46
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From 36% to 51%,
the interpolator
transitions from a brick-wall lowpass filter
to (at 51%) a linear interpolator.
From 51% to 89%,
the interpolator
transitions from a linear interpolator to (at
89%) a drop sample interpolator. Linear
interpolation is used by most sample
playback engines; drop sample was used
by instruments from the PPG, through the
Ensoniq Mirage, to the SP1200.
Beyond 89%,
the “extreme alias” regime
is entered. The interpolation filter no
longer remains lowpass, and aliases are
emphasized. At 100%, the filter has a
highpass characteristic, so the aliases are
louder than the fundamental sound.
Aliasing
can be modulated by any of the CV
inputs with the modulation gain set by the
associated attenuverter. The gain range is
from -100% per volt to +100% per volt.
Reverse
Turning
Reverse
on, as you might expect,
causes the selected channel to play in
reverse. Here’s what happens when a
channel is playing in reverse:
>
The sample data, including start and end
points and loop points are reversed. On
the
Start/End
and
Loop
screens, you will
see the wave data and associated markers
in their reversed orientation. You will also
see the waveform displays outlined in red
to remind you that things are reversed.
>
Playback begins at what was the sample’s
programmed end point (which is now the
start point) and proceeds towards what
was the sample’s programmed start point
(which is now the end point).
>
Loops begin at what was the sample’s
programmed loop end point (which is
now the start point) and proceeds towards
what was the sample’s programmed loop
start point (which is now the end point).
>
Positive modulation of both
Sample Start
and End
and
Loop Start and End/Length
push the appropriate markers towards the
end of the reversed sounds (i.e., what was
its beginning before reversal).
>
If you reverse a sound that is playing, the
Smoothing
function described below is
applied to the splice to help minimize (but
probably not eliminate) any clicks or other
artifacts.
Smoothing
This function enables a proprietary splicing
algorithm to points where otherwise
noncontiguous audio data is joined in an
attempt to minimize clicks or other artifacts.
The following points only have smoothing
applied when this parameter is set to
“On”:
Loop Points
Sample re-triggering
(i.e., restarting a
sample from its beginning before it has
completed playing)
Gated zone switching
re-triggering (i.e.,
triggering a new zone sample before the
previous zone sample has completed
playing)
NOTE:
Smoothing
can be more or less
effective depending on the specific audio
involved (and your design intent). For any
particular splice, just try turning it on and off
and decide what works best.
The following points always have smoothing
applied:
Realtime zone switching
Reversing
while a sample is playing
Summary of Contents for ASSIMIL8OR
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