Tascam GigaStudio, GigaEditor 4 User Manual

TASCAM GigaEditor 4
GigaStudio 4 Instrument Editor
User Manual
Copyright © 2008 TEAC America, Inc. All rights reserved. No part of this manual may be reproduced or transmitted in any form or by any means for any purpose other than the licensee’s personal use without the express written permission of TEAC America, Inc.
All information in this manual is subject to change without notice and does not represent a commitment on the part of TEAC America, Inc.  e soware described in this manual is provided under the terms of a Soware License Agreement.  e Soware License Agreement species the terms and conditions of use.
TASCAM, NemeSys, GigaStudio™, GigaStudio Instrument Editor™, GigaSampler™, and GigaSampler Instrument Editor™ are trademarks of TEAC America, Inc.
All other trademarks are trademarks or registered trademarks of their trademark holders.
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Table of Contents
Chapter 1: About the GigaStudio 4.0 Instrument Editor..............................................................................................5
What’s New? ......................................................................................................................................................................5
Launching the Instrument Editor .................................................................................................................................6
Opening a .GIG le from the Instrument Editor ......................................................................................................8
Loading a .GIG le into the sampler ............................................................................................................................9
Anatomy of a .GIG File .................................................................................................................................................10
Chapter 2: Creating a Giga Instrument ...........................................................................................................................13
Creating a New File ........................................................................................................................................................14
Importing Samples .........................................................................................................................................................14
Creating a Region ...........................................................................................................................................................23
Creating a Dimension ....................................................................................................................................................27
Mapping Samples to a Region......................................................................................................................................29
Hearing Your Work .......................................................................................................................................................31
A Faster Way To Work .................................................................................................................................................31
More About Sample Mapping .....................................................................................................................................37
Chapter 3: Tutorial: Creating a Multi-Dimensional Instrument ..............................................................................39
Creating the velocity split .............................................................................................................................................40
Mapping the Samples.....................................................................................................................................................42
Playback Monitoring......................................................................................................................................................44
Adding a Second Dimension .......................................................................................................................................46
Changing the Order of Dimension Splits..................................................................................................................48
Changing the Dimension Controller .........................................................................................................................49
Chapter 4: Tutorial: Advanced Drum Kit.......................................................................................................................58
Kick Drum ........................................................................................................................................................................58
Snare Drum ......................................................................................................................................................................64
Toms ..................................................................................................................................................................................68
Cymbals.............................................................................................................................................................................71
Hi-Hats..............................................................................................................................................................................75
Chapter 5:  e Instrument Wizard..................................................................................................................................83
Preparing the Samples ...................................................................................................................................................83
Using the Instrument Wizard: A Simple Mapping.................................................................................................84
Using the Instrument Wizard: A Complex Mapping.............................................................................................89
Load Status .......................................................................................................................................................................94
Separating Parameters from .GIG le........................................................................................................................95
Chapter 6: Main Menu Commands .................................................................................................................................97
File Menu ..........................................................................................................................................................................97
Edit Menu .......................................................................................................................................................................101
MIDI Menu ....................................................................................................................................................................111
View Menu .....................................................................................................................................................................111
Window Menu...............................................................................................................................................................113
Help Menu......................................................................................................................................................................113
Chapter 7: Editor Windows and Context Menu Commands ..................................................................................114
e Bank/Instrument Window .................................................................................................................................114
e Sample Window....................................................................................................................................................122
e Region Window ....................................................................................................................................................130
e Waveform Window .............................................................................................................................................136
e Dimension Windows...........................................................................................................................................138
e Articulation Window...........................................................................................................................................149
Chapter 8: Articulation Parameters Reference............................................................................................................150
Dynamic Expression Filter (DEF).............................................................................................................................168
Chapter 9: Editing Parameters in the Region Window .............................................................................................172
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Editing in the Region Window ..................................................................................................................................172
Drag Modes ....................................................................................................................................................................173
Changing the Vertical Resolution .............................................................................................................................175
Chapter 10: Macros............................................................................................................................................................177
Saving Macros................................................................................................................................................................177
Applying Macros...........................................................................................................................................................179
Copying Macros to other machines .........................................................................................................................179
Editing Macros ..............................................................................................................................................................180
Chapter 11: Intelligent MIDI (iMIDI) Rules ...............................................................................................................181
iMIDI Rules in GigaStudio .........................................................................................................................................181
iMIDI Rules in the Instrument Editor.....................................................................................................................182
Using the iMIDI Rule Manager.................................................................................................................................183
e Transpose Rule......................................................................................................................................................184
e MIDI Filter Rule ...................................................................................................................................................185
e Legato Mode Rule.................................................................................................................................................185
e Repetition Mode Rule..........................................................................................................................................188
e Pattern Alternator Rule.......................................................................................................................................188
e Controller Trigger Rule.......................................................................................................................................192
e Release Trigger With Tracking Rule ................................................................................................................193
e Rule Builder ...........................................................................................................................................................194
e Mando-Tremolo Rule..........................................................................................................................................197
e Mono Mode Rule..................................................................................................................................................198
Appendix ..............................................................................................................................................................................209
PerfUtility .......................................................................................................................................................................209
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Chapter 1: About the GigaStudio 4.0 Instrument Editor
e GigaStudio Instrument Editor is a separate application that works with GigaStudio.  e Editor allows you to create your own instruments or edit existing Giga instruments.
You can run the Editor simultaneously with GigaStudio, but it’s not necessary.  e Editor itself can load instruments into memory, allowing you to hear your edits by playing an external MIDI controller or by right-clicking the on-screen keyboard.
What’s New?
Giga Editor 4.0 includes the following changes from version 3.0:
1. e Dynamic Expression Filter, which in Giga 3 was accessible only through the use of a specially
formatted initialization le, is now exposed in the Editor as part of the normal parameter scheme. Some of the DEF parameters are global to an instrument, and are found on a new tab in the Instrument Properties dialog.  e DEF coe cients are part of the subregion articulation and are edited with the usual tools (the parameter value list and the “blue ball” graph).
2. e control panel for the Mono Mode iMIDI rule has a new tab with a graphical editor for the
Portamento Reshaping Filter, which like the DEF was previously accessible only by editing an initialization le.
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3. e wave view has a new mode in which the sample is drawn as if the amplitude envelope has
already been applied to it.  is mode is toggled by a small button near the zoom and unzoom buttons.
4. Giga 4 supports a unique audition sample for each instrument in a .GIG le (not just a single
audition sample for the whole le). Right-click on a sample for options.
5. Right-clicking in the parameter value list (lower right) brings up a new “Copy to all instances”
menu option.  e value of the selected parameter is copied to all subregions throughout the le that are mapped to the same sample as the current one. For example, if a sample is found to benet from a ne tuning change, this feature can quickly copy the new tuning to any other splits to which the same sample is asssigned.
6. e right-click menu in the sample list has a new option, “Replace all samples in all folders.”  is
is an expansion of the existing “Replace all samples in folder” command. e editor searches a specied root directory and its subdirectories, replacing any sample if a .wav or .dxl le with a matching name is found. ( ere is a more selective option for cases where the samples on disk are arranged in subdirectories that mirror the folders in the .gig le. When this option is in eect, samples in a given folder will be replaced only by les found in a subdirectory of the same name as the folder.)
7. e maximum number of layers (splits in a layer dimension) has been increased from 8 to 128.
8. While in the past it’s been easy to change the controller assigned to a dimension, velocity has been
an exception: once a velocity dimension, always a velocity dimension. Giga Editor 4.0 will now allow a velocity dimension to be changed to any other controller. Note that when this is done, the dimension will move from the dedicated velocity window to one of the unused small dimension windows.
9. An instrument can now cause up to two MIDI controllers to be initialized to specied values
whenever it is loaded.  e controllers and their desired values are specied in the Instrument Properties.  is is for instruments using features like the Dynamic Expression Filter, which might sound best when the controlling CC value is set to something other than the default.
10. A new variant of the “Round Robin” dimension controller has been added.  e new controller is
called “Round Robin across keyboard”, and advances the dimension globally when a key is struck anywhere on the keyboard.  e older “Round Robin” (which is still available) advances the dimension only for the region in which the note is played. In the case where the number of splits in this dimension varies across the keyboard, the new rule uses a modulo addressing technique.
Launching the Instrument Editor
ere are several ways to open the Instrument Editor depending on your situation.
Opening the Instrument Editor from GigaStudio
To open the Instrument Editor from GigaStudio, click on the Launch Giga editor toolbar button.
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If an instrument is already loaded into GigaStudio, you can also launch the Editor from the Loaded Instruments pane. Right-click on the instrument and choose Edit.
e Editor will open with the selected instrument loaded. is can take a few moments if the instrument is particularly large.
Opening the Instrument Editor from the Windows Desktop
When you’re doing intense instrument construction, you may want to run the Editor alone without GigaStudio.
1. You can launch the Editor from the Windows Start Menu.
2. You can launch the Editor by double-clicking a shortcut on the desktop.
3. Last but not least, you can launch the Editor by double-clicking on a .gig le in the Windows Explorer.
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is will launch the editor and open the selected .gig le. You can open multiple .gig les at once by selecting several of them and hitting the Enter key.
Opening a .GIG file from the Instrument Editor
With the Instrument Editor open, you can open any .gig le using the standard File-Open command.
1. Go to the File Menu and choose Open… [Alt] + [F] + [O] or [Ctrl] + [O]
2. Use the Open Instrument File dialog to navigate to your .gig le.
3. Select the le and click on the Open button.
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This window is very similar to the Open dialog in ot her programs, but there are a few features that are specific to GigaStudio:
e Recent dropdown list contains a list of the most recently used folders. Selecting a folder in this list causes the window to jump directly to that folder.
e Sample name box lists all of the samples in the currently selected instrument le. Select any sample in this list and click the Play button to hear that sample. If you are working with instrument les containing large numbers of samples, the dialog may respond slowly as it reads the sample names out of each le. To work around this problem, uncheck the Descriptive wave names box. e names are replaced by simple numeric indexes.
e Audition button plays the audition sample for the currently selected le. ( e “audition sample” is a sample designated by the instrument developer as being representative of a given instrument. Users of your instrument will hear this sample when using the audition feature of the QuickSound Explorer.)
e Maximum le size box, and the checkboxes underneath it, are used when it is necessary to split an instrument into more than one physical le. For details, see the note about large .GIG les on page 99.
