You can do all this is one instance of the plugin. I bought a Ludwig black Beauty snare sample pack that had about 60 different velocity levels. I just dragged the whole folder in to the list page of rsamp5000 and it arranges them all for you either in name, rms or peak values, it works beautifully with minimum mucking about.
Or just hit the [list] button, drag all your samples into that window, sort rms, then set your minimum and maximum velocity. Then you have velocity sensitivity on all your hi-hats with just one instance of Reasamplomatic 5000.
@@TheREAPERBlog Except that in the method explained in this video, you get to choose the velocity/volume ranges between the samples, and the Round Robin capability.
i've been wanting to try a drum sample pack by circles drum samples but thought i would need to buy an expensive plug in. great to know i can at least try out some of its functionality first! thanks a bunch
Is there a way to cut an instance of the samplomatic playing a sample by triggering another instance of the samplomatic when they are put in the same track? I'm talking about choking the open HI-Hat when playing the closed HI-Hat while the open one is playing. If that's possible, I won't have to buy any of those expensive samplers on the market. Thank you.
Is that possible to change the sound start point according to the hit velocity on the keyboard? I am looking for this feature there, but I can't find it.
Thanks so much for this video. I had a question. Let's say I make a sample that's a little long. Like half a second or so. As I play it in lower or higher notes, the pitch changes but also the duration changes. The lower the pitch the longer the duration of the sample. Is there a way to equalize the duration across all notes/pitches?
@@TheREAPERBlog Because it's a one-shot sample trigger effect, not a resampler. It doesn't have an algorithm to stretch your samples for you. When you raise the pitch without resampling, you get a shorter sample and the opposite when you lower it. Shrinking samples usually works, to an extent, without artifacting, but if you don't use a high-quality algorithm when you stretch samples longer (converting to lower pitches from the original), you'll hear the stretching and it'll get worse the further from the original you get. Anyone who has done song mixing (beatmatching), particularly with tech from more than a few decades back will remember that matching two songs without a tempo-stretching algorithm will cause the samples to repitch AND resize (think switching from 33 RPM to 45 RPM on a vinyl turntable). They introduced time-stretching when computers got more powerful (for less money) and that allowed for repitching while maintaining duration, however the fidelity could still become noticeably garbage the further from the original pitch you'd try to go. Bottom line: if you want to have the same length of sample, you need to do the pitch changes in a waveform editor that allows you to retain the sample's timing. Using an advanced algorithm, depending on how far the pitch changes drift from the original, you should be able to get something useful. With time-stretched samples, it's better to go down in pitch because the pitch will lower and the timing will lengthen, and the algorithm can then shorten the lengthened time to match the original, which means information is discarded. Going the other way means the time has to be stretched to match the original, and that means inventing new information. That's usually worse. Doesn't mean it'll sound perfect in either case. Best option is always to record all samples at the correct timing needed. Second best option is to record as many samples as possible and then time stretch as little as possible. If you need four samples and you record two, you only have to stretch those two once each. If you only record one, you'd have to stretch it three times, which means further away from the original. Yep. Wall of text. I know.
Is there any way you could revisit this with the use of triggering samples? I have a snare pack with hundreds of samples including velocities and round robins for snare top, bottom, OH and rooms and I cannot for the life of me figure out how to accurately trigger all the velocity-sensitive samples. I got some sound to come through but something is definitely not right. Or is it only worth using when you don't have so many samples to work with?
if you realllly want to do it with reasamplomatic, it can play multi-channel files. I think that's going to be the most straightforward way of achieving the goal. You'll have to import all those samples in sequence on separate tracks. Pan and route so snare top is hard left (channel 1), snare bottom is hard right (channel 2), OH is 3-4, Room is 5-6. Render each sample set as a new multichannel file (6 channel). Then you can import all the new files into ReaSamplomatic for random / round robin without the close and far mics getting out of sync. You will route the Sampler track to 4 track to 'decode' the multichannel output. YES it is convoluted!
Jon, later in the video you say "This is just a bunch of the same sample." However, just prior, and from the beginning, you seem to establish that the 7 original WAVs are indeed each a unique sample. Care to clarify?
I was referencing the velocity demonstration at 6:30. Because it's only 8 different files split between 7 layers, you can still hear repeated samples when triggering the same or similar velocity. "if we had 10 or 20 samples here this would be much smoother, more variation, less repetitive sounds" - especially if there was round robin or random for velocity.
