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Old 11-26-2013, 02:54 AM   #81
jm duchenne
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Hi,

When I assign a CC to the Volume, instead of going continuously from -inf to +1, it jumps from -inf to -36 (and then goes up to +6).
Is this a bug or a feature ?
Could we have a way to have a continuous volume control in the same range as the knob ?

Question 2 : could it be possible to make the pitch-bend more than 12 semitones ?

Thanks !
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Old 11-26-2013, 10:34 AM   #82
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Here's a midi project that should allow rendering out 16 velocity layers of 16 GM drum parts, if anyone is building RSM kits.

Drum Sampler.RPP

Not exactly sure how to render all that out and split it up into sample files in Reaper but the notes and velocities are all setup there for 16x16 drum parts.
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Old 11-28-2013, 12:08 PM   #83
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Default More than 2 RRs.....

Has anyone tried more than 2 Round Robins?

I can get 2 RRs to work well but any more than that and it's pretty weird. For example, if I have 4 RRs, there order of play is something like this.

4, 4, 4, 4, 1, 2, 3, 4, 4, 1, 3, 2, 4, 4, 4, 3, etc.

I don't remember the exact order but that's the gist of it. This is with Reaper 458pre5.
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Old 11-28-2013, 12:49 PM   #84
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Quote:
Originally Posted by Tod View Post
Has anyone tried more than 2 Round Robins?

I can get 2 RRs to work well but any more than that and it's pretty weird. For example, if I have 4 RRs, there order of play is something like this.

4, 4, 4, 4, 1, 2, 3, 4, 4, 1, 3, 2, 4, 4, 4, 3, etc.

I don't remember the exact order but that's the gist of it. This is with Reaper 458pre5.
I think its not round robin per se, its more random / probability based. For 4 x RR it will be :
4 instances of RS5k with 25, 50, 75 prob. each respectively (except last one should be 100) would give you a random hit choosing between all 4 ( equal chance of any of the 4 being triggered). At least thats what i think happens. and what it sounds like.

Also, 'remove from midi stream' should be checked for each.
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Last edited by suleiman; 11-28-2013 at 01:28 PM. Reason: wrong info corrceted
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Old 11-28-2013, 03:00 PM   #85
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For more than two samples in random or round-robin configuration, you'd want to do the following:

3 samples:
  • 1st sampler, 33% probability, remove samples from stream
  • 2nd sampler, 50% probability, remove samples from stream
  • 3rd sampler, 100% probability

For 4 samples, it would look like
  • 1st sampler, 25% probability, remove samples from stream
  • 2nd sampler, 33% probability, remove samples from stream
  • 3rd sampler, 50% probability, remove samples from stream
  • 4th sampler, 100% probability

You might notice a pattern here...
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Old 11-28-2013, 03:22 PM   #86
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Quote:
Originally Posted by Justin View Post
You might notice a pattern here...
I somehow do.
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Old 11-28-2013, 03:51 PM   #87
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Quote:
Originally Posted by Justin View Post
For more than two samples in random or round-robin configuration, you'd want to do the following:

3 samples:
  • 1st sampler, 33% probability, remove samples from stream
  • 2nd sampler, 50% probability, remove samples from stream
  • 3rd sampler, 100% probability

For 4 samples, it would look like
  • 1st sampler, 25% probability, remove samples from stream
  • 2nd sampler, 33% probability, remove samples from stream
  • 3rd sampler, 50% probability, remove samples from stream
  • 4th sampler, 100% probability

You might notice a pattern here...
Aah, wow,, ha ha, who'd of thunk it?

So with 4 RRs, you're basically telling the 1st Sampler to play the first of 4 notes, the 2nd Sampler you're telling it to play the first of what's left of the 3 notes, the 3rd Sampler you're telling it to play the first note of what's left of the 2 notes, and the 4th Sampler you're telling it to play what's left.

Right?
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Old 11-28-2013, 04:07 PM   #88
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So for 8 RRs it would basically be like this?

Sampler 1> 12
Sampler 2> 14
Sampler 3> 16
Sampler 4> 20
Sampler 5> 25
Sampler 6> 33
Sampler 7> 50
Sampler 8> 100

Do you round it off to the lowest or highest denominator?
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Old 11-28-2013, 06:31 PM   #89
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Quote:
Originally Posted by Tod View Post
So for 8 RRs it would basically be like this?

