Im trying to sample something straight off a record and assign to a key. It was fairly easy to do on the XF and save to the flash memory. How do I sample and assign to 1 key on the Montage? In addition, I want to create what used to be called a "performance" in the XF with the sample assigned to one of the keys.
The Montage does not have a sampler. So you must transfer the real world to a .wav... You can Load a wav to the Montage. Then you can assign it to the keys within a Part
Prepare (sample) the audio elsewhere, edit it, trim it, loop it, whatever you like BEFORE you move it to the Montage. The Montage can load it as a .wav or can load it as a Motif XF Waveform file (.X3W)
Thank you so much for the info!
Can you please walk me through the process of importing the .WAV from my flash drive and assigning to a part of a voice? I had a slight problem... I somehow I erased my already created "multi part performances" when trying to import and assign this file. I just want to make sure this doesn't happen again.
I have a related question also.
I know how to build a waveform and incorporate it into a part which is in turn incorporated into a performance. My question is with the different ways in which it is possible to trigger a sample.
More specifically, it is possible to trigger samples in a 'one shot' fashion. That is, you press a note and regardless of whether you release the note or not, the sample plays to the end.
I can't figure that one out.
Could this be done in the Pitch EG edit page? By setting the release level and time to maximum (128) when the key is released the sound would continue?
Hey Rob - How did you did it? (Assign .WAV file from your flash drive and import to a part/assign to a key)
Robert wrote:
I have a related question also.
I know how to build a waveform and incorporate it into a part which is in turn incorporated into a performance. My question is with the different ways in which it is possible to trigger a sample.
More specifically, it is possible to trigger samples in a 'one shot' fashion. That is, you press a note and regardless of whether you release the note or not, the sample plays to the end.
I can't figure that one out.
On the OSC/TUNE screen you will find the "New Waveform" box. Pressing this will allow you load audio into an Element.
You need to be in an AWM2 Part. Say you start with an Initialized Part
Go to [CATEGORY SEARCH]
Find the "Init" category
Select "Init Normal (AWM2)"
Press [ENTER]
Press [EDIT]
Press the PART SELECT [1/1] button to view Part 1
In the screen along the bottom you will see "Common" in blue and next to it the individual Elements 1-8
Select Element "1"
At the top should be "OSC/Tune"
On this screen you will see the "New Waveform" box
This will allow you to Load your audio to this Element.
In your REFERENCE MANUAL (PDF) see page 94-95 for details on the Oscillator parameters
Continue reading pages 96-97 for parameters for "EDIT WAVEFORM" which will allow to map the audio across the keyboard range and set Velocity range, etc. (Note Limit, Velocity Limit).
@ Luis - you don't say what type of audio wav you are working with. The above is how you would import audio to create a "normal" instrument sound. "Normal" here means one that plays when you trigger a key, and stops when you let go of the key, like a typical musical instrument sound. The other option is to trigger a key and respond like "Drum" - which would mean the key press triggers the audio (exactly like the Normal oscillator) but you do not have to hold the key down in order for the sound to play through to it conclusion (or at least you will be able to program it to do so)
Drum and percussion sounds do not require a finger holding the key down to play the entire audio clip, they can be set to "RECEIVE NOTE OFF" = OFF this allows them to be triggered and play without you having to continue to hold a key down. There is however, a "silence detector" that will ultimately turn off or close the gate on the note, so it does not use polyphony indefinitely.
The drum key envelope can be set so that DECAY 2 TIME is set to HOLD, useful for playing back long audio clips.
Please see the corresponding KEY EDIT page for the Drum type Element starting on page 126-127. And page 129 on setting the Amplitude Envelope Generator parameters.
@ Robert - you would use the "Init Drum (AWM2)" to create an Element that does not behave like a Normal instrument, but behaves like a Drum where you don't have to hold the key for it to trigger the entire audio clip. As mentioned there is an "unseen" silence detector that ensures a note-on does not use polyphony endlessly (when set to "hold"... )
Hope that helps. If you get stuck post back here.
Cool Feature. I can sample my Modular synth, import the sample into Montage and play it Polyphonically and add effects and motion control/sequences to it.
+1 indeed.
Thank you Bad Mister!!
THANK YOU!!! 🙂
i just bought my Modx...is there any programs i can use to retain waveform loop parameter before adding it to the Modx so as to have it looping on a triggered key?
For the PC, this works and is free.
https://www.wavosaur.com/
I believe wav loops are respected upon import.
Although the "best" way would be to construct a full Waveform which can only be done offline. Currently officially supported by JM tools or Sample Robot. Both are at cost if you have a MODX. Sample Robot is free for a Montage owners.
There are other unofficial apps that claim to be able to create a Waveform that can be imported. Chicken Systems or AWave are two examples of these. YMMV
Current Yamaha Synthesizers: Montage Classic 7, Motif XF6, S90XS, MO6, EX5R