1116 Chapter 29
can be simultaneously played on a keyboard at any one
time. Each sample in a multiple-voice system can be
assigned across a performance keyboard, using a pro-
cess known as splitting or mapping. In this way, a sound
can be assigned to play across the performance surface
of a controller over a range of notes, known as a zone,
Fig. 29-23. In addition to grouping samples into var-
ious zones, velocity can enter into the equation by
allowing multiple samples to be layered across the same
keys of a controller, according to how soft or hard they
are played. For example, a single key might be layered
so that pressing the key lightly would reproduce a softly
recorded sample, while pressing it harder would pro-
duce a louder sample with a sharp, percussive attack. In
this way, mapping can be used to create a more realistic
instrument or wild set of soundscapes that change not
only with the played keys, but with velocity ranges as
well.
In addition to hardware sampling systems, a growing
number of virtual or software samplers exist that use a
computer’s existing memory, processing, and signal
routing capabilities in order to polyphonically repro-
duce samples in real time.
Offering much of the same functionality as their
hardware counterparts, these software-based systems,
Fig. 29-24, are capable of editing, mapping, and split-
ting sounds across a MIDI keyboard, using on-screen
graphic controls and DAW integration that has
improved to the point of equaling or surpassing their
hardware counterparts in cost-effectiveness, power, and
ease of use.
As with a software synth, software samplers derive
their sounds from recorded and/or imported audio data
that is stored as digital audio data within a personal
computer. Using the DSP capabilities of today’s com-
puters (as well as the recording, sequencing, processing,
mixing, and signal routing capabilities of most digital
audio workstations), most software samplers are able to
store and access samples within the internal memory of
a laptop or desktop computer. Using a graphic interface,
these sampling systems often allow the user to:
- Import previously recorded soundfiles (often in WAV,
AIF, and other common formats) - Edit and loop sounds into a usable form
- Vary envelope parameters (i.e., dynamics over time)
- Vary processing parameters
- Save the edited sample performance setup as a file
for later recall
Software sampler systems are also often able to com-
municate MIDI, audio, timing sync and control data
between a hard- or software instrument and a host DAW
program/CPU processor, allowing for a wide range of
control and setup recall.
The Drum Machine. The drum machine is most com-
monly a sample-based digital audio device that can’t
record audio into its internal memory (although this has
changed in recent years, allowing it to import, record,
and manipulate sampled audio much like a sampler).
Traditionally, these hardware or software systems use
ROM-based, prerecorded samples to reproduce
high-quality drum sounds. These factory-loaded sounds
often include a wide assortment of drum sets, percussion
sets, rare and wacky percussion hits, and effected drum
sounds (i.e., reverberated, gated, etc.). Who knows, you
might even encounter “Hit me!” screams from the vener-
able King of Soul—James Brown.
Most hardware drum machines allow prerecorded
samples to be assigned to a series of playable keypads
that are often located on the machine’s top face. This
provides a straightforward controller surface that usu-
ally includes velocity and aftertouch dynamics. Drum
voices can be assigned to each pad and edited using
Figure 29-23. Samples can be mapped to various zones on
a keyboard.
Hard grand piano Loud honky piano
Upright bass Soft grand pianosoft honky piano
Figure 29-24. Steinberg’s HALion VST software sampler.
Courtesy of Steinberg Media Technologies GmbH, a divi-
sion of Yamaha Corporation, http://www.steinberg.net.