
audible — and whilst I expected to find interesting side-effects from
deliberately setting low complexities (much as you might deliberately
sample at eight-bit resolution for creative reasons), this was not
always evident either. Indeed, experiments with vocal samples (mine) and
real flute samples (also mine, although you wouldn't pay to hear me
produce them) demonstrated that the differences between complexities '1'
and '10' could sometimes be very subtle, despite the significant
differences in model sizes produced using these options (of which more
in a moment).
Notwithstanding this, the combination of the
Complexity and Parameter Set controls means that, for any given sample
or set of samples, you can create 100 different models with subtly
different characteristics. It's not as flexible as the Neuron's
marketing materials lead you to expect, but you have to admit that it's
more adaptable than the one set of voice parameters provided by all
other synths (with the honourable exceptions of the Korg Z1 and a
handful of other multi-model physical modelling instruments).
If you now press 'Go', and if everything works as it should, Modelmaker
gives you a 'Successful' message, and you are then free to drag and
drop the created folder (which contains the model and its associated
files) into the appropriate folder in your FTP client, after which you
can load it into the Neuron itself. It will then appear in the location
you specified as its 'number'. There are such 512 locations, but
beware... the number you specify in Modelmaker (which is '502'
in the screenshot below) is where the model will appear, overwriting
anything that previously existed in that location.
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Once loaded, your model is treated no differently
from the ones that resided in the instrument when shipped from the
factory. However... I encountered two significant problems with Modelmaker; one in the time domain, and one in the frequency domain.
Firstly, I could find no way at first to make the
models continuous. Using short sounds as the basis for the models
created short, one-shot models. I have no problem with this, because one
could argue that sometimes the percussive nature of a sound is an
important factor that should become part of the model. But when I
offered Modelmaker extended samples, I expected to obtain
models that I could set to sustain indefinitely. However, I was not able
to create sustaining sounds in this way, and no solution was available
on the Hartmann web site, in the Neuron manual, in any of Hartmann's
promotional literature, or in Modelmaker itself. I contacted
Hartmann, who explained that if you set loop points in your source
AIFF(s) using a sample editor capable of doing this, such as BIAS Peak or TC Spark, these loop points are carried over into the model when Modelmaker
does its construction work. Having learned this, I went to look at some
sustaining sounds in the Neuron's factory set to see how they had been
achieved, and discovered that many of the continuous models display
prominent loop points, which are possibly discontinuities in the models
that have been generated at the transition points of looped samples. To
be fair, Hartmann say in their on-line FAQs (see www.hartmann-music.com/home/us/ faq/#39) that "If you want the model to sound perfect, the loop of the original sample has to be perfect as well".
The second problem lay in the way that the models
work across the keyboard. I had expected that a model derived from a
single sample would produce smoothly varying timbres with no
discontinuities (which, by and large, it did) but also that models built
from multisamples placed in multiple Modelmaker zones would
interpolate smoothly from one note to next as you play up and down the
keyboard (which they do not). Indeed, building a complex model from a
multisample showed that the Neuron is extremely prone to generating
shocking discontinuities of tone and amplitude as you play from, say, C
to C#, or from C# to D.
Thinking about it, I realise that this
disassociation of one sample from the next in the model-making process
allows you to place sounds with different characteristics on different
notes within a single model (much like a multisampled drum map). But, if
asked which facility is the more important — smooth modelling that
creates a sound that is useable from the bottom of the keyboard to the
top, or the ability to mimic multisampling, I would say the former.
After all, if you want to place different sounds in different areas of
the keyboard, you can always use the Neuron's four-part multitimbral
Setup mode (of which more in a moment).
Building models at high complexities can take many,
many, times real time. Sample a couple of notes with a total duration of
a few seconds, and you can wait minutes before Modelmaker
finishes its deliberations. Only then can you undertake the tasks of
FTPing, loading and using the model. What's more, the models are much
larger than the original samples. To demonstrate this, I took a 268K
AIFF file and processed it using the default parameter set at complexity
'1' and complexity '10'. The resulting models filled 1.1MB and 3.0MB
respectively! Of this, most of the space was occupied by the Spheres
which, depending upon the nature of the sample and the model parameters
used, required between 80 percent and 90 percent of the total data.
Given these figures, one could conclude that you
will fill the Neuron's 20GB drive using models derived from just 2GB of
sample data, which is a little over six hours of monophonic, 16-bit
44.1kHz audio. It may sound a lot, but it's not the 60 hours that a 20GB
drive would initially suggest.
