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Morphology (Part 2)

The First In-depth Appraisal of Emu's Morpheus Synth Module

Article from Sound On Sound, December 1993


How does the followup to the highly successful Vintage Keys pack even more synthesis power into the same space? Martin Russ discovers that a 1U Z-Plane Synthesizer can be deceptively large inside!


I always wanted a modular synthesizer. I built several prototypes of my own, but always ran into problems with oscillator drift or tracking, and less-than-perfect-quality patch cords. In the end, I decided to buy a decent commercial monosynth and abandon my dreams of really deep analogue synthesis (after all, Wendy Carlos apparently manages without any modular synths...). Now, unexpectedly, Emu Systems have come to my rescue. Morpheus breaks some of the most sacrosanct rules of synthesis and heralds a new era of synthesis power, just in time for Christmas. What a present!

When I reviewed their Vintage Keys earlier this year, I wondered what would be next in Emu's evolving series of modules. The Proteus modules combined superb samples with just enough programmability to produce some very usable sounds — and the ultimate measure of success has to be a wide availability of add-ons: ROM expansions in this case. Vintage Keys brought back some classic sounds of the past in a box that didn't go out of tune, weigh a ton, or need a mortgage to buy. It also offered programmability — that rare commodity that encourages you to go beyond just using the manufacturer's presets, and delve into the delights of tweaking sounds to your own taste. For the next generation Emu module I expected more of the same... but what they have delivered in Morpheus is the answer to my prayers.

WHAT IT OFFERS



Morpheus is a 1U high, rack-mounting Sampling and Synthesis (S+S) synthesizer module, with 32-note polyphony on up to 16 MIDI channels. It extends the concept of Proteus by adding to the sample and synthesis parts, whilst still retaining the simple 'scroll through and edit' menus and editing format. When you programme over 100 new sounds for something like Vintage Keys, which I did recently (disk available soon from SOS), your 'wish list' of facilities becomes quite well defined. I am pleased to report that almost everything I wanted is already present in Morpheus, along with some ideas from the Proteus MPS keyboard, and the result is a powerful synthesizer module with a huge range of sounds.

Morpheus builds on the basic principles of S+S technology, but stretches the definitions. The samples in Morpheus can be reversed, re-looped anywhere within the entire sample memory, started anywhere in the attack stage, doubled & detuned, portamento'd and enveloped — and the envelopes and start position can be modulated by any controller. The filters are 14-pole interpolating types, which offer considerably more control over the shaping of timbre than your customary 2- or 4-pole fixed, lowpass variety found on most modern synths. Two new Function Generators provide sophisticated control by helping you to create complex, multi-stage envelopes and LFOs. To match all the new features, the modulation routing has been extended — there are now the equivalent of 20 'patch cords' to play with.

A new digital effects section helps to round out the sound of a multi-timbral performance using just the Morpheus, although the usual 'Proteus-style' send/return jacks still enable you to patch in your own favourites or use them as an extra four audio outputs. A card socket on the front panel makes accessing ROM or RAM sounds quick and simple, with no need for SysEx dumps. Comprehensive? That's almost an understatement! In short, Morpheus is a modular synthesizer in a box.

HARDWARE



Morpheus uses the same 1U box as Vintage Keys. There are eight buttons, a green backlit LCD display, memory card slot, rotary data wheel, volume control, headphone socket and power switch on the front panel, whilst the rear panel features three pairs of stereo outputs and the IEC mains input socket. The black, brushed aluminium front panel looks suitably hi-tech, whilst the soft rubber rotary controls provide plenty of non-slip grip [ah... but are they as good as Michelins in the wet? - Ed].

