In order to load a selected audio file to the sample pool, you have to designate a
target folder.
When selecting a folder, press Load Folder to load all samples in the card folder to
a new sample pool folder of the same name.
Important:
To
preview
samples use one of the two function screen buttons located on the left side
of the screen or click the encoder. For a
fast preview
, hold down one of these
buttons or the encoder, and start changing the highlighted samples.
Delete samples and sample folders from the pool using Delete (Shift + Fill key combo).
This applies only to the project’s sample pool. Deleting files from the SD card from the
instrument level is not possible.
If a particular sample folder in the sample pool is empty, it won’t be displayed while
browsing with the Sample/Folder knob.
You can load sounds to the sample pool even during the instrument playback.
On the bottom of the Main menu Samples screen, you can see a Memory bar that
indicates the remaining sample pool space percentage.
The use of sample packs allows the Fill tool to populate tracks with the appropriate
sounds. For example, when using the Beat Fill, kick, snare, and hi-hat samples from the
analogically named pack folders will be used. These particular sample folders must
contain the words kick, snare, and hat in their name’s strings of characters to be
properly recognized by the Fill tool algorithm.
When there are two folders containing the same string of characters required by the
Beat Fill algorithm in the sample pool, samples will be drawn from the top one only.
Technical note:
The internal engine is working with uncompressed 16bit mono PCM WAV files with
different sample rates.
Polyend Play will import WAV files in any sample rate, 16/24/32 bit mono/stereo, and
will convert them automatically to the supported format.
The converted sample files contain a mix of both L/R stereo sample channels.
The overall per-project sample pool memory allows for 6 minutes of monophonic 16-bit,
44.1 kHz sample files. However, Play can work with different sample playback rates, so
you can reduce the required memory of a sample by reducing its sample rate. A sample
played back at half the sample rate will use half the Pool memory. Conversely, doubling
the sample’s rate will use twice the Pool memory. Because Play can use multiple