At 11/28/12 09:30 PM, dem0lecule wrote:
At 11/28/12 08:23 PM, SourJovis wrote:
Indeed. A lot people out there don't care what tool they use. I have listened to song which simulates 'real' instrument that created from sine waves, and it sounds better than any free soundfont instruments. It totally changes my perspective on choosing-the-right-tool. Like you said, add tons of effect and tweaking the samples can help you produce great quality. Keep filtering!
Still I've learned a lot of tricks to make the Reason sound library more realistic and better sounding. You can improve a lot by changing the settings of the presets, loading new samples into the samplers, adding the right effects, and emulating the way instruments are played in real life. Now I may not be the best musician out there, and the reason orkester soundbank not the best to use either, but this illustrates:
It's not just what you use, but mainly how you use it.
Problem is time. A lot people don't have time to spend on tweaking samples. And some don't even have the skill to do so, even have enough time. So they save time by buying samples that already mastered/mixed properly or pre arranged. In the end, it's about spending buck to buy times and skill.
Sometimes you can re-use the adjustments you've made to samples in earlier songs. Other times, adjustments only work for a specific song. Anyway, creating your own sound is time consuming, but in the end it pays of, because you separate you from the rest. If you use the same samples as others, people will notice.
That's a good song. So it's completely build up from sine waves? I heard (but I may have misunderstood) sine waves are the only naturally occurring wave forms. All sound consists of sine waves. A tone is a root sine wave, plus several higher frequency sine waves that are called the overtones, and are brought about by things resonating with the root wave. That means you can make any sound artificially out of sine waves. Many music sound library companies create samples this way, and they may be even better than samples recorded from real instruments, since you have more control over artificially created samples, and therefore create less inconsistencies.
The song is only 64 kb? I guess breaking up sound into sine waves should be the new standard for compression then. The problem is probably that tools that can play that many sine waves at once will be too costly. Normal audio players only need to play two wave forms. One for right, one for left. These two wave forms are however very complex and contain a lot of data to store.
It's interesting that to digital devices a sine wave is as complex as an artificial wave like a saw or square. While in the real world to create a perfect saw wave, you'd need an endless number of sine waves. You can only approach what a perfect saw should sound like. That's probably why these waves sound so weird.
I'm going off topic here. What has this got to do with string run samples? Maybe I should conclude that you can decide for yourself how much time and money you want to spend on making sound libraries sound good, but the cheapest, most original and most labour intensive way is to create all of your own sounds out of sine waves. Just so you know that's an optionâEU¦