The important
thing about a sampler is that you choose your own instrument sample
sets and can edit and improve them - and most of them indeed need
improving!!
The need to boost
the output volume comes because of the need to set most instruments to
levels far below their potential in order that the really loud
instruments can sound at their proper relative volumes without causing
overload in the soundcard, sampler, module or in-computer software
mixer. Overloading distortion primarily from my fortissimo brass was
the final straw that made me get the mixer. Incidentally, I found that
the output from my D/A converter was at a higher level than the line
output from the Soundblaster Live mixer, which was very helpful.
These are the sample sets used in the Soundblaster Live. My main sources are the Sonido orchestra CD, with a not very good piano from the Sonido Piano & Organs CD, clarinet & some 'attack' brass from the Creative Essentials Woodwind & Brass CD, a few additional percussion from the E-mu Soundfont Library CD, choir from Peter Siedlaczek's Classical Choir CD, and my organ adapted from John McCoy's Jeux soundfont.
One of the downfalls of MIDI instruments is that although with a lot of effort you can add expression with MIDI controllers in your sequencer files (more about that below), the instruments don't change their timbre in the way that real instruments do. But at least I sought to include variant sounds for some instruments, such as in the trumpet, where I have soft, normal-loud, extra loud, strident / attack (good mostly for 'stabs'), and muted. Some of these variant sounds use the same samples but with different parameters set, while others have to be completely different sample sets and therefore increasing load on memory and storage space.
In choosing sample sets I looked out for a number of things as well as simply whether individual notes sounded like the nominal instrument:
Are the
individual samples long
enough?
Many, many, aren't. What's the point of a piano whose notes decay
quickly even when you play long notes? Many piano presets try to get
round this by looping the tail end of the note or setting unrealistic
parameters in the volume envelope - but such tricks usually show
glaringly in causing a very unnatural and shelved or fluctuating decay
profile. Cymbals are another case where you're normally stuck with far
too rapid a decay of the sound. Better to have a sample with
full-length decay and then to have additional variant presets with
shorter decays set using the volume envelope to simulate degrees of
damping. In the case of sustaining instruments short samples sound more
unnatural, and in the case of very short ones the sound has a
definitely 'electronic' sound about it. The natural sound of any
'acoustic' sustaining instrument incorporates a multitude of small
fluctuations in volume and timbre, and this is what is lacking in short
samples. But we must be clear that the ultimate determinant of the
sound quality is the length of the loop section. You could have a
reasonable length sample which still sounds electronic because only a
tiny snip is being used for the loop.
Are
there enough multisamples
in the set for the instrument?
This is extremely important and one of the prime reasons why sound
modules let you down. For most instruments you need to have each
multisample spanning no more than a minor third, and preferably no more
than a whole tone. In most Soundfonts you find that even if the samples
do more or less keep to that rule in the middle of the range, they
don't cover the full range, so that the uppermost and bottom samples
each have to span quite a lot of notes, thus giving you unnatural sound
at the extremes of the instrument's range. Too-widely-spanning
multisamples cause two problems. One is the obvious one - that the
further away you are from the original playing pitch, the more
unnatural the sound is, but the other is that when such an instrument
is played, you notice a big change in the sound when moving between
adjacent multisamples. Typically the top note of a multisample is
over-bright and prominent compared with the next note up.
Are the
multisamples in the set
properly matched?
Often they're not. This is a real curse in sound modules, where you're
stuck with whatever samples the manufacturers put there. Often just one
poorly matching multisample ruins an instrument. In my Proteus 2 it
appears to me that the bottom sample of the section violins is played
in a different way from the other samples - something towards the sul
ponticello sound and certainly not what
we would recognise as the violin's open G-string sound. And in the case
of the solo violin in the same module, I'm sure that the bottom sample
is played sul ponticello. That is a particular
irony, because I'd really like full sample sets for sul
ponticello on those instruments, but can't get get them
anywhere. Poorly matched multisamples are one of the prime reasons for
my rejecting many sample sets.
Will the
samples require more
editing that I want to do?
