WEBVTT - TechStuff Classic: The MOOG Story: Part Two

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<v Speaker 1>Welcome to tech Stuff, a production from I Heart Radio.

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<v Speaker 1>Hey there, and welcome to tech Stuff. I'm your host,

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<v Speaker 1>Jonathan Strickland. I'm an executive producer with I Heart Radio

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<v Speaker 1>and how that tech are you. It's time for a

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<v Speaker 1>classic episode. It's a Friday, so let's listen to part

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<v Speaker 1>two of the two part episodes that I did started

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<v Speaker 1>last week. This is the Mogue Story, Part two. If

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<v Speaker 1>you have not heard part one that published last Friday,

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<v Speaker 1>so you should go check that out. This episode originally

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<v Speaker 1>published back on February ten, two thousand sixteen. Enjoying filters.

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<v Speaker 1>You probably heard about filters, right. You run this through

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<v Speaker 1>a filter. What filters are are doing is there specifically

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<v Speaker 1>changing the harmonic content of a signal, and it lets

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<v Speaker 1>you narrow down the range of frequency that are allowed

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<v Speaker 1>in any produced sound, like you can specify which harmonics

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<v Speaker 1>are allowed to go through, which ones are not allowed

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<v Speaker 1>to go through, and that alters the quality, the tonal

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<v Speaker 1>quality of any sound you make. So I'm going to

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<v Speaker 1>start talking about some particular filters, and our producer, extraordinary

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<v Speaker 1>Knowl is going to provide us with some examples of

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<v Speaker 1>some of the stuff we talk about. So from this

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<v Speaker 1>point forward. Uh, Noel is really gonna have free rein

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<v Speaker 1>to go crazy Broadway style. I encourage him highly to

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<v Speaker 1>interrupt us as often as possible with strange noises. If

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<v Speaker 1>he hasn't already, I expect him to do so from

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<v Speaker 1>this point forward. As the wonderful thing about Noel not

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<v Speaker 1>being in the room where we record, we have no

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<v Speaker 1>way of knowing what he's going to add after this

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<v Speaker 1>is done. But at any rate, Uh, so you can.

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<v Speaker 1>You can change the amplitude, which obviously changes the volume,

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<v Speaker 1>and you can change the frequency, which changes the pitch.

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<v Speaker 1>Those are very basic, right, but beyond that you can

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<v Speaker 1>start to really have fun with it. So filters are

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<v Speaker 1>ways to change the timbre of the sound, even within

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<v Speaker 1>a single note. So you can press a note with

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<v Speaker 1>no filter, it's gonna sound one way, and then you

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<v Speaker 1>apply a filter and press that same key to create

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<v Speaker 1>that same note, but it's going to have a different quality.

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<v Speaker 1>So one of the basic types of filters would be

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<v Speaker 1>what's called a low pass filter or a high pass filter.

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<v Speaker 1>Very simple concept. The name tells you what it lets

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<v Speaker 1>it do. So a low pass filter and let's low

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<v Speaker 1>frequencies pass through. It blocks high frequencies now you can

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<v Speaker 1>define what where's your cut off, so you can say,

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<v Speaker 1>like any frequency above this is not allowed through. Anything

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<v Speaker 1>that's lower than that can go through. Now I'm going

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<v Speaker 1>to ask the question I think some listeners may be wondering,

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<v Speaker 1>Hold on a second, why would there be multiple frequencies

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<v Speaker 1>playing when you've got a single tone playing? Shouldn't that

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<v Speaker 1>be one frequency? If you're playing one pitched note, you

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<v Speaker 1>could be playing one pitch note if you're if your

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<v Speaker 1>wave is just a sign wave, right, A sign wave

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<v Speaker 1>is a pure tone. It means it's a fundamental frequency.

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<v Speaker 1>There's no harmonic added to it. But that's the it's

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<v Speaker 1>only one type of waveform you can play with a synthesizer.

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<v Speaker 1>You can actually create different types of waveforms like saw

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<v Speaker 1>tooth waves or square waves or triangular waves, and each

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<v Speaker 1>of those contains harmonics, harmonics being uh multiples of your

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<v Speaker 1>fundamental frequency. Your fundamental frequency is always going to be

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<v Speaker 1>the loudest, the one with the greatest amplitude. Right, So

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<v Speaker 1>the note you're playing, there's a specific frequency associated with

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<v Speaker 1>that note, its amplitude is going to be the greatest

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<v Speaker 1>in the full sound wave. But with these other waveforms triangular, square,

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<v Speaker 1>and saw tooth, you get multiples of that particular frequency

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<v Speaker 1>that also show up, and those are harmonics. But if

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<v Speaker 1>you don't want to hear any of those high harmonics,

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<v Speaker 1>you just want that deep, nasty bass rumble. Yeah, you

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<v Speaker 1>could do it a low pass filter. And what that

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<v Speaker 1>does is it actually you would think it would be

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<v Speaker 1>like a really base sound, but it really kinds makes

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<v Speaker 1>it sound sort of muffled and dark. And then if

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<v Speaker 1>you wanted instead to do the opposite, you could put

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<v Speaker 1>a high pass filter. On high pass filter, obviously, the

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<v Speaker 1>higher frequencies are allowed to pass through and it blocks

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<v Speaker 1>the lower frequencies. Sounds kind of bright and jangle exactly

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<v Speaker 1>much much brighter sounds. So Noel, I'm sure can give

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<v Speaker 1>us examples of what sounds like to listen to some

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<v Speaker 1>tones played through a low pass filter and some tones

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<v Speaker 1>played through a high pass filter. There are a couple

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<v Speaker 1>of others that I want to mention that also are

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<v Speaker 1>our pass filters, but they are a little different from

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<v Speaker 1>low and high. Uh. There's the band pass filter, which

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<v Speaker 1>allows a group of frequencies that are between the high

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<v Speaker 1>and low ends to pass through. So in other words,

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<v Speaker 1>you're saying, alright, anything below this frequency. I want you

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<v Speaker 1>to cut out anything above this frequency. I want you

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<v Speaker 1>to cut out everything in between can pass, and that

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<v Speaker 1>gives you a different sound or band. Reject filters which

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<v Speaker 1>specify a specific range of frequencies that are not allowed

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<v Speaker 1>to go through, but everything else can. So it's essentially

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<v Speaker 1>like bouncers. Okay, here's a list of people. They absolutely

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<v Speaker 1>are not allowed in the club. My name is always

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<v Speaker 1>on that list all the time. At least that's what

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<v Speaker 1>they tell me. Um, but apparently my friend, uh, Benjamin Franklin,

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<v Speaker 1>he gets in all the time. Now, beyond those filters,

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<v Speaker 1>you can do some other fun stuff. For one thing,

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<v Speaker 1>you remember I said that an analog sound wave is

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<v Speaker 1>continuous course, right, so it doesn't have a quick you know,

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<v Speaker 1>a discreete uh you where there's a stop start. Partly

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<v Speaker 1>because of that, cut offs like where you say, here's

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<v Speaker 1>where I want the filter to begin, are a little hazy.

