From 7e78ab7b9abb11610e7cac4e211aee5341893c9b Mon Sep 17 00:00:00 2001 From: Bent Bisballe Nyeng Date: Sun, 9 Feb 2020 21:46:46 +0100 Subject: Add shot introduction. --- sampling_alg_lac2020/LAC-20.tex | 21 ++++++++++++--------- 1 file changed, 12 insertions(+), 9 deletions(-) diff --git a/sampling_alg_lac2020/LAC-20.tex b/sampling_alg_lac2020/LAC-20.tex index 93b63dd..77976b8 100644 --- a/sampling_alg_lac2020/LAC-20.tex +++ b/sampling_alg_lac2020/LAC-20.tex @@ -279,11 +279,7 @@ \subsection{Related Work} \todo{I don't really know what to write, except about round robin. Is there any other common method or any academic literature? Are there other methods in open source programs?} -%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% -%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% - -\todobent{Discuss DGs old sampling algorithm briefly.} - +%\todobent{Discuss DGs old sampling algorithm briefly.} The engine gets a value $l \in [0,1]$ which must then be used by the engine for deciding how the output should be produced. Some engines use this value as a gain factor but in the case of @@ -346,8 +342,7 @@ To the best of our knowledge, this is the first academic article that deals with %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% -\todobent{Talk about how the drum kit samples are usually created; -very briefly.} +%\todobent{Talk about how the drum kit samples are usually created; very briefly.} Drum samples are cut from recordings of drums with multiple microphones. Each hit on a drum must be distinguishable from the others and can @@ -384,7 +379,7 @@ Secondary channel . Sample offset Sample end \end{verbatim}} -\todobent{Talk about loudness computation of samples.} +%\todobent{Talk about loudness computation of samples.} A sample has a \textit{stroke power} which is the physical power used by the drummer when making that particular hit. Since this is not something that can be easily measured each sample @@ -513,7 +508,15 @@ First, note that all extreme choices of the parameters -- meaning that we set on \paragraph{Round Robin.} The previously mentioned emulations were straight forward, however, the arguably most commonly used sample selection algorithm in practice is round robin. As already discussed in Section \ref{sec:introduction}, round robin assumes the samples to already be grouped. In our case this means that samples $s_1, \dots,s_k$ that belong to the same velocity group should all have the same power value, i.e., $p_{s_1} = \cdots = p_{s_k}$. Now if there is a query with power value $p$, we want to always choose the closest group of samples, thus $\alpha$ should be huge. After restricting to the samples of a specific group, we now always want to play the oldest sample, thus we simply want $\beta > 0$. If we additionally want to randomize round robin in a way that we sometimes choose the second or third oldest sample, then we want to set $\gamma$ to a small value greater than zero. \todoandre{improve last few sentences.} \section{Implementation} \label{sec:implementation} -\todobent{Give a short introduction to DrumGizmo, including a link to the git repository.} +%\todobent{Give a short introduction to DrumGizmo, including a link to the git repository.} +DrumGizmo is an open source, cross-platform, drum sample engine and +audio plugin aiming to give the best possible sound from the least +effort when doing drum programming. +The source-code is available though git at:\\ +\verb|git://git.drumgizmo.org/drumgizmo.git|\\ +and the source code can be browsed online here:\\ +\verb|http://cgit.drumgizmo.org/drumgizmo.git/| + \todo{Talk about the timeline, i.e., when were the releases and what is still unreleased?} % \todoandre{Talk about how the sampling algorithm was implemented. What do we need to store?} -- cgit v1.2.3