Sampling.

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Presentation transcript:

Sampling

Sampling plays back samples of the original tone. For simple decaying tones (e.g., piano, harp, marimba, guitar, plucked strings), playing back the samples from start to finish works well: [iv:73] sample of piano Bb3 tone, 9.33 seconds

Sampling (Soundin) soundin: Easiest for sounds which don't need to change pitch percussion (such as drums) [iv:74] speech and sound effects

Sampling (Soundin) Find a sample or record a sound. To save disk space, change the sampling rate to 22050 (using a sound editor such as CoolEdit) and change the signal to mono Save the soundfile in Mac aiff format use the name soundin.# (where the # is some number you give the soundfile)

Sampling (Soundin) Find a sample or record a sound. Using the sound editor, delete any long silences in the sound and find the beginning and ending times for the sound. [iv:75] 2.43-second trumpet tone (ctpt03)

Sampling (Soundin) In the Csound score file, the "skip" time is the beginning time for the sound, and the duration of the sound is the ending time minus the skip time. The following code reads a mono soundfile: asig soundin isoundfile, iskip, iformat 0 is default format, 3 is mulaw soundfile should be in Mac aiff format

Sampling (Soundin) Most of the signal-modifying effects can modify the sampled signal. These include spatialization (stereo, echo, reverb and amplitude control), ring modulation, flanging and chorus. Example: [iv:76] Ayers, Long Time No See But we cannot loop soundin, and we cannot use it with effects involving frequency changes, such as vibrato, glissando and pitch transposition.

Looping For sustaining instruments such as the winds and bowed strings (e.g., trumpet, flute, violin and organ), the samples must be looped to allow the tone to keep sustaining: [iv:77] 2.43-second trumpet tone (ctpt03)

Looping For a small loop of exactly one period of a waveform, sampling is equivalent to wavetable synthesis.

Looping Making a good loop is not easy. Criteria for good loop points: Loop points should be at zero-crossings to avoid discontinuities. Waveform at loop points should have similar peak amplitudes. Waveform at loop points should have similar shapes (and phases). Pick loop points as far apart as possible where these criteria are still satisfied.

Picking Loop Points Loop points should be at zero crossings to avoid discontinuities.

Picking Loop Points Zero-crossings are easy to find, and the low amplitude makes it less likely there will be a "click" due to a discontinuity. Even a small discontinuity can cause a "click" if the amplitude is large.

Picking Loop Points Waveform at loop points should have similar peak amplitudes: [iv:77] 2.43-second trumpet tone (ctpt03)

Picking Loop Points Very different peak amplitudes indicate differences in the amplitudes of some of the harmonics, which result in an audible change in the spectrum if looped.

Picking Loop Points Waveform at loop points should have similar shapes (and phases): [iv:77] 2.43-second trumpet tone (ctpt03)

Picking Loop Points A very different waveform shape indicates spectral differences, which result in an audible change in the spectrum if looped. Pick loop points as far apart as possible where these criteria are still satisfied. If the loop points are too close, there will not be enough change to make it sound like a real tone, and it may sound artificial.

Looping in Csound The loscil unit generator reads a mono [or stereo] sound from a table (a soundfile), with optional sustain and release looping: asig[,asig2] loscil iamp,ifreq,iwt,ibasef,0,0,1 loscil arguments: xamp — amplitude at i, k or a rate kcps — frequency at i or k rate iwt — the function number for an .aiff sampled sound segment

Looping in Csound optional loscil arguments: asig[,asig2] loscil iamp,ifreq,iwt,ibasef,0,0,1 optional loscil arguments: [, ibasef] — base frequency of recorded sound (in cycles per second) [, imode1,ibeg1,iend1][imode2,ibeg2,iend2] imode1, imode2 — play modes for the sustain and release loops — 0 denotes no looping ibeg1, iend1, ibeg2, iend2 — begin and end points for the sustain and release loops, measured in sample frames from the beginning of the file more details in Csound manual

Looping in Csound Csound example of the [iv:78] muyu:

Looping in Csound Csound [iv:79] sampled bawu: (compare with [iv:80] wavetable bawu) [iv:81] sampled voice with looping [iv:82] same as previous example, with ring modulation effect

Example 1: Sampling the Guitar Sound Example: the Eagles, Hotel California [iv:83] original performance and [iv:84] using sampling

Example 2: Sampling Vina [iv:85] original pitch [iv:86] looping Vina sounded bad when Vina sings [iv:87] catty-ok .... the cat as a percussion instrument, with pitch bend to straighten out the pitch