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Lit Painting Group

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Landon Diaz
Landon Diaz

Samples Vol.2 By D-Unity WAV WORK



Description : Unity Records presents Unity Samples Vol.7, a set of samples from Dino Maggiorana, which includes more than 220 samples designed to create multi-layer loops that allow you to create bold techno tracks in minutes!




Samples Vol.2 by D-Unity WAV


Download: https://www.google.com/url?q=https%3A%2F%2Fjinyurl.com%2F2u3JEf&sa=D&sntz=1&usg=AOvVaw1YvMQahucsDaQAcZbPA_Mw



A solution could be having 2 samples of the same audio source playing at the same time. When a scratc$$anonymous$$ng back is needed the first sample volume turns to 0 and the second one (after some time calculations) get to 1.


you would need to spend a lot of time building your samples. one way possibly of doing it (see my other comment for negatives) is to record the "songs" one sample at a time, then you can reverse each sample in time and have it play in order, this would require a LOT of work, so you would basically build the track up out of many samples and have them all running in sequence (then when you reverse, its the correct sample that is being reversed), I think that a rewrite of the audio system would be required to realize this, its a cool idea though:)


NOTE: Connection 7.1(3) and later has support for administration tasks via a REST based API. A new developer support site for Connection was put up with the release of 7.1(3) and can be found at theDeveloper support forums site which has links to resources including support forums and samples related to CUPI/CUMI/CUNI or any of the REST APIs related to Connection. If you're looking to do a custom application or integrate Connection into your own provisioning system or the like, head over to that site for help.


WARNING: All the code samples out here are offered "as is" and include no warranty or guarantees of any kind. You use them at your own risk. TAC will not support you in any efforts along these lines. We will try and help you out in theUnity forum but it must be stressed that this is not officially supported by TAC or the BU at this point.


HINT: Before you dive into the source code samples for creating, updating and deleting subscribers and all that good stuff, you would do well to read the "Unity Data Object Model" chapter on the Downloads page (you can filter the download list by a type of "Document" to see only the docs to find it easier) and go snag the latestCUDLE tool which has a built in Unity data dictionary in it which you'll want around when you're puzzling over what various columns in different tables mean. It also has a complete view of all the stored procedures including their raw source built in which can be very handy when working with these examples and has a built in query builder.


As long as you understand all liability rests with you and you alone, you are free to use all or parts of these code samples for whatever purpose you like. If you have code samples of your own you'd like to post I'd be more than happy to take a look at what you have and post it if appropriate. If you have ideas for other samples you'd like to see or improvements to existing ones, or questions about existing ones, please drop a line in theUnity forum.


The click section contains 180 click samples that can be loaded in to provide your kick its own unique sound and if that still isn't enough you can go ahead and load in your own click samples - KICK will save these to your user bank for later use.


Many thanks for the new version of the kick 2 plugin. I've been trying it out in the studio last week and it's pretty much fantastic.I've replaced all of the kicks with this one on my tracks that I'm working on now as it's super easy to get just the right kick sound andno need to go through hundreds of kick samples.


Except as otherwise noted, the content of this page is licensed under the Creative Commons Attribution 4.0 License, and code samples are licensed under the Apache 2.0 License. For details, see the Google Developers Site Policies. Java is a registered trademark of Oracle and/or its affiliates.


There is one principal difference between Smart Media cards and SCSI drives, which becomes especially relevant when saving sample-based XV Setups. The XV will allow the creation of multiple folders on a SCSI drive, but not on a Smart Media card; therefore, when saving to a SCSI drive, each Setup can be saved into its own folder, within which a separate folder named Sample is automatically created, containing all the samples relevant to that Setup. If you subsequently save another Setup which uses different samples, that too can go into its own folder, together with its own samples folder. Thus, when you reload a particular Setup, it loads only those samples that are relevant to it.


