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The Kyma Language for Sound Design, Version 4.5

The Kyma Language for Sound Design, Version 4.5

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Sample<br />

Sampling Category<br />

Plays the specified Sample from the wavetable memory of the signal processor. If there is a loop stored<br />

in the header of the sample file or if you have SetLoop checked, the sample will play once up through the<br />

LoopEnd; then it will loop back to LoopStart and continue looping <strong>for</strong> as long as Gate has a positive<br />

value; when Gate returns to zero, the sample will play on through LoopEnd to the end of the sample file.<br />

Frequency<br />

Use 0 hz here if you want the Frequency to equal the pitch of the recorded sample. <strong>The</strong> frequency can<br />

be specified in units of pitch or frequency. Different frequencies are obtained by changing the size of the<br />

increment through the recorded sample. <strong>The</strong> following are all ways to specify the A above middle C:<br />

440 hz (in hertz or cycles per second)<br />

4 a (as the 4th octave A)<br />

69 nn (as a MIDI notenumber)<br />

4 c + 9 nn (as 9 half steps above middle C)<br />

1.0 / 0.00227273 s (inverse of a period at 44.1 kHz sample rate)<br />

<strong>The</strong> following are examples of how to control the frequency using MIDI, the virtual control surface, or a<br />

third-party program:<br />

!Pitch (key number plus pitch bend)<br />

!KeyNumber nn (MIDI notenumber)<br />

4 c + (!Frequency * 9 nn) (continuous controller from 4 c to 4 a)<br />

Gate<br />

Enter a 1 in this field to play the <strong>Sound</strong> exactly once <strong>for</strong> the duration you have specified in the Duration<br />

field.<br />

If you use an EventValue (<strong>for</strong> example, !KeyDown) in this field, the <strong>Sound</strong> can be retriggered as often as<br />

you like within the duration specified in the Duration field.<br />

When Gate becomes positive, the <strong>Sound</strong> is heard; when Gate becomes zero, the <strong>Sound</strong> is released and<br />

will finish playing through the sample and then stop.<br />

If the sample file has loop points stored in its header, <strong>Kyma</strong> will loop the sample <strong>for</strong> as long as Gate<br />

remains positive (so, <strong>for</strong> example, as long as the MIDI key is held down).<br />

Sample<br />

Choose a sample from among those stored in the Wavetables folder or directory. When you<br />

compile/load/start, <strong>Kyma</strong> will read the sample from the hard disk of the host computer and load it into the<br />

wavetable memory (the sample RAM) of the signal processor. This <strong>Sound</strong> then reads the sample from<br />

the memory of the signal processor, not directly off the disk.<br />

SetLoop<br />

Check this box if you would like to set the loop points using the LoopStart and LoopEnd parameter fields.<br />

LoopStart<br />

When SetLoop is checked, this is the start point of the loop (otherwise it is ignored). Enter a value in the<br />

range from 0 to 1, where 0 is the beginning of the sample and 1 is the end of the sample. In other words,<br />

this is the proportion of the total sample duration when the start point should occur. (To compute the<br />

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