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<v Speaker 1>So uh, when you when you have your these uh

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<v Speaker 1>these filters, you also have a transition band. The transition

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<v Speaker 1>band is a small band of frequencies that will still

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<v Speaker 1>play through where you've set your cut off. So, in

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<v Speaker 1>other words, if you say you're cut off is five

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<v Speaker 1>thousand hurts. Anything below five thousand hurts cut that off.

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<v Speaker 1>It's not a hard stop at that frequency. There's actually

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<v Speaker 1>it trails a little bit, which gives kind of an

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<v Speaker 1>interesting effect. Right, So that's really cool. But beyond that,

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<v Speaker 1>you can start to do things like adjust a filter

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<v Speaker 1>while you're actually playing a tone. You can do this

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<v Speaker 1>by hooking up different modules together. I'll talk about some

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<v Speaker 1>of the other modules in this I can. And that's

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<v Speaker 1>where you get like, like the frequency wah, well maybe,

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<v Speaker 1>because I mean it's the way it sounds like the pitch.

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<v Speaker 1>The pitch remains the same, but the tone of the

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<v Speaker 1>of the note is different. So the pitch doesn't change,

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<v Speaker 1>but the the quality of the sound changes. Noel, I'm

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<v Speaker 1>sure it could play for us the sound of a note, uh,

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<v Speaker 1>where the filter is changed while the note is still playing,

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<v Speaker 1>so that we can kind of get an idea of

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<v Speaker 1>what that sounds like. And another thing you can do

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<v Speaker 1>is play with resonance. Uh. And one way you can

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<v Speaker 1>play with resonance is you take the frequencies that are

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<v Speaker 1>close to that cut off frequency where you know you've

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<v Speaker 1>you've set the filter boundaries, and instead of just having

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<v Speaker 1>them play out to a speaker, you feed them back

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<v Speaker 1>into the filter. This creates a feedback loop and I

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<v Speaker 1>believe it's called lopeo. How many more times are we

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<v Speaker 1>going to have that joke? All right? So it creates

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<v Speaker 1>a feedback loop, and it also changes the timbre and

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<v Speaker 1>volume of of the pitches that you're playing, which is

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<v Speaker 1>really cool. Um. So that's all in just talking about filters.

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<v Speaker 1>There are other modules that we can mention that. That's

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<v Speaker 1>just one subset of modules. Another one is called the

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<v Speaker 1>envelope generator. You know, there's a great scene in that

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<v Speaker 1>documentary where I don't know if you saw this one,

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<v Speaker 1>because I think you saw part of it where Bob

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<v Speaker 1>Mog himself is showing off one of his machines and

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<v Speaker 1>he sort of like rubs his hand luxuriously over the

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<v Speaker 1>envelope while he speaks of it. Does it get uncomfortable? No? No, no,

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<v Speaker 1>it's kind of sweet. You can tell he you know,

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<v Speaker 1>he has he as a love for this envelope. He

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<v Speaker 1>has a relationship with this envelope. And you might wonder, well,

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<v Speaker 1>what the heck is this thing? Anyway? Well, it's another

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<v Speaker 1>section of the board. Yeah, and and it's you know,

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<v Speaker 1>as you might imagine as we're talking about these different oscillators,

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<v Speaker 1>these different waveforms, and these different filters, it's already starting

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<v Speaker 1>to sound pretty complicated. I mean, you've got all these

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<v Speaker 1>different knobs and stuff to control things, and maybe you

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<v Speaker 1>want to have various effects apply to your music, but

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<v Speaker 1>you can't by hand constantly adjust this or employ a

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<v Speaker 1>second person too on the fly make these changes to

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<v Speaker 1>filters so that the notes you produce have the quality

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<v Speaker 1>that you want. Envelopes are kind of like macros in

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<v Speaker 1>the software world, where you make shortcuts where you hit

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<v Speaker 1>control and a letter and suddenly it creates like a

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<v Speaker 1>series of commands that otherwise would take you multiple mouse

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<v Speaker 1>or key strokes to actually execute the same sort of thing,

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<v Speaker 1>except in this case we're talking about analog circuitry UM.

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<v Speaker 1>So envelope generators can react to an incoming signal and

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<v Speaker 1>then send out a new signal to a different module.

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<v Speaker 1>And so it's another if then gates. So if signal

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<v Speaker 1>X comes into the envelope generator, then send y signal

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<v Speaker 1>to this other module so that you get the effect

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<v Speaker 1>you want. And one type of envelope generator, one common

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<v Speaker 1>one is the A D S R, and that stands

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<v Speaker 1>for attack, decay, sustain, and release, which are kind of

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<v Speaker 1>like four phases in a note. So have you ever

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<v Speaker 1>played with a synthesizer where you pressed down on a

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<v Speaker 1>key and the sound kind of comes up to a

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<v Speaker 1>level and then backs off just a little bit. Oh yeah,

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<v Speaker 1>that's the slow attack. That's the attack. Yeah, that's the

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<v Speaker 1>attack in decay actually, because the rise in volume is

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<v Speaker 1>the attack when it hits its peak and starts to

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<v Speaker 1>come back down just a bit. Like let's say that

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<v Speaker 1>there's a scale of zero to one, you press down

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<v Speaker 1>the key, it goes from zero up to one, then

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<v Speaker 1>it falls back to maybe point seven. That that fall

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<v Speaker 1>back to point seven would be the decay phase. So

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<v Speaker 1>the attack phases going from zero to one decay than

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<v Speaker 1>one to point seven. That part happens usually pretty quickly, right,

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<v Speaker 1>And then you still got the key held down. As

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<v Speaker 1>long as you have the key held down, the note

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<v Speaker 1>is playing, that's the sustain. When you release the key,

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<v Speaker 1>you get to the release phase, which trails the note off.

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<v Speaker 1>And you can adjust all of these things. You can

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<v Speaker 1>adjust it so that the attack takes longer, so that

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<v Speaker 1>the build up to the peak and then the decay

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<v Speaker 1>is more you know, it's it's taking kind of the

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<v Speaker 1>scenic route, or you can make the release last a

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<v Speaker 1>really long time so that the note trails off like

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<v Speaker 1>you have a long, sort of sustaining note. Um. All

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<v Speaker 1>of these are things you can adjust using this type

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<v Speaker 1>of technology, which gives you an incredible amount of flexibility

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<v Speaker 1>when you are tried to create a specific sound. And

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<v Speaker 1>one of the things that I think really makes synthesizers

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<v Speaker 1>in general, and the mogue in particular, incredibly special. It

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<v Speaker 1>makes me wish that I were capable of playing one. UM.

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<v Speaker 1>I only plink around on keyboards, so it's pretty pathetic.

