audiothing wrote:We sampled strings in different settings (but not cutted) and different kind of pipes but not underwater. Your ideas are very interesting by the way, we'll see if something can be done in the future
I've done a lot of hydrophone stuff - often times something that sounds good above can sound not so good below - the speed of sound is increased underwater and that can lead to a "tinnier" sound. The trick is to sample at 96kHZ (or as high as possible) and then play back at 48kHz so that you bring the out of hearing range harmonics into the audible range and generally add low freq content.
I did a piece for lots of bowls floating on the surface of a pool, where you toss ice into the pool - sometimes it hits the bowls, sometimes it just splashes etc and recorded that with hydrophones at either end of the pool (you need greater physical separation than normal for stereo because of the speed of sound increase) Anyhow, the underwater sound was disappointing at the usual samplerate, nice slowed down though. And a nice piece to perform at a party if you have a swimming pool. Take drink from icechest, take a piece of ice too, toss ice in pool. Repeat
Share the samples with your fellow kvrians, and you will be a legend.
I'd love to hear a loop library where the session musicians were recorded in a room where the walls were closing in and had spikes coming out of them. Great for getting that "nervous tension" in your groove!
The less people know, the more sure they are about it.
Zombie Queen wrote:I like the idea, personally I'd like a piano break, play a key, hold and then smash the whole instrument with a big concrete block. Some round robin and velocity layers would be cool too.
To laymen, software development is something akin to wizardry. Neither time, nor effort are involved. If software is missing features they want, or has bugs, it is solely because someone has been too lazy to wave their magic wand.
I hear a hangdrum here that sounds like it comes from (Storm Drum 2).
thankyou for listening
I don't have any version of storm drum - most likely I was triggering a sample using the loudest drop of rain and mixing that with the natural sound of whatever object the drop hit - I had lots of objects placed about. The sample could be from a tonehammer library (propanium and or hangdrum) and possibly mixed with someother stuff. I don't have the original project anymore to check