Mimic Creative Sampler : Panel reference

Panel reference
The Sample section
Here is where you load/sample the audio for the currently selected Slot. The Waveform display differs somewhat, depending on which Slot Mode you have selected (see “Slot Mode”).
A sample loaded in a Slot with Slice Mode selected.
Loading/sampling
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See the “Sampling” chapter for more information about setting up and using Reason for sampling.
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Root Key
A sample is automatically analyzed for its original pitch at the Sample Start position. The analyzed pitch is displayed in the Root Key section. If you move the Sample Start marker, the sample is automatically re-analyzed.
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This will automatically place the analyzed Root Key on the correct note on the keyboard, as indicated by an orange key in the Note/range indicator below the Waveform display.
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Setting the sample range
First you could decide how much of the original sample you want to use - and where in the sample you want to work:
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To scroll, click and drag sideways between the dark yellow sample range markers. To zoom, click and drag any of the sample range markers sideways. The set Sample range is automatically updated and displayed in the waveform display.
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Zooming in the Waveform Display
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Setting the sample start and end
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Note that the Start and End markers cannot be set in reversed order. If you want to play the sample backwards, from the End marker to the Start marker, click the Reverse button (see “Reverse”).
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Previewing samples
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The sample will play back for as long as the mouse button is depressed.
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Loop and Loop Length
It’s also possible to loop (Forward Loop) samples - or slices in Slice Mode. The loop always happens at the end of the sample/slice. In all modes except for Slice Mode the Loop Length is visually indicated with a transparent red region in the Waveform Display, so you can see exactly where the loop is.
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If you are playing back the sample reversed (see “Reverse”) the looped region originates from the Start Marker instead and is displayed in transparent blue.
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Start Position
The Start Position section contains controls for determining where the sample/slice playback should begin, and in which direction the sample/slices should be played back.
Global Position
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This function is great for polyphonic rhythmic sounds, where you want to have all the voices synced in time.
If not active, new/additional voices will always start playing back from the blue Sample Start marker.
Reverse
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Start Position Mod
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Note that the Mod amount is bipolar (-/+) so that you can modulate the start position either earlier or later than the default start position.
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Snap to Slices
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Speed and Speed Mod
The Speed control determines how fast the play position (“playhead”) moves in the waveform.
Speed
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Depending on which Stretch type (see “Stretch”) is currently selected, the sonic result will vary. If you have selected the Tape Stretch type (see “Tape”), the Speed knob also affects the pitch. Note that the Speed can be set all the way down to 0%, i.e. “stop”. Great for Tape Stop effects in Tape mode and for static playback in other Stretch types, for example.
Speed Mod
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For example, selecting an Envelope as a modulation source could cause the playback speed to start fast and gradually slow down when you hold a note - or vice versa.
Stretch
Mimic features five different Stretch types, which can be selected from the drop-down selector. Depending on the selected Stretch type, there are also some additional controls to modify the sample characteristics.
Tape
This is the good old “tape recorder” type, where speed and pitch are coupled. This means that to achieve a higher pitch you simply increase the playback speed of the sample/slices - and vice versa.
With the Tape stretch type selected, there is a Loop X-Fade knob present. This controls the crossfade amount when the Loop function is active for the sample/slices (see “Loop and Loop Length”).
If Loop is off, the Loop X-Fade knob has no effect.
Advanced
This is a high-quality stretch algorithm suitable for most type of polyphonic and complex audio material.
With the Advanced stretch type selected, there is a Preserve Transients button present. Transients are regions in the sample where the level quickly goes from quiet to loud, for example in percussive hits and other types of “attacks”.
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When off, any transients will be “smeared out” and less prominent, which might be desired in some situations.
Melody
This is the Melody stretch type used for audio in the Reason sequencer, i.e. a high-quality stretch algorithm suitable for monophonic audio material.
With the Melody stretch type selected, there is a Preserve Transients button present.
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When off, any transients will be “smeared out” and less prominent, which might be desired in some situations.
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Vocal
This is the Vocal stretch type used for audio in the Reason sequencer, i.e. a high-quality stretch algorithm suitable for monophonic vocal audio material.
With the Vocal stretch type selected, there are two additional controls present:
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Turning this up will be like creating a smaller “body” for the sound, and turning it down will be like creating a larger body. If you are using a vocal sample, changing the Formant would be like changing the character from “adult” to “child” like.
