SToons
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Session Drummer 3 - The Problem Of Poor Editing/Programming
OK, the first part in my soon to be multi-part rant. Maybe not for the faint of heart. For those reading please do us all one big favour and read very closely before complicating the issue with responses like "well, just draw in a velocity..." because if you follow closely you'll realise that just ain't an option. Unless you're rather familiar with programming full sample sets from scratch you likely aren't going to find this entertaining either. This is targeted only at Session Drummer as it is the included plugin also sold by Cakewalk however this is sadly a problem with WAY to many sample sets. I sincerely hope that some of the sample companies that represent themselves here on occasion will consider chiming in and setting me straight where/when they can. Why does this bug me? This is not rocket science, this is not trying to get core audio latency to work with multiple types of RAM, different video cards, hard drives, motherboards blah blah blah. This is simple multi-layer sample editing. If I have to waste time fixing a computer or solving driver issues because of the choice in soundcards I made, that's one thing. But when I have to spend stupid amounts of time fixing something when I'm in the middle of working, something that should be friggin' simple for the person who created the SFZ files, then that's a problem. And this particular problem happens way, way too often. Who exactly is it programming this crap and why is Cakewalk allowing it considering what an easy fix it should be? So, take Session Drummer 3 for example, the Steven Slate Old Zep Kit. Great sounding samples, no doubt. Start programming them in Sonar...ouch, really poor mapping problems are immediately apparant. Let's look only at the snare to simplify. To make this as easy (not likely) to follow as I can let me clearly illustrate a single part of the larger issue. To set up this test I simply created 127 midi snare hits ranging in velocity from 127 down to 0. Properly programmed (or "edited" if you prefer) samples should have their volume in dB lower, as the velocity lowers, in a relatively predicatable way whether it be true linear or in an exponential (?) manner as in a velocity curve. A change of one step in velocity should -not- cause a drop in volume of over 12dB, that's some really poor programming and might I add some pretty poor quality control that this has not been addressed in over a year of use by probably tens of thousands of people. Do people not hear this? Do they not realize what they're not hearing and that they are losing the benefit of these great multi-velocity, multi-layered hits with 4 levels of randomization? YIKES! If I was the sample developer I'd be p****d. Witness Number One please step up: http://www.flickr.com/photos/81774270@N03/ You can click on each picture and on the next page there are zoom options which may be helpful. SSlate1 shows the snare hits descending from a velocity of 127 to 0 using the standard SFZ snare file included with Sonar. One can quite clearly see the poor ramping of the velocity regions as they switch from one level to another. Incidentally, for those interested, the initial hits up to the 21 second mark are actually two velocity regions which -are- set up well. The next three velocity regions are bad and clearly visible. Now SSlate2. Just after 22 seconds it can be seen that a snare with a velocity of 79 would produce a hit about -10.4 dB where a velocity of 78 would produce a hit of about -17dB which is ridiculous. This clearly shows the crossover from one velocity map to another. SSlate3 shows it just keeps getting worse. The cursor is set at around 42 seconds, just before a hit that resulted from a velocity of 26. The previous hit was a velocity of 27, only -one- velocity step away. The result of one velocity step is a bare minimum of 9dB although in fact a little worse, on the left side it is clearly about 13 dB. SSlate Test 1 is an example of the same test after editing the velocity responses in notepad. Here you can see that the velocity stepping between regions is far smoother and almost useable. This "editing", however, turns out to be a bigger nightmare than you can imagine as the info available http://www.cakewalk.com/DevXchange/article.aspx?aid=108 is (wow, big suprise here...) inaccurate and vague and the example files do not reasonably reflect the protocols. For example, the "Amplifier" section quite clearly details that the volume= command has a range of -144 to +6 dB and yet it was necessary to use values over +100 to "fix" the Slate snare drum, a value that is not even supposed to be valid (yet I clearly proved it was). Great... Anyways, next up, a clear description of -how- and -why- this affects you, the user/consumer/musician (in case you haven't already figured it out). I also intend to discuss whether or not normalization of all samples in a set is a good idea, functional velocity ranges versus functional SPL levels and if there should be some sort of standard (yes) in sample sets whether manufacturers adhere to these recommendations or not, amongst other issues. Edited to change "layers" to "regions" in a few spots.
