
Developer Interview:
Eric
Persing of Spectrasonics
In
the second in a series of interviews with V.I. developers, one of the
most highly respected programmers in our industry discusses his own
evolution, the evolution of his company and its very popular products,
and the evolution of sampling and synthesis in general
By
Nick Batzdorf

What
led you to sound design?
I never really
pursued being a sound designer, because at the time there wasn't such a
thing-you were a synthesizer player. Growing up, I always thought there
were two aspects to it. One was that you play, the other was that you
create your own sounds. I pursued both and loved both aspects of it.
It wasn't until
1980 or so when I came to Los Angeles and started meeting a lot of my
heroes, when I was really surprised that there were very few people who
actually knew how to create sounds-how to use the gear. So I found
myself with a unique skill that I didn't realize I had.
And then I ended
up working for Roland and going to the NAMM show in Chicago in 1984
just a little after MIDI was introduced in 1983. It was a big show-the
SBX-80, the introduction of Octopads, the whole idea of MIDI modules,
controllers-a lot pretty big things. That was how I got my gig with
Roland, kind of introducing MIDI to everyone.
A lot of the
Japanese engineers were creating the sounds, and they weren't even
really musicians or sound designers. Most of what they'd put in would
be sounds that made them laugh! There would be cow sounds and cats,
that kind of stuff. They had no idea what people in the United States
were interested in. The American synthesizers were doing much better
because they had presets that were designed more seriously.
I had created my
own sounds for the JX-3P and some of the early MIDI synthesizers...
Those
were digitally-controlled analog, right? That was before the D-50 and
others with sampled attacks?
...a set of
sounds that were a lot more current and useful. That made a big
difference. But they were inserting my sounds manually one unit at a
time! So the president of Roland US sent me over to Japan-it would be a
lot better if we could just get these put in in Japan. So that was how
I got connected with the Japanese, and that became my primary role
there at Roland: overseeing all the sound development.
That was a very
long and fruitful collaboration. Up until just recently I was still a
consultant with them. It was a great experience.
We started an
R&D division in Culver City in the early '90s-it was an arm of
Roland Japan. The idea was that the Japanese engineers would come and
study with us, go meet people like Hans Zimmer, and get a little bit
more sense of how people were actually using the instruments.
We were also in
charge of all the sampling. So we went all over the world and did all
kinds of sampling for years. It was one of the biggest sampling efforts
of the time. Right around the same time the third-party developer thing
was starting to happen, with Optical Media, Invision East West was just
getting started, Best Service...so I was also the liason between Roland
and these companies.
I was excited
about what I was started to see about this idea of sound libraries, the
sounds themselves being exciting and not just the hardware.
There a period
when there was constantly a keyboard du jour. That couldn't be
sustained, and people needed to get more out of the instruments before
moving on to the next ones.
Yeah, and I was
pushing Roland in that direction in a lot of ways-the idea of making
the instruments expandable. You'd buy one significant piece and then
create more sounds for it over time and gradually develop it.
So we'd done all
this work creating these libraries, a lot more serious effort than the
other hardware manufacturers had done. E-mu was really the only that
had serious library development.
Not
even Kurzweil?
Not really. We
were taking sort a VSL approach where you have a very large team of
people working on it, doing stuff every day-it was really pretty
serious. And it took years to make these things, because back then it
took eight hours to save 16 megabytes! Making a library was really
tough-you had these primitive editing tools...
So after we did
all this work, it was frustrating that we'd create the libraries, and
the marketing at Roland didn't really understand what to do with them.
It would be in the back of the catalog with the Boss socks, the belt
buckles, the string ties...they just didn't understand that kind of
product or how exciting the sounds themselves were.
But there were
benefits when we would cut them down and do the mini-versions that went
in the Sound Canvas, the JV-1080, the [8990?] and things like that.
Those were the cut down versions; only the top pros knew about the full
ones.
It was neat to
see them coming out in the instruments, but it was frustrating at the
time to see all that R&D get cut down. They were a different kind
of companies-they were a hardware company.
So I had this
idea. I had done the Orchestral Family series and the Project series,
and I wanted to do a Legends series with well-known players. I had this
idea for a Bass Legends, because I was friends with all the bass
players.
