seq_length
Sequence length, used together with seq_position to use samples as round robins.
The player will keep an internal counter creating a consecutive note-on sequence
for each region, starting at 1 and resetting at seq_length
.
Example #
seq_length=3
A typical usage for a kick drum with four round robins, and a snare with three round robins, would look like this:
<group>key=36 seq_length=4
<region>seq_position=1 sample=kick_rr1.wav
<region>seq_position=2 sample=kick_rr2.wav
<region>seq_position=3 sample=kick_rr3.wav
<region>seq_position=4 sample=kick_rr4.wav
<group>key=38 seq_length=3
<region>seq_position=1 sample=snare_rr1.wav
<region>seq_position=2 sample=snare_rr2.wav
<region>seq_position=3 sample=snare_rr3.wav
An alternative to this is using lorand / hirand for
random, instead of sequential, round robins. If there are enough samples
available, both methods can also be combined - the combination is described
on the lorand / hirand page. However, lorand/hirand might
not be a good idea to use with samples which have multiple microphone
positions, and sticking to seq_position and seq_length
might be necessary.
Practical Considerations #
In the ARIA implementation of SFZ, sequence position is not tracked together for all regions, which means sequential round robins is not a practical way to implement alternating left/right hand or up/down bowing samples.
Setting seq_length
to 0 behaves the same as setting it to 1 in Cakewalk
players, sfizz and BassMIDI, but a setting of 0 in ARIA will cause each
round robin in the sequence to be played once, and playing more notes once
the counter exceeds the highest seq_position will result in no sound.
Name | Version | Type | Default | Range | Unit |
---|---|---|---|---|---|
seq_length | SFZ v1 | integer | 1 | 1 to 100 |
Category: Region Logic, Internal Conditions