SONIC ORGANISATION



Emu have changed their approach slightly with Morpheus. Instead of linking sounds (Emu call them 'presets') together, a new higher structure has been introduced: the Hyperpreset. A Hyperpreset is like the Performance Map on a Proteus MPS keyboard; it sets the way that presets are assigned to areas (or zones) of the keyboard. Layering, velocity splits and key splits are all possible, and you can use up to 16 presets. Proteus Links only allowed you to use four presets, and had other limitations, whereas Hyperpresets allow you to set the volume, pan, transpose, tuning, key range and velocity range of each of the 16 presets. You can store 128 Hyperpresets in RAM inside the Morpheus, with a further 128 on an optional credit card-sized memory card.

There are 128 preset sounds permanently stored in Morpheus's internal ROM, whilst an additional 128 presets can be saved in RAM, making 256 presets in all. The card slot can also be used to provide another 128 presets from ROM or RAM cards. Previous Proteus and Vintage Keys models provided just one multi-timbral setup, but Morpheus extends this to provide 16 named multi-timbral MIDImaps, as well as the last settings, which makes 17 in all. This means that you can quickly configure Morpheus as a single channel synthesizer expander with lots of polyphony (or, alternatively, a gigantic monophonic stack!), or use it as a multi-channel sound source for use with a sequencer.

VOICE STRUCTURE



Morpheus continues the underlying voice structure of Proteus: an oscillator passes through an envelope to a filter, then on to a cross-fading, panning, and output stage. A preset can contain up to two sets of these component parts, where each oscillator uses up one note of polyphony. Notice that there are separate filters for each oscillator, unlike many synthesizers where the two oscillators are mixed together and then passed through one shared filter. Using Morpheus's built-in 'double and detune' chorus effect uses up another note of polyphony per oscillator. Two LFOs and two Function Generators, as well as the usual keyboard velocity and tracking, pressure, MIDI Controllers and Auxiliary Envelope, provide the modulation sources. In total, there are 64 LFOs and 80 Function Generators — the extra 16 Function Generators are provided just for use within Hyperpresets on a given MIDI channel.

Figure 1: The modulation routings can be patched just like a modular synthesizer.


There are two sets of 10 'patch cords' to connect the controllers to parameters: Note-On sources are sampled once when the MIDI Note-On message is received, whereas Real-Time sources are continuously monitored. With a few exceptions, the same sources are available for each destination. Having all these possible sources and destinations for control signals makes Morpheus very similar to a modular synthesizer, but with the considerable advantages of solid, stable oscillators, morphing filters with a manageable number of controls (unlike a Moog Vocoder), and no rats-nest of cables obscuring what you are trying to do.

FUNCTION GENERATORS



Two LFOs per note would often be described as luxury, but Morpheus provides an extra two Function Generators per note, as well as a third which can operate on those presets assigned to one MIDI channel in a Hyperpreset. If you are counting, that's well over 100 sources in total.

The Function Generators are 8-stage envelopes, but with several extra features. Firstly, you can loop them between any envelope segments, and those loops can be conditional if you wish — so you might have a looped section of an envelope that only happens when the key velocity is above a certain value. You can loop them and use the output as an LFO, and you can set randomisation and control parameters so that each loop changes value. As if that wasn't enough, you can change the slope of the output from linear to almost any curve you can think of, including exponentials, arbitrary shapes, random shapes and even chaotic ones. The opportunity to be able to use exponential envelopes will be great for slow attacks.

MIDIMAPS & EFFECTS



The top left-hand corner of the normal Morpheus LCD display normally shows a 'C01', meaning that the preset shown will respond on MIDI channel 1. If you move the cursor to that parameter and change the channel, then you can see the presets for the other channels (assuming that you have Morpheus set to 'Multi' mode, otherwise it will only respond to the displayed channel). A MIDImap is a way of storing such a multi-timbral setup, but it also allows you to define and recall the effects settings, the volume, pan, and mixing destinations: all the sort of 'mixing desk' parameters you would expect. But MIDImaps also hold useful MIDI-related parameters: the Program (Preset or Hyperpreset) message filtering, Bank Select, and Program Change Maps. In essence, they are snapshots of various complete configurations of your Morpheus.