post edited by SToons - 2012/07/04 03:52:18
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jimkleban
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Re:Session Drummer 3 - The Problem Of Poor Editing/Programming
2012/07/04 09:09:40
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There is no doubt that sampling an instrument with multiple velocities isn't that easy to do.... drums, probably a little easier then pitched based samples. As an example, I have sampled guitars on all 20 frets... with multiple samples for each fret position... during the editing session, the slightest change in picking/attack creates different tones... so, if I want 4 different zones to spread across all velocities, the first step is to listen to the 20 or 30 samples of the fret/pick audio and pick out the 4 or 5 that have a consistent sound. When laying these samples out (mapping them to a note), the next step is to address your observation, and that is, does the volume of the samples have consistent behavior across all the velocities... for me, this mapping takes as long as editing the raw audio samples... I use KONTAKT and luckily, it has a GAIN control for each sample assigned to a note, which aids in this part of the programming. Bottom line, I absolutely agree with you that sample sets that don't have consistent volumes across velocities and across different notes should not be tolerated. But, this whole process is very boring and I can see how those doing this task can easily lose focus. The last step before I release a sample instrument is some quality control. I have a MIDI file that I use for this that plays every note across all 127 velocities and the bum notes stick out and get further editing. But, occasionally, even this process misses a bad note or two. To sample and edit and program a guitar instrument (all six strings on all frets with multiple velocities) takes about 350 man hours and let me tell you, the most boring, non creative musical exercise that you can imagine. Across all the sample companies, I have found that poor quality control (consistently) is predictable. Some companies (Native Instruments) rarely has QC issues, other companies (unnamed) has many issues with their sample sets. One of the reasons I started sampling instruments myself is exactly the point of your post... I only have myself to blame on any issues with the sample programs that I created. Jim
The Lamb Laid Down on MIDI www.lldom.com Studio Cat Custom i7 with Thunderbolt (wonderful system built and configured by our own Jim R) Apollo Duo (via TB) UAD Quad UAD Duo WIN 8.1 x64 with 32 GB Ram 4 SSD for programs and sample libraries Splat (latest version)
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chuckebaby
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Re:Session Drummer 3 - The Problem Of Poor Editing/Programming
2012/07/04 10:23:12
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i think its great you find it neccessary to start a whole new thread on something you just had a thread on and i think its great that i offer a solution for drawing in velocitys in the piano roll and you pretty much mock me by saying in your first paragraph, i complicated the issue by suggesting "well, just draw in a velocity..." most proffessionals use something like bfd..or addictive drums...or superior drummer. though,i still find session drummer 3 my vsti kit of chose because of its sounds and flexibility. in ease of use and velocity. i find its velocitys change very nicely while using the piano roll with the smart tool. but then again,im not a scientist probing through its sample with a pencil in a peetree dish. i think session drummer is auesome,sure it could use some beefing up and some fixes here and there. but dude,this thread is a full blown rant. once i read the part of you calling wittnesses to the stand ,i was like.. "wow.."..lol; heres how you can tell the difference between a rant and not a rant...when words not allowed on the site are replaced with things like ****. thats usualy a tell tale sign. i believe there are ways to exspress your concerns and then there are ways to sound like "i am so mad im going to start a thread...no im going to start multiple threads". take some deep breaths,its only a vsti- you can always get another one if you dont like it. i do like it...have you tried the steven slate sizzle kit?
post edited by chuckebaby - 2012/07/04 10:31:29
Windows 8.1 X64 Sonar Platinum x64 Custom built: Asrock z97 1150 - Intel I7 4790k - 16GB corsair DDR3 1600 - PNY SSD 220GBFocusrite Saffire 18I8 - Mackie Control
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SToons
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Re:Session Drummer 3 - The Problem Of Poor Editing/Programming
2012/07/04 13:01:27
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chuckebaby i think its great you find it neccessary to start a whole new thread on something you just had a thread on and i think its great that i offer a solution for drawing in velocitys in the piano roll and you pretty much mock me by saying in your first paragraph, i complicated the issue by suggesting "well, just draw in a velocity..." most proffessionals use something like bfd..or addictive drums...or superior drummer. though,i still find session drummer 3 my vsti kit of chose because of its sounds and flexibility. in ease of use and velocity. i find its velocitys change very nicely while using the piano roll with the smart tool. but then again,im not a scientist probing through its sample with a pencil in a peetree dish. i think session drummer is auesome,sure it could use some beefing up and some fixes here and there. but dude,this thread is a full blown rant. once i read the part of you calling wittnesses to the stand ,i was like.. "wow.."..lol; heres how you can tell the difference between a rant and not a rant...when words not allowed on the site are replaced with things like ****. thats usualy a tell tale sign. i believe there are ways to exspress your concerns and then there are ways to sound like "i am so mad im going to start a thread...no im going to start multiple threads". take some deep breaths,its only a vsti- you can always get another one if you dont like it. i do like it...have you tried the steven slate sizzle kit? This type of post is what I hoped to avoid. Congratulations. I started a new thread as it's a different issue. Let me ask you this - if a hit with a velocity of 79 produces a volume of -10.4 dB and a hit of 78 creates a volume of -17 dB then how can you possibly get a hit with a volume of -15dB? How about -14dB? -12dB? Go ponder that. As for my "rant", grab a sense of humour. Perhaps you might wait, as I suggested, to see the other implications I refer to before you get involved. Clearly not an order but a suggestion. As for going thru samples with a pencil like a scientist: c'mon. I wouldn't have even addressed this if it wasn't for the fact that I "heard" the velocity stepping and found it glaringly obvious. If the sample set worked properly then there would have been no issue and an SFV file would be meaningless to me. The test and everything else after that was done in an attempt to solve the issue for myself. Then I discover the problems and the fact that for some reason there are few others who realize it so I bring to light. Clearly others understand why this is a bigger issue than "just grab a different VST". If you don't then by all means feel free to ignore this thread. If you want to learn a little more about sampling and sample sets stick around.
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bapu
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Re:Session Drummer 3 - The Problem Of Poor Editing/Programming
2012/07/04 13:12:37
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SToons. Are you this hard on real drummers?
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newbie_hobbyist
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Re:Session Drummer 3 - The Problem Of Poor Editing/Programming
2012/07/04 13:50:34
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Yes, I've noticed this exact same issue, although I hadn't figured out you can edit .sfz's manually. If anyone has taken the time to fix some .sfz's, would you mind sharing them (hopefully not illegal since they don't contain any actual sample data)?
