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help programming a QS patch


daBowsa

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Hi all - for you QS users out there, I need a bit of help...

 

I'm trying to create a patch that has a marimba in the upper split. This is not a problem, but what I'd like is to be able to hold a note down and have the marimba strike continuously - you know, like a drum roll with two mallets on the same note.

 

Is this possible on a QS?

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Some of the preset programs do this. It therefore ought be possible on other programs.

 

What I'd like to do is approximate a touch-wah on the QS. Haven't figured it out yet.

 

Originally posted by Pim:

I didn't touch a QS for a long time, but I am afraid this is not possible... :cry:

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Originally posted by coyote:

Some of the preset programs do this. It therefore ought be possible on other programs.

Those programs use looped percussive soundwaves. Check if the marimba is one of them. If so, it is possible - however you'll get a different tempo per key.
:keys: My Music:thx: I always wondered what happened after the fade out?
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Good question! I've got my QS right next to me. I'll fool around with it a bit and see if I can't figure it out. You know Dave Bryce is probably the best and most knowledgeable on these. I'm sure he'll have that answer instantly for you.

 

Rick

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Originally posted by rickkreuzer:

You know Dave Bryce is probably the best and most knowledgeable on these. I'm sure he'll have that answer instantly for you.

Yeah, right... :rolleyes:

 

I don't think the QS synths have the ability to retrigger the start point of a sample, LFO or no LFO. As Pim observed, there are percussive loops in the ROM; and, you can use the Pitch LFO and/or the tracking generator in StepTrak mode to modulate the pitch of a sustaining/looped sample once it's playing, but if there's a way to get the initial attack segment to retrigger, I don't know it.

 

Sorry...

 

From a (conceptual) programming point of view, you could always try to build the sound you want. I'd probably approach that by using a square wave from the amp LFO to gate/chop up a sustaining sound (don't know what sound I'd use - maybe an EP wave), then I'd probably try using a down saw wave from the filter LFO set to the same frequency as the amp LFO to simulate the percussive attack of the marimba. Both LFOs would need to be set to retrigger on key strokes as well. If you map the rates of both LFOs to one of the sliders, you could vary the speed of the roll. You could do that on one layer, then use a straight marimba sample on another layer so the first attack would be dead on.

 

One might also approach this problem using the digital delay - I'll bet you could get pretty close with that. Remember, the effects processor in the QS is basically a full-blown Alesis Q2, so it's pretty powerful (even though it can be a pain to program). If you map the amount of delays to one slider and the delay speed to another slider, you'd actually get pretty fine control over the effect.

 

Like I said - that's conceptual...I haven't tried any of this, so I don't know how believable the results would be. It'd certainly make an intersting programming exercise, though.

 

dB

:snax:

 

:keys:==> David Bryce Music • Funky Young Monks <==:rawk:

 

Professional Affiliations: Royer LabsMusic Player Network

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Originally posted by dabowsa:

Hi all - for you QS users out there, I need a bit of help...

 

I'm trying to create a patch that has a marimba in the upper split. This is not a problem, but what I'd like is to be able to hold a note down and have the marimba strike continuously - you know, like a drum roll with two mallets on the same note.

 

Is this possible on a QS?

The only way I can think of to do this is to program it as a midi sequence fired from the given key. I have never actually used this capability so I don't know how flexible it is and whether you can set up every note to fire a different sequence. You will need a memory card to do this.
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Originally posted by Byrdman:

I don't know how flexible it is and whether you can set up every note to fire a different sequence.

Nope. The only way to fire sequences off the cards is through a series of button presses.

 

The more I think about it, the digital delay option is probably the easiest, best way to go. For all intents and purposes, repeated delays kind of are retriggering of the sound, right? Since you can control how many delays get generated and the speed with which they repeat, it seems to me that this could be set up pretty easily and controlled in a very similar manner than if you were manipulating the actual sample - actually, even a bit easier. ;)

 

If you really wanted to go all the way, you could even map the wet/dry amount to another slider and be able to somewhat control the "velocity" of the roll....

 

dB

:snax:

 

:keys:==> David Bryce Music • Funky Young Monks <==:rawk:

 

Professional Affiliations: Royer LabsMusic Player Network

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One option may be to use the tracking generator, I think. You can use it to simulate an arp, so I'm sure you can use it to trigger the same note.

