[RWP] My Podcast and a samplomatic question
Chris Belle
cb1963 at sbcglobal.net
Tue Oct 28 14:43:01 EDT 2014
Looking for those my self.
YOu guys go buy that cakewalk book and scan it for us 'grin'.
On 10/27/2014 4:56 PM, Ken Downey wrote:
> Could I please get the level 2 codes as well? I can't seem to find
> them on the net, just a bunch of basic tutorials on how to start
> working with sfz files, but no level 2 opcodes. Thanks again for all
> this! I'm going to have quite a full load for the students.
> ----- Original Message ----- From: "Chris Belle" <cb1963 at sbcglobal.net>
> To: "Reapers Without Peepers" <rwp at reaaccess.com>
> Sent: Monday, October 27, 2014 5:41 AM
> Subject: Re: [RWP] My Podcast and a samplomatic question
>
>
> Ken, there is nothing better than the sfz format to build sample
> libraries for us.
>
> Of late my favorite sfz player is sforzando.
>
> Learn a few opcodes, and you'll be in sample hog heaven, sfz supports
> round robin, sequencial positioning, key-switching triggers, filters,
> bout anything you could want, unlimited zones and regions,
> it's all done with a text file and wavs or flac or ogg files at any
> sample rate or bit depth.
>
> I've been making my own sfz instruments for years,
> I use sound forge to do the trimming and such, any old wav editor will
> do,
> but the forge is nice to do looping samples and such, I don't bother
> looping things much anymore because why bother when we have such big
> memory and natural decay and envelopes sound so much better,
> even from hardware synths now adays I just take the natural decay.
>
> Sforzando also can parse sf2 files, but the old sfz is better for
> playing multi-tembral fonts if you need that.
>
> But sforzando supports level one and 2 sfz
> and also plogue specific opcodes, and just to get you started here is
> the manual for level one opcodes, this will keep you busy for a while.
>
> The sfz Format: Basics
> What is the sfz format?
> The sfz format is a file format to define how a collection of samples
> are arragned
> for performance.
> The goal behind the sfz format is to provide a free, simple,
> minimalistic and expandable
> format to arrange, distribute and use audio samples with the highest
> possible quality and the highest possible performance flexibility.
> A sfz format file can be played in our freeware sfz player.
> Soundware, software and hardware developers can create, use and
> distribute the sfz
> format files for free, for either free or commercial applications.
> Some of the features of the sfz format are:
> Liste de 15 éléments
> • Samples of any bit depth (8/16/24/32-bit) support, mono or stereo
> • Samples taken at any samplerate (i.e. 44.1k, 48k, 88.2k, 96k, 176.4k,
> 192k, 384k)
> • Compressed samples. Compressed and uncompressed can be combined
> • Looped samples
> • Unlimited keyboard splits and layers
> • Unlimited velocity splits and layers
> • Unlimited regions of sample playback based on MIDI controllers
> (continuous controllers,
> pitch bend, channel and polyphonic aftertouch, keyboard switches)
> and internal generators (random, sequence counters)
> • Sample playback on MIDI control events
> • Unlimited unidirectional and bidirectional exclusive regions (mute
> groups)
> • Unlimited release trigger regions with release trigger attenuation
> control
> • Unlimited crossfade controls
> • Trigger on first-note and legato notes
> • Sample playback synchronized to host tempo
> • Dedicated Envelope Generators for pitch, filter and amplifier
> • Dedicated LFO for pitch, filter and amplifier
> Fin de la liste
> How is the sfz format structured?
> The sfz format is a collection of sample files plus one or multiple .sfz
> definition
> files. This structure, containing multiple files instead of a single
> file is defined as non-monolithic.
> Two kinds of sample files were selected to be included in the sfz
> format: a basic
> PCM uncompressed format (standard Windows wave files) and a basic,
> adjustable-quality,
> royalty free compressed format (ogg-vorbis encoded files).
> The inclusion of a compressed format allows sample developers and
> soundware creators
> to easily create preview or demonstration files in a small package
> so they can be transferred with minimum bandwidth, while retaining
> complete performance
> functionality.
> Both formats are 100% royalty-free, so players can be created to
> reproduce them without
> fixed or per-copy fees. They can also be freely distributed on the
> web (provided that the contents of the files are copyright cleared).
> Each .sfz definition file represents one or a collection of instruments.
> An instrument
> is defined as a collection of regions. Regions include the definition
> for the input controls, the samples (the wav/ogg files) and the
> performance parameters
> to play those samples.
> How is the .sfz definition file created?
> A .sfz definition file is just a text file. Consequently, it can be
> created by using
> any text editor (i.e. Notepad).
> Why non-monolithic?
> While both monolithic and non-monolithic formats have advantages and
> disadvantages,
> there are several reasons which moved us to adopt a non-monolithic sample
> format. Technological and conceptual reasons can hardly be separated, so
> here's a
> basic explanation.
> The most important reason is the file size limitation of a non-monolitic
> file on
> FAT32 partitions. Samples are getting really big nowadays, with thousands
> of individual samples collected in single instruments, and triggered
> according to
> many input control combinations.
> Samples with high bit resolution (i.e. 24-bit samples) and high
> samplerate settings
> (96kHz, 192kHz) make the collection size even bigger. In the case of
> a non-monolithic format, the limitation still applies, but it applies to
> each sample
> instead of to the sum of all samples, making the limit virtually
> unreachable.
> While this limitation doesn't apply to NTFS, NTFS partitions are less
> efficient than
> FAT32 disks in terms of raw disk performance for streaming applications.
> Additionally, editing a single sample in a monolithic file implies
> loading the whole
> file, and after edit, saving the whole file again to disk. When
> collection
> size is big, the loading and saving operation is very time-consuming.
> However, we have not discharged the possibility of incorporating a
> monolithic format
> for the sfz format, as soon as the format structure is completely
> implemented.
> Small sound sets (or NTFS users) could chose between the two options
> appropriately.
> Why not XML?
> XML was actually the first choice for the .sfz definition file, mainly
> due the simplicity
> from the development point of view as the XML parser and transaction
> code is already available.
> However, XML was designed to exchange data over the web. Musicians,
> players, composers,
> soundware developers and audio technicians generally do not know
> about XML at all.
> In addition, as a universal information exchange format designed for
> general-purpose
> applications, XML is inefficient (in terms of information over total
> data terms), and editing a XML file requires the use of a XML editor
> instead of a
> text editor.
> A .sfz file is extremely self-explanatory. Most of the functionality of
> an instrument
> can be easily discovered by reading the file.
> Is there a .sfz dedicated editor?
> From rgc:audio, not yet... and not anytime soon.
> However, we're working with several developers in the industry, creators
> of sample-conversion
> software to implement the .sfz format in their converters
> and editors.
> The nature of the format allows creating instruments using other
> general-purpose
> software, like spreadsheets, wordprocessors, simple-scripting languages
> and other custom tailored software applications.
> Implementation
> How is an instrument defined?
> The basic component of an instrument is a region. An instrument then, is
> defined
> by one or more regions. Multiple regions can be arranged in a group.
> Groups
> allow entering common parameters for multiple regions.
> A region can include three main components: the definition for a sample,
> a set of
> input controls and a set of performance parameters.
> Sample
> The sample opcode defines which sample file will be played when the
> region is defined
> to play.
> If a sample opcode is not present in the region, the region will play
> the sample
> defined in the last <group>. If there's no previous group defined, or
> if the previous group doesn't specify a sample opcode, the region will
> be ignored.
> Input Controls
> Input controls define when the sample defined in a region will play,
> based in real-world
> controller values and/or internally calculated values.
> Real-world controllers are the elements that players, musicians or
> composers actually
> use to play music. Internal values are calculated by the player, like
> sequence counters and random generators.
> The sfz format relies in the standard Musical Instruments Digital
> Interface (MIDI)
> specification for all input controls. Most available performance
> controllers
> implement MIDI, and it's still the dominating specification for software
> audio sequencers
> in all platforms.
