From the original SynthMaker forum (2004–2014), with its members’ names and dates.
Arkuzz ·
Hi everyone!
I'm very new in this Synth|Maker softwer. My idea is a 4 wave "oscillator" rompler, which has built-in waves. All waves are short, looped samples, all created by me from different ways.
Seeking this forum is not the quickest solution, so any help will be appreciated.
1. Is it possible that the samples were embedded in the VST? How can I do this?
2. Is it possible to use 1 WaveArray for all 4 oscillator? (= samplebank) Or all of the oscillators must have the own WaveArray? How can I do it?
Thanks for the replies,
Best regards!
Arkuzz
MichaelBenjamin ·
1.the samples you have loaded into array are exported with the vst/saved with the schematic, so yes (nothing special to do, just load them and save/export)
2.one array usually suffices, either use the mem get at for non realtime (control rate) switches, or the array read with windex input for realtime (samplerate) switching
trogluddite ·
Hi there, welcome to the forum.
1) Yes, as MB said, the array contents are embedded by default. In fact, this is true of most SM components - when you save a schematic, it is stored in exactly its current state with all numberic values, bitmaps, strings etc. exactly as you left them. There is a primitive called 'After Load' that you can use to explicitly reset things at load time if you need to.
2) You've probably hit on the easiest way to do it - loading one big .wav file can then update your entire samplebank. The easiest way is to make sure that all of your individual samples are the same length - you can then easily select a different sample bu just adding the appropriate offset to the playback pointer for the wave array.
There's a thread HERE that should see you hit the ground running.
Arkuzz ·
Hello!
Thank you all the response!
When I build this rompler, which is the quickest way: creating waves array from WAV files and store loop points in floats every array entry, or creating SFZs and use the built-in sfz parser?
Regards,
Arkuzz
trogluddite ·
Interesting question. The sfz parser is such a new component (only introduced in SM2), Im not sure any of us have the experience yet to give a definitive answer- I've certainly not yet seen a convincing example of it in use on the forum.
So, in a sense, using the wave arrays may be easier, just because there are so many more users with experience of it - there will be more help and advice available if you get stuck with your design.
OTOH, it could well be that there are bits of freeware out there that can automate a lot of the sfz file construction - it is a standard that had been around a very long time now.
If I were you, I'd say the first step is to look at the sfz standard and make sure that it does everything you could ever want to do with your waves. If it does, then it ought to be the smoother way (romplers are the whole point of .sfz's after all). If you find that you require features/data-storage that sfz doesn't support, then you'll need to take a customised route of your own using the arrays.
This isn't an unusual situation - OutSim have always left their end-users to discover for themselves how to make best use of the tools they've provided. Even now, we see creative new ways of using ages-old components popping up regularly in forum posts.
Arkuzz ·
Thank you trogluddite! Continued in PM! 🙂
Arkuzz ·
And another question for this topic:
Is it possible to 4 simultaneous waveplayer plays the same file? (Not a wavearray, but a WAV file)
Regards,
Arkuzz
DigitalWhiteByte ·
I think so, just take the same mem-out, from primitive WaveFile.
And you read it with 4 different WaveRead.
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