Loading a .GIG file into the sampler
Aer you open a .gig le in the Editor, you must load it into memory if you want to hear it. is is accomplished by pressing the Load button on the toolbar:
The toolbar also specifies which MIDI port and channel will be assigned to the loaded instrument. By default, the first file you open is assigned to port 1, channel 1, bu t you can modify these settings using the toolbar.
When the le is loaded, the LOADED indicator turns bright green.
At this point you can play the rst instrument in the le either from an external MIDI controller, or by right-clicking in the Region Window keyboard. If there are multiple instruments in the le, you can select a dierent instrument onto the assigned MIDI channel by clicking its name in the Instrument Window.
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Anatomy of a .GIG File
Above is a graphic representation of the components of a GigaStudio File. Getting familiar with these will make it much easier to know what you are doing when editing and creating GigaStudio Instruments. e basic elements are:
Banks. A bank is a collection of instruments.
Instruments. Instruments are the basic performance object in GigaStudio. An instrument is
loaded on a MIDI channel, either alone or as part of a multi-instrument “stack”.
Regions. Each instrument can have up to 128 regions. A region denes a zone on the keyboard.
Dimensions. Each region can contain as many as eight dimensions. A dimension can contain up
to 128 splits, each mapped to a unique sample. Dimensions and splits allow multiple samples to be mapped to a region, while the performer uses MIDI controllers or other methods to choose which samples are heard at a given moment.
Samples. Each dimension split can be assigned a unique sample to play. Samples are imported
from standard .wav les.
Parameters. Each dimension split also contains a unique set of over 100 articulation parameters
dening envelopes, lters, and the like.
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Banks
A GigaStudio file can contain up to 128 instruments, each assigned to a bank. By default, all instruments are assigned to bank 0, but banks can be numbered from 0 to 16383.
Bank numbers are used when GigaStudio responds to MIDI bank select messages.
Banks also help to organize instruments within the Instrument Editor. T hey g ive you a folder structure to work with when you have a large number of instruments to deal with inside the same .gig file.
Banks are the top level of the Giga heirarchy.
Instruments
e next level is the instrument. Gig les can have many instruments inside them and these instruments can share common samples without using any extra hard drive space or sample buering RAM. Each instrument has a discrete bank and patch change number.
Regions
An instrument can contain up to 128 regions, each spanning a single key or a range of contiguous keys. e gray spaces seen here are “empty” notes with no regions assigned to them.  e purple region represents the range of the Keyswitch dimension.
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Dimensions
Regions are futher subdivided by dimensions. A dimension can have up to 128 splits each triggering a different sample.
A dimension tells GigaStudio which sample to trigger based on the position of its assigned MIDI controller.
Samples
Articulation Parameters
A .gig le also contains a collection of samples, imported initially from individual .wav les. Each dimension split is assigned a unique sample to play back. (We’ll refer to the process of assigning samples to splits as mapping the instrument.)
A single sample can be assigned to multiple regions without additional overhead.
In addition to its sample assignment, each dimension split also has its own unique set of over 100 articulation parameters. Many of the parameters dene traditional synth functions such as envelopes and lters; others are unique to the Giga architecture. e articulation parameters are described in detail in a later chapter.
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Chapter 2: Creating a Giga Instrument
Giga instruments can range from the very simple (an instrument can be made from a single sample) to the extremely complex. In any case, the general procedure for creating an instrument consists of the same basic steps:
1. Create a new, empty  le in the Giga Editor.
2. Import the samples your instrument will use. Samples are imported from individual .wav les. e editor will bundle the samples into the .gig le with the instrument when you save your work.
3. Create the regions on the keyboard to which your samples will be mapped. A region spans one or more contiguous notes.
4. Dene dimensions and their splits in the keyboard regions. is is optional, but without dimensions a region can play back only a single sample. Much of the power of the Giga instrument design derives from the fact that many samples (currently up to 256) can be mapped to a single region, while MIDI control and intelligent MIDI rules determine which of those samples will sound at any given moment.
5. Map your samples into the regions you have created.
In practice, the last three steps are oen combined into a single action. For example, dragging and dropping a group of samples into the Region Window can automatically create a region for each sample, while simultaneously mapping the samples to the regions. Dropping a second set of samples into the Velocity Window can automatically create a velocity split in each region, while mapping the new samples to the upper or lower portion of the velocity range. For more complex instruments, the Instrument Wizard can be used to create multidimensional instruments and map many sets of samples in a single operation.
For the sake of illustration, this chapter focuses on the simpler and frankly more tedious ways to assemble a Giga instrument. As you gain familiarity with the Editor, you’ll learn how to perform many of these tasks in much more ecient ways.
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Creating a New File
To create a new, empty .gig le, choose File-New on the Editor’s main menu. ( e rst button on the main toolbar does the same thing.) An “empty” le will contain a single empty instrument, with no regions or samples:
Importing Samples
Samples are imported from individual .wav les, in 16 or 24 bit integer, mono or stereo format. As you import samples, they are added to the Sample Window in the lower le portion of the Editor.
Samples are organized into folders, preferably in a way that anticipates how they’ll be organized in the instrument you are building. For example, if you’ve sampled a trumpet at three dierent dynamic levels and two dierent attack styles, you might create six folders with names something like this:
Trumpet legato Trumpet mf legato Trumpet p legato Trumpet staccato Trumpet mf staccato Trumpet p staccato
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By arranging your samples into folders that match your instrument’s splits, you’ll be able to use the Editor’s more powerful mapping features such as folder drag-and-drop, and the Instrument Wizard.
Creating sample folders
When you create a new .gig le, you will always nd
You can start importing samples into this folder or you can create new folders.
a “default” sample folder in the Sample Window. You can rename it if you like.
1. To create a new folder, right-click anywhere in the Sample Window and choose New sample folder. is will create a new folder ready to be named.
2. You can then give it any name you want.
3. Create as many folders as you need.
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The Import samples command
2.  is will bring up the le browser:
1. To import individual samples into a folder, right-click on the folder and choose Import
samples.
You can right-click anywhere in the Sample Window, but the samples will be imported to the currently selected folder.
3. When you select a sample, the sample’s properties are displayed, including its word size and sample rate, length in seconds, and size in kilobytes.
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4. Select a sample or a group of samples and click on the Open button to import the samples into the folder. (To select multiple samples, click while holding down the SHIFT or CTRL keys.)
5.  e samples will now appear in the Sample Window.
Within a folder, samples can be sorted either alphabetically or by pitch. Right-click in the Sample Window to select the sort option from the context menu.
e asterisk by each sample indicates that these samples have not yet been written into the .gig le. e asterisks will disappear when the .gig le is saved.
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The Import directory command
is command is used to import an entire directory of .wav les at once. e samples are imported into a new folder named aer the source directory.
1. Right-click in the Sample Window and choose Import directory. is will bring up the folder browser.
2. Select a directory and click OK to import the directory into the Sample Window. Any .wav les in the directory (or .dxl les, which are accelerated Giga samples) will be imported. Other types of les are ignored.
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Importing Samples from the Windows Desktop
Oen the most convenient way to import directories and samples is to drag and drop them directly from the Windows Explorer into the Sample Window.
You can drag samples from the Windows Explorer to any folder in the Sample Window:
1. Here we are dragging to the folder named “Import Sample Folder”.
2. Now the samples appear in the folder.
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3. You can do this with more samples and put them in any of the folders. In this example, we put some Kick samples in the “Import Sample” folder where the crash samples are.  en we put some Snare samples in the “Default Sample Group” folder.
Importing Sample Folders from the Desktop
You can also drag an entire directory, or even multiple directories, from the Windows Explorer into the Sample Window. For each directory that you drop, a corresponding folder is created, and any samples in the directory are imported to that folder.
1. To begin, navigate to where you can see several folders that have samples in them.
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2. Drag and drop a folder or several folders from the desktop into the Sample Window.
3. All the folders and their samples are now in the Sample Window.  is is the fastest way to import a large number of samples at once.
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4. Click on the check boxes to open or close the folders to display or hide the samples. Now the samples are imported, organized and ready to be mapped into instruments.
Importing Pitch Information
If you are building a melodic instrument (as opposed to, say, a drum kit) GigaStudio will need to know the root pitch of each sample you import, so that the sample can be transposed appropriately at playback. Pitch information takes the form of two values, the unity note (which identies the point on the keyboard where the sample should play back without transposition) and a ne tuning value which is typically used to compensate for small tuning inaccuracies in the original performance.
Unity note and ne tuning are sometimes saved along with the audio data in a standard .wav le. If your samples include this data, the Giga Editor will recognize it when the samples are imported, and retain the information in each sample’s properties.
If your .wav les don’t include tuning information, you have a couple of options. One is to set the unity note of each sample aer you import it, by double-clicking on the sample to bring up the Sample properties dialog. If your sample les are named appropriately, an easier method is to let the editor extract the unity note from the name of each .wav le as you import it. is is possible if your le names contain either the MIDI note number or the name of the unity note in a format the Editor can recognize, for example:
Trumpet legato  61. wav Trumpet legato  C#4.wav
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To use this feature, you must visit the Preferences dialog (Edit-Preferences on the main menu) and specify either the note-number or note-name method. You will get the best results when the pitch indication is set o by spaces, and when there are no numbers elsewhere in the sample name. For the note-name method, only sharps (“#”) are recognized, not ats.
Creating a Region
e next step in creating an instrument is to create some regions. While there are many ways to create regions, in this section we will do it manually.  is is the least convenient way to create regions but it is sometimes useful. For example, drum kits oen don’t lend themselves to the more streamlined ways of creating regions, because each drum (snare, kick, hi hat, etc.) is eectively a dierent instrument and may require a dierently structured region.
Creating a few regions manually will also help familiarize you with the concept of mapping samples, before we introduce the more advanced ways of mapping like the Instrument Wizard.
To create our rst region we’ll use the Region Window, shown above. For a full discussion of this window’s features, see page 130.
1. Place the mouse under the note where you want to create a region, and right-click. In this example, we’ll create a region on Middle C.
2. Choose New region from the menu.
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3. is will create a new region, which will also be indicated in the Velocity Window below.
4. In this case, the Velocity Window shows a single solid block of color, and the words “Not mapped” because no sample is yet mapped to the region. (Actually, if a sample is highlighted in the Sample Window, it will be mapped here automatically. Either way, the mapping is easy to change as we’ll see below.)
When we create velocity splits later, they’ll appear in this window.
After you’ve created one or more regions, you can resize them or move them around the keyboard.