> Keyboard controllers are the most significant example of an Input
> Controls generator.
> Other generators could be MIDI guitars and string instruments, wind
> controllers, drum and percussion controllers. With individual
> differences, they all
> generate a common set of messages defined in the MIDI specification.
> A set of input controls then, are the combination of a played MIDI note
> with its
> velocity, continuous controllers, pitch bend, channel and polyphonic
> aftertouch,
> etc.
> When a particular set of input controls matches the definition for a
> region, the
> sample specified in that region plays, using a particular set of
> performance
> parameters also specified in the region.
> Inside the definition file, a region starts with the <region> header. A
> region is
> defined between two <region> headers, or between a <region> header and
> a <group> header, or between a <region> header and the end of the file.
> Following the <region> header one or more opcodes can be defined. The
> opcodes are
> special keywords which instruct the player on what, when and how to play
> a sample.
> Opcodes within a region can appear in any order, and they have to be
> separated by
> one or more spaces or tabulation controls. Opcodes can appear in
> separated
> lines within a region.
> Opcodes and assigned opcode values are separated by the equal to sign
> (=), without
> spaces between the opcode and the sign. For instance:
> sample=trombone_a4_ff.wav
> sample=cello_a5_pp first take.wav
> are valid examples, while:
> sample = cello_a4_pp.wav
> Is not (note the spaces at the sides of the = sign).
> Input Controls and Performance Parameters opcodes are optional, so they
> might not
> be present in the definition file. An 'expectable' default value for
> each parameter is pre-defined, and will be used if there's no definition.
> Example region definitions:
> <region> sample=440.wav
> This region definition instructs the player to play the sample file
> '440.wav' for
> the whole keyboard range.
> <region> lokey=64 hikey=67 sample=440.wav
> This region features a very basic set of input parameters (lokey and
> hikey, which
> represent the low and high MIDI notes in the keyboard), and the sample
> definition.
> This instructs the player to play the sample '440.wav', if a key in the
> 64-67 range
> is played.
> It is very important to note that all Input Controls defined in a region
> act using
> the AND boolean operator. Consequently, all conditions must be matched
> for the region to play. For instance:
> <region> lokey=64 hikey=67 lovel=0 hivel=34 locc1=0 hicc1=40
> sample=440.wav
> This region definition instructs the player to play the sample '440.wav'
> if there
> is an incoming note event in the 64-67 range AND the note has a velocity
> in the 0~34 range AND last modulation wheel (cc1) message was in the
> 0~40 range.
> Performance parameters
> The Performance Parameters define how the sample specified will play,
> once the region
> is defined to play.
> A simple example of a Performance Parameter is volume. It defines how
> loud the sample
> will be played when the region plays.
> Groups
> As previously stated, groups allow entering common parameters for
> multiple regions.
> A group is defined with the <group> opcode, and the parameters enumerated
> on it last till the next group opcode, or till the end of the file.
> <group>
> ampeg_attack=0.04 ampeg_release=0.45
> <region> sample=trumpet_pp_c4.wav key=c4
> <region> sample=trumpet_pp_c#4.wav key=c#4
> <region> sample=trumpet_pp_d4.wav key=d4
> <region> sample=trumpet_pp_d#4.wav key=d#4
> <group>
> <region> sample=trumpet_pp_e4.wav key=e4 // previous group parameters
> reset
> Comments
> Comment lines can be inserted anywhere inside the file. A comment line
> starts with
> the slash character ('/'), and it extends till the end of the line.
> <region>
> sample=trumpet_pp_c4.wav
> // middle C in the keyboard
> lokey=60
> // pianissimo layer
> lovel=0 hivel=20 // another comment
> Where do the sample files have to be stored?
> Sample files can be stored either in the same folder where the .sfz
> definition file
> resides, or in any alternative route, specified relatively to the
> location
> of the definition file. Consequently:
> sample=trumpet_pp_c3.wav
> sample=samples\trumpet_pp_c3.wav
> sample=..\trumpet_pp_c3.wav
> Are all valid sample names.
> Alternatively, the player might specify one or several 'user folders',
> where it will
> search for samples if it doesn't find them in the same folder as the
> definition file.
> What can the sfz format do?
> The sfz format is aimed to allow the arrange of a sample collection in a
> flexible
> and expandable way. It's up to the player to decide which functionality
> it wants to implement.
> Units
> All units in the sfz format are in real-world values. Frequencies are
> expressed in
> Hertz, pitches in cents, amplitudes in percentage and volumes in
> decibels.
> Notes are expressed in MIDI Note Numbers, or in note names according to
> the International
> Pitch Notation (IPN) convention. According to this rules, middle
> C in the keyboard is C4 and the MIDI note number 60.
> Opcode List
> The following is a description of all valid opcodes for the sfz format
> version 1.0:
> Tableau: 5 colonnes et 181 lignes
> Opcode
> Description
> Type
> Default
> Range
> Sample Definition
> sample
> This opcode defines which sample file the region will play.
> The value of this opcode is the filename of the sample file, including
> the extension.
> The filename must be stored in the same folder where the definition
> file is, or specified relatively to it.
> If the sample file is not found, the player will ignore the whole region
> contents.
> Long names and names with blank spaces and other special characters
> (excepting the
> = character) are allowed in the sample definition.
> The sample will play unchanged when a note equal to the pitch_keycenter
> opcode value
> is played. If pitch_keycenter is not defined for the region, sample
> will play unchanged on note 60 (middle C).
> Examples:
> sample=guitar_c4_ff.wav
> sample=dog kick.ogg
> sample=out of tune trombone (redundant).wav
> sample=staccatto_snare.ogg
> string
> (filename)
> n/a
> n/a
> Input Controls
> lochan
> hichan
> If incoming notes have a MIDI channel between lochan and hichan, the
> region will
> play.
> Examples:
> lochan=1 hichan=5
> integer
> lochan=1
> hichan=16
> 1 to 16
> lokey
> hikey
> key
> If a note equal to or higher than lokey AND equal to or lower than hikey
> is played,
> the region will play.
> lokey and hikey can be entered in either MIDI note numbers (0 to 127) or
> in MIDI
> note names (C-1 to G9)
> The key opcode sets lokey, hikey and pitch_keycenter to the same note.
> Examples:
> lokey=60 // middle C
> hikey=63 // middle D#
> lokey=c4 // middle C
> hikey=d#4 // middle D#
> hikey=eb4 // middle Eb (D#)
> integer
> lokey=0, hikey=127
> 0 to 127
> C-1 to G9
> lovel
> hivel
> If a note with velocity value equal to or higher than lovel AND equal to
> or lower
> than hivel is played, the region will play.
> integer
> locc=0, hicc=127
> for all controllers
> 0 to 127
> lobend
> hibend
> Defines the range of the last Pitch Bend message required for the region
> to play.
> Examples:
> lobend=0 hibend=4000
> The region will play only if last Pitch Bend message received was in the
> 0~4000 range.
> integer
> lobend=-8192,
> hibend=8192
> -8192 to 8192
> lochanaft
> hichanaft
> Defines the range of last Channel Aftertouch message required for the
> region to play.
> Examples:
> lochanaft=30 hichanaft=100
> The region will play only if last Channel Aftertouch message received
> was in the
> 30~100 range.
> integer
> lochanaft=0, hichanaft=127
> 0 to 127
> lopolyaft
> hipolyaft
> Defines the range of last Polyphonic Aftertouch message required for the
> region to
> play.
> The incoming note information in the Polyphonic Aftertouch message is
> not relevant.
> Examples:
> lopolyaft=30 hipolyaft=100
> The region will play only if last Polyphonic Aftertouch message received
> was in the
> 30~100 range.
> integer
> lopolyaft=0, hipolyaft=127
> 0 to 127
> lorand
> hirand
> Random values. The player will generate a new random number on every
> note-on event,
> in the range 0~1.
> The region will play if the random number is equal to or higher than
> lorand, and
> lower than hirand.