The designers of multi-timbral expanders face one major problem: effects. Whereas chips to produce 16-part multi-timbral sounds are now commonplace, DSP effects chips only produce one or two effects at once. Allocating separate DSPs for each channel would be far too expensive, and so a compromise has to be made. There are two different ways to do it:

PRESET-ORIENTATED. This approach links the effect to the preset, so that whenever you select a sound, you hear the preset and the effect. But when you use these presets in a multi-timbral setup, only one of the presets is able to set the effect, and all the other presets lose their preferred effect. Since having a linked preset and effect encourages the development of sounds which often depend on the effect for part of their character, preset-orientated sounds suffer when used in a multi-timbral setup.



"Morpheus breaks some of the most sacrosanct rules of synthesis and heralds a new era of synthesis power, just in time for Christmas."


MULTI-ORIENTATED. This approach has no direct link between the preset sound and the effect. Instead, effects are applied in much the same way as you would with a mixing desk — the same effects are applied to any presets that require it by using a send/return loop. Now because the effects are independent of the presets, you no longer have sounds which depend on specific effects settings.

With their reputation for making multi-timbrality easy to use, Emu have chosen the Multi-Orientated approach. This is particularly interesting in the case of Morpheus, because many of the phasing or flanging effects that would normally be used to improve a basic sound can now be added as part of the filtering instead. This often means no additional effects are needed other than some reverb. Having seen many synthesizer users become very confused by the complex schemes that some manufacturers use to control 'preset-orientated' effects settings in multi-timbral situations, Emu have definitely chosen the best route.

The effects available within Morpheus are similar to those on the Proteus MPS, offering two separate processing sections: A and B, connected in parallel, although you can route the output of B back into the input of A. The A section include reverbs and early reflections, as well as the normal 'modulated time delay' effects like flanging and chorus, and stereo echoes. The B section offers just the 'modulated time delay' effects, a ring modulator and two fuzz effects. This arrangement means that it is not possible to add reverb to early reflections, or to fuzz the output of a reverb, and perhaps an extra 'A-to-B' configuration could be added in a future product. How about it Emu? The reverbs have just a single parameter, Decay Time, which is effective but disappointing in the light of the sophisticated programmability that the rest of Morpheus offers. In contrast, the 'modulated time delay' effects have controls for all the major parameters you would expect: LFO Speed and Depth, Delay Time etc. The inclusion of a ring modulator is quite unusual, and extends the possibilities for special effects, while the fuzz is useful for exploring the 'non-fuzzy' filters.

With this 'mixing desk' way of working, you will probably use one of the internal effects as a reverb, with the other providing chorus or echoes for sonic thickening. In this context the internal effects are excellent, although the provision of stereo effects sends and returns will be welcome if you require more sophisticated outboard processing.

MORPHING



There is more to morphing sounds than having a very capable filter. Those 14 poles need to be carefully placed and manoeuvred if things are going to sound right. It also helps to employ other facilities in the synthesizer — like changing an envelope perhaps. The design of the filter cubes is difficult, because there are often conflicting requirements: for example, the best sounding filters are not always the most stable — in fact, filters that go into self-oscillation are a part of classic analogue synthesis. Trying to ensure that the filters work well under all conditions, making them 'feel' right and track the keyboard, is a complex task. Emu provide about 200 'handcrafted' filter cubes in ROM for Morpheus, and these have a good mix of the available types: flangers, instrument simulations, vowel sounds and formants, harmonic filtering, combs, peaks, EQ and more, including some filters which deliberately distort the signal for 'fuzz' effects. There is even a bypass (the 'Null' filter) and some 'ordinary' lowpass filters.