Sampler 1> 12
Sampler 2> 14
Sampler 3> 16
Sampler 4> 20
Sampler 5> 25
Sampler 6> 33
Sampler 7> 50
Sampler 8> 100

Do you round it off to the lowest or highest denominator?
I'm thinking that an exact number is unimportant. 12% of the time (or 13%), the first sampler will make sound, and 88% of the time (or 87%), the remaining pool is used. How important is a 1% lesser or greater probablity?

Btw, not knowing how rr worked when it was introduced, I thought that rr in rs5k was broken all this time. Argghhh.
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Last edited by brainwreck; 11-28-2013 at 06:36 PM.
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Old 11-28-2013, 06:59 PM   #90
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Quote:
Originally Posted by SMM View Post
Would 10 instances look like this when using Round Robin: ???

Sampler 01> 10% probability, remove samples from stream.
Sampler 02> 20% probability, remove samples from stream.
Sampler 03> 30% probability, remove samples from stream.
Sampler 04> 40% probability, remove samples from stream.
Sampler 05> 50% probability, remove samples from stream.
Sampler 06> 60% probability, remove samples from stream.
Sampler 07> 70% probability, remove samples from stream.
Sampler 08> 80% probability, remove samples from stream.
Sampler 09> 90% probability, remove samples from stream.
Sampler 10> 100%.
Actually I think it would be more like this if my reasoning is correct.

Sampler 01> 10% probability, remove samples from stream.
Sampler 02> 11% probability, remove samples from stream.
Sampler 03> 12% probability, remove samples from stream.
Sampler 04> 14% probability, remove samples from stream.
Sampler 05> 16% probability, remove samples from stream.
Sampler 06> 20% probability, remove samples from stream.
Sampler 07> 25% probability, remove samples from stream.
Sampler 08> 33% probability, remove samples from stream.
Sampler 09> 50% probability, remove samples from stream.
Sampler 10> 100%.
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Old 11-28-2013, 07:18 PM   #91
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What does 'note-off release override' do? I'm thinking that if 'max voices' is reached, there is a fade of the oldest playing sample, at the given time for that parameter.
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Old 11-28-2013, 08:22 PM   #92
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Quote:
Originally Posted by brainwreck View Post
What does 'note-off release override' do? I'm thinking that if 'max voices' is reached, there is a fade of the oldest playing sample, at the given time for that parameter.
When "Obey note-off" is active, you can use the sample release function.

If you activate the "Note-off release override" this will allow you to bypass the sample release function.

It adds more flexibility (and more options).
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Old 11-28-2013, 09:03 PM   #93
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Quote:
Originally Posted by SMM View Post
When "Obey note-off" is active, you can use the sample release function.

If you activate the "Note-off release override" this will allow you to
bypass the sample release function.

It adds more flexibility (and more options).

Note:
This feature has nothing to do with "max voices".
So, it's pretty much a toggle of two release settings?
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Old 11-28-2013, 09:44 PM   #94
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Quote:
Originally Posted by brainwreck View Post
I'm thinking that an exact number is unimportant. 12% of the time (or 13%), the first sampler will make sound, and 88% of the time (or 87%), the remaining pool is used. How important is a 1% lesser or greater probablity?
Yeah, I think you're right brainwreck, probably just using the lowest denominator will work fine.

Quote:
Btw, not knowing how rr worked when it was introduced, I thought that rr in rs5k was broken all this time. Argghhh.
Maybe Justin will chime in and give a yay or nay on whether I've got it right or not. Based on his post above I'm not sure what else it could be.
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Old 11-28-2013, 11:18 PM   #95
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Quote:
Originally Posted by brainwreck View Post
So, it's pretty much a toggle of two release settings?
That is correct.

One is the sample release, and the other is the midi note release.
.... Each one is adjustable.

I experimented with both and got different sounding results
for each one.... It' a nice feature.

Activate "Obey note-offs" and experiment with the sample release settings.

Next, click on "note-off release override" (leave the "obey note-offs" activated)
and experiment with the "note-off release override" settings.