> Examples:
> lorand=0.2 hirand=0.4
> lorand=0.4 hirand=1
> floating point
> lorand = 0
> hirand = 1
> 0 to 1
> lobpm
> hibpm
> Host tempo value. The region will play if the host tempo is equal to or
> higher than
> lobpm, and lower than hibpm.
> Examples:
> lobpm=0 hibpm=100
> lobpm=100 hibpm=200.5
> floating point
> lobpm = 0
> hibpm = 500
> 0 to 500 bpm
> seq_length
> Sequence length. The player will keep an internal counter creating a
> consecutive
> note-on sequence for each region, starting at 1 and resetting at
> seq_length.
> Examples:
> seq_length=3
> integer
> 1
> 1 to 100
> seq_position
> Sequence position. The region will play if the internal sequence counter
> is equal
> to seq_position.
> Examples:
> seq_length=4 seq_position=2
> In above example, the region will play on the second note every four
> notes.
> integer
> 1
> 1 to 100
> sw_lokey
> sw_hikey
> Defines the range of the keyboard to be used as trigger selectors for
> the sw_last
> opcode.
> sw_lokey and sw_hikey can be entered in either MIDI note numbers (0 to
> 127) or in
> MIDI note names (C-1 to G9)
> Examples:
> sw_lokey=48 sw_hikey=53
> integer
> sw_lokey=0, sw_hikey=127
> 0 to 127
> C-1 to G9
> sw_last
> Enables the region to play if the last key pressed in the range
> specified by sw_lokey
> and sw_hikey is equal to the sw_last value.
> sw_last can be entered in either MIDI note numbers (0 to 127) or in MIDI
> note names
> (C-1 to G9)
> Examples:
> sw_last=49
> integer
> 0
> 0 to 127
> C-1 to G9
> sw_down
> Enables the region to play if the key equal to sw_down value is
> depressed.
> Key has to be in the range specified by sw_lokey and sw_hikey.
> sw_down can be entered in either MIDI note numbers (0 to 127) or in MIDI
> note names
> (C-1 to G9)
> Examples:
> sw_down=Cb3
> integer
> 0
> 0 to 127
> C-1 to G9
> sw_up
> Enables the region to play if the key equal to sw_up value is not
> depressed.
> Key has to be in the range specified by sw_lokey and sw_hikey.
> sw_up can be entered in either MIDI note numbers (0 to 127) or in MIDI
> note names
> (C-1 to G9)
> Examples:
> sw_up=49
> integer
> 0
> 0 to 127
> C-1 to G9
> sw_previous
> Previous note value. The region will play if last note-on message was
> equal to sw_previous
> value.
> sw_previous can be entered in either MIDI note numbers (0 to 127) or in
> MIDI note
> names (C-1 to G9)
> Examples:
> sw_previous=60
> integer
> none
> 0 to 127
> C-1 to G9
> sw_vel
> This opcode allows overriding the velocity for the region with the
> velocity of the
> previous note. Values can be:
> current: Region uses the velocity of current note.
> previous: Region uses the velocity of the previous note.
> Examples:
> sw_vel=previous
> text
> current
> current, previous
> trigger
> Sets the trigger which will be used for the sample to play. Values can
> be:
> attack (default): Region will play on note-on.
> release: Region will play on note-off. The velocity used to play the
> note-off sample
> is the velocity value of the corresponding (previous) note-on message.
> first: Region will play on note-on, but if there's no other note going
> on (staccato,
> or first note in a legato phrase).
> legato: Region will play on note-on, but only if there's a note going on
> (notes after
> first note in a legato phrase).
> Examples:
> trigger=release
> integer
> attack
> attack,
> release, first, legato
> group
> Exclusive group number for this region.
> Examples:
> group=3
> group=334
> integer
> 0
> 0 to 4Gb (4294967296)
> off_by
> Region off group. When a new region with a group number equal to off_by
> plays, this
> region will be turned off.
> Examples:
> off_by=3
> off_by=334
> integer
> 0
> 0 to 4Gb (4294967296)
> off_mode
> Region off mode. This opcode will determinate how a region is turned off
> by an off_by
> opcode. Values can be:
> fast (default): The voice will be turned off immediately. Release
> settings will not
> have any effect.
> normal: The region will be set into release stage. All envelope
> generators will enter
> in release stage, and region will expire when the amplifier envelope
> generator expired.
> Examples:
> off_mode=fast
> off_mode=normal
> text
> fast
> fast, normal
> on_loccN
> on_hiccN
> Sample trigger on MIDI continuous control N. If a MIDI control message
> with a value
> between on_loccN and on_hiccN is received, the region will play.
> Examples:
> on_locc1=0 on_hicc1=0
> Region will play when a MIDI CC1 (modulation wheel) message with zero
> value is received.
> integer
> -1 (unassigned)
> 0 to 127
> Performance Parameters
> Sample Player
> delay
> Region delay time, in seconds.
> If a delay value is specified, the region playback will be postponed for
> the specified
> time.
> If the region receives a note-off message before delay time, the region
> won't play.
> All envelope generators delay stage will start counting after region
> delay time.
> Examples:
> delay=1
> delay=0.2
> floating point
> 0
> 0 to 100 seconds
> delay_random
> Region random delay time, in seconds.
> If the region receives a note-off message before delay time, the region
> won't play.
> Examples:
> delay_random=1
> delay_random=0.2
> floating point
> 0
> 0 to 100 seconds
> delay_ccN
> Region delay time after MIDI continuous controller N messages are
> received, in seconds.
> If the region receives a note-off message before delay time, the region
> won't play.
> Examples:
> delay_cc1=1
> delay_cc2=.5
> floating point
> 0
> 0 to 100 seconds
> offset
> The offset used to play the sample, in sample units.
> The player will reproduce samples starting with the very first sample in
> the file,
> unless offset is specified. It will start playing the file at the offset
> sample in this case.
> Examples:
> offset=3000
> offset=32425
> integer
> 0
> 0 to 4 Gb (4294967296)
> offset_random
> Random offset added to the region offset, in sample units.
> Examples:
> offset_random=300
> offset_random=100
> integer
> 0
> 0 to 4 Gb (4294967296)
> offset_ccN
> The offset used to play the sample according to last position of MIDI
> continuous
> controller N, in sample units.
> This opcode is useful to specify an alternate sample start point based
> on MIDI controllers.
> Examples:
> offset_cc1=3000
> offset_cc64=1388
> integer
> 0
> 0 to 4 Gb (4294967296)
> end
> The endpoint of the sample, in sample units.
> The player will reproduce the whole sample if end is not specified.
> If end value is -1, the sample will not play. Marking a region end with
> -1 can be
> used to use a silent region to turn off other regions by using the group
> and off_by opcodes.
> Examples:
> end=133000
> end=4432425
> integer
> 0
> -1 to 4 Gb (4294967296)
> count
> The number of times the sample will be played. If this opcode is
> specified, the sample
> will restart as many times as defined. Envelope generators will not
> be retriggered on sample restart.
> When this opcode is defined, loopmode is automatically set to one_shot.
> Examples:
> count=3
> count=2
> integer
> 0
> 0 to 4 Gb (4294967296)
> loop_mode
> If loop_mode is not specified, each sample will play according to its
> predefined
> loop mode. That is, the player will play the sample looped using the
> first
> defined loop, if available. If no loops are defined, the wave will play
> unlooped.
> The loop_mode opcode allows playing samples with loops defined in the
> unlooped mode.
> The possible values are:
> no_loop: no looping will be performed. Sample will play straight from
> start to end,
> or until note off, whatever reaches first.
> one_shot: sample will play from start to end, ignoring note off.
> This mode is engaged automatically if the count opcode is defined.
> loop_continuous: once the player reaches sample loop point, the loop
> will play until
> note expiration.
> loop_sustain: the player will play the loop while the note is held, by
> keeping it
> depressed or by using the sustain pedal (CC64). The rest of the sample
> will play after note release.
