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Amiga Computing - Commodore Is Awesome

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How<br />

they<br />

work<br />

ow to<br />

U effect depends on three things:<br />

S<br />

• I The quality of the sampler. It might<br />

Nseem<br />

an obvious point, but be careful<br />

- G price isn't necessarily a good guide.<br />

Check<br />

y<br />

the reviews in this issue.<br />

o<br />

•<br />

u<br />

The quality of the software. All<br />

r<br />

sampling software is not the same. By<br />

upgrading your software, you could<br />

s<br />

drastically improve your samples.<br />

a<br />

Some software will work at extremely<br />

m<br />

high sample rates, which means users<br />

p<br />

with accelerator cards can sample in<br />

lstereo<br />

at rates of up to 56Khz. This is<br />

ebetter<br />

than most CD players, so the<br />

r results will be stunning. (Note: CD<br />

tplayers<br />

operate at 16 bit resolution, so<br />

at o the moment you can't sample better<br />

b<br />

11111& e<br />

Here is a simple<br />

explanation of how<br />

samplers work, and<br />

why different sample<br />

rates make a difference<br />

to the overall<br />

quality of the sound.<br />

For a more detailed<br />

look at sampling in<br />

general, you should<br />

consult one of the<br />

many text books<br />

available. The bad<br />

news is that most of<br />

them are beyond A<br />

Level, so prepare for<br />

some nasty maths<br />

•••••••••==-=.<br />

than a CD. Pay attention though, for<br />

the statement at the moment is likely<br />

to change in the very near future.)<br />

• The quality of the input signal. If<br />

you record all your samples by yelling<br />

into a cheap microphone, then you<br />

can't expect them to be top notch. Best<br />

samples come from CD players, as<br />

usually the input levels are just right<br />

and of course, you don't have any<br />

pops or crackles to contend with.<br />

What do I do now?<br />

ONCE you have your sample captured<br />

on disk, you can start to have some<br />

fun.<br />

When you get tired of making silly<br />

The nice picture above is a<br />

representation of a sound, in this case<br />

a simple sine wave. Its the sort of<br />

thing you would see if you connected<br />

a microphone to an oscilloscope and<br />

played a note on a flute. Believe me, it<br />

is. It is a purely analogue - constantly<br />

varying - waveform, and there is no<br />

way that an <strong>Amiga</strong> could ever start to<br />

make sense of it.<br />

Before you can start to play with<br />

this sound, you'll need to convert it<br />

into a digital form. To do this, you<br />

need a digitiser, otherwise known as a<br />

sampler.<br />

se them<br />

voices, you can load them into a<br />

sound processing package (such as<br />

TEM on last month's cover disk) and<br />

perfrom all sorts of nasty<br />

transformations on them.<br />

When the sample is exactly how you<br />

want it to be, you can start to make use<br />

of it. The easiest way is to load it into a<br />

SoundTracker clone such as MED and<br />

compose a few tunes with it.<br />

The more adventurous amongst you<br />

can incorporate the sound effects into<br />

your own programs. Haven't you<br />

always wanted to say "Game Over" at<br />

the end of your own game?<br />

Reviewers:<br />

Andrew Banner - Budget samplers<br />

Jason Holborn - Audio Engineer<br />

Th<br />

gu<br />

so.<br />

ha<br />

on<br />

re!<br />

ar<br />

If<br />

re<br />

re<br />

tiA<br />

1

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