Drop in your Samples
The Sea Sampler will analyze and automap them, creating an Object
Drag in the center to move them
Drag on edges to resize
Make them very small to remove
Each pitch you play spawns a different color fish. The fish's starting speed depends on how hard you play
When fish collide with objects, the object's sample gets triggered, whatever pitch the fish is
The faster the fish, the louder it will be
This is where fish spawn from. When you drag it around, it will attract the fish. The faster it is moved, the more the fish will be attracted. Note that if you turn down Visual Range, the fish further away won’t be able to see the emitter.
This controls how many fish there can be at once. Once the limit is reached, the oldest fish are replaced by the new ones.
Hold down the Pedal to keep fish alive even after you have let go of the key
The higher you put the Modwheel, the more often fish will emit
Speed up or slow down the boid simulation’s framerate using the Pitchwheel
Expression (CC 11)
Move Expression to twirl the emitter in a circle
Requirements and Details
- Kontakt Player Version 7.3.2 or above (Will also work in Full Kontakt Version 7.3.2 or above)
- Mac Requirements: Intel Macs (i5 or higher): macOS 10.15, 11 or 12 (latest update).
Apple Silicon Macs (via Rosetta 2 & natively on ARM in Standalone or in hosts that support it): macOS 11 or 12 (latest update).
- Windows Requirements: 10 or 11
- Presets include samples taken from other Osterhouse Sounds libraries, synthesized sounds, and recordings of household objects. These samples are available as WAV files