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#1
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Questions about looping soundfonts in Soundforge
I recently discovered the loop tuner in SoundForge ( I have SF 5.0)
Great tool, gives you much more precise control than Vienna SF editor. However, I'm still running into some issues. 1) I'd like to make long loops since I have some fairly long samples and want to take advantage of as much of the sample as possible. However, it's difficult to find 2 points with nearly identical characteristics at vastly different areas on the sample. It's my understanding that the loop points need to be at zero points that are part of areas that are essentially identical in appearance. Or is that not correct? Hunting and searching through the sample in areas that seem similar is tedious, is there a better way (maybe even automated?) to do it? 2) Second, what do you do about looping stereo samples? I find that it's virtually impossible on for example a string sample, to find 2 points where both L & R channels hit a zero point at exactly the same time. What do you do about this? 3) Is it possible to have the looped section play for however long the key is pressed, but when released, the sample plays out to its natural decay? Thanks for all input! |
#2
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Questions about looping soundfonts in Soundforge
Doc,
Knud gave you some great advice (Knud, you da' man!), so there's only a little I can add. Hunting and searching through the sample in areas that seem similar is tedious Yes, it is tedious! It's even more of a pain with long samples like yours, because there's so much to examine that spans a very large distance. If the sample has vibrato it's a lot easier to loop, because you can just loop between two or more peaks, or two or more valleys. Looping around multiple vibrato cycles is usually better than looping around just one. There's a program that claims to find the optimum loop points automatically (called Zero Seamless Looper or similar), but the demo I tried a few years ago was only slightly useful. So all you can do is search visually for similar regions, and then use the CrossFade tool if needed as Knut said. Do not underestimate the value of this tool! It really does a great job on samples that could not otherwise be looped. --Ethan |
#3
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Questions about looping soundfonts in Soundforge
Yes, it is tedious! It's even more of a pain with long samples like yours,
because there's so much to examine that spans a very large distance. This hassle is at least partially offset by the fact that notes rarely go that long, and even if the loop isn't perfect, by the time it loops the listener will have forgotten about the note since it has become part of the texture. From a psychological standpoint, the attack portion is the most important. Sometimes these big-whoopee high budget libraries waste gigabytes on unlooped sustains while forgetting to provide useable attacks. I would rather have 8 sustained string attacks with 6 second loops than 1 unlooped attack with five hours of sustain!!! This may be controversial but in my opinion sustain variance is sometimes more important to realism than perfect loops. Say I have a 3 1/2 second flute sample that can only be smoothly looped on a small portion. I'll often bite the bullet and extend the loop to encompass most of the sample and live with the timbral jump at the loop start. In an actual flute chord this sounds more realistic than short loops even if it's ugly on a solo line! I've created solo and chord version of the same samples, just by changing the loop points. This way I can switch as needed. This only applies to "ghetto-style" sample editing since ideally we would all be using long, pristine samples expertly performed! In reality some of us have to eat. Looping around multiple vibrato cycles is usually better than looping around just one. What's really cool is that you even if you can't find a spot that doesn't click, a crossfade sounds almost like a vibrato hump, so you can just set the loop points on either side of a series of humps and do a crossfade. Even pretty extreme crossfade amounts are often imperceptible with vibrato samples. Ethan, some day in that distant land called the future we need to record, program and sell a bitchin' sample library. blahblah |
#4
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Questions about looping soundfonts in Soundforge
Knud,
I would rather have 8 sustained string attacks with 6 second loops than 1 unlooped attack with five hours of sustain!!! Hear, hear! sustain variance is sometimes more important to realism than perfect loops. Agreed. And we discussed a while ago the importance of being able to vary the high-cut filter and other parameters while a note is sustaining to make it more realistic. All anyone has to do is listen to live players to learn what's important. Clarinet and other woodwind players constantly change the timbre as notes sustain. With a real instrument the timbre and volume are intimately related. As a note gets louder it also gets brighter. This is the Number One reason samplers sound so phony for orchestra instruments on legato passages. Even with a great multisampled patch, there's no way (other than filtering) to change the timbre as a single sustaining note changes volume. This is the main obstacle that must be overcome before samplers will ever sound like real instruments. Many instruments - especially brass - players start each note with a slight accent, so the attack is clearly articulated but without the rest of the note blaring as it sustains. This can be programmed in a sequencer, but it's a tedious nuisance and the extra brightness is not part of the volume accent. If you capture that attack as part of the sample itself the whole thing is much more realistic. What happens in the first quarter second is even more important for realism than what happens as the note sustains. You know all this stuff and I'm not lecturing you smile. Just explaining for interested lurkers. some day in that distant land called the future we need to record, program and sell a bitchin' sample library. What I really want is to design a sampler that can modify the sound of a Wave file in real time. It would do much more than just play back looped samples. It would know how to cross-fade between different wave file notes to better sound like one continuous line played by a solo flute or an entire cello section. Versus sounding like a bunch of down bows all in a row. It would use filtering to automatically tie volume to timbre in the correct proportion. Yamaha's Vocaloid appears to do some of this stuff, but I think it could be done much better than the examples I heard on their site. And such a system wouldn't need 120 GB of sample data like the newer Giga libraries. I'd think a few hundred MB would be more than enough raw data, and probably a whole lot less than that. Alas, if only I knew how to program DSP in Windows... --Ethan |
#5
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Questions about looping soundfonts in Soundforge
Knud,
Is it really so hard to have real-time interpolation between multiple sources? After hearing how well Sound Forge's crossfade looper works, I'm convinced the same thing could be applied to multi-samples. sample the waveforms at several hundred points along the way and interpolate between them on the fly? Yes, that's exactly what I've had in mind for several years now. And I bet a lot of that could be handled with filtering, so only three or four separate samples are actually needed. --Ethan |
#6
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Questions about looping soundfonts in Soundforge
Yes, that's exactly what I've had in mind for several years now. And I bet a
lot of that could be handled with filtering, so only three or four separate samples are actually needed. --Ethan To state another possible approach: if enough dynamic layers were involved (say a couple hundred at least) then a crossfade may cease to create perceptible comb-filtering. However I think filtering would be a more realistic solution, although I would say at least 6 layers should be sampled. blahblah |
#7
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Questions about looping soundfonts in Soundforge
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#8
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Questions about looping soundfonts in Soundforge
Knud,
if enough dynamic layers were involved ... Layers are great for different attack velocities. But to emulate an expressive instrument like clarinet or violin you have to be able to start loud and then get soft realistically, and vice versa. --Ethan |
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