SFZ: Cutting off a previous loop when pressing a new key?
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- KVRist
- 39 posts since 13 May, 2016
I'm building a drumkit. Currently when I press the key and the tom sample plays, and I press the same key again, the previous play continues behind the new play. I want the previous play to cut off when I press the key again. My toms have some sustain to them which can get muddy if all the plays are allowed to continue individually through multiple hits.
Does that make sense?
Basically I don't want two instances of the same key to be able to play simultaneously. When I press the key again, kill everything before it and start over.
What opcodes would I use to accomplish this? I've been searching but SFZ documentation is scarce and confusing if it does exist. Currently my "loop_mode" is set to "one_shot"
Does that make sense?
Basically I don't want two instances of the same key to be able to play simultaneously. When I press the key again, kill everything before it and start over.
What opcodes would I use to accomplish this? I've been searching but SFZ documentation is scarce and confusing if it does exist. Currently my "loop_mode" is set to "one_shot"
- KVRAF
- 5703 posts since 8 Dec, 2004 from The Twin Cities
What player are you using? Most I know have ampeg_release set to 0 by default, which should give you what you want. The sfz expression would be 'ampeg_release=0' if that isn't the default
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- KVRAF
- 2212 posts since 20 Sep, 2013 from Poland
What you want is to use group and off_by opcodes. Set both group and off_by to, for example, 2 for the floor tom, 3 for the low tom etc. This is very commonly used in hi-hats, with closed hi-hats muting open ones, though that can get more complicated with multiple groups, closed hi-hats muting open ones but open not muting closed etc. But I know these have simple hi-hat muting with one group for all (I mapped them, I'm not trying to promote my work, I just remember how these were done), so you can take a look at the sfz files: http://www.karoryfer.com/karoryfer-samp ... s-paradise
one_shot is correct for loop_mode for drums - that way the whole sample plays no matter how long the key is held. ampeg_release will matter if you set off_mode to normal - if off_mode is fast, ampeg_release will get ignored when one note in a group kills another.
one_shot is correct for loop_mode for drums - that way the whole sample plays no matter how long the key is held. ampeg_release will matter if you set off_mode to normal - if off_mode is fast, ampeg_release will get ignored when one note in a group kills another.
- KVRAF
- 7414 posts since 8 Feb, 2003 from London, UK
Be very careful not to go for "machine gunning" where the natural sound of a kit is lost because you instantly mute prior hits. A real drum kit does not do that. (The following applies to Sforzando.) You can include an ampeg_release opcode with maybe half a second release to give a more natural effect. Also, you can use polyphony to restrict the number of notes played at once, too, rather than simply muting all prior notes.eicca wrote:... My toms have some sustain to them which can get muddy if all the plays are allowed to continue individually through multiple hits.
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Basically I don't want two instances of the same key to be able to play simultaneously. ...
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- KVRist
- Topic Starter
- 39 posts since 13 May, 2016
I added off_mode=normal and ampeg_release=.25 under a global header. I think it worked but I can't quite tell.
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- KVRAF
- 2212 posts since 20 Sep, 2013 from Poland
Sforzando's last tab displays how many voices (and LFOs and envelopes) are currently in use - that's a good way to check if this kind of stuff is working right.
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- KVRist
- Topic Starter
- 39 posts since 13 May, 2016
Nailed it. Have to set group= and off_by= for each tom and then use off_mode=normal and ampeg_release=.75 under a <global> header and it works great. Thanks for all the help
