Forum to discuss all matters relating to the MPC1000 and MPC2500 operating systems created by 'JJ' (all versions).
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By primebeatz Thu Jul 19, 2007 8:20 pm
Nym, I had NO idea you liked grid edit. :lol: Yeah, ping pong is probably my favorite JJ feature.

By 1000dB Thu Jul 19, 2007 9:11 pm
Hi all, i'm new here, got jj os about a month ago. I see that jj os is already updated to 4.75 and now it's got a ping pong loop. How great is that
:)
I still hope that some day jj implements a non-realtime loop crossfading feature to trim window. Can't live without it. Every straight loop i've created with mpc has clicks no matter how precisely i try to adjust the start/end points.

Loop crossfade shouldn't be too hard to implement, right?
after all, it's just fade in / fade out / mix.
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By thedvs01 Thu Jul 19, 2007 10:47 pm
how would you apply this to one-shots? are you just re-sampling?

By 1000dB Fri Jul 20, 2007 12:03 am
how would you apply this to one-shots? are you just re-sampling?


crossfade-loop?
I'm talking about a feature that would be used to create seamless loops on one-shot samples like flute.. It's basicly about crossfading audio between loop points...

For example akai s3000 has it, personally i think it's THE most important of looping tools.
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By thedvs01 Fri Jul 20, 2007 12:15 am
1000dB wrote:
how would you apply this to one-shots? are you just re-sampling?


crossfade-loop?
I'm talking about a feature that would be used to create seamless loops on one-shot samples like flute.. It's basicly about crossfading audio between loop points...

For example akai s3000 has it, personally i think it's THE most important of looping tools.


Yeah sorry I should have specified. I was referring to Nym and the others talking about Pingpongs on the previous page
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By Antonym Fri Jul 20, 2007 1:27 am
no resampling needed
just grab a sample, like a string sample, with an attack and a long static decay. set the loop to <-> over a section of the decay. hit the pad and hold it, listen and change the loop point to sound good.


1000db, crossfading on these loop points would be......!!! amazing. however, on these oneshots i'm using with alternate loop, i can get away without clicks. just gotta find the sweet spot.

but the clicks are a "problem." not a bad one, but one that even a TINY crossfade would solve. whether or not that's possible, i don't know. first question: what would that mean for polyphony? would it double the sample over itself, thus taking 2x the polyphony, or would it crossfade within the confines of the single polyphonic usage of the sample being played?

interesting thoughts and smart wishful thinking...but who knows whether or not it's possible in the 1kb of code left...

By pad-ophiliac Fri Jul 20, 2007 7:35 am
using different effects on the alternate looping samples helps to smooth them out as well. i have found that chorus, phase, tremelo, reverb, delay, or combos of those work well.
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By mkl... Fri Jul 20, 2007 8:05 am
one thing which is great is that the lfo doesn't retrig each portion of the looped portion but it occursduring all the entire sound...

it would be great if we could set an ending portion that could be another section than the loop point...(only loop the middle of a file when you release the end of the file plays...)
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By thedvs01 Fri Jul 20, 2007 8:22 am
Antonym wrote:no resampling needed
just grab a sample, like a string sample, with an attack and a long static decay. set the loop to <-> over a section of the decay. hit the pad and hold it, listen and change the loop point to sound good.


so the loop points set with the pingpong mode apply to one-shots as well? I didn't realize, I assumed that it would have to be set to Note On since that is how it worked previously to get a loop point to have any effect.

You're saying if I set it to the alternate loop mode and keep it as a one shot it will play to the end of the sample and then play the loop point in reverse and then STOP the sample when it reaches the end (or rather the beginning I guess) of the loop point?

Eh... enough of just talking about it. I guess the best thing to do would be to just try it haha

edit: just tried it. I guess I kind of misunderstood that you were saying that you could apply the reverse effect to a sample while still keeping it as a one shot in the program, but I guess you were actually saying you were doing new things with the pingpong loop to samples that you were previously only using as one shots?

By pad-ophiliac Fri Jul 20, 2007 8:32 am
mkl... wrote:only loop the middle of a file when you release the end of the file plays...)


great idea.
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By mkl... Fri Jul 20, 2007 8:40 am
so the loop points set with the pingpong mode apply to one-shots as well? I didn't realize, I assumed that it would have to be set to Note On since that is how it worked previously to get a loop point to have any effect.

You're saying if I set it to the alternate loop mode and keep it as a one shot it will play to the end of the sample and then play the loop point in reverse and then STOP the sample when it reaches the end (or rather the beginning I guess) of the loop point?

Eh... enough of just talking about it. I guess the best thing to do would be to just try it haha

edit: just tried it. I guess I kind of misunderstood that you were saying that you could apply the reverse effect to a sample while still keeping it as a one shot in the program, but I guess you were actually saying you were doing new things with the pingpong loop to samples that you were previously only using as one shots?


you've got to stay on the note on setting, but the amp envelope (attack decay) works for the sound just has it's used o do in one shot mode but with the difference is that it will change the number of repetition for the release...
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By mikolo Fri Jul 20, 2007 11:22 am
what would that mean for polyphony? would it double the sample over itself, thus taking 2x the polyphony, or would it crossfade within the confines of the single polyphonic usage of the sample being played?

Crossfade looping on my emu sampler is a non-realtime process. I could see it working on the MPC with a play option like the bit depth or ring mod function.
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By Antonym Fri Jul 20, 2007 2:03 pm
yeah set em note on. i use this for snare rolls (loop the tail for a roll that continues for as long as you hit it)

open hi hats and cyms (again, same story)

snares with long airy tails

but mostly for non drum samples - ie, chops from my melody samples. i used to leave it all oneshot, now once i figure out how i want my chops programmed (the pattern, melody etc) i turn em all note on and set alternate loops for every sample (sometimes 50+!)

i use it to "blur" chops to make them sound less choppy.

formerly you had the option of doubling the sample with the 2nd playback "blurred" with an attack, kind of simulating a loop function in the sequencer. this was good but could leave your sequences kind of messy.

another thing i used to do was set the top LAYER to the original sample and the 2nd LAYER to the same sample reversed and just switch between then via qlink layer. this worked too but not as smoothly.

you could also timestretch individual chops, but everyone knows how gnarly that sounds. alternate loop is like the better alternative to timestretching when you're dealing with oneshots.

By 1000dB Fri Jul 20, 2007 6:02 pm
mikolo wrote:
what would that mean for polyphony? would it double the sample over itself, thus taking 2x the polyphony, or would it crossfade within the confines of the single polyphonic usage of the sample being played?

Crossfade looping on my emu sampler is a non-realtime process. I could see it working on the MPC with a play option like the bit depth or ring mod function.


EXACTLY.

..and this kind of effects don't take much mem anyways (?)

And antonym, it's nice to hear that ping pong loops don't give you clicks. Anyways most of the time with "instrumental samples", forward_loop with x-fade has given me much better results than ping-pong looping,. haven't had time to test the pingpong yet but most definetely gonna test it soon with drums or something. it's really nice feature to to play with.

btw, the clicks with normal loop, for me, (not trying to be rude here) are a problem, not a "problem" :wink:

Anyways, Well... let's see what jj has on his mind... Is there btw a way to ask him if he'd like to implement a non-realtime-crossfade-looppoints?