Samples And Programs - Yamaha A3000 Owner's Manual

Yamaha professional sampler owner's manual a3000
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Samples and Programs

Samples and programs are the building blocks that you use to create and organize sounds on
your A3000. This chapter introduces you to these two essential concepts.
Basics
Chapter 3
Basics
70
Samples and Programs
A sample is a sound unit that serves as a component of a larger, more comprehensive
sound, or program. A program is an organization of samples and related settings into a
playable sound. Programs, in other words, are built from samples.
An object is an independent data structure that exists in memory and can be manipu-
lated by you, the user. Despite their differences, samples and programs both meet this
definition, and may both be referred to as objects.
When playing sounds from the A3000, you play the programs rather than the individual
samples. As an example, assume that you have created three samples in A3000 memory:
a "piano" sample, a "bass" sample, and a "sax" sample. You could then create a program
to play any or all of these samples. The relationship is illustrated by the diagrams below.
Memory
"Piano" sample
Program
In the above case, the program has deselected all three samples, and will therefore pro-
duce no sound. Although you are free to select this program, it will not generate any
sound so long as all samples are deselected.
If you set the program so that it uses the piano sample only, as shown below, then the
program will be able to produce piano sound only.
Memory
"Piano" sample
Program
"Bass" sample
Deselect
Deselect
Select
Select
"Bass" sample
Deselect
Deselect
Select
Select
"Sax" sample
Deselect
No sound
Select
"Sax" sample
Deselect
Piano only
Select

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