Sample
Solutions
by
Jim Aikin
Meet
the most versatile instrument in the production studio
What
would you like to sound like today? No matter what you answer,
your wish can come true — and more easily than you may expect.
The magic tool is a type of musical instrument called a sampler.
Samplers are a mainstay in just about every type of music production,
from hip-hop to film soundtracks. A musician with a sampler and
a few good CD-ROMs containing professional sound libraries can
lay down ultrarealistic drum, bass, and guitar tracks or simulate
a full symphony orchestra. If you're new to the idea of sampling,
this column will put you on the fast track.
In
a sampler, digital recordings of actual sounds can be played from
a MIDI keyboard (or from a sequencer into which MIDI notes have
been recorded). When you press a key, the recording assigned to
that key plays back. A sampler can hold many recordings at once
and give you instant access to all of them. For example, an entire
drum kit might be laid out with a different drum sound (kick,
snare, and so on) assigned to each key.
Originally,
digital samplers were hardware-based instruments. Models like
the Akai S1000 series and the E-mu Emulator were found in many
studios. These days, new hardware instruments such as the Korg
Triton, the Roland MC-909, and the Kurzweil K2600, which combine
sampling with other musical functions, are widely used
(see Fig. 1). But in the past few years, software samplers
such as Tascam GigaStudio and Native Instruments Kontakt have
taken over a large segment of the market. Many software samplers
can run as standalone programs and as plug-ins in a host sequencer.
FIG. 1: Hardware samplers, such as the Korg Triton Studio, have
long been favored by musicians. In the past few years, software-based
samplers have become increasingly common.
Though
there are some important differences between hardware and software
samplers, they're more alike than they are dissimilar. Except
where noted, the concepts I'll discuss in this column apply equally
to both.
BASIC
CONCEPTS
Samplers
use the type of digital recording that is used on CDs. I'm not
aware of any samplers that can play back MP3 or other consumer-type
digital audio, because the fidelity of those formats isn't high
enough to meet musicians' production needs.
The
two most important specs in sampling are sampling rate
and bit resolution. Most samplers can record at the CD-standard
sampling rate of 44.1 kHz (44,100 hertz, or cycles per second),
and many can sample at higher rates. Similarly, CD-standard 16-bit
resolution is the minimum for recording, and many samplers can
record 24-bit audio, which provides better fidelity. Though many
professionals prefer to use software samplers because of their
24-bit, 96 kHz sampling, a fast computer is required, as is extensive
hard-disk space for storing samples. For many musical purposes,
16-bit, 44.1 kHz sampling is all you'll need.
Before
individual samples (recordings) can be played by a sampler, they
have to be loaded from “permanent” storage (such as a hard drive
or CD-ROM) into the sampler's internal RAM. The amount of memory
in the sampler is therefore a crucial spec. Early samplers typically
had less than 1 MB of memory, but today most units can be expanded
to 128 MB or more. As a rule of thumb, one minute of monaural,
16-bit, 44.1 kHz audio occupies just over 5 MB of memory (see
the sidebar “RAM and Sampling Time” for more information).
Some
software samplers sidestep the RAM requirements by streaming long
samples from the computer's hard drive in real time. If you're
using a software sampler, you can assign many gigabytes of samples
to the keyboard at once. However, the software sampler has to
store the first part of each sample in RAM in order to be able
to respond instantly when you play the keyboard, so you'll still
need plenty of memory.
Using
a hardware sampler's memory efficiently can be a challenge. You
might need to create custom presets containing only the samples
needed for a given project, or you might have to shorten long
samples, convert stereo samples to mono, and so on. Software samplers
avoid many of these concerns.
LOOP
THE LOOP
Instead
of playing a sample once and then stopping, a sampler can be set
up so that the sample assigned to a given MIDI key will continue
to play over and over for as long as you hold the key down. This
is called looping. In fact, looping is so common that there's
a special term for not looping: samples that play once and stop
are said to be in one-shot mode.