Moving Regions
1. To m ove a region, grab it in the m iddle so that the mouse turns into a little hand.
2. Then drag the region to the left or the right.
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Resizing Regions
1. To resize a region, grab one of the edges with the mouse so that the mouse turns into a le-right arrow.
2. en drag the mouse to stretch the region. You can do this with either side of the region.
3. A single region can be stretched up to the full range of the MIDI keyboard. (Regions are not allowed to overlap, so a region this large would be the only region in the instrument.)
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Selecting and Moving Multiple Regions
Note: to select individual regions, be sure the “All regions” selection lock button near the bottom of the Editor window is disengaged.
1. To select several regions, hold down the ALT key and drag the mouse to create a “rubber band” eect. If you start your drag in the gray area outside any region, the ALT key is not necessary.
Alternatively, select the rst region in the intended range, then click the last region while holding down the SHIFT key.
2.  e selected regions will now be highlighted in yellow or orange. (e orange region is the “focus” region whose properties are displayed in the editor’s other windows. It is always included in the
selection.)
3. You can then move all these regions at once by
dragging on any one of the regions.
4. You can also select non-contiguous regions by holding down the CTRL key while selecting regions with the mouse.
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5. ese non-contiguous regions can then be moved around the Region Window. ey will maintain their relationship with each other wherever you put them.
Again, regions are not allowed to overlap, so the editor will not allow you to drop one region on top of another.
Creating a Dimension
Once we’ve created some regions, all we need to do to create a playable instrument is map appropriate samples to the regions. And there’s a very straightforward way to do that: just drag a sample from the Sample Window and drop it on a region.  is would give us an extremely simple region that does nothing more than play a single sample.
While a region that simple might have its uses, we’ll take things a small step further here and give our new region a single dimension, so that we can make it more musically expressive by assigning multiple samples to it. (Remember that a region can have up to eight dimensions, all working simultaneously, so this example will just hint at the possibilities.)
One of the most common dimensions is the Velocity dimension, which will enable us to trigger dierent samples depending on MIDI velocity. In fact, this type of dimension is used so frequently that the largest of the dimension windows is assigned permanently to Velocity.
In this illustration, the Velocity dimension has no splits and is inactive. To create velocity splits, click on the header bar at the top of the window.
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e Dimension Controller dialog appears:
We’ll explain this dialog in more detail in the next chapter. For now, just click the Add button a few times. is adds new splits to the Velocity dimension.
When you click OK, the splits will be visible in the Velocity window. Each split can be mapped to its own sample.
Each split also has its own unique articulation – that is, its own set of envelopes, lters, and other performance parameters.
Velocity splits for manually created regions
Because velocity splits are such a common feature of sampled instruments, you can tell the Editor to add a certain number of velocity splits automatically whenever you create a region. e setting is in the preferences:
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1. Select Edit-Preferences from the main menu.
2. In the Preferences dialog, nd the section called Velocity splits for manually created regions. Select the number of velocity splits you want. You can also check the Stereo box to create stereo regions.
3. With the settings above in eect, any region you create manually will be a stereo region with four velocity splits.  e velocity splits appear as horizontal bands in the Velocity Window.
Note that the velocity splits are also divided into le and right
halves, indicating that this is a stereo region.
Mapping Samples to a Region
At this point we’ve created a region and assigned it a simple Velocity dimension. All that remains is to map some samples to the region.
For this example, suppose we’ve sampled a bell at four dierent dymanic levels, and imported the four samples as seen below. We want to map the four samples to the four velocity splits we created in the previous step. First, consider what happens if you simply drag the “” sample and drop it on the region in the Region Window:
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is maps the sample to the region, but unfortunately it maps to the entire region, including all four of our velocity splits. (You can see this in the Velocity window, where the “” sample is named in all four of the splits.) is isn’t exactly what we want.
e solution is to drop each sample directly on its own split, as shown below:
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Now each velocity split is mapped to the correct sample.
When mapping unpitched samples such as most drums, use the same technique, but drag the samples with the right mouse button. is will automatically turn o pitch tracking in the region, preventing the sample from being pitch-shied at playback.
Hearing Your Work
At this point we’ve created the beginnings of a Giga instrument, but we haven’t yet heard what it sounds like. To hear your work, press the Download button on the .gig le’s toolbar.
You may be prompted to save your work before proceeding.  is is because certain major edits to a .gig le require that the le be re-written to disk and reloaded by the sampler.
Since adding instruments, regions, or splits to a le all require a reload, you’re more likely to encounter this message in the early stages of constructing an instrument. Minor edits, such as changes to split points and articulation parameters, are communicated directly to the instrument in memory and do not require a le save.
When the instrument is loaded into memory, the LOADED indicator lights green, and the instrument is ready to play.
A Faster Way To Work
Creating and mapping regions automatically
So far in this chapter we’ve seen how to create individual regions and map samples to them one by one. While these techniques have their uses, they’re too labor-intensive to be suitable for creating a large instrument from scratch. In this section we’ll look at a simple technique that can not only create a large number of regions at once, but also map samples at the same time.
1. Grab one or more samples with the mouse and drop them into the Region Window. You can also drop an entire sample folder (which is one reason we encouraged you earlier to organize your samples into folders):
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2. e Editor creates a region for each sample you drop, located on the keyboard according to pitch. If necessary, the regions are stretched so that there are no unmapped keys between regions.
If you drop several samples and nd that only one region is created, a likely explanation is that the samples do not contain pitch information, and have all defaulted to middle C. Since regions cannot overlap, only one sample can be mapped to any given note. Assign a unique pitch to each sample (in the sample properties) and try again.
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3. If you drop samples into the Region Window using the right mouse button, you’ll get a slightly dierent result. In this case the samples are mapped in alphabetical order and pitch tracking is turned o in each region, so that the samples play back at their native pitch. Each region is allocated only a single key.
e right-button technique probably won’t create a very useful instrument from the bassoon samples shown in the illustration, but it can be a convenient way to quickly audition a large number of samples, particularly unpitched ones such as percussion or sound eects.
Creating and mapping splits automatically
In the example above we created a series of regions by dropping a group of samples in the Region Window. is is a convenient way to create regions, but it creates only the simplest kind of region, mapped to a single sample with no dimensions or splits.
Once the regions are created, however, we can create and map additional splits easily by dropping groups of samples into the dimension windows themselves. Note that the success of this technique depends entirely on how well organized your samples are.
We’ll start this example like the previous one, by dragging a folder full of samples into the Region Window of an empty instrument.  is time we’re building a piano with six velocity layers.  e samples for all 88 keys of the soest velocity layer are in folder “Velocity1:"
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e drop maps the samples across the keyboard according to their pitches.
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Next, we’ll map the second velocity layer using the samples in folder “Velocity2”. Instead of dropping this folder in the Region Window (which would just replace the existing mappings), we’ll drop it on the Velocity Window and use the right mouse button. is brings up a context menu at the point of the drop:
e context menu gives several options:
Map to existing split (by pitch). is option would replace the samples in the existing split with samples from the dropped folder, using pitch to decide their placement. Note that this applies not just to a single region, but to every region across the keyboard that has the same dimensions and splits as the focus region. (Note that this is the default option – the one that will execute if you drop a folder in this window with the le mouse button.)
Map to existing split (alpha order). Replaces the samples in the existing split with samples from the dropped folder, mapping the samples alphabetically by name.  e editor assumes you are dropping unpitched samples and turns o pitch tracking in the mapped splits.
Map to new split (by pitch). Creates a new split at the point where you dropped the folder, and maps the folder’s samples into the new split according to pitch. Again, this operation is applied to all possible regions across the keyboard. If you drop in the upper half of an existing split, the new split is created above the existing one. If you drop in the lower half of an existing split, the new split is created below the existing one.
Map to new split (alpha order). Creates a new split at the point where you dropped the folder, and maps the folders into the new split in alphabetical order.  e editor assumes you are dropping unpitched samples and turns o pitch tracking in the mapped splits.
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Stack on single region. Unlike all of the other options, this modies only the single focus region (highlighted orange in the Region Window). Enough splits are created within the region to hold the dropped samples (since a dimension can have at most 128 splits, you can drop at most 128 samples).  e order in which the samples are mapped, from the rst to last split within the region, is based on the names of the samples: the exact method is chosen in the preferences:
Getting back to our piano example, we wanted to create a new velocity split across the keyboard.  e option to choose then, is Map to new split (by pitch). Since we dropped the folder in the upper part of the existing single velocity split, the new split will be created above the old one.  e old split now covers velocities from 1 to 63 and retains the original “Velocity1” sample mappings. e new split covers velocities 64 to 127 and is mapped to the “Velocity2” samples.
Remember that this will split every one of the regions we created in the previous step into upper and lower velocity splits, each automatically mapped to the most appropriate sample. anks to the time we invested in organizing the samples into folders, we’ve just created a complete velocity-layered piano with two drags of the mouse! By repeating the same simple action with the remaining folders, we can quickly create a six­layer instrument.
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More About Sample Mapping
Before we close this chapter we’ll mention a few last topics related to mapping samples.
Pitch Tracking
When you map a sample to a sp lit, the Pitch Tracking parameter for that split w ill be enabled or disabled, depending on which mouse button you use when dragging the samples to the Velocit y Map. (To view the Pitch Tracking parameter, click on the Articulation Window’s header bar and selec t the Mix/Laye r category. A r t iculatio n parameters are explained in d etail in a la ter chapter.)
1. Pitch Tracking Disabled: Drag With Right Mouse Button
When Pitch Tracking is disabled, the sample will not transpose at all: it w ill always play at its natural pitch wherever you put i t. T his is good for drums and percussion or sound effects.
2. Pitch Tracking Enabled: Drag With Le Mouse Button
When Pitch Tracking is enabled, the sample will be transposed up or down from its unity note (root note or natural pitch) depending on what unity note is assigned and where it is mapped on the keyboard.  is is good for melodic multi-sampled instruments.
3. If you make a mistake or change your mind, you can also change the Pitch Tracking in the parameters page.
Map to Null Sample
A split can be mapped to the “null sample”.  is allows you to have the equivalent of a silent sample without having to actually map a silent sample to the region.
1. Right-click on the Velocity Map and choose “Map
to null sample” from the menu.
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2. is will remove any sample that was mapped to this split, indicated by “Not mapped” where the
sample name would ordinarily be.
Mono and Stereo Samples
When you map a sample, the region will automatically change to mono or stereo if necessary to match the properties of the new sample. A region cannot contain a mixture of mono and stereo samples, so any existing mappings will be removed when the switch is made.
