How to create your own sample library?
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- KVRist
- Topic Starter
- 151 posts since 20 Apr, 2010
I am currently attending audio engineering school (pursuing a career in game audio or post production) and I also have done much composing and arranging on the side. I have always used sample libraries, but over the years it seems everyone is popping up with libraries.
This got me interested in the idea of making my own libraries as well. Maybe just starting simple by sampling sound effects, and then some of the keyboards I won, but I'll be honest, i'm a bit clueless on how the process works.
I understand you record tons of samples, but the biggest question I have is how does it all come together in the scripting? I know some programs that allow you to load in a one shot and it will automatically multisample it, but i would like to think that it wasnt that easy, plus that method isn't all that great.
All and all, what is the shortest way you can describe to me how a sample library is developed? This is something I am very interested in and would seriously like to pursue in the future, so all advice is appreciated. Thank you.
This got me interested in the idea of making my own libraries as well. Maybe just starting simple by sampling sound effects, and then some of the keyboards I won, but I'll be honest, i'm a bit clueless on how the process works.
I understand you record tons of samples, but the biggest question I have is how does it all come together in the scripting? I know some programs that allow you to load in a one shot and it will automatically multisample it, but i would like to think that it wasnt that easy, plus that method isn't all that great.
All and all, what is the shortest way you can describe to me how a sample library is developed? This is something I am very interested in and would seriously like to pursue in the future, so all advice is appreciated. Thank you.
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- KVRAF
- 1724 posts since 10 Feb, 2008 from Berlin, Germany
If you want to sample down synths with MIDI, there are tools like Samplerobot, which do it automatically.
For real instruments you have to go through:
- recording
- editing (cutting, leveling)
- making patches (for example in Kontakt)
For real instruments you have to go through:
- recording
- editing (cutting, leveling)
- making patches (for example in Kontakt)
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- KVRer
- 9 posts since 10 May, 2010
It apples for any instruments.Nokenoku wrote:If you want to sample down synths with MIDI, there are tools like Samplerobot, which do it automatically.
For real instruments you have to go through:
- recording
- editing (cutting, leveling)
- making patches (for example in Kontakt)
SampleRobot is no good. it does not set pan properly so all your hundreds of samples are bugged. also it does not help to keep the size of samples down as it recods too much of excessive silence. It take more time to fix it then to record and assemblt samples yourself.
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- KVRAF
- 1724 posts since 10 Feb, 2008 from Berlin, Germany
Huh .. is it really that crappy?
Maybe one of its competitors does better (I remember there were 2 other programs for sampling, but I don't remember the names).
Maybe one of its competitors does better (I remember there were 2 other programs for sampling, but I don't remember the names).
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thecontrolcentre thecontrolcentre https://www.kvraudio.com/forum/memberlist.php?mode=viewprofile&u=76240
- KVRAF
- 35171 posts since 27 Jul, 2005 from the wilds of wanny
That's right ... there is no "easy" option.Nokenoku wrote:For real instruments you have to go through:
- recording
- editing (cutting, leveling)
- making patches (for example in Kontakt)
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resonanceaudio resonanceaudio https://www.kvraudio.com/forum/memberlist.php?mode=viewprofile&u=229570
- KVRist
- 166 posts since 11 Apr, 2010
I reinforce what is said above:
1) Recording the way you want to
2) Editing and Post-Production to make the samples useable
3) In-sampler usability in the form of patches.
The most important element in all of the above is planning...
1) What do you want to achieve?
2) How are you going to achieve it?
3) How many velocity layers do you need?
4) Are you going to have close AND room setups?
5) What type of music is it for?
6) Who will benefit from it?
1) Recording the way you want to
2) Editing and Post-Production to make the samples useable
3) In-sampler usability in the form of patches.
The most important element in all of the above is planning...
1) What do you want to achieve?
2) How are you going to achieve it?
3) How many velocity layers do you need?
4) Are you going to have close AND room setups?
5) What type of music is it for?
6) Who will benefit from it?
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- KVRer
- 17 posts since 1 Mar, 2011
If I have the first two completed, is there an in-depth (and accessible) tutorial for step 3? I don't have Kontakt, but I can use Halion or something else.For real instruments you have to go through:
- recording
- editing (cutting, leveling)
- making patches (for example in Kontakt)
- KVRAF
- 1873 posts since 13 Apr, 2011 from EU
You need to read your sampler manual. While the basic functions of samplers are almost the same on every software/machine, you need to learn them. Basically you need to map every sample to the key and velocity (range) you want. In kontakt you can group samples, choose loop points or start/end points (instead of doing it on an external editor) and so on...I suggest to read your sampler manualLTSF wrote:If I have the first two completed, is there an in-depth (and accessible) tutorial for step 3? I don't have Kontakt, but I can use Halion or something else.
- KVRAF
- 5564 posts since 13 Jan, 2005 from the bottom of my heart
- KVRAF
- 4290 posts since 31 Oct, 2004
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- KVRist
- 55 posts since 30 Aug, 2014
I'm not a regular reader but computer music magazine had an issue called the art of sampling that I discovered via Google. There's a detailed video with some dude doing a guitar multisample. Well worth the price of the mag.