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<v Speaker 1>Noel is like a master Jonathan. What's the song you

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<v Speaker 1>always play when you sit down at a piano. Everybody

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<v Speaker 1>has that annoying thing. They do the one song they

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<v Speaker 1>know how to play, and they sit down and they

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<v Speaker 1>do it well. There are two songs that I tend

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<v Speaker 1>to play. One is the theme to Raiders of the

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<v Speaker 1>Lost Arc. I mean, that's great triumphant music and it's

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<v Speaker 1>Nazi killing music, it is. And then the other one

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<v Speaker 1>is Jesu joy a Man's Desiring. That's that's kind of

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<v Speaker 1>the two that I do. But I also I've also

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<v Speaker 1>been known to do oh de Joy. Okay, so that's

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<v Speaker 1>a bit of the old that's right. I've been obviously

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<v Speaker 1>the the actual Joy movement, which is from you know,

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<v Speaker 1>a much longer symphony, the Ninth Symphony. It's only that

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<v Speaker 1>one section that I do. I can't play the any

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<v Speaker 1>of the rest of it, and I can't really play

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<v Speaker 1>that one very well. It's like two finger typing. It's

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<v Speaker 1>like that, except with keyboard. I'm sure you're an astonishing blinker. Yeah. Occasionally,

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<v Speaker 1>you know, if I get want to get fancy, you know, chopsticks,

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<v Speaker 1>that's where it's at. A big fan of the Jaws

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<v Speaker 1>theme myself. Yeah, nice, nice. I've been known to to

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<v Speaker 1>do the uh, the musical motif from Close Encounters of

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<v Speaker 1>the third kind um, which you can play just on

0:13:29.520 --> 0:13:33.080
<v Speaker 1>the black keys. We'll be back with more on the

0:13:33.160 --> 0:13:45.640
<v Speaker 1>Mogue story after this quick break. There's one other thing

0:13:45.640 --> 0:13:48.200
<v Speaker 1>I want to mention. A couple other things, actually. One

0:13:48.280 --> 0:13:52.360
<v Speaker 1>is the low frequency oscillator low frequency office oscillators also

0:13:52.360 --> 0:13:55.880
<v Speaker 1>known as lfos UH. They control other modules by sending

0:13:56.160 --> 0:13:59.680
<v Speaker 1>a low frequency. It's so low that sub audio you

0:13:59.720 --> 0:14:02.240
<v Speaker 1>can't you can't hear it. It's beneath it's below twenty

0:14:02.320 --> 0:14:05.959
<v Speaker 1>hurts um and they send a signal to other modules

0:14:05.960 --> 0:14:08.680
<v Speaker 1>to alter a sound. So this is one of the

0:14:08.679 --> 0:14:12.600
<v Speaker 1>ways you can make that uh, that sort of vibrato

0:14:12.960 --> 0:14:17.000
<v Speaker 1>sound in a in a sustained note is altering this

0:14:17.080 --> 0:14:20.760
<v Speaker 1>by using a low frequency oscillator gives it that wave

0:14:20.840 --> 0:14:36.960
<v Speaker 1>equality maybe noel can demonstrate. And then you can always

0:14:37.000 --> 0:14:39.800
<v Speaker 1>use a control signal to change the frequency of another module.

0:14:39.920 --> 0:14:43.680
<v Speaker 1>That's called frequency modulation or FM. By the way, all

0:14:43.720 --> 0:14:47.080
<v Speaker 1>these things I'm talking about about changing frequencies of electronic signals.

0:14:47.840 --> 0:14:53.640
<v Speaker 1>It doesn't just apply to synthesizers like frequency modulation oscillators,

0:14:53.760 --> 0:14:57.400
<v Speaker 1>changing these things. This is all basic electronics, whether you're

0:14:57.400 --> 0:15:01.280
<v Speaker 1>making a sound or doing something else. It's not just

0:15:01.440 --> 0:15:04.960
<v Speaker 1>in in creating music. But where of course specifically framing

0:15:05.000 --> 0:15:08.320
<v Speaker 1>it in that because the topic is the mog. Uh

0:15:08.440 --> 0:15:13.920
<v Speaker 1>So these are all super cool elements that give the

0:15:13.960 --> 0:15:19.160
<v Speaker 1>mogue that that quality it possesses, that really unusual sound,

0:15:19.720 --> 0:15:22.760
<v Speaker 1>that that unique sound. Maybe instead of unusual, I wouldn't

0:15:22.800 --> 0:15:28.280
<v Speaker 1>want to say something that would have offended mog himself.

0:15:29.440 --> 0:15:34.600
<v Speaker 1>By unusual, I mean unique, not bad um And uh yeah,

0:15:34.680 --> 0:15:37.560
<v Speaker 1>you can these things can get monstrously huge, like I've

0:15:37.600 --> 0:15:41.880
<v Speaker 1>seen synthesizers that didn't have any keyboard attached them at all.

0:15:41.880 --> 0:15:45.040
<v Speaker 1>It was just the various modules to demonstrate what the

0:15:45.080 --> 0:15:48.239
<v Speaker 1>modules do. So all you had were the various modules,

0:15:48.560 --> 0:15:53.280
<v Speaker 1>cables to hook physically hook the modules together and unplugging

0:15:53.280 --> 0:15:56.200
<v Speaker 1>cables and turning dials. And you would have have maybe

0:15:56.200 --> 0:15:59.720
<v Speaker 1>in a scilloscope to see the wave form, so you

0:15:59.720 --> 0:16:03.920
<v Speaker 1>had something visual there too, but it was all just

0:16:04.440 --> 0:16:08.160
<v Speaker 1>plugging and unplugging cables, patching and filters, taking filters out

0:16:08.200 --> 0:16:12.560
<v Speaker 1>by directly connecting modules. You know, that's interesting because when

0:16:13.200 --> 0:16:18.520
<v Speaker 1>when mog and Deutsch were originally designing the mode, the

0:16:18.760 --> 0:16:21.480
<v Speaker 1>you know, the synthesizer that would maybe it was the

0:16:21.520 --> 0:16:25.200
<v Speaker 1>Abomba Atron, I don't know their original model. They were

0:16:25.240 --> 0:16:28.840
<v Speaker 1>talking about the idea and they were discussing whether or

0:16:28.880 --> 0:16:33.200
<v Speaker 1>not it should have a keyboard. The keyboard is sort

0:16:33.240 --> 0:16:36.600
<v Speaker 1>of the obvious way to control the variable of pitch.

0:16:37.520 --> 0:16:42.080
<v Speaker 1>But the question is should we have gone with something else,

0:16:42.120 --> 0:16:46.720
<v Speaker 1>because does the keyboard inherently suggest this is really just

0:16:47.320 --> 0:16:51.080
<v Speaker 1>a different kind of piano, which modified piano. You should

0:16:51.080 --> 0:16:53.960
<v Speaker 1>approach it like a piano, use it like a piano.