I
still have it!
Good!
But I didn't
really feel good about giving it to Roland, because I didn't think
they'd promote it, and I didn't want to get my friends involved if it
wasn't going to be treated seriously. I was kind of moaning about it to
her, and she said, "Well why don't we just do it ourselves?"
That's a weird
idea! Maybe we could sell 200 copies and get ourselves a new Honda.
And that was the
beginning of Spectrasonics.
So while we were
in the process of doing that I was still working at Roland. The guy who
was kind of like my protegÇ/trainee at the time, Bob Daspitt,
started working with Hans Zimmer and doing a lot of sampling for him.
He had this giant collection of guitars but he's not a guitar player.
But Bob is, so he asked him to sample them.
Bob had been
doing a lot of pretty innovative stuff for the time, like
velocity-controlled string bending, 12-way velocity switching on a
hardware sampler-that kind of stuff. He showed me what he was doing,
and Hans approved and said he could use his name, he was looking for a
distributor...so we decided, well why don't we just do it together,
we'll split the advertising, and we had that product.
Then I met these
guys from Singapore who were working on this crazy Asian library...
Heart
of Asia.
Yeah. They had
all the greatest performers from China and all over the Asian world
coming to Singapore all the time. So they would record them, but they
didn't know what to do with it, and they wanted to be part of this too.
It was pretty
cool, because we were able to start with three really outstanding
products. Our first advertisement was those three products.
It was very
humble: my wife and me in our kitchen. But it ended up being a lot
bigger deal than I thought it was going to be. Because I didn't set out
to be a businessman-that whole aspect. But you have to be to make this
work.
Then of course
the whole development and evolution of Spectrasonics from starting as a
sample library company to being a full-blown software company today.
It
seems like we're at the point where the major developers are taking
that step. Sonivox has their own player, EastWest has theirs, of course
VSL has lots of software, and both those companies have their own
studios. You have your own players and STEAM engine...how do you see
this going?
I can only
answer for us, of course, but I've always been interested in making an
instrument. Take a library like Distorted Reality. I'm trying to design
an experience for a person so that when they get it, it takes them to a
certain place musically, creatively, and emotionally; they think of it
as experience the same way you do with a great acoustic instrument.
That part of
working with Roland was always very exiting. I got to work with a D50 a
year before anybody else did! And I got to help design it, to have some
of my ideas in it.
That aspect as
always appealed to me-the product design; the user interface, what kind
of synthesis, all the components and how they work together, how you
make it simple and make it inspiring...how come a Mini Moog is still so
great, what makes it tick.
That's one of
the things I like about being in this business. I don't think everyone
is coming from that point of view; for a lot of people it is about the
sounds, and that's fine-I don't think there's anything wrong with that.
But we'd make
our libraries and we'd have to make them for all the different sampler
platforms. We had Kurzweil, E-mu, Ensoniq, Akai, Roland, Sample
Cell...when these platforms would go under because there weren't enough
users, it was really a shame after we had spent so much time crafting
the experience for that platform.
And then Giga
came along. We had another platform. Now that's going away. I got
really tired of that-re-making the same product over and over again
just so I could keep selling it.
So that's why in
2002 we came up with the idea of the large-scale virtual instrument
that's sample-based, it's got an interface...you can use it as a
starting point for your creativity. I'm talking about Atmosphere,
Trilogy, and the original Stylus.
That was the
first stage. And at that point there weren't really instruments like
that. There was IK Multimedia Sampletank, Bitheadz Unity-nothing like a
dedicated module that had its own interface and its own set of sounds.
I like the idea
of being able to make the experience one, and then port that
software-wise so that it keeps working on different platforms. It's
platform-agnostic-it doesn't matter if you're a Pro Tools guy, a PC
guy, a Mac guy, a Performer guy, or whatever-we don't care. You create
the product once.
It was
frustrating when there would be features on the Kurzweil, but we
couldn't take advantage of it, because it only worked on the Kurzweil.
It wouldn't work on the Akai, which was the base standard for everybody
but it was the least-featured. And it was designed on a Roland sampler!