My SOS October 1993 article on morphing restricted its coverage to the general case of using filters to shape samples. In Morpheus the filter cube is tied down to certain parameters, so that it is easier to get to grips with. Movement across the front of the cube is achieved by keyboard tracking (the 'x' direction), with movement up and down the front of the cube usually tied to keyboard velocity (the 'y' direction). In many cases this means that the filters will grow brighter as you move across and up the front of the cube. Remember that the key velocity and keyboard tracking only set the start point on the front of the cube; after that the movement is back and forwards between the front and back cubes (the 'z' direction). Movement from the front to the back of the cube is determined by the morph control, and this can be controlled by the Auxiliary Envelope, the Mod Wheel or a Foot Controller, an LFO or a Function Generator, or any combination that fits into 10 'real-time' patch cords!

Figure 2: The morphing filter 'cube' controls as implemented in many of the Morpheus ROM presets.


With standardised controls, you can indulge in some very 'quick and dirty' programming: perhaps the simplest S+S cheat's approach is merely to select new samples, but in Morpheus this can also be applied to the filters. You will discover all sorts of interesting sounds just by changing the samples and the filter types — and there are plenty of them to audition: 240 samples x 240 samples x 200 filters x 200 filters (assuming you use two oscillator voices) gives a grand total of just under 2.5 billion combinations [do they include a patch sheet for each one in the manual? - Ed.].

For serious programming, you have a huge range of timbres at your fingertips. There's no need to go over the top with morphing — some of the best effects use the filters without any major modification. For example, I programmed a piano sound which uses the mod wheel to select different tones, and made a pad from a string sound by using a 'bell' filter.

The really bad news is for those people who rush out and buy the latest instruments, sample the sounds, and then flog them in the small ads: "unwanted gift..." etc. The catch with Morpheus is that you can't really sample the morphing — you can capture one example of it, but that is a pale imitation of the real thing. You would use up masses of memory trying to capture even one changing sound, and looping it would be tricky too! Creating lots of multi-samples to capture the changes with keyboard tracking and velocity makes it all the more harder. So I would be very, very surprised to see any "must sell, owner moving abroad" Morpheii appearing in the January adverts.

COPYING



One of the nicest features to find on an instrument that deserves to be programmed is support for developing your own sounds. To this end, the Copy button acts as a flexible copying facility, with options to copy the following:

Presets from one location to another.
Layers in a Hyperpreset.
Filter settings from one preset to another.
LFO and Function Generator settings.
Auxiliary Envelopes.
Note-On patch cords.
Real-time patch cords.
Hyperpresets.
Zones.
The Free-Run Function Generator in a Hyperpreset.
MIDImaps.
Channel settings in a MIDImap.
Effects settings.
Program Change Maps.
Banks from RAM to Card etc.

Since many of the parameters are often reused as the basis of other sounds, the Copy button can be a good way of importing part of one sound into another.

CONCLUSION



Wonderful sounds, deep programming potential, small, light, and with a memory card — Morpheus has lots of advantages as a synthesizer and very few faults (if you want even more polyphony, buy two). There are those who might complain about the lack of General MIDI compatibility but, personally, I reckon that GM blandness is an entirely different market. Morpheus is a synthesist's and player's dream musical instrument, not a computer peripheral destined for corporate presentation background music.

This instrument is the fifth 'absolutely definite winner' I have encountered in my lifetime — my 'classic instruments' list of Yamaha CS80, Sequential Prophet 5, Yamaha DX7, and Yamaha SY77/99 now has a brand new member: Morpheus. Sell the family heirlooms. Prepare your credit card and bank account. Pick up the telephone. Get your order in now! If synthesis is your game, Morpheus is THE instrument to buy.

Further Information

£1195 inc VAT.

Emu European Headquarters, (Contact Details).

EMU MORPHEUS £1195

PROS
Morphing 14-pole filters.
Exceptionally wide range of sounds with relatively easy programming.
Easy-to-use multi-timbrality.
Lots of playing depth and expression capability.
On-board effects configuration.
Virtually a 'modular' synth in a 1U box!

CONS
No Audio Inputs for the filters.
No User-sample RAM.