Maybe it isn't worth using a potentially good sample set because of the
amount of editing it would require to knock it into proper shape. For
example, there has been the occasional choir soundfont that I thought
sounded promising, but there were so many pitch variations in the
individual samples that it would have taken a lot of time trying to
correct this (using graphic pitch bend transforms in Sound Forge).
Don't anyone kid themselves that they can buy glossy commercial CDs of samples and straightaway load them into their system and get immaculate or even acceptable performance! It may seem disgraceful that samples are sold in such a rough and ready state as they usually are, but that appears to be how things are at the moment. The Sonido samples have infuriated many people through many of them requiring a lot of work to make them really usable by discriminating classical musicians. I had to spend a lot of time tuning the pitch of multisamples in many of the Sonido instruments. This was not simply adjusting the fine tuning parameter in the soundfont editor, but often using the graphic pitch bend transform in Sound Forge to correct pitch variations within a sample, which is a tricky thing to do effectively.
Let's mention here some of the things I found I needed to do to soundfont instruments to make them work well.
Here's an example of the sort of work entailed in a rather extreme case - the production of my choir sounds. Since I (laboriously) made this set, I've encountered similar choir sets already in Soundfont format, though still needing a lot of work on them to be acceptable for my sort of use. My samples came in audio CD format, so to start with I had to extract all the multisamples of the choir ahhhs as WAV. Then:
Well, in truth it was considerably more work than what is listed above, because I didn't have the process all planned as I've set it out here, and in reality I did things out of order and then had to keep redoing things like looping (and cursing under my breath...). Most of the samples thus got looped at least twice.
In the case of woodwind and strings the samples mostly had a natural somewhat marcato attack, with the tonguing sound of the woodwind or the slight scrape of the string attack. This was a sound that I needed, yet was not appropriate for most of the time in normal legato playing. Therefore for all these instruments I made a variant legato preset in which I'd set the attack parameter of the volume envelope to hide the initial scrape or blip in the sound. Indeed, as I reckoned on using the legato version most of the time I made this the primary preset (bank 0) and the 'straight', un-tampered-with preset one of the variants (a non-zero bank number).
However, there is a catch about setting an attack value in the volume envelope in the Soundblaster AWE series and SB Live. These cards or at least the soundfont system have a bug which results in any preset with a non-minimum attack value to suffer very considerable treble attenuation in MIDI playback, though this not being evident when I sounded notes within the soundfont editor. Therefore for samples in any such presets I had to set a high value for "To Filter Cutoff" in the Modulation Envelope settings.
Once upon a time my cymbal rolls were faked from a suspended cymbal with the attack parameter set to eliminate the initial impact sound, strings of notes being used to simulate a roll. But this sounded rough. More recently I hunted around for samples and got cymbals and bass drum really well fixed, with sounds that seem really authentic for classical orchestral music; in my view these instruments are extremely badly served by ordinary soundfont presets. I needed and eventually found a variety of real cymbal rolls, for it would sound quite wrong for every cymbal swell to have the same profile and speed. In the case of cymbals, I eventually found a crash cymbal with a somewhat more realistically long decay than the normal ones in soundfonts, and I managed to lengthen this significantly in Sound Forge without obvious spurious effects coming in, and layered it with a different cymbal sound to get an extremely powerful and realistic cymbal crash.
My organ
soundfont also took quite a lot of time to set up - but much of the
setting up in this case had to be in bits and pieces actually while I
was composing my first organ works. Never having composed for the organ
before, or played one, I depended on advice freely and generously given
me by Carson Cooman and what I gleaned from a couple of books - backed
up by certain gut feelings and intuitions which derived from my careful
listening to many organ works and from my having been a quite
distinguished composer of organ works in my previous lifetime. Rather
than use any old sound that I fancied in the Jeux soundfont, I wanted
to work with a seemingly real organ, albeit still virtual, as this
would ensure that I composed realistically for the instrument. Thus I
got Carson to hammer out with me a specification for a reasonably
specified 3-manual organ and also a modestly specified 2-manual one the
like of which you'd find in many churches. Having arrived at these
specifications, I extracted from the Jeux soundfont a very much
cut-down version meeting my specification, and then proceeded to set up
a whole range of combinations that I thought I might want to use. Most
of the combinations already set up in Jeux were rather conventional
ones that I was unlikely to want to use. Then, during the composition
work I frequently wanted to use particular combinations that were not
already set up, so then would interrupt the composing to create the new
combination, and probably some other related combinations at the same
time. Each time I did this I also had to update the patch maps of my
sequencer and the Sibelius score writing program, and also update the
printable listing of all my combinations (for my own reference). Many
times when I made such new combinations I found various problems and
bugs in the soundfont and had to spend more time fiddling around to get
things working well - and some problems I was never able to eliminate,
such as the slight click at the start of notes in certain ranks and
combinations (on good playback equipment you can hear this problem in
the opening notes of The
Great Wilderness).
