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| Fig. 1. A composer’s DAW template might have dozens of sequencer tracks, each with one patch devoted to one rticulation per instrument. |
SOUNDING LIKE REAL ACOUSTIC INSTRUMENTS IS A TASK MANY KEYBOARD PLAYERS and composers are called on to execute, and it takes more than just playing
the right notes and dynamics using a good sample. Understanding and effectively
applying the full range of articulations can make the difference between sounding
lifeless and sounding authentic.
To kick off a new series on emulating orchestral
instruments, we’re going to explore four general
methods for getting the full range of articulations
out of today’s software instruments and sample
libraries. In future columns, we’ll dive deeper into
specific sections: strings, brass, woodwinds, percussion,
and more.
Separate Patches
In the old days, practically all sampled instrument
patches contained just one articulation. For
instance, pizzicato strings would be loaded separately
from arco strings, and each required their
own dedicated sequencer track and MIDI channel.
Many current sample libraries still use this
approach to varying degrees, although the more
advanced developers are moving away from it. In
order to have the most common articulations of
a full orchestra available in a DAW, a composer’s
template can easily number in the hundreds
of dedicated tracks (see Figure 1). To choose a
particular articulation, you just arm that track
in your DAW and play. The template’s grouping,
naming, and color-coding is paramout, as is an
intimate familiarity with the overall layout.
In a DAW, this technique has its advantages.
Many composers still work this way today, as it
provides a more detailed visual overview of what
each instrument is playing at any given moment
than one sequencer track per instrument can.
However, it makes creating a notation file of the
score much more complicated, and relying on
separate patches for each articulation is very limiting
for live performance.
Key-Switching
Made popular by the original power soft sampler,
Nemesys GigaSampler (later TASCAM GigaStudio),
key-switching uses the keys at the extreme range
of the keyboard (usually the lowest octaves of an
88-key controller) to switch between common
articulations on the fly—because they’re outside
the playable range of the real instrument. (An
analogy is how the reverse-color keys on a B-3
organ change presets.) Key-switching is used
in most current soft samplers, including Native
Instruments Kontakt, MOTU MachFive, Vienna
Instruments, and others.
A key-switched patch loads with a number of
articulations available. As an example, pressing
the C0 key could activate a solo Violin’s sustained
arco patch; C#0 may activate the marcato articulations,
D0 cues up the pizzicato sound, and so on
(see Figure 2).
An obvious advantage is that playing an instrument
becomes intuitive once you’re familiar
with a patch’s specific key-switch assignments.
This is a great for live performance, as it allows
a greater range of immediate playing techniques
similar to an acoustic instrument. Since most
common articulations occur within a single patch
and sequencer track, it simplifies the DAW
environment and makes notation from sequenced
parts easier. A potential disadvantage is that keyswitched
patches often include a predetermined
number of articulations whether you need them
or not; so patches use more RAM and take longer
to load than managing the individual articulations
separately would.
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| Fig. 2. In this solo cello patch in Kontakt, pink keys switch between articulations: arco, staccato, pizzicato, tremolo, alf-step trill, and whole-step trill. Blue keys indicate the playable note range, corresponding to that of the real instrument. |
Controllers
Common MIDI controllers—such as wheels, a
sweep pedal, buttons, sliders, and ribbons—have
long been used to creatively modulate openly
synth-y sounds. However, they’ve been largely underutilized
for controlling samples until recently.
As the scripting capabilities of soft samplers
get more advanced, sound library developers
are using these modulators in more creative
ways and designing more user-friendly graphical
interfaces, which greatly enhances the playability
of sampled sounds. However, this also
means that different libraries are implemented
with different uses for the controllers, which
requires the composer to learn how multiple
developers think.
Since many of us mix, layer, and combine
different sound libraries on a regular basis, it
makes it more challenging to sequence a performance
with one instrument and then change
sounds to a patch from another library, as the
methods for controlling a sound and switching
articulations may not be implemented the same
way. For instance, a patch in one library may use
MIDI velocity and expression to control volume
and timbre (respectively), whereas a different
library’s patch may ignore velocity and use the
modulation wheel to crossfade between different
dynamic levels.
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| Fig. 3. The advanced view of Vienna Instruments Pro. Note the elaborate switching matrix in the upper middle, hich maps articulations that change automatically based on your performance. |
Custom Interfaces
As the demand for greater control and playability
of samples has grown over the years, several
major developers have gone the route of creating
their own architecture and interface. EastWest
Play, Vienna Instruments, Audio Impressions 70
DVZ Strings, Garritan Aria, and several others
forego the popular Kontakt, EXS24 (Logic), and
MachFive platforms in favor of their own
approaches to sample control and playability (see
Figure 3). Th is often results in an even wider
range of articulations and a more natural sound,
based on analyzing your realtime touch and playing
alongside more traditional MIDI controls. In
the case of 70 DVZ Strings, a very comprehensive
set of string articulations is always available
and the entire section is controlled from only five
MIDI channels thanks to a sophisticated graphical
interface.
As one would imagine, this further complicates
compatibility if you have go-to sounds in
more than one platform. A recorded MIDI track
doesn’t often translate well from one platform
to another, which means you’ll need to play it for
each platform involved. However, the benefits of
enhanced control and playability often override
the challenges, and we’ll explore these features in
greater depth in the future.