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chuckebaby
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Re:Session Drummer 3 - The Problem Of Poor Editing/Programming
2012/07/04 14:10:43
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i think ive got a great sence of hummor,didnt you read my post?...lol. due,this is precisely what im talking about, Let me ask you this - if a hit with a velocity of 79 produces a volume of -10.4 dB and a hit of 78 creates a volume of -17 dB then how can you possibly get a hit with a volume of -15dB? How about -14dB? -12dB? the above suggest your qoute as that of a scientist. the mojority of us are musicians. i bet more then half the forum reads something like this and interpets this as...bla..bla..bla. you have a small handfull of followers here and even this one guy saying he's experienced it to but then suggests he didnt know the sfz's could be edited manualy. i have no idea what that ment. i just think your being a little picky. if this was such an out cry of a problem,why now?..5 years after sd3 has been out this is now surfacing. is it just youve been data collecting for the past 5 years and now its time to post your finding? i respect what your trying to do here. i also respect the fact youve taken the time to try and bring up this issue to make things better in sd3. i just think your angry and when your angry things dont come out so well. but if session drummer is not giving you the results you want,maybe its just not able to do this.maybe it never was ment to be a perfect velocity virtual drum kit. maybe it is what it is and thats it. remember,sd3 never advertised the velocitys were perfect. but its us as users that take for grantite so much,things like this...we expect these things. i think more than anything,arent you curious that when changing a hi-hat you lose the open hat?. there are many things sd3 could improve on. ahh,maybe i should just bow out now. i guess its not really fair,this is your thread. it started out with my opinion and now its taking a new direction. the last thing i want to do is start attacking your theorys..maybe to late.. in a sence its people like you that make this software better because their complaints open up the eyes of staff which trickles down to programers. but there is a way of going about it which includes trying to be a gentlemen about it and leaving emotions at the door. like i said,i will bow out of this one and i hope you find what your looking for in this thread. good luck.
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newbie_hobbyist
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Re:Session Drummer 3 - The Problem Of Poor Editing/Programming
2012/07/04 14:18:14
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chuckebaby you have a small handfull of followers here and even this one guy saying he's experienced it to but then suggests he didnt know the sfz's could be edited manualy. i have no idea what that ment. What I meant was that I have noticed the volume bumps when working in the PRV, just as I would with any softsynth. It is a very real issue.
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Linear Phase
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Re:Session Drummer 3 - The Problem Of Poor Editing/Programming
2012/07/04 14:27:53
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newbie_hobbyist Yes, I've noticed this exact same issue, although I hadn't figured out you can edit .sfz's manually. If anyone has taken the time to fix some .sfz's, would you mind sharing them (hopefully not illegal since they don't contain any actual sample data)? Its got nothing to do with fixing the .sfz's. Session Drummer, is a multi-sample rompler/sampler. Sampling is an art form, in and of itself. Drum's are of the most difficult instruments to sample, because their natural adsr envelope is extremely complex. Drum sampling for a product like Session Drummer, BFD, Addictive Drums, is fairly different than lifting a break off a record, slicing it up in Beatscape, and playing it back as a chopped loop. Drum sampling for the Session Drummer type of product should be, "multi-sampled recreation of hopefully high end drum kits, processed in an extremely cool ways, to give them an excellent sound." Fixing an .sfz file, will not fix a sampling job where: you simply do not have enough velocity layers. the sounds themselves are recorded in no special way. the sounds are not processed well. the sounds come from a poor source instrument. Ofcourse, all that falls apart if the .sfz is poorly written, but from what I understand about .sfz is that its a simple type of file to write. Akin to html, in its simplicity, and certainly not as complex as low level computer language. Session Drummer is a NO COST add on in Sonar X1 software. I'm not sure what kind of complaints we should be having. The software is coded correctly, functions correctly, and with the proper content is going to sound amazing. That said, "the factory content provided for session drummer could use a total rethink." And I specifically mean that... A. There isn't much there. B. The Steven Slate kits are supposed to be excellent, as Steven Slate tries to markets his drums as, "the best around." B. The Sonic Reality kits are supposed to be good. I know there is some stuff from the guys at Cakewalk, and Roland. I'm not going to be down on that content! I think its cool that content is in there. I don't want to shuffle negativity around. Even with A, B, and C; we are still talking about a Rompler/Sampler/VST that is provided free as charge. Great, there's tons of stuff out there. BFD--->Battery and everything in between. You will still find the need to use professionally sampled aftermarket content. Technically BFD really doesn't do much more than Session Drummer. Its got a few things.. A. Its factory content is way better. Still not great. On the level of Battery, maybe a little better. C. The ability to effect the sound of the kits via some features of its design.. damping, bleed, moving mics, stuff like that. The one thing that is the same across BFD, Session Drummer, and Addictive Drums and the like is that the content must be excellent to get an excellent result! When you load the Platinum Samples Andy John Kit into Session Drummer, you see: A. Session Drummer works great. B. .SFZ works great. C. Excellent content works great. And, Platinum is coming with more Session Drummer content! Hooray cause we will all be saved. If there was better content for Session Drummer. Well sampled, with multiple velocity layers. Not 4. Not 2. But 12, 15, or 20.. If there was great content, and a lot of it.. We wouldn't be having these threads. Right now, if you need a drum solution.. And all you've got is Session Drummer... You are in a rough spot. If you are brand new, have only Session Drummer, but a little $$ You might want to head over to www.native-instruments.com and demo battery or something. maybe go to www.fxpansion.com and check out bfd... battery is less expensive btw! Cheers
post edited by Linear Phase - 2012/07/04 14:49:38
too many lasers... Sonar = audio editing ninja of a music software!
