Why not use SFZ opcodes and import the SFZ format. It would be really easy, since most of it is done for you, and many people have created their own SFZ parsers. You'd be able to see how it was done very easy. Furthermore, this would allow users to import and share a TON of existing samples for the ultimate flexibility.sheaf wrote: Wed Oct 15, 2025 3:15 pm Quick update: I think the next build could be a release candidate for version 1.0, so the code is nearly there. I've made almost 80 presets so far. I'm not 100% decided yet, but my current idea is to make 128 in total for the initial release. Not a lot, but enough to showcase the capabilities I guess. I wonder if this is a good idea though, because factory preset libraries influence my own purchase decision quite a bit. I like making presets as a synth user, but it also takes a lot of time so if I'm going to be dropping money on a synth I want a lot of new sounds out of the box. Especially if it's a synth with a lot of controls, like SWAY. The idea that I would spend more than 4 years on this project and then people aren't buying it simply because I didn't take the time to make enough presets...![]()
Question about custom samples, for in the future: there are several ways I could go about it and I'd like to hear your thoughts. I could make it so you can import audio files on the spot specific to the patch you're working on. It can take quite some time for the user to make an actual multisample with different zones and optimal loop points though. So you'd also want the ability to easily reuse a multisample you've created. I could add some special folder where custom multisamples could be saved for reuse, similar to what the INTERNAL waveform source does on a SY99. Both of these things require me to make a full blown multisample editor within the plugin, and this is going to take a huge amount of time. Many months in my estimate. It would also mean I have to change the patch structure to allow for custom samples that are either linked or embedded, which complicates things a lot.
Another way is this: I just make an external expansion card editor. This way you can only add custom samples by making custom expansion cards. It's less flexible, but it would massively simplify everything. The plugin itself wouldn't even have to be changed, since it already supports expansion cards right now! An external editor means that you could still open it from the plugin, but it launches an external Windows/Mac app in a new window outside of your DAW. When you save changes to your card you refresh them in the plugin and you're good to go. I could probably make this external editor in 4 weeks or so, because I can use web technology which is just easier and faster.
Thoughts about this? Would the second option disappoint you?
SWAY - a synth modeled after the Yamaha SY77
- KVRAF
- 7025 posts since 19 Apr, 2002 from Utah
Vendor‑Dependent Copy Protection: Customers lose. Pirates win.
(Also: I'm Accused of lying about Linux—it boots, runs my pro audio workflow, stays stable, updates--though yearly dismissed as “niche”. Yet I'm the deluded one.)
(Also: I'm Accused of lying about Linux—it boots, runs my pro audio workflow, stays stable, updates--though yearly dismissed as “niche”. Yet I'm the deluded one.)
- KVRAF
- 7025 posts since 19 Apr, 2002 from Utah
Ah! I see that it has already been suggested! A man of my own thinking!EvilDragon wrote: Wed Oct 15, 2025 4:25 pm You could, instead of doing a full blown multisample editor, try to support importing SFZ? I very much think you should not waste time on providing full sample editing capabilities, there's other tools for that.
Basic SFZ support makes a lot more sense.
Vendor‑Dependent Copy Protection: Customers lose. Pirates win.
(Also: I'm Accused of lying about Linux—it boots, runs my pro audio workflow, stays stable, updates--though yearly dismissed as “niche”. Yet I'm the deluded one.)
(Also: I'm Accused of lying about Linux—it boots, runs my pro audio workflow, stays stable, updates--though yearly dismissed as “niche”. Yet I'm the deluded one.)
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- KVRer
- 26 posts since 10 Sep, 2004
On a more positive note, most folks are at home from mid December onwards and would love to finally play this brilliant synth.
So I still keep my fingers crossed and am prepared to buy whenever possible.
Thank you for making this happen!
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- KVRist
- 143 posts since 28 Oct, 2002
I really hope for a release this year, too. I reckon January would be the worst choice, revenue-wise. In December, people will squander all their plugin budget and will then be saturated with their plugin purchases for quite some while.
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- KVRist
- 82 posts since 4 Feb, 2007 from Francium
maybe some users feedback here again,
when it's time, should be good, before the gold release
( "so in november"... posted end of november )
( "so in friday, because saturday"... )
. . . . LOL
when it's time, should be good, before the gold release
( "so in november"... posted end of november )
( "so in friday, because saturday"... )
. . . . LOL
Last edited by cslevine on Wed Dec 10, 2025 10:23 pm, edited 1 time in total.
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- KVRist
- 143 posts since 28 Oct, 2002
you're speaking in tongues ...
