most excellent.... i've been on it all day after installing it last night, its a great sample engine. With fantastic sound library....Superb tutorials with clarity...
As a beginner sound designer, I'm leaning towards settling on Soundpaint. To tip the balance in Soundpaint's favor, what advantages does Soundpaint offer compared to Kontact?
Thanks for your trust in us! So as someone who owns the largest Kontakt catalogue in the world - its reasonably safe to say that Soundpaint is designed around all the lessons learned from Kontakt. We don't view the two technologies in competition - they each have their advantages. However Kontakt is over 20 years old and Soundpaint is based on everything we've learned working in Kontakt for over a decade. For example we have a brand new audio format in Soundpaint - which real-time renders all instruments with 127 discrete velocity layers - which essentially means things sound and feel much more realistic. In addition the engine is super optimized for speed, so its significantly faster at loading things. Soundpaint is also a dedicated modular engine - where you can set the engine up exactly how you like it. All instruments also live together in Soundpaint, so its a lot easier to combine and build new things with ease. But most importantly its an engine built by composers and producers ... for composers and producers. Its all about fast, furious, fun and getting rid of any redudancies that obstruct the creative flow. Cheers, Troels
@@CosmicD Thank you. If you watch them all - you will have a Ph.D. in Soundpaint. We spent years refining the logic. Shortest distance possible between any action.
@@Soundpaintmusic i’ll especially experiment with the shimmer zand morph stuff, see what comes out of it. When i heard the 10 sines, i really thought it created an amazing ambient pad.
Feature suggestion: record pitchbend movements and store them as your personal LFO for vibrato (because even in case with the same guitar every guitarist would play vibrato in his own style). And it's way easier and faster to record than to painfully pick up the LFO range and speed.
Hey there. I was thinking of the same thing. It would be possible to assign the Freq to another CC as well, in order to control the speed of the vibrato in real time.
Excellent question. We can easily implement them, but if we can avoid them we should. I (Troels) somewhat find keyswitches unmusical in their nature. The musical keyboard should be reserved for playing music and not become a means of engineering. How many times have we accidently hit a keyswitch trying to play basses? Instead we offer all instruments in unlimited octave ranges. Does this mean we will never do keyswitches? No. But before we draw that conclusion - I would like to pose the difficult design challenge of building multi-articulation instruments that don't require them. Soundpaint is about bringing us back to the music. It simply just needs to work.
This is great. There is amazing depth to Soundpaint. One way the matrix could become even more powerful is if the mapping of any controller range could also limit the *input* values as well as the output values. Then I could limit the applicability of (e.g.) CC1 for a particular use to 100-127, meaning that the effect only kicks in at the top end of the mod wheel. Other CC1 mappings would work over the entire 0-127 range by default. But in this example, 100-127 would map to the specified output range. Less than 100 would have no effect. The UI would need additional slider values (to control input range as well as output range) - perhaps like Photoshop’s gradients or maybe even a simple “curve” option for a non-linear mapping. I hope this description is clear, but it may be something very powerful, though definitely in keeping with the Soundpaint ethos.
Hi Brian. Thank you for the wonderful feedback. We've actually been working on this feature for quite a while - if you will allow me to explain. We currently do have the ability to tell each part which velocities to trigger. This is done through Soundmode > Velocity Block and Soundmode > Velocity Zoom. These features were added after this video, but you can find them under each Part > Soundmode. Velocity Block means that a given Part will only trigger itself if the range of velocity block is triggered. Velocity Zoom means you can tell a specific part to only trigger a certain range of velocity. This is a fantastic feature on lyrical instruments, so you can make the first 0-30 velocities become the full playable range of 127 - and thereby get a more "felt "sorta vibe. However, your request takes it one step further by adding the idea of assignability to the modwheel. Effectively the ability to assign per part velocity block to the modwheel. Because we have 8 Parts in Soundpaint - one will be able to assign 8 different stages to the modwheel in the coming update. In other words ... Parts control on MW. Cheers, Troels
Great video. It mentioned the possibility of going under the hood and adjusting sample start points and other low level things. So will these features be available in all instruments? Looking forward to a video on the sample side of things as well as ADSRs etc. Good luck with the launch.
How can I set up various effects to be operated by the mod wheel (CC1) and then get automation with an LFO on the mod wheel as opposed to having to do it manually? I bet it is very simple but I cant work it out Thanks in advance
@@Soundpaintmusic that's very cool and necessary imho. I think the cinematic ambiences pack could benefit from this. I would love / need some more playable sounds instead of randomly timed loops.
