Before you begin, I recommend thinking a little more carefully about what you want to do. Just like there are many synths to buy, there are many you could build. You can definitely go for some of the many DIY projects out there, but I’d recommend considering what you want to build and why; hardware or software, analogue or digital, monosynth, drum synth etc? Additionally what type of format you’d like to target: standalone, semi modular, modular? For me, for example, eurorack gave me a format in which I could make something piecemeal out of simpler parts. It also let me more easily experiment with individual elements of a synth Vs designing something all in one. I could make a simple voice, a custom trig sequencer, unusual modulation sources etc. Personally, modular was a great driver for improving my analogue circuit design skills (which was intersting in itself) too.

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fantastic, thank you friend!

yes! good thinking, thank you for the advice :slight_smile:

Adamski’s YouTube channel documents his multi-year process of coming up with what, in the end, is a pretty awesome 3-voice analog synth:

He’s clearer than most in his explanations, too. Seconding Moritz Klein’s and Casper’s channels linked above as well.

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Not trying to hijack the thread or anything but are there good beginner resources to do digital microcontroller based synths? I bought a Electrosmith Daisy Pod a few months ago and have done some very minimal tinkering, but I’ve got a full vision for what I’d like to achieve for a small generative synthesizer now but just don’t have the coding know-how to really get it off the ground. The only thing I’ve tried to use as a resource to learn has has been a basic C++ course that’s been pretty good but I feel like there’s so much I also need to know about how things work on embedded systems.

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I’ve been enjoying Brian Oakes building circuits live on twitch. Lots of good info:


@broakes

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Andrew of Nonlinearcircuits posts schematics for all of his modules, they’re all CMOS based (no microprocessors), a good place to look over schematics to see how things are done.

Also Elby/CGS, Music from outer space and the Yusynth pages are great resources for some older schematics…

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nice! thank you friend <3

thank you! I appreciate all the help!

thank you my friend! this helps :slight_smile:

anything helps friend! thank youu

About 2 years ago I wanted to get into synth building. I had simple electronics experience (some basic Arduino stuff) and knew how to code.
So I set off and found myself on a winding and very indirect exploration, which a few months ago culminated in my first ā€œself-designed moduleā€ (in reality a mashup of a few open-source modules).

Some highlights from my explorations:

  • I started by getting an Axoloti and building some add-on circuits. This was a good way to play around with analog/digital ins and figure out what sort of circuits are needed to integrate a 3v chip with eurorack voltages. I was super lost at this point but managed to build some really messy circuits. The axoloti is pretty cool and a great starting point but I never really enjoyed designing patches in the visual patch IDE.
  • I then naively wanted to get into Eurorack but not buy ā€œwhat everyone else hadā€ so I tried to DIY some Yusynth circuits straight onto PCB perfboard, which failed in a horrific mess.
  • From there I built a handful of open-source DIY modules: radio music, ornament and crime, two tone LPG, terminal (DIY teletype), etc. I inevitably made plenty of mistakes and this is where I got familiar with reading schematics + got better at soldering. I also was fortunate to live across the street from the Koma synth shop, so they helped me debug some issues when I was starting out, for which I’m super grateful ( :yellow_heart: Koma folks!)
  • Eventually I got to the point where I wanted to try to build my own thing. Given my previous perfboard mess I was determined to learn how to layout circuits in software and have PCBs manufactured. I ended up learning Kicad with Getting To Blinky 5.0 - Introduction - YouTube. My first fabricated board was a 4HP SMD redo of the Bastl Kompas. The Kompas is an open-source arduino based module with 3 pots, 3 cv in, 2 gate in, and 3 trig out. This was a great opportunity to dive deep into how a simple digital module works and it wasn’t as risky because I was only transposing the schematic.
  • From there I started doing adaptations. I reworked the Kompas to expose serial pins so I could interface with other chips/sensors. I built a little sequencer by adapting the Befaco Muxlicer design (also an open-source arduino-based module)

From this I have a few observations:

  • digital is probably easier to get into than analog (at least for those familiar with coding): I tried several times to design and then breadboard purely CMOS based synths and always ran into issues that I had no idea how to approach. My tactic now is to build modules with a digital-core that integrate with one or two CMOS chips so that I can slowly learn analog stuff but still be in a the more familiar digital world. This is also great because you can adapt and prototype much more easily in code.
  • learning layout software and getting boards printed is so much better than winging it :slight_smile:
  • choosing a nice platform and getting good at it is probably a good way to go. For instance, I’ve been having blast working with Arduino-based designs because the more familiar with the Atmeg328 chip, the more I can explore and bring in new ideas while still doing interesting things. I’ve found so many nice synth projects that use that Arduino chip, which has also helped (a lot of Bastl and Befaco + Mutable Instruments Grids to name a few commercial ones). If you are into analog stuff, I would second the resources @forrest mentioned and guess that picking one designer and getting familiar with their style could be beneficial. For more processor-intensive digital stuff, I’ve seen a lot of knowledge sharing going on around the Mutable Instruments designs.

