It looks there is no “one shot” mode for sample (meaning sample plays from start to end without being cut by the next sample in the sample list whatever the sequencer resolution and settings).
If this is the case; what is the point to use samples if they cannot play freely without any restriction from start to end no matter what the sequencer is doing ?
To be more specfic about that point.
What i’m saying is, all samples in a sample list don’t have the same length, you could have one 2 times longer than the following one for the example (or whatever time length for samples).
Polypulse should have the ability to play sample entirely or relatively from one sample to the other in the sample list without being cut by the following one because of sequencer settings and resolution.
Maybe by some kind of “tagging the sample” parameter to tell sample player to play the tagged sample length fully before it plays the next coming one in the sample list accordingly to sequencer settings and resolution.
I understand why it would be great to have overlapping sample decays.
However with quad engine, 4 mini engines x 2 voices (for unison / stereo samples) = 8 voices. Overlap is simply not possible because it would introduce inconsistent behaviour in voice stealing between mini engines / pulses.
If you want overlapping sample playback I would suggest using subtractive, setting source B to sample, and then setting the envelopes for the synth oscillators to 0ms so that you only hear the sample.
I understand.
That is why i after said that the goal here is to play a sample to its total length without being cut by the following one in a sample list because of sequencer resolution/settings.
In this specific case there is no overlapping.
In that actual state your are saying Polypulse can only play samples accordingly to the sequencer grid resolution with no regards for the samples length inside a sample list.
Which in itself is a restriction.
It does take into account the start/end values as set in the sample list. However the following things also have influence over how long a sample plays:
- polyphony: notes that end early to allow new notes to play.
- amplitude envelope of sound engine.
Therefore if you want to play both short and very long samples:
- set the polyphony higher or simply not play notes very often so the long samples can proceed until their end time
- set the amplitude envelope hold time to a very high value (like 60 seconds) so it does not fade out the sample earlier than you might want
I’ll try that.
Thank you for your help.
I did try to tweak with the amp envelope, but not yet with the fact to not add to much short sample behind the long one.
So i just tried what you said and it just don’t work. Either by raising the amp envelope and/or raising the polyphony.
In fact sample length playing is directly conditionned by “clock mult” parameter and the intervals you define; which implicitly means “note length/sample length”.
You can do the test by using only one sample; let’s say the sample is 1sec length and it’s the only one in the sample list. So, to have it played full length you have to leave enough space (ticks) and then it will work. But if there is unsufficent space (by either lowering the interval value or raising the “clock mult” parameter) then sample is cut while playing never reaching its end time. That is why, i say there is no way to play full length “relatively” long sample freely without being restricted by the sequencer resolution/settings.
But i get it, it’s ok.
So in very simple terms and to be very clear about that point, i’m talking about not rettrigger the sample until it reaches its time end.
That’s it !
But let’s move over it !