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Sampling captures a piece of recorded sound and turns it into a playable, editable instrument or compositional element. This topic sets out how audio is digitised - sample rate, bit depth and the Nyquist limit - and the data-rate trade-offs that follow, then how samples are edited and looped without glitches, mapped across a keyboard by pitch, and organised into key and velocity zones. It closes with the creative use of sampling in the technology-based composition.
5 sections~19 min reading time3 competenciesLevel Foundation 1 · Standard 3 · Advanced 1
basic level
The AS foundation is what sampling is, sample rate and bit depth, and looping a sample.
higher level
The full A-level adds Nyquist, quantisation and data-rate calculation, multisampling and velocity zones.
Reading depth: In depth
Text size: Standard
Sampling a continuous waveform
Sampling relationships
Nyquist, the 6 dB-per-bit dynamic range, and the data rate from sample rate, bit depth and channel count.
Common sample rates
For a stereo recording session, choose a sample rate and bit depth and justify the trade-off, then calculate the data rate at 44.1 kHz, 24-bit, stereo, and compare it with 16-bit.
Use 44.1 kHz (captures the full 20 kHz audible range by Nyquist, and matches CD delivery) and 24-bit (about 144 dB dynamic range, giving generous headroom and a very low quantisation-noise floor for recording and processing).
data rate = fs x bit depth x channels = 44100 x 24 x 2 = 2,116,800 bit/s, about 2.1 Mbit/s (roughly 265 kB/s).
At 16-bit: 44100 x 16 x 2 = 1,411,200 bit/s (about 1.4 Mbit/s), so 24-bit costs 1.5 times the data for 48 dB more dynamic range.
The extra data of 24-bit is worth it while recording and mixing (headroom and low noise); the final master can be dithered down to 16-bit for delivery to save data.
Result: 44.1 kHz / 24-bit stereo captures 20 kHz with ~144 dB range at 2.1 Mbit/s - 1.5x the 16-bit data, justified by the recording headroom.
Typical mistakes
Active revision
A stereo session is recorded at 48 kHz and 24-bit. State the highest frequency it can capture, its approximate dynamic range, and calculate its data rate in bits per second.
Active recall
Recall the key points — then reveal.
Sources: Pearson Edexcel Level 3 Advanced GCE in Music Technology (9MT0) Specification (Pearson Edexcel)
Matched loop points on a waveform
A one-second string sample must sustain indefinitely when a key is held. Describe how to set a click-free loop.
Select a section within the steady, sustained middle of the sample (after the attack), long enough to preserve the natural movement (spanning whole vibrato cycles if present).
Set the loop start and end at rising zero-crossings so both ends of the loop are at the same zero level and phase, avoiding a step at the seam.
If the tone still shifts slightly across the join, apply a crossfade loop that blends the end into the start, hiding the discontinuity.
Hold a key and listen for clicks or pumping across several repeats; a matched, crossfaded loop should sustain smoothly.
Result: Loop a steady mid-section between matched zero-crossings, crossfading if necessary, so the note sustains seamlessly for as long as the key is held.
Typical mistakes
Active revision
A one-second recording of a sustained string note must become a playable note that holds indefinitely. Explain how to loop it without an audible click on each repeat.
Active recall
Recall the key points — then reveal.
Sources: Pearson Edexcel Level 3 Advanced GCE in Music Technology (9MT0) Specification (Pearson Edexcel)
Pitch-mapping and multisample roots
A sampled acoustic guitar sounds natural near its root note but chipmunk-like an octave up. Explain the cause and the multisampling fix.
One sample is mapped across the range, so an octave above the root it plays at double speed, raising the formants and shortening it - the chipmunk artefact.
Record the guitar at several pitches across its range (for example every three or four semitones) and map each recording to the keys around its own root.
Now every key plays a sample recorded within a semitone or two of that pitch, so the transposition (and its speed/formant artefacts) is small everywhere.
Crossfade adjacent samples across their boundaries so the tone does not jump audibly from one root's zone to the next.
Result: The artefact comes from large transposition of one sample; multisampling with several roots and crossfaded zones keeps transposition small and the guitar realistic across the keyboard.
Typical mistakes
Active revision
Explain why a realistic sampled piano uses many recordings mapped across the keyboard rather than one sample transposed everywhere.
Active recall
Recall the key points — then reveal.
Sources: Pearson Edexcel Level 3 Advanced GCE in Music Technology (9MT0) Specification (Pearson Edexcel)
Velocity layers across the dynamic range
A sampled snare should go from a soft ghost note to a hard rimshot convincingly. Describe how velocity zones achieve this and how to keep it smooth.
Record the snare at several dynamics - soft, medium, hard - so each has its true timbre (mellow when soft, bright and cracking when hard), not just a volume change.
Assign the soft sample to low velocities, the medium to mid velocities and the hard to high velocities, so how hard the key is struck selects the right timbre.
Use velocity crossfading between adjacent layers so the timbre transitions smoothly through the dynamic range rather than jumping at each threshold.
Provide a couple of alternating samples per layer (round-robin) so repeated hits do not sound identically machine-gunned.
Result: Several dynamic recordings mapped to crossfaded velocity layers (with round-robin) make the snare change timbre with playing strength, smoothly from ghost note to rimshot.
Typical mistakes
Active revision
Explain how you would use velocity layers to make a sampled snare respond realistically from a soft ghost note to a hard rimshot, and how to avoid an audible jump between layers.
Active recall
Recall the key points — then reveal.
Sources: Pearson Edexcel Level 3 Advanced GCE in Music Technology (9MT0) Specification (Pearson Edexcel)
The creative sampling workflow
From a one-bar spoken-word recording, create both a rhythmic and a melodic element for a composition. Describe the techniques.
Slice the phrase at its syllables/transients and map the slices across pads or keys so they can be re-triggered in any order and rhythm.
Sequence the slices into a new rhythmic pattern, repeating and re-ordering syllables to create a groove that did not exist in the original delivery.
Pitch selected slices to notes of a scale (preserving formants or not, for effect) so the spoken sounds become a melodic hook or chord.
Bounce the arranged result and process it further (filtering, effects), resampling to layer the transformations into a finished, original element.
Result: Chopping, re-sequencing, pitching to a scale and resampling turn one spoken bar into both a rhythmic groove and a melodic hook - sampling as original composition.
Typical mistakes
Active revision
Describe how you would turn a single one-bar spoken-word recording into a melodic and rhythmic element for a technology-based composition, naming the techniques used.
Active recall
Recall the key points — then reveal.
Sources: Pearson Edexcel Level 3 Advanced GCE in Music Technology (9MT0) Specification (Pearson Edexcel) · Ofqual - GCE AS and A level qualifications (subject-level conditions and requirements) (Ofqual)
References & sources