The Blender
As already noted, the Blender (shown above) is far
more than a two-channel mixer for the outputs of the dual Resynators: it
also offers a range of configurations that allow you to apply the Scape
of one Resynator to the Sphere of the other.
There are numerous options to control this,
including the exotically named Mix Singlesphere, Chromophonic, Dual
Sphered, Intermorph, Dynamic Transsphere... and others. To explain what
each of these does would be to rewrite the manual, and there is neither
time nor space for this. To summarise, they control which Scape or
Scapes are passed to which Sphere or Spheres, and — where crossfades and
blends are concerned — how long it takes from one configuration to
evolve into another. One of the simpler examples of this is Dynamic
Transsphere, which cross-fades Scape 1 to Scape 2 and passes the result
through Sphere 2.
It took considerable time to get to grips with the
possibilities offered by the Resynators and Blender, but it's actually
rather simple when you become familiar with things. The difficulty is
not in understanding the components, but in getting anything useful out
of them. Just as early synthesists discovered that Moog Modulars and ARP
2500s offered infinite possibilities that yielded silence or — at best —
unusable noises, so it is with the Neuron. These noises will do little
for conventional musicians, who will find that it takes longer to coax
anything they might find useful from the synth. On the other hand,
strange noises may well excite those working in Hollywood's
sound-effects suites no end!
Slicer & Mod
Next in the signal path lies the Slicer. This is an
LFO with two modes called Vertical and 3D, and just two parameters:
Depth/Spread and Rate. You would think that, with such limited options,
it would be simple to describe this, but Hartmann have again chosen to
be obscure in the manual, talking of Slicer generating updrafts and
downdrafts which change the altitude of a 3D sonic cloud... To find out
what was going on, I selected the sine wave for Resynator 1, removed all
modulations within the sound, and defeated the Silver section and
effects that we will discuss shortly. I now had a pure tone emitted by
both channels, left and right. Switching the Slicer to 'Vertical',
selecting the triangle waveform and dialling in an appropriate rate and
depth, I achieved nothing more than amplitude modulation in each
channel, but applied 180 degrees out of phase with one another: in other
words, when the left channel was loudest, the right channel was
quietest, and vice versa. This was rather disappointing; I had
achieved nothing more nor less than LFO panning. Selecting some of the
other models produced the same result, and selecting the sine and square
waves in the Slicer produced amplitude modulation: in other words,
tremolo. So much for updrafts and downdrafts!
The description of the 3D mode is equally
pretentious, talking about clouds sweeping crossways through sonic
soundscapes. What this appears to mean is that, if the Neuron is in
Surround mode (of which more shortly), the LFO operates in three
dimensions: left/right, front/back, and modulation depth. Performing the
same experiments as above showed that, in addition to amplitude
modulation, the 'spread' parameter creates pitch modulation for a range
of chorus-style (and more extreme) effects.
A more conventional LFO resides in the Mod section
(shown below), and offers rate (zero to 20Hz), delay, global depth and
waveform parameters. On their web site, Hartmann claim that these depth
and rate parameters are infinitely variable, but they are not; as
explained in the manual, the rate is quantised in 0.1Hz steps.
There are 12 LFO waves, including random and the
'positive' sine and triangle waves that are essential for correct
imitations of some forms of vibrato. You can route the LFO
simultaneously to the volume, pitch and modelling parameters of each of
the Resynators, as well as to the Blender and the filter cut-off
frequency, with the depth determined individually at each destination.
Unfortunately, neither the Slicer nor Mod currently
offers MIDI Sync, which I think is an oversight. Given that so many of
the Neuron's characteristic patches are sliced and diced, it seems crazy
that you can't sync them to the rest of a track. A fix for this is
apparently on the way, but not until that fabled OS v2.0 upgrade.
Shaper1 & Shaper 2
Like much of the Neuron, the first two
velocity-sensitive Shapers offer more than might be indicated by their
controls (shown below). Sure, each can act as an ADSR and affect
multiple destinations simultaneously, but you can also combine them in a
'free' mode, in which they can act as a single five-stage envelope with
the levels and transition times determined by the user. Well, this
isn't strictly true. The Sustain time is the Gate time, and the Release
level is always zero. This means that there are eight parameters, rather
than the 10 you might expect. This explains the name '4L/4T' (four
levels, four times) used in the Neuron's manual. The '4L/4T' mode is
mutually exclusive of the dual ADSRs (ie. you can't have both
simultaneously). There's also a repeat mode that turns the Shapers into
three-stage ADR waveform generators that you can use as complex LFOs.