0:16:54.120 --> 0:16:59.280
<v Speaker 1>You bring your piano playing behaviors to the machine, and

0:16:59.320 --> 0:17:01.720
<v Speaker 1>they were they were torn on that because they were thinking, well,

0:17:01.760 --> 0:17:05.080
<v Speaker 1>what if we didn't include the keyboard, might that help

0:17:05.240 --> 0:17:08.240
<v Speaker 1>encourage people to use this to generate sounds in a

0:17:08.240 --> 0:17:10.920
<v Speaker 1>way that's truly new and doesn't mimic the way we've

0:17:11.040 --> 0:17:14.280
<v Speaker 1>used other instruments before. Of course, we know they did

0:17:14.400 --> 0:17:16.600
<v Speaker 1>end up going with the keyboard, and that kind of

0:17:16.640 --> 0:17:18.720
<v Speaker 1>makes sense because the keyboard is a very useful and

0:17:18.760 --> 0:17:21.520
<v Speaker 1>intuitive way to control pitch, but especially when you get

0:17:21.520 --> 0:17:24.280
<v Speaker 1>to a point where you're capable of producing more than

0:17:24.359 --> 0:17:28.520
<v Speaker 1>one one tone by pressing more than one key at once, right,

0:17:28.600 --> 0:17:31.679
<v Speaker 1>some early synthesizers were only capable of performing like you

0:17:31.760 --> 0:17:33.760
<v Speaker 1>press one key and that's the sound you would get,

0:17:33.760 --> 0:17:36.399
<v Speaker 1>but you would not be able to create harmonies with

0:17:36.480 --> 0:17:39.960
<v Speaker 1>some early synthesizers where you know you were if you

0:17:40.080 --> 0:17:42.600
<v Speaker 1>change from key to key, you change the pitch, but

0:17:42.680 --> 0:17:45.520
<v Speaker 1>you couldn't hold down a chord and have all three

0:17:45.560 --> 0:17:49.000
<v Speaker 1>notes play, and some early early synthesizers. I think that's

0:17:49.040 --> 0:17:51.360
<v Speaker 1>the case with the mogudn't it. I believe so, and

0:17:51.600 --> 0:17:53.760
<v Speaker 1>that that would mean that you could change out the

0:17:53.840 --> 0:17:59.040
<v Speaker 1>keyboard for something like a lever. Then you pull the

0:17:59.119 --> 0:18:02.240
<v Speaker 1>lever and maybe when you pull the lever in one direction,

0:18:02.280 --> 0:18:04.440
<v Speaker 1>the pitch increases, and when you put push the lever

0:18:04.560 --> 0:18:06.959
<v Speaker 1>the other direction, the pitch lowers. That could have been

0:18:07.000 --> 0:18:09.639
<v Speaker 1>the control device or anything else. Really it didn't have

0:18:09.720 --> 0:18:14.359
<v Speaker 1>to be the keyboard, but they decided ultimately to have

0:18:14.400 --> 0:18:17.800
<v Speaker 1>the keyboard because again it I think you're right. I

0:18:17.840 --> 0:18:20.719
<v Speaker 1>think it makes it easier to understand how to produce

0:18:20.800 --> 0:18:24.480
<v Speaker 1>the sound you want to produce. It becomes less It

0:18:24.640 --> 0:18:28.159
<v Speaker 1>slightly steps away from the element of performance art the

0:18:28.200 --> 0:18:30.160
<v Speaker 1>way a theoreman kind of is like, you can get

0:18:30.160 --> 0:18:35.000
<v Speaker 1>a really skilled thereman player to create particular sounds and

0:18:35.040 --> 0:18:38.720
<v Speaker 1>even play particular pieces of music, but it is hard.

0:18:39.040 --> 0:18:41.640
<v Speaker 1>It is is It is an art to learn how

0:18:41.720 --> 0:18:44.840
<v Speaker 1>to do that, and even then it's very imprecise. I

0:18:44.880 --> 0:18:49.120
<v Speaker 1>think they probably should have replaced the keyboard with a big,

0:18:50.080 --> 0:18:53.280
<v Speaker 1>big row of holes filled with a putty like a

0:18:53.400 --> 0:18:56.399
<v Speaker 1>google that you have to insert your fingers into to

0:18:56.520 --> 0:18:59.199
<v Speaker 1>play the note. Starting to make me think of like

0:18:59.240 --> 0:19:01.359
<v Speaker 1>some sort of comedy aation of a musical instrument, and

0:19:01.400 --> 0:19:05.240
<v Speaker 1>that the tree of Death and Flash Cordon reach inside

0:19:05.240 --> 0:19:09.720
<v Speaker 1>and discover the true tones of the future. Right, So, uh,

0:19:09.840 --> 0:19:11.879
<v Speaker 1>let's talk about wave forms. Because we mentioned them a

0:19:11.880 --> 0:19:15.400
<v Speaker 1>little bit with sign waves, square waves, triangle waves, sawtooth waves.

0:19:15.480 --> 0:19:18.000
<v Speaker 1>What what the heck do all of these mean? Um?

0:19:18.040 --> 0:19:21.119
<v Speaker 1>And we've already talked about what a waves period is,

0:19:21.200 --> 0:19:24.679
<v Speaker 1>We've talked about frequency and amplitude and uh. For for

0:19:24.720 --> 0:19:26.879
<v Speaker 1>a lot of this, I'm going to be looking at

0:19:27.000 --> 0:19:31.240
<v Speaker 1>using the example of a one hundred hurts um wave

0:19:32.520 --> 0:19:35.720
<v Speaker 1>or frequency rather one hundred hurts frequency, so that it

0:19:35.760 --> 0:19:39.159
<v Speaker 1>makes it easy for me to use the math to

0:19:39.240 --> 0:19:41.919
<v Speaker 1>describe the different wave forms, because if I go with

0:19:42.000 --> 0:19:45.440
<v Speaker 1>something that's not easy, then I would have to do

0:19:45.480 --> 0:19:49.760
<v Speaker 1>a whole bunch of different calculations. Of so I mentioned

0:19:49.800 --> 0:19:54.560
<v Speaker 1>earlier sign waves are that pure wave? Is that fundamental frequency? Uh?

0:19:54.600 --> 0:19:56.000
<v Speaker 1>This would be the same as if you were to

0:19:56.040 --> 0:19:58.640
<v Speaker 1>take a tuning fork and ring it. It's going to

0:19:58.760 --> 0:20:07.600
<v Speaker 1>create a true to own with no harmonics. It's a

0:20:07.680 --> 0:20:12.040
<v Speaker 1>single sound. Uh. And so at one hundred hurts, you

0:20:12.080 --> 0:20:15.240
<v Speaker 1>would have a wave where it's period is being repeated

0:20:15.280 --> 0:20:18.560
<v Speaker 1>one hundred times every second, and that's all you would get,

0:20:19.040 --> 0:20:21.639
<v Speaker 1>just that, and it would be at a steady amplitude

0:20:21.680 --> 0:20:25.960
<v Speaker 1>unless you were adjusting the volume. So again, amplitude refers

0:20:26.000 --> 0:20:30.360
<v Speaker 1>to how loud it is in this case for for sound. Uh.