Patch maps are the instrument lists that you can access in your sequencer, which enable you to choose instrument sounds without having to enter patch and bank numbers each time. In most sequencers such as Digital Orchestrator Pro, which I use, there is no facility in the program for creating or editing patch maps, so you have to go to the patch map files and work on them directly. That involves learning the format and syntax that is used in your sequencer's patch map system. The file is an ordinary text file, so is easy to work with. When entering new sounds in these lists I find it easiest to copy existing parts of such listings and then edit details of the copy to show the new data - so reducing the frequency of format / syntax errors.
Incidentally, the
Megafont program, which I can't use for its prime purpose (dynamic
patch caching in the Soundblaster Live), has a very handy function for
Cakewalk users: it can create a patch map file for Cakewalk directly
from the data stored in soundfonts that you're using.
For an orchestral or choral file this is another big task, but I don't do this for a pipe organ, which cannot play expressively. You can have the best instrumental sounds in the world, but if you don't shape the notes in the sort of way that a live performer would, the music will still sound unnatural and not very 'human'. This is where my sequencer's graphic controller editor window comes in. With that I can create 'fills' or 'sweeps' of expression controllers to produce smooth volume changes within a note. I use the Expression controller (no.11) and not the Volume controller (no.7) for this purpose. The latter is reserved for setting the overall track volume, and if any attempt is made to use it for expression, then I wouldn't be able later on to readjust the volume of the entire track (well, apart from changing the velocity values of all the notes).
Many of these expressive volume changes are not linear but speed up or slow down towards the end of the note, and for these I use the curve tool a lot in shaping the controller 'fills'. I used trial and error to establish the right amplitude of volume change and its degree of curvature, if any, in different situations. To avoid over-bloating the sequencer files with controllers, I didn't fill every note with these, but identified the particular notes that needed them. Usually, notes that were unstressed could go without controllers or, in the case of longer notes, might still have just a short and gentle lead-in (values rising from 115 to 127).
For 'fills' using a lot of controllers I used the 'Thin MIDI' function, which removes unnecessary controllers where there is not much change of value occurring. For example, in a curved swell on a long note there would initially be a prodigious number of expression controller messages, but after doing a 'Thin MIDI' on it, where the slope is almost level there would be big gaps between controllers, the density increasing with increasing speed of change, so that at the steepest part of the change the controllers are at their densest.
Despite my
attempts at economy in use of expression controllers, typically my
orchestral / choral sequencer files have doubled or in one or two cases
nearly trebled in size just because of the addition of all these
controllers.
No, no, no! Not
only have I been working with very limited equipment and samples
compared with what a good deal of money could buy, but all along the
line I have had to make compromises on how much time to spend on the
work. The reason why my realizations stand out from the crowd is not
because they're anything near perfect, but rather, that they are
realistic enough to give many (but not all) people a powerful musical
experience, and most people are not prepared to spend as much time and
concentrated thought as I have on creating MIDI realizations of such
music. Another thing in my favour is my musicianship, which is
something that goes beyond being a good MIDI technician. I'm not
impressed by some MIDI whizz-kid coming and telling me that (s)he could
produce better realizations on their own system. Maybe I
myself could produce better realizations of my works on
their system, given the time - but most such people playing with MIDI
would not have the insight that I do into my music and how a real
musician would play it. For example, allowing an algorithm to
automatically shape notes may seem (and sound) quite impressive, but,
however realistic it may seem initially, it cannot match in its effect
the shaping of the notes by a real musician, even if that's done as I
do it, manually at the computer..
Alternatively, get a
live performance...
-- it might be easier! :-)