Hi
Eric, your very welcome to TraXmusic.Org. Thank you
very much for accepting our invitation to get inside
your head, so we all can get to know you a bit better!
dmac:
Can
you give our viewers and myself a small introduction
to you and you personal background?
EP:
Sure...I'll try to keep it short...but....
I
was born in Germany, and lived all throughout Europe
until I was three, as my Dad was teaching music in Europe
in the 60's. We then settled in the San Francisco Bay
Area where I grew up and studied piano, trumpet, pipe
organ and sang in my Dad's choirs in church.
Played
my first Minimoog when I was in 6th grade, and it was
pretty much over for me at that point! Ever since then,
I've been playing, composing, dreaming, eating, drinking
and learning as much as I can about electronic music!
I'm really a junkie for this stuff...
In
the early 80's I moved to Southern California and on
the trip my Volkswagon bug literally exploded with every
one of my possessions in the car...I lost everything
in the car fire! Luckily, I escaped injury and our insurance
covered some of my loss. However, instead of replacing
my clothes or car, I took the insurance money and bought
a Yamaha CS-60 and Sequential Pro-One and started creating
music using two cassette decks and an ancient Reel to
Reel machine with Sound on Sound dubbing. Since I had
no car, I had a lot of time to make music! I played
in bands, studied recording engineering, production
and arranging in college, worked in retail, taught privately
and then got picked up by Roland to demonstrate a new
thing called a "MIDI sequencer" at the NAMM
show in Chicago!
After
the show, I was hired by Roland as a product specialist/demonstrator
in the US. Pretty soon, I was getting very involved
in Japan with the engineers, product development and
doing the factory patches for a lot of Roland instruments.
I got to work on a lot of instruments that are well
known, including the D-50. I still do consulting with
Roland, and oversee the final sounds of their pro level
instruments like the V-Synth and do sampling work with
them. My relationship with Roland has always been great
and mutually beneficial...there's a great team of people
there, and I'm really honored to be part of their legacy.
Because
I had the prototype D-50 in Los Angeles for almost a
year before anyone else, I got a lot of session work
out of it! This opened doors for me working as a session
keyboardist, arranger, composer and sound designer for
films, and record projects. This led to working with
a lot of great artists and well known musicians, and
built my skills as a producer too. So then my relationship
to Roland became as a consultant, and we started a local
R&D facility for Roland in LA.
In
1994, my wife Lorey and I decided to try selling a sample
library on our own (Bass Legends) and suddenly we had
a business of our own called Spectrasonics, and I found
myself overseeing our many ambitious sampling projects.
Since then it's been quite a wild ride and a wonderful
journey into now developing sample-based virtual instruments
exclusively.
Whew!
dmac:
How
did you get into the Pro Audio development scene? Did
you have an interest in it from an early age?
EP:
Yes...but
for me it was always an extension of being a musician
first. Sound is interesting, but it is most interesting
to me in the context of music and synthesis. When I
started, there were no such things as preset synths,
so learning the synthesizer as an instrument included
both playing and what we now call "sound design"....back
then it was just called knowing how to use your synth!
It wasn't until years later that I realized that I had
a talent for creating sounds.
dmac:
Were
there any major obstacles in developing your products,
to achieving a specific/desired performance?
Sure.
There were many obstacles along the way, especially
when we decided to make the big change from sample libraries
to virtual instruments. First of all, we are not coming
from a software coding background, but from a sound
and music background. So the first major hurdle to realize
this dream of our own instruments was to find a software
partner who understood what we wanted. We spoke to nearly
every software company doing VSTis about what we wanted
to do, but none of them really understood what we were
trying to achieve. Then our French distributors showed
us an engine they were working on with some guys from
Audioease in the Netherlands, and it was exactly the
right concept we were looking for. After many months
of hard work, working closely with them, this became
the UVI engine, which is the core technology that we
customize to create our instruments. It's also the same
technology used in the new MOTU Mach Five 5.1 sampler
announced at NAMM 2003. This relationship with Univers
Sons in Paris is a very important alliance for Spectrasonics.