 

To similate an ARP, you use a pitch square LFO as the source for the tracking generator, and establish the steps accordingly. I'm not sure how it would work for the same note.

 

Now that I think about it - this may be dumb. Assigning an amp LFO may do the exact same thing.

 

Trial and error I guess :wave:

 

There is a patch that does something similar with a trumpet - I would look for that.

 

I think the delay idea may be the best though.. you may be able to assign delay time or something to one of the controller and actually get a 'speed' control.

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Originally posted by Rod S:

One option may be to use the tracking generator, I think. You can use it to simulate an arp, so I'm sure you can use it to trigger the same note.

 

To similate an ARP, you use a pitch square LFO as the source for the tracking generator, and establish the steps accordingly. I'm not sure how it would work for the same note.

I mentioned that earlier, but I think that only modulates the pitch of sustaining sounds. AFAIK, there's no way to get the tracking generator to repeatedly retrigger samples.

 

dB

:snax:

 

:keys:==> David Bryce Music • Funky Young Monks <==:rawk:

 

Professional Affiliations: Royer LabsMusic Player Network

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Thanks for all your responses and ideas! I was afraid it was going to be complicated. :freak:

 

I came up with a decent solution, which is to set up 3 splits: a wurly and two maribma splits, set to the same octave. So now I can comp and hold chords with my left hand and play the lead lines with my right hand. When I need the marimba roll, I just do a fast octave trill with my thumb and pinky, each sounding the same note.

 

This actually works quite well - I just have to watch my fingering so that I land on the rolled note with my thumb. Obviously I could just strike the same key, but that just doesn't cut it - the previous strike stops (could use the sustain pedal) and sometimes the key doesn't return fast enough for the next strike. Using two keys for the same note almost feels like using two mallets for the same tine on the marimba, so it kind of makes sense - they don't get in eachother's way.

 

If anyone figures out a way to program a patch, it would be nice if the roll only sounded when the aftertouch kicked in.

 

My solution suits me for now though, so don't anyone spend too much time trying to figure it out! :D

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Originally posted by dabowsa:

I came up with a decent solution, which is to set up 3 splits: a wurly and two maribma splits, set to the same octave. So now I can comp and hold chords with my left hand and play the lead lines with my right hand. When I need the marimba roll, I just do a fast octave trill with my thumb and pinky, each sounding the same note.

Great solution! Even easier than the delay, and much finer control.

 

Nice! :thu:

 

dB

:snax:

 

:keys:==> David Bryce Music • Funky Young Monks <==:rawk:

 

Professional Affiliations: Royer LabsMusic Player Network

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Cool.

 

Now does anyone have any ideas for emulating touch-wah?

 

Originally posted by Dave Bryce:

Originally posted by dabowsa:

I came up with a decent solution, which is to set up 3 splits: a wurly and two maribma splits, set to the same octave. So now I can comp and hold chords with my left hand and play the lead lines with my right hand. When I need the marimba roll, I just do a fast octave trill with my thumb and pinky, each sounding the same note.

Great solution! Even easier than the delay, and much finer control.

 

Nice! :thu:

 

dB

I used to think I was Libertarian. Until I saw their platform; now I know I'm no more Libertarian than I am RepubliCrat or neoCON or Liberal or Socialist.

 

This ain't no track meet; this is football.

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Originally posted by Dave Bryce:

From a (conceptual) programming point of view, you could always try to build the sound you want. I'd probably approach that by using a square wave from the amp LFO to gate/chop up a sustaining sound (don't know what sound I'd use - maybe an EP wave), then I'd probably try using a down saw wave from the filter LFO set to the same frequency as the amp LFO to simulate the percussive attack of the marimba. Both LFOs would need to be set to retrigger on key strokes as well. If you map the rates of both LFOs to one of the sliders, you could vary the speed of the roll. You could do that on one layer, then use a straight marimba sample on another layer so the first attack would be dead on.

dB

Sorry for the tangent, but I felt I needed to tell you that 2 years ago, the above paragraph would have been sheer greek to me, and would've made me feel bad about myself...Today, I read and understand and do, thanks to hanging out here and to the exploration (and acquisiton) of synths that this place has inspired. WOO HOO! You *can* teach an old dog new tricks (and learning synthesis paradigms creates new neural relationships in the brain)! I still get a silly little thrill every time I "get" something a synth expert is saying. I think I'll go try to program that repeating marimba right now!
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