Sampling Tutorials

download Sampling Tutorials

of 38

Transcript of Sampling Tutorials

  • 8/3/2019 Sampling Tutorials

    1/38

    AN INTRODUCTION TO DIGITAL AUDIO

    I think the time has come for me to start this tutorial, which will be similar

    to the Synthesis tutorials, both in terms of how I approach a tutorial (see

    'tagging') and in terms of a part every month. Being a site dedicated to

    Sound Font (SF) development and Sound Design, it seems only apt that Ioffer these tutorials. Normally I reserve these tutorials for my one-on-one

    sessions or for groups that I tutor. However, what has prompted me to start

    these tutorials is the introduction of the Emulator X software from Emu/

    Ensoniq. Since I contract to Emu for SF development projects and will have

    libraries released for this product shortly, I felt the timing would be right to

    start a general sampling tutorial that then branches into product specific

    sampling.

    These tutorials will be useful to anyone who wants to start sampling and,

    although I will be concentrating on Emu hardware samplers, I will transcribe

    the terminology to include, most of the major manufacturers of samplers,

    what terms they use and how they approach sampling. I will also be

    conducting this tutorial with software samplers in mind as the technology

    has advanced so much since tape based samplers to that of the digital

    domain and virtual environment, that if I ignored the role of the software

    sampler, I would be negligent as a tutor.

    Once we have covered the basics of sampling, you will be able to apply the

    information you have learned to the sampler of your choice and start

    sampling straight away. We will then delve deeper into all the functions of a

    sampler and how to use them, and what all the terminology means intodays confusing world of endless product releases on multi platforms (Macs

    and PCs). Through the course of this tutorial, I will be adopting my usual

    dialogue technique, whereby I have a conversation with you about the topic

    in question. I find this to be the best method of tutoring. Sure, there are

    some excellent essays or resource documents on this subject, but I find that

    dialoguing the tutorial not only makes it more personal, but also works.

    Instead of the usual approach adopted by some tutors of listing a whole

    book of definitions and expecting you to keep referring back to them to

    understand what is actually being conveyed, I will be providing information

    that is relevant to that point in the tutorial as we smoothly move along, atyour pace.

    Expect screen shots, graphs, figures, tables and, most importantly, working

    examples, to accompany the test. I strongly advise that you follow the

    Synthesis tutorials in tandem to this tutorial as sound design is relevant to

    sampling and most of the terminology here has already been explained in

    the Synthesis tutorials. When you bear in mind that todays samplers have

  • 8/3/2019 Sampling Tutorials

    2/38

    built in synthesizers, it becomes more apparent that a working knowledge of

    what is synthesis is crucial if you want to create your own sounds, or create

    and programme the sounds that you have sampled. This we will cover

    extensively later.

    Ok, enough of the rant. Lets kick.

    You will find that at the end of this part of the tutorial I will list, in order, the

    terms and definitions I have used. These are not for reference purposes but

    for the technique I use in all my tutorials, that of tagging. This makes it so

    much easier to remember the content in this these tutorials. After I have

    finished this part of the tutorial, you can just look at the list and it will

    remind you of the content, instead of having to first read a bunch of terms

    then try to fit it in, as some tutorials do. Maybe they work for others, but for

    me, this is how I like to remember things. I like a good story, like anyone

    else does, and isnt it easier when you hear a story and the next day

    someone just mentions a couple of the parts of the story and you suddenly

    recall the whole story? Well that is how I remember something that has been

    told to me, so that is how I teach to others.

    INTRODUCTION

    I am not going to go into the history of sampling as there are other very

    resourceful sites that will cover this with more passion. I feel that what you

    want from this tutorial is exactly that, a tutorial, one that teaches you how

    to sample and what to do to then sculpt the samples into working sounds.

    However, I do feel that it is important that you understand he differencebetween analogue sampling and digital sampling and the processes that take

    place when you sample.

    Let me first explain what sampling is. Sampling is simply recording a

    sound. What is important is, how we sample, where we sample to and how

    do we use the data/sound once it has been sampled.

    I am glad that you had this tutorial and best of luck with the future. No, just

    kidding. There are times when you will have to put up with my little

    character traits. I am receiving intense treatment, however

    Actually, it is that simple. When you sample, you are simply recording audio,

    a sound. This sound we call analogue, because it is a continuous

    waveform. This term, analogue, will become apparent in a minute.

    Now let me explain what a sampler does. A sampler, be it a hardware

    sampler or your computer with sampling software, simply records the audio,

  • 8/3/2019 Sampling Tutorials

    3/38

    then plays it back. Thats the most simplistic explanation. However, todays

    samplers do far more than that. They record, edit, store, assign and

    playback. That is again simplistic but all you need to know for now. For me

    to list all the functions of a sampler and the processes it carries out would be

    boring and take page after page of script. Also, different manufacturers or

    different samplers have different functions so it is better to explain thegeneral theory of sampling and the general functions and terms used.

    Before we launch into sampling there are some things that you do need to

    know. I will explain these as we go along but not expect you to fully

    understand or remember each and every thing I explain. However, what is

    crucial is that you understand the processes that take place when you

    sample. What is of even more importance is that for me to go to the next

    section of this tutorial, Preparing to Sample, you will need to know certain

    things to be able to prepare to sample. This is very important as the settings

    on the sampler and the way you set up your equipment to sample and thefunctions you need to use to sample are crucial, otherwise, you will have no

    idea what I am talking about.

    So, let us begin with a brief explanation of the processes involved when you

    actually sample into a sampler.

    DIGITAL AUDIO

    In the old days, sampling consisted of recoding the audio onto magnetic

    tape. The audio, (analogue), was represented by the movement of the

    magnetic particles on the tape. In fact, a good example is cutting vinyl. Thisis actually sampling because you are recording the audio onto the actual

    acetate or disc by forming the grooves. So, the audio is a continuous

    waveform. That is analogue sampling. Simple huh?

    Now let us look at how we sample using todays technologies.

    Whether we are using a hardware sampler, like the Akais, Rolands, Yamahas,

    Emus etc, or software samplers on our computers, like Kontakt, EXS24,

    NN-19 etc, there is a process that takes place between you recording the

    analogue waveform (audio) into the sampler and the way the sampler

    interprets the audio and stores it.. This process is the conversion of the

    analogue signal (the audio you are recording) into a digital signal. For this to

    happen, we need what we call an analogue to digital converter (ADC)

    and for the sampler to play back what you have recorded and for you to hear

    it, the process is reversed but with a slightly different structure and process,

    and for that to happen we need a digital to analogue converter (DAC).

    That is simple and makes complete sense. Between all of that, there a few

  • 8/3/2019 Sampling Tutorials

    4/38

    other things happening and with this diagram (fig1) you will at least see

    what I am talking about.

    Fig1

    The sampler records and stores the audio as a stream of numbers, binary,

    0s and 1s, on and off. As the audio (sound wave) is moving along the ADC

    records snapshots (samples) of the sound wave, much like the frames of a

    movie.. These snapshots (samples) are then converted into numbers. Each

    one of these samples (snapshots) is expressed as a number ofbits. This

    process is called quantising and must not be confused with the quantising

    we have on sequencers although the process is similar. The number of timesa sample is taken or measured per second is called the sampling rate. The

    sampling rate is measured as a frequency (please see Synthesizer Tutorial

    part1) and is termed as kHz, k=1000 and Hz= cycles per second. These

    samples are measured at discrete intervals of time. The length of these

    intervals is governed by the Nyquist Theory. The theory states that the

    sampling frequency must be greater than twice the highest frequency of the

    input signal in order to be able to reconstruct the original perfectly from the

    sampled version. Another way of explaining this theory is that the maximum

    frequency that can be recorded with a set sample rate must be half the

    sample rate. A good example at this point would be the industry standardcd. 44.1 kHz means that the number of times a sample (snapshot) per

    second is taken equates to 44,100/second. I know this all seems a bit deep

    but dont worry I will give you the laymans definition at the end.

    Ok, now lets look at Bits. We have talked about the samples (snapshots)

    and the numbers. We know that these numbers are expressed as a number

    of bits. The number of bits in that number is crucial. This determines the

  • 8/3/2019 Sampling Tutorials

    5/38

    dynamic range ( the difference between the lowest value of the signal to

    the highest value of the signal) and most importantly, the signal to noise

    ratio (S/N). For this you need to understand how we measure loudness.

    The level or loudness of a sound is measured in decibels (dB), this is the

    unit of measure of the replay strength ( loudness) of an audio signal. Named

    after this dude Bell. Please read Synthesis part1 for a deeper explanation.The other measurement you might come across is dBu or dBv, that is the

    relaionship between decibels and voltage. This means that decibels

    referenced to .775 volt. You dont even need to think about this but you do

    need to know that we measure loudness (level) or volume of a sound in

    decibels, dB.

