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andrew_k Jammer

Joined: 20 Mar 2005 Posts: 43
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Posted: Wed Mar 23, 2005 1:44 am Post subject: Feature requests for future versions |
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I was thinking that although dynamics and timing variations do make for a more human feel one of the other giveaways that a drumline is being generated electronically is that the tone on repeated hits on a drum is identical (if the velocity is the same). With a real drummer you get slight tonal variations due to the stick hitting the drum in slightly different places each time. As this is most apparent on the snare would it be possible to have a future version of Jamstix that 'plays' 2 snares, each tuned slightly differently from each other? That is, on multiple hits the first will be to snare one, triggering one set of multi-velocity samples, the second to snare 2, triggering a second copy of the samples that have been detuned a fraction. This could reproduce the effect of a left and right hand hit.
With this plus the ability to play slightly ahead of the beat I think we will have tracks that are indistinguishable from the real thing (mind you, this is pretty amazing already... )
Thanks Ralph. |
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sekim Jam Meister

Joined: 16 Jan 2005 Posts: 97
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Posted: Thu Mar 24, 2005 9:37 am Post subject: |
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Actually this functionality is available today (the random hits around a specific velocity) when running DFHS with JS. Just select the desired randomness settings in DFHS. Between it and the JS pocket controls it's absolutely uncanny how real it sounds.
I think plans exist to support "push" styles in v2. |
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Ralph [RZ] Site Admin

Joined: 02 Jan 2008 Posts: 13332
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Posted: Thu Mar 24, 2005 9:44 am Post subject: |
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Sekim is right, DFHS varies snare samples by itself and it is quite something when Jamstix drives it.
However, you can vary the sound with other multi-sample modules by raising the "variance" sliders in the rhythm panel. This will cause the velocity of each hit to vary by a larger degree, making it more likely that the drum module will use a different sample each time (or at least more frequently).
The internal sound engine of Jamstix 1.0 also has X-samples on some sounds. Those are multiple samples assigned to the same velocity that will be randomly played much like the DFHS function. When you go to the 'Samples' folder, all the files with 'x' and a number at the end are X-samples. There aren't many because of download size concerns mainly.
We may release some more in the future as a free add-on pack.
"Early" notes will be available in Jamstix 2. _________________ Ralph Zeuner
Rayzoon Technologies LLC
http://www.rayzoon.com |
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sekim Jam Meister

Joined: 16 Jan 2005 Posts: 97
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Posted: Thu Mar 24, 2005 9:55 am Post subject: |
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| Wow, that's great to know. How long has that been there - have I just missed it all this time? |
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Ralph [RZ] Site Admin

Joined: 02 Jan 2008 Posts: 13332
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Posted: Thu Mar 24, 2005 10:11 am Post subject: |
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X-Samples are not included in the demo. _________________ Ralph Zeuner
Rayzoon Technologies LLC
http://www.rayzoon.com |
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andrew_k Jammer

Joined: 20 Mar 2005 Posts: 43
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Posted: Thu Mar 24, 2005 4:45 pm Post subject: |
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| Zauni wrote: | The internal sound engine of Jamstix 1.0 also has X-samples on some sounds. Those are multiple samples assigned to the same velocity that will be randomly played much like the DFHS function. When you go to the 'Samples' folder, all the files with 'x' and a number at the end are X-samples. There aren't many because of download size concerns mainly.
We may release some more in the future as a free add-on pack. |
This sounds great - thanks Ralph. |
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