This is welcome and useful, recalling the trapezoid envelope generators
of the EMS VCS3.
In ADSR mode, the Shapers have numerous destinations
within the Resynators, although there's no modulation matrix as such.
Shaper 1 is hard-wired to the amplifier controlling Resynator 1's audio
level, and is also wired to each of its model parameters. Sure, this
means that the same contour is used in all cases, but you can determine
the level at which it is applied in each case. Likewise, Shaper 2
controls Resynator 2. There are fewer destinations in free mode.
Silver, Setup, Surround, & Master Effects
Following the Slicer, the audio signal reaches the
module that "lets you put a lustrous shine on sounds", as Hartmann put
it. Despite its high-falutin' title, Silver is simply a multimode filter
plus a brace of insert effect units. The filter types on offer — but
only one at a time — are low-pass (6dB, 12dB and 24dB/octave),
6dB/octave high-pass, and a band-pass of unspecified slope. Each is
resonant, but none self-oscillate in the true sense, needing an input
from elsewhere to produce a sound. You can modulate each of the filters
using Shaper 3 (which is similar to Shapers 1 & 2, but, for obvious
reasons, lacks the '4L/4T' mode), the LFO, and keyboard velocity.
Alongside the filter lie the effects, split into
Frequency-based effects and Time-based effects. The former includes EQ,
compression, distortion, ring modulation, decimation, and Sp-warp, which
is a form of frequency modulation. The latter includes Stereo Spread
(which delays one channel with respect to the other to create
out-of-phase effects), delay, a phaser, a flanger, and chorus. Some of
these are well specified with, for example, selectable modulating
waveforms and acoustic feedback in the ring modulator. Others, such as
the EQ, are basic, while yet others — the phaser, flanger and chorus —
are as you might expect.
The third of the Neuron's orange joysticks lies in
Silver and, as in the Resynators, you can use this to determine the
parameters for the Silver module. And, as in the Resynators, you can
record and replay the stick's movements to generate one-shot or cyclic
modulations within the sound.
The final element within Silver is a button to
select Surround mode. Hartmann claim that the Neuron is the first synth
designed to work in 5.1, and I must admit that — while I use many
keyboards and modules with six or even eight outputs — I can't
immediately think of one that treats them as a surround setup allowing
panning across the soundfield. Nonetheless, the Neuron doesn't offer
complete 5.1 freedom; for the moment, Surround only operates in the
Neuron's four-channel multitimbral mode (named 'Setup' by Hartmann).
Surround capability in the single-patch Sound mode is yet another
upgrade slated for OS revision 2.0.
There are 512 Setups, and each allows you to
allocate up to four sounds on up to four MIDI channels, with independent
volume, pitch, stereo output assignments and pan for each. You can also
define highest and lowest notes for each, and highest and lowest
velocities, meaning that this is where you define keyboard- and
velocity- splits. In addition, there are parameters for each Sound that
define its mix level, its master delay send, and its master reverb send
(I'll come to the Master Effects in just a moment). In Surround mode you
can also position each sound in the front right/ front left/rear
right/rear left field, with additional parameters to boost or cut the
level of the sound in the centre and low-frequency effects (LFE, or
subwoofer) channels. The simplest way to do this is with the joystick in
the Silver module, which is why — although it is not strictly a
'Silver' function — the surround on/off button is found here. As always,
you can record and replay movements of the joystick, allowing you to
create 5.1 pans and sweeps. I was unable to test the Neuron in a true
5.1 context, because my review studio is as yet stereo, but by
monitoring each of the channel pairs in turn, it seemed that everything
was functioning correctly.
Following the Silver module, there are two master
effects: a stereo delay followed by a stereo reverb, the output from
which appear only on stereo output 1. Output pairs 2 and 3 are always
dry, except in Surround mode, in which case the affected signals are
sent to the front/rear pairs, and the centre and LFE channels are dry.
The number of parameters provided for the master
effects is not overwhelming. So, although there are independent delay
times for the left and right channels, the feedback, damping and mix
values are the same for each. Disappointingly, there are no multi-tap or
cross delays. Likewise, the reverb offers just five types — small room,
medium room, hall 1, hall 2, and plate — with just mix, reverb time,
diffusion, and damping parameters. Two extra parameters offer detune
amount and time for the reflected signals. These are confusingly named:
the effect is actually LFO pitch modulation of the reverb, with depth
and rate controls.
In addition to providing the envelope for the filter
cutoff frequency, Shaper 3's Attack and Decay controls also double as
mix controls for the master Delay and Reverb.
