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martenot-style string synth
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choklitlove



Joined: Dec 23, 2005
Posts: 144
Location: Indiana
Audio files: 17

PostPosted: Sat Dec 24, 2005 10:19 am    Post subject: martenot-style string synth Reply with quote  Mark this post and the followings unread

i don't really know what i'm asking. i'd really like to figure out the secrets of the martenot. i googled it, and just found some history like these-
http://www.peterpringle.com/ondes.html
http://csunix1.lvc.edu/~snyder/em/mart.html
Posted Image, might have been reduced in size. Click Image to view fullscreen.


then i searched the forums here and found this- http://electro-music.com/forum/viewtopic.php?highlight=martenot&t=7710
which is getting closer to what i want to know. but it seems that thread is very old and no one wants to talk in it anymore.
Posted Image, might have been reduced in size. Click Image to view fullscreen.

basically, i'm just interested how it uses a string of some sort to move side-to -side to change pitch, create vibrato, portamento, etc.

any more info on the inner-workings?
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Uncle Krunkus
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PostPosted: Mon Dec 26, 2005 5:15 am    Post subject: Reply with quote  Mark this post and the followings unread

The idea is similar to the way old radios moved a needle up and down a graph of frequencies. At the same time a variable cap of some sort was being turned, and it was driven by someone's thumb on a wheel. A piece of string (with a tension spring in line) joined them all together. Now if you replace the cap with a variable resistor and drive that by moving the string in a linear fashion, that's a martenot.
The picture you posted is almost right (I remember seeing this picture somewhere before), but the string needs to be in a continous loop, ie: - it returns to the other bobbin on the other side. Like this: -
______
(o)_____(o)

It goes around each bobbin say 2 or 3 times. The tension spring stops it from going slack. Under each bobbin I would put a pot. How you wire them is up to you.
The trick is to take this basic mechanism and refine it so that you get the maximum linear travel, and a certain amount of accuracy which will make it more "playable".
Hope this helps.
Andrew

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