Soundminer v7 - Coming Soon(ish!)
By Soundminer
Summary
## Key takeaways - **Easier Region Creation in Soundminer v7**: Soundminer v7 introduces a more intuitive way to define audio regions by allowing users to simply click and drag on the timeline, eliminating the previous multi-step process. [00:53] - **New Playback Modes for Regions**: Version 7 offers new playback options for defined regions, including sequential, reverse sequential, and the ability to freeze on a specific region, offering greater control over audio playback. [01:20], [01:55] - **Radium Grain Engine as a New Effect**: The powerful grain engine from Radium is now available as a standalone effect within Soundminer v7, allowing for detailed manipulation of density, width, jitter, and pitch. [02:19] - **Global Emitter for Synchronized Playback**: A highly requested feature, the global emitter in Soundminer v7 enables synchronized playback across all slots, controllable via MIDI or notes, ideal for complex sound design. [04:49] - **Advanced Similarity Engine for Sound Discovery**: Soundminer v7's new similarity engine finds related sounds without metadata, utilizing embeddings and mapping them in a 3D space for intuitive discovery and organization. [10:56], [14:00] - **Galaxy View for Similarity Exploration**: The Galaxy view provides a visual representation of sound similarities, allowing users to cluster, explore, and select sounds in a more organized and discovery-oriented manner. [13:56]
Topics Covered
- Streamlined Sound Region Creation
- Sequential and Reverse Playback Modes
- New Grain Effect for Sound Manipulation
- Global Emitter for Synchronized Triggering
- AI-Powered Similarity Engine for Sound Discovery
Full Transcript
All right, it's that time again. Here is
a little sneak preview of Sound Miner version 7. Um, I'm going to start off
version 7. Um, I'm going to start off showing a lot of stuff that's in the pro version. Uh, so there's going to be some
version. Uh, so there's going to be some Radium things. Um, but there are things
Radium things. Um, but there are things that are in the plus as well. Um, I'll
try and note that when I can if I forget. Um, I'll put it in some sort of
forget. Um, I'll put it in some sort of read me afterwards. So, um, let's go to Radium.
I'll just load a sound.
And then, oh, I forgot to define radium regions. And for those that don't know,
regions. And for those that don't know, normally what you would have to do is record the sound.
And then I could hit like shift R. And
then was like, oh, missed that one. So,
I'd have to do this. And then I'd have to do this. And then I'd hit R to recapture that region. And then I can load. But that seems like a lot of work,
load. But that seems like a lot of work, right? So, if I've just got a few, what
right? So, if I've just got a few, what I can do now is just click and drag on the timeline and it will create a region for me. So, I'll just do a couple here,
for me. So, I'll just do a couple here, which is just do these three and I'll skip one. Um, and also the logic as far
skip one. Um, and also the logic as far as like how it fades in has changed. So,
it's a little more accurate to be able to like tweak all these things after the fact. And then
fact. And then there it is doing its normal random roundroin mode. There is now a mode to
roundroin mode. There is now a mode to play them in sequential order. So when I do that, it's gonna play this one, then this one, then this one, and then this
one, then this one, this one. It doesn't
matter what key I hit.
[snorts] It'll do them in order. You can also rightclick and disable a region. Now,
and that's just it keeps the region definition if you want to save the patch and do all those kind of things, but it will just skip over it. Now,
And then I'll just reenable it. And the
other one, the other mode is to play them in reverse sequential order. So
this one, then this one, then this one.
And if I find one I like, I can freeze at any point. I think that might be in 6.2. I'm not 100% sure. But now that was
6.2. I'm not 100% sure. But now that was the last region that I played.
So we'll do that and just keep on playing over that one sound. There is
also a U new effect and this is inside this rack as well as the the main rack inside um sound minor. So this allows you what I'll just do is just reset
everything. I'll just crank the mix up
everything. I'll just crank the mix up and lower this a bit.
So as you can already tell it's it's pretty neat sounding compared to how it was. Here's the original.
was. Here's the original.
So it's essentially the grain engine that was inside uh radium here but as an effect um and you can do things like adjust let me just change the density.
The density is number of particles inside the grain shifter. So if I hit this you can see they're very small little grains. Crank it up.
little grains. Crank it up.
Now if I increase the density and you can also adjust the the width.
Normally what happens is each one of those grains will play out of whatever channel um that they're being grabbed from. What width does is it sort of
from. What width does is it sort of randomizes the positioning.
So if you're wearing headphones, you'll hear that's a lot wider than that. And then jitter just does
than that. And then jitter just does just the timing of the particles so I can get even crazier. And then this is fully mixed of course. So this is fully
wet. I can
wet. I can adjust the pitch and then the mix. So amount of dry. And
normally what happens is depending what you the size is here. It's 88
milliseconds. You'll hear that the the dry kind of needs to be delayed a little bit.