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newbie_hobbyist
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Re:Session Drummer 3 - The Problem Of Poor Editing/Programming
2012/07/04 15:04:19
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Linear Phase: It may be that I completely misunderstood the OP and am just imagining things, but as I see it the problem is not with the samples themselves or the number of velocity layers -- I personally have no problems here, at least. It has to do with how the velocity responses are programmed, which, as I understand, has everything to do with the .sfz's (fixing the .sfz's was a big point in the original post, at any rate). I would do it myself, but unfortunately I lack the technical knowledge and skills to do so. I sincerely apologize if I misunderstood the OP or came across as making impossible demands.
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Platinum Samples
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Re:Session Drummer 3 - The Problem Of Poor Editing/Programming
2012/07/04 15:12:26
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To get a better curve you need more velocity levels... you don't need 128 but 16 is good. Since the VI has to velocity scale the samples between the notes defined for each sample if you only have a few samples the curve isn't going to be as good as f you have more samples with smaller sections being scaled. Our beta testers are very happy with our kits we're working on which have 16 velocity levels and 4 round robins per level. In the SFZ you can adjust the curve of the scaling... but as common sense would dictate... more is better... the balance is between RAM usage and playability. Cheers, Rail --------------------- www.platinumsamples.com
post edited by Platinum Samples - 2012/07/04 15:32:14
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SToons
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Re:Session Drummer 3 - The Problem Of Poor Editing/Programming
2012/07/04 15:27:28
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Linear Phase newbie_hobbyist Yes, I've noticed this exact same issue, although I hadn't figured out you can edit .sfz's manually. If anyone has taken the time to fix some .sfz's, would you mind sharing them (hopefully not illegal since they don't contain any actual sample data)? Its got nothing to do with fixing the .sfz's. It has -everything- to do with the SFV. Did you not read the post? I clearly demonstrated that. The samples themselves are quite good and there is some good layering. It is -all- about the SFV, the editing, and not the samples themselves. I have battery 2. I have BFD and DFHS. This is not the issue. If I wanted to, and I likely will, I can de-flac the original samples and map everything into Battery for easier editing in the future. Part of the issue is that I, and others here, should not -have to- go to this trouble. No offence to people here, I am sure you're trying to be helpful but frankly I just do not have the time to address every post that comes from a lack of understanding, whether that is a result of not reading carefully or simply not being familiar with multi-sample editing. I tried to make that clear from the beginning. Nothing personal, I assure you, I enjoy reading your posts.
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SToons
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Re:Session Drummer 3 - The Problem Of Poor Editing/Programming
2012/07/04 15:28:42
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Platinum Samples To get a better curve you need more velocity levels... you don't need 128 but 16 is good. Since the VI has to velocity scale the samples between the notes defined for each sample if you only have a few samples the curve isn't going to be as good as f you have more samples with smaller sections being scaled. Our beta testers are very happy without our kits we're working on which have 16 velocity levels and 4 round robins per level. In the SFZ you can adjust the curve of the scaling... but as common sense would dictate... more is better... the balance is between RAM usage and playability. Cheers, Rail --------------------- www.platinumsamples.com Thanks for chiming in. Yes, you are correct that more velocity regions would allow more flexibility of the curve. However I clearly demonstrated that with a little tweaking I was able to vastly improve the response of the regions and I have subsequently improved it since. Why? Why should I have to? Why was the original so poorly programmed? Why were glaring descrepencies left this long and how come the programmer didn't hear this when it's so obvious? How can someone not notice when a soft hit after a loud hit causes the loud hit to cut-off like a gated snare due to poor release, polyphony or overlap values (which obviously has nothing to do with how many regions or layers there are). Fact is, a single sample region is a joke to make respond properly to velocities - the more regions there are, the harder to properly program regions. Why are so many sample libraries poorly programmed? Never heard a single dud in Gigasampler/Gigastudio. If you like we can discuss Battery Studio drums (same problem) or any number of other products with the same problems. This is the issue.
post edited by SToons - 2012/07/04 15:40:57
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SToons
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Re:Session Drummer 3 - The Problem Of Poor Editing/Programming
2012/07/04 15:51:07
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newbie_hobbyist Yes, I've noticed this exact same issue, although I hadn't figured out you can edit .sfz's manually. If anyone has taken the time to fix some .sfz's, would you mind sharing them (hopefully not illegal since they don't contain any actual sample data)? I have no issue posting an SFZ, I'll do so soon when I'm happier with the end results. What would be extremely helpful is if someone could copy the text from the original SSlate Old Zep Snare Dry SFZ in a text editor and email me or post it here - it's just text. That will answer the question no one seems to be able to answer - has this been fixed in X1. I'm with you, I don't see why this should be illegal or offend anyone.
