Ultimate Bass Kit
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- KVRAF
- 13444 posts since 14 Nov, 2000 from Hannover / Germany
You know, Markleford, sometimes loop points on instruments that aren't looped at all DO make sense. You could then create all sorts of weird instruments out of it, say, a BassPad.
Also, I can't see a problem with loop points as long as your sampler supports "release after loop" (or whatever it might be called).
Also, I can't see a problem with loop points as long as your sampler supports "release after loop" (or whatever it might be called).
There are 3 kinds of people:
Those who can do maths and those who can't.
Those who can do maths and those who can't.
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- KVRAF
- 3066 posts since 31 May, 2002 from My chair
However, in that case you'll want to loop a section near the start of the sample that has more amplitude and harmonics. If a vibrating string has decayed so much upon nearing 10 seconds, it doesn't make much sense to loop it there, where the overtones have diminished and the signal to noise ratio is greatly unfavorable!Sascha Franck wrote:You know, Markleford, sometimes loop points on instruments that aren't looped at all DO make sense. You could then create all sorts of weird instruments out of it, say, a BassPad.
This is particularly true with constantly-decaying sound sources like a bass: you're only going to be able to loop a very small portion of the sample due to this "fade" effect.
For other instrument like brass and bowed strings? Then yes, definitely make an attempt to loop.
Well, naturally, if the sampler supports this sort of feature then you'll want to keep the entire sample for maximum flexibility.Also, I can't see a problem with loop points as long as your sampler supports "release after loop" (or whatever it might be called).
However, the target format here is SoundFont2, which is the lowest common denominator. Bleh!
But again, the decay of a bass string is sort of a special situation that doesn't produce the best results by looping, if you're indeed after realistic playback. If you loop near the beginning, then you'll lose the "settling" of higher overtones, and if you loop at the end then it will hardly be used.
Similarly, where's the best place to loop a piano? I think answers will differ, and it partially depends on the envelope and filter capabilities of the intended sampler format. Since a piano tone is produced by several string vibrating in *almost* unison (there's some natural detune), I'd say that you should keep as much of it as possible, rather than looping early. Of course, if sample size is an issue, you'll answer differently.
- m
Markleford's band, The James Rocket: http://www.TheJamesRocket.com/
Markleford's tracks: http://www.markleford.com/music/
Markleford's free MFX, DXi2, DR-008 modules: http://www.TenCrazy.com/
Markleford's tracks: http://www.markleford.com/music/
Markleford's free MFX, DXi2, DR-008 modules: http://www.TenCrazy.com/
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- KVRAF
- 13444 posts since 14 Nov, 2000 from Hannover / Germany
Yeah, you defenitely got a point here.Markleford wrote: However, in that case you'll want to loop a section near the start of the sample that has more amplitude and harmonics.
And we all know these are more difficult to achieve without any destructive editing (namely compression and/or x-fade looping).
There are 3 kinds of people:
Those who can do maths and those who can't.
Those who can do maths and those who can't.
- "The" Jazz
- Topic Starter
- 4614 posts since 18 Aug, 2004 from California, United States
I have release samples in the Bassics, Tapping (needed here especially) and Fingered Bass soundfonts. I can always go back and put in release samples for other stuff, too, if needed.
For the future, I would like to start sampling instruments in a sampler that has a bit more power. The coolest thing I can do in Soundfonts is release samples. I would like to do mod wheel and all that fancy stuff.
For the future, I would like to start sampling instruments in a sampler that has a bit more power. The coolest thing I can do in Soundfonts is release samples. I would like to do mod wheel and all that fancy stuff.
Greg Schlaepfer
Orange Tree Samples
Ultra-realistic sample libraries for Kontakt
Orange Tree Samples
Ultra-realistic sample libraries for Kontakt
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- KVRAF
- 2582 posts since 24 Apr, 2003 from Canada
The Victor Wooten demo sounds bitchin! Can hardly wait for this 
Would you mind summarizing all the different articulations you've done/are doing? Thanks Geoff.
Would you mind summarizing all the different articulations you've done/are doing? Thanks Geoff.
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- KVRAF
- 13444 posts since 14 Nov, 2000 from Hannover / Germany
Oh yes, I forgot to say that the Victor Wooten demo is indeed sounding hillarious.
There are 3 kinds of people:
Those who can do maths and those who can't.
Those who can do maths and those who can't.
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- KVRist
- 125 posts since 31 Aug, 2004 from Florida
Geoff:
Are you playing these demo's on a keyboard? Holy Cow! The Victor W. demo is incredible!