1. In this example we have four velocities mapped to four
stereo samples.
2. If we drag a mono sample to the top velocity, the whole region is changed to mono and this sample is mapped to the top velocity split as intended.
However, the bottom three samples have been removed. Since this is now a mono region, the splits can only be mapped to
mono samples.
is chapter has covered the basics of creating an instrument, but we’ve limited our use of dimensions to a simple velocity split. In the next chapter we’ll take a small step forward by creating a two-dimensional instrument.
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Chapter 3: Tutorial: Creating a Multi-Dimensional Instrument
In the simplest possible Giga instrument, each region would be mapped to a single sample, and you would hear that sample whenever one of the region’s keys is pressed. However, regions are usually divided further into dimensions. e example we’ve already seen is a velocity dimension, which causes dierent samples to sound depending on how hard the player is striking the keys. If there are four samples available, each mapped to a dierent part of the velocity range, we would say that the velocity dimension has four splits.
In a Giga instrument, the dimension concept can be multiplied many times over. For example, an instrument sampled at four dierent velocities might also be sampled using ve dierent playing styles, for a total of twenty unique samples per key. “Playing style” thus becomes a second dimension with ve splits. When we assign a MIDI controller to this new dimension – let’s say the Mod Wheel – the sampler will now use both velocity and the Mod Wheel to choose among the twenty samples.
In this chapter we’ll create a two-dimensional instrument. We’ll begin with a simple velocity split then add a second dimension to show how the dimensions interact. In the Giga architecture, going beyond ordinary velocity splits opens up a world of possibilities, so rst we’ll take a short detour through the full list of dimension types.
Types of dimensions
Every dimension has a control source, which may be a traditional MIDI controller, a simple algorithm, or a complex piece of logic such as an Intelligent MIDI Rule. We list the possible control sources here, starting with the most basic.
Velocity. is is the traditional “velocity switch”, typically using the velocity with which the key is struck to select among samples recorded at various dynamic levels.
MIDI continuous controllers. When a MIDI controller is assigned to a dimension, the value of that controller at note-on determines which split will sound. Examples include using the Mod Wheel to switch between closed and open hi-hats, or using the Sustain Pedal to switch between piano samples recorded with and without sustain.
Keyboard. Keyboard (or “Keyswitch”) control allows changing from one split to another by striking otherwise unused notes on the MIDI keyboard. is is oen used for orchestral instruments that have a large number of articulations, where it would be dicult to switch accurately using a wheel or pedal type controller.  e area of the keyboard used for switching is called the keyswitch region, and is dened in the Instrument Properties dialog.
Layer. e Layer dimension is unique in that all of its splits sound simultaneously, instead of just one. Layers are sometimes used in conjunction with MIDI volume control and/or crossfades, to give continuous control over the volume of each layer.
Release trigger. is special type of dimension typically has two splits and is used with sounds that have been divided into separate sustain and release samples. When a note on is received the rst split is always played.  e sample mapped to the second split is played at note o.
Round Robin, Random. ese dimensions switch samples automatically each time you play a note. Round Robin progresses through the splits in order, while Random triggers the splits randomly.
Round Robin across keyboard. is variant of the Round Robin dimension advances to the next split when a key is struck in any region. (e basic Round Robin dimension described above advances only when a key is struck in its own region.)
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Smart MIDI processor. is special dimension is used in conjunction with Intelligent MIDI (iMIDI) rules such as the Pattern Alternator, Repetition Mode, and Legato Mode. Logic in the iMIDI rule will determine which split plays at any given time. iMIDI rules are explained in a later chapter.
Stereo. Stereo isn’t a dimension in the usual sense, but we mention it here because the le and right sides of a stereo sample each have their own articulations (performance data such as envelopes and lters). In this sense, the le and right channels resemble the “splits” in a normal dimension. Stereo also “uses up” one of the eight available Giga dimensions: a stereo region can have a maximum of seven ordinary dimensions.
Working with dimensions
e best way to learn about dimensions is to start working with them.
e next few lessons will start with a simple velocity split and work up to a more advanced multi-
dimensional layout of a region.
For now, we are going to be working with a single note to get to know the concept of working with
dimensions (E-2 of an Orchestral Bass Ensemble from the Vienna Symphonic Library).
Everything will be done with the manual drag-and-drop method so you can see and experience
directly what these dimensions do. Once you understand what they do, you will then be better prepared to work with the Instrument Wizard.
e Instrument Wizard does everything described in these lessons but does it automatically across
many regions in a split second. As you will see, it would be a bit tedious to map an entire instrument with this manual method. However, this is the best way to learn about the structure of a region. In the Instrument Wizard chapter, we will recreate some of these examples with the Instrument Wizard using several notes.
e manual method is still the best method for creating certain instruments that don’t benet
from the Instrument Wizard, like some drum kits.
You need to have the GigaStudio soware installed and have your audio and MIDI connections
working. Open the Instrument Editor and create a new blank instrument.
Creating the velocity split
First we will take a region and add some velocity splits to it.
1. Create a region and put it on E2.
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2. Click on the header at the top of the Velocity window.
3. e Dimension Controller dialog for the Velocity dimension appears. In the previous chapter, we used this dialog to create velocity splits. You can also use it to name, clone, or delete existing splits, and to change the order of splits within a dimension (even aer samples have been mapped to them).
.
4. Click on the Add button to add a second velocity split. e new split will
appear at the top.
5. Click the Rename button and change the name of each split. Name the rst one “So” and the second one “Loud” for now. en click OK to close the Dimension Controller dialog.
6. Now the Velocity Map is divided horizontally to represent these two velocity splits.
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If you click on the bottom split, it highlights and the name “So” appears in the Velocity Window
header at the top.
If you click on the top split, it highlights and the name “Loud” appears in the Velocity header.
As you can see, naming these dimensions makes it easier to keep up with what is selected.  is will become more important as we add more splits and more dimensions. It’s a worthwhile habit to get into if you plan to do a lot of instrument design.
Mapping the Samples
At this point, we have a stereo region with two velocity splits, but without any samples the region will be silent. In this section we’ll complete the job by mapping samples to the region.
1. Import the two Bass-Sustain folders into the Sample Window.
ese are in the “Editor Tutorial Files” directory for this
chapter (How To Create Dimensions).
2. Drag and drop the Bass-Sustain f E2 (this is the forte/loud sample) to the top split in the Velocity Map.
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3. Drag and drop the Bass-Sustain f E2 (this is the piano/so sample) to the bottom split in the Velocity Map.
The samples are now mapped to the low and high velocity splits. In order to hear them, we need to save and load th is ins tr u me n t.
4. Choose Save or Save As in the File menu, and
save this .gig le to your hard drive.
5. Click the Download button on the toolbar to load the instrument.
6.  e Load Indicator Light will turn green when the instrument is loaded and ready to play.
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7. Play E2 on your MIDI keyboard to hear the results. Play so and loud and notice how the sample changes depending on how hard you play.
When you cross the halfway point, it switches from the so to the loud sample.  is is indicated visually as well in the Velocity Window. e blue pointer on the le tracks the incoming MIDI velocity level as you play and rests at the last played velocity
level.
8. You can set the velocity split point by dragging up and down with the mouse.
e exact value of the split point is displayed next to the cursor as you adjust it.  is number represents the highest velocity that
will map to the split below the line.
Playback Monitoring
is is a good place to briey point out the various Playback Monitoring features of the GigaStudio Editor. As you play the keyboard, a variety of real-time things happen on the screen at once, especially if you have the “Jump to Regions” and “MIDI Select” enabled.
First we will enable the “Jump to Regions” mode:
1. Right-click in the Sample Window and enable Jump to selected region at the bottom of the menu (clicking the menu option turns the feature on or o). is feature will highlight
any samples which have regions selected.
2. To see how this works, alternately select each of the velocity splits by clicking on it. Notice that when you select one, its sample lights up in the Sample Window. It highlights in yellow with an orange
border.
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3. When you select the other velocity split, its sample then gets highlighted in yellow with the orange border.
4. If you drag-select both velocity splits, both samples will be highligh ted in yellow. The sample mapped to the currently focused split (the split highlighted in orange) will have the orange border around its icon:
Now we will enable “MIDI Select” mode.
5. Go to the top right of the Region Window and click on the MIDI Select button to turn this
feature on. e button will light up.
MIDI Select enables regions, dimensions and velocity splits to be automatically selected by incoming MIDI data.
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6. Play the bass note again at various velocities. When you play loud, the top velocity is selected and highlighted as if you clicked on it with the mouse. A lower velocity selects the bottom split the same way. Also, the samples light up in the Sample Window. is allows you to instantly locate any region, dimension, velocity split and sample by playing it via MIDI instead of having to hunt and peck for it.  is ensures that you are indeed editing the correct sample. As we get to more complex dimensions and more regions, this will be an invaluable tool.
(You will probably want to turn MIDI Select o again when you are tweaking various parameters. For example if you are playing a note in real-time as you adjust a lter on the bottom velocity, you don’t want the MIDI Select tool constantly throwing you to the top velocity split every time you play too loud. is is a tool that you will toggle on and o depending on what you are doing.)
Adding a Second Dimension
Now we will add another dimension to the sustaining bass note we have been working on. is will be a Mod Wheel dimension that will allow the Mod Wheel to switch between the sustain samples and some short staccato samples, each with two velocities.
1. Import the two Bass-Staccato folders into the Sample Window
(Bass-Stac f and Bass-Stac p).
2. Click the header at the top of one of the unused dimension windows. is will bring up the Dimension Controller dialog.
You can use any of the empty dimension windows to the right of the
Velocity window, but to keep it simple, use the top one.
3. On the Control Source menu, choose
“(1) Mod wheel”
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4. at will create a second split in the Split Names section. Rename the splits to “Sustain” and “Staccato” from top to bottom.
Split names are limited to 12 characters.
Click OK to exit the Dimension Controller dialog.
5. Now we have two Mod Wheel splits and two Velocity splits. However, the instrument won’t sound any dierent yet because we haven’t mapped the new staccato samples.
6. To see which samples are mapped to the upper range of the Mod Wheel, click on the upper Mod Wheel split.  e Velocity window shows that the original Sustain samples are still mapped to the upper Mod Wheel split:
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7. To make the new Staccato samples sound when the Mod Wheel is pushed up, leave the upper Mod Wheel split selected while dragging the Staccato samples into the appropriate Velocity splits:
is gives us a fully two-dimensional region. You can switch between the loud and so samples by playing harder or more soly on the keyboard, and at the same time, you can switch between the Sustain and Staccato samples by moving the Mod Wheel.
