
PART 1
Technology and Theory
136
if the sample’s speed is increased or decreased by a signifi cant amount it will
no longer sound anything like the original source. For instance, if a single-key
strike from a piano is sampled at C3 and is played back at this same pitch from
a controller keyboard, the sample will play back perfectly. If, however, this
same sample were played back at C4 the sampler would increase the frequency
of the original sound by 12 semitones (from 130.81 to 523.25 Hz) and the
result would sound more like two spoons knocking together than the original
recording.
These extreme pitch adjustments aren’t necessarily a bad thing – particularly
for a creative endeavour such as dance music – but to recreate a real instru-
ment, sampling a single note doesn’t provide a realistic sounding instrument
throughout the octaves. Indeed, most samplers only reproduce an acceptable
instrument sound four or fi ve keys from the original root key, so if an original
instrument is needed throughout the keyrange, samples should be taken every
few keys of the original source instrument. This is called ‘multi-sampling’ and
when the source is sampled at every couple of keys and the samples assigned to
the same keys in the sampler. For example, with a piano it is prudent to sample
the keys at C0, E0, G0 and B0, then C1, E1, G1, B1 and so forth until the entire
range has been sampled.
Naturally, recording a sound in this way would equate to over 16 samples and
the more samples that are taken, the more memory the sampler must have avail-
able. Because most hardware (and some software) samplers hold the sampled
sounds in their onboard RAM, the maximum sampling time is limited by the
amount of available memory. At full audio bandwidth (20 Hz–20 kHz) and a
44.1 kHz sampling rate, 1 min of mono recording will use approximately 5 mega-
bytes (MB) of RAM. In the case of sampling a piano, this would equate to 80 MB
of memory, and you can double this if you wanted it in stereo! Consequently,
over the years samplers have adopted various techniques to make the most of the
available memory, the fi rst of which is to loop the samples.
As the overall length of a sample determines the amount of RAM that is
required, reducing the sample’s length means more samples will fi t into the
memory space. Because most sounds have a distinctive attack and decay period
but the sustain element remains consistent, the sustain portion can be continu-
ally looped for as long as the key is held, moving to the release part after the
key is released. This means that only a short burst of the sustain period must
be sampled, helping to conserve memory. Well, that’s the theory anyway. In
practice sustain looping can prove particularly diffi cult.
The diffi culty arises from the fact that what appears to be a consistent sustain
period of a sound is, in most cases, rarely static due to slight yet continual
changes in the harmonic structure. If only a small segment of this harmonic
movement is looped, the results would sound unnatural. Conversely, if too
long a section is looped in an effort to capture the harmonic movements, the
decay or some of the release period may also be captured and again, when
looped, the fi nal sound will still be unusual. In addition, any looping points