In smdrums_all_kit.sfz 98 should be 99
Code: Select all
#define $CR13V 93
#define $CR15V 95
#define $CR16V 97
#define $CR17V 99 <-
#define $CRCV 101
Ride 20 edge key 63 is panned right.
Just some observations, love what you did so far.
Code: Select all
#define $CR13V 93
#define $CR15V 95
#define $CR16V 97
#define $CR17V 99 <-
#define $CRCV 101
Yeager wrote:@ DSmolken
In smdrums_all_kit.sfz 98 should be 99
And the rim shot key 39 does not respond to velocity, it plays a different sample but the volume stays the same.Code: Select all
#define $CR13V 93 #define $CR15V 95 #define $CR16V 97 #define $CR17V 99 <- #define $CRCV 101
Ride 20 edge key 63 is panned right.
Just some observations, love what you did so far.
Hmmm... since the China has the fewest velocity levels it might make sense to turn velocity tracking on for it and do a few velcurve_XXX opcodes so that each velocity layer will play at full volume at the top of its velocity range.Yeager wrote:Personally I would like to have the kick on B(35) too, but that is something I changed myself.
For the China I also changed the amp_veltrack=100 and the sidestick also, but that is just to my taste.
I think so... try adding gain=6 or volume=6 to the regions you want. That might not interfere with the amplitude_onccXXX=100 opcodes that are there now.Yeager wrote:I also use 2 snareroll samples from the Big Mono in this kit, but the samples are not as loud as I want them to be, is there a way to "boost" volume in the sfz, like f.i. volume+6Db and still have to volume sliders work ?
Errrrr... Where are these buttons ?pljones wrote:What version are you using? What do the "Player Update" and "Engine Update" buttons tell you?
This is strange, you would expect that rendering would be easier than playing live.muslimpunk wrote:
Edit : one interesting thing is that this sample cutoff only happends when a wave file is rendered from the midi data. As long as im playing the drums via pads or via a midi file there is no sample cutoff !
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