Have fun! It is a rich and deep area to play in, which can be overwhelming. What always helps me is to not always look forward at what is the next challenge, but also look back at old projects and realize how much I learned from them and how much clearer everything is now.

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To add to this, Barton Musical Circuits offer designs which include a pretty good breakdown of how they work. The designs are a mixture of microcontroller based, modules built around various ICs (eg 4k family CMOS and their successors) and other analogue discrete components.

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wow, thank you for the thoughtful response! this was some good advice and insight.

thank you friend!

awesome! thank you my friend!

wise words

from what i understand, if you wanna make your own design from scratch then you’ll need to study electrical engineering

how deep you need to go is up to you

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I cannot recommend Nicholas Collin’s book handmade electronic music enough. It was for me, and a number of people I know, a gateway into building electronic instruments. It’s maybe a bit more basic than some of the resources shared, but if you are starting from step one it’s a beautiful foundation. Aside from that, CMOS is a great place to start in my own experience. Lunetta is a cheap format, with low-cost parts and is perfect for experimentation. Early on I also built a modular system based off of Castle Rocktronics designs, which is well documented and easy to follow build

51rgvIc6vvL.SX348_BO1,204,203,200

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I started my exploration into electronics, specifically avoiding microcontrollers to force myself not to ā€œturn a hardware problem into a software oneā€, primarily as software is my comfort zone. This, combined with my desire to use the simplest tools at my disposal, has left to things Arduino (let alone a daisy) as devices I employ only when other options escape me (e.g a Euclidean sequencer I made). I have a couple of comments on building designs around things other than microcontrollers, and analogue electronics in general I’ll share:

  1. At all times, in all parts of your circuit you should know how much current will flow and what the voltage range will be: without this you are working blind. I always simulate circuit fragments to double check my thinking Vs their theoretical behaviour under various loads.
  2. Start your design with a concept of what your design should do then expand that into a block diagram of high level functional units and not schematics (you don’t even need to figure out power). Implement each functional unit in the simplest and most direct manner.
  3. When looking at a schematic ask yourself what purpose Evey single component serves, and why it has the value it does. This is tricky but you don’t want to get into of habit of saying ā€œI probably just need a pull downā€ or " let’s add a decoupling cap": know what, and why.
  4. Understand why you need buffers, couplers, drivers and other elements that logically and electrically separate parts of the circuit. For example a buffer allows you to bridge parts of the circuit of differing total resistance without worrying about creating unintentional potential dividers. When suitably buffered you can treat a large complex circuit as discrete subcircuits, without you often can’t.
  5. Learn and keep in mind the basic laws of electronics: ohm’s law, Kirchoff’s law, Norton’s theorem, thevenin’s theorem.
  6. When dealing with any IC, try and understand it from the datasheet Vs trying to lift a premade sub circuit from someone else’s design. Different designs need different implementations and ā€œcopy paste designā€ can really hold you back.
  7. When dealing with data sheets for fairly common parts, there are often multiple sheets available for different versions (packaging, purpose and manufacturer). Some of these will be extremely informative (e.g providing reference design snippets for various purposes) and some will feel like they assume you already know exactly what the is and how to use it. In other words learn from the most informative one you can find, but always refer to the one that matches your part for fine tuning things.
  8. Remember that a lot of ICs and consideration started around the are oriented toward use near their limits (e.g switching rates in the MHz).

I think I should cut my list short here to avoid getting into increasingly philosophical territory. Just keep in mind that, though some people look like they treat circuit design as an art (and in audio especially it can work as such) it is much more of a science and engineering discipline. Use your artistic sensibility to conceive of intersting things you might like to do (musically or electronically); use your engineering (and aesthetic sensibility) to turn that idea into a workable end product. Remember that a product is not just a box of circuits, it’s a tool for someone: physical (ergonomic and logical) layout, graphic and mechanical design, consistent design language, membership of an ecosystem and much more factor into its usefulness to the end user (even if that user is just you). Above all, have a goal, and have fun.

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nice I will look into getting this! thank youu

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Really good insights! :raised_hands:

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