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By elektrik_muz Sat Jun 23, 2012 9:36 pm
Uhh... would it be that simple? How would the locations of the 16 start/end points be determined? Automatically by even tempered intervals? That wouldn't be too useful. User preset? Much more complicated.
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By Sooty_G Sun Jun 24, 2012 2:54 am
elektrik_muz wrote:Uhh... would it be that simple? How would the locations of the 16 start/end points be determined?


length of sample divided by 16. easy.


as far as useful,

SAMPLE START: good to get variety on short samples like individual drum hits.

SAMPLE END: get radical effects when used with short looped samples.

+ both options good for glitch effects.

you can do this stuff already with qlinks but 16 LEVELS is much more accurate & controllable.
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By elektrik_muz Sun Jun 24, 2012 3:23 am
I guess you could do something with that. Still depends on that interval falling where you want ie directly in between drum hits. Not much control there.
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By Sooty_G Sun Jun 24, 2012 3:36 am
what i meant by drum hits is using the 16 LEVELS on an individual hit, like a single 1 second long sample of a cymbal or snare strike.

played from the first few levels it would sound pretty normal, but as you got further into the duration of the sample the sound would start to become clipped. towards the end you would just be playing the tail of the hit. change it up to get a choppy glitched effect on the sample. quicker and easier than going thru the full chop process on a brief little sample. no need to make all these little sub-samples when all you want to do is vary is the start point.

it's pretty much meant only for use on very short 0.5 second - 1 second long samples. just another way to fukc up the sound.