This may be one of the first instances of a sound plugin being called as co-respondent in divorce proceedings. Never heard of Broadwell, though a chap called John Broadwood also made a piano for Beethoven just down the road ... Fantastic piece of kit, makes the rest feel dated, congratulations.
Hi guys! Thanks for another great video. I was especially amazed by the extreme rendering quality. By just using one sample the new rendered "instrument" sounded absolutely perfect. That is going to be a major gamechanger for every creator. Nothing will ever be the same after the release of Soundpaint. For instance, to isolate a certain bass tone which has that perfect bite, punch and depth and just turn that one note into an entire instrument. Each sample library from now on will be infinite. Or to be able to take a specific tom and sprinkle it all over the entire keyboard with an infinite amount of notes and velocity layers. It's a producers dream!!! Love you guys! / Daniel Vållberg
What a time to be alive!
open that darn shop !!!!!!
This is insane. Can't wait for the release. I am so ready.
🤩 fantastic instrument .
Thanks!!!
A genuine marvel!
how does one import their own samples....Super Morph is mega fluid.
Coming later this week - for free with new Soundpaint update!
most excellent.... i've been on it all day after installing it last night, its a great sample engine. With fantastic sound library....Superb tutorials with clarity...
@@pongtrometer You can actually try user import now ... its in semi open beta on our Discord ... discord.com/invite/2wvkSYv9Vt
@@Soundpaintmusic any chance of a new timestretch algorithm for one note stretch, to maintain sample length, as their is no looping x-fade.
@@pongtrometer Our Rack > Time module is going in alpha this week!
As a beginner sound designer, I'm leaning towards settling on Soundpaint. To tip the balance in Soundpaint's favor, what advantages does Soundpaint offer compared to Kontact?
Thanks for your trust in us! So as someone who owns the largest Kontakt catalogue in the world - its reasonably safe to say that Soundpaint is designed around all the lessons learned from Kontakt. We don't view the two technologies in competition - they each have their advantages. However Kontakt is over 20 years old and Soundpaint is based on everything we've learned working in Kontakt for over a decade. For example we have a brand new audio format in Soundpaint - which real-time renders all instruments with 127 discrete velocity layers - which essentially means things sound and feel much more realistic. In addition the engine is super optimized for speed, so its significantly faster at loading things. Soundpaint is also a dedicated modular engine - where you can set the engine up exactly how you like it. All instruments also live together in Soundpaint, so its a lot easier to combine and build new things with ease. But most importantly its an engine built by composers and producers ... for composers and producers. Its all about fast, furious, fun and getting rid of any redudancies that obstruct the creative flow. Cheers, Troels
Neo: wants to break free from the matrix
Troels: you want to GO to the matrix!
Any idea as to when the site will be active and the download available?
Looking like Wednesday!
@@Soundpaintmusic the closer it gets, the longer it lasts! Lucky there's delicious tutorial material already :)
@@CosmicD Thank you. If you watch them all - you will have a Ph.D. in Soundpaint. We spent years refining the logic. Shortest distance possible between any action.
@@Soundpaintmusic i’ll especially experiment with the shimmer zand morph stuff, see what comes out of it. When i heard the 10 sines, i really thought it created an amazing ambient pad.
@@Soundpaintmusic awesome job guys ! 👍👍👍👍👍👍👍👍👍👍👍👍👍
Feature suggestion: record pitchbend movements and store them as your personal LFO for vibrato (because even in case with the same guitar every guitarist would play vibrato in his own style). And it's way easier and faster to record than to painfully pick up the LFO range and speed.
Hey there. I was thinking of the same thing. It would be possible to assign the Freq to another CC as well, in order to control the speed of the vibrato in real time.
Nice suggestion!!
Are there keyswitches?
Excellent question. We can easily implement them, but if we can avoid them we should. I (Troels) somewhat find keyswitches unmusical in their nature. The musical keyboard should be reserved for playing music and not become a means of engineering. How many times have we accidently hit a keyswitch trying to play basses? Instead we offer all instruments in unlimited octave ranges. Does this mean we will never do keyswitches? No. But before we draw that conclusion - I would like to pose the difficult design challenge of building multi-articulation instruments that don't require them. Soundpaint is about bringing us back to the music. It simply just needs to work.
@@Soundpaintmusic sound morphing without keyswitches would be perfect. Just imagine having violins soaring and gradually morphing to tremolo...