    Back to bits. The most important aspect of bits is its resolution. Let me

    explain this in simpler terms. You often come across samplers that are 8 bit,

    Fairlight CMI or Emulator 11, or 12 bit, Akai S950 or Emu SP1200, or 16 bit,

    Akai S1000 or Emulator 111 etc..You also come across sound cards thathave 16 bit or 24 bit etcEach bit refers to how accurately a sound can be

    recorded and presented. The more bits you have (Resolution), the better

    the representation of the sound. I could go into the electrical pressure

    measurement at an instant definition but that wont help you at this early

    stage of this tutorial. So, I will give a little simple info about bit resolution.

    There is a measurement that you can use, albeit not clearcut but at least it

    works for our purposes. For every bit you get 6dBs of accurate

    representation. So, an 8 bit sampler will give you 48dB ofdynamic range.

    Bearing in mind that we can, on average, hear up to 120dB, that figure of

    48dB looks a bit poor. So, we invented 16 bit cd quality which gives us 96dB

    dynamic range. Now we have 24 or even 32 bit sound card and samplers (24

    bit) which gives us an even higher dynamic range. Even though we will

    never use that range, as our ears would implode, it is good to have a bit.

    Why? Well, use the Ferrari analogy. You have 160mph car there and even

    though you know you are not going to stretch it to that limit (I would), you

    do know that to get to 60mph it takes very little time and does not stress

    the car. The same analogy can be applied to monitors (speakers), the more

    dynamic range you have the better the sound representation at lower levels.

    To take this resolution issue a step further: 8 bits allows for 256 differentlevels of loudness to a sample, 16 bit allows for 65,536. So, now you can see

    that 16 bits gives a much better representation. The other way of looking at

    it is: if I gave you 10 colours to paint a painting (copy a Picasso) and then

    gave you a 1000 colours to paint the same painting, which one would be

    better in terms of definition, colour, depth etc.? We have the same situation

    on computer screens and scanners and printers. The higher the resolution

  • 8/3/2019 Sampling Tutorials

    6/38

    the clearer and better defined the images on your computer, or the better

    the quality of the scanned picture, or better the resolution of the print. Fig2.

    As you can see from the figure below. The lowest bit resolution is 1 and the

    highest is 4. The shape of the highest bit resolution is the closest in terms of

    representing the shape of the audio signal above. So the higher the bit

    resolution the better the representation. However, remember that becausewe are dealing with digital processing and not a continuous signal, there will

    always be steps in our sIgnal in the digital domain.

    Fig2

    Now lets look at signal to noise ratio (S/N).This is the level differencebetween the signal level and noise floor. The best way to describe this is by

    using an example that always works for me. Imagine you are singing with

    just a drummer. You are the signal and the drummer is the noise (ha.ha).

    The louder you sing or the quieter the drummer plays the greater the signal

    to noise ratio. This is actually very important in all areas of sound technology

    and music. It is also very relevent when we talk about bit resolution and

    dynamic range. Imagine using 24 bits. That would allow a dynamic range of

    144 dB. Bearing in mind we have a limit of 120 dB hearing range

    (theoretical) then the audio signal would be so much greater than the noise

    floor that it would be almost noiseless.

    A good little example is when people resample their drums, that were at 16

    bit, at 8 bit. The drums become dirty and grungy. This is why the Emu

    SP1200 is still to highly prized. The drum sampler beat box that gave us fat

    and dirty drum sounds. Lovely.

  • 8/3/2019 Sampling Tutorials

    7/38

    Now, lets go back to sample rates. This is very important so wake up. I

    dropped in a nice little theorem by Nyquist to cheer you up. I know, I know,

    I was a bit cold there but it is a tad relevent.

    If the sampling rate is lower or higher than the frequency we are trying to

    record, and does not conform to the Nyquist rule, then we lose some of thecycles due to the quantisation process we mentioned earlier. Whereas this

    quantisation is related to the input voltage or the analgue waveform, for the

    sake of simplicity, it is important to bear in mind its relaionship with bits and

    bit resolution. Remember that the ADC needs to quantise 256 levels for an 8

    bit system. These quantisations are shown as steps, the jagged shape you

    get on the waveform. This creates noise or alias. The process or cock up is

    called aliasing. Check Fig3.

    Fig3

    To be honest, that is a very scant figure but what it shows is that the

    analogue to digital conversion, when not following the Nyquist rule, leaves

    us with added noise or distortion because cycles will be ommitted from

    conversion and the result is a waveform that doesnt look too much like our

    original waveform that is being recorded.

    To be even more honest, even at high sampling the signal processed will stillbe in steps as we discussed earlier about quantisation and the way the

    digital process processes analogue to digital.

    So how do we get past this problem of aliasing? Easy. We use anti-aliasing

    filters. On Fig1, you see that there are 2 filters, one before the ADC and

    one after the DAC. Without going back into the Nyquist dudes issues, just

  • 8/3/2019 Sampling Tutorials

    8/38

    accept the fact that we get a great deal of high frequency content in the way

    of harmonics or aliasing with the sample rate processing, so we run a low

    pass filter that only lets in the lower frequnecies and gets rid of the higher

    frequencies (above our hearing range) that came in on the signal. The filter

    is also anti-aliasing so it smoothes out the signal.

    What is obvious is that if we are using lower sampling rates then we will

    need a filter that is a steeply sloped frequency band (agressive). So, it

    makes sense to use higher sampling rates to reduce the steepness of the

    filter. Most manufacturers put an even higher sample rate at the output

    stage so the filter does not need to be so aggressive (please refer to

    upsampling further on in this tutorial). The other process that takes place

    is a process is called interpolation.. This is an error correction circuit that

    guesses the value of a missing bit by using the data that came before and

    after the missing bit. A bit crude. The output stage has now been improved

    with better DACs that are over sampling, and additionally a low orderanalogue filter just after the Dac at the output stage. The DAC

    incorporates the use of a low pass filter (anti imaging filter) at the

    output stage.

    Now lets have a look at an agressive form of alias called foldover. Using

    Nyquist again, man that dude gets around. A sampling rate of 44.1 kHz can

    reproduce frequencies up to 22.05kHz (half). If lower sampling rates are

    used that do not conform to the Nyquist rule, then we get more extreme

    forms of alias. Let us put that in simple terms and let us take a lower

    sampling rate and for the sake of this argument, let us halve the usual 44.1

    kHz. So, we have a sampling rate of 22.05 kHz. We know, using Nyquist,

    that your sampler or sound card cannot sample frequencies above half of

    that, 11.025 kHz. Without the use of the filter, that we have already

    discussed, the sampler or sound card would still try to record those higher

    frequencies (above 11.025 kHz) and the result would be terrible as the

    frequencies would now be remarkedly different to the frequencies you were

    trying to record.

    So, to solve this extreme form of alias, manufacturers decided to use a

    brick wall filter. This is a very severe form of the low pass filter and, as the

    name suggest, only allows frequencies at a set point through, the rest itcompletely omits. However, it tries to compensate this agressive filtering by

    boosting the tailend of the frequencies, set by the manufaturer, to allow it to

    completely remove the higher frequencies.

    However we have now come to a new improved form of DAC called

    upsampling. You hate me by now, dont you?

  • 8/3/2019 Sampling Tutorials

    9/38

    An upsampling digital filter is simply a poor over oversampled digital

    reconstruction filter having a slow roll-off rate. Nowadays, DAC

    manufacturers claim that these DACs improve the quality of sound and when

    used, instead of the brick wall filters, the claim is genuine. Basically, at the

    DAC stage the output is oversampled, usually 8 times, this creates higher

    frequencies than we had at the AC stage, so to compensate and removethese very high frequencies, a low order analogue filter is added after tha

    DAC and just before the output. So we could have an anti-aliasing filter at

    the input stage and a an upsampling DAC with a low order analgue filter at

    the output stage. This technology is predominantly used in cd players and,

    of course, sound cards, and any device that incorporates DACs. I really dont

    want to get into this topic too much as it really will ruin your day. At any

    rate , we will come back to this and the above at a later date when we

    examine digital audio in more detail. All I am trying to achieve in this

    introduction is to show you the process that takes place to convert an

    analogue signal into digital information, back to analaogue at the output (sowe can hear it: Playback) and the components and processes used.

    The clock . Digital audio devices have clocks that set the timing of the

    signals and are a series of pulses that run at the sampling rate. Right now

    you dont need to worry too much about this as we will come to this later.