It's hard to tell on this. Um let me just get another sound in here.
Oh, this will do. This is from >> I think it's lovely. the
>> Great British Bakeoff. So, let me call up the effects rack here. And there's
grain. I'll just turn it on.
Let's see.
>> I think it's lovely. I think it's lovely. I think
lovely. I think it's lovely. I think
it's lovely. I think it's lovely. I
think it's fire.
>> I think it's lovely. I think it's lovely. I think it's lovely. I think
lovely. I think it's lovely. I think
it's lovely. I think it's lovely. I
think it's lovely. I think it's lovely.
So it becomes like a little bit of a cheap uh harmonizer if you will. So that
is I think the things that have happened inside Radium shy of one other thing. Um
why don't I show that? It's one of the the biggest requests that we've gotten about Radium is a way to sort of uh build weapons uh anything that sort of needs to be re-triggered and
synchronized across all the slots. So
you'll see up here now there's a global emitter. So, I'll just turn freeze off.
emitter. So, I'll just turn freeze off.
Actually, now I'll keep freeze on.
There we go. So, if I press and hold the emitter, there it's going. And on my MIDI controller, I think it's assigned. What I can do is
target by hitting T rate.
And then if I use my MIDI controller, there we go. So, I'm basically just turning a knob on my controller. So, if
I hit the emitter, I can now adjust the the rate and that's going to affect all the slots. And then of course you got jitter
slots. And then of course you got jitter as well. So that's the amount of
as well. So that's the amount of randomization that's going to add to it.
So you can press and hold like this or you can even set a a note to listen to.
Right now I've got it as middle C. It's
just easy. But if you had a big white keyboard, you could set it to like C5 or some some key that you're never going to hit. And then you say use that MIDI note
hit. And then you say use that MIDI note to trigger the global emitter. So that's
now toggled on, which means if I hit that note, you'll see it triggers the emitter. So now I don't have to use the
emitter. So now I don't have to use the mouse. I can just use my MIDI keyboard.
mouse. I can just use my MIDI keyboard.
So let's let's get some some guns in here. And this will sort of be a little
here. And this will sort of be a little uh a little bridge to something else that I'm going to show. So let's um call up boom.
should go boom.
Okay, we'll just load one sound in here.
Oh, I normally have multiple screens up, but I'm not going to capture them. So,
we'll just load this. So, there's our It's that sound. I'm just going to move radio off just make it a little easier for me.
can. There we go. We'll load this one into slot two. And I can I'll just uh adjust these.
And I'll just I won't hit middle C. So
that's what we've got right now is these two. Why don't I just pitch the sound
two. Why don't I just pitch the sound way down?
Okay, now I'll hit middle C and you'll hear the emitter.
And it's sort of random because of the the amount of jitter that I have on. So
if I turn the jitter off and I'll just increase the release time a bit on this.
So yeah, that's one of the biggest uh features that people have asked for. And
there we are. It's inside sound miner version 7 and that is all mappable as well in the macros. You can choose it as
a global.
So global emitter rate. So now if I adjust it here you'll see it move the rate over here. And then I can do things like
here. And then I can do things like adjust the skewing and the map like how much of it it controls. And let me just delete this. You can also and close this
delete this. You can also and close this down. You can also choose a modulator
down. You can also choose a modulator any slot that you want. So I'll just choose LFO one for instance and it can go to there's the green engine global
emitter. We'll go rate. So now this is
emitter. We'll go rate. So now this is going.
So from any one control I could have perhaps the envelope. I could do a time specific envelope. Why don't we do that?
specific envelope. Why don't we do that?
So I'll go timeline A.
We'll choose timeline A. Of course, I need to be able to modify it. So, what
we want is for the LFO to start, not this LFO, sorry, the the rate start very low and then amp up over time. So,
time. So, and we can of course make it faster.
Of course, because it's a time specific envelope, this is sort of re-triggering.
So, it [laughter] doesn't really make sense, but you can get the idea. You can
I can just use like a basic emitter on it.
That didn't work either. But, you know, it's got lots of experiments. Um maybe
note release. Would that make sense?
Yeah. I don't know. I'm sure people will come up with like wild ways of automating this. I can't really think of
automating this. I can't really think of anything off off the top of my head.
While I'm in there, you know, the time um specific envelope stuff timeline a can go to the new uh grain effect soon as a grain shifter. There we go.
So, you can over time maybe turn the freeze on um which would be kind of an interesting thing. I've got a different sound. Let
thing. I've got a different sound. Let
me just find go back to Matias.
Oh yeah. Okay. So, we'll load this.
We'll just mute this. Let's see what happens.
