Samplers
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Transcript of Samplers
By Mark D’Arcy-Smith
Prior to computer memory-
based samplers, musicians used
tape replay keyboards, which
store recordings on analog tape.
When a key is pressed the tape
head contacts the tape and
plays a sound.
Mellotronis an electro-mechanical, polyphonic tape
replay keyboard originally developed and
built in Birmingham, England, in the early
1960s. The heart of the instrument is a
bank of parallel linear magnetic audio
tape strips. Each of the tape strips has a
playing time of approximately eight
seconds, after which the tape comes to a
dead stop and rewinds to the start
position. such systems were expensive
and heavy due to the multiple tape
mechanisms involved, and the range of
the instrument was limited to three
octaves at the most.
EMS Musys
SystemThe first digital sampler was the EMS
Musys system, developed by Peter
Grogono (software), David Cockerell
(hardware and interfacing) and Peter
Zinovieff (system design and
operation). The system ran on two mini-
computers, Digital Equipment’s
PDP-8s (mini computer). These
had 12,000 (12k) bytes of read-
only memory, backed up by a
hard drive of 32k and by tape
storage (DecTape). EMS
equipment was used to control
the world's first digital studio.
Fairlight CMI
The Fairlight CMI (Computer
Musical Instrument) is a digital
sampling synthesizer. It was
designed in 1979 by the
founders of Fairlight (Peter
Vogel and Kim Ryrie).
The Fairlight CMI was a development
of an earlier synthesizer called the
Qasar M8, an attempt to create
sound by modeling all of the
parameters of a waveform in real
time.
Unfortunately, this was
beyond the available
processing power of the day,
and the results were
disappointing. In an attempt
to make something of it,
Vogel and Ryrie decided to
see what it would do with a
naturally recorded sound
wave as a starting point. To
their surprise the effect was
remarkable, and the digital
sampler was born.Qasar M8
E-mu SP-1200The SP-1200 became an icon of
hip hop's golden age, due to its
ability to construct the bulk of a
song within one piece of
portable gear—a first for the
industry. This resulted in
reduced studio costs and more
creative control for artists.
The SP-1200 can store up
to 100 patterns, 100
songs and has a 5000 note
maximum memory for
drum sequences.
Often samplers offer filters, modulation via
low frequency oscillation and other
synthesizer-like processes that allow the
original sound to be modified in many
different ways. Most samplers have
polyphonic capabilities - they are able to
play more than one note at the same time.
Many are also multitimbral - they can play
back different sounds at the same time.
Often "samples" consist of one part of a song, such as a rhythm break, which is then used to construct the beat for another song. For instance, hip hop music developed from DJs repeating the breaks from songs to enable continuous dancing
Funky drummer Break (James Brown) Funky drummer Break (5:10)
Amen Break (The Winstons) Amen Break
These two songs have been among the most common samples used in dance music and hip hop of recent decades, with some entire subgenres like breakbeat being based largely on complex changes of a single one of these samples.
In the 1970s, DJs who experimented with
manipulating vinyl on two turntables gave
birth to hip hop music, the first popular
music genre based originally around the art
of sampling.
Sample- a sound of short duration, as a
musical tone or a drumbeat, digitally stored
in a synthesizer for playback.
Sampling was originally developed by
experimental musicians working with electro
acoustic music, who physically manipulated
tape loops or vinyl records on a phonograph
The widespread use of sampling in popular
music increased with the rise of electronic
music and disco in the mid 1970s to early
1980s
Sampling would also use spoken word from
non-musical media.
Sampling didn’t just involve pre-existing
recordings. Some composers and musicians
sampled there own sounds.
The use of Sampling is also controversial
legally because musicians that used the
technique in the 1940s-60s sometimes did
not receive permission before creating a
musical piece with the samples ―stolen‖.
The issue with this was that only people with
a lot of money were able to use the samples,
Sampling Theorem: The Nyquist–Shannon
sampling theorem states that perfect
reconstruction of a signal is possible when
the sampling frequency is greater than twice
the maximum frequency of the signal being
sampled, or equivalently, when the Nyquist
frequency (half the sample rate) exceeds the
highest frequency of the signal being
sampled. If lower sampling rates are used,
the original signal's information may not be
completely recoverable from the sampled
signal.
The sample rate is the number of "snapshots" of
audio that are sampled every second. The
continuous audio stream is digitally encoded in a
similar way to a movie camera capturing motion
by recording an image frame many times per
second. The higher the sample rate (and bit
depth), the more accurately the original sound
can be represented.
44.1k refers to 44.1 thousand sample per second
and you will find that 44.1k, 48k and 96k are the
most common sample rates although 192k is now
becoming more popular. 44.1k is the standard for
CDs
Bit Depth refers to the number of bits you
have to capture audio
Music Tech 101:
Sampling rate and bit
depth explained
Pacman, Lassie and Bruce
lee example (Nyquist
Sampling Theorem)