ludum dare 26: anti-minimalist music and sampled orchestras

This weekend was Ludum Dare 26, and as usual when Switchbreak enters such things, I took the opportunity to tag along. The theme was “minimalism”, but his game, called MinimaLand, deliberately eschews that theme; it tasks the player with bringing life and detail in to a very minimalist world.

MinimaLand screenshot

In MinimaLand, the player brings life to an abstract, minimalist world

I wasn’t sure at first how to fit music to the game, but it soon became clear: if I was going anti-minimalist, I wanted to use an orchestra. Ever since I heard about the Sonatina Symphonic Orchestra, a CC-licenced orchestral sample set, I’ve wanted to try recording something with it; what better time to try it than with a deadline looming!

Given that I had just a few hours for this, I kept the music itself very simple — just three chords and a short melody. The music itself is almost irrelevant in this case, though, since it’s really just a means of delivering those orchestral sounds to the player. Initially, the melody and harmony are on strings, with rhythmic staccato stabs on brass, then the whole thing repeats, with the stabs moving to strings and the melody/harmony to woodwinds and horns.

It’s funny that, even when I’m dealing with sampled instruments instead of my own synth sounds, I still think in terms of sound and feel first, and chords and melodies second. I guess that’s just how I roll!

Working with LinuxSampler

That's a lot of LinuxSampler channels!

That’s a lot of LinuxSampler channels!

Not unexpectedly, I sequenced everything in Ardour 3 and hosted the SSO instruments, which are in SFZ format, in LinuxSampler, using a LinuxSampler build from a recent SVN checkout. I didn’t use anything else on this one, not even any plugins, since all it really needed was some reverb and the SSO samples already have plenty of it.

Recent versions of LinuxSampler’s LV2 plugin expose 32 channels of audio output; I guess the idea behind this is to allow you to run multiple instruments to dedicated outputs from within a single plugin instance, but I’m not sure why anyone would actually want to do that. I think my workflow, with each instrument in its own plugin instance on its own track, makes a lot more sense, so I patched the plugin to return it to a simple stereo output per instance.

Sonatina quality?

I’ve been keen to try SSO mostly to see just how usable it is, and in this case, I think it worked pretty well. With just 500MB of samples, it’s never going to sound as good as a commercial library (where individual instruments can take several GB), but some of the samples, such as the string ensembles, sound quite nice at first listen.

The biggest problem is with the availability of different articulations for each instrument. You do get staccato samples for most instruments, and pizzicato for the strings, but beyond that you just get “sustain” sounds, which are great for held notes (as long as the sample’s long enough), but far less suitable for faster legato parts. You can hear this in the horn part in the second half of the track, where some short notes take so long to start playing that they barely become audible before they end.

Many of the solo instruments are quite weak, too — you can hear audible jumps between certain notes in several of them, where the instrument jumps from one discrete sample to the next, while others have odd tuning problems.

There’s also a tonne of reverb on every instrument. SSO’s instrument samples come from a variety of sources, so each instrument has its own reverb characteristics; in an attempt to even out the differences and make them all sound at least vaguely like they’re in the same room, the library’s creator added quite a bit of extra reverb to each instrument. It’s a necessary evil, and it works, but it has a smearing effect that only exacerbates those problems with short notes.

So, SSO was well suited to this track — most notes were either staccato/pizzicato or were held for quite some time, I didn’t need to use any solo instruments, and the wall of reverb helped make it sound suitably pompous. If your needs are different, though, then you’ll have a hard time getting good results from it.

Having said that, it is far-and-away the best free option, and it’s also quite easy to get working under Linux, which can’t be said for many commercial libraries. Despite my mostly good experience with it, though, I’m keen to investigate just what commercial alternatives are available that will work under Linux.

dr strangedrive or: how I learned to stop worrying and love SSDs

I’ve had bad luck with hard drives lately — in the last month or so I’ve lost two of the drives from my desktop PC. Luckily, I’d set up RAID-1 for my Linux install just beforehand, so I didn’t lose anything important (just my Windows drive, hah), but with just one drive left, I needed some kind of replacement.

I could’ve bought another hard drive, but damnit, spinning disks are from the past, and we’re living in the future! Instead, I bought myself a shiny new SSD.

Wolf in mini-sheep’s clothing

To be specific, I got a 256GB Crucial M4 — it’s not the latest and greatest SSD, but it’s been on the market long enough to prove its reliability. It looks so unassuming in its tiny, silent 2.5″ case, but it’s crazy-fast, with read speeds of 450MB/s, write speeds of about 260MB/s (not as fast as some newer drives, but perfectly respectable), and insanely-fast seek times that can make it dozens or even hundreds of times faster than a hard drive in real-world applications.