The
first generation of samplers used looping as a way to expand their
very limited memory. You could record a 1-second segment of a
violin section holding a sustained note, for example, and then
loop the sample. When the sample was played from the keyboard,
the loop would create the illusion that the violin section was
sustaining its tone for as long as you might need it musically.
For
this trick to work, the loop-start and loop-end points need to
match sonically (see Fig. 2). Otherwise, the loop sounds
bumpy rather than smooth because there is a discontinuity in the
sound each time the loop starts over. Most samplers are equipped
with an array of tools for creating smooth loops. With crossfade
looping, for instance, the end of the loop is crossfaded with
the beginning, thus smoothing out the transition. Your sampler
may also have a command for finding zero-crossings, which
are points where the sample has (momentarily) zero energy. Placing
the loop-start and loop-end points at zero-crossings doesn't guarantee
smooth loops, but it can help.
FIG. 2: Software samplers such as Native Instruments Kontakt,
shown here, have a number of advantages over hardware-based units,
including the ability to assign samples to different key ranges
graphically (top right). The loop editor is shown at bottom.
Now
that samplers have enough memory to play long samples without
looping, the technique of sample looping is more often used for
playing phrase loops, such as drum beats and bass riffs. For this
type of usage, different tools are needed. Crossfade-looping a
drum loop would sound pretty bad, because the sound of the drum
on the first beat would get smeared. Instead, you need a way to
time-stretch the loop so that it plays at the same tempo as your
song. Samplers offer various ways to do time stretching, but they're
beyond the scope of this column.
MULTISAMPLING
With
a sampler, you can assign a different sample to each key on the
MIDI keyboard. There are several reasons for creating such a keyboard
layout. One was mentioned above: assigning a different drum sound
to each key gives you a complete drum kit at your fingertips.
But there are times when assigning similar sounds to adjacent
keys can be extremely useful.
If
you assign only one sample to a range of keys, the sampler will
automatically transpose it up or down in half steps as needed.
Consider the violin-section sample discussed earlier. Assign it
to an octave or two of keys, and you can play whole chords with
only one sample. Each key will play the sample at a different
pitch. The sampler does this, essentially, by speeding up the
playback or by slowing it down.
The
trouble is that when a sample is transposed up or down more than
a few half steps, it doesn't sound realistic. The thin, tweezy
character of a sound that has been transposed upward is often
called munchkinization, after the Munchkins in the movie
The Wizard of Oz. The way to avoid munchkinization is to
record the violin section (or whatever sound you want to play
on the keyboard) playing a new note every few half steps up and
down the scale, and then assign the sampled notes to the keyboard.
This method of assigning samples to the keyboard is called multisampling.
Let's
say I record my violin section playing a sustained note every
major third — for example, the notes A, C#, and E# in every octave
starting with the A just below middle C. After loading these recordings
into the sampler and creating smooth loops for all of them (not
an easy job), I assign the first A sample to a keyboard zone
containing the notes G, Ab, A, and Bb below middle C. The next
sample, the C#, is assigned to the zone containing the notes B,
C, C#, and D. A typical multisample layout is shown in Fig. 2.
Each
key zone has at least three parameters: low key, high key,
and root key. With the first zone described in this example,
the low key is G and the high key is Bb. The root key is the key
that, when played, will cause the sample to play back at its original
pitch. In this case, the root key is A.
With
the multisample set up this way, each sample needs to be transposed
down no more than a whole step and up no more than a half step.
We can play chords without fear of munchkinization. Sadly, though,
that doesn't mean the sampled violin section will sound perfect.
Many other types of sonic artifacts can destroy the orchestral
illusion.
For
starters, when we play a scale using our violin multisample, there
will be transitions (sometimes called multisample split points)
in which the sound changes abruptly from one sample to the next.
