Click here to open the tutorial patch: Media:03iMIDISampler.maxpat
In this tutorial we talk about how to create a MIDI-controllable sampler in MSP. Along the way, we'll look at different features of many samplers, including looping, keymaps, and multi-timbral operation.
2 both deal with playing back samples stored in
buffer~ objects by using groove~ objects under MIDI control.
Look at patcher area
1. Turn on the audio by clicking the ezdac~
and turn up the gain~ slider. From the umenu object at the top of
the patch, select option
1 ('bd+hh.aiff'). Play some notes on your MIDI
keyboard. You should hear a the bass drum sample at different pitches depending
on which key you press. Select option
2 and take a listen; you should hear
the snare drum.
3('cym.aiff') from the umenu. Play a note
on the keyboard and hold it down, or select a note from the kslider object.
Notice that the sample loops. Select option
4; notice that the bass guitar
sound loops a swell. Play the sounds triggered by options
6. Double-click the coll file named
The umenu object in our tutorial patcher causes the coll object to dump out different data depending on which sample we select. Looking at its contents by double-clicking it reveals the entire database:
1, 24 sample1 0 0 0; (bd+hh.aiff)
2, 33 sample2 0 0 0; (snare.aiff)
3, 50 sample3 0.136054 373.106537 1; (cym.aiff)
4, 67 sample4 60.204079 70.476189 1; (bass.aiff)
5, 84 sample5 0 0 0; (epno.aiff)
6, 108 sample6 0 0 0; (ahkey.aiff)
base_key buffer~_name loop_start loop_end looping
The base key refers to which MIDI note at which the sample will play at normal speed. The second item in the coll refers to which buffer~ object will play the sample. The next three values determine the start and end points of an internal loop which the groove~ object will play, and whether or not to use it at all (the last value).
The point of a sampler is to play back recordings (audio samples), often from an acoustic instrument. If an acoustic instrumental source is used, it's usually inefficient to create a unique sample for every possible note on that instrument. Instead, every few notes are sampled, and in-between pitches are achieved by playing these sampled notes slightly fast or slow based on their base key. Similarly, a sampler is capable of playing notes that sustain for far longer than it's practical to record an instrumental sampler. Instead, a sample of modest length is used, as an area is found within the sustaining part of the sample that can be safely looped. When you play a note and hold it, the sample starts playback at the beginning; once it moves into the loop zone, it repeats that area over and over again; when you pick up the note, it plays from the loop zone through to the end of the sample.
The base key is converted from MIDI to frequency by the
mtof object and used as a divisor for the frequency we want to play. In this
way, we get a ratio of the desired frequency and the base frequency which
we can use to set the speed of a groove~ object. If we want the sound to
come out an octave higher, we want the ratio to be
2.0; an octave lower, it
0.5. The second value out of the coll file is formatted
set prefix by the prepend object and send to the
groove~ to select the appropriate buffer~ to play. The loop values
come out as numeric data, setting the loop start and end points and sending a loop
value into an int box which is triggered each time a note plays. Note-on
values (i.e. values with velocities greater than
0, passed from the
stripnote object) trigger the
loop message, set the value of the
sig~ object, and restart the sample by sending a
0 into the
groove~ object. Note-off objects set the
loop state to
allowing the groove~ to play out the sample to the end and then
2on the right of the tutorial
patcher. As in the last tutorial, a poly object is used to route MIDI data to a
number of instances of a single abstraction, this time called
samplervoice~. However, the values out of the poly object do
more than set the voice allocation.
up the one in patcher area
2. Using an attached MIDI keyboard, play some
notes all over the range of the keyboard. Notice that, depending on which notes you
play, different samples are heard. Play some chords. Notice that you can have as
many as four notes playing simultaneously. Look at the message box
attached to the funbuff object:
The funbuff object is loaded with these values to use them as a
key map for a multi-timbral sampler. Any MIDI notes whose pitch values are
40 will trigger sample
1 (as defined in
the coll file); pitches between
47 will trigger
2; and so on.
look at the patcher logic inside. Notice how it resembles the patcher logic in area
1 of the main patcher, with the addition of some objects to handle MIDI
velocity to scale the amplitude output of the groove~ object.
The MIDI velocity of incoming notes is divided by
127. to scale it
1. It is then multiplied by itself, creating
an exponential scaling wherein higher values on the MIDI velocity continuum yield
far greater increases in volume than lower numbers. This simulates the behavior of
logarithmic volume circuits (such as mixer faders) in analog audio
sequence'. Double-click the patcher object named
you rock out to the sequence playing out of our sampler.
sequence subpatch contains a seq object, a
midiflush, and a midiparse. These objects load a MIDI file and
output the raw bytes in response to
(seq), shut off all sounding notes in a MIDI byte stream in response to a
bang (midiflush), and parse and extract the pitch/velocity pairs
from a MIDI stream so that they can be used elsewhere (midiparse). This
allows our awesome MIDI sequence to be played by the sampler logic in the main
MIDI-controllable samplers can be created using MSP buffer~ and groove~ objects. Different parameters of sampler data (loop points, sample name, base key) can be stored in coll files for easy access so that you can easily switch samples depending on MIDI events within the same MSP patcher logic.