So it was
frustrating to have to cut down the experience. I wanted people to have
the same experience I had on mine. In order to do that, the sounds, the
GUI and everything all have to go together - at least for what I'm
trying to do as far as making more than a sound library, trying to make
a real instrument.
Total
nirvana in
that department must still be illusory, since you still have to chase
the operating systems and the capability of the computers. There are
rumors that the next Macs are going to have their own processing chips.
But I would
still rather have those issues.
Because
you
still have your own interface that lets the instruments do what you
need them to do?
Yes, and that
was the second metamorphosis of the company: when we worked with
licensing with USB to get the UVI engine, they helped us evolve that
engine. That was a really good first step, but we didn't own the
technology.
We had a whole
bunch of other ideas about where we wanted to go with this, and of
course those were just the first-generation instruments. So we found
that it made a lot more sense for us not to be a sound company
licensing from a software company; again you're tied to somebody else,
and they went their own direction and that's fine.
But as a company
you have to be able to control your own destiny as much as you can.
That's why we started our own software division, and the first product
for that was Stylus RMX. It was released in 2004.
I think that
really showed people what we could do as far as our ideas and
technology and sounds all together. It's been a long process since
them, which is the STEAM engine. That's what we've been working on:
synthesis, multisamples, high-definition, streaming engine for the
future of our playable instruments. SAGE was the first stage of our own
development.
It's been an
incredibly long process to get to this point. With Omnisphere people
can see what we're able to do outside the groove realm, being able to
apply our ideas on synthesis and how a synthesizer should be set up,
how it combines with the world of sampling. It really is a synthesizer,
not just a playback engine. Of course we need that too, but we wanted
to go a lot further, we wanted to marry those two worlds.
Going
back a
little, do you think the days of the guy in the garage developing
libraries are numbered, or is it going to require major resources to
keep up?
I don't think
so. I think that what happened is when Giga came along, it lowered the
requirements for what it took to create a sample library. It would cut
up things, automatically map things, you didn't have to loop things
necessarily. So you could produce a sample library a lot faster.
So then you got
this explosion of all these new developers. That was a great thing, and
there are still a of things coming along. It all depends on what
somebody wants to do. If somebody has a good idea for a library of
sounds, producing it in Kontakt format - one of the things that's good
about this time period; Kontakt kind of won the war with the samplers,
which had been going on since the Fairlight was introduced, and it's
kind of over now. It's like, okay, it's going to be pretty hard to top
Kontakt. That's a very good thing for library developers, because they
can develop in one format.
My
only question
was brought up by a friend who's developing a library: EastWest PLAY
Pro has been announced, but with less competition will they still have
a fire under their rear ends?
Oh I think so.
If they don't somebody else will come along. We've become used to such
an insane pace of development, it might not be such a bad thing to have
sample development itself calm down a little bit. The past seven years
have been pretty nuts as far as the number of formats and duplication
of features...
And I think they
are going to have plenty of competition. If somebody sees an opening,
there's a good market there.
So I think
library development is always going to exist; there's a need for it.
And a lot of composers want to work with one interface primarily. At
the end of the day it didn't turn out to be Giga, it turned out to be
Kontakt.
They did a
better job of managing all the different factors, they made it
cross-platform. So I think it's going to be very healthy. Certainly the
bigger sample developers are going through the same realization we had
in 2002.
No
question. VSL
needed their player for their library.
Right, and I
think that's been real successful for them too.
I
hope it's been
successful financially, but I have to say that creatively it's a
success.
Generally
speaking that's what's driving all of this development; I don't think
the innovation is going to stop anytime soon. At the same time, are we
going to see the same radical amount of development since computers
started being used seriously for sampling? No. That was a unique time.
But I don't
think it'll be like MIDI, where MIDI settled and didn't go anywhere. I
think it's going to continue to grow and get a lot of innovation, and I
think the concept of a straight-ahead sampler is going to be around for
a while. People need that sort of thing.
And because
that's there, there's going to be more opportunities for a guy to
create a library. He doesn't have to pay any license fees, and he's
able to do it on a website.
And that's a
great thing for that: there's people who have come out of the woodwork
in the last year or two who weren't even there before that. They're
doing great work, and that inspires us! There's no resting on your
laurels - you've gotta push yourself creatively.