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bapu
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Re:Session Drummer 3 - The Problem Of Poor Editing/Programming
2012/07/04 15:57:56
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// sfz definition file // (c) Zyler Vega Cakewalk, Inc 2009 // Steven Slate - Old Zep Kit //========================rimshot <group> key=37 group=37 polyphony=1 rt_decay=6.500 ampeg_release=2 <region> sample=StevenSlate Snares\SideStickZ1Soft1.wav lovel=0 hivel=43 lorand=0.0 hirand=0.25 <region> sample=StevenSlate Snares\SideStickZ1Soft2.wav lovel=0 hivel=43 lorand=0.25 hirand=0.5 <region> sample=StevenSlate Snares\SideStickZ1Soft3.wav lovel=0 hivel=43 lorand=0.5 hirand=0.75 <region> sample=StevenSlate Snares\SideStickZ1Soft4.wav lovel=0 hivel=43 lorand=0.75 hirand=1.0 //--- <region> sample=StevenSlate Snares\SideStickZ1Medium1.wav lovel=44 hivel=86 lorand=0.0 hirand=0.25 <region> sample=StevenSlate Snares\SideStickZ1Medium2.wav lovel=44 hivel=86 lorand=0.25 hirand=0.5 <region> sample=StevenSlate Snares\SideStickZ1Medium3.wav lovel=44 hivel=86 lorand=0.5 hirand=0.75 <region> sample=StevenSlate Snares\SideStickZ1Medium4.wav lovel=44 hivel=86 lorand=0.75 hirand=1.0 //--- <region> sample=StevenSlate Snares\SideStickZ1Hard1.wav lovel=87 hivel=127 lorand=0.0 hirand=0.25 <region> sample=StevenSlate Snares\SideStickZ1Hard2.wav lovel=87 hivel=127 lorand=0.25 hirand=0.5 <region> sample=StevenSlate Snares\SideStickZ1Hard3.wav lovel=87 hivel=127 lorand=0.5 hirand=0.75 <region> sample=StevenSlate Snares\SideStickZ1Hard4.wav lovel=87 hivel=127 lorand=0.75 hirand=1.0 //========================snare1 <group> key=38 group=38 polyphony=1 rt_decay=6.500 ampeg_release=2 <region> sample=StevenSlate Snares\OldZepSnareZ1UltraSoft1.wav lovel=0 hivel=26 lorand=0.0 hirand=0.25 <region> sample=StevenSlate Snares\OldZepSnareZ1UltraSoft2.wav lovel=0 hivel=26 lorand=0.25 hirand=0.5 <region> sample=StevenSlate Snares\OldZepSnareZ1UltraSoft3.wav lovel=0 hivel=26 lorand=0.5 hirand=0.75 <region> sample=StevenSlate Snares\OldZepSnareZ1UltraSoft4.wav lovel=0 hivel=26 lorand=0.75 hirand=1.0 //--- <region> sample=StevenSlate Snares\OldZepSnareZ1Soft1.wav lovel=27 hivel=51 lorand=0.0 hirand=0.25 <region> sample=StevenSlate Snares\OldZepSnareZ1Soft2.wav lovel=27 hivel=51 lorand=0.25 hirand=0.5 <region> sample=StevenSlate Snares\OldZepSnareZ1Soft3.wav lovel=27 hivel=51 lorand=0.5 hirand=0.75 <region> sample=StevenSlate Snares\OldZepSnareZ1Soft4.wav lovel=27 hivel=51 lorand=0.75 hirand=1.0 //--- <region> sample=StevenSlate Snares\OldZepSnareZ1Medium1.wav lovel=52 hivel=77 lorand=0.0 hirand=0.25 <region> sample=StevenSlate Snares\OldZepSnareZ1Medium2.wav lovel=52 hivel=77 lorand=0.25 hirand=0.5 <region> sample=StevenSlate Snares\OldZepSnareZ1Medium3.wav lovel=52 hivel=77 lorand=0.5 hirand=0.75 <region> sample=StevenSlate Snares\OldZepSnareZ1Medium4.wav lovel=52 hivel=77 lorand=0.75 hirand=1.0 //--- <region> sample=StevenSlate Snares\OldZepSnareZ1Hard1.wav lovel=78 hivel=102 lorand=0.0 hirand=0.25 <region> sample=StevenSlate Snares\OldZepSnareZ1Hard2.wav lovel=78 hivel=102 lorand=0.25 hirand=0.5 <region> sample=StevenSlate Snares\OldZepSnareZ1Hard3.wav lovel=78 hivel=102 lorand=0.5 hirand=0.75 <region> sample=StevenSlate Snares\OldZepSnareZ1Hard4.wav lovel=78 hivel=102 lorand=0.75 hirand=1.0 //--- <region> sample=StevenSlate Snares\OldZepSnareZ1Crack1.wav lovel=103 hivel=127 lorand=0.0 hirand=0.25 <region> sample=StevenSlate Snares\OldZepSnareZ1Crack2.wav lovel=103 hivel=127 lorand=0.25 hirand=0.5 <region> sample=StevenSlate Snares\OldZepSnareZ1Crack3.wav lovel=103 hivel=127 lorand=0.5 hirand=0.75 <region> sample=StevenSlate Snares\OldZepSnareZ1Crack4.wav lovel=103 hivel=127 lorand=0.75 hirand=1.0 //========================snare2 <group> key=40 group=38 polyphony=1 rt_decay=6.500 ampeg_release=2 <region> sample=StevenSlate Snares\OldZepSnareZ1UltraSoft1.wav lovel=0 hivel=26 lorand=0.0 hirand=0.25 <region> sample=StevenSlate Snares\OldZepSnareZ1UltraSoft2.wav lovel=0 hivel=26 lorand=0.25 hirand=0.5 <region> sample=StevenSlate Snares\OldZepSnareZ1UltraSoft3.wav lovel=0 hivel=26 lorand=0.5 hirand=0.75 <region> sample=StevenSlate Snares\OldZepSnareZ1UltraSoft4.wav lovel=0 hivel=26 lorand=0.75 hirand=1.0 //--- <region> sample=StevenSlate Snares\OldZepSnareZ1Soft1.wav lovel=27 hivel=51 lorand=0.0 hirand=0.25 <region> sample=StevenSlate Snares\OldZepSnareZ1Soft2.wav lovel=27 hivel=51 lorand=0.25 hirand=0.5 <region> sample=StevenSlate Snares\OldZepSnareZ1Soft3.wav lovel=27 hivel=51 lorand=0.5 hirand=0.75 <region> sample=StevenSlate Snares\OldZepSnareZ1Soft4.wav lovel=27 hivel=51 lorand=0.75 hirand=1.0 //--- <region> sample=StevenSlate Snares\OldZepSnareZ1Medium1.wav lovel=52 hivel=77 lorand=0.0 hirand=0.25 <region> sample=StevenSlate Snares\OldZepSnareZ1Medium2.wav