Audio characteristics and algorithms

  • The ideal algorithm for each track– Choosing from different algorithms to let your creativity flow – and to obtain perfect sound quality. Shown here: Melodyne 5 studio, smaller editions may differ.

For the display and editing of different types of audio material, Melodyne employs different algorithms. Here, we outline which algorithms are available and for which types of audio material each is used.

The detection process

Melodyne analyzes the audio material to find the notes it contains and offer them to you for editing. We call this process “detection”.

In the course of the detection process, Melodyne itself takes a view as to what kind of material it is confronted with and decides which algorithm to use for the display and playback of the notes. You can tell which algorithm is selected at any given time by the check mark in the Algorithm menu as well as by the blobs in the Note Editor.

A brief overview: Which algorithm for which type of material?

To obtain the most suitable and detailed editing possibilities, for the following sound sources, the following algorithms are generally used:

  • Singing, speech, saxophone, flute, monophonic bass etc.: "Melodic"
  • Drum and percussion sounds or loops, and other percussive sounds with no significant pitched components: "Percussive"
  • 808-kicks and -toms, tabla and similar percussive sounds with a pitched component: "Percussive Pitched"

  • Polyphonic instruments of all kinds, loops featuring multiple instruments, and complete mixes, that you wish to time-stretch, quantize or transpose: "Universal"

The Universal algorithm

The Universal algorithm is particularly suitable for complex signals containing both percussive and tonal elements. If, for example, you wish to alter the pitch, timing or tempo of an entire piece of music, this algorithm will deliver the best sound quality.

The Universal algorithm, like the Percussive one, displays all the detected notes at the same pitch. The Pitch Ruler displays no note names, merely relative values for the semitones, and the scale functions are deactivated. Please note that “Universal” is never used automatically for the detection; it must be selected manually if required.

The “Percussive” algorithms

The "Percussive" algorithms are suitable for recordings of drums and other percussion instruments but also noise and atmospheric effects as well as other material in which Melodyne cannot detect any clear pitch in the sounds. In this case, successive drum strokes (for example) are distinguished, but they are all displayed at the same pitch. The blobs can still be raised or lowered, however the Pitch Ruler does not display the names of any notes but simply relative values in semitones. The scale functions are deactivated.

Some percussion instruments, however, do have what can be understood as a melodic capability, in that many of their sounds have a perceived pitch. Certain 808 kick drums, for example, are clearly tuned to the bass. The berimbau, too, for all the percussive character of its sound, plays recognizable melodies – as does the tabla. It is for such instruments – instruments that are in fact percussive yet still somehow also melodic – that the "Percussive Pitched" algorithm is intended. Here the detected sounds are separated and assigned to individual pitches. This makes it easy to adjust the tuning of an 808 kick drum, berimbau or tabla to the piece of music in question.

Whilst the Percussive and Universal algorithms are similar in terms of the way the blobs are handled and displayed – just as the Percussive Pitched and Melodic algorithms seem similar at first sight – the two percussive algorithms in fact operate in a different way internally from their optical “twins”, as they are optimized for various aspects of percussive sounds and consequently deliver their most convincing sound quality when dealing with material of a predominantly percussive nature. When dealing with non-percussive sources, however, such as the human voice, guitars, pianos and so forth, they are at a distinct disadvantage compared with the other algorithms, which are optimized for sounds with a distinct pitch.

In case of doubt – with instruments seeming to fall (or perhaps alternate) between the stools “percussive” and “melodic” – the best policy is to try each algorithm in turn.

The Melodic algorithm

Melodic material is monophonic, by which we mean it is such that only one note is ever sounding at any given instant. Please bear in mind, however, that reverberation can cause notes to overlap even in monophonic material, creating, in effect, a kind of polyphony. If melodic material is to be edited in Melodyne, therefore, you should aim for as clean and “dry” (reverberation-free) a recording as possible.

The blobs representing notes in melodic material are displayed at different pitches. Whether the blobs are isolated or joined to other blobs depends on the way they were played or sung: staccato or legato.

The “Melodic” algorithm is predestined for lead vocal tracks, as these are invariably monophonic; for there to be polyphony, there would have to be at least two singers. Furthermore, this algorithm takes into account the sibilants invariably heard in vocal parts. In the term ‘sibilants’, Melodyne includes not only consonants and digraphs such as “s” and “ch”, but also word fragments like “k” and “t” as well as the sound of the vocalist inhaling or exhaling between words.

Such sounds, which Melodyne identifies automatically and displays hatched, share one peculiarity in nature: There is no way singers can give them a particular pitch, so they remain unaffected by melodic changes. This behavior is preserved perfectly by Melodyne’s “Melodic” algorithm: Sibilants remain unaltered even when the word or syllable to which they belong is shifted upwards or downwards in pitch.

Let’s say the word is “sweet”, and we move the blob that represents the note in question upwards or downwards. Whilst the entire note will appear to move, acoustically this will not be the case as the “S” at the beginning and the “T” at the end will sound exactly the same after the pitch shift as they did before; only the “wee” in the middle will change pitch – in the direction, and by the amount, of the blob movement.

When editing timing, too, you will notice that the sibilants (indicated by the hatching) are never unnaturally squeezed or stretched.

This intelligent treatment of sibilants is vital to achieving natural-sounding correction of intonation and timing. Melodyne even takes into account the borderline cases that occur in nature, where sibilants and pitched components are heard simultaneously (rather than successively, as was the case earlier with the word “sweet”).