More than anything else, an SSD makes your PC feel strangely snappy. Boot times and application launch times both benefit hugely — Firefox now takes less than a second to spring to life, even if I’ve only just booted my PC, and staring LibreOffice takes maybe half a second.

Even when attached to a 3.5" bay extender, SSDs look tiny compared to 3.5" hard drives

Even when attached to a 3.5″ bay extender, SSDs look tiny compared to 3.5″ hard drives

To get some numbers, I tested something that’s always been slow on my studio PC: loading large instruments in to LinuxSampler. LS streams most of the sample data on-the-fly, but it still needs to cache the start of each sample in to RAM, and that requires a bunch of seeking. Here you can see the load times for Sampletekk’s 7CG Jr, a 3GB GigaSampler file, and the Salamander Grand Piano, a 1.9GB SFZ, from both my SSD and my old 1TB Seagate Barracuda 7200.12 hard drive — the SSD is about 4-to-6 times faster:

made with ChartBoot

Is flash’s limited lifetime really worth worrying about?

So, SSDs have fantastic performance, and they’re now (relatively) affordable, but I did have one concern: the fact that flash memory cells can only be erased a certain number of times before they wear out. Modern SSDs use techniques like wear-leveling and over-provisioning to minimise writes to each flash cell (this Ars Technica article is a great read if you want to know more), but it’s hard not to think that every byte you write to the drive is hastening its demise.

I worried even more after I ran “iotop” to look at per-process disk usage, and saw that Firefox was writing a lot of data. It writes several things to disk on a regular basis — cached web content, knowing malware/phishing URLs, and crash recovery data — and that can add up to several MB per minute, or several GB per day.

To see if this really was a problem or not, I used iostat to capture per-minute disk usage stats across a typical day. I did all my usual things — I left Firefox, Chrome, Thunderbird, and Steam running the whole time, I spent my work hours working, and then I toyed with some music stuff in the evening. The results are graphed below:

made with ChartBoot

There’s one hefty spike in the evening, when I copied 3.6GB of guitar samples from my hard drive to my SSD (maybe this wasn’t an entirely typical day!), but for the most part, I was writing about 5-15MB per minute to the SSD. The total for the day was 15GB.

That sounds like a lot, but it’s nothing my SSD can’t handle. It’s rated for 72TB of writes over its lifetime, and while that’s an approximate figure, it’s a useful baseline. Over a five-year lifespan, that works out to 40GB of writes a day, or 27.8MB per minute — that’s the red line on the graph above, which was well above my my actual usage for almost the entire day.

When you see a graph like this, it flips your perceptions. If I’m happy to accept a five-year lifespan for my SSD, then every minute I’m not writing 27.8MB to it is flash lifetime that’s going to waste! Smaller SSDs tend to have shorter lifetimes, as do cheaper SSDs, but with typical desktop usage, I don’t think there’s any reason to worry about the life of your SSD, especially if you’re not using your PC 10-12 hours a day or running it 24/7 like I often do.

SSD tuning

There are dozens of SSD tuning guides out there, but most of them spend a lot of time whipping you in to a “don’t write all the things!” frenzy, so instead of linking to one of those, I’ll just reiterate two things that you should do to get the most from your SSD.

The first is to enable TRIM support. This lets the OS tell the SSD when disk blocks are no longer needed (because the files they contained were deleted, for instance); that gives the SSD more spare space to use, which helps reduce drive wear and increases write performance. To enable TRIM, add “discard” to the mount options on each filesystem on your SSD, like so:

/dev/mapper/ssd-ubuntu_root  /  ext4  discard,errors=remount-ro  0  1

IF you’re using LVM, like I am, then you’ll also have to edit the “/etc/lvm/lvm.conf” file, and add the line “issue_discards = 1” to the “devices” section, to make sure that LVM passes the TRIM commands through to the SSD.

The second is to select an appropriate IO scheduler. IO schedulers are bits of code within the Linux kernel that arrange read and write operations in to an appropriate order before they’re sent to the disk. The default scheduler, “CFQ”, is designed to keep for desktop loads on regular hard drives, but its efforts are wasted on SSDs, where seek times are so much lower.

