Interactive Audio Technology

Sound Synthesis, Sampling & Digital Signal Processing

An interactive journey from oscillators and sampling to filters, reverberation, nonlinear systems and spectral processing. Each page introduces a concept through explanation, visualisation and hands-on experimentation.

Start anywhere. The material follows a logical progression, but each topic can also be used as an interactive reference in its own right.
Make a sound→build an instrument→understand DSP→create spaces→model systems→work in the spectral domain
Section 1

Sound Synthesis & Instrument Building

Begin with oscillators and the basic ingredients of synthesis, then combine envelopes, modulation, sequencing, polyphony and MIDI into playable instruments.

Section 2

Sampling & Alternative Synthesis

Replace the oscillator with recorded sound, then explore the many ways a buffer can become an instrument: transposition, interpolation, stretching, grains and wavetables.

Section 3

DSP Fundamentals

Look beneath the instruments and effects. These experiments reduce DSP to reusable operations: multiply, store, delay, add, filter, feed back and combine.

The DSP Toolbox

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Map the small set of mathematical and memory operations that recur throughout digital audio processing.

Multiply — Gain & Modulation

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See how one simple operation controls level and becomes the basis of amplitude modulation and many other processes.

Store & Delay — DSP Memory

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Introduce sample memory and discover how storing previous samples creates delay and state.

Modulated Delay — Flanging & Chorus

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Move a delay through time and hear how the same structure becomes flanging, chorus and animated filtering.

Inside the EQ

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Open up an equaliser and connect familiar frequency controls to the coefficients doing the sample-by-sample calculation.

How Averaging Becomes Low-pass

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Average neighbouring samples and watch a simple arithmetic operation turn into a frequency-selective filter.

Average vs Difference

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Compare addition and subtraction of neighbouring samples to reveal simple low-pass and high-pass behaviour.

FIR Taps & Coefficients

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Build filters from delayed input samples, weights and summation, and experiment directly with FIR coefficients.

IIR — Feedback & Resonance

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Feed previous outputs back into a filter and discover how recursion introduces memory, resonance and potentially infinite decay.

Practical EQ — Plugin to DSP

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Connect the controls of everyday EQ practice to the filter structures and coefficients underneath them.

Allpass, Phase & Phaser

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Change phase without directly changing magnitude, then use that behaviour to understand phasing effects.

Section 4

Reverb, Convolution & Acoustic Measurement

Follow delay and filtering into artificial space, then connect algorithmic reverberation to measured spaces through impulse responses and convolution.

Section 5

Dynamics, Nonlinearity & Modelling

Measure changing level, connect it to dynamics processing, then leave the linear world to explore distortion, aliasing, oversampling and different approaches to modelling real devices.

Section 6

Blocks, FFT & Spectral Processing

Move from sample-by-sample processing to blocks, transform those blocks into frequency data, and build toward spectral manipulation, reconstruction and vocoding.