Paul
Are you playing these demo's on a keyboard? Holy Cow! The Victor W. demo is incredible!
Paul
Intel i7930 OC to 3.36GHz, Win7 Pro, 12GB Ram
500GB OS, 1TB Audio, 1TB Samples, Delta 66 Omni, Sonar Platinum
TheBrothersGlaser.com
500GB OS, 1TB Audio, 1TB Samples, Delta 66 Omni, Sonar Platinum
TheBrothersGlaser.com
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- KVRAF
- 13444 posts since 14 Nov, 2000 from Hannover / Germany
I'd really love having a look at the MIDI files you used, Geoff!
There are 3 kinds of people:
Those who can do maths and those who can't.
Those who can do maths and those who can't.
- KVRAF
- 7412 posts since 8 Feb, 2003 from London, UK
Yes, the MIDI samples would be very nice to have, too...
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- KVRer
- 26 posts since 2 May, 2004
Actually Geoff, you can (in theory) do mod wheel sample crossfades, attaching different modulators to different continuous controllers, and plenty of other cool stuff under the Soundfont 2.1 spec. Unfortunately, you can only do this with a Soundblaster Audigy because nothing else supports sf 2.1 at the moment. In fact, Vienna 2.3 will only expose the editing features for some of this stuff if you have an Audigy. I think this is because the spec is too poorly documented by Creative for anyone to figure it out, I can't think of any other reason why nobody (like sfz) has taken the time to implement it.
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neverwhere2012 neverwhere2012 https://www.kvraudio.com/forum/memberlist.php?mode=viewprofile&u=23348
- KVRist
- 420 posts since 30 Apr, 2004 from grand rapids, michigan
well.. if you sell this soundfont for $20 to everyone who has expressed interest, i imagine you'll have enough money for a nice software sampler and chicken systems' translatorgeoffkhan wrote:For the future, I would like to start sampling instruments in a sampler that has a bit more power. The coolest thing I can do in Soundfonts is release samples. I would like to do mod wheel and all that fancy stuff.
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- KVRAF
- 13444 posts since 14 Nov, 2000 from Hannover / Germany
Or CDxtract.neverwhere2012 wrote: well.. if you sell this soundfont for $20 to everyone who has expressed interest, i imagine you'll have enough money for a nice software sampler and chicken systems' translator
There are 3 kinds of people:
Those who can do maths and those who can't.
Those who can do maths and those who can't.
- "The" Jazz
- Topic Starter
- 4614 posts since 18 Aug, 2004 from California, United States
Yeah, I am aware of the 2.1 soundfont modulator stuff. It's really cool, but as you mentioned, only the Soundblaster Audigy supports it, so I'd rather stick with stuff that works for everyone.Memorex wrote:Actually Geoff, you can (in theory) do mod wheel sample crossfades, attaching different modulators to different continuous controllers, and plenty of other cool stuff under the Soundfont 2.1 spec. Unfortunately, you can only do this with a Soundblaster Audigy because nothing else supports sf 2.1 at the moment. In fact, Vienna 2.3 will only expose the editing features for some of this stuff if you have an Audigy. I think this is because the spec is too poorly documented by Creative for anyone to figure it out, I can't think of any other reason why nobody (like sfz) has taken the time to implement it.
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- KVRian
- 1378 posts since 22 Jan, 2005 from Andorra
Do you know, by the way, if EMU sound card also support this?geoffkhan wrote:Yeah, I am aware of the 2.1 soundfont modulator stuff. It's really cool, but as you mentioned, only the Soundblaster Audigy supports it, so I'd rather stick with stuff that works for everyone.Memorex wrote:Actually Geoff, you can (in theory) do mod wheel sample crossfades, attaching different modulators to different continuous controllers, and plenty of other cool stuff under the Soundfont 2.1 spec. Unfortunately, you can only do this with a Soundblaster Audigy because nothing else supports sf 2.1 at the moment. In fact, Vienna 2.3 will only expose the editing features for some of this stuff if you have an Audigy. I think this is because the spec is too poorly documented by Creative for anyone to figure it out, I can't think of any other reason why nobody (like sfz) has taken the time to implement it.
They are from the same family (Creative)
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- KVRist
- 261 posts since 19 Jan, 2005
I believe the E-MU APS supported Soundfont 2.1, but the new DAS cards don't have hardware support for soundfonts at all. The DSP is used for other stuff.
Emulator X has a file conversion utility, and it does support the 2.1 spec, but in my experience it needs work...
Emulator X has a file conversion utility, and it does support the 2.1 spec, but in my experience it needs work...
