http://commandante.fwsnet.net/192
_3.wav (192khz)
_4.wav (48khz)
_4.mp3 (48khz with percussion, bass and sublead)
difference is enormous (3 vs 4), including the filesize
i blundered on the instrument though.. seeing as that isnt a supersaw and you cant really (well) hear whitenoise differences
anyways ill post some stuff below:
KVRAudio
http://www.kvraudio.com/forum/viewtopic ... 09#3556309
My own study on this reveals that 1 saw is cool, 2 saws is cooler, 3 saws is great, 4 saws is fantastic, 5 saws is extreme 6 saws is holy crap!, 7 saws is omg! and 8 saws is terrific, and 9 saws is yeah uber terrific, 10 saws is terrific, 11 saws is extreme, 12 saws is fantastic, 13 saws is "is there a whitenoise osc running?" 14 saws is "it sounds like the last one." 15 saws is "hmmm..."
The reason for this is because many VSTi modules have oscillators that are too perfect. The oscillator reads in a digital wave form and begins playing it from the start of the wave. Now because of this, each time the wave "cycles" it is exactly the same every time. which means that when you stack them and detune them, all the overtones are exactly alike and produce a somewhat digital hiss in the upper frequency range.
Now if you're smart you'll have picked a virtual analog VSTi where there is a simulation of an acual oscillator, the wave form will not be exactly the same each time. This is not the same as a random addition or subtraction from the slope in the oscillator's algorithm. Real hardware oscillators are imperfect because of the "disinhibitions" in the hardware, that because the signal is usually running through real copper wire, and various components that have strange physical properties that can't always be predicted, but follow a rational pattern that can be imitated, but not simulated precisely.
A computer has no components so far that can be utilized to produce a real analog signal, so the virtual analog VSTi is the substitute.
Now your sound buffer on your soundcard can as of late take floating point values, which is a huge leap in sound quality. But that does nothing for people in the time domain. The biggest reason that the sounds end up sounding noisy is because running your audio at 44.1 or 48 khz still isn't enough to facilitate a broadband saw wave because the saw wave is a mixture of sine waves using a successive logarithmic mix of all harmonics. the problem is when the harmonics go past 11 khz. There just aren't enough samples per second at 44.1/48khz to form a true sine wave at frequencies above 12 khz. I suggest to anyone who wants to experience a supersaw in the best possible way, to run your audio buffer at 32*f/192khz this will allow anyone to form a precise sine wave at frequencies all the way up to 22khz.
I have tested this, and I have found that the sound comes out to be a lot more clean, and less dirty from aliasing. if your VSTi doesn't support those high modes, then I guess you'll need to get yourself something better.
I believe that 64-bit audio will also make it possible to give digital signals the same subtle dynamics that an analog signal possesses. No more gritty chalky sound yay!
For the future in sound, I want to have one of those Intel i7 processors, and a 64-bit OS and 8 TB of onboard RAM Very Happy I'll be unstoppable xD
KVRAudio reply
http://www.kvraudio.com/forum/viewtopic ... 09#3556309
that reply wasnt really ontopic but seeing as im not a master of the arts hopefully someone knows, or have any ideas
btw this thread altogether was just me trying to gather some information on such as, should i continue using 48khz sound
is there any way to improve the overall sound of karmafx synth
and so on
i guess it always will be, at the cost of cpu
right now the synth does a bangup job as cpu usage is at extreme lows
but imo theres no harm in seeing what can be done