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PostPosted: Mon Apr 21, 2008 2:08 pm
by iya
gcoudert wrote:
I mean how else do you program notes of varying length on the external sequencer from the same sample in the emu?


But surely, you can't make a kick drum sample longer than it is. Shorter, yes, but longer, no, unless of course your kick drum has a hell of a long release stage to begin with. You can do this with continuous and/or looped sounds. I'm confused again!

Gilles


haha. Yes of course. The initial one-shot sample I have of the 808 kick is about a second long, the longest I ever want that sample to be or that it could ever be is a second long. But most of the time in the pattern I want it to be about a 1/4 second long. and only reach the full second a few times. Could it be just some midi mode I haven't discovered yet?

When I'm in the sample manage/edit menus i can hit the audtion button and the longer I hold the audition button the longer the sample plays for, this is exactly what I'm after while in multimode.

PostPosted: Mon Apr 21, 2008 5:05 pm
by gcoudert
In that case, why don't you set your Preset to mono (i.e. single voice)? Every occurrence of the kick drum will mute the previous one.

Gilles

PostPosted: Mon Apr 21, 2008 5:51 pm
by iya
gcoudert wrote:In that case, why don't you set your Preset to mono (i.e. single voice)? Every occurrence of the kick drum will mute the previous one.

Gilles


Because if I only have two kick drums hits programmed in the 16 beat measure, one on the first beat and one on the 9th beat for example, but I only want a tiny click for the second kick drum, this method will not work.

I copied the section of the mpc manual where it explains this function, it is "NOTE OFF". The one you're referring to above is called "MONO". I want to be able to set my emu voice to "NOTE OFF".


from mpc manual:
Setting the Voice Overlap

When the same note is generated repeatedly, this can be used to set whether the previous sound
is canceled or overlapped.

POLY Multiple plays of the sound are assigned to additional voices, allowing
polyphonic overlap. This is useful for sounds like ride cymbals, for which
you don?t want new notes to cut off by old ones.

MONO Multiple plays of the sound use the same voice, terminating the previous
sound and restarting playback of the sound (no polyphonic overlap). This
is useful for producing stuttering effects.

NOTE OFF When the pad is released (or a MIDI Note Off message is received), the
sound is terminated. When the Dcymd:field is set to END, the loop on
sound is set to this mode.

PostPosted: Tue Apr 22, 2008 7:46 am
by gcoudert
iya wrote:1. Because if I only have two kick drums hits programmed in the 16 beat measure, one on the first beat and one on the 9th beat for example, but I only want a tiny click for the second kick drum, this method will not work.

2. I copied the section of the mpc manual where it explains this function, it is "NOTE OFF". The one you're referring to above is called "MONO". I want to be able to set my emu voice to "NOTE OFF".


1. OK, let's see... you could duplicate your sample and shorten the second one, perhaps?

2. If you set your envelope to a gate shape (fast attack, no decay, full sustain, no release), then the longer you press the key, the longer your sample will play. In your sequencer, if you enter a long note for the first kick and a very short one for the second, that should imitate the effect you're after.

Gilles

PostPosted: Tue Apr 22, 2008 5:26 pm
by iya
gcoudert wrote:
iya wrote:1. Because if I only have two kick drums hits programmed in the 16 beat measure, one on the first beat and one on the 9th beat for example, but I only want a tiny click for the second kick drum, this method will not work.

2. I copied the section of the mpc manual where it explains this function, it is "NOTE OFF". The one you're referring to above is called "MONO". I want to be able to set my emu voice to "NOTE OFF".


1. OK, let's see... you could duplicate your sample and shorten the second one, perhaps?

2. If you set your envelope to a gate shape (fast attack, no decay, full sustain, no release), then the longer you press the key, the longer your sample will play. In your sequencer, if you enter a long note for the first kick and a very short one for the second, that should imitate the effect you're after.

Gilles


1. That was just an example I was giving with only two kick drums in the sequence. In reality I use many different decay lengths throughout the sequences I build, so this would be very time consuming and not practical.

2. I still feel the solution is a global one. Problem is it's not a straight-forward adsr envelope since there is no parameter for sustain only attack 1/2, decay 1/2 and release 1/2. Is there a parameter for sustain? Is that what decay 2 is?

I began browsing through all the presets I had created in the past on my hard drive and found one that does receive note-on/off data with no additional programming on the sequencer side. When I load up just that one preset into with my current bank, it loses that capability!

So my workaround has been to load the old bank that contains that preset in it's entirety first, then browse the hard drive for all the other presets I had been using in the new bank. Now suddenly all the presets have this capability. All the cord routings are off @ 0% so I know this is a global setting I haven't discovered yet. Even though I've somewhat found a solution to the problem I still don't know how I'm doing it. But I'm pretty sure now it's some type of global setting, preference or mode. Not a preset or voice parameter.

PostPosted: Tue Apr 22, 2008 6:58 pm
by gcoudert
iya wrote:Is there a parameter for sustain? Is that what decay 2 is?


Sustain is the level parameter that follows Decay rate.

PostPosted: Tue Apr 22, 2008 8:24 pm
by iya
gcoudert wrote:
iya wrote:Is there a parameter for sustain? Is that what decay 2 is?


Sustain is the level parameter that follows Decay rate.


Ok, thanks.

I will post up my findings as to the different modes in the emu for voice overlap once I figure it out.