Hey, sorry if this is in the wrong forum section, but this seemed like the right place in sound design. Getting straight to the point, I am asking about the calculus, if it is there, behind parts of FL Studio and its native plugins for an art project in my Calculus 2 class I am currently taking.
I am posting this because I haven't found much yet on the math behind this stuff yet, although I am still searching.
For starters, is there anybody here who understand the math behind the following plugins/features.
Harmor; Filter Cutoff(s), Phaser(width, amount, speed, shape), detune, and the use of Unison to make saws, change the properties of harmonics across the spectrum as a whole (i.e. applying phaser, harmonizer, prism or anything to a broad spectrum of frequencies)
Sytrus, Adding Harmonics manually, unison(for saws)
Parametric EQ2 bands' cutoff/boosting functions i.e bandpass filter, low/high pass filter, band gain, etc.
Fruity Flanger, maybe?
I am going to assume some of it is pretty complicated, so I am just asking for some slightly trimmed down explanations of the math behind the functions of the software(i.e. integration and derivatives)
Thanks,
FunguyI
Calculus behind FL Studio
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Re: Calculus behind FL Studio
Hi,
Not to say I understand any of this, but t...
Re: Calculus behind FL Studio
A very simple, very basic example of calculus i...