SFZ format documentation

Sampler and Sampling discussion (techniques, tips and tricks, etc.)
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Bjoerns Sample Mapper

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If you want different LFO settings for every key, yeah... you can have three regions with the same sample, same pitch_keycenter but differnt hikey and lokey, and different LFO values.

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Perfect! Thank you very much. :wink: :phones:

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And a good SFZ sample player should only load each sample once, regardless of how many times you use it in different regions, too, so you've nothing to lose -- indeed, stick a <group> around the <region>s and set the sample= at group level if you want to do group-ish stuff to the sample and leave the regions doing just their own bits.

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pljones wrote: Mon Jul 08, 2024 5:23 pm... and set the sample= at group level if you want to do group-ish stuff to the sample and leave the regions doing just their own bits.
My (relative) new to SFZ noob's fault. I don't understand exactly what you mean (quote above) by that. Can you give me a small code example?

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My instruments might average 10 times as many regions as samples, with all the unison etc. I do.

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Now I have a synth arpeggio instrument to create. All mono samples. My goal: Pan position should constantly alternating (ping pong) notes hard left and hard right.

I think I can achieve this via round robin 2-step (seq_length=2) cycle sequence method. Is that a good way or are better, more efficient ways possible?

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Etienne1973 wrote: Mon Jul 08, 2024 5:45 pmMy (relative) new to SFZ noob's fault. I don't understand exactly what you mean (quote above) by that. Can you give me a small code example?

Code: Select all

<group>
 sample=C4_is_middle_C.wav
<region> key=59 offset=2
<region> key=60 offset=130
<region> key=61
So "C4_is_middle_C.wav" should only be loaded into memory once but three different regions trigger it, starting from different points in the WAV file (just as an excuse for different regions). The regions can have any other opcode as you see fit. So you could have "offset" and "end" triggered in different regions playing entirely separate parts of the same WAV, with different effects applied, for example. Whether it's useful is down to what you want to do, of course.

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Now I understand. Thank you very much, pljones. :wink: :phones:

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The website sfzformat.com is now comprehensive
and teaches the sfz format in a didactic manner, so that
anyone willing can build their own sample library.

Furthermore, you can find all sfz players (samplers)
on the site, and there's even an overview of some sfz
samples.

Could this thread be a sticky?

I think: Yes. :)
free mp3s + info: andy-enroe.de songs + weird stuff: enroe.de

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enroe wrote: Fri Apr 11, 2025 5:52 am The website sfzformat.com is now comprehensive
and teaches the sfz format in a didactic manner, so that
anyone willing can build their own sample library.

Furthermore, you can find all sfz players (samplers)
on the site, and there's even an overview of some sfz
samples.

Could this thread be a sticky?

I think: Yes. :)
excellent idea, but I'm getting a lot of broken links from within that site. :shrug:

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Which ones? I need to make a few other small changes anyhow, might as well fix links...

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BTW, DSmolken, if it's not there already, SynthMaster 3 and Serum both support importing SFZ now. :)
Vendor‑Dependent Copy Protection: Customers lose. Pirates win.:mad:
(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.)
:roll:

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Serum's sorta there, need to add the specific opcodes it supports to the opcode support table... SynthMaster 3 I don't remember but will check...

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I also noticed that Altitude, by Nakst isn't there. It imports SFZ for its sample oscillators
Vendor‑Dependent Copy Protection: Customers lose. Pirates win.:mad:
(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.)
:roll:

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Does anyone know of any good documentation regarding effects, or just an already-existing SFZ that includes it so I can see how it's done? And do any players actually support effect, apart from the ARIA players that have their own thing with the mda effects? I'm trying learn how to add a delay effect. It would be nice to find out how it's done as a part of the SFZ v2 spec. Unless no players even support it.
Surely there must be consensus by now...

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