0:20:30.400 --> 0:20:32.560
<v Speaker 1>And also what's really neat is that you know, you

0:20:32.640 --> 0:20:35.719
<v Speaker 1>we depict this with the the peaks and valleys on

0:20:35.760 --> 0:20:39.120
<v Speaker 1>a on an X Y axis, whereas the like the

0:20:39.280 --> 0:20:42.199
<v Speaker 1>x axis the horizontal axis that represents time, and the

0:20:42.280 --> 0:20:46.680
<v Speaker 1>vertical axis represents the the amplitude the volume. Uh. If

0:20:46.680 --> 0:20:49.320
<v Speaker 1>you were to match up two sound waves that are identical,

0:20:49.440 --> 0:20:53.560
<v Speaker 1>but the peaks of one sound wave are matched with

0:20:53.600 --> 0:20:56.399
<v Speaker 1>the troughs of the other sound wave perfectly, they cancel

0:20:56.440 --> 0:21:01.320
<v Speaker 1>each other out. So you play these two sounds simultaneously,

0:21:02.000 --> 0:21:04.280
<v Speaker 1>if they line up in that way, they cancel one

0:21:04.320 --> 0:21:06.800
<v Speaker 1>another out. It's like it's like all the atoms can't

0:21:06.840 --> 0:21:10.440
<v Speaker 1>move because they're pushing against each other and not actually

0:21:10.560 --> 0:21:13.119
<v Speaker 1>creating the vibration required for you to hear a noise.

0:21:13.680 --> 0:21:16.639
<v Speaker 1>Noise canceling headphones work on a pretty similar principle to

0:21:16.680 --> 0:21:20.639
<v Speaker 1>this to some degree. So that's kind of interesting. All right,

0:21:20.680 --> 0:21:22.880
<v Speaker 1>So let's talk about saw tooth waves. If you look

0:21:22.920 --> 0:21:25.600
<v Speaker 1>at these, it looks like a ramp and then it's

0:21:25.800 --> 0:21:28.000
<v Speaker 1>like the ramp goes up into the right and then

0:21:28.040 --> 0:21:32.000
<v Speaker 1>immediately drops off like has a vertical drop, and then

0:21:32.040 --> 0:21:34.800
<v Speaker 1>moves up into the right again, and that's why it's

0:21:34.840 --> 0:21:37.480
<v Speaker 1>called saw tooth. It looks like the teeth of a

0:21:37.520 --> 0:21:41.520
<v Speaker 1>saw blade. Um These when you play them, have a

0:21:41.560 --> 0:21:43.960
<v Speaker 1>buzzing sound that's really strong and clear. So this is

0:21:44.000 --> 0:21:52.199
<v Speaker 1>what a saw tooth wave sounds like. Now, those are

0:21:52.240 --> 0:21:54.800
<v Speaker 1>made by combining a series of sign waves at different

0:21:54.800 --> 0:21:58.359
<v Speaker 1>frequencies and volume levels. The loudest sign wave defines the

0:21:58.359 --> 0:22:01.119
<v Speaker 1>frequency of the overall saw tooth wave, and that is

0:22:01.119 --> 0:22:05.280
<v Speaker 1>the fundamental frequency, and the other side waves represent the harmonics,

0:22:05.280 --> 0:22:08.560
<v Speaker 1>which are deally at a frequency that complements the fundamental one.

0:22:08.600 --> 0:22:12.240
<v Speaker 1>So generally what we talk about are multiples of the

0:22:12.280 --> 0:22:14.560
<v Speaker 1>fundamental frequency. That's why I'm going to start with a

0:22:14.720 --> 0:22:18.280
<v Speaker 1>one hurts. So at a hundred hurts, your next multiple

0:22:18.640 --> 0:22:22.160
<v Speaker 1>like harmonic harmonic. The first harmonic would be number two

0:22:22.240 --> 0:22:25.400
<v Speaker 1>because number one is your fundamental that's one hurts. Number

0:22:25.400 --> 0:22:27.880
<v Speaker 1>two would be two hundred hurts because it's the multiple

0:22:28.520 --> 0:22:31.320
<v Speaker 1>that's the harmonic. Number three is three h hurts, four

0:22:31.440 --> 0:22:34.280
<v Speaker 1>is four hundred hurts, so on and so forth. Multiple

0:22:34.320 --> 0:22:36.240
<v Speaker 1>and harmonic number are the same thing as what I'm

0:22:36.240 --> 0:22:38.399
<v Speaker 1>trying to get across. All of those are playing at

0:22:38.440 --> 0:22:42.919
<v Speaker 1>the same time, but the amplitude of the harmonics is

0:22:43.000 --> 0:22:47.560
<v Speaker 1>lower than the amplitude of the fundamental frequency, meaning they're quieter, right,

0:22:47.600 --> 0:22:52.160
<v Speaker 1>They're not overwhelming, Otherwise you would just have noise. So uh,

0:22:52.200 --> 0:22:56.040
<v Speaker 1>it drops with each step further away from the fundamental frequency,

0:22:56.359 --> 0:23:00.359
<v Speaker 1>and it stretches on effectively into infinity. I Eventually it

0:23:00.359 --> 0:23:02.240
<v Speaker 1>gets to a point where it's so low that it's

0:23:02.280 --> 0:23:07.200
<v Speaker 1>impossible for us to understand. So yeah, while the wave

0:23:07.280 --> 0:23:10.520
<v Speaker 1>effectively or the the harmonics effectively go on into infinity,

0:23:10.560 --> 0:23:14.320
<v Speaker 1>eventually one you hit a frequency that humans cannot perceive

0:23:14.480 --> 0:23:20.080
<v Speaker 1>and to its well, in general, humans have trouble perceiving,

0:23:20.440 --> 0:23:22.399
<v Speaker 1>and it's at an amplitude that's so low that you

0:23:22.400 --> 0:23:24.119
<v Speaker 1>wouldn't be able to hear it anyway. The volume is

0:23:24.119 --> 0:23:25.720
<v Speaker 1>too low for you to be able to detect it.

0:23:26.080 --> 0:23:29.480
<v Speaker 1>But that's the that's what gives the saw tooth wave

0:23:29.600 --> 0:23:34.560
<v Speaker 1>that tonal character. Then you've got square waves, which look

0:23:34.720 --> 0:23:36.439
<v Speaker 1>very square. I mean, if you were to look at

0:23:36.480 --> 0:23:39.600
<v Speaker 1>they almost looked like like the the battlements you might

0:23:39.640 --> 0:23:41.840
<v Speaker 1>see on the top of a castle wall or something.

0:23:42.400 --> 0:23:45.760
<v Speaker 1>And uh, square waves contain harmonics like a saw tooth wave,

0:23:45.880 --> 0:23:50.480
<v Speaker 1>but it only contains the odd numbered harmonics so you

0:23:50.520 --> 0:23:52.720
<v Speaker 1>don't have harmonic number two. If you start with one

0:23:52.760 --> 0:23:56.480
<v Speaker 1>hundred hurts, you wouldn't have two hundred hurts as a harmonic.

