Continue, Chapter 1: A Recording You Can Play
Pick up where you left off.
A Recording You Can Play
What a sampler actually is (a device that records, stores and plays back sound) and the four playback decisions every sampled sound has to answer, from the two-mark exam definition through to why a sampled drum kit beats a live one.
From Sound to Numbers
The two numbers that set every recording's quality: sample rate (frequency range, capped by Nyquist) and bit depth (dynamic range, capped by quantisation noise), and what happens when either one is pushed too far.
The Edit: Where the Marks Live
Why every practical sampling task comes down to editing discipline: clicks, zero crossings, truncation and crossfades, and the creative stutter technique built on the same skill.
One Sample Across a Keyboard
Why one sample can play every key in tune only if its root note is set correctly, and the multisampling and velocity-layering techniques that keep large transpositions from sounding artificial.
Pitch Against Time
The four transforms that reshape a sample against time (repitch, stretch, shift and reverse) and how DJs and producers turned editing decisions like chopping and layering into a musical culture.