For SSDs, you’re better off with the “deadline” scheduler, which is designed for high throughput on servers, where disks tend to be faster, or you can even use the “noop” scheduler, which does no reordering at all. To set the scheduler on boot, add this to your “/etc/rc.local” file (most Linux distros have one of these):

echo deadline >/sys/block/sda/queue/scheduler

To be honest, the choice of IO scheduler probably won’t make much difference — it just improves performance a little (it won’t have any impact on lifespan), but your SSD is going to be so fast regardless that I doubt you’d ever notice. It’s an easy fix, though, so it’s worth the 10 seconds it’ll take to perform.

So go forth, buy an SSD, make a couple of minor tweaks, and then don’t be afraid to enjoy it!

sketchbook: faking guitars

As someone that plays keyboards I’ve been mostly resigned to the fact that I can’t put guitars in any of my tracks, but after some playing with guitar samples available at the Flame Studios website, I’m cautiously optimistic. Flame Studios has high-quality recordings of various guitars (like the Fender Telecaster and Gibson Les Paul) in GigaStudio format, and when used appropriately, they sound great. Their website has been down for most of the last few years, but I’m hoping that it’s now back for good.

Most of the recordings are straight from the guitar’s line-out, which I think is ideal: if you want a clean sound, you can use it as-is, or you can run it through your choice of amp simulation to get a more typical guitar sound (something I’ve always been curious about but never had a chance to try). I was testing the samples using the Linuxsampler LV2 plugin in an Ardour 3 MIDI track, so I decided to try Guitarix, which as of version 0.25 includes some pre-built combinations of tube amp, tonestack, and cabinet as LV2 plugins.

The new Guitarix LV2 plugins, alongside some old favourites

The new Guitarix LV2 plugins, alongside some old favourites

So far, I’ve been quite impressed with Guitarix. I haven’t had much experience with amp simulations, but even so, with appropriate twiddling of knobs I’ve been able to get some crunchy distorted sounds, and some cleaner sounds that add a lot of character without over-the-top distortion. There are other options — Rakarrack has some amp/cabinet simulation features (though it focuses more on effects), and the C* Audio Plugin Suite provides amp/cabinet simulations as LADSPA plugins — but the simplicity and quality of the Guitarix LV2 plugins won me over.

The sound itself is just one piece of the puzzle — the other is to play things in a believable way. Keyboards can do a lot of things that guitars can’t, so you have to limit yourself playing parts that at least sound like they would be possible on a guitar. Arpeggios with wide gaps between notes are an easy cheat, but if you want to play chords, a list of guitar chords mapped out on the keyboard, like this one, is very helpful.

Of course, the reverse is true, too — guitars can do a lot of things that keyboards can’t. Many of the Flame Studios guitars include extra samples of finger slides and other guitar sounds beyond just the notes, which you can sprinkle in to a part to add some realism. Subtle MIDI pitch bends can help add some expression, too, though they really stand out if they’re done poorly. You’re not going to be able to capture the subtlety and nuance of a real guitar, but with a bit of care, I think you can definitely create basic guitar parts that sound convincing enough to work in a mix.

On to the sketch! Using the Telecaster line-in sample set recorded from the bridge pick-up, I came up with a simple little arpeggio-ish riff thing, and then tried running it through various Guitarix settings. In the sketch you hear three versions of this riff: the first is completely clean, the second uses the Guitarix GxAmplifier-IV plugin with fairly heavy drive settings and a CAPS Plate reverb, and the third uses the GxAmplifier-II plugin with much cleaner settings, along with a Calf Vintage Delay, dRowAudio Flanger, and the CAPS Plate reverb again.

mp3 | vorbis | 1:07

spooky october project: candy grapple

Things have been quiet here of late, but I’ve actually been quite busy! I’ve just finished the sound design for Candy Grapple, the latest game from my good friend Switchbreak. It’s based on one of his Ludum Dare games, Waterfall Rescue, but it’s been fleshed out in to a full game, with much more complete gameplay, many more levels, and a spooky Halloween theme. It’s out now for Android, and there’s an iOS version on the way, too.

Switchbreak asked me to make some suitably spooky-cheesy music for it, and I happily agreed; once I started working on that, I realised he’d also need sound effects, so I offered to create those, too. Read on for details!

Background music

The bulk of my time went in to the in-game background music. Halloween music was new territory for me, but my mind went straight to The Simpsons Halloween specials, and the harpsichord and theremin closing credits. I thought about other “spooky” instruments and came up with the organ, and while it’s not spooky as such, the tuba seemed suitably ridiculous for the kooky carnival sound I was after.