Controllers & MIDI
The last of the control sections contains the
performance controls: a joystick, a wheel, and a knob (shown on the next
page). These are complemented by the inputs for the pedal controllers
and, of course, the keyboard's velocity and channel-pressure
sensitivity.
Of these, the one that I like most is the
aftertouch, because it allows you to select four destinations, with
individual depths for each. This, together with the three physical
controllers (each of which can also affect four destinations) and the
pedals, form a true control matrix, allowing you to route each to almost
every parameter within the Neuron. There are far too many destinations
to list here, or even to present in a table, which gives you an idea how
flexible the system can be. Strangely, the factory sounds do not take
advantage of the control available, which is a shame.
The Neuron's MIDI system is straightforward,
offering SysEx dumping and loading of individual sounds and setups as
well as complete dumps/loads of all of each, albeit, of course, at a
much slower rate than using the USB/Ethernet/FTP connection.
I found a couple of significant bugs in the MIDI
implementation. Firstly, there seems to be a slight latency that becomes
particularly noticeable when playing rapid passages using a remote
keyboard. Secondly, the Neuron seems neither to send nor receive Program
Change messages (I checked using Korg and Roland synths at the far end
of the MIDI cables, with the same results in each case). Again, Hartmann
are apparently aware of these problems, and they are due for correction
in OS revision v1.3. More interesting, and certainly more positive, are
more than 100 fixed MIDI CCs that control many aspects of the sounds,
including the Scape and Sphere parameters. The opportunities offered by
this are obvious, and I can see many users creating hugely complex
sounds by drawing CC curves in computer-based sequencers.
In Use
There's been much talk about the Neuron's sounds,
so, as soon as I received the review instrument, I was keen to hear what
it had to offer. On the basis that most manufacturers place their most
impressive sound in the first patch location, I waited for it to boot,
saw the name 'Nata' appear, and began to play. My first impressions were
good: it's a vaguely oriental sound comprising an ethereal pad and a
plucked arpeggio. However, the sound is swamped in effects and reverb,
so I switched them off, and was presented with something which to me,
sounded very Wavestation-esque. The next patch, was based upon a drum
loop and sounds like... a treated drum loop. You may be tempted to think
that it's the Neuron itself creating the rhythmic patch, but it's not;
it's merely using the rhythmic model of an existing sample.
After a few days of experimentation, I was becoming
discouraged. Many of the Sounds were of high quality, but the interest
was coming from the effects, not from the unaffected Resynators. I would
happily have used some of these sounds, although there was little to
tempt me to replace my Korg Trinity or Triton, or indeed to give a
Yamaha Motif or Roland V-Synth a run for its money. Where were the
towering spires of sound, the ephemeral tinkling, and the celestial
beehive that I had been promised? To be fair, the ability to choose
inappropriate parameters in Modelmaker later opened the door to
a great deal of experimentation, but the results were still not as
diverse or radical as I had expected.
Other problems revealed themselves as I delved
deeper. Take model 157: 'Tape Choir' as an example. This is clearly
intended to be an imitation of the Mellotron eight-voice male choir,
even to the extent that the bottom 'C' lasts for just eight seconds or
thereabouts. But the duration of the notes becomes shorter and shorter,
and the timbre becomes progressively more 'munchkinised' as you play up
the keyboard until, at the top, the sound goes 'eep' and expires after
less than a second. This, of course, is exactly what you would expect
from a single, one-shot sample mapped across a keyboard, and not
what you should expect from a physical model. From what I know of
physical modelling, it seems to me that a better way to create this type
of patch would be to map a continuous version of the sound across the
whole keyboard and then specify a fixed duration at any pitch.
Unfortunately, the Neuron does not work like this.
The problems with 'Tape Choir' don't stop there,
though, because as you play up and down the keyboard, the patch displays
unpleasant side-effects that sound like the results of bad
multisampling. There's a particularly ghastly jump between C3 and C#3,
worse than anything I've heard coming from a PCM-based synth in many,
many years.
I decided to look for a better choral model that was
already 'looped'. This was where I ran into yet another problem.
Consider model 283: 'Ohhchoir': this displays exactly the sort of 'bump'
that you would expect from a badly looped sample. This bump is
particularly noticeable on C3 (in fact, on all the Cs) as well as other
notes such as F3. Again, you have to ask what's going on. If the bump
were the result of bad looping in the source sample, why didn't Hartmann
reject it, as any PCM synth manufacturer would? If the bump is a
consequence of discontinuities in the model, why didn't Hartmann
generate a new model?