    Clocks can have a definite impact in the digital domain but are more to do

    with syncing than the actual digital processes that we are talking about in

    terms of sampling. They will influence certain aspects of the process but are

    not relevent in the context of this introduction. So we will tackle the debate

    on clocks later as it will become more apparent how important the role of a

    good quality clock is in the digital domain.

    Dither

    Dither is used when you need to reduce the number of bits. The best

    example, and one that is commonly used, is when dithering down from 24

    bits to 16 bits or 16 bits down to 8 etc... A very basic explanation is we add

    random noise to the waveform when we dither, to remove noise. We

    talked about quantisation earlier in this tutorial and when we truncate the

    bits (lowering the bit resolution), ie in this case we cut down the least

    signifact bits, and the fact that we are always left with the stepped likewaveforms in the digital process, by adding noise we create a more evenly

    flowing waveform instead of the stepped like waveform. It sounds crazy, but

    the noise we add results in the dithered waveform having a lower noise floor.

    This waveform, with the noise, is then filtered at the output stage, as

    outlined earlier. I could go into this in a much deeper context using graphs

    and digrams and talking about probability density functions(PDF) and

  • 8/3/2019 Sampling Tutorials

    10/38

    resultant square waves and bias of quantisation towards one bit over

    another. But you dont need to know that now. What you do need to know is

    that dither is used when lowering the bit resolution and that this is an

    algorithmic process, ie using a pre determined set of mathematical formulae.

    Jitter

    Jitter is the timing variation in the sample rate clock of the digital process. It

    would be wonderful to believe that a sample rate of 44.1 kHz is an exact

    science, whereby the process samples at exactly 44,100 cycles per second.

    Unfortunately, this isnt always the case. The speed at which this process

    takes place usually falters and varies and we get the wobbling of the clock

    trying to keep up with the speeds of this process at these frequencies. This

    is called jitter. Jitter can cause all sorts of problems and it is best explained,

    for you, as: the lower the jitter the better the audio representation. This is

    sometimes why we use better clocks and slave our sound cards to these

    clocks, to eradicate or diminish jitter and the effects caused by it. I will not

    go into a deep explanation of this as, again, we will come to it later in these

    tutorials.

    For now, I think you have more than enough to cope with. This introduction

    is simply there to explain the processes that take place when we sample

    digitally. As promised, the laymans explanation.

    For us to sample we need to take an analogue signal (the audio being

    sampled) , filter and convert it into digital information, process it then

    convert it back into analogue, then filter it and output it. The reasons why Ihave tried to give you a brief outline in what this actual process entials is

    that it is a good way to understand what is entailed and this is not only

    important for you to know but invaluable when it comes to choosing the

    right sound card, clock, converters or what happens when you sample at a

    chosen sample rate or when you are changing the bit resolution. The list of

    benefits is actually endless and knowing, at the very least, the processes

    involved in this tutorial, you will have an invaluable source of information to

    help you in the ensuing chapters.

    The list, as promised:

    Sampling

    Analogue

    Continuous waveform

    Analogue to digital converter ADC

  • 8/3/2019 Sampling Tutorials

    11/38

    Digital to analogue converter DAC

    Nyquist Theroy

    Bits

    Dynamic range

    Signal to noise ration S/N

    dB

    Resolution

    Steps

    Quantisation

    Alias

    Anti aliasing filter

    Steeply sloped frequency band

    Upsampling

    Oversampling

    Low order analogue filter

    Low pass filter

    Anti imaging filter

    Foldover

    Brickwall filter

    Slow roll-off rate

    Clock

    Dither

    Noise

    Truncate

  • 8/3/2019 Sampling Tutorials

    12/38

    Probability density functions

    Jitter

    Preparation and Process

    Last month we touched on the digital process.

    This moth we are going to talk about the preparation, the signal path, dos

    and donts and what some of the terminology means.

    If you have arrived here, to these tutorials, then it means that you have a

    very basic understanding of what sampling is, if not, go back and read Part

    1. What you probably do not want is a history of sampling and how it came

    to be. There are some excellent sites that take care of these topics and what

    I want to do, as I know how keen you are, is to get you sampling. But first,

    you have to understand that there is a process involved and if you adhere tothat process and the factors involved then you will have an easier time in

    understanding how to sample, and also, how to get the best results from

    your sampling techniques.

    The most important part of the sampling process is the preparation. If you

    prepare properly, then the whole sampling experience is more enjoyable and

    will yield you the optimum results.

    Throughout this tutorial, I will try to incorporate as many sampler

    technologies as possible, and also present this tutorial side by side, using

    both hardware and software samplers. This is very important, as there are

    certain criteria that are different to each method. Hardware sampling has its

    own restrictions and advantages, and software samplers also have their own

    restrictions advantages.

    So let us start with the signal path. Signal, being the audio you are

    recording and path, being the route it takes from the source to the

    destination.

    The signal path is the path that the audio takes from its source, be it a

    turntable, a synthesizer etc, to its final destination, the computer or thehardware sampler. Nothing is more important than this path and the signal

    itself. The following list is a list of guidelines. Although it is a general guide,

    it is not scripture. We all know that the fun of sampling is actually in the

    breaking of the so called rules and coming up with innovative ways and

    results. However, the guide is important as it gives you an idea of what can

    cause a sample to be less that satisfactory, when recorded. I will list some

    pointers and the go into more detail about each pointer.

    http://www.samplecraze.com/tutorial.php?xTutorial=8http://www.samplecraze.com/tutorial.php?xTutorial=8http://www.samplecraze.com/tutorial.php?xTutorial=8http://www.samplecraze.com/tutorial.php?xTutorial=8http://www.samplecraze.com/tutorial.php?xTutorial=8
  • 8/3/2019 Sampling Tutorials

    13/38

    1. The more devices you have in the signal path, the more the sample is

    degraded and coloured. The more devices in the path, the more noise

    is introduced into the path, and the headroom is compromised

    depending on what devices are in the path.

    2. You must strive to obtain the best possible S/N (signal to noise

    ratio), throughout the signal path, maintaining a hot and clean signal.3. You must decide whether to sample in mono or stereo.

    4. You must decide what bit resolution and sample rate you want to

    sample at.

    5. You need to understand the limitations of both the source and

    destination.

    6. You need to understand how to set up your sampler (destination) or

    sound card (destination) to obtain the best results.

    7. You need to understand what it is that you are sampling (source) and

    how to prepare the source for the best sampling result.

    8. If you have to introduce another device into the path, say acompressor, then you must understand what effect this device will

    have on the signal you are sampling.

    9. You must understand what is the best way to connect the source and

    destination together, what cables are needed and why.

    10. You need to calibrate the source and destination, and any devices in

    the path, to obtain the same gain readout throughout the path.

    11. You need to understand the tools you have in the destination.

    12. Use headphones for clarity of detail.

    Now, all that may look like a lot but its not, they are all relevant to each

    other.

    Basically, the whole process of sampling is about getting the audio from the

    source to the destination, keeping the audio signal strong and clean, and

    being able to listen to the audio in detail so you can pick out any noise or

    other artefacts in the signal.

    I expect you to know about S/N ratio, bit resolution, sample rates, headroom

    and noise floor. I have covered these in Part 1 of these tutorials.

    In most cases you can record directly from the source to the destination

    without having to use another device in the path. Some soundcards have preamps built into their inputs, along with line inputs, so that you can directly

    connect to these from the source. Hardware samplers usually have line

    inputs, so you would need a dedicated pre amp to use with your

    microphone, to get your signal into the sampler. The same is true for

    turntables. Most turntables need an amp to boost the signal. In this instance

    you simply use the output from the amp into your sampler or soundcard

  • 8/3/2019 Sampling Tutorials

    14/38

    (assuming the soundcard has no pre amp input). Synthesizers can be

    directly connected, via their outputs, to the inputs of the hardware sampler,

    or the line inputs of the soundcard.

    As pointed out above, try to minimise the use of another device in the path.

    The reason is quite simple. Most hardware devices have an element of noise,particularly those that have built in amps or power supplies. Introducing

    these in the signal path adds noise to the signal. So, the fewer devices in the

    path, the less noise you have. There are, as always, exceptions to the rule.

    For some of my products, I have resampled my samples through some of my

    vintage compressors. And I have done it for exactly the reasons I just gave

    as to why you must try to not do this. Confused? Dont be. I am using the

    character of the compressors to add to the sample character. If noise is part

    of the compressors character, then I will record that as well. That way,

    people who want that particular sound, influenced by the compressor, will

    get exactly that. I have, however, come across people who sample with acompressor in the path just so they can have as strong and pumping signal

    as possible. This is not advised. You should sample the audio with as much

    dynamic range as possible. You need to keep the signal hot, ie as strong and

    as loud as possible without clipping the soundcards input meters or

    distorting in the case of hardware samplers. Generally, I always sample at a

    level 2 dBu below the maximum input level of the sampler or soundcard, ie 2

    dBu below 0. This allows for enough headroom should I choose to then apply

    dynamics to the sample, as in compression etc. Part 1 of these tutorials

    explains dynamic range and dBs, so I expect you to know this. I am a

    vicious tutor arent I? He, he.