> Examples:
> loop_mode=no_loop
> loop_mode=loop_continuous
> text
> no_loop for samples without a loop defined,
> loop_continuous for samples with defined loop(s).
> n/a
> loop_start
> The loop start point, in samples.
> If loop_start is not specified and the sample has a loop defined, the
> sample start
> point will be used.
> If loop_start is specified, it will overwrite the loop start point
> defined in the
> sample.
> This opcode will not have any effect if loopmode is set to no_loop.
> Examples:
> loop_start=4503
> loop_start=12445
> integer
> 0
> 0 to 4 Gb (4294967296)
> loop_end
> The loop end point, in samples. This opcode will not have any effect if
> loopmode
> is set to no_loop.
> If loop_end is not specified and the sample have a loop defined, the
> sample loop
> end point will be used.
> If loop_end is specified, it will overwrite the loop end point defined
> in the sample.
> Examples:
> loop_end=34503
> loop_end=212445
> integer
> 0
> 0 to 4 Gb (4294967296)
> sync_beats
> Region playing synchronization to host position.
> When sync_beats is specified and after input controls instruct the
> region to play,
> the playback will be postponed until the next multiple of the specified
> value is crossed.
> Examples:
> sync_beats=4
> In this example, if note is pressed in beat 2 of current track, note
> won't be played
> until beat 4 reaches.
> This opcode will only work in hosts featuring song position information
> (vstTimeInfo
> ppqPos).
> floating point
> 0
> 0 to 32 beats
> sync_offset
> Region playing synchronization to host position offset.
> When sync_beats is specified and after input controls instruct the
> region to play,
> the playback will be postponed until the next multiple of the specified
> value plus the sync_offset value is crossed.
> Examples:
> sync_beats=4 sync_offset=1
> In this example, if note is pressed in beat 2 of current track, note
> won't be played
> until beat 5 reaches.
> This opcode will only work in hosts featuring song position information
> (vstTimeInfo
> ppqPos).
> floating point
> 0
> 0 to 32 beats
> Pitch
> transpose
> The transposition value for this region which will be applied to the
> sample.
> Examples:
> transpose=3
> transpose=-4
> integer
> 0
> -127 to 127
> tune
> The fine tuning for the sample, in cents. Range is ±1 semitone, from
> -100 to 100.
> Only negative values must be prefixed with sign.
> Examples:
> tune=33
> tune=-30
> tune=94
> integer
> 0
> -100 to 100
> pitch_keycenter
> Root key for the sample.
> Examples:
> pitch_keycenter=56
> pitch_keycenter=c#2
> integer
> 60 (C4)
> -127 to 127
> C-1 to G9
> pitch_keytrack
> Within the region, this value defines how much the pitch changes with
> every note.
> Default value is 100, which means pitch will change one hundred cents
> (one semitone) per played note.
> Setting this value to zero means that all notes in the region will play
> the same
> pitch, particularly useful when mapping drum sounds.
> Examples:
> pitch_keytrack=20
> pitch_keytrack=0
> integer
> 100
> -1200 to 1200
> pitch_veltrack
> Pitch velocity tracking, represents how much the pitch changes with
> incoming note
> velocity, in cents.
> Examples:
> pitch_veltrack=0
> pitch_veltrack=1200
> integer
> 0
> -9600 to 9600 cents
> pitch_random
> Random tuning for the region, in cents. Random pitch will be centered,
> with positive
> and negative values.
> Examples:
> pitch_random=100
> pitch_random=400
> integer
> 0
> 0 to 9600 cents
> bend_up
> Pitch bend range when Bend Wheel or Joystick is moved up, in cents.
> Examples:
> bend_up=1200
> bend_up=100
> integer
> 200
> -9600 to 9600
> bend_down
> Pitch bend range when Bend Wheel or Joystick is moved down, in cents.
> Examples:
> bend_down=1200
> bend_down=100
> integer
> -200
> bend_step
> Pitch bend step, in cents.
> Examples:
> bend_step=100 // glissando in semitones
> bend_step=200 // glissando in whole tones
> integer
> 1
> 1 to 1200
> Pitch EG
> pitcheg_delay
> Pitch EG delay time, in seconds. This is the time elapsed from note on
> to the start
> of the Attack stage.
> Examples:
> pitcheg_delay=1.5
> pitcheg_delay=0
> floating point
> 0 seconds
> 0 to 100 seconds
> pitcheg_start
> Pitch EG start level, in percentage.
> Examples:
> pitcheg_start=20
> pitcheg_start=100
> floating point
> 0 %
> 0 to 100 %
> pitcheg_attack
> Pitch EG attack time, in seconds.
> Examples:
> pitcheg_attack=1.2
> pitcheg_attack=0.1
> floating point
> 0 seconds
> 0 to 100 seconds
> pitcheg_hold
> Pitch EG hold time, in seconds. During the hold stage, EG output will
> remain at its
> maximum value.
> Examples:
> pitcheg_hold=1.5
> pitcheg_hold=0.1
> floating point
> 0 seconds
> 0 to 100 seconds
> pitcheg_decay
> Pitch EG decay time, in seconds.
> Examples:
> pitcheg_decay=1.5
> pitcheg_decay=3
> floating point
> 0 seconds
> 0 to 100 seconds
> pitcheg_sustain
> Pitch EG release time (after note release), in seconds.
> Examples:
> pitcheg_release=1.34
> pitcheg_release=2
> floating point
> 100 %
> 0 to 100 %
> pitcheg_release
> Pitch EG release time (after note release), in seconds.
> Examples:
> pitcheg_release=1.34
> pitcheg_release=2
> floating point
> 0 seconds
> 0 to 100 seconds
> pitcheg_depth
> Depth for the pitch EG, in cents.
> Examples:
> pitcheg_depth=1200
> pitcheg_depth=-100
> integer
> 0
> -12000 to 12000
> pitcheg_vel2delay
> Velocity effect on pitch EG delay time, in seconds.
> Examples:
> pitcheg_vel2delay=1.2
> pitcheg_vel2delay=0.1
> Delay time will be calculated as
> delay time = pitcheg_delay + pitcheg_vel2delay * velocity / 127
> floating point
> 0 seconds
> -100 to 100 seconds
> pitcheg_vel2attack
> Velocity effect on pitch EG attack time, in seconds.
> Examples:
> pitcheg_vel2attack=1.2
> pitcheg_vel2attack=0.1
> Attack time will be calculated as
> attack time = pitcheg_attack + pitcheg_vel2attack * velocity / 127
> floating point
> 0 seconds
> -100 to 100 seconds
> pitcheg_vel2hold
> Velocity effect on pitch EG hold time, in seconds.
> Examples:
> pitcheg_vel2hold=1.2
> pitcheg_vel2hold=0.1
> Hold time will be calculated as
> hold time = pitcheg_hold + pitcheg_vel2hold * velocity / 127
> floating point
> 0 seconds
> -100 to 100 seconds
> pitcheg_vel2decay
> Velocity effect on pitch EG decay time, in seconds.
> Examples:
> pitcheg_vel2decay=1.2
> pitcheg_vel2decay=0.1
> Decay time will be calculated as
> decay time = pitcheg_decay + pitcheg_vel2decay * velocity / 127
> floating point
> 0 seconds
> -100 to 100 seconds
> pitcheg_vel2sustain
> Velocity effect on pitch EG sustain level, in percentage.
> Examples:
> pitcheg_vel2sustain=30
> pitcheg_vel2sustain=20
> Sustain level will be calculated as
> sustain level = pitcheg_sustain + pitcheg_vel2sustain
> floating point
> 0 %
> -100 % to 100 %
> pitcheg_vel2release
> Velocity effect on pitch EG release time, in seconds.
> Examples:
> pitcheg_vel2release=1.2
> pitcheg_vel2release=0.1
> Release time will be calculated as
> release time = pitcheg_release + pitcheg_vel2release * velocity / 127
> floating point
> 0 seconds
> -100 to 100 seconds
> pitcheg_vel2depth
> Velocity effect on pitch EG depth, in cents.