It will all make sense.... It's hard to describe.
I found it useful to change the texture of a ride cymbal sample for creative purposes.

Last edited by SMM; 07-12-2015 at 08:58 AM.
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Old 11-28-2013, 11:57 PM   #96
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Its morning n my brain hurts. The last 10 posts made me feel like im in college again.

Anyways, i think the rr formula is this :

For N samples / rs5k instances, and each instance numbered n = 1 to N,

the prob. setting is for the nth rs5k instance is 100 / ( N - n + 1)

Please confirm that I have the correct formula.
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Old 11-29-2013, 12:57 AM   #97
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Cool suleiman.

Code:
slider1:1<1,20,1>rs5k instances
slider2:1<1,20,1>round-robins
slider3:0,probability
slider4:0<0,1,1{remove played notes from FX chain MIDI stream,last sample}>check

in_pin:none
out_pin:none

@block
rs5k=slider1;
rr=slider2;
slider2>slider1 ? slider2=slider1;
slider2<slider1 ? slider4=0:slider4=1;
sliderchange(slider4);
p=100 / ( rs5k - rr + 1);
slider3=p;
sliderchange(slider3);

Last edited by witti; 11-29-2013 at 01:09 AM.
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Old 11-29-2013, 01:13 AM   #98
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Quote:
Originally Posted by witti View Post
Cool suleiman.

Code:
slider1:1<1,20,1>rs5k instances
slider2:1<1,20,1>round-robins
slider3:0,probability
slider4:0<0,1,1{remove played notes from FX chain MIDI stream,last sample}>check

in_pin:none
out_pin:none

@block
rs5k=slider1;
rr=slider2;
slider2>slider1 ? slider2=slider1;
slider2<slider1 ? slider4=0:slider4=1;
sliderchange(slider4);
p=100 / ( rs5k - rr + 1);
slider3=p;
sliderchange(slider3);
Ok what does this do ? I see the formula in there plus check "remove from stream" instruction but have no clue what the rest of that does.

Is it a js script or Reascript that counts the rs5k instances and assigns the probs. automatically ?

Seriously, i have no clue !
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Old 11-29-2013, 01:22 AM   #99
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It's a js plugin which simply does the calculations. It only does some maths. Save it as a text file without the txt extension and put it into your js effects folder.
Don't ask me now where the js effects folder is located...
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Old 11-29-2013, 01:33 AM   #100
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Quote:
Originally Posted by witti View Post
Don't ask me now where the js effects folder is located...
that much i know

Does it display the calc results on screen ?
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Old 11-29-2013, 01:36 AM   #101
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Quote:
Originally Posted by suleiman View Post
Does it display the calc results on screen ?
Without the calc results... f*ck.Why don't you just try it ?
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Old 11-29-2013, 02:26 AM   #102
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Quote:
Originally Posted by witti View Post
Without the calc results... f*ck.Why don't you just try it ?
Coz im on a f*kin iphone. I will try it when i get the chance. Thanx
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Old 11-29-2013, 03:05 AM   #103
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random question?

i stated before i'm not that interested in the development of RSO

but then i thought!

if RSO could take a audio loop thats dynamicly split load each part to a key, & create a midi file that would play those parts back the same as they where and let me send different samples to different tracks (like a multi out sampler) then it would be Fu*kin Amazing,

will something like this ever happen

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Old 11-29-2013, 03:50 AM   #104
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Since we don't yet have a way for a pitch envelope to actually change the item over time (with an envelope) as if it was tape as it's difficult to do but so useful for game audio. I might use RS5000 as a way to do that for now Beats loading up kontakt every time. (But I really hope we can break that last pitch barrier soon as we have most forms of pitch manipulation, this is the last bastion!)
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Old 11-29-2013, 03:57 AM   #105
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You can do this already (with the old version of rs5k).

Say you have a loop you want to split into 4 parts.

Insert 4 instances of rs5k loaded with the same loop.

Set the desired note start/end of each instance.
Set 'Mode' to 'Sample (Ignore Midi note)' and set 'Obey note-offs' to off.

Then, by dragging the left and right edge of the sample area to the middle, you can define the range. (Start and end point of the part which should be audible.)