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- KVRer
- 16 posts since 10 May, 2006 from Rome
Congrats for your work, can't wait. Why don’t you launch a one-month sound design crowdfunding campaign and involve sound designers who want to contribute?sheaf wrote: Wed Oct 15, 2025 3:15 pm Quick update: I think the next build could be a release candidate for version 1.0, so the code is nearly there. I've made almost 80 presets so far. I'm not 100% decided yet, but my current idea is to make 128 in total for the initial release. Not a lot, but enough to showcase the capabilities I guess. I wonder if this is a good idea though, because factory preset libraries influence my own purchase decision quite a bit. I like making presets as a synth user, but it also takes a lot of time so if I'm going to be dropping money on a synth I want a lot of new sounds out of the box. Especially if it's a synth with a lot of controls, like SWAY. The idea that I would spend more than 4 years on this project and then people aren't buying it simply because I didn't take the time to make enough presets...![]()
Question about custom samples, for in the future: there are several ways I could go about it and I'd like to hear your thoughts. I could make it so you can import audio files on the spot specific to the patch you're working on. It can take quite some time for the user to make an actual multisample with different zones and optimal loop points though. So you'd also want the ability to easily reuse a multisample you've created. I could add some special folder where custom multisamples could be saved for reuse, similar to what the INTERNAL waveform source does on a SY99. Both of these things require me to make a full blown multisample editor within the plugin, and this is going to take a huge amount of time. Many months in my estimate. It would also mean I have to change the patch structure to allow for custom samples that are either linked or embedded, which complicates things a lot.
Another way is this: I just make an external expansion card editor. This way you can only add custom samples by making custom expansion cards. It's less flexible, but it would massively simplify everything. The plugin itself wouldn't even have to be changed, since it already supports expansion cards right now! An external editor means that you could still open it from the plugin, but it launches an external Windows/Mac app in a new window outside of your DAW. When you save changes to your card you refresh them in the plugin and you're good to go. I could probably make this external editor in 4 weeks or so, because I can use web technology which is just easier and faster.
Thoughts about this? Would the second option disappoint you?
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- KVRAF
- 2429 posts since 11 Jan, 2009 from Portland, OR, USA
Factory Soundbanks for soft-synths -- whether emulations or not -- almost always include sounds creaed by a range of sound designers. Why should this be any different, especially if you're worried that you don't have the time & energy to create the entire bank yourself? Just ask a handful of quality sound designers to develop the rest of the factory bank for you...I'm sure you can find willing souls!
And yes, it's 100% true that the Factory Soundbank of any synth is vitally important and will have a major impact on users who demo the synth when deciding to buy. Some may argue otherwise here but I think it's absurd -- whether you USE factory presets or not is beside the point, the fact of the matter is that most people will HEAR the factory bank -- whether by demo'ing, or just watching on YouTube, etc -- and it communicates to them "this is what this synth can do. This is what I could do with it if I learned how to use it. these patches represent the *potential* of this instrument." etc.... if the factory presets don't sound exciting and useful, a small fraction of people exposed to it will say "well, maybe I can do better than the company / original sound designers at creating good sounds...."
And yes, it's 100% true that the Factory Soundbank of any synth is vitally important and will have a major impact on users who demo the synth when deciding to buy. Some may argue otherwise here but I think it's absurd -- whether you USE factory presets or not is beside the point, the fact of the matter is that most people will HEAR the factory bank -- whether by demo'ing, or just watching on YouTube, etc -- and it communicates to them "this is what this synth can do. This is what I could do with it if I learned how to use it. these patches represent the *potential* of this instrument." etc.... if the factory presets don't sound exciting and useful, a small fraction of people exposed to it will say "well, maybe I can do better than the company / original sound designers at creating good sounds...."
- KVRAF
- 20697 posts since 22 Nov, 2000 from Southern California
He's already made 80 presets and that's plenty.
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- KVRAF
- 2429 posts since 11 Jan, 2009 from Portland, OR, USA
Well that depends entirely on how good they are !
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- KVRAF
- 3329 posts since 18 May, 2003 from Sweden
Zebra 3 has been in development for about 15 years and is shipped with some 300 presets.
If sheaf has worked on SWAY for 4 years, then 80 presets is a roughly proportionate ratio!
However, Urs has been in the game for a long time and has gathered a huge following with his legendary synths.
So, the Zebra 3 preset collection reads like a who's who of top notch patch creators. Consequently, there's a lot of variation that paints a wide panorama of different Zebra 3 styles and genres.
That may also be a factor to consider when building the SWAY factory preset collection.
/JHS
If sheaf has worked on SWAY for 4 years, then 80 presets is a roughly proportionate ratio!
However, Urs has been in the game for a long time and has gathered a huge following with his legendary synths.
So, the Zebra 3 preset collection reads like a who's who of top notch patch creators. Consequently, there's a lot of variation that paints a wide panorama of different Zebra 3 styles and genres.
That may also be a factor to consider when building the SWAY factory preset collection.
/JHS
If it were easy, anybody could do it!