> Examples:
> pitcheg_vel2depth=100
> pitcheg_vel2depth=-1200
> integer
> 0 cents
> -12000 to 12000 cents
> Pitch LFO
> pitchlfo_delay
> The time before the Pitch LFO starts oscillating, in seconds.
> Examples:
> pitchlfo_delay=1
> pitchlfo_delay=0.4
> floating point
> 0 seconds
> 0 to 100 seconds
> pitchlfo_fade
> Pitch LFO fade-in effect time.
> Examples:
> pitchlfo_fade=1
> pitchlfo_fade=0.4
> floating point
> 0 seconds
> 0 to 100 seconds
> pitchlfo_freq
> Pitch LFO frequency, in hertz.
> Examples:
> pitchlfo_freq=0.4
> pitchlfo_freq=1.3
> floating point
> 0 Hertz
> 0 to 20 hertz
> pitchlfo_depth
> Pitch LFO depth, in cents.
> Examples:
> pitchlfo_depth=1
> pitchlfo_depth=4
> integer
> 0 cent
> -1200 to 1200 cents
> pitchlfo_depthccN
> Pitch LFO depth when MIDI continuous controller N is received, in cents.
> Examples:
> pitchlfo_depthcc1=100
> pitchlfo_depthcc32=400
> integer
> 0 cent
> -1200 to 1200 cents
> pitchlfo_depthchanaft
> Pitch LFO depth when channel aftertouch MIDI messages are received, in
> cents.
> Examples:
> pitchlfo_depthchanaft=100
> pitchlfo_depthchanaft=400
> integer
> 0 cent
> -1200 to 1200 cents
> pitchlfo_depthpolyaft
> Pitch LFO depth when polyphonic aftertouch MIDI messages are received,
> in cents.
> Examples:
> pitchlfo_depthpolyaft=100
> pitchlfo_depthpolyaft=400
> integer
> 0 cent
> -1200 to 1200 cents
> pitchlfo_freqccN
> Pitch LFO frequency change when MIDI continuous controller N is
> received, in hertz.
> Examples:
> pitchlfo_freqcc1=5
> pitchlfo_freqcc1=-12
> floating point
> 0 hertz
> -200 to 200 hertz
> pitchlfo_freqchanaft
> Pitch LFO frequency change when channel aftertouch MIDI messages are
> received, in
> hertz.
> Examples:
> pitchlfo_freqchanaft=10
> pitchlfo_freqchanaft=-40
> floating point
> 0 hertz
> -200 to 200 hertz
> pitchlfo_freqpolyaft
> Pitch LFO frequency change when polyphonic aftertouch MIDI messages are
> received,
> in hertz.
> Examples:
> pitchlfo_freqpolyaft=10
> pitchlfo_freqpolyaft=-4
> floating point
> 0 hertz
> -200 to 200 hertz
> Filter
> fil_type
> Filter type. Avaliable types are:
> lpf_1p: one-pole low pass filter (6dB/octave).
> hpf_1p: one-pole high pass filter (6dB/octave).
> lpf_2p: two-pole low pass filter (12dB/octave).
> hpf_2p: two-pole high pass filter (12dB/octave).
> bpf_2p: two-pole band pass filter (12dB/octave).
> brf_2p: two-pole band rejection filter (12dB/octave).
> Examples:
> fil_type=lpf_2p
> fil_type=hpf_1p
> text
> lpf_2p
> lpf_1p, hpf_1p, lpf_2p, hpf_2p, bpf_2p, brf_2p
> cutoff
> The filter cutoff frequency, in Hertz.
> If the cutoff is not specified, the filter will be disabled, with the
> consequent
> CPU drop in the player.
> Examples:
> cutoff=343
> cutoff=4333
> floating point
> filter disabled
> 0 to
> SampleRate / 2
> cutoff_ccN
> The variation in the cutoff frequency when MIDI continuous controller N
> is received,
> in cents.
> Examples:
> cutoff_cc1=1200
> cutoff_cc2=-100
> integer
> 0
> -9600 to 9600 cents
> cutoff_chanaft
> The variation in the cutoff frequency when MIDI channel aftertouch
> messages are received,
> in cents.
> Examples:
> cutoff_chanaft=1200
> cutoff_chanaft=-100
> integer
> 0
> -9600 to 9600 cents
> cutoff_polyaft
> The variation in the cutoff frequency when MIDI polyphonic aftertouch
> messages are
> received, in cents.
> Examples:
> cutoff_polyaft=1200
> cutoff_polyaft=-100
> integer
> 0
> -9600 to 9600 cents
> resonance
> The filter cutoff resonance value, in decibels.
> Examples:
> resonance=30
> floating point
> 0 dB
> 0 to 40 dB
> fil_keytrack
> Filter keyboard tracking (change on cutoff for each key) in cents.
> Examples:
> fil_keytrack=100
> fil_keytrack=0
> integer
> 0 cents
> 0 to 1200 cents
> fil_keycenter
> Center key for filter keyboard tracking. In this key, the filter
> keyboard tracking
> will have no effect.
> Examples:
> fil_keycenter=60
> fil_keycenter=48
> integer
> 60
> 0 to 127
> fil_veltrack
> Filter velocity tracking, represents how much the cutoff changes with
> incoming note
> velocity.
> Examples:
> fil_veltrack=0
> fil_veltrack=1200
> integer
> 0
> -9600 to 9600 cents
> fil_random
> Random cutoff added to the region, in cents.
> Examples:
> fil_random=100
> fil_random=400
> integer
> 0
> 0 to 9600 cents
> Filter EG
> fileg_delay
> Filter EG delay time, in seconds. This is the time elapsed from note on
> to the start
> of the Attack stage.
> Examples:
> fileg_delay=1.5
> fileg_delay=0
> floating point
> 0 seconds
> 0 to 100 seconds
> fileg_start
> Filter EG start level, in percentage.
> Examples:
> fileg_start=20
> fileg_start=100
> floating point
> 0 %
> 0 to 100 %
> fileg_attack
> Filter EG attack time, in seconds.
> Examples:
> fileg_attack=1.2
> fileg_attack=0.1
> floating point
> 0 seconds
> 0 to 100 seconds
> fileg_hold
> Filter EG hold time, in seconds. During the hold stage, EG output will
> remain at
> its maximum value.
> Examples:
> fileg_hold=1.5
> fileg_hold=0.1
> floating point
> 0 seconds
> 0 to 100 seconds
> fileg_decay
> Filter EG decay time, in seconds.
> Examples:
> fileg_decay=1.5
> fileg_decay=3
> floating point
> 0 seconds
> 0 to 100 seconds
> fileg_sustain
> Filter EG sustain level, in percentage.
> Examples:
> fileg_sustain=40.34
> fileg_sustain=10
> floating point
> 100 %
> 0 to 100 %
> fileg_release
> Filter EG release time (after note release), in seconds.
> Examples:
> fileg_release=1.34
> fileg_release=2
> floating point
> 0 seconds
> 0 to 100 seconds
> fileg_depth
> Depth for the filter EG, in cents.
> Examples:
> fileg_depth=1200
> fileg_depth=-100
> integer
> 0
> -12000 to 12000
> fileg_vel2delay
> Velocity effect on filter EG delay time, in seconds.
> Examples:
> fileg_vel2delay=1.2
> fileg_vel2delay=0.1
> Delay time will be calculated as
> delay time = fileg_delay + fileg_vel2delay * velocity / 127
> floating point
> 0 seconds
> -100 to 100 seconds
> fileg_vel2attack
> Velocity effect on filter EG attack time, in seconds.
> Examples:
> fil_vel2attack=1.2
> fil_vel2attack=0.1
> Attack time will be calculated as
> attack time = fileg_attack + fileg_vel2attack * velocity / 127
> floating point
> 0 seconds
> -100 to 100 seconds
> fileg_vel2hold
> Velocity effect on filter EG hold time, in seconds.
