Chapter 1
IN THIS CHAPTER
Understanding Musical Instrument Digital Interface (MIDI)
Getting to know synthesizers, drum machines, and other electronic instruments
Synchronizing MIDI devices
Exploring sequencing
My first job in a recording studio was in 1985. I can still remember the first time I walked into that studio. The owner was sitting, arms crossed, in front of the mixing console (called a console in those days because the mixer was an actual piece of furniture that took up nearly the whole room). He looked at me and hit a key on the Macintosh computer sitting next to him. Then all of a sudden, a synthesizer started playing, then another, and yet another. “This is cool,” I thought. But then I heard my nemesis — the drum machine.
Drum machines made me lose my recording gigs as a drummer and drove me to expand my career to that of a recording engineer as well. However, I eventually came to love that drum machine and the many others to follow (sigh). In fact, over the years, I became so captivated by the whole MIDI/drum machine thing that I assembled a whole series of electronic drum sets using drum machines and samplers — all controlled through MIDI.
In this chapter, you find out how MIDI enables synthesizers and computers to communicate with one another — a revolutionary thing for the musician. You get your hands dirty in the world of sequencing — recording MIDI performance information so you can play your performance automatically. You also peruse a variety of MIDI-capable instruments and explore the ins and outs of controlling your MIDI gear.
MIDI is a protocol (a set of agreed-upon standards) for musical instruments to communicate with one another through a cabled connection and a common digital language. This arrangement allows each one to understand the other, regardless of manufacturer or instrument. All that’s required is an instrument equipped with MIDI ports (jacks).
MIDI data is different from an audio recording because it contains no sound as such; rather, it’s limited to performance information. This includes information about various performance characteristics, which (for keyboards, at least) includes the following:
This information allows the MIDI musician potentially to create a performance that is as rich in texture as those of the world’s finest players.
Digital messages sent from one device to another across a cable (called the MIDI cable, of course) create MIDI data. The cable connects to MIDI ports on each device, and the messages are sent in the form of binary digits. Each instrument can understand and respond to these messages.
The three types of MIDI ports are In, Out, and Thru.
Figure 1-1 shows a daisy chain setup.
Okay, so you have a daisychain of MIDI instruments all hooked together, and you want to control them from your master keyboard or sequencer program. Now you want the drum machine to play the drum part and a sound module to play the string part. This is where MIDI channels come in handy.
MIDI channels allow you to designate which messages go to a particular machine. You can program each machine to receive messages on one or more of the 16 MIDI channels. For instance, you can set your drum machine to receive messages on Channel 10 (the default channel for drum sounds) and set the sound module with the string sounds to receive data on Channel 1. (You set the MIDI channels on your digital instrument by going into the System Parameters menu. Check your owner’s manual for specific procedures.) After you assign your channels, your master keyboard sends the performance information for both MIDI signals — the drum machine and the sound module playing the string sounds — across one MIDI cable. Each receiving device responds only to the messages directed to the MIDI channel that it’s assigned to receive.
In this scenario, the sound module with the string sounds receives all the data from the master keyboard, responds to the messages on Channel 1, and simultaneously sends the data from the master keyboard onto the drum machine (via the sound module’s Thru port). The drum machine receives the same messages from the master keyboard as the sound module but responds only to those sent for Channel 10.
Having 16 MIDI channels allows you to have up to 16 separate instruments playing different parts at the same time. You may use 16 different devices or 16 different parts from the same device if you have a multitimbral sound generator. (See the “Synthesizers” section later in this chapter for more on such sound generators.)
In order for MIDI instruments to communicate with one another, they need to have a vocabulary in common. This is where MIDI messages come in. MIDI messages contain an array of commands, including performance data, control changes, system-common messages, and system-exclusive messages (more about this shortly).
Included in performance data are note-on and note-off messages, as well as specifications for velocity, after-touch, vibrato, and pitch bend.
Control-change messages are a type of performance-data message. These messages contain data about expression, including modulation, volume, and pan.
System-common messages contain data about which channel the performance data is sent to and what sound in the sound library to play. System-common messages also include information about timing data, master volume, and effects settings.
System-exclusive messages contain information that is exclusive to the system or device. These messages can include data transfers of new sound patches, among other things.
Your synthesizer, drum machine, or other MIDI module has four operating modes, appropriately called Mode 1, Mode 2, Mode 3, and Mode 4. These modes dictate how your instrument responds to the MIDI messages it receives.
In Omni On/Poly mode, your instrument responds to all the MIDI messages coming across the wires (well, except for the MIDI channel data). This means that your synthesizer (or whatever) tries to play the parts of all the instruments hooked up to your MIDI controller. In this mode, your device also plays polyphonically (more than one note at a time).