Also,
then we had to develop the interface, which is much
harder than you would imagine. I've been scribbling
synth designs on napkins and notebooks since I was a
small kid, but to actually commit to a real design for
your own instruments is quite a process. We wanted to
include only the most important parameters in an easy
to understand "less is more" kind of design,
and also have a distinct, easy to identify unique "look"
to the instruments. The visual element is really an
important aspect of virtual instruments...so that was
a fun kind of challenge.
With
software of course, the devil is in the details. Making
an instrument work perfectly in every major host and
computer platform is a huge amount of work and testing.
We've learned a great deal in this process....it's been
a real stretching experience to become a software company,
but I love the challenge of doing something brand new
that I don't have all the answers for....makes life
interesting!
dmac:
WOW!
... That MASSIVE 3.7 GB core library of over 1,000 sounds
in Atmosphere. Was it a tiring and "dragged-out"
part of the project?
EP:
Yes,
but it was also very exciting to put to the test everything
that I have learned from Roland, my sound design work
and all our business and development skills we've learned
from the sample library world...All our instruments
have huge core libraries, and it took more than 2 full
years to develop all of this brand-new material. Our
Total Bass Module -Trilogy, which we just released,
was the hardest actually, because of the level of detail
in the sounds. We were kind of pushing the envelope
on multisamples, with a really detailed patch like the
Acoustic Bass having more than 1,000 samples in ONE
patch! It takes months to tweak these kind of patches
to play and sound naturally. Our goal was to really
raise the standard on these instruments as much as we
could, and so now that all three are out, it's really
satisfying to hear how excited people are and the many
interesting ways in which people are creatively using
the instruments. We couldn't be more pleased with the
response we've had.
dmac:
I
get the impression that it is clear that Atmosphere
would be mainly used in the ambient and soundtrack/movie
field (hence its name). Was that it's main objective?
Or were you just looking for that killer synth module?
EP:
The
original idea for Atmosphere was as "pad module"
since there wasn't really anything like this, and everyone
needs pad sounds. But as we got more and more into it,
it became clear that what we were developing was far
more capable than simply ambient pad sounds. Through
the feedback we got from our beta team, we discovered
that it was morphing into quite a versatile synth...so
we made a few more enhancements, expanded the core library
more and changed the sub name to "dream SYNTH module".
It's only the beginning too, we have a lot of cool plans
for it in the future too.
dmac:
I know that "Layering" is an extremely fast
way to get great custom results when programing a synth.
But can you enlighten us more with this "dual-layer"
concept you've used in Atmosphere?
EP:
When
I taught synthesis, one of the most important lessons
I would teach my students is the idea of "component
synthesis". This is not a particular technology,
but it applies to any synthesizer. The basic idea being
that if you isolate two elements or more of a sound
and give them unique parameters, you can create many
interesting composite sounds by using more than one
component. Two elements are ten times (exponentially)
more powerul than one sound element.
This
is a fundamental technique that all experienced sound
designers use, whether their tools are modular analog
synths, FM synths, additive machines or several MIDI
modules. Layering with MIDI is a very easy way to do
component synthesis, and I relied on this technique
heavily in my work as a session musician and sound designer
for film scores. This technique, which was fundamental
to the success of the D-50 sounds, the JD-800 and many
others had been getting a little lost in the VSTi world,
since it wasn't easy to layer virtual instruments in
many sequencer hosts or within the instruments that
were available. Layering gives many possibilities very
quickly, and is a powerful creative tool that almost
anyone can understand.
Layering
is certainly nothing new, and it's not Rocket Science
by any means. It's very basic, but very powerful at
the same time. I thought that this would be an excellent
concept to base Atmosphere around. The real beauty of
Atmosphere is how easy it is to layer and exchange layers
between sounds, which sets off many creative ideas...since
all the layers are in tune with each other. It's a kind
of "Macro" control which is very useful from
a musicians point of view. To most software developers,
they don't understand what the big deal about our layering
system is...the main thing is that it is so easy to
use in Atmosphere...and so people aren't afraid to take
advantage of it and begin to design and customize their
sounds to their own musical needs. I think bringing
these fundamental principles of sound design to the
forefront of the interface is really important to involve
more people in the creative process. The response to
this direction has been incredible too!
dmac:
Do you have any plans for releasing a Linux or BeOs
version of Atmosphere? Or is there a demand at all?
