Samples are at the heart of Play’s audio sound
engine and form the core of the instrument on
an audio track. Play operates with 8 voices to
cover the 8 audio tracks however samples can
be placed on any step in a pattern so there is
no restriction to one sample per track. Play
cannot record audio samples but does provide
sample editing functions. The sample engine
operates internally with 16 Bit Mono PCM WAV
les. WAV les can be imported with sample
rates of 16/24/32 Bit Mono/Stereo and will be
automatically converted including Stereo
combined to Mono. The main principle of Play
is to quickly get started in creating and
completing musical compositions and
performing live sets. Samples are stored on
the Micro SD Card and therefore this must be
inserted when working with projects. Each
project has a sample pool which must be
populated for access to the audio samples
from a project. This helps with project
management and maximises the efciency of
Play when working with multiple projects. To
maintain the focus on fast music production,
Play also operates with a unique approach to
sample management. While it is possible to use
discrete user samples, a Play specic sample
pack will allow it to analysis and recognise
samples intelligently. The placement and
assembly of samples into a sample pack format
is required. This will maximise the benets of
Play functions such as Randomizer, Chance and
Fill to automate musical outputs and speed up
the creative process. Play provides a set of tools
for sample management and encourages a fast
and simple workow to pick and place a sample
into a pattern sequence. Play comes with many
sample packs provided to get the process
running quickly. These are created by renowned
and top-notch sound designers. User samples
can also be used.
Samples
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Polyend Play Manual Rev 1