Now set your track to 8 channels and insert 3 more tracks and route channel 3+4 to the second track, channel 5+6 to the third track and channel 7+8 to the fourth track.
Open each instance of rs5k and set the right plugin pins in the plugin-pin connector.
rs5k 1 = output 1+2 only
rs5k 2 = output 3+4 only
rs5k 3 = output 5+6 only
rs5k 4 = output 7+8 only

...
Left click/upper half zooms in. Right click/bottom half zooms out. Left click drag up/drag down zoom/unzooms the peak view gain. Left click drag left or right scrolls the view.

Ticking 'Obey note-offs' and 'Loop' activates the Xfade function. (if you want to play the part looped)




That's one way. You can of course dynamic split the loop, create a midi file of the splitted parts and drag the individual parts to the rs5k instances.

Last edited by witti; 11-29-2013 at 04:30 AM.
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Old 11-29-2013, 04:06 AM   #106
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yeah,........


i have a few vst samplers already that do this much more eloquently!

but thanks for the Info!

it will be useful for making a reaper demo track that new users can download to test Reaper with!

Thanks again!
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Old 11-29-2013, 04:27 AM   #107
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Yeah, setting this all up can be/is pain. But no one should say that it is impossible !

(Compared the sound of some drumkits i made in sfz (sforzando) and rs5k.
Both set up equally. rs5k sounds much much better ! Man, i tried so many samplers now. All have their quirks. cakewalk's sfz-player: unusable because of some bugs/no multi-outs. sforzando: sounds thin, no dynamics.../no multi-outs. shortcircuit: high cpu load, no round-robin, bad attack times/not snappy enough. poise: only 16 pads à 8 samples. Never enough for my libraries. Otherwise nice sound.

I really wish rs5k can replace all that stuff someday.
Beside all the new stuff in rs5k, the thing that it really needs is choke groups and the ability to round-robin/sequence files inside of one instance of rs5k.)

Last edited by witti; 11-29-2013 at 04:57 AM.
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Old 11-29-2013, 04:59 AM   #108
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thank you witti ! i just tried it and it is extremely useful. Nifty and fast for reference. Much appreciated. I titled the file ReaCalc
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Old 11-29-2013, 06:23 AM   #109
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It's probably easier to think of the round-robin formula as 100 divided by how many RS5Ks are left in the chain.
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Old 11-29-2013, 06:26 AM   #110
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Yes, but wouldn't it be easier to just assign a particular RSM instance to a single RR number, instead of messing with math calculating probabilities?
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Old 11-29-2013, 06:35 AM   #111
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100 divided by the number of samplers left in the chain is how to set up an even distribution. You might prefer a different distribution. You might want the first sampler to play a "main" sample almost all of the time and only occasionally pass the trigger note through to the next sampler.

By the way, talking of 100 divided by the number of samplers left in the chain -- astute readers may recognize the Monty Hall problem.
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Old 11-29-2013, 06:49 AM   #112
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Quote:
Originally Posted by schwa View Post
100 divided by the number of samplers left in the chain is how to set up an even distribution. You might prefer a different distribution. You might want the first sampler to play a "main" sample almost all of the time and only occasionally pass the trigger note through to the next sampler.
I would argue that that is a MUCH less occurent in what one wants to do with a sampler than a simple RR, but ok.
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Old 11-29-2013, 07:48 AM   #113
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Quote:
Originally Posted by schwa View Post
It's probably easier to think of the round-robin formula as 100 divided by how many RS5Ks are left in the chain.
Thank you for clarifying that.
This is an excellent way to explain it.
(Very easy to understand).



Quote:
Originally Posted by schwa View Post
100 divided by the number of samplers left in the chain is how to set up an even distribution. You might prefer a different distribution. You might want the first sampler to play a "main" sample almost all of the time and only occasionally pass the trigger note through to the next sampler.
Thank you for the great tip.....
(It is good to know that a "different distribution" is possible for creative purposes also).
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Old 11-29-2013, 09:03 AM   #114
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I may be interested in developing commercial sample libraries for RS5K, for example this: http://www.soundemote.com/soundemote.com/junebug-kit/

...I'd even offer a discount for REAPER users...

