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Old 18th March 2007, 03:18 AM   #1
xabiton
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extending the sound of one shot samples

Ive been trying to figure out how to do this in reason for some time. I know its possible via looping a start and end point in the sound but whenever i do it I always get loud clicks. Ive also heard of people doing it on older samplers (eps, asr ect) in a similar fashion. I was hoping to get some tips. I always get loud clicks in the sound instead of a clean loop. Please help.
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Old 18th March 2007, 04:10 AM   #2
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Loop in the Sampler. There is one big reason to do the looping in the sampler that no editor can do. As you adjust the loop length you will hear audible feedback coming from the sampler in real time. Hold down a note on the keyboard and spin the dial. Start with the whine of the sample oscillating and gradually turn the dial. Also most samplers have auto loop locators and crossfade functions that work better than they do in software editors. The only exception might be the really long loops that are often considered 'unloopable', like complex ensembles. Anything can be looped. Just a matter of talent, tools and persistence.
from here...

http://www.tweakheadz.com/Sampling_Tips.html

don't know reason specifically but those instructions (and the rest of the shit on that page) apply to pretty much any sampler.

follow the directions there, and you'll be on your way.
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Old 18th March 2007, 04:42 AM   #3
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is there such thing as a sample being too short when doing this? i have some horns in particular that i want to use but i cant get them right they are 1 second stabs mostly
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Old 18th March 2007, 05:37 AM   #4
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no because when you loop usually to get a good sound you take a really really short piece of audio. we're talking milliseconds........anything longer and you hear the loop, not the tone of the sample looping.
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Old 18th March 2007, 05:40 AM   #5
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hmm perhaps thats my issue im using too big of loops thanks for all your help thus far
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Old 18th March 2007, 10:19 AM   #6
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hmm perhaps thats my issue im using too big of loops thanks for all your help thus far
I would love to help you, but I still donīt understand completly what you are trying to achieve. Can you post an audio example? I bet I know some simple way to do it.
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Old 18th March 2007, 01:39 PM   #7
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no because when you loop usually to get a good sound you take a really really short piece of audio. we're talking milliseconds........anything longer and you hear the loop, not the tone of the sample looping.
That's not really true... It totally depends on the instrument. A synth might need a very short loop, but strings or a horn might use a much longer loop than a few milliseconds in order to be convincing. It's how carefully you choose the loop points that makes it more/less convincing.
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Old 18th March 2007, 04:08 PM   #8
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Originally Posted by MarkusColeman View Post
I would love to help you, but I still donīt understand completly what you are trying to achieve. Can you post an audio example? I bet I know some simple way to do it.
i want to make that horn hold out longer but no matter what loop settings i select i always get big clicks and pops
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Old 18th March 2007, 05:11 PM   #9
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i want to make that horn hold out longer but no matter what loop settings i select i always get big clicks and pops
the problem is, there is this hh after the kick.
so the actual part you could loop without clicks is extremly short.
Iīve tried it with forward, backwards, alternate, crossfading - it is slightly too short to remain itīs natural sound. it sounds more like a saw.
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Old 18th March 2007, 05:41 PM   #10
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i dont mind sawish I could always use it as a layer this is a learning experience i guess
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Old 18th March 2007, 06:33 PM   #11
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That's not really true... It totally depends on the instrument. A synth might need a very short loop, but strings or a horn might use a much longer loop than a few milliseconds in order to be convincing. It's how carefully you choose the loop points that makes it more/less convincing.
very true. forgot to mention that part but yeah, most times it's what/where you loop that makes it work.
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Old 18th March 2007, 07:28 PM   #12
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What I hate is how samplers always seem to have 1 or 2 features missing, and it's always different. It's like hmm on this one you can do A B C, but no crossfade looping... Hmm ok, on this one you can crossfade loop and X Y Z, but there's no sample start controller mapping... Ok well this one has that, but it's missing blah and it only has 1 LFO...

