Scoring Central

Full Version: VSCO2 and free orchestra samples
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
(01-21-2017, 06:28 PM)Samulis Wrote: [ -> ]I bet we can trick Mattias and Paul B. into e-mailing this guy.  Cool

Hello? What? Did I hear someone call my name? Smile
(01-22-2017, 02:42 AM)Paul Battersby Wrote: [ -> ]
(01-21-2017, 06:28 PM)Samulis Wrote: [ -> ]I bet we can trick Mattias and Paul B. into e-mailing this guy.  Cool

Hello? What? Did I hear someone call my name?  Smile

Oh noes, you saw right through my attempt to conceal your identity!

(really though, you should check out http://vi-control.net/community/threads/...ins.58879/ and send the guy an e-mail)
Interesting email Sam and very kind offer. I won't say more as it might be a secret yet. Hope it goes well and helps boost sales.
(01-29-2017, 03:36 AM)bigcat1969 Wrote: [ -> ]Interesting email Sam and very kind offer. I won't say more as it might be a secret yet. Hope it goes well and helps boost sales.

Hey thanks. I haven't made the news formally public yet (I mentioned it in passing in a newsletter a few weeks ago), but it should be going up soon with a little contest to celebrate. Smile

-Sam
I'm still working on the new VSTi set. Tossed up woodwind and piano stuff more recently.

There seems to be decent response for the VSCO2 community things I've been working on.
The Kontakt sets such as strings, brass and woodwinds seem to average about 2500 downloads each.
The VST Rompler has about 3500 downloads total.
The individual instruments for both Kontakt and VST seem to average a couple hundred each, so it seems like the romplers / packs are more popular. The new VSTs don't have much traction yet, but when they are done in a rompler I suspect that will change.
I don't know if that is good bad or no different but there it is.

The comments on VST4Free and the blog seem to be a mix of people who like the instruments and those who can't get them to work.
I love that one guy who is always complaining it won't work on XP... it's like, XP has been out for like a decade and a half. It is like running a Commodore 64 in 1998 and complaining you can't get a modern DAW to work on it, hahaha. I have an XP next to my main computer so I can run old games and run my "early 2000's home studio emulation".

Once Microsoft dropped the updates, companies have had zero incentive to keep their products backwards compatible and Xiang's patchnotes say he recently (within the last year) updated the framework that Maize runs on- I'd say that probably is what killed the XP support- if it wasn't dead before.

It's interesting, BC, I've had similar experiences with things. People really enjoy bundles a lot, especially the bigger you make them. It's one of the reasons I haven't really bothered to make VSCO 2 a la carte because (aside from the distribution mess of literally 100+ different packages for people to download) it just wouldn't get enough sales to be worthwhile.
We're running a scoring contest for VSCO 2 Pro & Go owners-
http://vis.versilstudios.net/contest.html

I "discovered" some long-lost videos from the 1930's. Wink
Clever contest! I like your discovery of ancient films.
So what did I do kill this forum too? You all start another one and not tell me?

Anyway any cool entries on the contest?

Any new samples for the horn or whatever it was that needed more samples?

I did the organs and the harp. Probably gonna need help with the percussion. I don't understand that at all.

How is the Player version coming and what is the wallpaper gonna look like?

How come chocolate tastes so good?
(02-06-2017, 05:52 AM)bigcat1969 Wrote: [ -> ]So what did I do kill this forum too? You all start another one and not tell me?

Anyway any cool entries on the contest?

Any new samples for the horn or whatever it was that needed more samples?

I did the organs and the harp. Probably gonna need help with the percussion.  I don't understand that at all.

How is the Player version coming and what is the wallpaper gonna look like?

How come chocolate tastes so good?

There's another forum?

Still waiting on entries, but they should be coming soon. Smile

I haven't had time to look at the horn yet. I will see if I can do that tomorrow; I've been busy working on arranging some sampling projects.

Best way to map the percussion is to start with GM standard and work from there... that's sort of what I did. You will have to make compromises in order to fit things- do a quick inventory against the GM standard drum map and see what you have vs. what you don't (hint: VSCO 2 CE and even Pro only has about 1/2 the spec). You're welcome to look at my Percussion sfz and build it from there.

It might be a good idea to separate the VSCO 1 and VSCO 2 percussion as they are quite different. The VSCO 1 percussion may need some tightening as well, if I recall the bass drum had some latency issues.

Some basic things about percussion samples-
1. If it sustains (e.g. "roll"), create a layer and stick a hit on it with the attack turned up a little and check the box in the layer settings to make it a release layer. This will vastly improve snare roll and cymbal roll realism. If there are mutliple VL's, make sure you line up the velocities as close as you can (so the hit is not too loud or too soft compared to the roll). It's a good idea to uncheck this layer from the UI knobs controlling envelope (attack/release/etc.).
2. Always set releases per-instrument. Drums typically should be given a full release length (e.g. 1000-2000 ms, depending on length of resonance), but users may want to be able to mute their cymbals early (so maybe a 150-300ms release). Give sustaining sounds short releases (100-200ms).
3. It's more important than ever to balance velocities- this should be done by either increasing the upper sample(s) or decreasing the lower sample(s) in volume. Take care to make sure instruments that should be loud (e.g. drums, cymbals, anvil) medium (e.g. cowbell, slapstick, ratchet, tambourine, hand drums, tubular bells, xylophone) and quiet (marimba, shakers, sleigh bells, hand drum rubs, etc.) are at realistic ratios. Chances are the end user doesn't know what should be loud and quiet, and it is hard to fix this as a user if you have multiple velocity layers.

If you have any specific questions as to what things are or whatnot, let me know.

Player UI is no different than the current one. Smile
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18