8-bit Sampling Keyboard, Part 2 (Retro)
Reviews : Keyboard
Last time I told you about how, despite being deeply cynical about sampling after an initial disappointment, I fell in love with the Emulator II, realising that it wasn't sampling itself, but the implementation of the technology that had been the problem. All previous samplers had contented themselves with allowing you to make a sample, loop it and trigger it from a keyboard. This was OK for certain sounds, particularly if sequenced from something like the Fairlight's Page R, but it hardly allowed you the expression necessary for a musical performance, especially if you had any traditional keyboard skills. For the first time, the Emulator II allowed you to use your performance to control the way the sample played back in real time. It was the first pure sampler with a velocity-sensitive keyboard, which could not only be used to control the loudness of the individual notes but also, thanks to the analogue filters included with each of its eight voices, the brightness of the sample as well. And if you couldn't use a filter to make the change you wanted in a sound, you could use velocity to switch between two different samples which represented the different sounds your target instrument made in different playing situations.
Those of you who own a modern sampler probably think all of this is no big deal; most samplers these days will do this stuff without breathing hard. But for something to pass into the shared common pool of knowledge, someone has to discover it first. When Emu shipped the EII, the common received wisdom was that you didn't put analogue filters on samplers, and that there was no reason why you would want to use velocity to switch between two different samples.
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Filters & Fades
So just what parameters did the EII offer that made it so revolutionary? The same sort of features that were standard on the analogue synths of the time, but which had not previously been supplied on samplers. This meant not only that each voice had an ADSR (Attack, Decay, Sustain and Release) amplitude envelope which controlled the loudness over time, but that each voice had a similar filter envelope. This meant that the low-pass filter could have its cutoff frequency shifted over time as well, and have this filter movement emphasised with Q (aka resonance). But a dedicated filter envelope was not the only way to shift the cutoff frequency: there was also keyboard tracking to make the cutoff dependant on whereabouts on the keyboard you played. But perhaps most importantly, velocity could not only be routed to the cutoff frequency (which lets you make soft keystrikes less bright and hard strikes brighter, imitating the way most physically generated sounds behave), but also to both filter and amplifier envelope attacks and even to the amount of resonance.
As a result, raw samples loaded into the EII could be made to play more expressively than previously possible, with the notes getting brighter and with a faster attack the harder you played. And if you couldn't achieve the required breadth of tone from filtering and enveloping a single sample, then you could always use two and velocity-switch or crossfade them. Velocity-switching was less expensive in terms of polyphony (it meant the EII voice was only ever playing one sample or the other, depending on whether your keystrike was above or below the switching threshold you had set). Velocity crossfading would determine the mix level of two samples from how hard the key was hit. It would, therefore, almost always be playing back two samples, except on really quiet and loud notes, so it took up two voices of polyphony for each note played (and remember there were only eight available to play with). For this reason, I would avoid velocity crossfading as much as possible, except on solo or bass sounds.
The same held true for positional crossfading, which was there to try and smooth the abrupt changes in timbre that could become apparent between the different samples in a multisample as you went up or down the keyboard. The theory was that by fading one sample out towards the upper (and lower) end of its keyboard range and bringing the next one up (or down) in inverse proportion, you would mask the sudden changes that would otherwise occur between keygroups. Remember that as a sample is sped up to achieve higher pitches, it gets brighter and when it meets the transposed-down sample at the bottom end of the next keygroup (which sounds duller because the frequencies present have been lowered), the contrast between timbres is exaggerated. Sometimes positional crossfading worked (although again it used two voices of polyphony for each note played) but more often than not it threw up another problem. Two samples from neighbouring ranges of an instrument would often contain such similar frequencies that there would be cancellation or even phasing. So in general it was better to try and find multisamples that inherently didn't jar too much as you moved from one keygroup to the next, rather than eating up polyphony in positional crossfades and risking unexpected interference.
Velocity and positional crossfading were of limited use for improving realism, then, but they really came into their own when you started to use them for other purposes. Crossfading flutes to pianos or guitars to xylophones (either via velocity or position) produced some amazing results, giving you hybrid instruments not heard before. Many a session was rescued by the inspiration given to the keyboard player by such a previously unheard sound.
The expressive possibilities were not limited to velocity and positional control of the samples. You could also route performance controllers like wheels, pedals and incoming MIDI controllers (the EII was the first sampler to implement MIDI) to previously unheard of destinations (on a sampler) like Filter Cutoff and LFO control of pitch and filter. This meant that introducing vibrato and/or tremolo was a breeze and that brass notes could appear to be 'blown' harder or softer during their sustain phase.
Other unique facilities for the time included the combination of gain stepping and continuously variable level on the input, meaning that it was rare to be fed a signal which you couldn't sample. Sampling could also be initiated automatically by the signal's reaching a threshold level, another feature which we take for granted on today's machines.
Sequencing & Arpeggiation
The EII also boasted a sequencer, but as it acted like a glorified tape recorder, it was strictly for players. There was no quantisation or groove templates back then, although you could cut and paste bars together or repeat them. I did once spend an afternoon with Paul McCartney, laboriously loading the backing track for an entire song into the sequencer, him playing in his sampled bass and drums and me editing the bars into the so
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The arpeggiator, on the other hand, (another novelty on a sampler) was an ideal performance device for the dextrously challenged, and the up, down or up/down rippling was particularly useful with harp or guitar samples.
Mac Sound Editing
A fledgling company called Digidesign (I wonder whatever happened to them?) produced a program called Sound Designer which allowed you to transfer EII sounds via SCSI (so the transfers were fairly fast, unlike the later MIDI Sample Dump) and edit them on a Mac computer. This allowed visual editing of the waveform for the first time, and was particularly good for working on loops (especially when you used the Crossfade Loop function). It also allowed you to visualise and edit all the analogue parameters as well, with a neat Sync function which updated the EII in real time. I found this particularly useful with certain clients who always wanted to be sat at the keyboard playing while I was fine-tuning a sound. It was difficult to keep leaning across them to do stuff, so I would do it on the computer instead. Eventually Digidesign produced versions of this program for the Prophet 2000, S900 and Emax and it became a way of transferring samples from one system to the other. And of course, you all know what became of their follow-up, Sound Designer II.
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CD-ROM
As well as fitting later machines with an internal 60Mb hard drive in place of one of the floppy drives -- a popular move, especially for stage use -- Emu pioneered an even more innovative data-storage system for EII, which again we take for granted with almost every sampler on the market today. In conjunction with a company called Optical Media, a SCSI CD-ROM drive and library was produced for the EII. The drive came in two versions: a purple and black 2U rack unit (the one I had in return for letting them use some of my sounds on the CDs) and a somewhat uglier one which would sit on the flat top of the floppy/hard drive bays (this is the one shown in the picture).
It was revolutionary at the time (though pricey at around £1500 for the drive and £200 for each of up to 40 CDs), because no-one had had any way to move sound from one sampler to another except via time-consuming floppy transfers. The CD-ROM allowed you to carry hundreds of sounds on a single CD instead of a couple of hundred 5.25-inch disks. It also gave you faster load times, which was invaluable live or with an impatient producer!
All in all, the EII really advanced the state of the sampling art in its four-year lifespan. Before it, multisampling, real-time control of analogue filtering via velocity, and crossfading via velocity and position were all unheard of. By the end of its life, it had seen the introduction of onboard hard drives, CD-ROM libraries and on-screen computer editing via SCSI. Sampling would never be the same again
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