SUMMARY
A superb Sample + Synthesis (in the widest possible sense) module. Gorgeous. Buy a foot pedal and you'll be well rewarded. The future of synthesis. Mine is on order already.


THE KIT INSIDE

The interior of the Morpheus is exactly as I expected: the same auto-switching 110/240 mains power supply, and the same densely-packed surface-mount PCB as in Vintage Keys. A great deal of attention has gone into the production design of the PCB; for example, the memory pads are designed to take two different widths of RAM chips, and the six Analog Devices AD 1860 over-sampling DACs (Digital to Analogue Converters) can be either thru-hole (as fitted to this board) or surface-mount. The same SIMM ROM memory expansion socket is present, which leaves room for a future sample expansion — the Vintage Keys ROM expansion is due to be released at the forthcoming NAMM show in January. Overall, the build quality was thoroughly professional — neat and very tidy.

But it is the differences that are important here. The main processor chip has been upgraded to a Motorola 68020, which speeds up processing overall and so improves performance in the shape of faster MIDI response times and a larger number of modulation patch routings. The main processor is a relatively small 68-pin chip in a PLCC package — the board is dominated by five large ASICs (Application Specific Integrated Circuits, ie. custom chips) made by AMI. Another Analog Devices chip is mounted on a small piggyback PCB, the ADSP2115, and this produces the digital effects for Morpheus.


MORPHEUS SAMPLES: THE START POINT FOR SYNTHESIS

Although Morpheus is less dependent upon its onboard sample set than many S+S instruments, the selection of Emulator III samples is still interesting. The grand piano is apparently a Bosendorfer, whilst quite a lot of the synthesizer sounds come from Moog or (rare) Emu synthesizers. There are very few orchestral samples (apart from strings) and the brass samples are bold, bright and punchy. The usual complement of single cycles, looped timbres and basic building-block waveforms are included. Apart from these 'standard' waveforms, the rest of the raw samples are mostly different from those in the Vintage Keys module.

Unlike most other S+S instruments, which concentrate solely on the samples (and play down the simple filtering), Morpheus places less emphasis on including factory prepared sounds — those it does supply are really the raw material for making your own sounds, not mere samples to be played back as supplied. This is especially apparent with the 'pad background' sounds — there are no 'koto tremolo' or 'rippling water' samples in the ROM; instead, you can produce your own wallpaper sounds very effectively using the morphing filter (here the Sample and Hold comes into its own, as do the 'random' and 'chaos' settings in the Function Generators). This is not an instrument where you can play 'spot the looped background'!


BREAKING THE RULES

FIRST RULE: "The larger the box, the more powerful the synthesizer." Morpheus has a TARDIS-like attitude here. The front panel and box size give very few clues as to what is happening inside — which turns out to be a great deal more than the cut-down trends that have followed the disappearance of the modular analogue synthesizers.

SECOND RULE: "In subtractive synthesis, the most important element is the raw sound, with modification playing a much weaker role." Emu have finally broken the stranglehold that samples have played so far in the Sample + Synthesis field. With Morpheus, the facilities for modifying the raw samples are arguably more powerful than in any other machine!

THIRD RULE: "S+S instruments don't have interesting sounds, and all the best sounds have already been programmed." When I first heard some of the sounds from a Morpheus, tears literally came to my eyes and the hair stood up on the back of my neck. I haven't been that emotionally or physically moved by an instrument since the DX7!


