Video summary
How I Use Kontakt As A Sound Designer
Main summary
Key takeaways
Overview
Tyler (Aftertouch Audio) explains his daily workflow for using Native Instruments Kontakt to quickly create custom sampled instruments—especially foley-style sounds like footsteps and cloth/equipment—without manually cutting and managing individual samples.
Main workflow / tutorial steps
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Purpose
- Build custom Kontakt instruments (e.g., rocks/waves/robotic feet/bullet-like impacts).
- Import sample collections and map them inside Kontakt.
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Open Kontakt and create an instrument
- Uses Kontakt Standalone Editor.
- Creates a new default instrument.
- Opens the Mapping Editor to assign samples.
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Import & map samples efficiently (key zones)
- Drags an entire set of samples into the mapping editor.
- Controls how many keys each sample occupies:
- Dragging up/down changes the key range each sample uses.
- Dragging far enough to overlap stacks samples “on top of each other” (useful for multi-sample triggering on the same key).
- Initially imports onto one key, then refines the structure.
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Velocity organization for footsteps
- For a footsteps set, he maps them to specific keys (C2 and D2) so he can “walk” through them like foot steps (using his fingers as the feet).
- Notes about velocity layers:
- Soft playing selects lower velocity samples.
- Hard playing selects higher velocity samples.
- If the source library doesn’t include true velocity layers, this approach still helps organize the performance mapping.
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Force multi-sample playback across all velocities
- Sets velocity range to 1–127.
- This makes a single key trigger many samples at once (example: 36 samples).
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Turn overlapping samples into separate groups (important fix)
- To prevent multiple samples from playing simultaneously, he:
- Highlights the zones,
- Right-clicks and uses “move each zone to its own group.”
- Then uses Group Editor → “Edit all groups.”
- To prevent multiple samples from playing simultaneously, he:
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Enable random / round-robin playback to avoid repeats
- Sets Group Start to cycle random (explicitly mentioned as his preference).
- Result: each trigger plays a random sample from the group set.
- Especially helpful for cutting and building walking sequences for film and video games.
Example use cases
- Applies the same technique to other Foley libraries, including:
- Cloth movements
- Backpacks
- Military gear, etc.
- Demonstrates layered equipment sounds:
- Mixes multiple vest elements so walking triggers cause the elements to feel responsive.
- Adjusts tune and mix to make elements feel “heavier.”
- Emphasizes that the method scales to any amount of custom Kontakt instruments and workflows, avoiding tedious manual sample cutting.
Main speaker / source
- Tyler (Aftertouch Audio)