Sampler with techniques against machine-gun-samples
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- KVRist
- 211 posts since 8 Mar, 2004
hi everyone!
I bring up a topic, which I guess many are running into...
first: nobody likes machine-gun sample playbacks, right?
So, I searched for some techniques how to load a sample into a sampler, and get some "humanization" and "randomness" into the sample - so if you play it every 1/8th note for example, every 1/8th note should sound not the same.
and I came up with the resolution: its not easy.
Idea 1:
Native Instruments Maschine
The inbuild sample synths are great, "Drumsynth" creates unique sounding drum sounds, and they integrated a "round robin" like engine which alternates the drum sounds so you get soft variances.
Downside: Its not working for your own samples.
Idea 2:
Native Instruments Battery
You can load your own sample, and activate the "Humanize" feature... its "okay"... it works 50% of the time, but its not perfect. I mean, even if you compare it to the Drumsynth from Machine I mentioned before, Maschine rocks way more. (Try 1/8th snare rolls with Battery and Humanization.... Maschine will sound better!)
So... what are your techniques for getting more realistic sample playback?
Important: I am searching a way to play MY OWN samples ... i am not looking for a "closed system" where I can only use the providers samples (like FXpansion's BFD - which has a anti machine gun mode.. which is nice.. but only for their integrated samples)
I bring up a topic, which I guess many are running into...
first: nobody likes machine-gun sample playbacks, right?
So, I searched for some techniques how to load a sample into a sampler, and get some "humanization" and "randomness" into the sample - so if you play it every 1/8th note for example, every 1/8th note should sound not the same.
and I came up with the resolution: its not easy.
Idea 1:
Native Instruments Maschine
The inbuild sample synths are great, "Drumsynth" creates unique sounding drum sounds, and they integrated a "round robin" like engine which alternates the drum sounds so you get soft variances.
Downside: Its not working for your own samples.
Idea 2:
Native Instruments Battery
You can load your own sample, and activate the "Humanize" feature... its "okay"... it works 50% of the time, but its not perfect. I mean, even if you compare it to the Drumsynth from Machine I mentioned before, Maschine rocks way more. (Try 1/8th snare rolls with Battery and Humanization.... Maschine will sound better!)
So... what are your techniques for getting more realistic sample playback?
Important: I am searching a way to play MY OWN samples ... i am not looking for a "closed system" where I can only use the providers samples (like FXpansion's BFD - which has a anti machine gun mode.. which is nice.. but only for their integrated samples)
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thecontrolcentre thecontrolcentre https://www.kvraudio.com/forum/memberlist.php?mode=viewprofile&u=76240
- KVRAF
- 37262 posts since 27 Jul, 2005 from Scottish Borders
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- KVRist
- Topic Starter
- 211 posts since 8 Mar, 2004
Thats another possibility when you are using real drums or do some real recordings...thecontrolcentre wrote: Fri Nov 23, 2018 4:43 pm I multi-sample my drums & then velocity layer them in Sampler or an Instrument Rack (or any sampler).
But what if you only have one file/version from your drum sound...
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thecontrolcentre thecontrolcentre https://www.kvraudio.com/forum/memberlist.php?mode=viewprofile&u=76240
- KVRAF
- 37262 posts since 27 Jul, 2005 from Scottish Borders
You could try automating a filter using velocity from your midi controller, so the filter adds variety to the single sample.
Grace by One Small Clue has filters, LFOs & sequencers built-in, and its free ... http://www.onesmallclue.com/plugin/grace/
Grace by One Small Clue has filters, LFOs & sequencers built-in, and its free ... http://www.onesmallclue.com/plugin/grace/
Last edited by thecontrolcentre on Fri Nov 23, 2018 5:26 pm, edited 1 time in total.
- KVRAF
- 11162 posts since 16 Mar, 2003 from Porto - Portugal
You may also tie the sample beginning to velocity. Usually, the beginning of drum samples is where more energy resides. If you modulate the sample beginning with velocity (moving the sample start closer to the beginning when played with more velocity, an more distant of the begining when the velocity is softer) you will have a natural way of avoiding a mechanical sound.thecontrolcentre wrote: Fri Nov 23, 2018 5:14 pm You could try automating a filter using velocity from your midi controller, so the filter adds variety to the single sample.
