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ForumsMusic Discussion and Showcase → Loop Experts help!
Loop Experts help!
2005-12-28, 8:20 PM #1
Okay, so i'm using this software, Native Instruments Drumkit From Hell, to build drumtracks for some of my demos. now. the software on its own is a huge pain in the arse, and the samples take a lot of memory. now, i don't want huge pro sound quality seeing it's only for "in-band" demos, but i still like something that sounds good. so i'm ripping pretty much any sample that interests me from the drumkit from hell interface, to simple wave files. now, i want to know (maybe TH###### knows something on this...) how you loopers work by standard.

Do you trim the sound to loop right at the beginning or do you leave a few ms at the start to avoid any kind of "sharp start" kind of effect?

also, any other tips to make my loopage easier? i'm working in soundforge for this, but maybe sonar could work better so i'm opinion hunting.

TFTI! :p
"NAILFACE" - spe
2005-12-28, 8:25 PM #2
I'm not sure whether you're talking about individual drum samples, or complete percussion loops. As for trimming, I try to cut it as close to the beginning as I can. I'd like to help as much as possible on this, but I need to get what you're asking first. >.o
2005-12-28, 8:29 PM #3
individual drum parts, like, only the cymbal, then only the snare, etc. i'm basically going to build the drumkit i want to use all the time for my demos, save it to a fruityloop template and work it from there after.

I did some tests before, trimming close to the start, but when i played back to hear the sound itself, there was a snap/crackle/pop at the beginning. might be a trouble on my end as far as playback goes, but i had no processes running or Real Time Effects on the file so i'm thinking trimming has to do with it.
"NAILFACE" - spe
2005-12-28, 9:17 PM #4
Ah, I know how to fix the pop problem. Prepare yourself for a painfully non-technical explanation.

When you're trimming the sound, you have to zoom in pretty far until you see the sound lumpies that go up and down, above and below the median line. What you have to do is crop it right when the sound wave is at the median line, or as close to it as possible. The closer you get to that midpoint, the less of a pop you'll get. I can probably draw a diagram if you need me to. :p
2005-12-29, 5:54 AM #5
You trim right before (within a sample or two) the first transient of the sound. Trim any further in time and you'll get a pop, trim before and the loop won't groove right.
2005-12-29, 11:00 AM #6
Um

what he said
2005-12-29, 1:24 PM #7
hrm. how long "is" a sample?
"NAILFACE" - spe
2005-12-29, 2:29 PM #8
1/44100th of a second, generally. If you have a decent .wav editor, it may actually show you the points that represent each sample.
2005-12-29, 4:58 PM #9
Looping audio isn't really the way to go. Just use a drum sequencer. You can still copy/paste stuff, but you don't have to worry about pops and stuff.
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2005-12-29, 9:07 PM #10
Read the post. can't use the sequencer itself as my compy sucks. and i can't extract the wavefiles since they're in .nki containers.. =/
"NAILFACE" - spe

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