lovel=52 hivel=77 lorand=0.25 hirand=0.5 <region> sample=StevenSlate Snares\OldZepSnareZ1Medium3.wav lovel=52 hivel=77 lorand=0.5 hirand=0.75 <region> sample=StevenSlate Snares\OldZepSnareZ1Medium4.wav lovel=52 hivel=77 lorand=0.75 hirand=1.0 //--- <region> sample=StevenSlate Snares\OldZepSnareZ1Hard1.wav lovel=78 hivel=102 lorand=0.0 hirand=0.25 <region> sample=StevenSlate Snares\OldZepSnareZ1Hard2.wav lovel=78 hivel=102 lorand=0.25 hirand=0.5 <region> sample=StevenSlate Snares\OldZepSnareZ1Hard3.wav lovel=78 hivel=102 lorand=0.5 hirand=0.75 <region> sample=StevenSlate Snares\OldZepSnareZ1Hard4.wav lovel=78 hivel=102 lorand=0.75 hirand=1.0 //--- <region> sample=StevenSlate Snares\OldZepSnareZ1Crack1.wav lovel=103 hivel=127 lorand=0.0 hirand=0.25 <region> sample=StevenSlate Snares\OldZepSnareZ1Crack2.wav lovel=103 hivel=127 lorand=0.25 hirand=0.5 <region> sample=StevenSlate Snares\OldZepSnareZ1Crack3.wav lovel=103 hivel=127 lorand=0.5 hirand=0.75 <region> sample=StevenSlate Snares\OldZepSnareZ1Crack4.wav lovel=103 hivel=127 lorand=0.75 hirand=1.0 //========================snareroll <group> key=39 group=38 off_by=38 rt_decay=6.500 ampeg_release=2 amp_veltrack=100 <region> sample=StevenSlate Snares\OldZepSnareZ1zRolls1.wav lovel=0 hivel=127 lorand=0.0 hirand=0.25 <region> sample=StevenSlate Snares\OldZepSnareZ1zRolls2.wav lovel=0 hivel=127 lorand=0.25 hirand=0.5 <region> sample=StevenSlate Snares\OldZepSnareZ1zRolls3.wav lovel=0 hivel=127 lorand=0.5 hirand=0.75 <region> sample=StevenSlate Snares\OldZepSnareZ1zRolls4.wav lovel=0 hivel=127 lorand=0.75 hirand=1.0
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John
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Re:Session Drummer 3 - The Problem Of Poor Editing/Programming
2012/07/04 16:00:30
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Wouldn't it be easier to edit the velocity and not the drums samples?
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SToons
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Re:Session Drummer 3 - The Problem Of Poor Editing/Programming
2012/07/04 16:01:41
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Woah, dude, that was FAST!!! Thanks! Well, after scanning for a whole 2 seconds the answer is no, it hasn't ben fixed. I will post a very obvious audio example later of why this is an issue. As for the drummer comment, I, uhm, err, ahh, unhhhhhh....how many drummers does it take to screw in a lightbulb? <ST reverts to diversionary tactics...>
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SToons
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Re:Session Drummer 3 - The Problem Of Poor Editing/Programming
2012/07/04 16:09:13
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John Wouldn't it be easier to edit the velocity and not the drums samples? Uhm, read post #4 paragraph 2. Or are you just trying to be funny? I have a notoriously thick skull.
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Linear Phase
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Re:Session Drummer 3 - The Problem Of Poor Editing/Programming
2012/07/04 16:19:17
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SToons I have a notoriously thick skull. + 1... :-) Post the altered .sfz file. Let the users load it up in their own copy of Session Drummer. An audio example, has little meaning... it does not allow us to test the new sfz, and see if it really makes for a better velocity curve. I have my doubts. I believe the problem is the Steven Slate kits are pretty bad imo. Having, "one excellent snare drum," does not a good sampled drum kit make! Cheers
post edited by Linear Phase - 2012/07/05 02:40:30
too many lasers... Sonar = audio editing ninja of a music software!
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SToons
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Re:Session Drummer 3 - The Problem Of Poor Editing/Programming
2012/07/04 16:26:15
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Linear Phase SToons I have a notoriously thick skull. + 1... :-) Post the altered .sfz file. Let the users load it up in their own copy of Session Drummer. An audio example, has little meaning... it does not allow us to test the new sfz, and see if it really makes for a better velocity curve. I have my doubts. I believe the problem is the Steven Slate kits are pretty bad imo. Having, "one excellent snare drum," does not a good sampled drum kit make! Cheers There is no need. I explained previously how to hear the problem. Create a snare hit with a velocity over 96 followed by a snare hit of 53, about a beat or less apart. Now try the same but make the softer hit a velocity of 51. The problem is pretty obvious. Takes about 1 minute. That being said I soon will post an SFV for those interested. It is, again, NOT an issue of the sample quality.