Omni On/Mono allows your device to receive messages from all MIDI channels but lets it play only one note at time (monophonically). This mode is rarely, if ever, used.
In the Omni Off/Poly mode, your device can play polyphonically but responds only to MIDI signals on the channels that it’s set to. This is the mode you use most often when you’re sequencing — recording or playing back MIDI data. (Book 4, Chapter 3 covers this process in Pro Tools in greater detail.)
In the Omni Off/Mono mode, your instrument responds only to the messages sent on the MIDI channel that it’s set to and ignores the rest. Rather than play polyphonically, like in Mode 3, your instrument plays only one note at a time. This can be advantageous if you’re playing a MIDI controller from an instrument that can play only one note at a time, such as a flute or saxophone.
If you end up composing music for other people to play on their MIDI instruments — or if you want to use music from another composer — General MIDI is invaluable to you. General MIDI (GM) is a protocol that enables a MIDI instrument to provide a series of sounds and messages consistent with other MIDI instruments. With General MIDI, you can take a Standard MIDI File (SMF) of a song created on one sequencer program, transfer the file to another program, and use that other program to play the exact performance — sounds, timing, program changes, everything.
GM instruments contain numerous sound patches that the MIDI community has standardized. Not all these sounds are exactly the same as far as sound quality goes, but their sound type and location (acoustic grand piano on Patch #1, for instance) are the same on all GM-compatible machines.
GM standards dictate not only the particular sounds that a synthesizer has, but also which drum sounds are located on which keys, how many notes of polyphony the instrument has, and how many different channels the instrument can receive and send instructions on. The two levels of GM compatibility are Level 1 and Level 2.
Level 1 protocols were developed in 1991 and consist of a minimum of 128 instrument patches, 24 notes of polyphony, receiving and sending capability for all 16 MIDI channels, 16-part multitimbrality, and a host of controller and performance messages.
Level 2 was implemented in 1999 and includes more sounds, polyphony, and features. A GM Level 2-compatible device has 32 notes of polyphony, 16-channel support, up to 16 simultaneous instrument sound patches, and a host of additional sounds (384, to be exact), including 2 channels of simultaneous percussion sounds. Also added to the GM2 standard are reverb and chorus effects.
Enough with the technical aspects of MIDI — you want to know how to start using this great technology, right?
To get started, you first need to know just what you have to buy to do some MIDI-ing yourself. Well, I’m sorry to inform you that you can’t do any of this cool MIDI stuff with your vintage Stratocaster guitar or your acoustic drum set (unless you do some fancy rigging to your gear — see the sidebar, “MIDI control this …”). What you do need is
I know this sounds like a lot of stuff, but most of this gear performs more than one function in the MIDI studio. For example, nearly all synthesizers come with drum sounds, and some synthesizers even include a sequencer. In this case, this one synthesizer can do the job of sound generator, drum machine, MIDI controller, and sequencer all in one.
In the following sections, I discuss the different types of sound generators. You may indeed find one piece of equipment that does everything you want. If that’s not your situation, read on as I separate all the features that different equipment has. That way, you can understand the function of each feature and then decide how to configure your studio.
The sound generator is the core of the MIDI studio. This is what produces the sounds that you hear. Without it, you may as well skip the rest of the stuff because (of course) you won’t hear any of your work.
Sound generators can come in many different shapes and sizes: a fully functional keyboard synthesizer, an independent drum machine, a standalone sound module, samplers, software synthesizers (soft-synths), and a computer sound card. Each of these devices has its strengths and weaknesses. (Read on for the details.)
In the following sections, I discuss the different types of sound generators. Although you may find one piece of equipment that does everything you want, in this section, I separate all the features that different equipment may have to help you understand the function of each feature and decide how to configure your studio.
A synthesizer, like the one shown in Figure 1-3, consists of not only sounds but also a keyboard on which you can play these sounds. Synthesizers come in a variety of sizes and configurations. For example, some keyboards come with 61 keys (5 octaves), and others provide as many as 88 keys (the number on an acoustic piano keyboard).
If you’re in the market for a synthesizer, you need to consider several things:
Polyphony:Polyphony is the number of notes that sound at one time. Most decent synthesizers nowadays have at least 16 notes of polyphony although models that can produce 32 notes at once are not uncommon.
Each manufacturer treats polyphony differently, and the GM standards allow some variations on the effective use of this parameter. For instance, a synth patch may use more than one digital sound to create the actual sound you hear. The synth patch that you love so much may, in fact, consist of four different sounds layered atop one another. In such a case, you just reduced your polyphony by three-fourths, just by using that one patch. If your synthesizer has 16-note polyphony, it’s now down to 4-note polyphony because each of those 4 notes has four “sounds” associated with it. If you use this patch, you can play only 4 notes (a simple chord) at a time, not the 16 that you thought you had to work with.
