Workaround for PLAY instruments not freezing correctly with Ableton Live

2009-10-11

This applies to the whole East West/Quantum Leap PLAY line which I'm a fan of. So I wrote their support:

Here's what happens: I freeze a track like any other to save CPU, but upon playback, notes are cutoff — for some reason they aren't sustained as expected. To get around this, I may use manual resampling (recording the output of one track to the input of another) but this gets time-consuming and tedious.

I can submit audio samples if wanted; the repro is very simple. This doesn't repro in my other non-PLAY soft synths from other companies.

It appears other customers are having the same problem as me: http://www.soundsonline-forums.com/showthread.php?t=13224

Jay Coffman helpfully replied (emphasis mine):

Live uses a fast bounce process, which is not ideal for samplers that use real-time disc streaming. If you do a fast bounce, try raising your buffer setting in Live. Try a setting of 512 or 1024. In Play, go to the Settings menu. In the streaming tab, use an engine level of 0. In the Overload tab, please disable this option. Now, go to the Main Menu > Current Instrument > Advanced Properties and use the sample 'purge' feature to take unused samples out of memory.

Another option is to simply create an audio track in Live and bus the output of the Instrument track Play is loaded on to that audio track. Record enable the audio track and playback your sequencer to record it in real-time.

I also asked Ableton if there was some way to enable a real-time bounce mode like some other DAWs, like Cakewalk. At this time, one doesn't exist. But Michael from Ableton, after checking with me if my sets play correctly (they do), mentioned:

2) to activate the REALTIME render mode you can simply insert the 'external audio effect' to a return bus, choose input/put channels and mute the return track.

Alternatively you can resample the master track to an audio track.
To do this, create an audio track and set the input chooser to resampling. Then start recording to this track.

So, basically the same thing Jay suggested and which I was doing before.

Hope this helps any of you who were wondering why freeze didn't sound like it was doing what it's meant to; it's not as elegant as freezing a track as usual then waiting longer for it to realtime bounce, but it works… around.

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