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Sampling
When part of a song, single note or sound is reused in another context.
Common to use a sampler to either record, manipulate or playback audio material.
Technique of using everysay noises in music began with Musique Concrete in 20th experimental Century.
Tape recorder and early sampling (Pre 60s)
Main instrument for early Muique Concréte composers
Process formed the bass for modern-day Sampling.
Tape recorder and early sampling - Techniques
Cutting and splicing the tape,
Making loops
Reversing altering the speed of playback
Layering sounds
Tape recorder and early sampling - Limitations
Impossible to change the speed of playback without altering the pitch
Sampling instrument - Mellotron (1962)
The first achieved widespread acceptance as an early sampler.
Used different banks of pre-recorded tapes (one tape strip for each key)
Gives several choices of sounds (including strings, brass, flute and choir)
It was expensive and notoriously fragile.
Digital Samplers as instruments
Samplers can record audio either as one-shot, single note samples or short loops / musical excerpts
Can store audio ready for playback or apply processing and sample manipulations
Early samplers had limited memory in which to store samples so bit depth and sample rate was lowered.
Early samples sounded lo-fi which can be emulated by DAW
Modern Samplers often feature controls similar to synths such as LFOs and envelopes
Drum Machines
Drum machines embraced early sampling technology. Samples required were short and a single pitch and did not take up much memory
Roland TR-909 used sample cymbal sounds which greatly improved the realisms of the sounds compared to those synthesised on the TR-808.
Historically important samplers
Fairlight CMI (1979) - Cloudbusting (vocal sample in bridge)
E-MU Emulator (1981) - Died in your arms tonight (opening phrase)
AKAI s900 (1986) - Out of space
E-MU ESI Series (1994) - Homework
Nemesys Gigasampler (1997)
Making samplers realistic
Common to see samplers as software instruments on DAW
If sampling a real instrument, in order to to be played on the keyboard, three key techniques are required:
Keyboard Tracking
Multisampling
Velocity layering
When done well, can be impossible to tell that a sound source is sampled,
Bad sampling can introduce artefacts such as clicks when a loop point is badly chosen
Making samplers realistic - Keyboard Tracking
Spreading a single sample out across the keyboard
Sample is pitch-shifted in response to the key played
Noticeable when a sound is pitch-shifted beyond a few tones
Making samplers realistic - Multisampling
Taking a sample every few notes and mapping across the keyboards that samples are pitch-shifted across a smaller range of notes
Making samplers realistic - Velocity layering
Switching between a number of different samples depending on the MIDI velocity of the note
Zero crossing editing
It is important to cut samples at a zero crossing point to avoid creating a click
Can also fade the staples in and out or use crossfade looping
Loop Points
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Types of crossfade
Fade can be used to avoid a click when it is not practical to find a zero crossing point for a sample audio edit.
Crossfade can be used to fade between two different samples, audio regions or loops.
There are different types of crossfades:
Equal Power crossfade
Linear Crossfade
Using synth parameters on samples
Controls include:
Filters
LFOs
Envelopes
Changing the octave
Manipulating & altering samples
Loop - Repeats the sample
Transpose - Changes starting pitch / key of sample
Normalise - Increases the volume to max without distorting
Stuttering - Repeating small parts of sample to create a ‘stutter’ effect
Gapping - Adding spaces between small parts of sample
Reverse -Playing sample backwards
Time stretch - Slowing or speeding up the sample. Can also decrease and increase pitch
Pitch shift - Move entire sample up or down in pitch. Can decrease and increase playback speed
Destructive and non-destructive editing
Destructive editing changes the audio file associated with the sample; Processing is not normally reversible. Normally, editing in a DAW sample editor is destructive. Physically making changes to a tape is another example of destructive editing
Non-destructive editing does not change the audio file, and effects or processing are normally easily removed. Channel strip plug-ins used as inserts and send effects are non-destructive.
Software samplers
-Musicians still struggle with reliability of software-based equipment when touring, so despite the capabilities of software, hardware still has its place in the working musician’s gig bag.
-Line between synths and samplers has become gradually more blurred, as many synths provide sample playback or integrate fully-fledged samplers and can use sampled waveforms as basis of their synth engines.
-Can use synth functions such as filters, envelopes and LFOs to manipulate samples, in effect replacing the oscillator with a sample as a sound source.
-Also possible to apply sampling techniques in the arrange window in a DAW, which can sometimes provide more flexibility in editing and manipulating a short extract of audio.