    My set up is quite simple and one that most sampling enthusiasts use.

    I have all my sources routed through to a decent quality mixer, then to the

    sampler or my computers soundcard. This gives me great routing control,

    many ways to sample and, most important of all, I can control the signal

    better with a mixer. The huge bonus of using a mixer in the path and as the

    heart of the sampling path is that I can apply equalisation (eq) to the same

    source sample and record multi takes of the same sample, but with different

    eq settings. This way, by using the same sample, I get masses of variety.

    The other advantage of using is a mixer is that you can insert an effect ordynamic into the path and have more control over the signal, than just

    plugging the source into an effect unit or a compressor.

    Headphones are a must when sampling. If you use your monitors (speakers)

    for referencing, when you are sampling, then a great deal of the frequencies

    get absorbed into the environment. So, it is always hard to hear the lower

    noise or higher noise frequencies, as they get absorbed by the environment.

  • 8/3/2019 Sampling Tutorials

    15/38

    Using headphones, either on the soundcard, or the sampler, you only hear

    the signal, and not the environments representation of the signal. This

    makes finding noise or other artefacts much easier.

    The decision of sampling in mono or stereo is governed by a number of

    factors, the primary one being that of memory. All hardware samplers havememory restrictions, the amount of memory being governed by the make

    and model of the sampler. Computer sampling is another story entirely, as

    you are only restricted by how much ram you have in your computer. A

    general rule of thumb is: one minute of 44.1 kHz (audio bandwidth of 20 kHz

    using Nyquist theorem, which I covered in Part 1) sample rate audio, in

    stereo, equates to about 10 megabytes of memory. Sampling the same

    sampling rate audio in mono gives you double the time, ie 2 minutes, or

    takes up 5 megabytes of memory.

    So, depending on your samplers memory restriction, always bear that in

    mind. Another factor that governs the use of mono over stereo is, whether

    you actually need to sample that particular sound in stereo. The only time

    you sample in stereo is if there is an added sonic advantage in sampling in

    stereo, particularly if a sound sounds fuller and has varying sonic qualities,

    that are on the left and right sides, of the stereo field, and you need to

    capture both sides of the stereo field. When using microphones on certain

    sounds, like strings, it is often best to sample in stereo. You might be using

    3 or 4 microphones to record the strings, but then route these through your

    mixers stereo outputs or subgroups to your sampler or soundcard. In this

    case stereo sampling will capture the whole tonal and dynamic range of the

    strings. For those that are on stringent memory samplers, sample in mono

    and, if you can tolerate it, a lower sampling rate. But make sure that the

    audio is not compromised.

    At this point, it is important to always look at what it is that you are

    sampling and whether you are using microphones or direct sampling, using

    the outputs of a device to the inputs of the sampler or soundcard. For

    sounds like drum hits, or any sound that is short and not based on any key

    or pitch, like instrument or synthesizer sounds, keep it simple and clean. But

    what happens when you want to sample a sound from a particular

    synthesizer? This is where the sampler needs to be set up properly, andwhere the synthesizer has to be set up to deliver the best possible signal,

    that is not only clean and strong, but one that can be easily looped and

    placed on a key and then spanned. In this case, where we are trying to

    sample and create a whole instrument, we need to look at multisampling

    and looping.

  • 8/3/2019 Sampling Tutorials

    16/38

    But before we do that, we need to understand the nature of what we are

    sampling and the tonal qualities of the sound we are sampling. Invariably,

    most synthesizer sounds will have a huge amount of dynamics programmed

    into the sound. Modulation, panning, oscillator detunes etc are all in the

    sound that you are trying to sample. In the case of analogue synthesizers, it

    becomes even harder to sample a sound, as there is so much movement andtonal variances, that it makes sampling a nightmare. So, what do we do?

    Well, we strip away all these dynamics so that we are left with the original

    sound, uncoloured through programming. In the case of analogue

    synthesizers, we will often sample each and every oscillator and filter. By

    doing this, we make the sampling process a lot easier and accurate.

    Remember that we can always programme the final sampled instrument to

    sound like the original instrument. By taking away all the dynamics, we are

    left with simpler constant waveforms, that are easier to sample and, more

    importantly, easier to loop.

    The other consideration is one of pitch/frequency. To sample one note is

    okay, but to then try to create a 5 octave preset presentation of this one

    sample would be a nightmare, even after looping the sample perfectly. There

    comes a point that a looped sample will begin to fall out of pitch and result

    in a terrible sound, full of artefacts and out of key frequencies. For each

    octave, the frequency is doubled. A way around this problem is

    multisampling. This means we sample more than one note of the sound,

    usually each third or fifth semitone. By sampling a collection of these notes,

    we can then have a much better chance of recreating the original sound

    accurately. We then place these samples in their respective slots in the

    instrument patch of the sampler or software sampler, so a C3 note sampled,

    would be put into a C3 slot on the instrument keyboard layout. Remember,

    we do not need to sample each and every note, just a few, that way we can

    span the samples, ie we can use a C3 sample and know that it can still be

    accurate from a few semitones down to a few semitones up, so we spread

    that one sample down a few semitones and up a few semitones. These

    spread or zones are called keygroups. Emu call these zones and Akai call

    them keygroups. Where the sample ends, we put our next sample and so

    on, until the keyboard layout is complete with all the samples, this saves us

    a lot of hard work, in that we dont have to sample every single note, but

    also gives us a more accurate representation of the sound being sampled.

    However, multisampling takes up memory. It is a compromise between

    memory and accurate representation that you need to decide on.

    There are further advantages to multisampling, but we will come to those

    later. For sounds that are more detailed or complex in their characteristics,

    the more samples are required. In the case of a piano, it is not uncommon

  • 8/3/2019 Sampling Tutorials

    17/38

    to sample every second or third semitone and also to sample the same notes

    with varying velocities, so we can emulate the playing velocities of the piano.

    We will sample hard, mid and soft velocities of the same note and then layer

    these and apply all sorts of dynamic tools to try to capture the original

    character of the piano being played. Like I said, we will come to this later.

    An area that is crucial as that ofcalibrating. You want to make sure that

    the sound you are trying to sample has the same level, as shown on the

    mixers meters, as the samplers meters or the soundcards meters. If there

    is a mixer in the path, then you can easily use the gain trims on the mixer,

    where the source is connected to, to match the level of the sound you want

    to sample, to the readout of the input meters of the sampler or the

    soundcard. If there is no mixer in the path, then you need to have your

    source sound at maximum, assuming there is no distortion or clipping, and

    your samplers or soundcards input gain at just below 0dBu. This is a good

    hot signal. If you had it the other way around, whereby the sound sourcelevel was too low and you had to raise the gain input of the sampler or

    soundcard, you would then be raising the noise floor. This would result in a

    signal with noise.

    The right cabling is also crucial. If your sampler line inputs are balanced,

    then use balanced cables, dont use phono cables with jack converters. Try

    to keep a reasonable distance between the source and destination and if you

    have an environment with RF interference, caused by amps, radios,

    antennae etc, then use shielded cables. I am not saying use expensive

    brands, just use cables correctly matched.

    Finally, we are left with the tools that you have in your sampler and

    software sampler.

    In the virtual domain, you have far more choice, in terms of audio

    processing and editing tools, and they are far cheaper than their hardware

    counterparts. So, sampling into your computer will afford you with many

    more audio editing tools and options. In the hardware sampler, the tools are

    predefined.

    Next month we will discuss these tools and how to use them, the functionsthat the tools provide and where and when to use them.

    Until then, set up different sampling paths and listen to how the sound

    sounds. Remember, this is what you will be sampling. So, make sure that

    you find the optimum configuration and path for your signal, because, when

    the time comes, I want you to be ready to enter the wonderful world of

    sampling.

  • 8/3/2019 Sampling Tutorials

    18/38

    he tools

    Welcome back!

    This month we are going to get deep into the subject of tools, the tools that

    your sampler comes housed with. I will also be touching on the subject ofthe tools that come with audio editors. In essence, most of these tools are

    shared between the hardware world and the software world, so it is

    important to try to cover all the variables here. However, most hardware

    samplers will not have the variety or complexity of the tools available in the

    digital domain. In the software world, not only do the audio editors come

    with an arsenal of editing tools, but the net allows us to download a variety

    of tools, in the way of plugins, and incorporate them either as stand alone or

    within the audio editing software.

