Forgive me if this is something covered else where.
Is there a way to have an instrument trigger the next sample once the cycle has ended, without having to hit the note again.
Say for example you have a kick, sliced into 3, transient, body and tail and you want it to play though as if it isn’t sliced.
I tried cycle but the key needs to be pressed again to trigger the next sample. I need to next sample to trigger once the previous has played through, this can be done with NOTE OFF but this relies on the grid to function. I need the samples to play in sequence as if it isn’t chopped as to effect each part of the sample independently.
slujr’s answer covers the common case, and worth adding why it works: with that per-slice playback button off, the slice markers stop acting as hard stops and playback continues through the following slices to the end of the sample, which is exactly the pass-through behaviour you described wanting. The thing to know is that you keep the slices as separate sample slots, so you still get independent processing per slice, you just no longer have to retrigger each one. If you want the sequence to run through but with different effects per part, the usual route is to keep the slices and route each slice to its own FX chain in the instrument, rather than trying to do it with note-offs in the pattern. That gets you independent treatment of transient, body, and tail without depending on the grid resolution, which was your actual blocker. One thing to watch: if you had loop modes set on individual slices, those still apply and can make it sound like playback stopped early, so check those are off too. If it still stops at the first slice after toggling that button, it is worth posting the instrument’s sample list settings, because something else is holding the release.
Having following these steps, I have been unsuccessful in an attempt to execute the desired function. Having hit a brick wall, I’ve come to realise that what I want to achieve isn’t possible with slices points.
The goal is to split any wave form, ideally a percussion, into 3 sections and have each section play back at varying bit depth/rates. A crude cut of a kick into 3, gives me 3 samples that are then placed in to an instrument, in series.
Now, playback is tricky, as they aren’t sliced and “cycle” requires retrigger, which leaves a gap or overlay unless the tempo matches the samples frequency. Keyzones require NOTE OFF (and a grid). So ideally, when one sample ends, the next starts seamlessly, rebuilding the 3 sections into 1 wave form.
Could do this though multiband processing and automate a bit reducer but I want to do it inside a sampler.
Transient 16 bit, body 8 bit, tail 4 bit and glued together inside an instrument’s sample pallet. As you cannot adjust individual slice’s sample/bit depth, this needs to be done with individual samples inside the instrument’s samples.
If I’m overlooking something obvious, feel free to drop an .xrni and I’ll let you know if we’re on the same page.
You could probably do this with phrases. Keep the three samples separate, then sequence them in an appropriately high LPB phrase ( for increased timing resolution) and trigger the phrase when you want the concatenated sound to play.
Alternately, and perhaps more simply, you could modulate the bit depth on the Lo-Fi mat device to have a changing bit depth within one sample. If that doesn’t give you the result that you’re after, then I would just create a custom sequence using the 3 samples in a phrase and trigger that.
Again, it might be a little tricky working out the proper note timing, but a high LPB phrase of appropriate length should do the trick. I would also chuck an oscilloscope on the end of the chain for some visual feedback on waveform gaps to get it as seamless as possible
Obviously, you are going to want to be cutting your samples at zero crossings for as smooth transitions as possible
HTH
And if you want to post the samples here, I’d be happy to take a stab at gluing them back together