At 02:18 PM 12/10/02 +0100, you wrote:
>
> Murray McDowall wrote:
> > Has anyone got crossfades with the mod wheel (for example) working -- eg
> > progressively shifting from one sound to another using the modwheel. The
> > EXS24 MkII pdf is a little skimpy on this.
>
> Works very nice over here.
> You gotta make sure your zones/groups are on adjacent velocity ranges. The
> EXS actually "abuses" velocity ranges (in case you don't use velocity to
> switch between velo zones).
> Then, just choose "Sample Select" as a target (by default the leftmost
> modulation slot does so), "Ctrl #1" as a source and drag the mini slider all
> the way up (or down, in case you want your modwheel response to be
> inverted).
> Selecting any other source for "Sample Select" should overwrite the velocity
> setting.
OK thanks Sascha I've got it working now. I was trying too hard I guess -- I
was using the "Select by " parameters on groups in the instrument editor as
well to pick Controller #1 and it would only switch -- no crossfading.
>
> Oh, and try to route them layers to individual outs while you're at it, huge
> fun!
Any other tricks like this? Its a shame that a few sample patches
demonstrating the new features and using the Wizoo samples that came with EXS24
were not included with the update or put up on the Emagic.de site.
I have been having fun with the random detune and unison modes. If you set up a
monophonic bass patch (eg a bass guitar multisample) and use a fair bit of
random detune you can get some incredible deep and rich flanging sounds. I can
hardly believe how good this sounds on some of my old patches.
Unfortunately -- as soon as you play a part with sustained notes you get sudden
switches if you play legato. When you switch the EXS24 to poly mode you get
smooth transitions but you only get two voices in unison mode and the effect is
completely different.
It would be much better if you could simply choose the number of voices (as in
Reaktor/Dynamo) in poly mode as a patch parameter -- this would allow the user
to conserve CPU if necessary or get the sound they want when bouncing or
performing on a fast machine.
I understand that there is a simple (and very economical in terms of CPU)
method for getting 8 voices for unison mode -- RGC uses it in Pentagon/Zeta and
the increase in CPU consumption is surpisingly low for 8 voice unison mode -- I
wonder if Emagic know and use this method as I notice that they have also
chosen this magic number for unison mode.
Regards,
Murray