    This months tutorial is going to concentrate on the basic and general tools

    available for the sampling process and will not focus on the more detailed or

    esoteric tools that are adopted to further hone the sample.

    So, lets start right at the input stage of the sampler or sound card.

    We have already covered the topic of attaining a clean and hot signal. Now,

    we need to cover the tools available to actually sample a sound, and the

    tools available after you have sampled a sound.

    Most samplers will allow you to sample in a number of ways. But first, it is

    important, and sensible, to create a location for the samples. On computers,

    it is always good practice to create a section on your hard drive for audio.

    You can then create folders for your samples and have them in categories,

    for example, if you are sampling bass sounds, have a folder named Basses,

    for drums have a category named Drums and then assign sub categories

    and name them relative to what you are sampling. So, for Drums, you c

    could have sub categories for kicks, snares and hi hats etc. This makes filing

    (archiving) of the samples, and even more importantly, the searching for a

    sample, much easier.

    On hardware samplers, it is pretty much the same. You create a bank and

    name that and within that bank you create presets, which house thesamples. On Emu samplers, the sampler creates a default preset on startup.

    This makes life easier. Most samplers have this facility.

    Now let us look at the different ways of sampling that certain samplers

    provide.

  • 8/3/2019 Sampling Tutorials

    19/38

    I am going to concentrate on Emu Ultra samplers for this tutorial and, later, I

    will focus more on the Emulator X soft sampler from Emu.

    For the sampler to begin sampling, it needs to know a few things.

    1. Source analogue or digital, 44.1 kHz or more. Pretty self explanatoryas it is asking you to choose the source and the sample rate. Some

    samplers will have the option that will allow for digital recording as

    well as analogue. There are advantages to using digital recording

    modes but there are also disadvantages, but we will come to these

    later. Sample rate, however, is important. If you own a Sound Blaster

    card and it only operates at 48 kHz, then sampling at 44.1 kHz is not

    helpful at all. The other advantage of sampling at a higher rate is for

    precision and clarity in the representation of the sound you are

    sampling. Please read Part1 if any of this is confusing you. The

    disadvantage of higher sample rates is that they will eat up memory.

    In the virtual world (computer), it is now more common to sample at

    24 Bits and 96 kHz (24/96) or 44.1 kHz (24/44.1). However, these

    parameters are dependant on the sound card you are using. If 24/96

    is not supported then you cannot sample at those values.

    2. Input This is for selecting mono or stereo for the sampling process.

    3. Length You can predetermine the length of the sample you want to

    record. Maybe you only need to sample 3 seconds of a sound. Setting

    3 seconds as the length automatically stops the sampler recording

    after 3 seconds of sampling.

    4. Dither Used when recording digitally. I have explained Dither in detail

    in Part1, so read it again if you are still unsure of what it means.

    5. Monitor Gives you the option of having it on or off. Setting it to on

    allows you to listen to the sound being sampled while it is being

    sampled.

    6. Gain Here you can adjust the input gain (volume/level) of the sound

    (signal) being sampled. If the signal is too loud and is distorting or

    clipping, you can adjust the level by using this function.

    7. Trigger Key This is one of the methods of sampling that I mentioned

    earlier. You can set the trigger key to any key on the keyboard, say

    C4, and when you hit C4 on your keyboard the sampler activates (gets

    triggered) and starts to sample.8. Arm This puts the sampler into standby mode and when it hears a

    signal, it starts to sample. This is usually used in conjunction with

    threshold. The threshold sets the level at which you want the sampler

    to be triggered when in arm mode. The real advantage of this is to

    eliminate noise. If you set the threshold above the noise level and then

    play the sound, the sampler will only start to record at the threshold

  • 8/3/2019 Sampling Tutorials

    20/38

    level setting, in this case, above the noise, as the noise is below the

    threshold level. The threshold/arm combination is also useful when

    you want to sample a sound that is above the general level of the

    piece of audio being sampled, an example of this would be to sample a

    loud snare that is above the rest of the audio piece. If you set the

    threshold to just below the level of the snare, the sampler ignoreseverything below that level and automatically records the snare.

    9. Force or Manual This simply means that you press a button to start

    the sampler recording.

    Those are the general functions available on most samplers, to do the actual

    sampling/recording. Now we need to look at the tools available when you

    press stop or complete the recording of the sound.

    When you press stop, a new page appears and you are given a bunch of

    options. Here are the general options that are offered to you.

    1. Dispose or Keep This just means you can either dump the sample, if

    it was no good, or keep it.

    2. Place This allows you to place the sample anywhere on the keyboard

    you want and within this option you will have a range you can set. The

    range is displayed as Low and High. Lets say I sample a C3 bass note

    off a synthesizer, I can then place it at C3 on my keyboard and set the

    low to A2 and the high to D#3. I have not placed the note and set it a

    range on my keyboard. This saves me loads of time and effort in

    having to do it later. This placing and range setting is stored in the

    preset, so, in effect, I am creating and building my preset as I am

    sampling, instead of having to sample all the notes then go back into

    the preset and start placing and setting ranges. Much easier. With a

    drum loop, you can do the same thing and by setting the range, it

    gives you different pitch choices of the drum loop as the sample

    pitches down when setting the low range value, and pitches up when

    setting the high range value. For single drum shots, I would place and

    set the ranges at the placed note. So, a kick would be placed on C1

    and the low range value would be set to C1 and the same for the high

    range value. I now have a kick on C1.

    3. Truncate Some samplers have auto-truncate and manual truncate.

    Truncate, also called trim or crop, is a function used to cut data beforeand after the sampled data. This can cut/delete space or sound before

    or after the sample or can be used to cut/delete any portion of the

    sample. Auto-truncate, simply removes everything before and after

    the sample.

    4. NormalizeorNormalise This is a topic that has ensured some fiery

    debates and I doubt it will ever get resolved. Basically normalising a

  • 8/3/2019 Sampling Tutorials

    21/38

    sample means that you raise the volume of the sample to the peak of

    the headroom. If, for example, you were normalising a sample to 0dB,

    then that means the process takes the highest peak/s in the sample

    data and raises them to 0dB, in this way, the loudest peak hits 0dB.

    This is called Peak (or absolute) normalising. By raising the highest

    peak you also raise the entire sample data, this has the disadvantageof raising the noise floor as well, as all data is raised till the peak hits

    0dB.To normalise an audio file to ensure a certain level of perceived

    loudness, you need to normalise to an RMS (or relative) value of dB,

    rather than peak. RMS is, roughly, the average volume over a given

    time, rather than just the highest peak/s. It calculates the average

    peaks and raises those to 0dB. The disadvantage of RMS normalising is

    that by raising the average data peaks, you incur clipping, not always,

    but usually. So, in this instance, a good normalising plugin will

    compress or limit at the same time as normalising, so the levels do not

    exceed 0dB and thus, prevent clipping. I have always maintained thatif you have a strong signal, with good dynamic movement, that does

    not clip and stays just under 0dB, then you are far better off than

    normalising to 0dB. Of course, there are instances where normalisation

    can be your friend, but in most cases, it can cause additional side

    effects that are not needed. These include, killing any headroom that

    was there, raising the noise floor so noise is also now more

    pronounced and evident, and to top it all off, you can get roundness in

    the shape of the peaks and even slight distortion or phasing. So, use

    this function sensibly.

    Now you have your sample recorded, placed, truncated, normalised etc, youneed to look at the tools available to edit and process the sample.

    By selecting edit sample you are presented with the sample and a host of

    tools you can use to edit and process the sample. Let us look at these briefly

    and then, when we come to the bigger topics, we will get a little more in

    depth.

    1. Zoom +- This is like a magnifying tool that allows you to zoom in, or

    magnify, a portion of a sample.

    2. Start End Size Here, you have the start and end of the sample

    represented in cycles and, in some samplers, in time. The size tellsyou the size of the sample. This might not seem important now but the

    size of the sample is important when working out and retuning the

    sample or changing the sample rate. Dont worry, we will tackle that

    later.