That's the way
it should be.
It would be nice
if everything was stable and steady and nothing changed - it would be
very reliable! - but then you wouldn't have all the benefit of all the
exciting new ideas.
Is
your engine
going to be opened up to third-party developers?
Not initially.
Especially when people see what you can do with it, there'll be a lot
of interest in people being able to put their own samples in. One of
the things we wanted to avoid is giving the impression that it's a
sampler. That's not what it's about, it's really a synthesizer. We know
how useful that would be and we're certainly not closing the door on
that idea, but it won't be part of the initial experience of
Omnisphere. It's really about all of what you can do with what we're
giving you to work with.
There's a
tendency for people to think an instrument is only good if you can add
samples or add libraries to it, a content filler kind of idea. What we
want to do is encourage people to really learn the synthesis part of
it, and we've made it really easy so you can take what we've done and
turn it into your own thing with very little knowledge. If you're an
expert synthesist you can use it that way too. But that's or focus.
It's sort of sad
- people know our instruments are going to be popular and think "we're
going to hear those sounds all over the place." That's not what we're
trying to do! Of course it's going to come with great sounds, but the
idea has always been to push you to the next level of creativity and to
get in there and have fun with it. It's a catalyst for creativity.
There's a place
for "what's this week's sound library - I'll use it in my production,"
but I think usually it's more satisfying when you evolve. One of the
really positive aspects to the revolution we've had in home recording
is that you can be involved in what a microphone does, what a
compressor does - it's no longer the engineer's role, and that applies
to synthesis too. You can jump in and you don't have to be a brilliant
sound designer to create pretty interesting sounds that nobody else has.
We tried to
design the interface so that you can you can jump in at whatever level
you're at. If you're primarily a presets guy, there's some really
clever things you can do if you don't have any synthesis knowledge. And
if you have a little synthesis knowledge but you're not 100% with
complex modulation or multibreakpoint envelopes, we have presets for
all those different things.
And then with
the envelopes you can use sliders ADSR-style, and then you can zoom in
and you can do anything, you can have 1000 breakpoints if you want. So
there are two interfaces. We actually have the same envelope, but you
can approach it different ways.
Easy
edit.
Yeah, except
it's more gradual, the whole interface moves that way. It's like a
simple page. You have an overview that's kind of intermediate level,
it's very comfortable; it looks similar to something like Atmosphere.
There's more to it for sure, but then when you zoom in you can see how
much more there is there, you can go deeper and deeper. So as opposed
to having a complicated synthesizer and a simple mode, it's more like
there's a view that's accessible to everybody and then you go deeper
and deeper depending on your skill and knowledge. It's a fun process
too.
We did the EZ
Edit page on RMX, but we found that people rarely use it - because the
rest of the instrument is fairly easy to use anyway. This is a
different scale of things because it's really deep. We set it up so you
don't have to approach it that way. A lot of synthesizers have presets
or you're a heavy-duty synthesizer programmer, and there's not a lot in
between. We've tried to make it a seamless thing; at every level you're
encouraged to go further and build techniques so that you feel in
control of the instrument.
Then you won't
have that feeling of "I'll just use the presets," and then you sound
like the other guy who used that preset and it's like "I've got to get
the next synthesizer of the week." That's never been what synthesis was
about in the first place!
I
see more to
that, at least historically. For example in the 1983 the DX-7 came out.
But it could only play one sound a time. Then instruments became
multitimbral, and that made a huge difference to what you could do; if
you wanted that, you bought the next keyboard du jour.
The DX-7 is a
great example because it introduced a whole new approach and so many
possibilities, but the interface was terrible so that it encouraged
people the other way! It encouraged to just use presets, then get more
presets, and then get other units. We've been conditioned that way for
a long time!
But now that we
have the opportunity to create these better interfaces I'm seeing a lot
of people being a lot more creative. That concept we provided in Stylus
RMX, it was a very cool thing to see how people were using the loops. I
was surprised. People did some very clever things.
It's starting to
happen. The tools are so powerful musically, it's less about buying
something new and more about knowing what you have.