Play a Bb, and you'll hear sample 1. Play a B, and you'll hear
sample 2. If sample 1 and sample 2 sound markedly different from
one another — and they'll never match perfectly — a scale will
sound stiff and awkward. Getting the samples in a multisample
to match is so difficult that even professional sound designers
struggle with it.
Another
multisampling technique is Velocity cross-switching. A
Velocity-cross-switched multisample can respond to a keyboard
performance in a more realistic way. We might sample a snare drum
six or eight times, for instance, at various loudness levels (since
a drum doesn't sound the same when struck lightly as when struck
hard), assign the samples to a single key or key zone, and give
each sample its own Velocity range. The first sample would respond
to MIDI notes with Velocities of 1 through 32, the second to notes
with Velocities of 33 through 48, and so on.
ROLL
YOUR OWN
Usually,
when you first turn a sampler on, it won't make any sound at all.
To play music with it, you have to load or create one or more
samples. There are two ways to get sounds into a sampler: by loading
them from permanent storage and by doing your own recordings.
The latter process is called, naturally, sampling. The
exact procedures differ from one sampler to another; consult your
owner's manual for specifics.
Ironically,
most software-based samplers don't have any facilities for recording
new samples. You'll need to capture the sound onto your computer's
hard drive using another piece of software, such as an audio editor
or a multitrack recorder. Once the audio file is on the drive,
you'll be able to load it into the sampler. Most hardware samplers,
however, can make their own recordings, usually from a mic, line,
or digital input on the front or rear panel.
As
with any type of digital recording, you want to get the input
(the sound to be recorded) as hot as possible short of distortion.
Your sampler will have input metering with which you can check
the level of the signal. You may need to preallocate a certain
amount of memory to the recording process before you start.
After
the sample is recorded, the sampler will probably ask you what
root key you'd like to assign it to. It will then assign the sample
to the keyboard, ready to be played. But before you can use it
musically, you'll want to trim off (truncate) the start
and end of the sample. A properly truncated sample won't use any
more precious memory than it actually needs.
After
truncating the sample, you'll need to save either the sample itself
or the preset, which may contain numerous samples and other types
of data, to permanent storage. Unlike a synthesizer, a sampler
can't store its sounds in a battery-backed RAM buffer for instant
availability: The sounds have to be stored on a floppy disk (if
they're extremely short) or to an internal or external hard disk.
DREAM
MACHINE
A
sampler can be a wonderful musical tool. If you use sound-library
CDs, though, there's some risk that your sampled music will sound
a lot like everyone else's. To make music that's truly your own,
you'll need to explore the features of your sampler and learn
to use them creatively. Once you get started, you'll find there's
no end to the possibilities!
RAM
AND SAMPLING TIME
This
table shows how much sampling time you will get from various amounts
of RAM at various common sampling rates and data resolutions.
To calculate the amount of time in your sampler, use the following
formula: Multiply the number of bytes in each sample word (a 16-bit
word uses two bytes, a 24-bit word three bytes) by the number
of channels (one channel for mono, two for stereo) by the sampling
rate in hertz (44,100 for 44.1 kHz recording, for example). Divide
this number into the total amount of memory in bytes (for instance,
8,000,000 for 8 MB of RAM).
|
RAM
Amount (MB) |
Sample
Word Size (bits) |
Sampling
Rate (kHz) |
Channels |
Approximate
Recording Time (seconds) |
| 8 |
16 |
32 |
1 |
125 |
| 8 |
16 |
44.1 |
2 |
45 |
| 32 |
16 |
44.1 |
1 |
181 |
| 32 |
16 |
48 |
2 |
42 |
| 128 |
16 |
44.1 |
1 |
726 |
| 128 |
16 |
96 |
2 |
333 |
| 128 |
24 |
96 |
2 |
222 |
Jim
Aikin has
been sampling strange household noises since he brought home that
brand-new Akai S900 (750 KB of RAM, floppy drive storage only)
back in 1987.