> -----Original Message-----
> From: Benno Senoner [mailto:[EMAIL PROTECTED]]
> Sent: Thursday, July 13, 2000 1:27 PM
> To: Garth Brantley
> Cc: [EMAIL PROTECTED]
> Subject: RE: disk-based real-time sampler prototype released ! please
> try it.
> 
> 
> On Thu, 13 Jul 2000, Garth Brantley wrote:
> > Awesome man!  I cant wait to get home and get this loaded up.
> 
> hehe, thx, don't forget to generate the sampler with a bit of 
> vibrato so
> that they sound less static. :-)
> 
> >  Once Richard gets his feature list up I will go over and 
> add some suggestions.
> > I've spent a decent amount of time in my life playing with 
> various hardware
> > & software samplers so this should help.  As far as the DSP 
> programming
> > stuff:  What is the current state of plug-in APIs on Linux?
> 
> LADSPA 1.0 specs are complete and are suitable for pure FX processing
> (like Reverb Hall filters etc).
> There seems already a good ,free opensource reverb available: 
> Jezar's Freeverb at   http://www.dreampoint.co.uk
> (BTW: has anyone tried it ? is it really as good as stated on 
> his page)
>  
> 
> >  A successful sampler needs excellent filters & DSP modules 
> such as bass
> boost, comb 
> > filters, etc.  But as far as effects like reverb, delay, 
> chorus, etc,
>  > plug-in support would be ideal.
> 
> yes especially because the you can use one single reverb for 
> the whole 
> instrument/sampler by using the FX send amounts.
> 
> Regarding filters (like resonant LP for example), I am not sure for
> performance reasons, it it would be better to inline them 
> instread of calling
> plugin functions. But if the plugin approach works here too, 
> then it would be
> kinda cool to have tons of interchangeable filter for each 
> instrument/voice.
> 
    Well traditionally with hardware samplers & with gigasampler, the
filters are built in.  They need to be applied to separate layers of the
sound separately & are a fundamental part of what a particular program
sounds like.

> 
> >     As far as the file format thing goes.  I don't think 
> any of the current
> > formats out there (Akai .wav & .akp, Sound font, .krz, let 
> me know if I am 
> > missing any) are adequate for a comprehensive pro sampling system.  
> > I think the file format would be an ideal place to try to 
> get some of the
> > existing sound designers & industry people into the 
> picture.  There is no
> >question that the sound design industry and consequently the 
> musicians who
> > buy samples have a lot to gain from an open cross-platform 
> sample library 
> > format.  The biggest hassle in putting out a sound library 
> is dealing with
>  > all the different incompatible samplers out there. 
> > Anyway I am still doing research on this & I will post 
> something here to the list by Monday.  If
>  > anybody knows anything at all about the .Gig format please 
> let me know. 
> 
> I fully agree on the need of the open format but when 
> designing we need people
> which know the problematics of the realworld.
> Speaking of myself I have only used "toy" expanders like the 
> Roland Sound Canvas.  Although I played around with a sampler 
> of a friend of
> mine (long time ago) , I have not a very clear picture how 
> the layering works.
> ( at least from reading in magazines Roland's JV1080 series 
> seem to have a nice
> voice structure,  plus they sound really good)
> So someone which could enlighten us about what is exactly 
> needed to satisfy the
> professional users, would be very useful.  
> 
    Well I have worked with Akai, Kurzweil & Gigasampler.  With each system,
one program can have a fixed number of Layers.  A layer is defined as one
sample voice & associated envelopes & filters.  On akai S1000/s3000 you
could have only 3 layers/program.  On Kurzweil & giga you can have a lot
more.  The layer system was create to have different samples for different
velocities.  IE you record a piano key being struck light, medium & hard.
If the keyboard is struck with a velocity between 0-40 you play the light
sample, between 41-80 the medium sample, and between 81-127 you play the
hard sample.  Most samplers seem to provide a method for crossfading
velocity layers.  IE the light sample runs from velocity 0-50 and the medium
sample plays from velocity 30-90.  Between velocities 30-50 the light &
medium samples are crossfaded.

> Regarding the samplelibraries:
> 
> I think audio companies have a very closed attitude (see 
> fileformats), 
> and often the sample-library producers have deals with 
> certain synth/sampler 
> manufacturers which basically ties the samplelibrary to 
> determined sampler
> models.
> For example let's say firm XYZ produced a cool samplelibrary 
> in .GIG format,
> and you ask them to port it to an open sound format ?
> Since they have probably a crossdeal with the GIG folks , 
> they will be reclutant
> to port it , because they worry about lost GIG SW sales.
> (I may be wrong but that is my impression)
> 
> A reverse-engineering of the GIG format would solve this 
> problem, but of course
> is not an ideal situation. ( they could keep the format 
> changing, plus you have
> not full insight into the details of how filters/FXes work etc).
> 
    So far the .Gig format seems like a big pain in the ass to reverse
engineer!  It doesnt seem anybody out there has even really tried so far.
And a quick look at a few .GIG in a binary editor doesn't give me much
confidence that it would be easy to do.

> > ps - Once I get something together, I am going to make a 
> posting to the Akai
> > & Kurzweil sampler mailing lists.  I know a few 
> professionals on these lists
> > that have the potential to get their companies behind some 
> sort of open
> > standard file format.
> 
> keep us informed.
> 
> Benno.
> 

 -Garth

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