I soon discovered that the deficiencies in 'Tape
Choir' and 'Ohhchoir' were not aberrations, as I found when I switched
off the effects swamping a patch that uses model 156: 'Classchoir'. This
suffered from similar problems. What's more, there were even octave
discontinuities within this model; A2 is 13 semitones above G#2! And
'Classchoir' wasn't the only model to suffer from this problem, as I
discovered when experimenting with some of the brass models.
I suspect that these bumps and discontinuities are
in part a consequence of the current limit on Neuron model sizes to just
12MB. Given the storage figures discussed earlier, it would seem likely
that it's only possible at the moment to create three or four
high-complexity zones across the keyboard, so it's little surprise that
problems of this kind arise. Apparently, this limit is due to disappear
in OS version 1.3, so the problem may be ameliorated in the future. But
until then, it's not nice.
Equally disappointing is the discrete nature of the two sounds generated from the high- and low- velocity samples in Modelmaker.
I think that — at the very least — we could expect these to crossfade
from one to the other. As it is, they are discrete, resulting in
unpleasant transitions across their boundary. Finally, I also noticed
some granularity becoming audible in some of the parameters if you
switch off the effects and wiggle the Resynator joysticks. To be honest,
I could continue describing the models' and Resynators' deficiencies,
but I think it's clear that some things are awry, and whether they are
problems with the initial software release, or just bad factory
programming of the supplied models, Hartmann should fix them.
Putting these worries to one side for the moment,
let's assume that the Resynators and models work as they should. How
does the rest of the Neuron perform?
Hartmann make huge claims for the user interface,
describing it as "something entirely apart from what users have
encountered with conventional synthesizers". However, there is nothing
on the Neuron's control panel that has not been seen before, whether it
is opto-encoders (the knobs), continuous wheels, X-Y joysticks, or LCD
menus. What is true, however, is that they have not been combined in
this way before. Sure, the tiny screen makes the parameters rather
inaccessible, and the Resynators' parameters offer only the merest hint
as to the changes you'll obtain when you alter them, but if you treat
the Resynators, Blender and Slicer as largely serendipitous controls,
and the Shapers, Silver and Effects as you would on any other synth, it
all comes together. I liked the inclusion of the Snapshot function,
which records the current parameter values, allowing you to backtrack
along a chain of user-defined 'Undos' if you find that you've travelled
up a sonic cul-de-sac.
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Now, what about polyphony? Hartmann claim that the
Neuron "has at least eight voices of polyphony and a maximum of 32". In
the single-patch Sound mode, you'll be lucky to get eight voices, but 32
is out of the question. Many Sounds started stealing voices on the
sixth or seventh note. In the four-part multitimbral Setup mode, even
eight is an exaggeration. I managed to program Setups that made the
Neuron monophonic, but there's worse; listening to the voice-stealing
and glitching that occurs as the Neuron attempts to allocate six voices
to a four-part Setup is simply awful.
Finally, there's another quirk; the lack of any
conventional transposition capability in Sound mode. The transposition
controls in the Resynators are not simple pitch controls; they
fundamentally affect the nature of the sound. Only in Setup mode can you
transpose a Sound so that it plays in the same way at a different
position on the keyboard.
So, what's good about the Neuron? Firstly, there's
stick animation — the joysticks in the Resynators offer a form of
control not found elsewhere, often over sound-shaping parameters that
are not found elsewhere. This is particularly true when you start using
stick animation, making it simple to create sounds that are not
obtainable from any other source. To my ears, the Korg Wavestation comes
close, but there are places where the Neuron leads but the Wavestation
cannot go. Furthermore, another enhancement promised in v2.0 is 'stick
zoom', which I assume means increased resolution for finer adjustments.
That would be nice.
Secondly, there's the sound quality of the pads and textures. Despite the limitations of Modelmaker
and the problems with the models and Resynators, the Neuron's effects
can turn a rather dry sound into something much more interesting, and
for this the instrument has a character that you may like. Whether the
resulting patches are enough of an improvement over similar sounds
available from cheaper alternatives, and whether they justify the
Neuron's price tag is, of course, another question (or two).
Thirdly, there's the serendipitous nature of the
programming system. Normally, I'm not a fan of the 'infinite number of
monkeys' approach to synthesis, but nonetheless, uninformed twiddling
with the Resynators can lead to interesting results. But having said
that, I'm still convinced that it will take time and understanding to
get the best from the Neuron.
Finally, if you have a penchant for sampling and
mangling existing sounds, or warping vocals, the Neuron is ideal; you're
more likely to create something odd and interesting here than on a
conventional sampler.
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