How to access loop points with Audio Loop Player?
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@DanH I think you're correct. The loop points and the start/end are the same. This is a loop player after all ;P
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@d-healey DanH
Yes you're both right, about the start and end points and what's immediately accessible. See the screenshot I attached?When I imported that sample which had loop points in the metastuff, it has a loop start that's independent from the start point. When I play it, it starts from the top and doesn't loop until it reaches the loop region. So that's what I want control over.
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That's really all I need to control for my purpose (a really simple drag n drop sampler that Amigafies your samples), so if there's a way to access the loop start parameter there I wouldn't need to figure out workarounds of how to bring drag n drop samples into the regular sampler
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@blezzbeats I think only @Christoph-Hart would know - I’ve never seen anyone control it like that before on here. You could also look at just using the sampler for this however. Check inside the tutorials projects folder (should be inside the Hise source code folder). There’s a project called something like custom sample import. Open it and have a look.
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@DanH Was presuming that I did something I wasn't supposed to since there's no way to access that parameter lol, thanks for the tip I guess I'll re-think it!
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@blezzbeats well it obviously has that functionality but perhaps no one ever tested it! Now that we know it does it would actually be very useful to use it like this. Let’s see if Christoph knows.
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@blezzbeats Ah that's interesting. Yeah it would make sense for this to be accessible from scripting. I think a job for Christoph if it's not already hidden there.
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@Christoph-Hart Do you remember anything about this? :)
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@blezzbeats This isn't implemented yet as I considered the loop points in a single sample to be read-only - you can't create good loop points by just dragging the area at this resolution so the feature requests that will follow the day after I would implement this will be audio waveform zooming and / or automatic loop point detection.
Every standard audio editor can create loop points and they are supposed to be part of the audio file so why do you need it on your playback device?
If you want more functionality, use a Sampler module, you can throw custom samples in there too and then you can edit every property there is using the Scripting API.
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@Christoph-Hart said in How to access loop points with Audio Loop Player?:
@blezzbeats This isn't implemented yet as I considered the loop points in a single sample to be read-only - you can't create good loop points by just dragging the area at this resolution so the feature requests that will follow the day after I would implement this will be audio waveform zooming and / or automatic loop point detection.
actually I was already thinking of asking for cross-fading in the loop player - which would make this sort of go away, and might in the end be more useful....:-)
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@Christoph-Hart It's just very smooth for the end user for a very basic sampler like this, wouldn't want them to need to open some audio editing software and take all those steps. Imagine something old school like ProTracker, yeah it's hard to get the loop points right and would be even better with a tiny crossfade or zero cross detection but gets the job done!
Anyways, I did manage to get it working using a sampler instead by inspecting the tutorial, now my problem is instead setting the root key of the sample. Is there any way I can access that parameter of the sampler via scripting?
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To understand why it's useful in my eyes, this use case is more in the lo-fi realm of emulating old samplers and not at all for making precise, multi-sampled instruments. Just sampling stripped down to the basics. Amiga, S620, that vibe. There could be a thousand other use cases when it would be useful to access that parameter too ofc, but that's why I wanna do this silly thing :D
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Nvm found it in the SampleLoadSave.js script :)