> Examples:
> fileg_vel2hold=1.2
> fileg_vel2hold=0.1
> Hold time will be calculated as
> hold time = fileg_hold + fileg_vel2hold * velocity / 127
> floating point
> 0 seconds
> -100 to 100 seconds
> fileg_vel2decay
> Velocity effect on filter EG decay time, in seconds.
> Examples:
> fileg_vel2decay=1.2
> fileg_vel2decay=0.1
> Decay time will be calculated as
> decay time = fileg_decay + fileg_vel2decay * velocity / 127
> floating point
> 0 seconds
> -100 to 100 seconds
> fileg_vel2sustain
> Velocity effect on filter EG sustain level, in percentage.
> Examples:
> fileg_vel2sustain=30
> fileg_vel2sustain=-30
> Sustain level will be calculated as
> sustain level = fileg_sustain + fileg_vel2sustain
> Result will be clipped to 0~100%.
> floating point
> 0 %
> -100 % to 100 %
> fileg_vel2release
> Velocity effect on filter EG release time, in seconds.
> Examples:
> fileg_vel2release=1.2
> fileg_vel2release=0.1
> Release time will be calculated as
> release time = fileg_release + fileg_vel2release * velocity / 127
> floating point
> 0 seconds
> -100 to 100 seconds
> fileg_vel2depth
> -12000 to 12000 cents
> integer
> 0 cents
> -12000 to 12000 cents
> Filter LFO
> fillfo_delay
> The time before the filter LFO starts oscillating, in seconds.
> Examples:
> fillfo_delay=1
> fillfo_delay=0.4
> floating point
> 0 seconds
> 0 to 100 seconds
> fillfo_fade
> Filter LFO fade-in effect time.
> Examples:
> fillfo_fade=1
> fillfo_fade=0.4
> floating point
> 0 seconds
> 0 to 100 seconds
> fillfo_freq
> Filter LFO frequency, in hertz.
> Examples:
> fillfo_freq=0.4
> fillfo_freq=1.3
> floating point
> 0 Hertz
> 0 to 20 hertz
> fillfo_depth
> Filter LFO depth, in cents.
> Examples:
> fillfo_depth=1
> fillfo_depth=4
> floating point
> 0 dB
> -1200 to 1200 cents
> fillfo_depthccN
> Filter LFO depth when MIDI continuous controller N is received, in cents.
> Examples:
> fillfo_depthcc1=100
> fillfo_depthcc32=400
> integer
> 0 cent
> -1200 to 1200 cents
> fillfo_depthchanaft
> Filter LFO depth when channel aftertouch MIDI messages are received, in
> cents.
> Examples:
> fillfo_depthchanaft=100
> fillfo_depthchanaft=400
> integer
> 0 cent
> -1200 to 1200 cents
> fillfo_depthpolyaft
> Filter LFO depth when polyphonic aftertouch MIDI messages are received,
> in cents.
> Examples:
> fillfo_depthpolyaft=100
> fillfo_depthpolyaft=400
> integer
> 0 cent
> -1200 to 1200 cents
> fillfo_freqccN
> Filter LFO frequency change when MIDI continuous controller N is
> received, in hertz.
> Examples:
> fillfo_freqcc1=5
> fillfo_freqcc1=-12
> floating point
> 0 hertz
> -200 to 200 hertz
> fillfo_freqchanaft
> Filter LFO frequency change when channel aftertouch MIDI messages are
> received, in
> hertz.
> Examples:
> fillfo_freqchanaft=10
> fillfo_freqchanaft=-40
> floating point
> 0 hertz
> -200 to 200 hertz
> fillfo_freqpolyaft
> Filter LFO frequency change when polyphonic aftertouch MIDI messages are
> received,
> in hertz.
> Examples:
> fillfo_freqpolyaft=10
> fillfo_freqpolyaft=-4
> floating point
> 0 hertz
> -200 to 200 hertz
> Amplifier
> volume
> The volume for the region, in decibels.
> Examples:
> volume=-24
> volume=0
> volume=3.5
> floating point
> 0.0
> -144 to 6 dB
> pan
> The panoramic position for the region.
> If a mono sample is used, pan value defines the position in the stereo
> image where
> the sample will be placed.
> When a stereo sample is used, the pan value the relative amplitude of
> one channel
> respect the other.
> A value of zero means centered, negative values move the panoramic to
> the left, positive
> to the right.
> Examples:
> pan=-30.5
> pan=0
> pan=43
> floating point
> 0.0
> -100 to 100 %
> width
> Only operational for stereo samples, width defines the amount of channel
> mixing applied
> to play the sample.
> A width value of 0 makes a stereo sample play as if it were mono (adding
> both channels
> and compensating for the resulting volume change). A value of 100
> will make the stereo sample play as original.
> Any value in between will mix left and right channels with a part of the
> other, resulting
> in a narrower stereo field image.
> Negative width values will reverse left and right channels.
> Examples:
> width=100 // stereo
> width=0 // play this stereo sample as mono
> width=50 // mix 50% of one channel with the other
> floating point
> 0.0
> -100 to 100 %
> position
> Only operational for stereo samples, position defines the position in
> the stereo
> field of a stereo signal, after channel mixing as defined in the width
> opcode.
> A value of zero means centered, negative values move the panoramic to
> the left, positive
> to the right.
> Examples:
> // mix both channels and play the result at left
> width=0 position=-100
> // make the stereo image narrower and play it
> // slightly right
> width=50 position=30
> floating point
> 0.0
> -100 to 100 %
> amp_keytrack
> Amplifier keyboard tracking (change in amplitude per key) in dB.
> Examples:
> amp_keytrack=-1.4
> amp_keytrack=3
> floating point
> 0 dB
> -96 to 12 dB
> amp_keycenter
> Center key for amplifier keyboard tracking. In this key, the amplifier
> keyboard tracking
> will have no effect.
> Examples:
> amp_keycenter=60
> amp_keycenter=48
> integer
> 60
> 0 to 127
> amp_veltrack
> Amplifier velocity tracking, represents how much the amplitude changes
> with incoming
> note velocity.
> Volume changes with incoming velocity in a concave shape according to
> the following
> expression:
> Amplitude(dB) = 20 log (127^2 / Velocity^2)
> The amp_velcurve_N opcodes allow overriding the default velocity curve.
> Examples:
> amp_veltrack=0
> amp_veltrack=100
> floating point
> 100 %
> -100 to 100 %
> amp_velcurve_1
> amp_velcurve_127
> User-defined amplifier velocity curve. This opcode range allows defining
> a specific
> curve for the amplifier velocity. The value of the opcode indicates
> the normalized amplitude (0 to 1) for the specified velocity.
> The player will interpolate lineraly between specified opcodes for
> unspecified ones:
> amp_velcurve_1=0.2 amp_velcurve_3=0.3
> // amp_velcurve_2 is calculated to 0.25
> If amp_velcurve_127 is not specified, the player will assign it the
> value of 1.
> Examples:
> // linear, compressed dynamic range
> // amplitude changes from 0.5 to 1
> amp_velcurve_1=0.5
> floating point
> standard curve (see amp_veltrack)
> 0 to 1
> amp_random
> Random volume for the region, in decibels.
> Examples:
> amp_random=10
> amp_random=3
> floating point
> 0
> 0 to 24 dB
> rt_decay
> The volume decay amount when the region is set to play in release
> trigger mode, in
> decibels per second since note-on message.
> Examples:
> rt_decay=6.5
> floating point
> 0 dB
> 0 to 200 dB
> output
> The stereo output number for this region.
> If the player doesn't feature multiple outputs, this opcode is ignored.
> Examples:
> output=0
> output=4
> integer
> 0
> 0 to 1024
> gain_ccN
> Gain applied on MIDI control N, in decibels.
> Examples:
> gain_cc1=12
> floating point
> 0
> -144 to 48 dB
> xfin_lokey
> xfin_hikey
> Fade in control.
> xfin_lokey and xfin_hikey define the fade-in keyboard zone for the
> region.
> The volume of the region will be zero for keys lower than or equal to
> xfin_lokey,
> and maximum (as defined by the volume opcode) for keys greater than or
> equal to xfin_hikey.
