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Author Topic: OctaMED and sound samples  (Read 3196 times)

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Offline XDelusionTopic starter

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OctaMED and sound samples
« on: December 21, 2005, 02:51:00 AM »
I was grabbing some samples off the net:

http://www.looperman.com/loops_samples_menu.php

I converted them to mono via Winamp 2.x. (In windows of course)

I then loaded them up in OcatMED on my Amiga but the samples played REALLY fast. How do I correct this?
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Offline SamuraiCrow

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Re: OctaMED and sound samples
« Reply #1 on: December 21, 2005, 04:26:01 AM »
In OctaMed 4 there was a button on the sample editor that would stretch a sample out to twice the size using a linear interpolation technique to lower the sample by an octave.  It's been a while since I used it, however.

BTW:  When you converted them to mono did you check the destination sampling rate?
 

Offline XDelusionTopic starter

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Re: OctaMED and sound samples
« Reply #2 on: December 21, 2005, 07:30:50 AM »
Hmmmm....

What should the sampling rate be in the first place?
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Offline Karlos

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Re: OctaMED and sound samples
« Reply #3 on: December 21, 2005, 11:45:02 AM »
The sampling rate can be anything you want.

OctaMED, like other trackers, works on the principal that each note corresponds to a playback frequency (well actually it's a playback period but it amounts to the same thing). Generally, (for normal samples in 4 channel mode), F-3 corresponds roughly to 22kHz. Hence, regardless of what the sample frequency was originally, if you play it at F-3 it will play back the sample data at roughly 22kHz.

If your sample is 22kHz, it should sound about normal at that note.

In mix mode, or if you use an 'ext sample', the octave range is larger, typically F-5 then corresponds to 22kHz playback rate.

-edit-

If you want to make high quality music, I reccomend several things

1) Use mix mode for preview but when done, render your track to disk with smoothing enabled.

2) Use 16-bit 44kHz samples for percussion and any musical sound effect samples and play them as close to their target frequency as you can (unless really changing the sound of course). Note that samples played low will have the aliasing sounds you are famililar with but with smoothing enabled they'll be lost.

3) If you really want to get good results, render your main bits to disk as seperate audio tracks and then post mix them in a good package. You can apply effects etc to seperate parts this way that octamed itself cannot reproduce well. By using seperate tracks you can preserve that grungy aliased sound for bits you need and use proper interpolated high quality sound for parts you don't.

4) Try using the synth sound editor for creating 808-like bass sounds. You'd be seriously surprised how good it can sound having done all the above ;-)
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Offline XDelusionTopic starter

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Re: OctaMED and sound samples
« Reply #4 on: December 22, 2005, 06:03:17 AM »
Cool that help some, though some of that stuff you just said went right over my head!

 Sadly I've been using OctaMED on and off for the past 10 year (I think it's been), sadly I think I still use most of the basic features, I knew it had a lot of hidden features, but I never knew what they ment, or where to find them, or just not what they did exactly.

Are there any guides out there? I've got the ones in my old CU Amiga's but nothing beyond that.
Earth has a lot of things other folks might want... like the whole planet. And maybe these folks would like a few changes made, like more carbon dioxide in the atmosphere and room for their way of life. - William S. Burroughs