I didn’t want to over-use the theremin, so I stuck with organ for the melody for the most part, and saved the theremin for the bridge, where the harpsichord and tuba drop away in favour of some organ triplets and piano bass notes.

A standard drum kit didn’t seem like a good fit (with that bouncy tuba part, it was in danger of becoming a polka), so I stuck with more random, wacky bits of percussion, like castanets and a vibraslap. I did use some cymbal rolls and crashes in the bridge, though.

Now, for the instruments: I used Pianoteq for the harpsichord and piano, as you’d probably expect; the percussion sounds were from the Sonatina Symphonic Orchestra, played using the LinuxSampler plugin; and the theremin was a simple patch on the Blofeld.

Pianoteq doesn’t just simulate pianos — it also handles other melodic percussion, like harpsichords

The tuba and organ, surprisingly, come from the Fluid GM soundfont. I’m not usually a fan of instruments from GM sets, and I did try a few alternatives, but the Fluid sounds were very well-behaved and sat well in the mix, so I didn’t let myself get hung up on where they came from.

Faking the theremin was fairly straightforward — it’s just a single sine-wave oscillator, but with some portamento to slur the pitch changes and an LFO routed to the oscillator pitch to add vibrato, both of which make that sine wave sound suitably theremin-ish.
I used TAL NoiseMaker at first, but switched to the Blofeld so I could use the modwheel to alter the amount of vibrato (the Blofeld’s modulation matrix makes this sort of thing easy); in hindsight, it would’ve been just as easy to stick with NoiseMaker and alter the vibrato by automating the LFO depth.

The mix came together fairly quickly. There’s a bunch of reverb (I had trouble getting the IR plugin working, so I used TAP Reverberator instead), a little EQ on the tuba and organ to brighten them a bit, and some compression on the piano to add sustain, but that’s about it as far as effects go. The only tricky part was making sure the transition in to the bridge wasn’t too abrupt, but all that really required was some careful balancing of levels.

It was, of course, all recorded and mixed in Ardour 3 — it has an annoying MIDI monitoring bug right now, but I’m hoping that’ll be fixed soon.

Intro music

I wanted to add some music to the title screen, too, so I come up with a little organ fanfare-ish thing and recorded it in to Ardour. The organ is the setBfree plugin, a Hammond B3 emulation based on an old app called Beatrix.

Beatrix had taken on near-legendary status in Linux audio circles, partly due to its great sound, and partly due to being near-impossible to run. It lacked JACK support and had various other issues, and its strict licencing forbid forking it or distributing patched versions.

Somehow, though, the setBfree devs managed to negotiate a suitable licence, and have added JACK support, LV2 plugin support, and a basic GUI. The GUI is a separate app that talks to the synth engine (whether it’s the JACK app or the LV2 plugin) via MIDI; it lets you configure the organ stops manually, or load presets.

setBfree’s GUI is a stand-alone app that talks to the synth via MIDI

The thunder sound was my own recording — I have a habit of setting up my Zoom H1 and letting it record during thunderstorms, and that’s finally come in handy!

Sound effects

Sound effects are hard; I’ve had a little experience with this, working on another game for Switchbreak which is still in development, but it’s all still fairly new to me. I used synths for some — Pianoteq came in handy once again here, for its tubular and church bells — but the rest were recorded sounds, mostly of me using things to hit other things. For the flapping bat wings, for instance, I slapped rubber gloves together, and idea I saw on this list of sound effects techniques.

I’m pretty happy with the fact that there are two vocal samples in there, too — the ghost and the witch are both me. The witch’s cackle just took some pitch shifting and a bunch of reverb.

Trailer video

Video editing in progress, using Kdenlive

As the game neared completion we realised it’d need a trailer, so I volunteered to make one, using Kdenlive. I used ffmpeg to record video from the Flash version of the game, then brought that in to Kdenlive, where I composited it on top of the phone image and background. It was a fairly straightforward edit, but I had some fun with it — I hadn’t played with wipes before now, for instance, so I took the opportunity to ham it up and throw some in.

rui’s new synths: synthv1 and samplv1

The last week has seen the announcement of two new LV2 synths, both from Qtractor and QJackCtl developer and all ’round good-guy Rui Nuno Capela: synthv1 and samplv1. Both are in the early stages of development, but they’re already looking very promising.

synthv1 is a classic analogue-style synth with a few twists

You can never have enough good analogue-style soft-synths, and synthv1 is a welcome addition to the list. The basic synth design is pretty straightforward — two oscillators (with saw, pulse, sine, and noise waves), a multi-mode filter with its own envelope, and an LFO with various routing options. However, each patch actually has two instances of this synth engine, which are mixed and then processed through an effects section.