It's been years, we all know what the imprortant features are... Why can't they just put it all in! Give me so many features, I complain that they are TOO many instead :D
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Old 19th March 2007, 12:38 PM   #13
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Originally Posted by xabiton View Post
i want to make that horn hold out longer but no matter what loop settings i select i always get big clicks and pops


I dunno if u know this, but if u hold down a shift key while timing ur sample, uīll get more precise movements...I was bored so i tryed to make a loop out of this (With Acid 6). Added stereo fx for some movement.
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Old 19th March 2007, 05:10 PM   #14
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I dunno if u know this, but if u hold down a shift key while timing ur sample, uīll get more precise movements...I was bored so i tryed to make a loop out of this (With Acid 6). Added stereo fx for some movement.
im in awww right now. ive been trying to get this right for months please tell me what u did
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Old 19th March 2007, 06:36 PM   #15
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He probably looped many parts of the original audio sample, that did not have the closed hat in it, cut the attack and high pass @ 100 or 200hz (wherever the kicl was), to keep the attack of your horns, yet, erase the kick behind it.

He also duplicated the track and messed up with the audio samples so it does not phase when going stereo, or used a Stereo effect (such as a chorus but without oscilation, linear, or a PSP PseudoStereo).

He just did a great job, and I'm pleased to know he did it with Acid ^^.
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Old 19th March 2007, 06:56 PM   #16
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Quote:
Originally Posted by Zacchino View Post
He probably looped many parts of the original audio sample, that did not have the closed hat in it, cut the attack and high pass @ 100 or 200hz (wherever the kicl was), to keep the attack of your horns, yet, erase the kick behind it.

He also duplicated the track and messed up with the audio samples so it does not phase when going stereo, or used a Stereo effect (such as a chorus but without oscilation, linear, or a PSP PseudoStereo).

He just did a great job, and I'm pleased to know he did it with Acid ^^.
i have a lot to learn that was all over my head. Im surprised he did it with acid as well I used acid for years and didnt know that was possible
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Old 19th March 2007, 08:50 PM   #17
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Yea, my procress was similar to what Zacchino described...Unfortunately i was stupid enough to not save the acid file. Im gonna try to explain precisely what i did. Its actually simple process, but i might (probably!) overcomplicate it, because of my not-so-great english speaking ability. :)

1st, did a low frequency cut, up to 200hz.
2nd, choosed sample part between kick and hihat. added fade out. second fade out type, straight linear/diagonal one.
3rd, duplicaded sample into a new channel. added fade in (it still had a fade out too) and moved sample like half way of the first one.
4th, duplicaded the duplicate :) into a new channel once more, and moved its sample half way of the second channel one.
5th, now i just selected samples in the second and third channel, and just copy and pasted them.
6th, added a waves supertap 2-taps mod and mondmod into the master fader fx.

It took some time to get the fade in/out lenghts and types right, but yea, after a few trys i found something what sounded ok.
Ps. aslo, imo, if sample is pretty short, like this was, its good to lower it by an octave or so. So uīll get double lenght. Then after editing, looping, exporting u could just pitch it back to orginal pitch.
I hope it helps.
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Old 19th March 2007, 10:37 PM   #18
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Quote:
Originally Posted by wavez View Post
Yea, my procress was similar to what Zacchino described...Unfortunately i was stupid enough to not save the acid file. Im gonna try to explain precisely what i did. Its actually simple process, but i might (probably!) overcomplicate it, because of my not-so-great english speaking ability. :)

1st, did a low frequency cut, up to 200hz.
2nd, choosed sample part between kick and hihat. added fade out. second fade out type, straight linear/diagonal one.
3rd, duplicaded sample into a new channel. added fade in (it still had a fade out too) and moved sample like half way of the first one.
4th, duplicaded the duplicate :) into a new channel once more, and moved its sample half way of the second channel one.
5th, now i just selected samples in the second and third channel, and just copy and pasted them.
6th, added a waves supertap 2-taps mod and mondmod into the master fader fx.

It took some time to get the fade in/out lenghts and types right, but yea, after a few trys i found something what sounded ok.
Ps. aslo, imo, if sample is pretty short, like this was, its good to lower it by an octave or so. So uīll get double lenght. Then after editing, looping, exporting u could just pitch it back to orginal pitch.
I hope it helps.
that was very helpful ill try it later thanks
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