Your best bet is to buy a synthesizer (or sound module) with the highest polyphony you can get, especially if you want to layer one sound on top of another or do multitimbral parts with your synth.
Multitimbrality: Most decent keyboards allow you to play more than one sound patch at a time. This is multitimbrality, which basically allows you to have your keyboard divided into several groups of sounds. For example, a multitimbral synth can divide a song’s chords, melody, bass part, and drum set sounds into different groups of sounds — and then play all those groups at once.
If you do any sequencing (recording or playing back MIDI data), a multitimbral synthesizer is a must-have. Otherwise, you would need a separate synthesizer for each type of sound that you want to play. Fortunately, with the GM standards, compatible synthesizers made in the last 15 years have the ability to play 16 sounds at once.
A drum machine contains the sounds of the drum set and other more exotic drums, as well as a sequencer to allow you to program rhythms. Figure 1-4 shows a typical drum machine.
Most drum machines contain hundreds of drum sounds, numerous preset rhythm patches, and the ability to program dozens of songs. All standalone drum machines have pads on which you can play the part. The more advanced drum machines can give your rhythms a more human feel. Effects, such as reverb and delay, are also fairly common on the more advanced drum machines.
A sound module is basically a stripped-down version of a synthesizer or drum machine. Sound modules don’t contain triggering devices (such as the keys for the keyboard, pickups for the guitar, or pads for the drum machine). What they do contain are a variety of sounds (often hundreds) that a master controller or sequencer can trigger. The advantage to sound modules is they take up little space and cost considerably less than their fully endowed counterparts (the synthesizers and drum machines, that is).
A sampler is a sound module that contains short audio samples of real instruments. Most samplers come with sound libraries containing hundreds of different types of sounds, from acoustic pianos to snare drums to sound effects. These sounds are often much more realistic than those that come in some synthesizers.
The real purpose of a sampler is to allow you to record your own sounds. For example, in the 1980s, it was cool to make a drum set from unusual percussive sounds. A snare drum can be the sound of a flushing toilet (don’t laugh, I actually did this) or breaking glass. Tom-toms can be grunts set to certain pitches. You’d be amazed at the strange stuff that people have turned into music — all with the help of a sampler.
Another common use of a sampler is recording short sections of already recorded songs. This can be a melodic or rhythmic phrase, a vocal cue, or a single drum or synthesizer sound. Sampling other songs is common in electronic music, rap, and hip-hop (be careful of copyright issues before doing this, however). If you’re into electronic music or hip-hop, you may find a sampler a necessary addition to your studio.
Because you’re using Pro Tools, your DAW (Digital Audio Workstation) software enables you to produce great sounds by using soft-synth plug-ins. Soft-synths are basically software equivalents of standalone synthesizers, sound modules, or samplers. As you can see in Figure 1-5, a soft-synth’s GUI (its graphical user interface, the smiley face that the software shows the world) is often designed to look just like a piece of regular hardware, complete with “buttons” and “knobs.”
Of course, soft-synths have their advantages and disadvantages:
Countless soft-synth plug-ins are available for Pro Tools. All AAX instrument plug-ins will work with Pro Tools. You can find hundreds with an Internet search, including a ton that are inexpensive or even free.
Most sound cards that you can put in your computer (or that come with a computer) have General MIDI sounds in them. Depending on the quality of your sound card, it may sound decent or border on unbearable.
A MIDI controller is essentially what its name describes: a device that can control another MIDI device. MIDI controllers come in many different formats. In fact, a MIDI controller can be anything from a synthesizer to a drum machine, or from a computer to a xylophone.
When MIDI first came out, your controller choice was limited to a keyboard, but now you can choose other options — keyboards, wind controllers (for saxophones or other wind instruments), guitars, or drums. So even if you don’t play piano, you can find a controller that resembles an instrument you know how to play. Look around, and you may find one (or more) MIDI controllers that allow you to create music your way.
Although you can get standalone sequencers and sequencers integrated into a synthesizer, you probably want to just use the sequencer in Pro Tools for this. The reasons for this are many, but the overriding factor is that you can have your MIDI and audio tracks in one place, and Pro Tools offers you more powerful editing capabilities than a sequencer that’s contained in a box and that uses a tiny LCD screen.
The MIDI interface allows you to send and receive MIDI information from a computer. Many audio interfaces have a MIDI port. If you end up doing a lot of MIDI sequencing, though, and use more than one sound module or external controller — or if you have an audio interface without MIDI ports — you need a separate MIDI interface, such as the one shown in Figure 1-6.
MIDI interfaces come in a staggering variety of configurations, so you have several things to consider when you buy a MIDI interface. Use the following questions to help you to determine your needs:
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