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This is really cool for creating processed vocals that you could pitch from the keyboard.
Granular
This is a “vintage” type of digital pitch shift/stretch method, where grains of the sample are being looped and crossfaded.
The Granular stretch type utilizes playback of a series of snippets of audio data - grains - “extracted” from the sample. The grains could be of a selectable length and overlap. The grains could then be played back in a number different ways - with or without crossfades between the grains.
The picture below shows the basic principle of the Granular Stretch type:
An example of a signal generated from 5 grains of a sample.
Here is what happens in the example above:
The distance between the grains is determined by the current sample playback speed. The grains could contain common audio data in some parts (like in the beginnings and ends in the example above).
The distance between the grains is determined by the playback rate.
In the example above, there are also crossfades between the grains to make the overlaps smoother.
With the Granular stretch type selected, there are four additional controls present:
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This sets the lengths of the grains. At 0% you get the shortest grains and the sound could be a little gritty at this setting. At 100% you get the longest grains.
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This sets how much the grains should overlap each other and also the crossfade amount. At 0% you get no overlap and almost no crossfade at all. At 100% you get the longest overlaps and also smooth crossfades between the grains.
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The Jitter function modulates the sample playback position minutely and randomly. The Jitter function can be great for generating “chorus”-like effects and to make a sound more “alive”, depending on the other settings in the sound. At 0%, the timing and playback position is completely accurate and at 100% it is completely random.
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0% means the signal will be unaffected and 100% means every other grain will be panned hard left and hard right. Great for nice and wide stereo effects!
Slices
This section is mainly useful when you are working in Slice Mode (see “Slice Mode”).
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Sensitivity
Slices are added automatically at transients according to the Sensitivity knob setting.
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Automatically generated slice markers are indicated in yellow.
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Moving, adding and removing Slice markers
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Reset
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Any manually added slice markers will be removed.
Play Thru
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When Off, the playback will automatically stop at the next slice marker, even if you have sustaining notes.
Pitch
Semi
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Range: +/-24 semitones (+/-2 octaves).
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Note that if you are using the Tape Stretch type (see “Tape”), the pitch settings also affect the playback speed.
Tune
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Range: +/- 50 cents (down or up half a semitone).
LFO
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Range: +/- 100%.
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By using the LFO Scale function (see “LFO Scale”), you can gradually introduce the LFO modulation amount by using the Mod Wheel.
Pitch Mod
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Range: +/- 100%.
The Filter section
The Filter section features eight different filter types.
Filter Type selector
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This is a standard 24dB/octave lowpass filter. Set the cutoff frequency with the Freq knob and the
resonance amount with the Reso knob.
This is a standard 24dB/octave highpass filter. Set the cutoff frequency with the Freq knob and the
resonance amount with the Reso knob.
This is a standard 12dB/octave lowpass filter. Set the cutoff frequency with the Freq knob and the
resonance amount with the Reso knob.
This is a standard 12dB/octave bandpass filter. Set the center frequency with the Freq knob and the
resonance amount with the Reso knob. Note that raising the resonance also makes the passband narrower.
This is a standard 12dB/octave highpass filter. Set the cutoff frequency with the Freq knob and the
resonance amount with the Reso knob.
A notch filter (or band reject filter) could be described as the opposite of a bandpass filter. It cuts off frequencies in a narrow midrange band, letting the frequencies below and above through. Set the center frequency with the Freq knob and the notch width with the Reso knob. The higher the Resonance, the narrower the notch.
This is a comb filter with a positive feedback loop - but without feed forward - ideal for flanger and phaser types of effects. Set the cutoff frequency with the Freq knob and the resonance amount with the Reso knob. The difference between “Comb +” (see below) and “Comb –” is in the position of the peaks in the spectrum. The main audible difference is that the “Comb –” version causes a bass cut.
This is a multi notch filter, great for phaser types of effects. Set the cutoff frequency with the Freq knob and the attenuation amount - and consequently the bandwidth - of the notches with the Reso knob. The difference between “Comb +” and “Comb –” (see above) is in the position of the peaks in the spectrum. The main audible difference is that the “Comb +” version lets through more bass frequencies.
Freq
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Range: 37.0 Hz to 16.00 kHz.