Well...that's
the first request I've had for that, so maybe that answers
your question? :-)
dmac:
What is you view/opinion on Software Vs. Hardware?
EP:
There's
certainly nothing like great hardware instruments. A
software instrument will never have the feel, smell
and wow factor of something as gorgeous as a Cherrywood
Moog Voyager or a Virus Indigo, but where software instruments
shine is in how they are so fast to work with, and that
streamlines the creative process in an extremely important
way. It allows musicians to focus on the music itself,
instead of wires and cables. I think software has already
far surpassed what's possible in terms of sonic possibilities
of hardware. I hope our instruments show that software
can sound very, very good...and be as sonically excellent
as the best hardware instruments or better. As software
instruments mature, hardware will become more and more
about only the reliability and real-time live experience...which
is still tricky to pull-off with computers. However,
the next generation of hardware computer-based instruments
like Plugzilla and the EKO will be extremely interesting
to watch. It's a very exciting time to be in the virtual
instrument field for sure!
That
said, I will never give up my Minimoog, or Yamaha CS-80!
New instruments like the Roland V-Synth and the Hartmann
are also pretty amazing too. One thing's for sure: musicians
have never had so many good options to choose from!
dmac:
Why "Spectrasonics" , where did the name come
about?
EP:
Spectra
means all the colors, and what we do applies to all
the colors of sound. My own interests in music and sound
are very diverse and eclectic. Our logo is a prism,
which filters white light into the various individual
bands of color.
Here's
where it gets pretty interesting: In your Science class,
you probably remember that colors are actually different
frequencies, just very, very high ones! So if it were
somehow possible to pitch up music above the sonic frequencies
into the light frequencies, sound and music would theoretically
become colors!
So
in a way, I think all the possible sounds are already
existing "out there" in this infinite white
light, and our job as creative people and sound designers
is to find them by acting as a kind of sonic prism to
filter them into the domain where we can see/hear them
as individual colors! In that respect, I am not creating
something as much as discovering something that God
already put there, but was previously hidden!
dmac:
What is your future plans now? (personal and development).
Have you anything interesting sneaking around the Spectrasonics
corner, that you'd like to share with us? ;-)
EP:
Well,
it's really very nice now to have all three instruments
out and shipping. We are working hard on OSX and audio
unit versions and some more new platforms for 2003.
Beyond that, we have a lot of fantastic things in the
works that will remain a secret until they are ready
to be unleashed upon the world! Lots of great stuff
in the pipeline!
For
myself, I'm looking forward to Musikmesse this year
and getting in a little more time at the piano!
dmac:
Whats your faverite audio software? (From Spectrasonics,
and 3rd party).
EP:
That's
tough to say one particular thing, because I use so
many fantastic software tools. I think the software
that consistently amazes me the most is Metasynth. It's
a program that I've spend a great deal of time with,
but I don't know if will ever fully understand its potential.
Using the language of light and color for sound creation
was just one of the most revolutionary concepts I've
ever seen....truly brilliant. Many people tried it and
gave up, because the language was so foreign....but
I've gotten some amazing things out of it, and I think
it's one of those tools that I will be discovering new
techniques for 30 years from now. It's that deep.
In
terms of more "regular" software, I'd have
to say that Reason is one of the most brilliantly conceived
and executed programs ever. It was and is a milestone
that I also learn new techniques with all the time.
dmac:
What would you most like Spectrasonics customers to
know?
EP:
Good
question!
I guess it would be that they would know that we really
care about what we do, and that excellence is something
we are constantly striving for. Also, that we are extremely
grateful for their support, since it allows us the opportunity
to be doing what we love as our career too!
dmac:
Any final words?
EP:
Never
stop creating and sharing your gift. It makes this crazy
world a better place and its my belief that this simple
act also pleases it's creator.
Thank
you Eric for your time!
My
pleasure...
All
the best,
Peace!
-EP.
Interview
brought to you by Darren MacEntee: dmac[AT]traxmusic.org