
By Antonym
Fri Feb 16, 2007 4:47 pm
bored at work son so i thought about this
i'd mentioned this in my qlink realtime note on timestretch thread but here's a more multisample specific version
so i just got a reason refill full of REALLY nice drum multisamples- these things are just gnarly. roughly 8 different takes of the same drum from softest to hardest. they sound nice, too. i like em a lot.
however, i don't plan on using em in reason. i used a reason unpacker (yeah it's illegal but i don't feel bad at all, since i would have done the whole thing manually anyway) to get all the samples out. then i started renaming them since they were all a ton more charactors than the mpc could handle.
since they were all different type takes, i had to rename em all MANUALLY. what a ****. it's cool, well worth the time.
here's where the trick begins.
the trick uses pad layers, pad layer velocity assignment, and simult.
first, set up 2 pads. the first should be wherever your main kick usually goes and the 2nd should be out of the way. i usually put these in D with my wave simult layers and other things.
assign 8 multisamples to those 2 pads, ie 8 kick drums steadily getting softer. for this example they can be anything though. i suggest putting the hardest 4 on pad1, softer 4 on the 2nd pad. simult pad 2 so it triggers when you strike pad 1.
now the math. 127/8=15.875. round up - 16. 16*8=128. 15*8=120. 128-120=8.
so 15 each velocity layer! works out perfectly. why am i doing this eggheaded sht? because i'm a hip hop producer, and therefor a complete nerd. if i lost you for a second just keep reading because it makes sense in a second.
set up your velocity layer levels (those numbers in the far right of the old pgm screen) like this:
(pad 1)
layer 1 - 112-127
layer 2 - 96-111
layer 3 - 80-95
layer 4 - 64-79
(pad 2)
layer 1 - 48-63
layer 2 - 32-47
layer 3 - 16-31
layer 4 - 0-15
you see what i did? each layer has a defined zone of 15 increments out of 127. this means that depending on how hard you hit your pad, the sample that lies in the VELOCITY value you triggered will be played. that means you have 8 samples you can play depending on velocity.
you're gonna have to turn off LEVEL to VELOCITY or whatever the parameter is in ENVELOPE though so your velocity doesn't impact volume, only sample playback.
this can turn your mpc1000 into a GREAT virtual drum host. 4 is a workable resolution in terms of velocity assignment - but 8 is a great resolution.
using simult and velocity layers is GREAT because suddenly the resolution is greater than just 4 samples.
i'd mentioned this in my qlink realtime note on timestretch thread but here's a more multisample specific version
so i just got a reason refill full of REALLY nice drum multisamples- these things are just gnarly. roughly 8 different takes of the same drum from softest to hardest. they sound nice, too. i like em a lot.
however, i don't plan on using em in reason. i used a reason unpacker (yeah it's illegal but i don't feel bad at all, since i would have done the whole thing manually anyway) to get all the samples out. then i started renaming them since they were all a ton more charactors than the mpc could handle.
since they were all different type takes, i had to rename em all MANUALLY. what a ****. it's cool, well worth the time.
here's where the trick begins.
the trick uses pad layers, pad layer velocity assignment, and simult.
first, set up 2 pads. the first should be wherever your main kick usually goes and the 2nd should be out of the way. i usually put these in D with my wave simult layers and other things.
assign 8 multisamples to those 2 pads, ie 8 kick drums steadily getting softer. for this example they can be anything though. i suggest putting the hardest 4 on pad1, softer 4 on the 2nd pad. simult pad 2 so it triggers when you strike pad 1.
now the math. 127/8=15.875. round up - 16. 16*8=128. 15*8=120. 128-120=8.
so 15 each velocity layer! works out perfectly. why am i doing this eggheaded sht? because i'm a hip hop producer, and therefor a complete nerd. if i lost you for a second just keep reading because it makes sense in a second.
set up your velocity layer levels (those numbers in the far right of the old pgm screen) like this:
(pad 1)
layer 1 - 112-127
layer 2 - 96-111
layer 3 - 80-95
layer 4 - 64-79
(pad 2)
layer 1 - 48-63
layer 2 - 32-47
layer 3 - 16-31
layer 4 - 0-15
you see what i did? each layer has a defined zone of 15 increments out of 127. this means that depending on how hard you hit your pad, the sample that lies in the VELOCITY value you triggered will be played. that means you have 8 samples you can play depending on velocity.
you're gonna have to turn off LEVEL to VELOCITY or whatever the parameter is in ENVELOPE though so your velocity doesn't impact volume, only sample playback.
this can turn your mpc1000 into a GREAT virtual drum host. 4 is a workable resolution in terms of velocity assignment - but 8 is a great resolution.
using simult and velocity layers is GREAT because suddenly the resolution is greater than just 4 samples.