MORPHEUS SPECIFICATIONS

Audio Channels: 32, up to 32-note polyphony
Sound Memory: 8 Megabytes, encoded in 16-bit linear format at 39kHz sample rate (Proteus SoundSet Number 7)
Frequency Response: 20Hz - 18kHz (+/- 3dB)
DACs: 18-bit (6 x Analog Devices AD1860)
THD and IMP: <0.05 %
Signal-to-Noise Ratio: >90dB
Dynamic Range: >90dB
Max Operating Level: +4dB into 600 Ohms
MIDI Response Time: <3ms
Connections: MIDI In, Out, Thru sockets; 6 audio outputs (= 3 stereo pairs) plus headphone monitor.
(Four of the output jacks can be used as effects send/return points.)
Multi-timbrality: up to 16-part
Internal Memory: 256 Presets (128 RAM, 128 ROM)
128 Hyperpresets (all RAM)
16 MIDImaps plus 'last settings' = 17 in total
Card Memory: 128 Card Presets
128 Card Hyperpresets
16 Card MIDImaps


LOOPS

With the introduction of user-tweakable looping. Emu have also given some thought to the order of the samples in the ROM. Bass drums, snares and hi-hats are distributed through the first part of the ROM to maximise the chances of obtaining useful percussive loops. The remainder of the sounds are grouped, but still offer some good possibilities for loops. Below are some of my 'found' loops: all are based on sample 007: JupiterStr, with the 'Sample Start' parameter set to 127. The LCD screens show large numbers: almost a million either way, so there are lots of loops to look for!

START SIZE DESCRIPTION
-961,000 +000,000 4 beat pattern
-566,000 +000,000 4 beat Hi-hat
-481,000 +011,000 Hand claps & Hi-hat
-491,000 +000,000 Pad with rhythmic glitch
-346,300 +000,000 Pad and pad 2 octaves up
-999,000 +024,000 Bassline sequence


THE ROM SOUNDS

The sounds in the Morpheus ROM are ably demonstrated by the four demo 'songs'.

The first shows the vowel filters making plaintive 'aow' sounds over a funky backing, with the obligatory sparkly pad breaks.

The second is music for an imaginary sci-fi film — lots of expectant pads, bright little solo throwaways, sudden bursts of sound and changes of mood, including a lovely, lilting, romantic rolling theme at the end (full marks here to E-mu's Dave Bristow).

The third demo song is a bouncy dance-orientated track, which makes the most of the filters to post-process drums and pseudo-voice sounds in a 'William Orbit' style workout.

The fourth is a moody percussive piece, with lots of power synth and guitar morphing interjections.

Listening to the ROM sounds, the mix is wide. There are some excellent Bass sounds, which unusually 'work' well across the whole of the keyboard — unlike most synthesizers where a lowpass filter is being used to control the timbre. The Guitars include some very 'lifelike' examples, where you can hear subtle things like moving the plectrum nearer to the bridge. The Brass sounds include a neat morph to a muted sound, using the foot pedal. The Drums have a contemporary slant, including some TR808 and TR909 sounds, Shamen snares, scratches, even some gamelan flavours — and not a General MIDI drum map in sight! There are loads of sophisticated Pads: dark, animated, evolving, slithery, phasey, smooth, silky, bell-like and more — morphing is often used just to animate the sound. Some of the morphing Pianos are really nice, with a straight piano flanging wildly just by moving the foot pedal. This machine is definitely voiced as a synthesizer — there are very few orchestral instrument emulations, and very little overlap with the Vintage Keys sounds.


Series - "Introducing Morpheus"

This is the last part in this series. The first article in this series is:

Morpheus
(SOS Oct 93)


All parts in this series:

Part 1 | Part 2 (Viewing)



Previous Article in this issue

The Lazy Guide To Good Synth Sounds

Next article in this issue

SPL Stereo Vitalizer


Publisher: Sound On Sound - SOS Publications Ltd.
The contents of this magazine are re-published here with the kind permission of SOS Publications Ltd.


The current copyright owner/s of this content may differ from the originally published copyright notice.
More details on copyright ownership...

 

Sound On Sound - Dec 1993

Donated by: Rob Hodder

Series:

Introducing Morpheus

Part 1 | Part 2 (Viewing)


Review by Martin Russ

Previous article in this issue:

> The Lazy Guide To Good Synth...

Next article in this issue:

> SPL Stereo Vitalizer


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