8. To hear the results of this new dimension, click on the Download button again. is will save the new changes and load the instrument.
Changing the Order of Dimension Splits
You might decide that you’d rather hear the Staccato samples, instead of the Sustain samples, when the Mod Wheel is in the lower part of its range. Fortunately, you can easily change the order of the splits in
any dimension, even afte r they have been mapped to samples.
1. Right now, in the Mod Wheel dimension split, the Sustain samples are on the le (Mod Wheel down) and the Staccato
samples are on the right (Mod Wheel up).
2. Click on the Mod Wheel dimension’s header to bring up the Dimension Controller dialog.
Highlight the “Sustain”
split.
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3. Click on the Down button to move the Sustain split below the Staccato split.
Click OK to close the dialog.
5. You can do the same thing with the Velocity splits, by starting the Dimension Controller dialog from the Velocity window. It’s a little unusual, but here we’ve switched the Loud samples to the lower part of the velocity range:
4. Now the Staccato samples are on the le (Mod Wheel down)
and the Sustain samples are on the right (Mod Wheel up).
Changing the Dimension Controller
Dimension Controllers can also be changed easily without having to re-map the samples, and this can be done across the whole instrument. If you don’t like the controller that has been assigned in a library you have, you can change it to something else. If you are designing your own instrument, the ability to make these changes allows you to change your mind and experiment.
Using the same tutorial instrument, we’ll now try switching between the Sustain and Staccato samples using controllers other than the Mod Wheel.
TASCAM GigaEditor 4 Manual 49
Change to Sustain Pedal
1. Click on the header of the Mod Wheel dimension
split to start the Dimension Controller dialog.
2. In the Control Source list, select “(64) Sustain pedal” and click OK.
3.  e dimension controller is changed to the Sustain
Pedal.
4. Now, instead of the Mod Wheel switching between the Sustain and Staccato samples, the Sustain Pedal will change them instead. You will need to re-load the instrument to hear this change.
Change to Keyswitch
Next we will change this to a Keyswitch dimension. is will allows us to use keys on the MIDI keyboard to change between the Sustain and Staccato samples.
1. Once again, click on the dimension window header to
start the Dimension Controller dialog.
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2. is time, change the controller to “Keyboard” and click OK.
3. Now the dimension has been changed to “Keyboard,”
also known as Keyswitch.
4. A Keyswitch dimension works in conjunction with the keyswitch region of the keyboard, which is normally drawn as a gray rectangle. When you create a Keyswitch dimension, the region turns purple to show that it’s now in use.
You can drag the keyswitch region to move or resize it, just like a normal region. Typically, the size of the keyswitch region will depend on the number of splits in your Keyswitch dimension. Since we only have two splits, we’ll set the keyswitch region to span two keys, C4 and
C#4.
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5. Alternatively, the Keyswitch range can be set numerically in the Instrument Properties window. Double-click on the instrument to get to this window.
6. You will need to reload the instrument to hear this change.
7. Now, triggering C4 will change to the Sustain samples and triggering C#4 will change to the Staccato samples. Play C4 and then play the instrument note to hear the Sustain samples, then play C#4 and play the instrument note again to hear the staccato. is is a two-hand technique: one hand is for playing the keyswitch and the other for playing the notes.
Change to Round Robin
e procedure is the same as in the previous two examples. Change to the Round Robin this time for the dimension controller.
What this will do is automatically change back and forth between the Sustain and Staccato samples every time you play the instrument. Reload the instrument and play the instrument note repeatedly to hear how this works.
Dimensions for alternate articulation parameters
While it’s us ual for each split wi t hin a di mens ion to be m app e d t o a differen t s a mp l e, it’ s also possible t o map some or all splits to the same sample. This can be useful becaus e each s plit will s till h a v e i ts o wn se t of envelopes, filters, and other articulation parameters.
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Examples:
Use a MIDI controller to change between ltered and unltered playback of the same sample.
Change between dierent envelope settings for amplitude, lter, or pitch.
Change between dierent velocity curves or velocity levels.
Load and play the Tutorial Instrument “Bass Note 4-Way Mod.gig”
is instrument is a good example of how dimensions can be used to play the same samples with dierent edit variations. In this instrument, the Mod Wheel will switch four ways between the following options.
Normal Sustain Filtered Sustain Slow Attack Sustain Short Release Sustain
The Layer dimension
So far we have covered basic switching dimensions that use MIDI controllers or Velocity to change the samples that are played back. Another type of dimension is the Layer. is allows you to layer several samples on top of one another to be played back at the same time.
By default, all of the splits in a layer dimension sound simultaneously when a note is played. But you can also control the volume of the individual layers via MIDI, and even do a MIDI controlled crossfade between layers. In this example, we will create a simple two-way layer and put a Mod Wheel crossfade on it.
1. Start with a new blank instrument and import the Sustain Sample
Bass note directories into the Sample Window.
2. Create a region at E2 again.
3. Click on the header bar at the top of an empty dimension to
bring up the Dimension Controller dialog.
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4. Set the Control source to “Layer”. Type in a Description and name the Split names to So and Loud. Click OK.
5. Now we have a Layer dimension split with So on the le and
Loud on the right.
6. Select the So dimension split and drag “Bass-Sustain p E2” to the velocity map.
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7. Select the Loud dimension split and drag “Bass-Sustain f E2” to the velocity map.
8. Now select both the Layer splits, since we want to apply the following
edit to both.
9. Click the header bar in the Articulation Parameters window and choose “Mix/Layer” from the category menu.
10. Click in the value eld for “Attenuation controller” to see a menu of options.  e default is “None.” Change this to “(1) Mod wheel” because we want the Mod Wheel to continuously control the volume of both layers.
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11. Now select the Loud layer dimension only, and change the “Attenuation controller invert” parameter to “Yes”. is will reverse the eect of the Mod Wheel on the Loud layer’s volume, creating a simple crossfade between the loud and so layers. As the Mod Wheel moves from 0 to 127, the so layer will fade out and the loud layer will fade in.
12. Save the instrument and load it to a MIDI channel.
13. Hold down the Note E2 while moving the Mod-Wheel back and forth. You should hear a smooth cross-fade between the so and loud layer.
You can also do custom in and out points using the Crossfade Editor. is tool can handle any number of layers. When you use this method, leave the “Control invert” parameter set to “No” for all layers. e crossfade is dened instead by a set of four parameters:
Crossfade in start Crossfade in nish Crossfade out start Crossfade out nish
Typically each layer will have its own set of fade points, coordinated with those of the other layers. e Crossfade Editor allows the crossfades for all layers to be visualized and edited graphically. In the example below, Layer 1 will gradually fade to Layer 2 as the Mod Wheel rises through the middle part of its range. Up to 128 layers are supported.
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TASCAM GigaEditor 4 Manual 57
Chapter 4: Tutorial: Advanced Drum Kit
In this lesson, we will create a full drum kit that will utilize many of the Editor’s advanced features. Since this is a drum kit, all of the mapping will be “drag and drop” using the right mouse button (remember that dragging with the right mouse button disables Pitch Tracking on the samples that you map).  e drum kit will illustrate:
Multiple velocities
Stereo and mono regions
A MIDI controller dimension for hi-hat open and close
A MIDI controller dimension for turning snares on and o
Self-masking on the cymbals to save polyphony
Lowpass velocity-controlled lters on the toms and bass drum
e rst thing to do is to create a new instrument.
Import all the Tutorial Drum Kit folders into the Sample window. ese can found in the “Editor Tutorial Files” directory for this chapter (How To Map Samples: Advanced).
In the Instrument window you can name the instrument to “Tutorial Drum Kit”.
You can also delete the “Default Sample” folder to keep the Sample window from getting too cluttered. e nal result should look like the screen shot at le.
Now we are ready to start creating a drum kit.
Kick Drum
e Kick Drum has four velocities of mono samples.
We will create two identical regions of the Kick Drum for a le-right playing style (like a double
kick setup). To do this, we will complete the rst region and then copy and paste it to create the second one.
ere will also be a low pass lter controlled by velocity so that the tone is dark when played so
and gets brighter the louder it is played.  is combined with the four-way velocity split makes for a smooth and realistic transition from so to loud.
We will also adjust the Release Time of the Kick Drum.
1. In the Preferences, set the velocity split count for manually created regions to 4.
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2. Right-click under C2 in the Region Window and choose “New region” from the context menu.  is will create a new region at C2.
3.  e new region will have four mono velocity splits ready to be mapped to Kick Drum samples.
4. Drag and drop the Kick Drum samples to the four velocity splits as shown below. Be sure to use the right mouse button to disable pitch tracking. We want all the samples to play at their original pitch.
5. At this point it would be nice to hear the results as we edit the Kick drum parameters and velocity split points, so click the Download button.
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6. Choose the Save As option.
7. Find a place on your Giga Sounds hard drive to save this instrument. Enter a le name and click Save.
8. Once the instrument is loaded, the LOADED indicator will turn green and you should be able to hear the Kick Drum if you play C2 on the keyboard.
9.  e note will also light up in blue on the keyboard when you play.
10. e blue arrow will move to the velocity levels you play in real time. is will help in adjusting the Velocity Split points to be able to see them as you play.
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11. Drag the velocity split point to adjust the splits until they sound and feel right. Play the Kick drum and use the blue arrow as a guide as you adjust the split points.
is example shows a popular velocity split setting that works well on percussive instruments. Many keyboards don’t reach the very low velocity range so it helps to make the lowest velocity a little larger than the rest so you can hear it.  e top velocity has a narrower range so that it only triggers when you really hit the key fairly hard.
e next step is to put a longer release time on this Kick Drum. e default release time (300 milliseconds) is a bit too short.
12. Select all the velocity splits of the Kick drum so that they are all highlighted.
is way, any edits we perform will apply to all of them at once.
13. In the Parameters Window, click the header bar and choose “EG1 (amplitude)” from the context menu.
is will bring up the Amplitude Envelope category of parameters.
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14. Change the Release Time with the mouse or with text entry. You can experiment with dierent settings in real time as you play the Kick Drum to nd a good setting. Around 3 seconds will cover the whole decay of the Kick Drum.
Default of 0.300 Sec:
Set to 3 Sec:
15. You will notice in the Region Window’s header bar that Envelope 1 Release Time has been selected. e parameter you select in the Parameters Window will be automatically selected here as well.
