One Shot Samples

Watch One Shot Samples on YouTube

**For this patch to work you need to load the provided samples into the SickoPlayer and the DrumPlayer. Channel 1 on Pressed Duck corresponds to the first SickoPlayer (Slap Bass). Ch. 2 corresponds to second SickoPlayer (Vocal sample) and Ch.3 corresponds to the third sound effect SickoPlayer (The goldeneye sample). Drumplayer ch. 1 is kick, ch. 2 clap, ch. 3 shaker.

Samples:

Stream 4ms Company | Listen to One Shot Samples playlist online for free on SoundCloud

External Audio Path:

-Main audio outputs on channels 1 and 2.

Internal Audio Path:

-3 sickoplayers and a drum player are mixed together with a pressed duck

Internal CV Path:

3 Channels share identical behavior with slight deviations:

-3 step sequences from a SEQ 3 are sent to a sequential switch.
-The sequential switch toggles on the first step of each bar to select 1 of the 3 sequences, combining all 3 into a 24 step sequence.
-The sequence is offset, attenuated and quantized.
-The final result is sent to the SickoPlayer for note modulation.
-Sequence 1 is set to 8 steps, #2 to 7 steps, and #3 to 6 steps to create wrapping polyrhythms for each instrument.
-The gate outputs of the first sequence are combined with or combinations and trigger the kick and hi hat. Step 7 controls the clap.

Metamodule Knob Mapping:

A - Drums pitch
B - Bass sample length
C - Vocals sample length
D - Goldeneye sample length
E - Compression amount
F - Master volume
U - Bass volume
V - Vocals volume
W - Goldeneye volume
X - Kick volume
Y - Clap volume
Z - Shaker volume


One Shot Samples.vcv (912.0 KB)
One Shot Samples.yml (25.6 KB)

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The files for this post have been updated so that they automatically select the recommended sample rate and block size of 48k/512. Enjoy! :smiley:

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Thanks Ross for the updates. It’s great to have these patches working more reliably.

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