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?ume no gnihctarcs

PostPosted: Sun May 25, 2003 5:48 pm
by sampleandhold
lets see if this works... first.
http://www.emusonacid.co.uk/upload/

you want to type in the dnet.100 file, that is my new post, i was trying to see if it would work, but of course this computer lets me down in every way possible... you should be able to hear it in realplayer... interesting. it must stream. if you guys have any problem downloading this shout and i will see what i can do, and maybe ezman can help out...

PostPosted: Sun May 25, 2003 6:18 pm
by sampleandhold
okay, assuming that you guys can actually hear the sample... this is how that is done. everything.. i MEAN everything was done on the emu. the only thing that was sampled was the drums and the "ahhs". i choose that sample because i think i would get the best sounding results from it. and oh yes.. that is my emu scratching. the synth, well that is actually something i made from the test tones, that one contains 7 voices. i thought i sounded like 4hero, or maybe bizarre inc or something... but for the more important part....

to make your emu scratch like the invizible scratch pickelz, you have to do this. it is actually really simple. you need to sample something, your voice, you dog, whatever, and you need to truncate it down so that the start is perfect, no dead signal, and that the end is perfect, no dead signal. then what you need to do is copy that sample and set both of them, one on c1, one on c2, whatever. the second one, the copy you want to actualy reverse. then you take a chord, that really is already there, the pitchwheel to pitch chord, and up the precentage to were you see fit. mine was set about 40% for this ditty. and you want to also set a chord that is like this: mod='sstart=100%. you want that so you can move freely around the sample. you should do all this in the group edit mode, you know were preset edit is and you have v1, then g1, and then the sample. by going into the g1, you can tweak a large number of samples, if you need to have them all with the same chords, like a chopped up break for example. much faster.

so when you finished that chord set up, you are ready to scratch. what you need to do is imagine what is going on when a dj scratches. so when the record is playing normal, you pitch wheel will be centred. then if the dj were to catch it, and pull it back, and closes his fader, you don't have to worry about that, because that is were you don't put and event, or a note. you do all this just programing notes, just like anything else. so any transforms are just really were there are no notes. so i start out this scratch with an orbit? so what i did was take a few 8th's spaced at quarter note intervals (that makes it sound like it is being cut up) with the mod wheel allowing the sample to move through, with a pitch wheel controller going from the lowest pitch up, then i insert a space, then i took the modwheel, setting that bout halfway, so the sample should start in the middle, set a note that plays the reversed wave form, used a pitch controller, sight slope on that, going of course from 0 to 127, then i set the modwheel back down to zero so that the forward sample would play from the start, then started making chirps. and so on.

i could save the midi info, don't know if you can convert it from a cakewalk project or not. but that is bascially all i did to make this work. it is just linear controllers going from bottom to the top of the pitch scale, and just making stuff sound good.

i actualy discovered this along time ago, the fact that you could scratch on the emu. it actualy came to me about two years ago, or so, i was dinking around in the wave editor and hit the modwheel by mistake and discovered i could scrub. then i found that i could make it scratch. so then i thought i could do that in the actual mulitmode, but i didn't find it all that convient, because i thought i would have to cut a sample up into little pieces just to make the effect that i wanted. well because of the sample start chord, that is no longer an issue, and now this trick is viable. i think you will find that it sounds pretty conviencing... maybe too mechanical, but you can fix that easy by moving stuff around a few ticks. simple.

now for those of you that don't have thousands of dollars to buy a cdj 1000, 700 or that denon, you can now sample whatever you want and scratch it.

i might make up some equations also, so that maybe you can actually tell were the sample is when you do the pitch bends, but i think i faked it pretty well on this.

sorry so long, i type way too fast... enjoy the trick.

PostPosted: Sun May 25, 2003 7:55 pm
by ezman
Dude, what formay is the file - ie. is it windows media player, real player, mp3??? I know it says real player but it doesn't seem to be an .rm file. What's the extension on your computer?
Thanks,
Ezman

PostPosted: Sun May 25, 2003 9:58 pm
by sampleandhold
it is a rm, cakewalk had all these different variations, some with different sound quality, smaller sizes. i already had a friend try to listen to the sample, and it worked, what you have to do is when you down load it, you have to actualy type the name in, the dnet.100, and then choose the real play. it kind of worked for me, but i have a missing plug in or something. it worked for my friend, no missing plug in. it may ask you were do you want to view this file at, and you have to scroll down and actualy choose real player. and you should hear it.

i tried doing a wave, but apparently the sample is too big. so i had to do a rm, also had ambitions of posting on doa, but it seems every file set i can do they don't take, it wouldn't even take the rm, set up.

hope you have a chance to listen, if not then i will have to do something different.

PostPosted: Sun May 25, 2003 10:25 pm
by ezman
Yeah just heard it - I'm on a mac and you have to drop the file onto real player window possibly renaming it with .rm at the end...
but man, you are a genius Sampleandhold - I will definitely be trying this one out tomorrow, sounds absolutely authentic in places which is a real achievement! I advise people to take a listen to this :slayer: :slayer: :slayer: :slayer: :slayer: :slayer: :slayer: :slayer:

and now, for theory...

PostPosted: Mon May 26, 2003 6:51 am
by sampleandhold
going along the same lines as the stratching idea... but actaully haven't tested this out, but i am almost cerian it would work...

take a sample of... drums, sure why not, copy it and take the copied break and reverse it, then set a loop point, so that it sounds really good, just going and going, realy smooth, like silk. okay now, take that pitch chord and increase percentage a bit, maybe a 100% or so, maybe less, you just have to use your ear. then what you should do is set oh, lets do a whole note, once agin this is up to you, the what you should do is draw in a pitch wheel controller that has a really steep slope, going from -127 to 127, in perhaps 5 to 15 ticks, maybe, and then slowly let it go back down to -127, not quite so steep of a slope, maybe the pitch change over the next two or three beats, add a small break, no sound, 15 ticks perhaps, then take the forward going break and set a whole note just after the first one, then set a pitch controller to go from -127 to 0 for about 15 to 30 ticks. or so, it all really depends on how you set it up... or if you are trying to emulate the start up time of an sl1200.

now the hole point of this little exercise was to simuilate the back spin of a record. the first pitch controller emulating the throw, the second controller emulating the record building up friction and slowing down as the platter starts to grab the slip mat, then the section of silence should emulate the record stopping, then the next pitch controller emulates the record starting to build up speed again as it starts to go forward again.

this is something i haven't actually tried, but if my though is right, it should work as well as the scratch set up. and since the break is looping you should never run out of samples, regardless of how fast it is going, and i don't think it will matter too much were the sample ends at because at those speeds it really is unintelligable. and since you will start the forward loop at the begaining it will sound like you are just insanely good at back spins.

if i have time i may post my results of an actual simulated back spin. but i am almost positive that this will work.. give it a shot too.

i think our emus are all what we really need, and not much more...

like your work dude, also .....

PostPosted: Mon May 26, 2003 12:16 pm
by blaze
i'm glad you did all this as i've never actually used used group edit mode,as i've never really used my breaks through the emu, now i'm not scared of the prospect of tedious changes of each voice-now i acan edit them as a group....learn summin new every day!

PostPosted: Tue May 27, 2003 7:09 pm
by geode
Great tip!

thanx

:mrgreen:

PostPosted: Wed May 28, 2003 11:59 am
by DS-1
yea nice work, with some tweaking this can be a very usuable effect

PostPosted: Mon Jan 26, 2004 8:35 am
by ra coon
bit confused , what sample... where ?