By dragging the blue dot on the Kick Drum region, you can adjust the Release Time here.
This is another option for editing various parameters in addition to the Parameters Window and the Waveform Window. (It will be especiall y handy for editing multiple regions at once.)
You can also select various parameters by clicking on the left side of the Region Window header bar and choosing the parameter you want to edit from the menu.
Click on header bar
Select parameter
Edit parameter
e last thing to apply to this Kick Drum is a simple Lowpass Filter.  is will make the tone of the Kick Drum Samples get brighter as you play louder and darker as you play soer.
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16. Make sure all four velocity splits are still highlighted.  is lter will span all four splits. (You can however have individual lter settings for each velocity split if you want.)
Also notice that the Release Time (3.000 sec) is indicated here as well.
17. Go back to the Parameters Window and change to the Filter category.
18. Set the Filter Type parameter to Lowpass.
19. Now play the Kick Drum and notice how the tone gets darker or brighter depending on how hard you play. ere are two types of tone change happening here at once. One is the sound of the velocity switching between soer and louder recordings of the Kick Drum. e other is the Lowpass Filter. Between these two things, you can get a smooth transition from so to loud. Feel free to experiment with the other lter settings.
e nal step for the Kick Drum is to create a second region so that we have two keys to trigger (like a double kick setup).
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20. Right-click on the Kick Drum region and choose Copy region from the context menu.
21. Now, right-click in the empty space under the note D2.
is will bring up the context menu again.
Choose Paste region(s) here.
22. Now we have two identical regions of the Kick Drum on C2 and D2.
e new region is an exact copy of the original one, including the sample mappings as well as the parameter edits that we made above.
Snare Drum
e next part of the drum kit to map out is the Snare Drum.
is drum will have separate samples for the le and right sticks.
ese samples are stereo with four velocities.
ere’s an additional set of four velocity samples with the snares o.
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1. Create two new regions at E2 and F2.  ese will be the Le and Right snare samples.
Notice how these new regions are solid while the Kick Drum regions have diagonal hash marks on them. is dierentiation indicates that these regions have dierently structured dimensions. In this case the dierence is that the Kick regions are mono while the Snare regions are stereo. If you select the Kick drum regions, those will turn solid and these Snare regions will get the hash marks.
2.  e Velocity Map for these new regions shows a Stereo split and four Velocity splits.
3. Select the Le Snare region (E2).
Drag and drop the Le-Hand Snare samples from the Sample Window to the four velocity splits using the right mouse button.
Snare Le v4- Snare Le v3-f Snare Le v2-mf Snare Le v1-p
4. Select the Right Snare region (F2).
Drag and drop the Right-Hand Snare samples from the Sample window to the four velocity splits using the right mouse button.
Snare Right v4- Snare Right v3-f Snare Right v2-mf Snare Right v1-p
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5. Adjust the velocity split points and the Release Time of both Snare Drum regions just like with the Kick Drum.
You can also apply the Lowpass Filter at this point.
Now we want to add the Snare O samples in a useful way.
In this case, we will create a Mod Wheel controlled dimension that will switch the snares on and
o so to speak, like a snare drum switch.
Moving the Mod Wheel forward beyond the halfway point will switch to the “snares o” samples
while moving it back will switch back to the “snares on” samples.
Also, there is only one set of Snare O samples in these tutorial samples.  ere are no separate
Le and Right hand samples so we will map the same Snare O samples to both regions.
6. Click on a Dimension header bar.
7. In the Dimension Controller dialog:
Set the Control source to Mod Wheel.
Enter “Snare Switch” in the Description.
Rename the Splits to “Snares On” and “Snares O”.
Click OK.
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8. e result is a labeled dimension switch.
9. Select the Le Snare region and then select the “Snares O” dimension.
10. Map the four “Snares O” samples to the velocity map. Repeat this with the Right snare region so that both regions have “Snares O” samples.
11. Click on the Download button to hear the latest results.
12. Play the Snare samples while moving the Mod Wheel back and forth.
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Mod Wheel Back: snares ON
Mod Wheel Forward: snares OFF
A note about dissimilar regions
As a side note, look at the Region Window and notice that the Kick regions are now drawn with diagonal hatching when a Snare region is selected, and vice versa.  e hatching indicates regions whose structure is dierent from the current focus region (in this case, the dierence is that the Snare regions have a Mod Wheel dimension, while the Kick regions do not).
e Editor warns you about dissimilar regions because in most cases, they cannot be included when you perform a multiple-selection edit. To see what we mean, try the following exercise:
In the Region Window, click on the Right Snare region (F3) to make it the orange focus region.
Holding down the ALT key, drag the mouse across all four regions to select them. e F3 region
remains the focus region.
In the Velocity Window, drag the mouse to select all four velocity splits.
In the Mod Wheel dimension window, select only the upper (“snares o”) split.
Change an articulation parameter, such as Release Time.
e result is that the new Release Time will be applied to all of the velocity splits (because you selected them all in the Velocity dimension), but only to the Snares O versions (because only the Snares O split is selected in the Mod Wheel dimension). Furthermore, the new release time will be applied to both of the Snare regions (E2 and F2), because they are both selected in the Region Window. However, the edit cannot be applied to the Kick regions (C2 and D2). Why not? Because we specied that the edit should apply only to the upper half of the Mod Wheel split, and the Kick regions don’t have Mod Wheel splits. In the face of this conundrum, the Editor paints the problematic regions with hatch marks, and leaves them unchanged.
Toms
ere are three sets of Tom samples: High, Mid and Floor.
ey are stereo with four velocities.
ere are Snare On and Snare O samples. With the Snare On samples, the snare drum buzz is
heard when the toms are hit.
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1. Create three new regions, one for each Tom. Put them on notes G2, A2, and B2.
e regions should automatically have four velocity splits as before with the snares, based on the Preferences setting.
Select all three of the new regions so that the following edits will apply to all of them.
2. Using the same techniques as with the Kick and the Snare, adjust the velocity split points and the Release Time, and add a Lowpass lter.
Again, the changes will apply to all three regions at once because they were all selected in the previous step.
3. Click on a Dimension window header.
4. Do the same thing we did with the snares:
Set the Control Source to Mod Wheel.
Enter “Snare Switch-Toms” in the Description eld.
Rename the Splits to “Snares On” and “Snares O”.
Click OK.
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5. Now the Toms have a labeled dimension switch.
6. Select the G2 region.
is will be the Floor Tom.
7. Select the “Snares On” dimension.
8. Map the “Tom-Floor Snares On” samples using the right mouse button.
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9. Select the “Snares O” dimension.
10. Now map out the “Tom-Floor” Samples using the right mouse button. ese samples do not have any snare buzz in them.
11. Repeat these steps for the Middle and High Toms.
Mid Tom:
Select the A2 Region.
Select the Snares On dimension
Map the “Tom-Mid Snares On” samples.
Select the Snares O dimension.
Map the “Tom-Mid” samples.
High Tom:
Select the B2 Region.
Select the Snares On dimension
Map the “Tom-High Snares On” samples.
Select the Snares O dimension.
Map the “Tom-High” samples.
12. Click the Download button to save and reload the instrument.
13. Now play the Toms while moving the Mod-Wheel back and forth. You should hear the snares turning o and on.
Cymbals
e Cymbals are fairly straightforward.
ere are four sets of samples: Ride, Ride Bell, Crash, and Splash.
ey are all stereo.
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ey all have four velocity splits.
We will enable “Self Masking” to save polyphony for the long sustain times.
1. Create 4 new regions on C3, D3, E3, and F3.
is should create four regions with four Velocity Splits.
Select all four of the regions.
2. Give the velocity split points a rough adjustment as in the past examples.
Set a Release Time of 5 seconds.
3. Select the C3 region in the Region Window.
Map the “Ride Tip” samples using the right mouse button.
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4. Select the D3 region in the Region Window.
Map the “Ride Bell” samples using the right mouse button.
5. Select the E3 region in the Region Window.
Map the “Crash” samples using the right mouse button.
6. Select the F3 region in the Region Window.
Map the “Splash” samples using the right mouse button.
7. Click on the Download button to save the changes and hear the results.
Play the cymbals and tweak the velocity split points and release times if needed.
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e nal thing we will do to the cymbals is enable the “Self Masking” articulation parameter to save polyphony. With Self Masking enabled, playing louder velocities will shut o any sustaining soer velocities on the same region that are still decaying.
For example, these cymbals have several seconds of decay. If you play a so note, the sample will play to the end of the decay no matter what. You could trigger a louder note while the so sample is still decaying and drown out the so sample. However, even though you can’t hear the so sample any longer, it would still be using up polyphony until it is nished decaying. With Self Masking enabled, the louder note will cut o the soer note.
8. Before enabling Self Masking, trigger one of the cymbals several times from so to loud. Watch the polyphony meter (on the status bar at the bottom of the Editor) and notice how much polyphony it uses.
9. Select all four of the cymbal regions.
10. Select all the velocity splits. Now when we edit a parameter, the new value will be applied to all of the splits in all of the regions.
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11. In the Parameters Window, bring up the Mix/Layer section.
12. Set the Self-Masking parameter to Yes.
13. Now trigger one of the cymbals as before and notice the dierence in polyphony.
Hi-Hats
Last but not least, we have the Hi-Hats.
4 stereo velocities of Tip Closed
4 stereo velocities of Tip Open
4 stereo velocities of Edge Closed
4 stereo velocities of Edge Open
4 stereo velocities of Foot Closed
We are going to get fancy with the Hi-Hat.  e Sustain Pedal will do several things at once:
Switch between Open and Closed Tip and Edge Samples
Trigger one of the Foot Closed Samples
Cut o the Open Samples using a Key Group assignment
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1. Create three more regions at G3, A3, and B3.
Select the lemost two regions G3 and A3.
ese regions will be the Tip and Edge hits and they will have a Sustain Pedal dimension split that will switch between open and closed samples.
2. Click on a Dimension header bar.
3. Do the same thing we did with the snares:
Set the Control source to Sustain Pedal.
Enter “Hi-Hat Open Close” in the Description eld.
Rename the Splits to “Hi-Hat Open” and “Hi-Hat Close”.
Click OK when you are done.
4. Select the G3 region.
is region will have the Hi-Hat Tip samples.
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5. Select the “Hi-Hat Open” Dimension Split.