Hi there! Thanks for your videos, they are really useful! I was wondering If you could help me with this issue: I'm using Reasamplomatic 5000 to trigger some long sounds and I want to combine this with a track that I have already imported in my daw. I noticed that If I trigger my sample (that has an specific midi note in my controller) and then I push playback button at the transport control, my reasamplomatic's sample stops playing. ¿Can I modify this? Thanks a lot!
Holding a note, then play and the note stops? I don’t think that is an rs5k problem, test with other instruments. There is a preference to send note off on play start.
trying it now, it actually wasn't the preferences I expected. Preferences - plugins - VST - "don't flush synthesizer plugins on stop/reset" set this to ON Hopefully there aren't any downsides to enabling this, like stuck notes.
@@TheREAPERBlog Great! Thanks! Now is better. I appreciate a lot your time on answering me. I still listen to a little "pop" unfortunately: I played the sample or a vst synth and while I'm still playing the note, I play the track (transport playback button) and I listen to a "pop" in that moment). I find this post on a forum, and is the exact problem that I have (maybe is useful): "Audio stops when I hit play mostly solved OK, this is an issue most people won't have to deal with...but hopefully someone can help. I use Reaper to play live. I have a song where I free play some keyboard stuff, MIDI controller to a VST, and I let it ring out, and then hit play to start the rest of the song. Issue is this: when I hit play, the VST goes silent. So instead of a nice ringout over the start of the song, it just cuts short, and then the song begins. Even if I'm holding the sustain pedal. Anyone have any idea how I can overcome this?" By Vampire step dad.
You should simply show in slow motion each step you took to make item and start from the beginning of opening up the program. Have a list with screen prints and then simply play it through in slow mo -- click by click -- If you like you can include your little hi hat collection too.
You can do all this is one instance of the plugin. I bought a Ludwig black Beauty snare sample pack that had about 60 different velocity levels. I just dragged the whole folder in to the list page of rsamp5000 and it arranges them all for you either in name, rms or peak values, it works beautifully with minimum mucking about.
Please share how to drag-n-drop a pack with many velocities . . . I'm mucking about too much for sure!!
Or just hit the [list] button, drag all your samples into that window, sort rms, then set your minimum and maximum velocity. Then you have velocity sensitivity on all your hi-hats with just one instance of Reasamplomatic 5000.
That works too
@@TheREAPERBlog Except that in the method explained in this video, you get to choose the velocity/volume ranges between the samples, and the Round Robin capability.
Thanks, with every video you or Kenny post I like reaper more and more.
all the things i’ve done to avoid buying Trigger and all i had to do was this. thank you!
Meh. Trigger is lightyears ahead of this approach all day.
yeah trigger 2 is really good.
i've been wanting to try a drum sample pack by circles drum samples but thought i would need to buy an expensive plug in. great to know i can at least try out some of its functionality first! thanks a bunch
Excellent!! Thank you.
I don’t think thats a good use if system resources..you could do all that in audio editor and use single instance of the plug?
Is there a way to cut an instance of the samplomatic playing a sample by triggering another instance of the samplomatic when they are put in the same track?
I'm talking about choking the open HI-Hat when playing the closed HI-Hat while the open one is playing.
If that's possible, I won't have to buy any of those expensive samplers on the market.
Thank you.
What would happen if the Round Robin box was unchecked?
Is that possible to change the sound start point according to the hit velocity on the keyboard?
I am looking for this feature there, but I can't find it.
Jon, I know I also commented on FB, but thank you for this.
Have just hooked up my mpc2kxl, all other plugs i can trigger fine but with this plugin everything freaks when i hit a pad, any idea why, thanks!
Thanks so much for this video. I had a question. Let's say I make a sample that's a little long. Like half a second or so. As I play it in lower or higher notes, the pitch changes but also the duration changes. The lower the pitch the longer the duration of the sample. Is there a way to equalize the duration across all notes/pitches?
It helps to have more samples so they don't have to be stretched as far. RS5K doesn't keep duration, not really sure why actually.
@@TheREAPERBlog Because it's a one-shot sample trigger effect, not a resampler. It doesn't have an algorithm to stretch your samples for you. When you raise the pitch without resampling, you get a shorter sample and the opposite when you lower it. Shrinking samples usually works, to an extent, without artifacting, but if you don't use a high-quality algorithm when you stretch samples longer (converting to lower pitches from the original), you'll hear the stretching and it'll get worse the further from the original you get. Anyone who has done song mixing (beatmatching), particularly with tech from more than a few decades back will remember that matching two songs without a tempo-stretching algorithm will cause the samples to repitch AND resize (think switching from 33 RPM to 45 RPM on a vinyl turntable). They introduced time-stretching when computers got more powerful (for less money) and that allowed for repitching while maintaining duration, however the fidelity could still become noticeably garbage the further from the original pitch you'd try to go.
