Some raw oscillator samples for you.

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I've been looking at the other thread noticing there's some interest in the topic. And I've been somewhat fascinated... Anyway couple of years ago I've captured some raw oscillators with extended attention to detail, for a project which ended as a big flop. I've done 32 waveforms, seven octaves each, sample for each note. Each sample is hand looped at zero crossing, with no cross fading (a tedious task). Samples are rather long, 4-20 seconds, depending on source stability.

I figured I would make something of it. I packaged 22 of those adding basic sfz map, so it could be easily loaded into a synth/sampler that supports it. Loops point are in the wav files, so it needs to be able to read that (ehem... Bitwig sampler... ehem...). Works fine in Alchemy. If you're a kind of person that would keep 2GB of basic oscillator waveforms, you can grab it here:

details: https://fairlyconfusing.net/_raw_oscillations.pdf
download: https://fairlyconfusing.net/RAWoscillations.rar

Let me know if it is of a use for you.

If you're curious, my flop project is this.

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double darn
Last edited by Zombie Queen on Tue Aug 05, 2025 11:04 pm, edited 1 time in total.

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darn...

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Thanks!!

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I can definitely confirm looping at 0 points with no crossfading is quite tedious yet rewarding once you find that sweet spot, hard to explain, but why so long are the samples?
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Touch The Universe wrote: Sat Aug 09, 2025 6:25 am I can definitely confirm looping at 0 points with no crossfading is quite tedious yet rewarding once you find that sweet spot, hard to explain, but why so long are the samples?
0 crossfading often just doesn´t work, but you won´t hear a short crossfade of just some hundred samples.

In my experience even oscillator samples should be around 4-10 seconds long, especially if its VCOs and/or vintage synths. I´m just working with the Matrix 1000 and always again discover very characteristic instabilities.

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Zombie Queen wrote: Tue Aug 05, 2025 10:59 pm I've been looking at the other thread noticing there's some interest in the topic. And I've been somewhat fascinated... Anyway couple of years ago I've captured some raw oscillators with extended attention to detail, for a project which ended as a big flop. I've done 32 waveforms, seven octaves each, sample for each note. Each sample is hand looped at zero crossing, with no cross fading (a tedious task). Samples are rather long, 4-20 seconds, depending on source stability.

I figured I would make something of it. I packaged 22 of those adding basic sfz map, so it could be easily loaded into a synth/sampler that supports it. Loops point are in the wav files, so it needs to be able to read that (ehem... Bitwig sampler... ehem...). Works fine in Alchemy. If you're a kind of person that would keep 2GB of basic oscillator waveforms, you can grab it here:

details: https://fairlyconfusing.net/_raw_oscillations.pdf
download: https://fairlyconfusing.net/RAWoscillations.rar

Let me know if it is of a use for you.

If you're curious, my flop project is this.
I am curious. What did you want to do and what makes this a flop? You still have the results ...

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These are awesome, thank you !
HAL76 wrote: Sat Aug 09, 2025 8:33 am I am curious. What did you want to do and what makes this a flop? You still have the results ...
I am presuming he means that it has not sold many copies of his kontakt instrument, although I would agree that it is by no means a 'flop'. Commercial success certainly seems to be the most common way to define success these days, but the fact that the OP has gone through this journey and created such an interesting instrument is awesome and I see there are more.

All very interesting to read and hear.

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Touch The Universe wrote: Sat Aug 09, 2025 6:25 am but why so long are the samples?
3-5 seconds was sort of minimum to make the loop unnoticeable. At least I thought so. Then some sources were not very stable there was drift and tiny irregularities which I wanted to capture. I'm not sure if it was worth the capacity investment but it was the point.
Worth to note that it is a good idea to make play start point random, if there's such possibility in your player.
HAL76 wrote: Sat Aug 09, 2025 8:33 amI am curious. What did you want to do and what makes this a flop? You still have the results ...
I meant commercial flop, even by my tiny standards. I like the result, but it tanked badly. I was given opportunity to do some promo stuff at the time, which I never tried before. So I paid for it to see how would it works. It wasn't much, but in the end I'm not sure I broke even. Which was after about half a year of developing the thing. It was a kind of fun though. I should have learned that these sort of stuff doesn't go well with Kontakt platform. But I'm stubborn.

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Zombie Queen wrote: Sat Aug 09, 2025 3:27 pm But I'm stubborn.
I think that's a good prerequisite for turning failures into successes :)

I wouldn't be so sure if I were you, that it's really up to you and the product. The channels, the relationships, the placement, the marketing, and all those things are very important in today's saturated market.

To sum up my experience in the world of sound, I'd say, "It's just like with music itself. The product is (often) not that crucial for commercial success. [...]."

Although pure oscillators are, of course, also something rather special. I think you first have to explain and demonstrate to people what you can do with them these days.

Personally, however, I've shifted my focus to capturing more of the character of the synth. It sounds different to detune two sample oscillators than to detune two real oscillators that then run through an analog signal path.

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Zombie Queen wrote: Sat Aug 09, 2025 3:27 pm I meant commercial flop, even by my tiny standards. I like the result, but it tanked badly. I was given opportunity to do some promo stuff at the time, which I never tried before. So I paid for it to see how would it works. It wasn't much, but in the end I'm not sure I broke even. Which was after about half a year of developing the thing. It was a kind of fun though. I should have learned that these sort of stuff doesn't go well with Kontakt platform. But I'm stubborn.
This is why developers work with resellers. You give up some profit but only on the products we actually sell, and since developers typically make over twice as much as us per sale, it's literally impossible to wind up in the position you found yourself in.

Also, I might add that Urs from u-he gave some great advice here about Google ad spending, basically saying to use it in the most specific, directed way possible. Big companies can afford to make it work for them by always putting themselves at the top tier, the rest of us are wasting our money.

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