This together with filter cutoff (more velocity, more opened the filter becomes) will be probably enough.
Last edited by fmr on Fri Nov 23, 2018 8:57 pm, edited 2 times in total.
Fernando (FMR)
- KVRAF
- 7356 posts since 19 Apr, 2002 from Utah
There were several good pieces of advice listed above (I especially love thecontrolcentre's suggestion about automating the velocity layer)! The one thing I would add that I don't see listed above, is to make sure you get a sampler that does round robins. The support for round robins was created especially to do away with the machine gun effect by playing a different version of the same sound every time the sound is played (it cycles through a set number). Look into TX16Wx as a possible solution for your problem. 
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
- 11162 posts since 16 Mar, 2003 from Porto - Portugal
Round robin woul be the logic answer... if it wasn't for this:audiojunkie wrote: Fri Nov 23, 2018 8:44 pm The one thing I would add that I don't see listed above, is to make sure you get a sampler that does round robins. The support for round robins was created especially to do away with the machine gun effect by playing a different version of the same sound every time the sound is played (it cycles through a set number). Look into TX16Wx as a possible solution for your problem.![]()
No way to do round robin with just ONE sound. You will have to do it the old fashioned way (what we used to do when RAM was expensive and we had to squeeze the max possible out of just a few samples).xanthos wrote: Fri Nov 23, 2018 4:49 pm But what if you only have one file/version from your drum sound...
Fernando (FMR)
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- KVRAF
- 8413 posts since 4 Jul, 2012 from Alesia
I like machine-gun sample playbackxanthos wrote: Fri Nov 23, 2018 4:38 pm hi everyone!
I bring up a topic, which I guess many are running into...
first: nobody likes machine-gun sample playbacks, right?
- KVRAF
- 7356 posts since 19 Apr, 2002 from Utah
Whoops! I completely missed that! I thought it was strange that no one mentioned round robin. It was the first thing that came to my mind. Now I know why!fmr wrote: Fri Nov 23, 2018 8:55 pmRound robin woul be the logic answer... if it wasn't for this:audiojunkie wrote: Fri Nov 23, 2018 8:44 pm The one thing I would add that I don't see listed above, is to make sure you get a sampler that does round robins. The support for round robins was created especially to do away with the machine gun effect by playing a different version of the same sound every time the sound is played (it cycles through a set number). Look into TX16Wx as a possible solution for your problem.
No way to do round robin with just ONE sound. You will have to do it the old fashioned way (what we used to do when RAM was expensive and we had to squeeze the max possible out of just a few samples).xanthos wrote: Fri Nov 23, 2018 4:49 pm But what if you only have one file/version from your drum sound...![]()
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
- 7356 posts since 19 Apr, 2002 from Utah
I agree with everyone. Automating some form of modulation to the velocity would be one of the best ways to do it. Whether tying it to a filter, pitch, volume,sample beginning, etc. It can add a huge amount of change to a single sample......since the OP is using a single sample. 
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
- 7413 posts since 8 Feb, 2003 from London, UK
Also, remember not to have playback of a sample cut off dead the previous sample - you need some fade out, time linked to original velocity is best (not always possible). Cutting dead adds to the gunning, of course.
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- KVRist
- Topic Starter
- 211 posts since 8 Mar, 2004
That sounds interesting! Do you have any recommendation for an vst sampler that is able to FM?shonky wrote: Thu Nov 29, 2018 8:27 am If your sampler allows it, a tiny amount of FM applied via velocity, sample and hold or LFO might add some variation too.
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- KVRian
- 1153 posts since 21 Nov, 2005
Well, I know you can do it in Ableton Sampler but not sure about others although I'd guess you could possibly use an audio rate LFO on the drum and then possibly use velocity to affect the depth of that FM modulation if the sampler allows it.
Another idea might be to route velocity to fine pitch as this might imitate the slight changes you'd get hitting a drum. Some light comb filtering or resonator if modulated correctly could also give some variation as these are both used in physical modeling of drums, although probably best to keep them mixed lowish if you still want to retain the original character of the sample.
Another idea might be to route velocity to fine pitch as this might imitate the slight changes you'd get hitting a drum. Some light comb filtering or resonator if modulated correctly could also give some variation as these are both used in physical modeling of drums, although probably best to keep them mixed lowish if you still want to retain the original character of the sample.
