Great question, I've read the release notes a few times and failed to grasp how this is going to work. Built-in spatialization and positioning?Congratulations on the release Aaron. How exactly does this work? Is this sort of like Sample Modeling? I'm a little confused how you can have 3 mic positions for each of 60 seating options??
Thanks Noam!Congratulations on the release Aaron. How exactly does this work? Is this sort of like Sample Modeling? I'm a little confused how you can have 3 mic positions for each of 60 seating options??
The size on disk is 6.95 GB. I'll update the post as well, thanks.how much disk space it takes up
Thank you. Other questions :Thanks Noam!
I'm don't know how Sample Modeling does what they do, but the source samples in Infinite Brass don't really sound pretty. They're perfectly phase-aligned so you will always perceive it as a single voice, even though it's always flying between two layers (pp and mp, mp and mf, or mf and ff) which is why it's so sensitive and expressive.
Infinite Brass was recorded dry, in-the-bell, in a small studio. The positions and space are done through convolution. There are over 2600 recorded and edited impulse responses that I created specifically for Infinite Brass.
The size on disk is 6.95 GB. I'll update the post as well, thanks.
Recorded dynamic layers are 4, but that's not important because they are phase aligned and you are always somewhere between two layers. Never, ever will you only listen to a single dynamic layer for longer than a few moments, and that's only if your CC1 is 127 or 0. Standard sampled libraries that try and tackle solo instruments have really small crossfades in order to avoid phasing. You are mostly just controlling volume, and then have rough jumps between layers.Thank you. Be nice if you could put in how many recorded dynamic layers and round robins it has as well...
For the most part, the instruments aren't linear. Pitch fluctuations are handled (amplified on top of the recorded ones/whatever is left after auto-tuning) by the script, and they're randomized. Breath fluctuation is randomized. There are multiple parameters regarding note starts being randomized every time you play a note. Usually it's 127 different possible outcomes for most parameters, but in some cases (like the pitch envelopes during the attack) it's 127x127. Legato has 127 different durations, depending on how hard you hit the note.round robins it has