6. Map the “Hi-Hat Tip Open” samples using the right mouse button.
7. Select the “Hi-Hat Close” Dimension Split.
8. Map the “Hi-Hat Tip Closed” samples using the right mouse button.
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9. Select the A3 region.
is region will have the Hi-Hat Edge samples.
10. Select the “Hi-Hat Open” Dimension Split.
11. Map the “Hi-Hat Edge Open” samples using the right mouse button.
12. Select the “Hi-Hat Close” Dimension Split.
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13. Map the “Hi-Hat Edge Close” samples using the right mouse button.
e last thing to map out is the Foot Closed Hi-Hat region.
14. Select the B3 Region.
is will be the Foot Closed Hi-Hat.
15. Map the “Hi-Hat Foot” samples using the right mouse button.
16. Click on the Download button to save the changes and hear the results.
17. Play the Tip and Edge Hi-Hat regions while triggering the Sustain Pedal.
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Pressing down on the pedal will change to the Closed Hi-Hat samples, just like the pedal of a real Hi-Hat.
Releasing the pedal will change to the Open Hi-Hat samples, just like the pedal of a real Hi-Hat would do.
However, there is one more thing to add to be even more realistic. When you stomp on a real Hi-Hat pedal, it closes the Hi-Hat cymbals (Foot Closed Samples).
Right now, we can play the Foot Closed Hi-Hat on the keyboard but we also want the Sustain Pedal to trigger one of those samples as well. And we want it to shut o the open Hi-Hat samples when closing, just like the real thing.
18. Right-click in the Instrument Window and choose “iMIDI Rule manager…” from the context menu.
(If this option is grayed out, you need to load the instrument by clicking on the Download button.)
19. is will bring up the iMIDI Rule Manager. iMIDI Rules are discussed more fully in a later chapter. For now, select “Controller Triggered” from the list of available rules, and click the Add button.
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20.  at will bring up the conguration dialog for the Controller Triggered rule.
Set the Controller to “64 Sustain Pedal”. is tells the GigaStudio to use the Sustain Pedal to
trigger a MIDI event.
Set Note to Trigger to B3. is tells GigaStudio to trigger the Foot Closed Hi-Hat region, which is
mapped to B3.
Check the Switch controller logic enabled check box, and enter 64 for velocity. is tells
GigaStudio to trigger the Foot Closed sample with a velocity of 64.
Accept the default values for the other settings, and click Add to add this trigger to the rule.
At this point the Controller Triggered dialog should look like this:
21. Click OK to close the rule dialog, and OK again to close the Rule Manager.
Now, when you step on the Sustain Pedal, it will trigger the “mf Foot Closed” sample on B3 (the mf sample is triggered because it corresponds to the velocity of 64).
e Sustain Pedal also continues to switch the Tip and Edge regions between Open and Closed samples at the same time.
e last step is to assign all the Hi-Hat regions to the same Key Group so that they will cut each other o. is will cause the Sustain Pedal to choke the open samples, just like the real Hi-Hat.
22. Select all three Hi-Hat Regions and then right-click with the mouse.
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23. Choose Properties from the context menu.
24. Set the Key group to 1, and click OK.
Make sure the instrument is saved and loaded so you can play it.
25. Now, the Hi-Hat regions will cut each other o.  e Sustain Pedal will cut o any open sustaining samples while it triggers the Foot Closed sample.  is is very similar to the way the real Hi-Hat operates.
is chapter has touched on nearly every section of the Instrument Editor, but we’ve still conned ourselves to relatively simple regions with no more than two dimensions. Next, we’ll look at a tool for creating more complex instruments.
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Chapter 5: The Instrument Wizard
Up to this point, everything has been done manually with the drag-and-drop method.
To better understand the Instrument Wizard, you need to be familiar with the manual method of mapping samples and creating dimensions.
Also, certain instruments like Drum Kits will still need to be created with the drag-and-drop method since each region will usually be dierent from the other and the Instrument Wizard won’t work very well for these.
e Instrument Wizard works best on melodic instruments like pianos, guitars and orchestral instruments.
You can imagine that if you had to create a full 88 note piano with 8 velocities and sustain pedal switches, it would take an enormous amount of time to do it manually, note by note. is is where the Instrument Wizard comes in. It allows you to map an entire instrument with multiple dimensions “instantly”. Once you have the samples properly named and organized, you are only seconds away from having an instrument mapped out.
Preparing the Samples
As you edit and organize your samples, you need to also be aware of getting them ready for the Instrument Wizard if you plan to use it.  is is very simple and will save a lot of time.
Sample Names and Unity Notes
For the Instrument Wizard to work, it needs to know the Unity Note (also known as Root Note) of each sample.  is is the note that the pitch is recorded at and assigned to on the keyboard. Even if the samples are not chromatic, the Instrument Wizard can assign them to their root note and then stretch the regions until they meet each other.
e Editor will recognize the unity note of a sample if the sample name indicates the unity note by MIDI note number or by note name. For example, middle C would be note name C4 or MIDI note number 60.
MIDI Note Name Range: C-1 through G9 MIDI Note Number Range: 0 through 127
Just put the Note Name or Note Number in the Sample Name before importing the samples into the Editor. To keep from confusing the Editor, we recommend putting this name or number at the end of the le name with a space separating it from the rest of the characters.
Example:
Piano Velocity-4 C4.wav Piano Velocity-4 60.wav
e Editor will have no trouble recognizing les that are named like this. On the other hand, naming the samples like this might be confusing for the Editor to gure out the unity note.
Piano Velocity-4C4.wav Piano Velocity-460.wav
Note:  e Instrument Wizard can also simply map the samples out in alphabetical order as well.  is works for sound eects, percussion and other non-melodic instruments.
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Organizing by Folders
e Instrument Wizard can also map out complex dimension and velocity splits but to do this, the various splits need to be organized into separate folders.
For example, if we have a piano that is 4 velocities with sustain pedal up and down samples, the folder structure would look like this.
Piano Velocity 1 Pedal Up Piano Velocity 2 Pedal Up Piano Velocity 3 Pedal Up Piano Velocity 4 Pedal Up Piano Velocity 1 Pedal Down Piano Velocity 2 Pedal Down Piano Velocity 3 Pedal Down Piano Velocity 4 Pedal Down
In the Instrument Wizard, we would be able to assign each of the folders full of properly named samples to the proper dimensions.
Keep in mind that each of these folders could contain up to 88 samples each. at would be 704 samples that would have to be mapped by hand without the Instrument Wizard.
e Instrument Wizard can map these out for you in about a second. So, as a general rule, there needs to be one folder of properly named samples for every single velocity or dimension split.
Using the Instrument Wizard: A Simple Mapping
1. Start with a new instrument and import the 4 Tutorial Electric Piano
folders into the Sample Window.
ese can be found in the “Editor Tutorial Files” directory for this chapter (How To Use the Wizard Tool folder-EP).
2. Start the Instrument Wizard by clicking on the Wizard button on the tool bar.
3. is brings up Page 1 of the Instrument Wizard.
Most of the items in here are identical with the Instrument Properties window.
is gives you the opportunity to ll in all these details if you wish but you can go back and ll
them in later in the Instrument Properties window.
At the very least, you might want to enter an instrument name.
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Click the Next button to proceed to the next step.
4. Select the checkbox “Create Regions every” and set it to 1 half step. is will create chromatic regions, one for every note on the keyboard.
The other option would stretch non-chromatic regions.
5. Set the start note to A0.
Set the end note to C8.
is sets the range to cover an 88-note keyboard.
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6. Leave these check boxes blank and click the Next button to move to the next step.
“Ignore unity notes” is for non-melodic samples like percussion and sound eects. Checking this
box will let the Instrument Wizard map the samples alphabetically across the keyboard.
“Finish with this step” would simply create a series of blank regions across the keyboard.
7. Go to the top Controller Source and choose “Velocity”. T his will be our velocity split dimension .
8. Set the S p lits number to 4. T h is will create four velocity splits, one for each folder of samples.
9 Fil l in the Description and the Sp lit Names.
ese work the same way as the description and split names when manually creating dimension splits. is is a good habit to get into because names can help you keep your bearings when dealing with complex instruments. Also, naming is absolutely essential in the last step of the Instrument Wizard as things get more complex.
10. Click on the “Reserve space for stereo” checkbox. (Stereo samples use up one of the eight available dimensions in a region.)
Click on the Next button to move to the last step.
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is is the nal step of the Instrument Wizard. As you can see, the Velocity split state names are in the section on the right. Without the names, they would just be MIDI number ranges, which are much harder to read, especially when we start dealing with more dimensions.
Also notice that the folders of samples are represented in the le section. Mapping the samples out is simply a matter of assigning these folders to the splits in the right section.
11. Assign the folders on the le (one at a time) to their corresponding velocity split on the right.
To do this, click on a folder and then click on a velocity split name.
Click on the Next button to nish the Instrument Wizard.
12.  e Instrument Wizard instantly maps out the whole instrument across the keyboard.
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13. Each region has the four velocity splits that were represented by the four folders of samples.
Each sample is mapped by its pitch to the appropriate region on the keyboard.
If we don’t have a sample for every half step, samples will be pitch stretched up and down so that every note of the requested keyboard range is covered. (When a “missing” sample is equally distant from both of its neighbors, the higher sample will be stretched down to cover that note.)
Doing this by hand would have taken at least an hour.
e instrument is now mapped out. Save it and load it to a MIDI channel to hear what it sounds like and start tweaking it.
Chromatic vs. Non-Chromatic mapping
In the example above, we chose to map the notes chromatically even though the samples are not chromatic. (is was the “Create Regions every 1 half step” option on Page 2 of the Wizard.)
Alternatively we could have created one region per sample to be able to better see where the samples are.
e disadvantage of doing it this way is that it limits the note-by-note parameter tweaking that can be done if the regions are laid out chromatically. e results sound the same initially with either method but the ability to make chromatic edits is limited.
Here is an example using the Region Window. Let’s say we want to make the Release Time short at the top of the keyboard and have it gradually get longer toward the lower register.
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With the region-per-sample layout, we are limited to one envelope per group of keys:
With the chromatic region layout we get one envelope per half step. All of the keys in each region are mapped to the same samples, but we can adjust parameters independently for each note.
is is something to keep in mind as you create instrument. If you don’t need the editing resolution, the non-chromatic mapping makes it easier to see where the samples are mapped.
Using the Instrument Wizard: A Complex Mapping
In this example we’ll use the Bass Ensemble samples to create a complex keyswitch instrument with two velocity splits. is will demonstrate the need for good labeling of the dimensions and splits.