If two or more Setups (saved into their own folders) happen to use any samples that are common to both Setups, then each Setup's Sample folder will contain duplicates of those samples. The only way to avoid this rather cavalier wastage of disk space is to save both Setups to the same drive directory level (at the root level, for example, or within the same folder) so the samples of both Setups are saved into one common Sample folder. This may seem like a cracking idea, but it can be fraught with doom and disaster unless you are aware of the XV's internal sample organisation, and particularly its arguably draconian disk/card archiving procedures. So at this point it's worth looking at a series of hypothetical situations which illustrate how best to avoid unpleasant surprises. These examples will assume you are saving to a SCSI drive unless stated.


You can save as many Setups as you like to the drive's root directory, disk space permitting. There is no need to worry about placing them inside folders, as there are no dependent samples to take into account. As explained last month, you can easily reload individual Patches from these Setups into user memory directly from disk.


The final choice to make is Full or Quick. What's the difference? Well, Full saves all the XV's samples, overwriting any samples that may already be in the Sample folder. 'Quick' will save only the samples that are new since the last save, skipping (in other words, not overwriting) any that already exist on disk. Since our fresh disk has no samples already saved, either Full or Quick will suffice in this instance. When the save is complete, you end up with a folder containing an SVD file (the Setup itself) and a Sample folder containing all the relevant samples, together with an additional file called SMPL_PRM.SVP, of which more in a moment. If at a later date you wish to save a brand-new Setup (that uses completely different samples) to the same disk, simply repeat the above procedure, making sure to create a new folder for the Setup, within which a unique folder is automatically created for the new samples.


Figure 1. Saving each XV Setup in its own folder ensures that only the necessary samples are loaded with each Setup, but it may mean that disk space is wasted by duplicating samples, for example 0005.WAV here.As you use any given Setup, and make changes to it, you'll probably find yourself wanting to resave an updated version. Here's how best to do it. With the edited Setup loaded into the machine, enter Disk mode and select the drive you want to save to. Now locate and highlight the Setup you wish to overwrite and press Save. Ignore the naming box that appears (because we want to overwrite the Setup) and click OK. At the 'Save What From SIMM?' prompt, select WAV/AIFF + Parameters, and then Quick. The XV should now save the Setup, deleting from the Sample folder any samples you've deleted from RAM, skipping over all existing samples rather than re-saving them (which makes saving much quicker), and saving any new samples. Job done!


Of course, you might want to save your new Setup under a different name, so you can go back to your older version later if necessary. However, if you do this, you must make absolutely sure not to delete any of the samples from RAM unless you are convinced that they're redundant to both Setups, otherwise they will be deleted from the Sample folder on disk and your old Setup will become useless.


If you really must follow this foolhardy thread, the major caution to observe is that you should never delete any of the existing samples from RAM, even if your the current Setup uses only a few samples. If you do, any other Setups previously saved to the root directory will almost certainly become useless. Plus, when you do save your updated Setup, always select the 'Quick' option, otherwise you will be sitting around for a week waiting for the entire Sample folder to be resaved!


Alternatively you could divide a very long sample into two or more manageable chunks, and trigger them sequentially from a keyboard or sequencer. Obviously, very long samples are best dealt with using the audio side of a sequencer package, so if you really want to do it on the XV, be prepared to compromise.


Figure 3. Here is an example of the limitations encountered when attempting to load individual sample-based Patches from previously saved Setups. Although the first two Patches here load fine, the third fails to load correctly, because the samples are loaded into different slots than they originally occupied.


First of all, the XV's sample RAM must start off empty. For reasons explained below, loading any Patch individually when the RAM is already occupied will fail. Have a look at the example shown in Figure 3. If you begin by loading Patch one from Setup one, this will load successfully, because its samples reload back into the same numerical slots from whence they were originally saved. If loaded next, Patch two from Setup one will also succeed, its samples appended to those of Patch one and thus back into their original numerical slots.


I need to get all the samples of a wav file into an array (or two if you need to do that to keep the stereo) so that I can apply some modifications to them. I was wondering if this is easily done (preferably without external libraries). I have no experience with reading in sound files, so I don't know much about the subject.


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