@@yugenstudio Exactly. We have to think in new ways. More musical ways.
@@Soundpaintmusic dis is the way
This matrix function is so useful that now it will be lacking in every other synths x)
Wait till we add true synthesis to it … 💥
@@Soundpaintmusic OMG O_O
Man. When you dropped an octave on that Brazilian voice/synth morph. So looking forward to playing with this.
A MA ZIIIING ! 👍👍👍
This is great. There is amazing depth to Soundpaint.
One way the matrix could become even more powerful is if the mapping of any controller range could also limit the *input* values as well as the output values. Then I could limit the applicability of (e.g.) CC1 for a particular use to 100-127, meaning that the effect only kicks in at the top end of the mod wheel. Other CC1 mappings would work over the entire 0-127 range by default. But in this example, 100-127 would map to the specified output range. Less than 100 would have no effect. The UI would need additional slider values (to control input range as well as output range) - perhaps like Photoshop’s gradients or maybe even a simple “curve” option for a non-linear mapping.
I hope this description is clear, but it may be something very powerful, though definitely in keeping with the Soundpaint ethos.
Hi Brian. Thank you for the wonderful feedback. We've actually been working on this feature for quite a while - if you will allow me to explain. We currently do have the ability to tell each part which velocities to trigger. This is done through Soundmode > Velocity Block and Soundmode > Velocity Zoom. These features were added after this video, but you can find them under each Part > Soundmode. Velocity Block means that a given Part will only trigger itself if the range of velocity block is triggered. Velocity Zoom means you can tell a specific part to only trigger a certain range of velocity. This is a fantastic feature on lyrical instruments, so you can make the first 0-30 velocities become the full playable range of 127 - and thereby get a more "felt "sorta vibe.
However, your request takes it one step further by adding the idea of assignability to the modwheel. Effectively the ability to assign per part velocity block to the modwheel. Because we have 8 Parts in Soundpaint - one will be able to assign 8 different stages to the modwheel in the coming update. In other words ... Parts control on MW.
Cheers, Troels
Great work on this. Is so going to be mpe compatible in future
Did you support MPE direct ? Like Touché …. that would be great 😍🚀🥳
By the way - I love sound paint and have hardly even scratched the surface of its capabilities
Great video. It mentioned the possibility of going under the hood and adjusting sample start points and other low level things. So will these features be available in all instruments? Looking forward to a video on the sample side of things as well as ADSRs etc.
Good luck with the launch.
We got you. Just go to Racks > Offset
How can I set up various effects to be operated by the mod wheel (CC1) and then get automation with an LFO on the mod wheel as opposed to having to do it manually? I bet it is very simple but I cant work it out
Thanks in advance
Is there time stretching available somewhere?
Its on the map of development and will be coming relatively soon (think early 2022).
@@Soundpaintmusic that's very cool and necessary imho. I think the cinematic ambiences pack could benefit from this. I would love / need some more playable sounds instead of randomly timed loops.
@@aurexlive Time is going into alpha this week - hopefully soon public!
anyway to modulate with envelope?
We got general ADSR and ADSR for filters. Traditional envs coming Q3/22.
Wait a minute... Are the filters polyphonic or just paraphonic?
Excellent question. Our filters are paraphonic … for now. But that’s all about to change … just in time for Christmas.
This may be one of the first instances of a sound plugin being called as co-respondent in divorce proceedings. Never heard of Broadwell, though a chap called John Broadwood also made a piano for Beethoven just down the road ... Fantastic piece of kit, makes the rest feel dated, congratulations.
Is this one library in this video (from soundpaint family) or more of them?
It is feat. samples from some different instruments/libraries
Hi guys! Thanks for another great video. I was especially amazed by the extreme rendering quality. By just using one sample the new rendered "instrument" sounded absolutely perfect. That is going to be a major gamechanger for every creator. Nothing will ever be the same after the release of Soundpaint. For instance, to isolate a certain bass tone which has that perfect bite, punch and depth and just turn that one note into an entire instrument. Each sample library from now on will be infinite. Or to be able to take a specific tom and sprinkle it all over the entire keyboard with an infinite amount of notes and velocity layers. It's a producers dream!!! Love you guys! / Daniel Vållberg
We love you too and you are - in many ways - describing our dreams, hopes and ambitions for SP. Thank you Daniel (Troels).
@@Soundpaintmusic Thank you Troels. That warms my heart to hear.
sample import needs to be in guys....
It is here! We call it UDS (User Sample Import) and it comes with latest version of Soundpaint.