This layered design is particularly handy for adding sub-octaves to create strong bass sounds, or adding some high-end sizzle to pads, especially when combined with the filter’s high-pass mode and the LFO’s panning control. It can also create very wide stereo sounds, by building subtly different sounds on each layer and then panning the layers in opposite directions.

There are some other unique touches, too. For instance, the saw wave is actually continually variable between saw and triangle modes, which gives you more basic oscillator timbres to work with; hopefully later versions will allow the LFO to be routed to this wave shape control, both for saw/triangle variation and for pulse width variation. Also, the LFO has its own envelope, which can be used to adding vibrato or filter cutoff variation to a sound after the initial attack, for instance.

samplv1 fills a major gap: a simple sampler plugin

samplv1 is the more interesting for me, though, because it fills what I feel is a major gap in Linux audio: a simple plugin sampler. LinuxSampler is great, and it’s available as a plugin, but sometimes you just want to take a single sample and do something creative with it, especially when making percussion parts, and LinuxSampler doesn’t make that easy. Specimen (for which I recorded a video tutorial) is a better option for this, but as a standalone JACK app, it’s cumbersome to use, especially if you’re using multiple instances to host multiple sounds.

In a lot of ways, samplv1 is like a plugin version of Specimen — it lets you load a sample and map it to your keyboard within seconds, and then optionally use other synth components to process that sound. samplv1 uses the same envelope-controlled multi-mode filter and LFO as synthv1, which gives you a lot of scope for creative sound design; Specimen has a bit more modulation flexibility, but it’s not as immediately accessible as samplv1 is. samplev1 also shares synthv1’s stereo effects section.

It’s still early days for both of these, so don’t be too surprised if you run in to problems (I’ve had a few crashes with Ardour 3, for instance, but I haven’t narrowed down their cause yet), but they’re definitely worth checking out!

rpm 2012 post-mortem, track 6: direct ascent

Direct ascent was a proposed method for a mission to the Moon. In the United States, direct ascent proposed using the enormous Nova rocket to launch a spacecraft directly to the Moon, where it would land tail-first and then launch off the Moon back to Earth.”

After a few downtempo tracks, I felt like the album needed perking up around the half-way mark, so I chose this upbeat chiptune as track 6. This was the second track I started on, back on day 2, though I ended up scrapping much of that sketch and using the chord progression from its intro instead. I also kept the bass rhythm and the drum part, though I later embellished both of these a bit.

I started expanding it on day 15 by writing the intro melody, and then used a variation on that as the starting point for the main melody. I also reused the intro bass line as a second melody line in the start of the second loop through verse. There are four lead sounds that move between different roles; one lead sound for each verse, a separate lead part that’s used for the chorus, and an arpeggio part that also acts as a lead in the section just before the first verse.

As with hohmann, the percussion sounds are from the Dirty Dose sample set and LinuxSampler, while the synth sounds are made by TAL NoiseMaker, with the exception of the arpeggio part, which is Calf Monosynth. I did bend the rules a bit, though — the bass is more of a typical electro bass, with a nice punchy envelope on the filter cutoff, and one of the leads uses two oscillators and a delay plugin (Calf Vintage Delay) to add some more variety.

This is one of my favourite tracks on the album. Breaking the rules didn’t diminish the chiptuney feel at all, and with a few different sounds to play with, I was able to jump between them to keep things interesting. About the only thing I wasn’t entirely happy with was the start of the chorus — the chorus lead part has always seemed a little startling. With more time, a better mix may have fixed that, but some musical rearrangement to give the chorus a better lead-in would probably work better.

rpm 2012 post-mortem, track 5: specific impulse

Specific impulse (usually abbreviated Isp) is a way to describe the efficiency of rocket and jet engines. It represents the derivative of the impulse with respect to amount of propellant used, i.e., the thrust divided by the amount of propellant used per unit time.”

This is definitely the most song-ish track on the album; it could easily work with lyrics, if I’d had time to write them. I started this on day 14, when I was starting to get in to a bit of a rut, but I sat down at the keyboard and started playing around with a Rhodes sound, and eventually got a nice chord progression going. I revisited it a few times after that, but I didn’t end up fleshing it out until days 27 and 28.

