Sampling Synthesizers
Question:
I guess my question now is what's the best way to actually sample
the individual instruments? Take a sample from every couple of
keys or so? Another problem that I think I might have is that I
don't know how to tweak with the sounds good enough. You know,
like all those envelopes, layers, and LFO's or whatever... any
tips?
Answer: Here's
a couple I've gleaned from doing it a lot:
- Remove any effects, LFO, and
envelopes on the sound.
- Look into the structure of
the sound, and separate the separated waves or sounds if
possible. You might want to combine similar textures.
It's a good idea to sample different waves/textures
separately, and put them on different layers within the
EPS, but at the same time you don't want too many layers
operating at the same time - you lose polyphony that way.
- Sample note D5 first, and
assign it as root key to D5 on the EPS/ASR. Check it out
above and below D5, and add multisamples if you don't
like the transposition. The reason we sample D5 is
because a) the frequency D matches the common samples
rates of the EPS/ASR, which are 29.8K and 44.6/1K. As far
as sample rates, if the sound has a lot of high-frequency
information, sample at 44.6/1. Otherwise, sample at 29.8.
We sample at the 5th octave because lower transpositions
are usually more effective than higher ones, but the 5th
octave is not too high as to not get an adequate sample.
- Sample the sound until the
wave becomes static, wait a second or 2 longer, and stop
sampling. Sample-playback synths (which is pretty much
all of them these days) have generally small waveforms to
fit into the limited ROM space, and they are looped (not
counting drum sounds, of course). You want to get that
loop sampled, so you can loop it yourself in the EPS/ASR.
- For different textures,
sample them into their own layer. Note the samples which
are triggered by velocity, in case of velocity-switching
setups (which are quite common). Another note: most
synthesizers, for example the O1/W, have "Performance"
programs, and "Single" programs. The "Performance"
programs are simply combinations of "Single"
programs in one playable patch. Go for the "Single"
programs to sample - on the EPS/ASR you can combine them
yourself using a Preset or external means.
- Once you've sampled
everything in, start looping and reprogramming the
envelopes and LFO's. Judge for yourself if you want to
"short-loop" (using just a single cycle of the
waveform) or "long-loop" (using a short segment)
the wave. With long loops don't be afraid to use the
CROSSFADE LOOP functions; in fact, the BI-DIRECTIONAL
LOOP algorithm is especially effective.
Contributed by Garth
Hjelte
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