Yeah. So, it it's frozen that sound in time. Now, if I really adjust some of
time. Now, if I really adjust some of these things off, the density weird. Anyway, uh again, fun sound
weird. Anyway, uh again, fun sound design possibilities. Now, what else is
design possibilities. Now, what else is uh in version 7? Well, this is going to be in the plus version as well. I'm not
going to go through the uh the whole thing of how to build these things, but you'll see up here there's a new icon and this will launch the similarity engine. So, without looking at any
engine. So, without looking at any metadata at all, whatever I've got selected, it's going to find sounds that it thinks are similar. So, the very first one in
are similar. So, the very first one in this list, this is the split similarity view, is going to be the one that I've selected. And what happens is the
selected. And what happens is the similarity engine has gone through and identified little onsets, things that it thinks are interesting, and it's um sort
of done an inference to kind of come up with an embedding. And the fact that these are all green is showing me that these are all close enough in similarity, which makes sense because
they're a sausage file in there. If you
listen to them, they're all quite similar. The yellow
denotes that it's a seed sound right now. So everything that's coming back uh
now. So everything that's coming back uh is based on that one sound. And I can either double click or command click on one of these and it will it will shift.
And you can see the results change when I click on that ever so slightly because they are so similar. So we'll go back to this one. So this is obviously the
this one. So this is obviously the sound. And when you click on a sound,
sound. And when you click on a sound, it's going to play the most um highest ranking similarity in inside that file. if it if it applies. So now
that file. if it if it applies. So now
we'll go to this one.
So in this case, it thought that was pretty similar, but this one not so much.
It's not bad, but it's just outside of the range essentially. Now it's looking at pitch and envelope and amplitude and duration and all these kind of things.
It was a a model that's been trained from scratch. Um took about six months
from scratch. Um took about six months to get it all locked away, but here we are.
And so yeah, you get the idea. Let's um call up some another sounds. Some Borax
sounds.
So we got this.
I thought that was pretty close.
That's close.
Uh we'll go to boom one. Let's see what we can find in boom one here.
Call up category.
So that got this. [groaning]
Let's just have at least based on the description a female doing some stuff.
So that's all cool. And you can, you know, load these things up into radium as well. So, if I select right here in
as well. So, if I select right here in the similarity thing and then click load, you can see it's loaded the female creature lip. So, you can do all that.
creature lip. So, you can do all that.
Now, the next step after this, of course, is similarities of similarities.
And for that, there's a galaxy view. And
if you roll over, there's this little icon here. This is just in the pro
icon here. This is just in the pro version. It's pretty crazy. So, hold on
version. It's pretty crazy. So, hold on to your hats here. So if I click this, it's going to launch it. And then it what it does is it finds similarities of similarities. So this list that was
similarities. So this list that was here, it then goes through and tries to find similarities of them. And then it
maps them all into this like 3D space.
I'm just going to lower the volume down here. Now, because this is sort of like
here. Now, because this is sort of like a still a tech preview, there's a lot of stuff that I haven't uh exposed in the main interface here, but it's just to give you an idea. So, this is where I
control the volume.
See, I roll over and thanks to suggestions from some users, uh, it shows me
what sounds I've played just in a fading sort of black. And I've got it so that when I zoom in, I [snorts] also get like rotary waveforms. So, what this is doing
is it's [clears throat] showing me Each one of these as separate regions or separate [snorts] items inside that similarity galaxy. So each one of those
similarity galaxy. So each one of those little dots would be this would be one.
This would be another another and another. So here is your your view. And
another. So here is your your view. And
you can of course just what it's done is it's clustered those sounds into sort of like this. They're all similar in some
like this. They're all similar in some regards, but there's going to be ones over here that are all very similar. and how it got there.
It's usually like a path. What happens
is, you know, when you're getting similarities of similarities, there might be one that's like it's barely off there. So, this is more like a discovery
there. So, this is more like a discovery kind of view. It's a great way to just instead of just hitting random on your on your in your sound miner thing and bringing back random records. This is at least going to get you sounds that are
in the same vein, that may work together, they're going to have the same duration, they're going to have the same sort of envelope, perhaps the same pitch. Um, so let's go back to Matias
pitch. Um, so let's go back to Matias again just to kind of show you because I did say, what did I say in this one?
I've been telling some people that Matias sounds were sort of instrumental in getting all of this stuff working. He
was sort of like what I would do is train a model and then I would have a look and see how it performed. So
I'm going to load this into the galaxy.
So here is the sounds.
And it's it's what it's doing is it's it's caching them when you see it grow out like that. It's caching them locally to the hard drive. Um and it does that for a number of reasons. One is for
network storage so that when you're rolling over all these things, you're not constantly pulling all of those sound files down. Um they are stored encrypted and they they get trashed as well when you quit the application. And
there's like all kinds of rules as to what you do with the the cache, like whether it quits on launch, whether it quits like clears on quit, where whether it clears when it reaches a certain
level. That's all stuff that you can be
level. That's all stuff that you can be done inside the the Galaxy settings here. Um, so let's say you find some
here. Um, so let's say you find some sounds that you like, like these.
