Replay Mode Select; Important Information; 06, 07, And 08 Page 06 Start Point - Akai s900 Operator's Manual

Midi digital sampler
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arrow
at
"Loudness."
Use
CONTROL
to
vary
loudness from
+50
above
the nominal
+00
point (louder) to
—SO
below
the
nominal
+00
point
(softer).
Note:
These
figures
represent
arbitrary
volume
units,
not decibels.
NOMINAL
PITCH
(of
sample)
Point
arrow
at
"Norn
pitch."
Use
CONTROL
to
set the
initial
pitch
of
the
sample
in
semitones.
To
transpose
up,
choose a
higher
number.
To
transpose
down, choose a
lower
number.
Note:
If
you
trigger
the
sound
with the
PLAY
button,
a
higher
number
will
produce
a lower
pitch.
This
is
because
as
the
sample
gets higher
in
pitch,
the
PLAY
button (which
keeps
put-
ting
out the
same
note)
will
transpose
the note lower
by a
corre-
spondingly
greater
amount.
FINE
PITCH
Point
arrow
at
"Fine
Pitch."
Use
CONTROL
or
the
+,
,
and
number
keys
to
adjust the
pitch
plus
or
minus
1
semitone,
in
cent (hundredth
of
a semitone) increments.
PAGE 04
1
REPLAY
MODE
SELECT
-2*
«REPLAY MODE
On«
shot
(I).
Looping
(2).
Alternating
(3)
A
sample
may
be
played
back
in
one
of
three
ways.
Point
arrow
at
"Replay
mode" and
indicate
your choice
with
a
number
key:
(1
One
shot.
Triggering the
sample
will
cause
it
to
play
for
the
duration
of
the
sample, then
stop.
This
is
the default
setting.
(2)
Looping.
If
you
hold
down
a
key, the
sample
will
play
all
the
way
through.
If
the key
is
still
held
down,
the
sample
will
play
again from beginning
to
end and keep
repeating
in
this
manner
for
as long as the
key
is
down.
Note:
The
entire
sample need
not
be
looped;
a
portion
can be designated
for
looping,
as
set
on Pages
06, 07,
and
08.
(3)
Alternating.
If
you
hold
down
a
key, the
sample
will
play
all
the
way
through.
If
the
key
is
still
held
down,
the
sample
will
play again
from
end
to
beginning, then from
beginning
to
end, from
end
to
beginning,
and
so on
for
as
long
as
the
key
is
down.
Note:
The
entire
sample need
not
be
looped;
a
portion
can be
designated
for
alternating looping,
as
set
on
PAGES
06, 07,
and
08.
PAGE05JTIME
DIRECTION
(NORMAL/REVERSE)
-|? 5
tTIME
DIRECTION
Normal
(I).
Rotrsi
(2)
Point
arrow
at
"Time
Direction."
Use
a
number
key
to
enter
either:
(1
The sample
plays from beginning
to
end.
(2)
The
sample
plays from
end
to
beginning
("backward
tape"
effect).
IMPORTANT INFORMATION ABOUT PAGES
06, 07,
and
08
Looping a sample, which
creates a continuous, sustained tone
from a
short
sample,
is
an
art
and
a science.
Much
of this art in-
volves
finding the
proper
loop points
and sample
length,
the
parameters adjusted on
PAGES
06, 07,
and
08.
Fig.
3
graphically
shows
a
flute
note's
amplitude envelope. Note
how
there
is
an
attack
phase
as
the player
blows wind
into
the
flute,
where
the
flute level
builds
up
to
full.
Then comes
a
sus-
tained portion
where
the note stays basically the
same
until
the
decay,
where
the player
runs out
of
breath
and
the
level
goes
back
to zero.
If
we
wanted
to
play long
flute
notes,
we
could
sample
the
lon-
gest notes
we
think
we
might need.
Unfortunately,
this
uses up
lots of
memory, which
we
might
want
to
use
for
other
sounds.
One
solution
is
to
loop (continuously
repeat)
a
portion
of
the
sound
to
create
a sustained
tone.
This
process
involves
setting
a
start point,
stop
point,
and
loop
length.
A sample
is
measured
not
in
seconds,
but
in
samples.
Therefore,
start,
stop,
and
loop length are specified
in
samples.
The
Start point
sets the
beginning
of
the
sample. This has two
main
uses:
If
you
started
sampling
too
early,
or
if
sampling
was
triggered
by
noise,
you
will
probably
want
to
remove
these
unwanted
sounds
from
the
beginning
of
the sample.
*
For special
effects
(e.g.
cutting
off
the attack
of
a percussive
note).
The End
point sets the
end
of
a
sample. This
has two main
uses:
Set
the
end
of
the loop
point.
*
Determine
a
point
past
which no
more sample
is
needed.
The
remaining
part
of
the
sample can be
discarded, thus
freeing
up
more memory.
Fig.
3
;
Sustained
Release
Attack
phase
(player
runs
phase
out
of
break)
The Loop
Length
determines
the loop length
in
sample
points
(so called
because
a
sample
consists
of
a
finite
number
of
points
along a
waveform;
these
points define the
waveform's
amplitude over
time).
The
loop's
beginning
point
is
the
end
of
the
sample minus
the loop
length.
Example:
In
the
flute
sound shown,
the
start
point
is
at
500
points,
the
end
point
is
at
4673
points,
and
the loop lenght
is
1
,223
points.
Holding
down
a
key
will
repeat the looped
portion,
as
shown
in
Fig. 4.
However,
note
that
the
flute
volume does
not stay
constant over
the duration
of
the
sample.
Therefore, there
is
a
"glitch"
(abrupt
level
change)
where
the beginning
of
the loop splices
on
to
the
end
of
the previous
loop.
Choosing
better loop points
can produce
a loop without
such
glitches.
Refer
to Fig.
5.

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