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SAMPLING
Digital technology led to the development of the first samplers in the 1980s. A sampler is a device that can take any sound that is put into it, process it and play it back. A sample is a digitally recorded fragment of sound taken from a pre-existing source for use in a new one: it could be a drum rhythm, a keyboard phrase or a whole section of a song, the Queen's speech or the sound of a vacuum cleaner, or indeed anything. There are basically two applications for sampler technology within popular music. The first is in the digital reproduction of one instrument's timbres for playback by another instrument. Typical examples might be sampled brass or string instrument sounds. This type of sampling technology was designed to make studio recording cheaper; the necessity to hire an orchestra is eliminated if the sound of orchestral instruments can be copied accurately enough by a digital device. Similarly, a drum machine might use samples of real drums, to give a realistic drum sound without having to hire a session drummer. The other application of sampler technology is in the field of dance music, such as drum'n'bass, where the sampler is the essential element. Starting with a fast beat - around 160bpm (beats per minute) - drum'n'bass tracks are created by adding layers of sampled sound. These elements may then have live instruments and vocals added. Digital samples of existing records are also used as the basis for new ones. Often the sample will be of a rhythm-section part, e.g. a bass-line or drum beat, looped as the foundation for a track.' Some songs have lifted a sizeable proportion of one track to make a new one.' Thus sampled sounds are as much a part of the modern producer's arsenal as synthesizers and sequencers, with the history of recorded pop music an evergrowing resource for the creation of new records.
SAMPLER TECHNOLOGY
The sampler takes `snapshots' (like film frames) of the sound. These are then converted to a stream of numbers, i.e. digitally recorded. The number of snapshots taken per second is known as the `sample rate'. The higher the sample rate, the better the finished sample. To get a really faithful impression of a sound, 44,100 snapshots are taken per second. When the stored sample is triggered, these snapshots are played back in order, giving a smooth reproduction of the original sound, like film frames in a cinema projector. Bit resolution is also important in determining the quality of a sample. The incoming sound is measured (or quantized) against a series of numbers; the higher the resolution, the more numbers are used. The accuracy of the final sample is dependent on the number of bits used to represent the height of the wave-form (amplitude). It is rather like the image resolution of a computer 1