What I can do is I'm on the Mac, so if I command drag over them, it will select them. Or I can command option and just
them. Or I can command option and just draw like any sort of size that I want.
And then there's a mode called honeycomb. So I can honeycomb my
honeycomb. So I can honeycomb my selection. And what this does is it
selection. And what this does is it centers them and brings everything into a honeycomb. And from here I can now
a honeycomb. And from here I can now listen.
And if I find an odd one out that I don't like, I can hit I on my keyboard to ignore it.
So you can build up all your little sounds like that. You can also do things like favorite them.
So these are now I've got favorite sounds and these are my ignored. So I've
got three those three sounds are now favored. This one, this one, and this
favored. This one, this one, and this one. So what I'll do is in radium now.
one. So what I'll do is in radium now.
Um I've got way too many slots. So I'm
just going to mute some of these guys.
That will do. I'll just clear this one and clear this one.
So there is an option to choose a random item from the galaxy. So if I just click that, it's going to just pick one at random. And what it's done, there's an
random. And what it's done, there's an option as well to grab the similarities within the sound file. And so what it's done is if wherever it was similar, it's created radium regions and it's loaded
it in. So this is a similar sound. This
it in. So this is a similar sound. This
is similar, similar, and similar. These
other ones, not so much. But again, you can always just create ones if you wanted to.
So, let's delete that. Disable. So, you
can pull it a random item. You can a random favorite. So, this is going to be
random favorite. So, this is going to be like one of the ones that I highlighted.
One of the three.
There's another one. And then, um, I'll just get a few more. There's a random selection. Something whatever you're
selection. Something whatever you're honeycombing at the moment, you randomly do that. And then you've got this option
do that. And then you've got this option to fill all the empty slots. So, let me clear. And I like this option on. Tim
clear. And I like this option on. Tim
doesn't, but I do. Skip muted slots. So,
let's go back to our galaxy view here.
So, this is all honeycombed at the moment. So, these are all technically
moment. So, these are all technically valid sounds. So, now right click and go
valid sounds. So, now right click and go fill empty slots. There we go. It's now
filled this lot, this lot, and this lot with entries from that uh galaxy. So now
if I play a sound Oh, got my emitter on.
There we are. Wild.
Now, there's a lot more to this. I don't
know if I want to go too deeply into it.
I can do things like like double click and it will turn off the honeycomb. Um
just because things might change over time. There's all these options as far
time. There's all these options as far as like you can globally pitch. So why
don't I just take this one actually? No.
Okay. Remember that one.
So the audition pitch crank it down.
So that's just basically using the pitch shift and there's options in here. A lot
of these are going to get exposed. This
is sort of my debug menu. So whether or not you actually transfer uh through that audition pitch or not, or if it's just audition pitch, you can reset it.
You can also do things like time stretch. So time stretch. And so this is
stretch. So time stretch. And so this is time. So if I wanted to make it longer,
time. So if I wanted to make it longer, that one sound now.
[music] And if I wanted to pitch it down, but keep, you know, still stretch it, that will do that. And
there's options to use the time stretch on transfer as well. Um,
[snorts] what else can you do? That's
kind of neat. All the different zoom in levels. Um,
levels. Um, randomize a honeycomb. So, if you go into an area, you can right click and say honeycomb
all the nearby clips. So these are all honeycomb now. And then I can just use
honeycomb now. And then I can just use my arrow keys to sort of circle around.
So that's right, left, up will move me out a level other.
And you can spot sounds directly as well. Just going to hit a key command
well. Just going to hit a key command just so that turns off the the hovering and like playing back when you hover.
And speaking of h of key commands, they're all in here and you can all assign them all, everything that you want to do.
So, it's just another way of exploring your sounds and finding good things. And
you know, even if you find a sound like this, just turn it on again.
I can load it into the player.
So, now back in sound minor, that sound is now in my player.
You can also If you watch the similarities here right now, they're still showing this one from the large beast. So, let's find something that's off. I'll shrink this
down so we can actually see the similarities change.
Try something different.
Okay, this one. So, I can load it into the player and get the similarities. So,
you can see that the similarities have all changed now.
And that's what it thought was was similar. Uh yeah, so this is uh this is
similar. Uh yeah, so this is uh this is it for now. Um version seven. It's been
a lot of work. There's still more things to be done. I think we'll probably open it up to people if they want to like um test it before it gets released. It will
be a paid upgrade, but we're not quite sure on the price yet. We'll try to keep it reasonable like we usually do. And uh
that's it. Thanks for watching.
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