On Sunday, 19 July 2026 14:32:24 CEST Martin Kuchta wrote:
> Good day,

Hi Martin,

> Would you please be able to help me create a voice that plays all
> samples as one shot (loop_mode=one_shot in SFZ) but also cuts off the
> tail when a new sample is triggered (polyphony=1)? I am overloading and
> distorting the engine when playing drum hits in quick succession. The
> polyphony opcode is not yet implemented.

There are various ways to handle that.

If it's just clipping that you want to solve, then simply adding a limiter to 
your DSP chain is one obvious solution (as long as the audio chain uses 
floating point, which most environments do nowadays).

Or in the SFZ world you would do something like this:

<group> group=1 off_by=1 off_mode=fast
<region> sample=foo1.wav key=64
<region> sample=foo2.wav key=64

> I briefly explored creating a gig instrument in gigedit, but I can't
> seem to find the options for either one-shot or monophonic playback. Can
> you please point me in the right direction? Thank you.

In Gigedit: right-click on a region, check "Member of a Keygroup". If you have 
multiple, give each a separate group number.

On "Pitch" tab: disable "Pitch Track" if you don't want the pitch being 
changed based on the keyboard position.

For fine tuning: on "Amp" tab have a look at the checkboxes of "May be 
cancelled:". These control what happens on note-offs.

In both worlds you could also use a NKSP script, which gives you way more 
control of fine tuning the behaviour. For instance you can even use 
change_vol_time() and change_vol_curve() to control the ramp down precisely, 
or conditional situational stuff, but that's probably already out of scope of 
what you are trying to achieve.

/Christian




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