    3. Loop This is a crucial function and is the essence of what a sampler

    really does. The whole concept of looping is actually a simple one,

  • 8/3/2019 Sampling Tutorials

    22/38

    whether its for memory saving or for creating sustained instrument

    sounds, the process is invaluable. What is difficult is how to find good

    loop points, and there are a number of reasons why this can seem

    complex. Firstly, unless the shape of the sample at the beginning,

    during and end of the loop matches up in level, shape and phase, you

    will have problems in finding a clean loop point. The most commonenemy here is click. The best way to avoid clicks is to find what we call

    the zero-crossing point. This is where the samples shape crosses

    over from the positive axis to the negative axis. At the point where the

    shape crosses the axis, we have a zero point. Looping at zero points

    eradicates the problem of clicks. But, if the shape and level dont

    match up well, you will still get a click. So we are still left with a

    problem. What does this tell us? It tells us that the sample length

    being looped must be consistent, both in terms of shape and level, but

    also in terms of length. Too long a sample loop length and you

    encounter modulation. Why? Because the sample has an attack anddecay. If you start your loop point too close to the attack and your end

    point too near the decay, you are then left with a shape that starts

    high and drops to a lower level, this causes the loop to modulate or

    wobble up and down. The opposite is also true. All sounds have a

    harmonic structure and if your loop length is too small then the

    harmonics of the sound are compromised, since you are looping a very

    small instance of the sample, you are, in effect, cutting the harmonics

    up. This will give you an unnatural loop in that it will sound very

    synthesized. Thats ok if you are sampling synthetic sounds but not if

    you are trying to loop a natural instrument sound. The final problemyou are faced with is pitch. If you loop the wrong are of the sample,

    then it might not be in the right pitch of the original signal that was

    being sampled. A C3 string note will not stay at exactly C3, but move

    through the harmonics, so if you looped the wrong harmonic, the

    sample might show up as C3 +3 or worse, ie it is 3 cents off the right

    pitch. You need to select the most consistent part of the sample to

    attain the right loop points and loop length. This, unfortunately, takes

    practice and experience. This leads me subtly to the next function.

    4. Auto Correlation Some samplers provide this function when you are

    looping. Basically what this function does is, after you have set yourloop points, it searches for the next best loop point that it thinks will

    give you the best loop. Not always accurate but useful to use if you are

    completely off target. However, we do have another weapon at our

    disposal if the loop still throws up a click.

    5. Crossfade Looping This technique involves fading out the end of the

    loop and overlapping it with a fade-in of the start of the loop, and it's a

    facility provided by virtually all samplers. By fading in these points,

  • 8/3/2019 Sampling Tutorials

    23/38

  • 8/3/2019 Sampling Tutorials

    24/38

    there, you should be able to perform the task of sampling in a coherent and

    ordered fashion.

    Sampling is not about just recording a piece of audio, it is about

    organisation, management and following a protocol that ensures the best

    results. If these criteria are not adhered to, then you will always struggleand, more often than not, be totally disheartened by the process and results.

    Practice is the answer, but to be effective, one needs to follow procedure,

    otherwise bad habits will develop and breaking those habits becomes harder

    and harder with time.

    Whether you are sampling in a hardware environment or software

    environment, the methodology is the same. You need to have a temporary

    location for your samples, for editing and processing, and a final destination

    for the samples you want to keep. For this we have to create directories.

    Within those directories we need to create sub-directories. This ensures a

    simple way of locating samples and makes for a neater and logical layout.

    So, in the case of soft sampling, ie in a computer, we need to create folders

    with sensible names. In the case of percussion, it makes sense to name the

    main folder Drums. We can then create sub-folders within the main folder

    and name those, for example, we could create folders with names like

    Kicks, Snares, Hi Hats and so on. We can then create another main folder

    and name that Loops. We can then create sub-folders and name those in

    accordance to BPM (Beats per minute) or genre specific or both. An example

    would be Hip Hop, sub-folder 60-85 BPM etcThis makes life so much

    easier. We can continue this method and create more folders for instrument

    samples or loops. You get the picture? Organisation is crucial and order is

    paramount. The same applies for hardware samplers. There exists, in all

    hardware samplers, naming and filing options. This method of archiving

    should be done prior to any sampling to ensure that you have a trouble free

    way of following the process and retrieving the data at any time.

    We now come to the path. As discussed in earlier parts of this tutorial, the

    signal path is the most important aspect of sampling. Keeping the signal

    clean and strong minimises the noise element and ensures the best dynamic

    range. But this is always the area that beginners struggle with. The reason

    for this is the lack of understanding of gain structures and the devices in thechain. Let me make that simpler to understand. Most beginners make

    rudimentary errors when sampling because they do not understand the

    nature of the sound they are sampling or the equipment being used in the

    signal path. The most common errors are that of recording a distorted

    signal, due to too high a gain, recording too low a signal, which results in

    adding noise when the sample is then normalised or the gain increased, or

  • 8/3/2019 Sampling Tutorials

    25/38

    encountering hum because they had to use a preamp to boost the turntable

    signal to be able to sample it, or when everything is absolutely right, there is

    still noise or hum or any artefact that cannot be traced. Of course, there are

    more errors than that, but these are the most basic and yet the most

    common, so maybe we should tackle these problems before we continue.

    So, to help you understand and setup your devices a bit better, I would like

    you to take note of the following as scripture. These hints and definitions will

    help you enormously, so please try not to just follow them, but to

    understand them.

    1. Using a turntable

    Most turntables that are stand alone will require a preamp to boost the

    signal so that you can record an acceptable level. Some turntables,

    particularly those that are housed in hi-fi units, will have an amp built in, but

    for the more pro decks, or DJ turntables, a preamp is required. The choice of

    preamp is crucial. I could go into some very deep explanation about

    capacitance, hum, LF noise and impedance etc but that would confuse you at

    this stage. What I will say is that the following will save you great heartache

    and make life a great deal easier.

    Years back, the RIAA (Recording Industry Association of America)

    established what are known as compensation standards. The resulting RIAA

    preamp has been built into every hi-fi and stereo amp with phono or

    turntable inputs since then. In the event that you are using a turntable,

    connected to a mixer or stand alone, that does not have a built in RIAApreamp, then you would need to get one. Now, this is where the technical

    heads sometimes have a fiery debate. Do you apply RIAA equalisation at the

    preamp stage or after using software applications? Take my word for it,

    always apply the RIAA equalisation at the analogue stage, at the preamp,

    and not later. This will ensure a good strong dynamic signal with ample

    headroom. I could go into explaining why to you, but apart from serious

    boredom, you might not understand, yet, why this is the case.

    2. Cables

    If I had a penny for every time the question of cables comes up, I would be

    one rich dude.

    There are a few things that are crucial about cables and let us also put to

    bed the ridiculous analogy of Expensive cables are better than cheaper

    cables. This is simply not true, and if you actually took the time to make

    your own cables from component parts, you would realise how cheap it

  • 8/3/2019 Sampling Tutorials

    26/38

    actually is to make your own quality cables. In fact, I will write a tutorial on

    this soon, along with how to build your own pop-shield. Both are crucial DIY

    projects that, would save you money, and are fun.

    Balanced

    A balanced line requires three separate conductors, two of which are signal

    (+ and -) and one shield/earth. You can usually determine these by looking

    at the connection. They will have 2 black rings and the plugs are referred to

    as TRS (tip, ring and shield). Sometimes, and not always correctly, referred

    to as stereo jacks.

    Unbalanced

    An unbalanced cable runs two connectors, a hot (+) and an earth.

    By the way, I am being very simplistic here as there are many variations tobalanced, unbalanced, TRS, coax, etcWhat is important is that if your

    equipment is balanced, then use balanced cables throughout the path, if the

    path has balanced and unbalanced, then simply use balanced to unbalanced

    cables and vice versa. The advantage of using balanced cables is one of

    noise reduction. Finally, if connecting balanced outputs/inputs with

    unbalanced cables, you can end up with signal levels that are 6dB lower than

    they should be. This is essentially because only half the signal is being

    transferred. So it always pays to match your cables.

    You will find that a lot of cables are unbalanced. Guitar jack cables, speaker

    cables and microphone cables being the most common.

    Shielded cables can also afford better protection against RF (radio

    frequency) noise.

    Match your cables. Say that to yourself a hundred times

    Even better, switch to balanced cables, throughout the path, if possible, that

    way you reduce noise and cable length does not become such an issue. This

    has subtly led me onto the debate of length. This is, again, dependant on

    the type of cable and connectors. Generally, as a rule, you can useunbalanced cables with no worries at all, up to 5 metres. Balanced can go

    even further, 10 metres. However, these figures are not gospel.

    Now we will deal with connectors. This is another area that is rife with

    preferences and arguments. So, I will sum up both the cable and connectors

    in one statement. I make my own cables but if I have to buy, then I buy Van

    Damme, and for connectors, I always use Neutrik connectors, Cannon and

  • 8/3/2019 Sampling Tutorials

    27/38

    Switchcraft follow. My recommendation is, build your own cables. This saves

    money and teaches you a thing or two.

