I first reported this bug to Toontrack at least 5 years ago. After a LOT of back and forth of support essentially not beliveing the bug exists, despite being very easy demonstrate the bug was finally acknowledged but no timeline was given for a fix.
With each version I’ve checked to see if it is fixed, but sadly even with v3.4.0 the bug remains.
If you bounce audio (either using your DAW, or the internal MIDI->Audio Export in Superior), at 44.1kHz the timing looks like this:

Notice how the start of the hit does not budge from the MIDI triggering it. If however, you bounce at sample rates that are not 44.1kHz (for instance 48kHz). You get something like this:

Notice how the timing of the audio is often slightly ahead of the MIDI, but also that it shifts around in time by random amounts on each hit. This means you can’t even manually realign the audio file without correcting each hit individually.
It is clearly a bug, because it behaves as expected at 44.1kHz. This is the case for any library that you use in Superior – it has nothing to do with how the audio samples are sliced up, because it functions correctly at 44.1kHz.
The only workaround currently is to duplicate your session at 44.1kHz and bounce out audio, and then resample the audio to your desired rate. For such an incredible and powerful sampler, it’s such a glaring issue – timing the audio of the samples to lock with the MIDI is one of the most basic features a sampler should get right.
Posting here, purely because there is only so many times I can send this to support with nothing being fixed. It’s also helpful to warn others in case they assume that you’ll get phase accurate timing from your samples in a session. SD3 has been out for years now and this bug has been present for much of that time.
I first reported this bug to Toontrack at least 5 years ago. After a LOT of back and forth of support essentially not beliveing the bug exists, despite being very easy demonstrate the bug was finally acknowledged but no timeline was given for a fix.
With each version I’ve checked to see if it is fixed, but sadly even with v3.4.0 the bug remains.
If you bounce audio (either using your DAW, or the internal MIDI->Audio Export in Superior), at 44.1kHz the timing looks like this:

Notice how the start of the hit does not budge from the MIDI triggering it. If however, you bounce at sample rates that are not 44.1kHz (for instance 48kHz). You get something like this:

Notice how the timing of the audio is often slightly ahead of the MIDI, but also that it shifts around in time by random amounts on each hit. This means you can’t even manually realign the audio file without correcting each hit individually.
It is clearly a bug, because it behaves as expected at 44.1kHz. This is the case for any library that you use in Superior – it has nothing to do with how the audio samples are sliced up, because it functions correctly at 44.1kHz.
The only workaround currently is to duplicate your session at 44.1kHz and bounce out audio, and then resample the audio to your desired rate. For such an incredible and powerful sampler, it’s such a glaring issue – timing the audio of the samples to lock with the MIDI is one of the most basic features a sampler should get right.
Posting here, purely because there is only so many times I can send this to support with nothing being fixed. It’s also helpful to warn others in case they assume that you’ll get phase accurate timing from your samples in a session. SD3 has been out for years now and this bug has been present for much of that time.
Just so you don’t think that I’m just here to aggravate you on this. I ran similar bounce tests at 44.1KHz and 48KHz to not only confirm your findings, but also to provide clarity to ToonTrack as what to look for since your images above are way too confusing. If that’s what was provided to them, then I don’t blame them for asking so many questions. However, the images provided here should give clarity as to the issue. The playhead was used as a reference marker.
Damien, Olof or Petter can provide further guidance from here on as to the complexity of this issue.
jord
Just so you don’t think that I’m just here to aggravate you on this. I ran similar bounce tests at 44.1KHz and 48KHz to not only confirm your findings, but also to provide clarity to ToonTrack as what to look for since your images above are way too confusing. If that’s what was provided to them, then I don’t blame them for asking so many questions. However, the images provided here should give clarity as to the issue. The playhead was used as a reference marker.
Damien, Olof or Petter can provide further guidance from here on as to the complexity of this issue.
jord
Thanks for verifying the bug. I appreciate that you’ve taken the time to confirm that it’s happening for you too.
I have provided videos, screenshots, pro tools sessions, audio files, MIDI files, and many explanations. This is also via bouncing internally in Superior, as well as bouncing via the DAW. I have tested this in several DAW’s too FWIW. As mentioned, I have been reporting this bug for 6 years and it has been confirmed by Toontrack.
But also, your screenshots do not show the position of the MIDI, nor do they show that the timing of the resulting audio shuffles in time by random amounts for each MIDI note (rather than a fixed amount). The shuffling in time is an important distinction because it means that the resulting audio can’t just be nudged into place (a relatively easy temporary fix). Ideally the timing would be lined up to the MIDI, and it would remain the same at all sample rates.
It’s not necessary to show any MIDI. The Playhead is an adequate reference. The fact that it is off speaks for itself. That’s really all that ToonTrack needs to see.
jord
Hi Eddie!
Sorry for the time this has taken. We are not looking to make any excuses for the bug not being fixed yet. This is a nasty bug that we have wanted to fix for a long time and the development team has been working to fix it.
I will personally make sure to bring the bug ticket up at the office to see if there is any way we can give this a higher priority or speed this up, considering the age of this bug.
Petter Adsten - Toontrack
Support & Betatesting
1
Thanked by: EddieYup way off topic. I keep coming back to see if there is anything meaningful added. No such luck so far. Thankfully I don’t use the bounce function. I use multiouts and render in place in Cubase which works bang on. Definitely time for everyone to step back. Well except toontrack as that’s the only reason I keep reading this thread to see if they have anything to add.
Are you sure it’s still perfectly in time at other sample rates than 44.1kHz? My example in the thread is not using the internal bounce from the plugin. Also in my tests the results are the same whether you use the DAW to bounce or the internal plugin bounce.
That’s interesting. So if you use the multiouts to separate tracks in your DAW it plays back ok but if you then use the DAW to render to audio this still happens. I use 44.1khz but do occasionally get sent tracks at 48khz. So far they all have live drums. What DAW are you using and can it do its own render in place like Cubase? I thought when the DAW did it (Cubase can do it in real time) then it’s the DAW controls the writing of audio.
Definitely something I need to be aware of if I use 48khz sample rate.
SD3 with older sdx,s plus Rooms of Hansa and Death & Darkness. Cubase and wavelab current versions. Roland TD50x using all trigger inputs for triggering SD3 only. Windows 11 computer. Various keyboards and outboard gear as well as VST instruments. Acoustic drums: Yamaha 9000 natural wood and Pearl masters. Various snare drums. RME BabyFace Pro FS and Adam A7X monitors
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