Originally I’d planned to make this more of an electronic track, so once I had the chords down (using LinuxSampler and the jRhodes3 soundfont) I added the bass, using a slowly-pulsating patch (more of a slow “whum… whum…” than a clich├ęd dubstep “wubwubwub”) made in TAL NoiseMaker. Then, the Salamander Drumkit was released, and I was so impressed when I played with it that it inspired me to go with a more acoustic feel.

I had some segments of melody sketched out alongside the chords, but it took some time to flesh it out across the track and then add the solo in the final section. Though I mixed things up a bit by using sustained chords in some sections and more rhythmic chords in others, it was still hard to add enough progression with just the Rhodes, bass, and drums, so I added an organ part, using AZR-3, to fill out the second half of the track.

There’s the start of a good track here, I think, but I wasn’t super-happy with what I was able to do with it within the 29 days. The main problem is with the melody line — I don’t think its arrangement fits well with the rest of the track, and the playing in the solo was a bit rough. The electronic bass doesn’t sit terribly well with the rest of the track, either.

I was surprisingly happy with the drums, though, given their simplicity — all those round-robin samples in the Salamander mean that you still get some natural variation, even when you’re just repeating the same note over and over. If I can come up with some lyrics, or just some better ideas for the instrumental arrangement, it might be worth revisiting this track.

rpm 2012 post-mortem, track 2: hohmann

“In orbital mechanics, the Hohmann transfer orbit is an elliptical orbit used to transfer between two circular orbits of different altitudes, in the same plane.”

This was one of the quickest recordings on the album — I recorded it all in one night, on day 21, when I was starting to worry that I wasn’t making enough progress to finish on time. The inspiration was actually a modern game — I’d been meaning to make a track based on a Mass Effect-style “spacey” arpeggio for a while — though the actual sound was inspired more by the Metroid title theme.

The arrangement came together very quickly. I started with the bass sound, then added the arpeggio, and then worked on the melody, all using TAL NoiseMaker. There are a few rules you need to follow to create genuinely chiptune-like tracks, and while I bent some of these rules on the album’s other chiptune track, direct ascent, I stuck with them all here:

  • Don’t play more than three notes at once
  • Use only very simple synth sounds: use only one oscillator, and leave the filter wide open
  • Don’t play more than one percussion sound at once
  • Don’t use effects, such as delays (can I really record a track without at least one delay?)

Those self-imposed limitations on synthesis features forced me to use other features to make each sound unique and interesting, so I played more with envelopes and vibrato. I also used a lot of slides in the lead, both using legato in the synth patch and using the pitch bender, to add expressiveness to something that might’ve sounded quite static otherwise.

The percussion sounds are from the Dirty Dose sound set, loaded using LinuxSampler. To create the echoing effect without using a delay plugin, I used an old tracker-style method of simply repeating the note at lower and lower volumes.

While I’m happy with the overall sound of this track, and how chiptuney it sounds in particular, I think it’s one of the weakest tracks on the album; it just drags on for too long, and the lead actually starts to get a bit annoying. In hindsight, cutting off those long held notes in the lead part, and replacing them with some faked echoes, might have worked better. It was a great learning experience, though, and I certainly plan to make more chiptune tracks in future.

the salamander drumkit is out!

This is just a quick post to mention that the Salamander Drumkit is now available! As you might expect from the author of the Salamander Grand Piano, the Salamander Drumkit is a sampled acoustic drumkit that’s distributed in SFZ format under a Creative Commons licence. There are a lot of individual samples in there, but instead of using a lot of velocity layers, it instead has many “round-robin” samples — samples of the same drum hit in the same fashion which are used for successive hits.

Having so many round-robin samples adds a tonne of realism, especially for rolls, because you can trigger the same drum multiple times in quick succession without ever hearing the same sample twice. I think it also helps make this a really fun kit to play, too — even with just my MIDI keyboard to play it with, it feels lively and dynamic in a way that sampled kits often don’t.

Being in SFZ format means that you’ll need LinuxSampler from SVN to get it running. If you haven’t used LinuxSampler before, this guide should get you started.

new track: texel

After a few last-minute tweaks, I’m finally ready to release my new track. The plan is for this to be the first track of an EP that will be available for download from Bandcamp, but I’m sure that won’t happen for several months, so I wanted to post the track here early to give everyone a chance to hear it. It’s a downbeat, ambient techno-kinda thing I call “Texel”:

mp3 | ogg | flac | 3 minutes 16 seconds

I talked a little about the production in an earlier post, but I have included some further details after the jump.
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