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> Can you two explain this to me? I almost sent a reply to Jeffs post > myself, using the same exact phrase that Andy just used, that EDP > makes loops, not retriggered samples, Yes the architectures are quite different, especially in the way loop memory is organized. It's hard to explain with few words but the EDP is more "loop oriented" and Mobius is more "sample oriented". Memory in the EDP is like a long piece of tape you're constantly recording and feeding back onto. Mobius memory is more like little pieces of tape that are spliced together and overlayed with complicated cross fading to make it sound like a continuous multilayered loop. There are advantages and disadvantages with both approaches. The EDP memory architecture makes the beloved Loop Windowing easy. You just move the playback head and loop point farther back on the "tape". This is also the reason the "rounding" we've been talking about works so naturally. It's really quite brilliant. Mobius memory architecture makes things like Shuffle, Divide, and other "instant" functions easy. I doesn't have to make changes gradually as the loop plays, it can stop and completely reorganize the tape splices then continue with that as the basis for a new loop. Loop Windowing is difficult because of the way Mobius layers work, they're more like static loop samples, you can undo/redo to move among them freely but creating a window that spans several layers and sliding the window back and forth is complicated. This architecture of course influences how I think about looping functions. I tend to think of a cycle as a sample with a definite start and end rather than a span of time on a continuum. This is the heart of the problem with the unquantized multiply seen in figure 4.5 on page 5-29. The "extra cycle" problem only exists if you have quantization turned off or set to SubCycle and you time things just right. With Quantization set to Cycle or Loop, my incorrect interpretation just happens to match what the EDP would do so you don't notice it. I tend to be a "bar" oriented looper so multiply is almost always quantized to a cycle boundary and I don't notice the extra cycle problem. This will be fixed someday. Unfortunately I've become involved in an online game that takes a lot of time :-) Jeff