0:23:56.520 --> 0:23:59.480
<v Speaker 1>It would be skipped. But you would have three huh

0:23:59.560 --> 0:24:02.639
<v Speaker 1>and five hundred and seven hundred and nine hundred. But

0:24:02.720 --> 0:24:05.479
<v Speaker 1>you skip all the even numbered harmonics. You only include

0:24:05.480 --> 0:24:09.679
<v Speaker 1>the odd ones. And there's an actual formula for how

0:24:10.280 --> 0:24:13.280
<v Speaker 1>quiet those harmonics are. What you do is you take

0:24:13.600 --> 0:24:19.000
<v Speaker 1>the harmonic number and then you do the inversion of that.

0:24:19.080 --> 0:24:23.119
<v Speaker 1>You invert it. So harmonic three you would invert to

0:24:23.800 --> 0:24:26.440
<v Speaker 1>one over three or point three three three three, It

0:24:26.480 --> 0:24:29.280
<v Speaker 1>would have that that would be its amplitude compared to

0:24:29.320 --> 0:24:33.760
<v Speaker 1>the fundamental frequency. Five would be one five of the

0:24:33.800 --> 0:24:37.800
<v Speaker 1>amplitude of the fundamental frequency. Seven would be one seven, etcetera, etcetera.

0:24:37.880 --> 0:24:40.480
<v Speaker 1>All the way down the line. We'll be concluding the

0:24:40.520 --> 0:24:53.720
<v Speaker 1>Mogue story after this quick break. So a square wave

0:24:53.880 --> 0:24:56.439
<v Speaker 1>is going to have a a tone that a lot

0:24:56.480 --> 0:24:59.040
<v Speaker 1>of our listeners are going to recognize because it's the

0:24:59.080 --> 0:25:03.040
<v Speaker 1>type of wave generated by classic video game console systems

0:25:03.040 --> 0:25:06.720
<v Speaker 1>like the Nintendo Entertainment System would be a great example. Yeah,

0:25:07.040 --> 0:25:09.720
<v Speaker 1>so you gotta stop, you gotta stop and tell me

0:25:10.119 --> 0:25:16.080
<v Speaker 1>what's your favorite NES eight bit video game music? I

0:25:16.119 --> 0:25:18.480
<v Speaker 1>know it's kind of lame to go with such a

0:25:18.520 --> 0:25:21.240
<v Speaker 1>popular answer, but I really like the Legend of Zelda.

0:25:21.600 --> 0:25:24.760
<v Speaker 1>That's a great one. Yeah, you know. I also really

0:25:24.960 --> 0:25:29.119
<v Speaker 1>I really like Super Mario Brothers and it's great. I

0:25:29.160 --> 0:25:33.080
<v Speaker 1>really remember liking the music that went with the old

0:25:33.080 --> 0:25:38.240
<v Speaker 1>ne NES Batman game, which the only movie based games

0:25:38.280 --> 0:25:41.440
<v Speaker 1>for the NES that wasn't horrible. Yeah, that wasn't wasn't

0:25:41.480 --> 0:25:44.640
<v Speaker 1>like a just a complete travesty of the franchise rights.

0:25:44.880 --> 0:25:46.640
<v Speaker 1>It was pretty good game, you know. That's what I'm saying,

0:25:46.720 --> 0:25:49.760
<v Speaker 1>is that great music. You remember, Do Do Do Do Do?

0:25:51.119 --> 0:25:52.760
<v Speaker 1>And I never owned it an e s, but I

0:25:52.800 --> 0:25:54.280
<v Speaker 1>have a friend who did, and he had that game,

0:25:54.359 --> 0:25:56.520
<v Speaker 1>so I do remember that. But anyway, this is what

0:25:56.680 --> 0:25:59.880
<v Speaker 1>those square wave forms sound like, in case you want

0:25:59.880 --> 0:26:04.800
<v Speaker 1>to to know. So, yeah, you could tell. They're a

0:26:04.800 --> 0:26:07.720
<v Speaker 1>little a little less buzzy than the saw tooth waves.

0:26:08.000 --> 0:26:11.160
<v Speaker 1>The square ones are slightly less buzzy, but they still

0:26:11.160 --> 0:26:14.760
<v Speaker 1>have some character to them. And then we have triangle waves.

0:26:15.240 --> 0:26:21.320
<v Speaker 1>Triangle waves hate person waves. They have a fight triangle wins. Also,

0:26:21.440 --> 0:26:24.520
<v Speaker 1>they have a really more mellow sound than your square

0:26:24.520 --> 0:26:27.160
<v Speaker 1>waves or sawtooth waves do, so they kind of sit

0:26:27.200 --> 0:26:31.240
<v Speaker 1>between square waves and sign waves. They also have harmonics,

0:26:31.280 --> 0:26:34.480
<v Speaker 1>and they also have only odd numbered harmonics like the

0:26:34.520 --> 0:26:38.840
<v Speaker 1>square waves do, so just three, five, seven, nine, etcetera.

0:26:39.000 --> 0:26:42.000
<v Speaker 1>You don't have any even numbered harmonics in the triangle waves.

0:26:42.800 --> 0:26:46.639
<v Speaker 1>And in this case, the amplitude of the harmonics is

0:26:47.320 --> 0:26:52.520
<v Speaker 1>the drops off faster than it does with the square waves.

0:26:52.520 --> 0:26:55.639
<v Speaker 1>So in square remember it's the inversion of the harmonic number,

0:26:55.880 --> 0:26:59.000
<v Speaker 1>so three is one third, five is one. Five with

0:26:59.200 --> 0:27:03.280
<v Speaker 1>triangle waves is the inversion of the square of the

0:27:03.320 --> 0:27:06.920
<v Speaker 1>harmonic So it's one over three squared or one over

0:27:07.040 --> 0:27:11.520
<v Speaker 1>nine or point one repeating. So that's it's that amplitude

0:27:11.520 --> 0:27:16.400
<v Speaker 1>compared to the fundamental frequency. And then etcetera down the road,

0:27:16.480 --> 0:27:19.120
<v Speaker 1>so it would be one over five squared, one over

0:27:19.200 --> 0:27:22.200
<v Speaker 1>seven squared, one over nine squared, etcetera. And that would

0:27:22.200 --> 0:27:27.760
<v Speaker 1>be your amplitude of your harmonics to the fundamental frequency. Ah,

0:27:27.800 --> 0:27:30.120
<v Speaker 1>so that that's your basic ones. Oh, in a triangle wave,

0:27:30.280 --> 0:27:32.840
<v Speaker 1>we should definitely hear what that sounds like. It sounds

0:27:32.880 --> 0:27:39.359
<v Speaker 1>like this, So those are your basics, like that's you know,

0:27:39.400 --> 0:27:41.720
<v Speaker 1>those are your base the basic qualities of sound you

0:27:41.720 --> 0:27:44.240
<v Speaker 1>could use. You could you could choose which type of

0:27:44.320 --> 0:27:49.359
<v Speaker 1>wave you wanted the oscillator to generate with your moge synthesizer,

0:27:49.640 --> 0:27:52.720
<v Speaker 1>and then put that through the various filters and other

0:27:53.200 --> 0:27:57.000
<v Speaker 1>modules that we talked about to create all sorts of

0:27:57.119 --> 0:28:02.800
<v Speaker 1>interesting sounds and and really give your music a very

0:28:02.840 --> 0:28:07.760
<v Speaker 1>interesting character before you even start playing a melody. So

0:28:07.840 --> 0:28:12.119
<v Speaker 1>with all of the richness of a variety of electronic

0:28:12.240 --> 0:28:16.360
<v Speaker 1>music that you can create with synthesizers, I mean, we're

0:28:16.400 --> 0:28:19.240
<v Speaker 1>focusing on analog synthesizers today, but really with any kind

0:28:19.240 --> 0:28:21.960
<v Speaker 1>of electronically generated music, there's a lot you can do.