Bottom line: if you want to have the same length of sample, you need to do the pitch changes in a waveform editor that allows you to retain the sample's timing. Using an advanced algorithm, depending on how far the pitch changes drift from the original, you should be able to get something useful. With time-stretched samples, it's better to go down in pitch because the pitch will lower and the timing will lengthen, and the algorithm can then shorten the lengthened time to match the original, which means information is discarded. Going the other way means the time has to be stretched to match the original, and that means inventing new information. That's usually worse. Doesn't mean it'll sound perfect in either case. Best option is always to record all samples at the correct timing needed. Second best option is to record as many samples as possible and then time stretch as little as possible. If you need four samples and you record two, you only have to stretch those two once each. If you only record one, you'd have to stretch it three times, which means further away from the original.
Yep. Wall of text. I know.
Does it time stretch ?
Is there any way you could revisit this with the use of triggering samples? I have a snare pack with hundreds of samples including velocities and round robins for snare top, bottom, OH and rooms and I cannot for the life of me figure out how to accurately trigger all the velocity-sensitive samples. I got some sound to come through but something is definitely not right. Or is it only worth using when you don't have so many samples to work with?
if you realllly want to do it with reasamplomatic, it can play multi-channel files. I think that's going to be the most straightforward way of achieving the goal.
You'll have to import all those samples in sequence on separate tracks. Pan and route so snare top is hard left (channel 1), snare bottom is hard right (channel 2), OH is 3-4, Room is 5-6. Render each sample set as a new multichannel file (6 channel).
Then you can import all the new files into ReaSamplomatic for random / round robin without the close and far mics getting out of sync. You will route the Sampler track to 4 track to 'decode' the multichannel output.
YES it is convoluted!
Jon, later in the video you say "This is just a bunch of the same sample." However, just prior, and from the beginning, you seem to establish that the 7 original WAVs are indeed each a unique sample. Care to clarify?
I was referencing the velocity demonstration at 6:30. Because it's only 8 different files split between 7 layers, you can still hear repeated samples when triggering the same or similar velocity.
"if we had 10 or 20 samples here this would be much smoother, more variation, less repetitive sounds" - especially if there was round robin or random for velocity.
@@TheREAPERBlog Oh, I see- "This (midi performance results in) a bunch of the same samples (sounding)." Thanks for all you do.
Hi there! Thanks for your videos, they are really useful!
I was wondering If you could help me with this issue:
I'm using Reasamplomatic 5000 to trigger some long sounds and I want to combine this with a track that I have already imported in my daw. I noticed that If I trigger my sample (that has an specific midi note in my controller) and then I push playback button at the transport control, my reasamplomatic's sample stops playing. ¿Can I modify this?
Thanks a lot!
Holding a note, then play and the note stops? I don’t think that is an rs5k problem, test with other instruments.
There is a preference to send note off on play start.
Thanks for your answer!
Sorry, one more:
"There is a preference to send note off on play start." Where I can modify this option? Thanks!
trying it now, it actually wasn't the preferences I expected.
Preferences - plugins - VST - "don't flush synthesizer plugins on stop/reset"
set this to ON
Hopefully there aren't any downsides to enabling this, like stuck notes.
@@TheREAPERBlog Great! Thanks! Now is better. I appreciate a lot your time on answering me.
I still listen to a little "pop" unfortunately: I played the sample or a vst synth and while I'm still playing the note, I play the track (transport playback button) and I listen to a "pop" in that moment).
I find this post on a forum, and is the exact problem that I have (maybe is useful):
"Audio stops when I hit play
mostly solved
OK, this is an issue most people won't have to deal with...but hopefully someone can help.
I use Reaper to play live. I have a song where I free play some keyboard stuff, MIDI controller to a VST, and I let it ring out, and then hit play to start the rest of the song.
Issue is this: when I hit play, the VST goes silent. So instead of a nice ringout over the start of the song, it just cuts short, and then the song begins. Even if I'm holding the sustain pedal.
Anyone have any idea how I can overcome this?"
By Vampire step dad.
You should simply show in slow motion each step you took to make item and start from the beginning of opening up the program. Have a list with screen prints and then simply play it through in slow mo -- click by click -- If you like you can include your little hi hat collection too.
Omg, just get Short Circuit vsti, it is free.