> Examples:
> xfin_lokey=c3 xfin_hikey=c4
> integer
> xfin_lokey=0
> xfin_hikey=0
> 0 to 127
> C-1 to G9
> xfout_lokey
> xfout_hikey
> Fade out control.
> xfout_lokey and xfout_hikey define the fade-out keyboard zone for the
> region.
> The volume of the region will be maximum (as defined by the volume
> opcode) for keys
> lower than or equal to xfout_lokey, and zero for keys greater than
> or equal to xfout_hikey.
> Examples:
> xfout_lokey=c5 xfout_hikey=c6
> integer
> xfout_lokey=127
> xfout_hikey=127
> 0 to 127
> C-1 to G9
> xf_keycurve
> Keyboard crossfade curve for the region. Values can be:
> gain: Linear gain crossfade. This setting is best when crossfading
> phase-aligned
> material. Linear gain crossfades keep constant amplitude during the
> crossfade,
> preventing clipping.
> power: Equal-power RMS crossfade. This setting works better to mix very
> different
> material, as a constant power level is kept during the crossfade.
> text
> power
> gain, power
> xfin_lovel
> xfin_hivel
> Fade in control.
> xfin_lovel and xfin_hivel define the fade-in velocity range for the
> region.
> The volume of the region will be zero for velocities lower than or equal
> to xfin_lovel,
> and maximum (as defined by the volume opcode) for velocities greater
> than or equal to xfin_hivel.
> Examples:
> xfin_lovel=0 xfin_hivel=127
> integer
> xfin_lovel=0
> xfin_hivel=0
> 0 to 127
> xfout_lovel
> xfout_hivel
> Fade out control.
> xfout_lokey and xfout_hikey define the fade-out velocity range for the
> region.
> The volume of the region will be maximum (as defined by the volume
> opcode) for velocities
> lower than or equal to xfout_lovel, and zero for velocities greater
> than or equal to xfout_hivel.
> Examples:
> xfout_lovel=0 xfout_hivel=127
> integer
> xfout_lokey=127
> xfout_hikey=127
> 0 to 127
> xf_velcurve
> Velocity crossfade curve for the region. Values can be:
> gain: Linear gain crossfade. This setting is best when crossfading
> phase-aligned
> material. Linear gain crossfades keep constant amplitude during the
> crossfade,
> preventing clipping.
> power: Equal-power RMS crossfade. This setting works better to mix very
> different
> material, as a constant power level is kept during the crossfade.
> text
> power
> gain, power
> xfin_loccN
> xfin_hiccN
> Fade in control.
> xfin_loccN and xfin_hiccN set the range of values in the MIDI continuous
> controller
> N which will perform a fade-in in the region.
> The volume of the region will be zero for values of the MIDI continuous
> controller
> N lower than or equal to xfin_loccN, and maximum (as defined by the
> volume opcode) for values greater than or equal to xfin_hiccN.
> Examples:
> xfin_locc1=64 xfin_hicc1=127
> integer
> 0
> 0 to 127
> xfout_loccN
> xfout_hiccN
> Fade out control.
> xfout_loccN and xfout_hiccN set the range of values in the MIDI
> continuous controller
> N which will perform a fade-out in the region.
> The volume of the region will be maximum (as defined by the volume
> opcode) for values
> of the MIDI continuous controller N lower than or equal to xfout_loccN,
> and zero for values greater than or equal to xfout_hiccN.
> Examples:
> xfout_locc1=64 xfout_hicc1=127
> integer
> 0
> 0 to 127
> xf_cccurve
> MIDI controllers crossfade curve for the region. Values can be:
> gain: Linear gain crossfade. This setting is best when crossfading
> phase-aligned
> material. Linear gain crossfades keep constant amplitude during the
> crossfade,
> preventing clipping.
> power: Equal-power RMS crossfade. This setting works better to mix very
> different
> material, as a constant power level is kept during the crossfade.
> text
> power
> gain, power
> Amplifier EG
> ampeg_delay
> Amplifier EG delay time, in seconds. This is the time elapsed from note
> on to the
> start of the Attack stage.
> Examples:
> ampeg_delay=1.5
> ampeg_delay=0
> floating point
> 0 seconds
> 0 to 100 seconds
> ampeg_start
> Amplifier EG start level, in percentage.
> Examples:
> ampeg_start=20
> ampeg_start=100
> floating point
> 0 %
> 0 to 100 %
> ampeg_attack
> Amplifier EG attack time, in seconds.
> Examples:
> ampeg_attack=1.2
> ampeg_attack=0.1
> floating point
> 0 seconds
> 0 to 100 seconds
> ampeg_hold
> Amplifier EG hold time, in seconds. During the hold stage, EG output
> will remain
> at its maximum value.
> Examples:
> ampeg_hold=1.5
> ampeg_hold=0.1
> floating point
> 0 seconds
> 0 to 100 seconds
> ampeg_decay
> Amplifier EG decay time, in seconds.
> Examples:
> ampeg_decay=1.5
> ampeg_decay=3
> floating point
> 0 seconds
> 0 to 100 seconds
> ampeg_sustain
> Amplifier EG sustain level, in percentage.
> Examples:
> ampeg_sustain=40.34
> ampeg_sustain=10
> floating point
> 100 %
> 0 to 100 %
> ampeg_release
> Amplifier EG release time (after note release), in seconds.
> Examples:
> ampeg_release=1.34
> ampeg_release=2
> floating point
> 0 seconds
> 0 to 100 seconds
> ampeg_vel2delay
> Velocity effect on amplifier EG delay time, in seconds.
> Examples:
> ampeg_vel2delay=1.2
> ampeg_vel2delay=0.1
> Delay time will be calculated as
> delay time = ampeg_delay + ampeg_vel2delay * velocity / 127
> floating point
> 0 seconds
> -100 to 100 seconds
> ampeg_vel2attack
> Velocity effect on amplifier EG attack time, in seconds.
> Examples:
> ampeg_vel2attack=1.2
> ampeg_vel2attack=0.1
> Attack time will be calculated as
> attack time = ampeg_attack + ampeg_vel2attack * velocity / 127
> floating point
> 0 seconds
> -100 to 100 seconds
> ampeg_vel2hold
> Velocity effect on amplifier EG hold time, in seconds.
> Examples:
> ampeg_vel2hold=1.2
> ampeg_vel2hold=0.1
> Hold time will be calculated as
> hold time = ampeg_hold + ampeg_vel2hold * velocity / 127
> floating point
> 0 seconds
> -100 to 100 seconds
> ampeg_vel2decay
> Velocity effect on amplifier EG decay time, in seconds.
> Examples:
> ampeg_vel2decay=1.2
> ampeg_vel2decay=0.1
> Decay time will be calculated as
> decay time = ampeg_decay + ampeg_vel2decay * velocity / 127
> floating point
> 0 seconds
> -100 to 100 seconds
> ampeg_vel2sustain
> Velocity effect on amplifier EG sustain level, in percentage.
> Examples:
> ampeg_vel2sustain=30
> ampeg_vel2sustain=-30
> Sustain level will be calculated as
> sustain level= ampeg_sustain + ampeg_vel2sustain
> The result will be clipped to 0~100%.
> floating point
> 0%
> -100 % to 100 %
> ampeg_vel2release
> Velocity effect on amplifier EG release time, in seconds.
> Examples:
> ampeg_vel2release=1.2
> ampeg_vel2release=0.1
> Release time will be calculated as
> release time = ampeg_release + ampeg_vel2release * velocity / 127
> floating point
> 0 seconds
> -100 to 100 seconds
> ampeg_delayccN
> Amplifier EG delay time added on MIDI control N, in seconds.
> Examples:
> ampeg_delaycc20=1.5
> ampeg_delaycc1=0
> floating point
> 0 seconds
> -100 to 100 seconds
> ampeg_startccN
> Amplifier EG start level added on MIDI control N, in percentage.