0:28:24.160 --> 0:28:27.120
<v Speaker 1>Why DoD Why does some people still regard it as

0:28:27.119 --> 0:28:31.000
<v Speaker 1>fake music? Because some people just I think, are narrow

0:28:31.040 --> 0:28:34.000
<v Speaker 1>minded jerk faces. No, I don't want to, I don't

0:28:34.000 --> 0:28:37.480
<v Speaker 1>want to really suggest that I think. I think though,

0:28:37.640 --> 0:28:40.080
<v Speaker 1>this is one of those things that historically we've seen repeated,

0:28:41.160 --> 0:28:45.200
<v Speaker 1>you know, many times, even before the age of electronic

0:28:45.280 --> 0:28:49.120
<v Speaker 1>music at all, we saw this, like just with composers,

0:28:49.280 --> 0:28:52.840
<v Speaker 1>styles and you you've heard stories of how after the

0:28:52.880 --> 0:28:56.680
<v Speaker 1>performance of a particular symphony and audience might riot in

0:28:56.760 --> 0:28:59.800
<v Speaker 1>reaction because it was so different from what came before it,

0:29:00.400 --> 0:29:02.000
<v Speaker 1>and I think that's part of it. I think there's

0:29:02.000 --> 0:29:06.440
<v Speaker 1>some people who just have trouble accepting the idea that

0:29:06.920 --> 0:29:10.520
<v Speaker 1>something different from what has come before has any can

0:29:10.560 --> 0:29:14.520
<v Speaker 1>add any value, and if it doesn't fit their definition

0:29:14.600 --> 0:29:18.440
<v Speaker 1>of what is music, it therefore cannot be music. Um,

0:29:18.480 --> 0:29:20.440
<v Speaker 1>I don't believe in that. I mean, I will go

0:29:20.600 --> 0:29:22.680
<v Speaker 1>so far as to say, like, there there's definitely some

0:29:22.760 --> 0:29:27.080
<v Speaker 1>experimental music out there that to me sounds indistinguishable from

0:29:27.560 --> 0:29:30.880
<v Speaker 1>random noise. Like there are some performance art pieces, and

0:29:30.920 --> 0:29:32.480
<v Speaker 1>some of them are meant to be like that, like

0:29:32.600 --> 0:29:36.840
<v Speaker 1>dropping objects onto piano wires from like twenty feet up

0:29:37.360 --> 0:29:40.720
<v Speaker 1>so that you can create these these loud noises. It's

0:29:40.760 --> 0:29:44.720
<v Speaker 1>not like that's done with surgical precision to create a

0:29:44.840 --> 0:29:47.600
<v Speaker 1>very specific sound, and that's not what the intent of

0:29:47.600 --> 0:29:52.360
<v Speaker 1>the piece is. Uh, and it it's it gets tricky

0:29:52.400 --> 0:29:55.160
<v Speaker 1>for me to refer to that as music because it

0:29:55.200 --> 0:29:58.719
<v Speaker 1>doesn't fit my definition, my personal definition of what music is.

0:29:59.160 --> 0:30:02.600
<v Speaker 1>So I'm even guilty too of that to some extent.

0:30:03.680 --> 0:30:06.120
<v Speaker 1>You know, one example I think of that that comes

0:30:06.200 --> 0:30:09.800
<v Speaker 1>up is, for example, drum machines. Yeah, you hear that

0:30:09.840 --> 0:30:12.840
<v Speaker 1>criticized all the time. People are like, oh, you know,

0:30:14.360 --> 0:30:16.920
<v Speaker 1>the music these days, any idiot with the drum machine

0:30:17.080 --> 0:30:19.520
<v Speaker 1>can just make some loops and then and then they

0:30:19.520 --> 0:30:23.440
<v Speaker 1>were a musician. That's not real music, or or people

0:30:23.480 --> 0:30:29.200
<v Speaker 1>who program music into like it's possible to program music

0:30:29.240 --> 0:30:32.440
<v Speaker 1>into a computer file without ever touching any kind of

0:30:32.520 --> 0:30:36.760
<v Speaker 1>musical instrument. Right, you could, in theory, create music just

0:30:36.840 --> 0:30:40.320
<v Speaker 1>by manipulating numbers if you have a great enough affinity

0:30:40.360 --> 0:30:43.160
<v Speaker 1>for that. I don't think that makes the music any

0:30:43.280 --> 0:30:45.520
<v Speaker 1>less valid than anything else. I don't think that there

0:30:45.520 --> 0:30:49.240
<v Speaker 1>should be a In fact, how different is that from

0:30:49.240 --> 0:30:52.520
<v Speaker 1>being a composer who creates, who composes music for a

0:30:52.560 --> 0:30:56.120
<v Speaker 1>symphony and doesn't play it him or herself. Right, yeah,

0:30:56.160 --> 0:30:58.920
<v Speaker 1>I would argue that is very similar. And and I

0:30:58.960 --> 0:31:02.480
<v Speaker 1>also just think that that the creation of music goes

0:31:02.560 --> 0:31:07.840
<v Speaker 1>beyond how skillful you are at tickling the ivories or

0:31:09.120 --> 0:31:11.440
<v Speaker 1>being able to plug strings. Sorry, what did you just

0:31:11.520 --> 0:31:16.520
<v Speaker 1>say to tickle the ivories? Tickle the ivories? That's playing piano?

0:31:16.720 --> 0:31:19.160
<v Speaker 1>Where on earth did you learn that expression? What are you?

0:31:19.320 --> 0:31:23.640
<v Speaker 1>Are you kidding me to look tickle them tickle the ivories?

0:31:24.200 --> 0:31:27.040
<v Speaker 1>You've never heard this phrase? Are you telling me that?

0:31:27.200 --> 0:31:30.480
<v Speaker 1>Oh my gosh, well I am older than you are. Uh?