But I still can't understand... in our modern age of 2013, we still have to use a round-about way to achieve round-robin. We need "sample pools" where you have, for example, "kick dynamic 1, kick dynamic 2, 3, 4, etc" and you then "drag and drop" a handful of samples that are part of that sample pool.

1. name your sample pool: "Kick Dynamic 1 sample pool"
2. drag and drop your samples into the pool"
"kick_dynamic1_rr1.flac"
"kick_dynamic1_rr2.flac"
"kick_dynamic1_rr3.flac"
"kick_dynamic1_rr4.flac"
"kick_dynamic1_rr5.flac"
"kick_dynamic1_rr6.flac"
...etc
3. Choose "round robin or random robin"
4. Done.

No longer are we creating sampled instruments with samples directly, but defining sample zones and pools and linking those to samples indirectly.

Edit: excuse me, drag-and-drop is so "yesterday", we actually need batch import for any serious sample libraries.
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Old 11-29-2013, 09:43 AM   #115
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Quote:
Originally Posted by EvilDragon View Post
Yes, but wouldn't it be easier to just assign a particular RSM instance to a single RR number, instead of messing with math calculating probabilities?
Reaper: encouraging people to use math since 2005!
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Old 11-29-2013, 09:49 AM   #116
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Funny. I know my math, and I know enough of it that it can be a workflow killer. Things are supposed to be easy and swiftly accessible. Reaper is not always that.
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Old 11-29-2013, 10:16 AM   #117
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Quote:
Originally Posted by Justin View Post
Reaper: encouraging people to use math since 2005!
Heh heh, I will say, it has been rather stimulating for this old brain of mine...

Okay, I've done a few tests this morning, using various RSk5 RRs.

For my test with 8 RSK5 instances setup for 8 RRs, these are the results..

For the first sequence it starts with sample #8 before it gets into the pattern. Once it got into a pattern then the sequence was pretty consistent.

878546321, 78546321, 78546321, 78546321, 78546321

I played the sequence several times and it was consistently the same.

It certainly plays RR which is the important thing, just not quite as expected.
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Old 11-29-2013, 10:35 AM   #118
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Quote:
Originally Posted by Justin View Post
Reaper: encouraging people to use math since 2005!
That's why i love this DAW and this community !
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Old 11-29-2013, 10:42 AM   #119
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Quote:
Originally Posted by Tod View Post
For the first sequence it starts with sample #8 before it gets into the pattern. Once it got into a pattern then the sequence was pretty consistent.

878546321, 78546321, 78546321, 78546321, 78546321

I played the sequence several times and it was consistently the same.
That's something i did'nt know. If we dont chk the box for round robin, would it play them randomly (without a sequence) ?
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Old 11-29-2013, 12:42 PM   #120
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Default old bug still unfixed (project saving)

Hello,
while there is some love for ReaSamplOmatic at this nearly Christmas time, please, do FIX this serious bug, which keeps Project Save function "Copy all media into project directory..." useless :-(

example:
Drum-track playing a rhythm with 1 kick and 2 different snares.
So, 3 instances of RSM, each one loaded with following samples (incl. path):
(RSM 1): c:\samples\drummachines\Yamaha\Kick.wav
(RSM 2): c:\samples\drummachines\Roland\Snare.wav
(RSM 3): c:\samples\drummachines\Oberheim\Snare.wav

wow, you see it already? two snares (both with the same filename, but in different locations (paths). And here comes the problem :-(

When you save project and check "Copy all media ..." only the first Snare.wav gets copied to project folder, so then you have pretty messy "rhythm" when there is playing Heavy-n-Deep-Long snare on part that should have played tiny-picolo-light snare. Absolute mess.

This bug is in Reaper/RSM for many years (= all the time) and still not fixed.
Do it now in this RSM love cycle, Please :-*

I believe other Reaper users will appreciate it too.


Should I add it to "Bug Report" forum ?
EDIT: So I just added it to Bug Report Forum
http://forum.cockos.com/showthread.p...13#post1281713

akademie

P.S.: TX16Wx rocks, shortcircuit1 is still keeper, but unsupported :-( but RSM could make a lot of work for many of us (DFD is nice addition).

Last edited by akademie; 11-30-2013 at 07:57 AM. Reason: included link to thread in BugReport Forum
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