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jimkleban
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Re:Session Drummer 3 - The Problem Of Poor Editing/Programming
2012/07/04 16:27:49
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Actually, the only hard thing about sampling drums is that you need tons of mics to record the direct (close mics), OHs and room mic samples keeping them all in phase..... once set up though, its just hit the record button. Jim
The Lamb Laid Down on MIDI www.lldom.com Studio Cat Custom i7 with Thunderbolt (wonderful system built and configured by our own Jim R) Apollo Duo (via TB) UAD Quad UAD Duo WIN 8.1 x64 with 32 GB Ram 4 SSD for programs and sample libraries Splat (latest version)
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Linear Phase
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Re:Session Drummer 3 - The Problem Of Poor Editing/Programming
2012/07/04 16:30:46
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SToons Linear Phase SToons I have a notoriously thick skull. + 1... :-) Post the altered .sfz file. Let the users load it up in their own copy of Session Drummer. An audio example, has little meaning... it does not allow us to test the new sfz, and see if it really makes for a better velocity curve. I have my doubts. I believe the problem is the Steven Slate kits are pretty bad imo. Having, "one excellent snare drum," does not a good sampled drum kit make! Cheers There is no need. I explained previously how to hear the problem. Create a snare hit with a velocity over 96 followed by a snare hit of 53, about a beat or less apart. Now try the same but make the softer hit a velocity of 51. The problem is pretty obvious. Takes about 1 minute. That being said I soon will post an SFV for those interested. It is, again, NOT an issue of the sample quality. Dude! you started the thread last night. last night I checked out all the factory content, before I fell asleep. I know what you are talking about. I hate to break it to you, I do not think, "fixing the sfz is going to change anything." So fix the sfz. I don't know how to do it. Upload the file. Let us check it out. :-) I believe the kit was not sampled well. Steven's kits may sound great in his proprietary player. But I am willing to bet they are only 4 layer kits. caveat emptor
too many lasers... Sonar = audio editing ninja of a music software!
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SToons
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Re:Session Drummer 3 - The Problem Of Poor Editing/Programming
2012/07/04 16:37:19
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Linear Phase SToons Linear Phase SToons I have a notoriously thick skull. + 1... :-) Post the altered .sfz file. Let the users load it up in their own copy of Session Drummer. An audio example, has little meaning... it does not allow us to test the new sfz, and see if it really makes for a better velocity curve. I have my doubts. I believe the problem is the Steven Slate kits are pretty bad imo. Having, "one excellent snare drum," does not a good sampled drum kit make! Cheers There is no need. I explained previously how to hear the problem. Create a snare hit with a velocity over 96 followed by a snare hit of 53, about a beat or less apart. Now try the same but make the softer hit a velocity of 51. The problem is pretty obvious. Takes about 1 minute. That being said I soon will post an SFV for those interested. It is, again, NOT an issue of the sample quality. Dude! you started the thread last night. last night I checked out all the factory content, before I fell asleep. I know what you are talking about. I hate to break it to you, I do not think, "fixing the sfz is going to change anything." So fix the sfz. I don't know how to do it. Upload the file. Let us check it out. :-) I believe the kit was not sampled well. Steven's kits may sound great in his proprietary player. But I am willing to bet they are only 4 layer kits. caveat emptor My earlier post clearly demonstrated "fixing the SFZ changed something". Significantly. The jpg labed Test shows this to be true. What's not to understand?
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tomixornot
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Re:Session Drummer 3 - The Problem Of Poor Editing/Programming
2012/07/04 17:00:18
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I'm one of the Platinum Samples beta tester for Session Drummer 3 new kits. The kits we're testing have up to 16 velocities layers and 4 round robin samples per level as described by Rail earlier. With regards to the OP concern, I've done a short video to show how the snare respond to velocity 0-127. Platinum Samples has given me a go ahead to share the video : http://youtu.be/o4OsCLqt2II The first 4 side stick hits are muted, I'm using it to synchronize the audio and video. A background synt is mixed in to mask the snare, hope you understand that. The actual snare volume is not modified in anyway. Albert
Albert i7 2600K @ 3.40GHz / MB Intel DP67BG / 16GB Ram- ADATA 250GB SSD (Boot)- Samsung Spinpoint F1 1TB HDD (Samples)Audio interface : Motu 828 MK ii i7 6700K @ 4.00GHz / MB Asrock Z170 / 16GB Ram- Samsung EVO 850 120GB / 500 GB SSD Audio interface : Roland Quad Capture Win 10 Pro / Sonar Platinum
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Platinum Samples
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Re:Session Drummer 3 - The Problem Of Poor Editing/Programming
2012/07/04 17:07:21
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Thanks Albert. The hits in the video are center hit articulations only... there's a separate articulation for Rimshot, Drag & Sidestick. Cheers, Rail
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SToons
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Re:Session Drummer 3 - The Problem Of Poor Editing/Programming
2012/07/04 17:10:21
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tomixornot I'm one of the Platinum Samples beta tester for Session Drummer 3 new kits. The kits we're testing have up to 16 velocities layers and 4 round robin samples per level as described by Rail earlier. With regards to the OP concern, I've done a short video to show how the snare respond to velocity 0-127. Platinum Samples has given me a go ahead to share the video : http://youtu.be/o4OsCLqt2II The first 4 side stick hits are muted, I'm using it to synchronize the audio and video. A background synt is mixed in to mask the snare, hope you understand that. The actual snare volume is not modified in anyway. Albert Thanks for the contribution. I will certainly check out the video later (after work) and keep Platinum Samples in mind when purchasing libraries. The fact you guys are contributing to this discussion says alot. I have no doubt that PSamples and other companies are capable of producing great content. I know it's out there. This, however, doesn't negate the problematic approach to editing that is all too prevalent in sample libraries. Thanks again for taking the time and making the effort to contribute to this discussion. One quick question - where are you getting the opcodes/protocols (whatever you call it) to program the SFZ files since, as I have demonstrated, the current values are not reflective of the true acceptable values? <see post #1 concerning volume= command under the "Amplifier" section>