    3.Ground loops, hums, power surges and other nasty artefacts

    Without going into too much detail as to what factors cause the above, Iwould rather propose a solution. You now have a little more insight into why

    certain cables can filter noise better than other, along with connectors and

    cable lengths and cable matching. What we now need to look at is how to

    prevent earth loops and surges and even hums. Most equipment needs to be

    earthed in some fashion and the very nature of our planet and the national

    grid system means we will have power surges and spikes in our mains. Add

    to that mains hum, or equipment hum from non earthed equipment, and you

    are confronted with a multitude of problems that can all be resolved with a

    simple and inexpensive solution.

    Nowadays, there are a number of companies that build power surge

    protectors in terms of mains switches, isolators for maintaining a constant

    pre defined current, power distributors for maintaining and distributing

    current to a number of devices and UPS systems (uninterruptible power

    supply) for protection against power downs, cuts and outages. Simply put,

    you want to protect your equipment against power surges, spikes,

    shutdowns, etc. So, the simplest answer is to buy a power distributor that

    connects to all your equipment in the way of kettle plugs and sockets, a

    surge protector in the way of a simple mains switch breaker, found at any

    shop that sells plugs and the like, and thats pretty much it.

    Emo and Furman make good power distributors and protectors and they are

    cost effective. Many companies make UPS systems and they can start at a

    very cheap bracket and go into a hefty price range, the latter being for

    serious users like hospitals and the like. A simple UPS system can not only

    protect your system against power cuts, surges, spikes but also act as a

    distributor for your equipment, and not break the bank either. Most

    commonly used when you have a computer running in your studio, and a

    number of other devices, that relies on a constant feed. This way, if there is

    a power cut in your area, the UPS will have a battery charge backup and will

    continue to function, allowing you to back up your data on a computerinstead of having it all wiped out by the power cut.

    Personally, I have an Emo power distributor that affords me 12 kettle

    sockets which connect to my gear that cost me 70, and a surge protector

    plug set that cost me 8 from my local Maplin. If you have serious mains

    issues, then seek the correct help and, if possible, have an isolator

    specifically for your studio. If you require a UPS system, then there are a

  • 8/3/2019 Sampling Tutorials

    28/38

    number of cheap manufacturers on the net, APC being one of the most

    noted. Make sure to match the power and get a True-Online type. Seek them

    and be happy.

    Bear in mind that your turntable my cause ground hum so some type of

    grounding is required. With the latest Emu sound cards, notably the 1820M,there is a dedicated turntable input with a ground lug. That, to me, is one

    serious cost effective way of having a sound card and a preamp with

    grounding, all in one unit.

    4. The sound card

    Probably the most confusing and wrought with obstacles is the subject of

    sound cards. Which one to buy, how to hook it all up, what connections, how

    to assign the ins and outs, analogue or digital, adapt or optical, what sample

    rate?

    All the above can be daunting for the beginner, but it can be made easy if

    you understand a few very basic concepts about what the sound card is and

    how it functions. I am not going to go into an explanation on how a sound

    card works, or what happens to the audio when it enters the computer via

    the sound card. In fact, I am not going to tell you much about this. Why?

    Because if you dont know, then you havent read part 1 of this tutorial, so

    go back and read it. I do not want to waste time here covering the same

    ground and slowing everything down because some people like to skip the

    technical babble. Read part 1 and understand digital audio and the processes

    involved.

    What I will guide you on is how to best optimise your sound card for

    sampling, and what you need to know in regards to connectivity and the

    preparation within your computers settings.

    As always, the goal here is to get as hot a signal as possible into the

    computer without noise or distortion, or to compromise the headroom. I

    expect you to know all these terms.

    Some people like to sample digitally as opposed to analogue sampling.

    Remember that we are in the computers domain here and not externalhardware sampler territory. This is all about connection, so it makes sense to

    set your sound cards inputs to match the incoming signal. If you are using

    any of the digital inputs, ADAT, SPDIF etc, then you need to select those as

    your inputs from the sound cards control panel or software in the computer.

    If you are using the analogue inputs, then you need to select these from

    your computer. I always recommend a hot signal at source, for example the

  • 8/3/2019 Sampling Tutorials

    29/38

    turntables preamp, after selecting the highest gain value without any

    distortion, you need to match the input signal by adjusting the sound cards

    input gains, either from your sound cards control panel, or physically, by

    adjusting the trims or knobs on the sound card itself, assuming it has any.

    Check your meters in the software application that you are using to record

    into. Remember that in the digital domain anything above 0dB is clipping, itis not the same for the analogue world, where you have some play or

    headroom in the signal boost. Try to keep your signal a couple of dB below

    0, that way you have left enough headroom should you wish to process the

    sample. If you have a dead on 0dB recording, and if you apply compression

    or any dynamics that boost the gain, the sample will clip. Keep it sensible.

    The other area we need to touch on is the operating level.

    Most pro gear operates at a nominal +4dBu and often with balanced

    interfaces. Most consumer or semi-pro gear uses a -10dBV operating level,

    and often with unbalanced interfaces. But the two levels are not interlinked

    or dependant. You can have +4 unbalanced, or -10 balanced. These levels

    are measured as dBu (.775V), dBV (1V), so you can see that there is a

    difference in the referencing. I do not expect you to understand this as of

    yet, but if you want to delve into it a bit deeper, then read my Synthesis

    tutorials. However, you might come across certain products that are set to

    nominal operating levels; in this instance the gain staging is important.

    5. Matching levels

    It is imperative to understand how to calibrate the signal path for optimumsignal to noise ratio (S/N) and to also get a true reading, so that your levels

    show the same legending. Basically, what all this means, is that you need

    to be able to see the same level readouts on your hardware and software, so

    that you are dealing with a known quantity. It is pointless if you have

    different gain readouts across your signal path. So, what we need to do here

    is to calibrate the system. In fact, it is essential to do this anyway, so that

    when you are mixing or producing, your levels are true. By calibrating your

    system and showing a true value across the path, you are then in a stronger

    position to be able to apply dynamics that might be dependant on numerical

    data as opposed to the ear concept, that of hearing.

    So, let us start at the source and finish at the destination. In this instance,

    the source will be the turntable, microphone or synthesizer and the

    destination will be the software application that you are using to sample

    with. For the sake of explanation, I will assume that you are using a mixer.

    Without a mixer, the calibration is much simpler, so I prefer to take a harder

    example and work off that.

  • 8/3/2019 Sampling Tutorials

    30/38

    The steps to follow are quite simple, and make total sense.

    1. Connect the source to your mixer and attain unity gain. Unity gain is a

    subject that is, yet again, hotly debated by tech heads. Basically, it means to

    align your sound to a fader and meter readout of 0. That is very simplistic

    and probably means nothing to you, so I will explain in more practical terms.Let us assume that you are connecting a synthesizer to channel 1 on your

    mixer. You first turn the volume knob on the synthesizer to 75%, some say

    crank it all the way to 100%, but I prefer to leave a little room in the event

    that I might need to boost the signal.

    Now, you set your mixers fader on channel 1 to 0 and the trim post or gain

    pots to 0. All you now need to concentrate on is the trim/gain knob. Turn

    this clockwise until the meter peaks at 0dB. If you do not have VU meters on

    your mixer, then check the LED for that channel and make sure it does not

    peak beyond 0dB. If you do not have an LED for individual channels, then

    use the master LED for the main outs, BUT make sure that every channel

    but channel 1 is muted. The reason for this is that live channels will

    generate a certain amount of gain or noise, even if there is no signal

    present, and that when you sum all the channels together, then you might

    get a tiny amount of gain or noise at the resultant master outs. Actually, as

    a general rule, when you are not using a channel, mute it, this makes for a

    quieter mixer.

    Purists will say that peaking just past 0dB is better, but that is not the case.

    The reason is that mixers will sum the channels to a stereo master and even

    if all your faders were at 0dB, the master fader could exceed the 0dB peak.For analogue mixers, that is not a problem as there is ample headroom to

    play with. For digital mixers, that equates to clipping.

    You have now achieved unity gain. Your fader is set to 0dB and your

    channels gain/trim knob controls the gain. On some mixers, you will actually

    see the letter U on gain/trim knobs, helping you to identify the unity

    location. In essence the knob should be at U, but that is not always the

    case. The second method of attaining unity gain is to do the following:

    Mackie mixers have a U on their trim knobs, so if you set this knob to U and

    your fader to 0dB, then adjust the synthesizer volume till the meter peaks at0dB, then you have attained unity gain. I have a Mackie mixer and I always

    end up a couple of dBs past the U setting on the trim knobs. Dont let this

    worry you. What you must try to achieve is unity gain.

    Ok, so we have now set unity gain for the source and the channel input on

    the mixer, cool. Now we need to calibrate the mixer to the sound card.