0:31:30.640 --> 0:31:35.360
<v Speaker 1>Tickle the ivories is a phrase that means play the piano. Okay,

0:31:35.640 --> 0:31:37.680
<v Speaker 1>I guess, I guess I'll just have to go home

0:31:37.680 --> 0:31:41.720
<v Speaker 1>and beat up my guitar. Well, I'm just saying a

0:31:41.920 --> 0:31:46.520
<v Speaker 1>phrase that doesn't matter at any rate. Like I don't

0:31:46.600 --> 0:31:49.640
<v Speaker 1>I don't think. I don't think that musical ability. I'm

0:31:49.640 --> 0:31:53.280
<v Speaker 1>gonna go roughly chop my drums. I don't think that. Look,

0:31:53.720 --> 0:31:56.880
<v Speaker 1>I'm about tickling the ivories, and you're going into abuse

0:31:58.520 --> 0:32:01.400
<v Speaker 1>all the bizarre things you can do with your hands

0:32:01.440 --> 0:32:05.560
<v Speaker 1>that are not playing a musical instrument. Okay, well that's

0:32:05.640 --> 0:32:09.200
<v Speaker 1>that's fair. So I'm sorry. Now I'm the one being judgmental.

0:32:09.240 --> 0:32:12.320
<v Speaker 1>I apologize, Jonathan. I think you should feel free to

0:32:12.320 --> 0:32:15.600
<v Speaker 1>tickle the ivories however you like, and and I won't

0:32:15.680 --> 0:32:17.920
<v Speaker 1>judge you for it. I just can't believe you've never

0:32:17.960 --> 0:32:22.880
<v Speaker 1>heard that phrase before. Okay, well, it's it's pretty common

0:32:22.960 --> 0:32:25.680
<v Speaker 1>down my way. Um But at any rate, we had

0:32:25.680 --> 0:32:29.800
<v Speaker 1>a lot of ivory ticklers when I was growing up. Um.

0:32:29.920 --> 0:32:32.880
<v Speaker 1>So at the point being that, I don't think that

0:32:32.920 --> 0:32:36.719
<v Speaker 1>there's any particular skill that you have to possess in

0:32:36.840 --> 0:32:39.520
<v Speaker 1>order to be someone who makes music other than the

0:32:39.560 --> 0:32:44.240
<v Speaker 1>ability to create a melody or or you know, to

0:32:44.280 --> 0:32:48.200
<v Speaker 1>actually create the music in whatever whatever mode you use

0:32:48.320 --> 0:32:51.440
<v Speaker 1>to do it doesn't matter, well, I mean regardless, Like

0:32:51.680 --> 0:32:54.680
<v Speaker 1>why would we even consider ourselves in the business of

0:32:54.760 --> 0:32:58.720
<v Speaker 1>certifying what counts as being a musician or not? This? Like,

0:32:58.760 --> 0:33:01.360
<v Speaker 1>why is that our job to tell people know that's

0:33:01.400 --> 0:33:04.680
<v Speaker 1>not real music? This honestly reminds me a lot of

0:33:04.720 --> 0:33:07.440
<v Speaker 1>the debate of whether or not video games or art

0:33:07.920 --> 0:33:13.520
<v Speaker 1>or video games just contain art. So in other words, like, yeah,

0:33:13.560 --> 0:33:16.560
<v Speaker 1>the graphics in a video game can be considered art,

0:33:16.680 --> 0:33:19.840
<v Speaker 1>the music accompanying a video game can be considered art,

0:33:20.080 --> 0:33:22.880
<v Speaker 1>but as a video game itself art And there's people

0:33:22.920 --> 0:33:27.800
<v Speaker 1>who very violently say absolutely not, there is no way

0:33:27.800 --> 0:33:30.880
<v Speaker 1>a video game itself could be art. Do they have

0:33:30.960 --> 0:33:34.200
<v Speaker 1>some kind of like philosophical principle in forming this opinion?

0:33:34.280 --> 0:33:37.479
<v Speaker 1>I think they just have some sort of ridiculous narrow

0:33:37.640 --> 0:33:41.960
<v Speaker 1>definition of what they think art has to fall in. Yeah,

0:33:42.200 --> 0:33:46.040
<v Speaker 1>so I would say that this that the electronic music

0:33:46.080 --> 0:33:48.840
<v Speaker 1>has fallen into that same thing that some people. For them,

0:33:48.840 --> 0:33:51.440
<v Speaker 1>they have a very narrow definition of what music is.

0:33:51.480 --> 0:33:54.800
<v Speaker 1>An electronic music falls outside of that definition, so therefore

0:33:54.840 --> 0:33:59.040
<v Speaker 1>it cannot be music. By by definition. Problem is that's

0:33:59.040 --> 0:34:02.640
<v Speaker 1>not everyone's definition, and I have a much broader opinion

0:34:02.720 --> 0:34:05.320
<v Speaker 1>of what is music, maybe not as broad as other people.

0:34:05.360 --> 0:34:08.359
<v Speaker 1>In fact, certainly not as broad as other people. I

0:34:08.400 --> 0:34:10.680
<v Speaker 1>know there are folks who like music that I just

0:34:10.760 --> 0:34:16.200
<v Speaker 1>find uh, baffling, like there's no appeal to me. So

0:34:17.000 --> 0:34:19.400
<v Speaker 1>I know that I'm also guilty of that, but I'm

0:34:19.440 --> 0:34:23.799
<v Speaker 1>at least aware of it. I hope you enjoyed that

0:34:23.880 --> 0:34:26.800
<v Speaker 1>classic episode that two part are on the Moge story

0:34:27.400 --> 0:34:30.520
<v Speaker 1>the mog synthesizer or the Moog synthesizer. It's one of

0:34:30.520 --> 0:34:38.000
<v Speaker 1>those really distinctive instruments that was incredibly influential and remains

0:34:38.040 --> 0:34:43.040
<v Speaker 1>incredibly influential. It's still used in lots of modern compositions

0:34:43.080 --> 0:34:45.759
<v Speaker 1>and songs and stuff, and it just is one of

0:34:45.760 --> 0:34:50.040
<v Speaker 1>those super cool sounds that, uh, that's really appealing to me.

0:34:50.320 --> 0:34:53.400
<v Speaker 1>So I hope you enjoyed this two part episode series.

0:34:53.840 --> 0:34:55.880
<v Speaker 1>If you have suggestions for topics I should cover in

0:34:55.920 --> 0:34:58.080
<v Speaker 1>future episodes of tech Stuff, you can get in touch

0:34:58.120 --> 0:35:01.080
<v Speaker 1>with me a couple of different ways. One to use

0:35:01.120 --> 0:35:04.399
<v Speaker 1>the I Heart radio app. You can navigate to the

0:35:04.440 --> 0:35:07.160
<v Speaker 1>tech Stuff page using a little search icon. There's a

0:35:07.200 --> 0:35:11.560
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0:35:11.719 --> 0:35:13.920
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0:35:14.440 --> 0:35:16.799
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0:35:16.840 --> 0:35:21.080
<v Speaker 1>a message via Twitter the handle we uses tech stuff

0:35:21.360 --> 0:35:24.319
<v Speaker 1>hs W and let me know what it is you'd

0:35:24.320 --> 0:35:26.719
<v Speaker 1>like me to cover in future episodes, and I'll talk

0:35:26.760 --> 0:35:35.560
<v Speaker 1>to you again really soon. Text Stuff is an I

0:35:35.680 --> 0:35:39.160
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