I
look forward
to a day when people aren't constantly battling computers!
It's definitely
a double-edged sword. You get this fantastic power in this package
that's so inexpensive, but the rate of change is so intense.
I don't know
whether it will settle down. I hope so! But the quality of the
operating systems is getting so much better. I mean Mac OS X Leopard is
really a good operating system, so I'm hoping that these things build
on all the transitions that have happened.
We never did end
up with any standard in the plug-in world. That's not going to change.
Audio Units just added another one! And there are new hosts all the
time.
That's the other
aspect: the support aspect; it's so important when you have a product
that it keep working, and when your own software team you can stay up
on the changes. Like with Stylus RMX, we were the first software
company to have an Intel Mac native plug-in. With Atmosphere and
Trilogy - and every VI reader who has them knows that we weren't able
to get the licensed engine to be Intel Mac native, so it had to wait
until our own in-house technology was ready. The great news is that
that's now!
So now
Omnisphere, the successor to Atmosphere (it includes everything that
Atmosphere has in it, although that's a very small part of what it
is)...it took a while to be able to provide that. That was very
frustrating to a lot of people, but now that Trillian (our bass module)
is out, we can provide the same level of service that RMX users have
experienced. We are in very close contact with all the various host
manufacturers!
You can only do
that when it's your own code base.
The last
Omnisphere that nobody's done before is we've created an acoustic
Rhodes. I've always loved the sound of a Rhodes, but it doesn't have
the richness of sound of an acoustic piano.
The first thing
we did was sample all the tines with mics, instead of using the DI
sounds; that's an unusual sound, because you can't record a Rhodes that
way - you'd have to use 88 microphones!
Then we're
feeding that into an acoustic piano. In the piano we're holding the
sustain pedal down, so the piano is acting as a resonator. We're miking
the piano strings, but it's not being played by the piano, it's being
played by the Rhodes. It's on different layers. When you put it all
together, you get this really beautiful, sustaining, psychoacoustic
Rhodes that doesn't exist in the real world. But it has the organic
element that mechanical instruments have, instruments that move sound
in the air.
Nobody was
expecting a really interesting new Rhodes sound out of Omnisphere.
Everyone was expecting it to be the new Atmosphere, which of course it
is, but it's much more than that. It's really kind of a history of
everything we've done too, because it includes the "best of" all the
sample library library stuff as well. All the Symphony of Voices stuff
is in there running through the STEAM engine, combining with all the
new source...it's pretty fun stuff, creating instruments out of
staplers and typewriters...all kinds of different things. We connected
rubber bands to an acoustic guitar...it doesn't sound anything like an
acoustic guitar, it sounds like a giant rubber thing...the idea is
creating new sounds organically.
The thing you're
starting with has an acoustic life. That's why we all love samplers:
because there's this organic thing, the quality of a recording as
opposed to an electronically generated sound. There'll always be a
difference there.
So having that
organic material and then using granular synthesis, you can apply FM,
and polyphonic ring modulation - all kinds of cool real-time thing that
the engine does. The sounds have a life to them that makes them very
playable, dynamic, and expressive, because they're starting from a
unique place. The sound is already rich and interesting.
I
personally am
the most interested in that. Acoustic instruments have an emotion, but
then there are interesting new sounds.
And of course it
has a DSP synthesizer too, so it can do all the virtual analog stuff
too. What's neat is that it's all in the same environment so you an
combine all these elements together - you can go from acoustic to
extreme electronic and all those shades in between.
It's an idea
that I think has a lot of potential, in fact there are so many more
ideas that we want to do with this. We've been working on it for six
years already; we started right when Atmosphere was finished. We've
been sampling in earnest for three or four years. There's a lot of
sound there. I don't know if there's been an instrument released that
has as many different sounds. VSL I'm sure wins the prize for number of
samples! But as far as each sound being a different idea, there's an
awful lot. I haven't made a final count yet, but it's in the thousands!
It puts all
those things together: my experience at Roland, the early days of
Spectrasonics as a sampling company, what I wished I could do - putting
it together into one big package that itself will continue to grow and
evolve. I really like that idea about this software synthesizer world.
RETURN
TO TOP