1. Start again with a new .gig le and import the Tutorial Bass Folders into the Sample Window.
ese can be found in the “Editor Tutorial Files” directory for this chapter (How To Use the Wizard Tool folder - Bass).
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2. Start the Instrument Wizard and go to Step 2.
3. is time select the “Make a region per sample” option. is will allow us to see how the samples are mapped and stretched out.
4. Set the Start and End notes to C1 and B2. ere are only a few samples included with the bass ensemble tutorial samples so this is a good range that will also stretch the top and bottom notes a bit.
Press Next to move on to Step 3 of the Instrument Wizard.
5. Set the rst Controller Source to Velocity and give it 2 splits. Name it “Velocity Splits” in the Description eld.
6. Set the second controller to “Keyboard” and give it 8 splits. Name it “Keyswitch” in the Description eld.
7. Click on the Split Names button for the Velocity dimension, and name the splits as shown.
Click OK when nished.
8. Click on the Split Names button for the Keyswitch dimension, and name the splits as shown. ese are named for each type of articulation. Click OK when nished.
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Move on to Step 4 of the Instrument Wizard.
Here is where the naming comes in real handy.  is would just be a matrix of numbers otherwise.
9. Map the folders on the le to the splits on the right. Match the folder names to the split names.
10.  e Instrument Wizard maps the regions across the keyboard.
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11. e Dimension Control window shows the Keyswitch splits and the descriptive names that were entered in the Instrument Wizard.
12.  e Dimension display also shows the descriptive names of the dimension and the individual splits.
e instrument is now mapped. Save it and load it to a MIDI channel to hear what it sounds like and start tweaking it.
Complex Mapping Example
Here is a brief example of a more complex mapping in the Instrument Wizard.
In Step 3 of the Instrument Wizard, we have four dimensions.
A Velocity dimension with two splits
A Keyswitch dimension with four splits, each a dierent articulation
A two-way Layer dimension that adds the Tremolo samples
A two-way Sustain Pedal dimension that changes to the Staccato samples
e Descriptions and Split Names are meticulously labeled.
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Here is the nal Step showing all the articulations and names.
Here are the dimensions of the nished instrument:
Here is what you would see if you don’t enter descriptions and state names.
It would be virtually impossible to gure out what goes where in this matrix of numbers.
is will allow a 4-way Keyswitch between Sustain, 8th Note, Quarter Note, and Pizz articulations.
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e Layer dimension could use the Mod Wheel to gradually fade in the Tremolo layer.
e Sustain Pedal would switch to Staccato samples.
is is just quick hint of the complexity and creativity available when using the Instrument Wizard.
Load Status
e load status of an instrument is very important when you are editing. When the instrument is loaded into the sampler, the LOADED light is green. You can play the instrument while you edit, and you can hear the changes in real time as long as the RELOAD light is not glowing.
Loading Instruments to MIDI channels
Choose a port and MIDI channel.
2. Click the Download but ton.
3. Make sure your keyboard is sending to the correct channel and connected to the correct port.
4. e entire .gig le will load to the MIDI channel. You know it’s loaded properly because the LOADED light is green and the RELOAD light is o.
5. If there are more multiple instruments in the .gig le, select the one you want to hear and play it. is is like making a patch change and happens instantly.
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Load Indicator Lights
When the RELOAD indicator is lit, you can continue to edit the instrument, but you will not hear all of your edits until you have done a save/reload cycle:
Click on the Download button.
ese are major changes that alter the structure of the .GIG le and require a full save:
Adding, deleting, or replacing instruments, regions, or samples.
Adding, deleting, reordering or changing dimensions and splits.
Not loaded. e .gig le is not loaded. You need to click the Download button to load it to the selected MIDI channel.
Loaded. e .gig le is loaded. e instrument you hear matches the settings you have made in the Editor.
Save and reload required. e .gig le is loaded, but you have made edits that require the le be saved to disk and reloaded before they can be heard. e instrument you hear may no longer match the settings you have made in the Editor. e yellow RELOAD indicator means that the le can be saved quickly.
Full save and reload required. e red RELOAD indicator means that the instrument has changed so extensively that the le must be completely rewritten, potentially a more time consuming operation.
You can save the le to its original location (Save) or to a new location (Save As).
Note that if you choose Save As, the Editor will always perform a full save.
If a full save is required anyway, the Save As option may be faster, because it avoids the necessity of writing an intermediate le in the temp directory.
Separating Parameters from .GIG file
Doing a complete full save can be time consuming if you are dealing with large .gig les.  is problem has been solved with the ability to separate the instrument parameters from the samples.
1. Go to the File menu and choose Save As…
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2. In the GigaStudio Browser screen, look in the lower le for the check box labeled “Keep all waves in extension les for fast editing of instrument denitions”
3. Check that box and then Save the le.
4. is will create two les, a .GIG le (which contains the parameters) and an Extension le (which contains the samples).
5. From here on out, you can make major changes to the le in the Instrument Editor and you will no longer have to wait for the complete .GIG le to save every time.
ings to keep in mind:
is le will load just ne in the main GigaStudio Interface but you need to make sure that both les are together in the same directory on the hard drive, or this will not work.
If you want to simplify things, you can re-save this split le again when you’re done editing. Save it again but with the checkbox “un-checked” and it will merge them back together into a single .gig le that contains the parameters and the samples as before. is is something that library developers might want to do to keep everything together and make for a cleaner release.
is is most useful for large .gig les. It’s probably not worth the eort for smaller les, which would reload fairly quickly regardless.
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Chapter 6: Main Menu Commands
In this chapter we’ll document the Editor’s main menu, one item at a time.
File Menu
New: [Alt] + [F] + [N] or [Ctrl] + [N]
Creates a new and empty .gig file.
Open…[Alt] + [F] + [O] or [Ctrl] + [O]
Opens an existing .gig le.  is command is similar to the File-Open command in most Windows applications, but the le dialog has a few special features:
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When a .g ig file is selected in the large browser window at left, a list of the samples in that file appears in the smaller box to the right. To hear any sample in the list, select it and press the Play button. T he Audition button plays the audition sample for the currently s elected .gig file.
If you a re browsing large files, retrieving the names o f eve ry sample can slow down the browser window unaccepta bly. If t his ha ppe ns , unc h ec k t he Descriptive wave names box. The names will be replaced with simple numeric indexes.
For additional f eatures of the Giga Editor file dialog, see Save As below.
Save: [Alt] + [F] + [S] or [Ctrl] + [S]
Saves t h e currently lo ad ed .gig file.
If the file is new and has never been saved before, you will get the “Save As” screen where you can name the file and select where you want it to go on your computer.
If the file has been saved before, it will automatically overwrite the existing file.
Save As… [Alt] + [F] + [A]
Saves the current .gig file to a new location. When you are saving a fil e, several extra options are en abled toward the bottom of the file dialog. These pertain to saving large .gig files.
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A note about large .gig files
Physically, Giga instrument les are limited to 2 GB in size, but Giga instruments can be much larger than this because they can span multiple les. You don’t need to be concerned with the 2 GB limit when working in the Editor, because when you save your work the Editor will automatically divide it into multiple les as necessary. When Giga spans les in this way, the rst le will have the usual .gig extension, while subsequent les are given the extensions .gx01, .gx02, etc. All of the les in the set will have the same name and reside in the same directory. For example, if you save a 5 GB instrument to a le called “Violin.gig” you’ll normally nd that the editor has created three les:
C:\MyGigs\Violin.gig C:\MyGigs\Violin.gx01 C:\MyGigs\Violin.gx02
To open this le set, just open Violin.gig as you normally would. When you open Violin.gig, the “extension” les will automatically be opened along with it.
e Save As dialog contains several options that control the creation of extension les:
Maximum le size.  is is the absolute maximum size, in megabytes, of any single output le. It applies
to the main .gig le and also to any extension les.  e default is a shade under 2 GB, but you can enter a lower value if you need to. For example, suppose you have a 1 GB instrument that you'd like to distribute on a pair of CDs (because a 1 GB le is too large for a single CD). By entering a maximum le size of 500 MB or so, you can save your instrument as a pair of les, each small enough to t on a CD.
You'll notice that the actual le sizes are usually a bit less than the maximum you specify.  is is because the le sizes are adjusted a bit to avoid splitting instruments or samples across le boundaries.
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Rearrange wave pool for best t. When this box is checked, the Editor will try to match the maximum le size as closely as possible.  at is, if the maximum size is 2 GB, the Editor will try to nd just the right combination of samples to make each le as large as possible without exceeding the 2 GB limit. You may wish to turn this option on when rendering a nal version of your instrument for distribution, because it results in the smallest possible number of output les. However, this option can make saving a very slow process. You will probably want to leave it o during development, when you are making frequent changes to the wave pool and the exact le sizes are not important.
Keep all waves in extension les. When this box is checked, the Editor will always save to at least two les. e main .gig le will contain only the instrument denitions and articulations, while any samples are shied to the .gx01 (and other extension les as necessary).
Why would you use this option? One reason is that it can greatly reduce the time it takes to save your work during editing. Once you have imported all the samples your instrument will use, the wave pool will probably change only rarely, while you continue to make ne adjustments to the instruments. By placing the instrument denitions in a le of their own, the Editor is relieved of the need to save the entire wave pool, even if you make major changes such as adding or deleting new instruments, regions, and dimensions.
Save Limited: [Alt] + [F] + [L]
is is identical to the Save As option, except that the editor will discard all samples that are not mapped to at least one region. Use this option to minimize the size of the output le, but be aware that the discarded
samples cannot be recovered.
Merge File… [Alt] + [F] + [M]
is command is only available when a .gig le is already open in the Editor. It allows you to select one or more additional .gig les whose contents will be merged into the current le. All of the instruments from the new le(s) will be added to the current le, with their bank and patch numbers modied if necessary to avoid conicts. Samples from the new le will also be added to the current le.  e Editor compares each sample in the new le with the existing wave pool and removes duplicate samples, remapping instruments as necessary to use the existing copies.
Load Articulation… [Alt] + [F] + [R]
Opens a Giga Articulation le and applies it to the current .gig le.
An articulation le (with the extension .art) contains a set of complete instrument denitions, but no samples. When you load it, the instrument denitions in the current le are replaced by the instruments in the .art le.  e original samples remain in place, remapped to the new instruments. For this process to work, of course, the .art le has to have been prepared using the same set of samples as the le you apply it to.
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