-------- Original Message --------
Subject: Re: [PD] Loop point : a way to make it smooth?
From: Andy Farnell <[email protected]>
To: Pierre Massat <[email protected]>
CC: [email protected]
Date: 10/10/2010 09:48 PM
Ah yes, I see the constraint,
well, what kind of source material is it?
There's the zigzag (forward and back) method that
always seems to work well with textures and pad
like sounds. Have you tried that?
Andy
On Sun, 10 Oct 2010 21:32:21 +0200
Pierre Massat<[email protected]> wrote:
I think i know what you mean. The problem here is that it has to be live
somehow. I don't how they do it in live loopers like the ones some singers
use on stage.
Thanks for your reply anway!
2010/10/10 Andy Farnell<[email protected]>
There's a simple way to put this.
There is an art to looping.
Some hints which can be useful both with the source material and the
looping algorithm (but as Andy says much depends on the source):
- zeros: the start and end of the loop should ideally be a zero (or be
exactly the same number). Some sound editors (like mhwaveedit on linux)
will find zero-crossings for you. Another way to go might be
"cross-fade" at the start and end of the loop: that is have a small
fade-in at the beginning and a short fade out at the end, but results
vary a lot.
- Finding the right "period" for the loop, on some sounds you'll want
something very short on some pretty long
- Avoid looping "attacks" part, for example of a piano sample avoid all
the part at the beginning and loop only when the sound "stabilises"
Lorenzo
It should be possible in a simple sound editor.
You might find the best way (to save time)
rather than spending dozens of hours to
improve the technicalities of your looping code,
is to give it to someone who is great
at making loops who will do it in 20 seconds.
It's also worth saying that it's very much about
the source material. Some things are just not
loopable in the way you think they might/should
be. It takes a lot of practice to find out
and hear immediately what needs doing.
Andy
On Sun, 10 Oct 2010 20:55:00 +0200
Pierre Massat<[email protected]> wrote:
Hi all!
I've made a looping patch for a friend who needs to create a musical
piece
for her school. She's complaining about the fact that she hears when the
sample loops back to it's beginning. I tried to envelop it using a table
to
control the volume which just ramps up from 0 to 1 during X ms (X being
adjustable), outputs 1 during most of the sample except for the last X ms
where it ramps back down. The ramps are not linear, they have sort of an
inverse square shape. This doesn't really do the trick.
I've been thinking of writing the sample to 2 tables, one delayed by the
length of the sample minus X ms, so that i can play both tables and
switch
between the two to avoid having to bring the volume to 0 at one point.
The
sample needs to be X ms longer.
Is there another way to go? I've been doing some research on the web, but
i've found no satisfying answer.
Thanks!
Pierre
--
Andy Farnell<[email protected]>
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