If he follows the manual (48/16), he can preview the samples but can’t use them (file error). If he follows the stock samples (48/32), there’s no sound.
If he converts the stock samples to different sampling frequencies and bit depths, they work well. If he converts 3rd party samples to the same parameters, they don’t work.
These are actually pretty significant QoL improvements. I was worried some of these restrictions were gated on the chip performance and would never be addressed, glad that is not the case. More drum kits is especially huge for sample-heavy music.
Definitely. You can go from zero to sliced sample drumkit in about 10 seconds - impressive!
Tip: I don’t know if they updated the manual for this but I found it by going ‘it would be really handy if I pressed this and this happened…’. When you get past the sample chop and to the drumkit screen, when you’re assigning samples to pads you can press the Play button to preview the current slice - handy if you want to skip some slices.
Hi! Is there any way to play a long stem on one of the tracks? It seems to be impossible to load a stem from the SD card to a global track (which would be logical).
I need to use a long (e.g. lasting 2 minutes) sample but can’t load it in the Global Track. How can I do it another way?
Tried to connect a small goosenneck microphone into smpltrek. Can’t get any sound from it. Tried different settings (func + ext src) and different inputs. Anyone else tried this?
Yep, another really good update from the Sonicware team. My initial frustrations with the machine at release are definitely being addressed. Not just me specifically but you know what i mean
I have a weird issue: once a scene is over, a one shot sample from it is played one more time simultaneously with the next scene. What can cause this behavior?
It doesn’t occur in mixdowns, only when playing it.