> Examples:
> ampeg_startcc20=20
> ampeg_startcc1=100
> floating point
> 0 %
> -100 to 100 %
> ampeg_attackccN
> Amplifier EG attack time added on MIDI control N, in seconds.
> Examples:
> ampeg_attackcc20=1.2
> ampeg_attackcc1=0.1
> floating point
> 0 seconds
> -100 to 100 seconds
> ampeg_holdccN
> Amplifier EG hold time added on MIDI control N, in seconds.
> Examples:
> ampeg_holdcc20=1.5
> ampeg_holdcc1=0.1
> floating point
> 0 seconds
> -100 to 100 seconds
> ampeg_decayccN
> Amplifier EG decay time added on MIDI control N, in seconds.
> Examples:
> ampeg_decaycc20=1.5
> ampeg_decaycc1=3
> floating point
> 0 seconds
> -100 to 100 seconds
> ampeg_sustainccN
> Amplifier EG sustain level added on MIDI control N, in percentage.
> Examples:
> ampeg_sustaincc20=40.34
> ampeg_sustaincc1=10
> floating point
> 100 %
> -100 to 100 %
> ampeg_releaseccN
> Amplifier EG release time added on MIDI control N, in seconds.
> Examples:
> ampeg_releasecc20=1.34
> ampeg_releasecc1=2
> floating point
> 0 seconds
> -100 to 100 seconds
> Amplifier LFO
> amplfo_delay
> The time before the Amplifier LFO starts oscillating, in seconds.
> Examples:
> amplfo_delay=1
> amplfo_delay=0.4
> floating point
> 0 seconds
> 0 to 100 seconds
> amplfo_fade
> Amplifier LFO fade-in effect time.
> Examples:
> amplfo_fade=1
> amplfo_fade=0.4
> floating point
> 0 seconds
> 0 to 100 seconds
> amplfo_freq
> Amplifier LFO frequency, in hertz.
> Examples:
> amplfo_freq=0.4
> amplfo_freq=1.3
> floating point
> 0 Hertz
> 0 to 20 hertz
> amplfo_depth
> Amplifier LFO depth, in decibels.
> Examples:
> amplfo_depth=1
> amplfo_depth=4
> floating point
> 0 dB
> -10 to 10 dB
> amplfo_depthccN
> Amplifier LFO depth when MIDI continuous controller N is received, in
> decibels.
> Examples:
> amplfo_depthcc1=100
> amplfo_depthcc32=400
> floating point
> 0 dB
> -10 to 10 dB
> amplfo_depthchanaft
> Amplifier LFO depth when channel aftertouch MIDI messages are received,
> in cents.
> Examples:
> amplfo_depthchanaft=100
> amplfo_depthchanaft=400
> floating point
> 0 dB
> -10 to 10 dB
> amplfo_depthpolyaft
> Amplifier LFO depth when polyphonic aftertouch MIDI messages are
> received, in cents.
> Examples:
> amplfo_depthpolyaft=100
> amplfo_depthpolyaft=400
> floating point
> 0 dB
> -10 to 10 dB
> amplfo_freqccN
> Amplifier LFO frequency change when MIDI continuous controller N is
> received, in
> hertz.
> Examples:
> amplfo_freqcc1=5
> amplfo_freqcc1=-12
> floating point
> 0 hertz
> -200 to 200 hertz
> amplfo_freqchanaft
> Amplifier LFO frequency change when channel aftertouch MIDI messages are
> received,
> in hertz.
> Examples:
> amplfo_freqchanaft=10
> amplfo_freqchanaft=-40
> floating point
> 0 hertz
> -200 to 200 hertz
> amplfo_freqpolyaft
> Amplifier LFO frequency change when polyphonic aftertouch MIDI messages
> are received,
> in hertz.
> Examples:
> amplfo_freqpolyaft=10
> amplfo_freqpolyaft=-4
> floating point
> 0 hertz
> -200 to 200 hertz
> Equalizer
> eq1_freq
> eq2_freq
> eq3_freq
> Frequency of the equalizer band, in Hertz.
> Examples:
> eq1_freq=80 eq2_freq=1000 eq3_freq=4500
> floating point
> eq1_freq=50
> eq2_freq=500
> eq3_freq=5000
> 0 to 30000 Hz
> eq1_freqccN
> eq2_freqccN
> eq3_freqccN
> Frequency change of the equalizer band when MIDI continuous control N
> messages are
> received, in Hertz.
> Examples:
> eq1_freqcc1=80
> floating point
> 0
> -30000 to 30000 Hz
> eq1_vel2freq
> eq2_vel2freq
> eq3_vel2freq
> Frequency change of the equalizer band with MIDI velocity, in Hertz.
> Examples:
> eq1_vel2freq=1000
> floating point
> 0
> -30000 to 30000 Hz
> eq1_bw
> eq2_bw
> eq3_bw
> Bandwidth of the equalizer band, in octaves.
> Examples:
> eq1_bw=1 eq2_bw=0.4 eq3_bw=1.4
> floating point
> 1 octave
> 0.001 to 4 octaves
> eq1_bwccN
> eq2_bwccN
> eq3_bwccN
> Bandwidth change of the equalizer band when MIDI continuous control N
> messages are
> received, in octaves.
> Examples:
> eq1_bwcc29=1.3
> floating point
> 0
> -4 to 4 octaves
> eq1_gain
> eq2_gain
> eq3_gain
> Gain of the equalizer band, in decibels.
> Examples:
> eq1_gain=-3 eq2_gain=6 eq3_gain=-6
> floating point
> 0 dB
> -96 to 24 dB
> eq1_gainccN
> eq2_gainccN
> eq3_gainccN
> Gain change of the equalizer band when MIDI continuous control N
> messages are received,
> in decibels.
> Examples:
> eq1_gaincc23=-12
> floating point
> 0 dB
> -96 to 24 dB
> eq1_vel2gain
> eq2_vel2gain
> eq3_vel2gain
> Gain change of the equalizer band with MIDI velocity, in decibels.
> Examples:
> eq1_vel2gain=12
> floating point
> 0
> -96 to 24 dB
> Effects
> effect1
> Level of effect1 send, in percentage (reverb in sfz).
> Examples:
> effect1=100
> floating point
> 0
> 0 to 100 %
> effect2
> Level of effect2 send, in percentage (chorus in sfz).
> Examples:
> effect2=100
> floating point
> 0
> 0 to 100 %
> Fin du tableau
>
>
> On 10/26/2014 12:24 PM, Ken Downey wrote:
>> I've had to delay doing the Reaper podcast because the only way I can
>> do it currently is through a recorder over the mikes. I'd rather be
>> able to plug the computer directly into my recorder, but that means I
>> can't mike myself and the computer at the same time, so only one of
>> those gets through. I can't record stereo mix because it infinitely
>> loops everything, so I'm going to have to go buy a splitter, use my
>> iPhone as a mike, and connect both it and the computer to my
>> recorder. then I'll be podcasting.
>> I also am wondering if any of you have found a way to get the sustain
>> pedal to work with Samplomatic. It doesn't respond, though all my
>> other instruments do. If not, does anyone know of a good, accessible
>> sampler that's at least somewhat easy to use? I know that Synthfont
>> makes a good one, but building Sound fonts in Viena tends to be more
>> a pain in the neck than its worth. Thoughts?
>> Ken Downey
>> For a fresh perspective of Christianity, visit my blog at
>> longing4god.wordpress.com,
>> and my podcast network at
>> www.audioboom.fm/channel/honest2god
>> <http://www.audioboom.fm/channel/honest2god> .
>> For experimental electroacoustic music that is out of this world, visit
>> www.BlindLabyrinth.com <http://www.BlindLabyrinth.com> .
>> Feel free to add me as a friend on Skype and Facebook. My user name
>> is always the same, KenWDowney.
>>
>>
>> _______________________________________________
>> RWP mailing list
>> RWP at reaaccess.com
>> http://reaaccess.com/mailman/listinfo/rwp_reaaccess.com
>
>
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