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Velocity layer samples and sample note velocity.

edited November 2022 in General App Discussion

I have this recurring situation with multiple velocity sample libraries like DrumDrop kits when trying to build sampler kits. I’m using Drambo here, but it’d be the same with any sampler. Hope someone has run into this and can comment on a solution or workaround…

The DrumDrop samples are quieter for the soft hits and louder on the louder hits, which makes sense…
Here’s a screenshot of the 3 velocity samples for a kick drum.

Note I’m only using 3 samples per kit piece. In Drumdrops this is the “one hits” version. I think 3 samples is enough for decent realism. Saves on disk space and you can work with Drambo sampler (4 layers max), DigiStix, etc…

The thing here is note velocity to sample volume…

if I had 27 layers per kit I wouldn’t need note velocity mapped. Quieter notes would play quieter samples, ok…
BUT with only 3 samples you need velocity to volume to get more variation and dynamics. Otherwise there wouldn’t be a difference between a kick at velocity 86 and a kick at 127.

Where’s the problem?. If you look at the first screenshot, the quiet kick is already a lot quieter in amplitude. If I map note velocity the loud sample will be fine but the quiet sample gets extremely quiet. If the soft kick sample is 1/3 the amplitude of the loud one, with velocity engaged it’ll be something like 1/12. Not only you can hardly hear it but the dynamics and realism is completely wrong.

What am I doing so far to use these libraries?. I’m normalizing every sample on the library using Auditor batch process. By normalizing I’m making the soft hits equal in amplitude to the hard hits. This sounds stupid by itself but works with the samplers note velocity to volume fully engaged.
Seems like a hacky workaround and it’s some work. Wonder if anyone has another method… I did try a few Drambo workarounds, like a Drambo Graphic Shaper module to make lower velocities higher, but that squashes the dynamics.

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