Reso
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Drive
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Kbd
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At 0%, the filter frequency is static regardless where on the keyboard you play. At 100% the filter tracks the keyboard 1:1, i.e. one semitone per note.
Vel
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Env
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Range: +/- 100%.
Freq Mod
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Range: +/- 100%.
The Filter Envelope and Amp Envelope sections
The Filter Envelope and Amp Envelope feature standard ADSR envelopes that control the modulation amounts of the respective destinations (the Filter Freq and the Amp Gain). The picture below shows the various stages of the ADSR envelope:
The ADSR envelope stages.
A(ttack)
When you play a note on your keyboard, the envelope is triggered. This means it starts rising from zero to the maximum frequency value (Filter Envelope) or Gain level (Amp Envelope). How long this should take, depends on the Attack setting. If the Attack is set to “0”, the maximum Freq/Gain value is reached instantly. If the Attack value is raised, it will take longer time before the maximum Freq/Gain value is reached.
D(ecay)
After the maximum Freq/Gain value has been reached, the level starts to drop. How long this should take is governed by the Decay parameter.
If you want to emulate the volume envelope of a note played on a piano for example, the Attack should be set to “0”, the Decay parameter should be set to a medium value and the Sustain level should be set to “0”, so that the volume gradually decreases down to silence, even if you keep holding the key down. Should you want the decay to drop to some other value than zero, you raise the Sustain parameter.
S(ustain)
The Sustain parameter determines the level the envelope should rest at, after the Decay stage. If you set Sustain to full level, the Decay setting is of no importance since the frequency/volume of the sound is never lowered.
If you want to emulate the volume envelope of an organ, you theoretically only really need to use the Sustain parameter set to full level, as a basic organ volume envelope instantly goes to the maximum level (Attack “0”) and stays there (Decay “0”), until the key is released and the sound instantly stops (Release “0”).
But often a combination of Decay and Sustain is used to generate envelopes that rise up to the maximum Freq/Gain value, then gradually decreases to finally land to rest on a level somewhere in-between zero and the maximum Frequency/Gain value. Note that Sustain represents a level, whereas the other envelope parameters represent times.
R(elease)
The Release parameter works just like the Decay parameter, except it determines the time it takes for the Freq/Gain to drop back to zero (or to the set Freq value) after you release the key.
The LFO section
An LFO (Low Frequency Oscillator) is used for generating cyclic modulation. A typical example is to have an LFO modulate the pitch of a signal to produce vibrato, but there are countless other applications for LFOs.
The LFO section features one general purpose LFO, which can be assigned to control selectable parameter(s) in other sections on the front panel.
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By using the LFO Scale function (see “LFO Scale”), you can gradually introduce the LFO modulation amount by using the Mod Wheel.
Wave
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Besides the standard waveforms (sine, triangle, pulse, etc.) there are random, slope and stepped waveforms. The shape of the waveforms are shown in the display.
Rate
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Key Sync
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Beat Sync
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The Rate parameter now controls the time divisions.
Delay
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Turn clockwise for longer delay times.
The Amp section
Gain
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This is the maximum level the envelope will reach after the Attack stage is completed (see “A(ttack)”.).
Vel
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Gain Mod
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Pan
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Pan Mod
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The Compressor
This is a Compressor, which can be used for compressing the signal and evening out the signal levels.
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The red LED above the knob indicates the signal compression.
The Effect section
The Effect section features seven types of distortion/modulation effects, to spice up your sound.
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“Noise” adds noise to the signal (when a signal is present).
“Reso Noise” adds resonant noise to the signal (when a signal is present).
“Ring Mod” is a ring modulator effect.
“Bitrate” gives the effect of sample rate reduction.
“Lowres” combines sample rate reduction with bit depth reduction.
“Sine Fold” is a sinewave shaping distortion.
“Scream” produces a less bright type of distortion.
Effect Mod
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Mix
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The EQ section
This is a Lo Cut and Hi Cut filter, which lets you cut out bass (lo cut) and treble (hi cut) frequencies from the sound.
Lo Cut
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Range: 20.0 Hz to 4 kHz.
Hi Cut
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Range: 200 Hz to 20 kHz.
The Send section
The Send knobs can be used for tapping the output signal of the Slot to the corresponding FX Send Out jacks on the rear panel (see “FX Send Out”). You could then route the signals to external effect devices and then further to a separate mixer/audio channel.
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Mimic Creative Sampler : Panel reference