The “Polyphonic” algorithms

In Melodyne, thanks to DNA Direct Note Access, notes can be detected within recordings even of polyphonic instruments such as the piano or guitar – including the individual notes of which chords are composed. When the Polyphonic algorithms are used, the blobs are displayed in a similar manner to those of monophonic material, with the obvious difference that the blobs are stacked vertically (at their respective pitches) whenever a chord or harmonic interval sounds. For example, in the case of a chord of E minor, you will see the individual notes E, G and B.

In Melodyne essential and assistant, of course, you can only see the notes of polyphonic instruments, displayed as gray blobs. With the editions Melodyne editor and Melodyne studio, on the other hand, can you also edit the polyphonic blobs and change, for example, the G of an E minor chord to G# to obtain a chord of E major.

But even the gray blobs in Melodyne essential and Melodyne assistant are highly useful, as you can use them to discover the chords played by the guitar or the piano and display them in the Chord Track. This chord track then provides you with important clues for editing other melodic sound sources such as bass guitars or vocals.

Please note, however, that in Melodyne essential and Melodyne assistant a polyphonic instrument is never detected automatically using a polyphonic algorithm. By default, the Universal algorithm, which allows you to transpose or improve the timing of the material, is used.

If you wish to see the gray, polyphonic blobs, you must choose one of the polyphonic algorithms manually. Then work out the chord track before switching back to the Universal algorithm for the track in question.
How to switch algorithms is explained below. You will find information on the detection and use of chords in the “Chord Detection and the Chord Track” tour.

Your choice between the two polyphonic algorithms should be determined by the type of instrument and the playing technique employed:

  • Polyphonic Sustain is suitable for a wide range of polyphonic audio material in which the start of each note does not differ significantly from the rest, as is the case with string instruments played legato and organ music.
  • Polyphonic Decay is a variation of the algorithm designed for instruments or playing techniques where the start of each note is markedly different from the rest of it, examples being string instruments played pizzicato, guitars and pianos.

Switching algorithms

You can at any time select a different algorithm to that chosen automatically for you by Melodyne. You might want to do this, for example, if you find that the material has not been interpreted in a way that suits your editing needs. To do this, while playback is halted, select the algorithm you prefer from the Algorithm menu. Melodyne will reinterpret the material in the light of your choice and adjust the display accordingly.

Note: when you do this, any editing performed prior to switching algorithms, including any copying of notes, will be lost . The right time to decide which algorithm you wish to use, therefore, is before you begin editing.

In the plug-in implementation of Melodyne, the choice of algorithm applies per transfer, whereas in the stand-alone implementation and an ARA DAW, it applies per audio file in the document being edited – collectively, we describe all such material as ‘audio sources’. Before you can change the algorithm applied to a particular audio source, you must first select one or more notes belonging exclusively to it. If you have selected no notes, or notes from two different audio sources, the Algorithm menu will be grayed out. In such cases, reduce your selection to notes belonging to one audio source only and it will be possible to switch algorithms.

A special feature of the stand-alone implementation: When you switch algorithms, triggering a fresh detection, Melodyne looks at the status of the Auto Stretch switch: if the Auto Stretch function is activated, once the new detection is complete, the tempo of the file will also be adjusted: if Auto Stretch is not selected, the original tempo of the file will be retained.

Automatic or manual algorithm selection

By default, Melodyne makes its own determination, based on the characteristics of the sound, as to which is the best algorithm to apply, distinguishing between these types of material:

  • Percussive material, in which case the “Percussive” algorithm is selected.
  • Monophonic melodic material, in which case the “Melodic” algorithm is selected.
  • Polyphonic material, in which case, depending upon the audio material, either the “Polyphonic Decay” or the “Polyphonic Sustain” algorithm is selected.

  Please note, however, that in Melodyne essential and Melodyne assistant a polyphonic instrument is never detected automatically using a polyphonic algorithm. By default, the Universal algorithm, which allows you to transpose or improve the timing of the material, is used.  
 
If, however, in an instance of the plug-in implementation of Melodyne or in the current document of the stand-alone implementation material has already been detected, when new material is transferred to that instance or a new file dragged into the stand-alone implementation, Melodyne will use the same algorithm for the new material as it used for the old – even if Automatic is selected.

Overruling the Automatic setting in this way is designed to ensure maximum consistency in the detection and avoid all risk of one of the transfers from a vocal track suddenly being interpreted as percussive. If, however, you have altered the algorithm of a transfer or file manually, the automation kicks in again afterwards, and no further attention is paid in the case of further transfers or files to already detected material.

This rule only applies when Automatic is preselected as the algorithm and it does not apply when, in the stand-alone implementation of Melodyne, you first drag a file into the document for which you have already saved additional information regarding the algorithm and note detection. (From Note Assignment mode in the stand-alone implementation of Melodyne, it is possible to store this type of assignment data in an audio file.)

By setting a different default via the Algorithm menu, you can prevent Melodyne selecting an algorithm automatically for the detection.

Do not forget, however, when you no longer need to impose your choice of algorithm on Melodyne, to restore Automatic as the default setting. Otherwise, since Melodyne remembers your default selection even after you have quit the program, you might be surprised to discover when the program is next launched that your vocals have been interpreted as percussive.

You will find further tips on working with these algorithms in the Melodyne Training section.