  • 8/3/2019 Sampling Tutorials

    31/38

    2. Now check your master outs on your mixer. I am not talking about the

    control room outs that are used for your monitors but the master out faders.

    These will be a stereo pair. A point to make here, before we carry on, is that

    most people will use subgroups as the outs to the sound cards inputs. What

    I have done so far is to avoid the issue of subgroups or ADAT connections

    because I want you to understand the straight forward signal path, and thatmost users have a simple mixer with limited, if any, subgroups.

    However, treat the explanation for the master outs as if it were for the

    subgroup outs. At the end of the day, they are just outputs, but the beauty

    of subgroups is that they can be outputted to different devices and even

    more important, they can have different processors like gates or

    compressors on each subgroup, and by assigning a channel to a subgroup,

    you are able to have variety in your signal path. I have 8 subgroups on my

    mixer and I have a different compressor inserted on each one, but I have all

    8 subgroups going out and into the 8 ins on my soundcard. I can then assigna number of channels to any subgroup and use any of the compressors on

    them, or just have 8 outs nice and clean. The other advantage of having

    subgroups is that you have additional eqs that you can use. Remember that

    the example I am giving here, of my setup, is purely for sampling purposes

    as I am not sampling 8 outs at the same time.

    I am sampling either a mono channel or a stereo channel and the subgroups

    afford me further editing and processing options. For recording purposes, I

    would assign my subgroups differently, but we will come to that in my new

    tutorial about mixing and production. For now, we are only concerned with

    sampling.

    Back on topic: Make sure your master outs are set to 0dB.

    We now have unity gain from source, all the way to the destination. What

    you should now be getting on your meters is 0dB at channel 1 and 0dB on

    the master outs.

    3. The sound card settings are the one area that most people have problems

    with. They set their sound card faders, or gain/trim knobs, at 0dB and

    wonder why their levels are either coming in too low or too high. If you readpart 1 of this tutorial, you will understand a little more about the processes

    that take place within a digital domain and the A/D input stage. All you need

    to concern yourself with is to have unity gain right through the signal path.

    So, quite simply, adjust the sound cards faders until your meters read 0dB.

    Open up the software application that will be doing the recording, pass a

    signal through the source to the destination (the application) and check the

  • 8/3/2019 Sampling Tutorials

    32/38

    meters within the software application. There should be no, or very little,

    difference on the readout.

    I cannot tell you how many home studios, and even pro studios, I have been

    to where the signal path is not calibrated and levels are all over the place.

    Not attaining a calibrated path results in bad mixes, confused recordings andtotal frustration at not being able to understand why or what is wrong with

    your setup.

    It is also important to mention that the minute you introduce any device into

    this path, you will need to calibrate to compensate for the new intruder.

    Compressors are the real culprits here.

    I will end this months tutorial off with a little information on the subject of

    noise.

    Almost all devices will produce noise, all at varying degrees. Whether it ishiss, hum or just general unwanted noise, you are left with a situation

    whereby you want that clean signal, noise free. The more devices you

    introduce into the path, the more noise is generated. Even mixers have an

    element of noise, generated from their circuitry. The tried and tested trick is

    to use noise gates or noise filters to cut out the unwanted frequencies. Some

    high end mixers will have gates built into the channels for this very purpose.

    You can insert a noise gate on the master outs and adjust the parameters till

    you eliminate the unwanted frequencies. A gate is exactly that, a gate that

    opens at a specified level (threshold) and shuts (release) when set to shut.You need to set the threshold to just above the noise and set the gate to

    stay open for infinity or a decay time that suits you. The gate will only let

    signals above the threshold pass through. You have parameters such as

    hold, release, ratio and attack. I do not want to go into this subject in detail

    as I will be covering it more fully in my other tutorial, Production and Mixing.

    This is purely a tip to help you to maintain a clean and strong signal path.

    Until next month, I want you to try to calibrate your system, think a little

    more about your cabling, but most of all, and as always, enjoy yourself.

    After all, this is music and music technology, and that is why you are reading

    this.

    CREATIVE SAMPLING

  • 8/3/2019 Sampling Tutorials

    33/38

    Well, we have now reached the end of the beginners section on Sampling. It

    has been an interesting experience, but it does not end there, as I will be

    completing e-books for the intermediate and advanced stages.

    This month I would like to end with a few hints and tips for creative

    sampling.

    Most sampling enthusiasts usually sample a beat, audio piece or riff when

    they sample. Your sampler is so much more than that, and offers a wealth of

    tools that you rarely even knew existed, as they are kept so quiet, away

    from the in your face tools.

    This tutorial aims to open your eyes to what you can actually achieve with a

    sampler, and how to utilise what you sample.

    This final tutorial is the real fun finale. I will be nudging you to sample

    everything you can and try to show you what you can then do to the sampleto make it usable in your music.

    First off, let us look at the method.

    Most people have a nightmare when it comes to multisampling. The one

    obstacle everyone seems to be faced with is how to attain the exact volume,

    length of note (duration) and how many notes to sample.

    The easy method to solve these questions in one hit, is to create a

    sequence template in your sequencer. This entails having a series of notes

    drawn into the piano roll or grid edit of your sequencer. You can actually

    assign each and every note to be played at a velocity of 127 (maximum

    volume), have each note the exact same length (duration) and you can have

    the sequencer play each and every note or any number of notes you want.

    The beauty of this mehtod is that you will always be triggering samples that

    are at the same level and duration. This makes the task of looping and

    sample placing much easier. You can save this sequence and call it up

    everytime you want to sample.

    Of course, this only works if you have a sequencer and if you are

    multisampling. For sampling the source directly, as in the case of a synthkeyboard, it is extremely useful.

    Creative Sampling

    The first weapon in creative sampling is the change pitch tool. Changing the

    pitch of a sample is not just about slowing down a Drum and Bass loop till it

    becomes a Hip Hop loop, a little tip there that some people are unaware of.

  • 8/3/2019 Sampling Tutorials

    34/38

    It is about taking a normal sound, sampling it then pitching it right down, or

    up, to achieve a specific effect.

    Let us take a little trip down the pitch lane.

    Sample the following and pitch the sample right down. You can achieve thepitch down effect by using the change pitch tool in your sampler, assigning

    the sample to C4 then using the C1 note as the pitched down note, or time

    stretch/compress to maintain the pitch but slow or speed the sample. There

    is a crucial distinction here. Slowing down a sample has a dramatic effect on

    the pitch and works great for slowing fast tempo beats down to achieve a

    slower beat, but there comes a point where the audio quality starts to suffer

    and you have to be aware of this when slowing a sample down. The same is

    true for speeding a sample up. Speed up a vocal sample and you end up

    with squeaky vocals.

    Time stretching/compressing is a function that allows the length of a sample

    to be changed without affecting the original pitch. This is great for vocals.

    Vocals sung for a track at 90 BPM can then be used in a track at 120 BPM

    without having to change the pitch. Of course, this function is as good as the

    software or hardware driving it. The better the stretching/compressing

    software/hardware is, the better the result. Too much of stretching/

    compressing can lead to side effects, and in some cases, that is exactly what

    is required. A flanging type of robotic effect can be achieved with extreme

    stretching/compressing, very funky.

    A crucial function to bear in mind, and always perform, is that when youpitch a sample down, you then need to adjust the sample start time.

    Actually, this is a secret weapon that programmers and sound designers use

    to find the exact start point of a sample. They pitch the sample right down

    and this makes it much easier to locate the start point. You will often find

    that a sample pitched down a lot will need to have the start time cropped, as

    there will be dead air present. This is normal, so dont let it worry. Simply

    check your sample start times every time you perform a pitch down.

    Here are a few funky things to sample.

    Crunching, flicking, hitting paper

    Slowly crunch a piece of paper, preferably a thicker crispier type of paper,

    and then sample it. Once you have sampled it, slow it right down and listen

    to the sample. It will sound like thunder claps. If you are really clever you

    can listen to the sample as you slow it down, in stages, until you hear what

    sounds like a scratch effect, before it starts to sound like thunder claps.

  • 8/3/2019 Sampling Tutorials

    35/38

    SCSI dump the samples into your computer, use Recycle or similar, and

    dump the end result back into your sampler as chopped segments of the

    original sample (please read chopping samples and Recycle tutorial).

    Big sheets of paper being shaken or flicked from behind can be turned into

    thunderous noises by pitching down, turning up and routing through bigreverbs.

    Spoon on glass

    There are two funky ways to do this. The first is with the glass empty. Use

    an empty glass, preferably a wine glass, and gently hit it with a spoon. Hit

    different areas of the glass as this generates different tones. You can then

    slow these samples down till you have bell sounds, or k