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
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.
|seq_length||SFZ v1||integer||1||1 to 100|
Category: Region Logic, Internal Conditions