8 voices Sample Player


#21

By setting all settings to zero you mean like on the picture here?

I modified the patch to follow the top to bottom and left to right rule.
I also tried to add the program change selection of samples with the need to rename all sample to file000.raw / file001.raw / file002.raw and put them on in the drsample folder on te SDcard.

here it is:

https://dl.dropboxusercontent.com/u/35667344/drsample.axp


#22

I took down the arpeggiator and bit reducer in voices, added it to the stereo output, I took down the voices number to 6, I get 86% cpu load.


#23

Darn, high time to get my own Axoloti to try this out.

Introducing single effect at a summing stage is of course a very "ancient" but still relevant solution. If I am correct one of the best and most versatile ring mod setups, the one in the Yamaha CS50/60/80, also works that way. And it still sounds glorious!


#24

I ended up simplifying it but I can't get it to emit sound. I must be missing something

Samples are to be on sd cad in folder drsampl3 then name fileXXX.raw

Anyone willing to test it?


#25

looking at you patch Im a bit confused at what you are trying to achieve.

can you state clearly what you would like it to do.
i.e polyphonic? different samples per note? or what?

btw: you can just drag and drop patches directly on to this forum, you dont need to go via drop box.


#26

oops didn't realize this regarding drag and drop.
I'm trying to make a polyphonic sampler with the same sample for each note, not a multi sample one.


#27

K, so why not use one sub patch in polyphonic mode ?


#28

Well, I didn't know that actually... I thought one subpatch was needed per voice.
so if I do a simplified like this one here it should work?

drsampl4.axp (12.7 KB)

here are the raw files I used.

I could not get it to work yet.


#29

I hate to go and suggest a non-Axoloti solution for this but there are some very nice widgets sold by Sparkfun that will do sample playback VERY easily and very cheaply. There is the WaveTrigger for US$50 that will play up to 16 CD quality , Stereo tracks at once and can be made to play them via switches, gates, or MIDI. It has stereo outs. There is also the new Tsunami board that will do more channels than that, and also has four Stereo outs (or 8 mono ones) and cost US$80. They are only around 3" square so can fit easily in many project boxes. They play sounds of any length as long as they can fit on a microSD card. Buy these widgets to play the sounds, and plug them into and modify them with the Axoloti.

WaveTrigger - https://www.sparkfun.com/products/13660
Tsunami - https://www.sparkfun.com/products/13810


#30

yes I saw those after I got the axolotl, the idea is now to use the axoloti for my sampler and not buy an extra module... I want to buy one though, for a futur project. I have looked at my patch and I don't get what is wrong with it.


#31

I dont see any need for a extra module... axoloti can do this very 'easily', its just a matter of getting used to the objects/patching environment.

I think it just a matter of building up from the basics, start with a simple patch, get it working, then extend it step by step to do what you want.

here is a quick very basic patch, that should work , just playing back a bunch of samples , in a directory called samples on your sdcard, named sample0.raw etc.
(I didnt test it ... I will if you say it doesnt work :wink:)

from there, as i said, just extend it a bit at a time, if it breaks, go back a step and see why its broken.

sample.axp (4.0 KB)


#32

thank you! I will test it!
from looking at your patch it seems the only difference in the table handling is that i used "/drsampl4/file" as address, and you use "./samples/sample" with a dot at the beginning, could it be the thing breaking my patch?


#33

oops , that should be /samples/sample

I also only use basic factory objects... which I think is where users should always start.
from there, you can add more complex community objects, once you know the basics are in place.

adding too much complexity at the start, makes it difficult ( when your starting out) to know where to look for issues. simple objects simplify the debugging process, from there, you then can seek how to add the 'extras' you need.


#34

I rebuilt the patch using more basic function, it works but I can't get the note on/ note off, I only get a short trig from the keyboard midi in


#35

the sample will play once triggered until end, you could tell it to stop (with the inverse of the gate)
but you also possibly want to use an env and vca to get a bit more control
e.g

sample.axp (5.2 KB)


#36

thanks! I found it was the sample length on the tableload that too short!


#37

how do you get the inverse of the gate? with a math module?


#38

I found too, with the logic module! thanks again! it starts to sound like the thing I wanted!


#39

I still have a weird issue, I don't get polyphony and the filter are ineffective in my patch... :frowning:

drsampl5.axp (9.3 KB)


#40

ok, looked at your patch... you've still got the concept of polyphony confused, you need most of the code you have in the main patch in your voice.

anyway, Ive updated my example to use your samples and Ive also now tested it :wink:
... it works 'perfectly', so I highly recommend you use this as a starting point, to at least structure your patch in the same way. i.e. compare you patch to this one, and make it the same.

tips:
- if you want filters, these should go in the voice, esp if you want filter envelopes later
- Id recommend using an envelope rather than stop on the table/play, since this will allow you to use fade out playback on release, rather than just cutting it off . (a bit more 'advanced' patching could do a combination of this if necessary)
- fx, if they are 'expensive' (e.g. reverbs) should be in the main patch, so they are not duplicated per voice.

p.s. as a point of note... my simple sampler takes only 20% cpu for 16 voices, so the cpu issues raised earlier on this thread, are not to do with sample playback. (probably fx)

sample.axp (6.2 KB)