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Platinum Samples
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Re:Session Drummer 3 - The Problem Of Poor Editing/Programming
2012/07/04 17:17:55
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Same source as you with some trial and error and experimentation... and a direct email to the source if I have any questions. I obviously can't comment on what others may do.. but we spend a lot of time and effort trying to make our libraries the best they can be.... I do disagree with the poster who thinks it's all about getting the mics up and hitting record... there's a lot more to it than that and it takes us a long time and a lot of $$$ to create one expansion library... about 6 figures. I do know that no other company has the drummer hit the drums as many times as we have them do it though (they all love me  ) Cheers, Rail ----------------------- www.platinumsamples.com
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SToons
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Re:Session Drummer 3 - The Problem Of Poor Editing/Programming
2012/07/04 17:28:40
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Platinum Samples Same source as you with some trial and error and experimentation... and a direct email to the source if I have any questions. I obviously can't comment on what others may do.. but we spend a lot of time and effort trying to make our libraries the best they can be.... I do disagree with the poster who thinks it's all about getting the mics up and hitting record... there's a lot more to it than that and it takes us a long time and a lot of $$$ to create one expansion library... about 6 figures. I do know that no other company has the drummer hit the drums as many times as we have them do it though (they all love me ) Cheers, Rail ----------------------- www.platinumsamples.com Understood. I know of several sample companies that use "name" kits (some well known drummer's personal kit) but use a specialist to play the hits. It's not the well known drummer hitting the skins, they are not specialists in hitting the drums in a manner befitting a sample library nor do they likely want to spend hours (days) whacking a snare over and over. Trust me, your efforts are well appreciated.
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Platinum Samples
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Re:Session Drummer 3 - The Problem Of Poor Editing/Programming
2012/07/04 17:42:06
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If we put the drummer's name on the box they hit the drums.... I have Chad Smith of tape/video saying "You got to be %^$$^% kidding me" when I told him to hit the drum 300 more times Each drummer has a distinctive way they hit the drums... we couldn't get Chad's sound without having him hit the drum. You are correct however.. it's in the semantics of how the kit is marketed... does it say that XYZ hit the drums or is it just their kit? Having Joe Blow hit the kit doesn't make it sound the same as when XYZ plays the kit... it's all in the wrist. Rail
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synkrotron
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Re:Session Drummer 3 - The Problem Of Poor Editing/Programming
2012/07/04 18:49:47
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Hmmm... I've just read through the above. I've just invested in the Neil Peart kit for SD3 by Sonic Reality. Why I did that I am not truly sure, and the only explanation I can give is that I have been a massive fan of Mr Peart and his drumming since 1978 ish. I normally use Battery 3, and I have just upgraded it with some so called "artist" kits, although I've not had play with them yet. Just some background there, in an effort to explain, to myself even, where I'm going with this. There appears to be some dissatisfaction with SD3, especially with the velocity programming side. What disappoints me, in particular, is that the interface that SD3 provides is very simplistic, and I don't enjoy the thought of having to edit text files to tweak things. I've done loads of that before, but I just can't be bothered any more. So I am hoping that I am going to be able to use my new NP kit "as is" and all wil be well. I've had a play this evening, by using Step Sequencer to create some quick and easy beats. I'm used to using Piano Roll, but I'm getting to like Step Sequencer for this kind of thing. It is great for tweaking around with velocities as well, which is essential for drums, imo. I must admit that I am reasonably happy with my experimentation tonight. Trouble is, I can't compare what I have listened to with anything else that SD3 provides, because I have only used it for playing my NP kit. I did, however, load a multi-mic rock kit into Battery and copied the Step Sequencer track I created for SD3 onto the B3 track, and mapped B3 to the same instruments. I liked both. Obviously, they were different, but SD3 NP kit sounded just as good as the B3 Rock Kit, in terms of a realistic sound, again, imo. The major difference, for me, and I am stating the obvious here, I know, is the fact that SD3 is free, as has been mentioned, and Battery is quite expensive. So it is not really appropriate to compare the two products really, and it comes down to a personal choice. Perhaps we need to invest some cash into the different expansions available for SD3, rather than relying on free samples, so to speak. At least then, we should expect that the "paid for" kits will have had some time spent on them before shipping. Now that I have typed that load of old codswallop, I would like to share with you a side product of my experimentation tonight... At first I listened to SD3, then Battery, then back and forth, to listen and compare. I then thought, "what would it sound like if I un-muted all of the tracks," and I was pleasantly surprised with the resulting sound of both kits playing together. Very pleased indeed in fact, and I have made a note to self to try that out on a project soon. good night
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