I’m still struggling with how to neatly use sections from a longer cycle. If I do as below, the envelope at the end of the sample is very short indeed, and you get a distinct click at the end:
d1 $ s "bev" # n 0 # begin (0/16) # end (1/16)
If I do as below, then it does not do what I would expect, which would be to play up to the ‘end’ and then add a release tail. Instead of being a ‘release’, it’s more like the ‘decay’ of an up-and-down a/d envelope:
d1 $ s "bev" # n 0 # begin (0/16) # end (1/16) # release 0.5
In the slicing sampler I use in SC, I have a fast attack but a release tail at the end of the sample of 0.1, which I find works well. How can I do that in Tidal? Do I need to hack SuperDirt?
Let’s see… in core-synths.scd I found a SynthDef called dirt_gate with an argument fadeTime. So… where does that value come from? An Event presumably?
Yes, looks like fadeTime comes from DirtEvent.scd but I can’t understand how it is defined there:
~fadeTime = min(~fadeTime.value, sustain * 0.19098);
But… unless I’m missing something here, it seems to me that SuperDirt is just not doing what most digital musicians would call a ‘release’. Adding a ‘release’ to a note should lengthen it: in SuperDirt, it (kind of) shortens it.