Hi all,
I’ve been exploring techniques for using Synth Sample Player as a polyphonic sample-based instrument (or ROMpler, if you prefer) while trying to work around the fact that it seems to be quite bare-bones comparead with the Modular Synth and the Granular Synth. I understand completely why it’s a lower dev priority: Aaron and Dan have done amazing work overhauling the audio mixer, implementing these new synths and source effects, and documenting/demonstrating their use; Modular and Granular are by far the most exciting new toys, and sample-based stuff (in terms of longer loops) is very well served by existing Sound Cues.
Indeed, on this project I’ll be using Modular, Granular AND Sound Cues…but I also want to be able to address SSP (or a custom version thereof) in the same way as I address the other two synths.
I’m using arrays of up to 12 SSPs, each containing the same (or a similar) sound wave, and then running a looping counter on every new note from a MIDI file or custom timeline note sequencer. Standard round-robin behaviour as you’d find in Kontakt etc. - each sample gets its tail played out to completion rather than one sample’s tail being constantly interrupted by a playback position reset to 0 on each new note. An array of 12 is necessary for fast melodies; with slower phrases you could get away with as few as 4 or even 2.
Some of the limitations of SSP are purely down to the amount of BP logic required to run it like an instrument - but that’s no big deal. On the other hand, there are some things that’d be very useful which, as it stands, will need to be hacked out of the existing C++ (by our C++ coders - I’m no C++ coder by any means, so I’m prone to making wild/dangerous assumptions about what’s feasible). So as well as asking for advice, I thought I’d document here what we’re trying to do in case it helps anyone else, or helps suggest a direction for ongoing synth component development on the UE side.
First, what I’ll ask our coders for:
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NoteOn/NoteOff (as per Modular and Granular), ADSR, per-note random pan within two given values, per-note random volume within two given values
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One-shot sample playback (I can’t seem to stop them from looping - stopping them programmatically would work using GetSampleDuration, but that seems to be broken, and GetCurrentPlaybackProgressPercent seems to be mistakenly returning GetCurrentPlaybackProgressTime)
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Built-in polyphony/concurrency - either by taking one Sound Wave as it currently does and internally instantiating new ones as required, or by taking an array of soundwaves which may include slight variations (good for humanising conventional acoustic instruments)
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Some new events, and a couple of other odds and ends that’ll occur to me as we go
Secondly, the thing I’m asking for advice on: would it be better to modify SSP by shoehorning in elements of Modular and Granular (e.g. the NoteOn/NoteOffs), or to modify Modular or Granular into a sample instrument player by shoehorning in bits of SSP? I guess I’m wondering if there’s any efficiency advantage either way, or if one route seems massively more practicable in terms of coder-hours compared with the other. It might be that, since Granular appears to share a lot of wavetable code with SSP (if I’m understanding the code properly), then it might be a case of limiting some of the grain-related aspects in order to make it behave the way I want.
Sorry if it sounds picky: the new components are awesome and, like I say, we want to basically use ALL OF 'EM. They all have a place: Sound Cues for ambient/wildtrack beds, Modular for big synth washes, Granular for quasi-musical sound effects and (hopefully) SynthSamplePlayer for opening up melodic phrases and percussion to procedural manipulation rather than having to trap them in fixed, rendered WAV loops.
Thoughts, advice, suggestions - all welcome!