Thank you, that is very useful information! I'm still finding controlling everything from cs quite challenging. I'll try it as soon as I lay my hands on my cs. On 19/01/2011, stimresp <stimresp@...> wrote: > Hello All, > > Following-on from the discussion about Kick drums (Yahoo XL-7 group), I > revisited my template patch, made some changes, and uploaded the result in > the files section in case anyone is interested (Filename: > JH_Sine_Kick_empty.zip). > > The patch is in proteum xml format so you will need to fire-up this editor > to load it. http://www.emigr8.me.uk/music/tools/proteum.htm > > I have left the instrument layers blank so that it <should> work for you. > For a start, just put a sine wave on layer 1 and your favourite kickmap on > layer 2. Of course you can use the transpose function on layer 2 to change > samples. > > The patch works on 2 levels: > 1. A sinewave linked to pitch envelope - 12 of the front knobs are dedicated > to controlling this Sine so that you can easily produce 808ish kick drums > with a solid fundamental, tuned to your needs. > > 2. A Kick map layered below, crossfadable with HPF and pitch-controllable. > This opens-up enormous possibilities for designing your own unique kicks. > > The two layers can be blended using just the front panel knobs, and are > tuneable together and in the contect of you kit/pattern/song. In this > scenario, the Kickmap provides the attack, and the sine adds a good > satisfying thud and/or residual sub-bass trail. I have gotten very good > results using this patch - and not just for kicks. > > Here's what the knobs do. > > Knobs A-L control the Sine: > > A = LP filter cutoff > B = Pitch envelope amount > C = Pitch envelope speed > D = Release time (Pitch and Amp envelopes) > > E = Attack time of the sine (important for layering) > F = Sample start / phase (for phase matching and 808-ish clicky attacks) > G = Sine pitch up > H = Sine Pitch down > > I = Velocity response of amp/filter/fine pitch (if sequenced well and > automated, perfect for ghost notes) > J = Humanisation / Randomisation amount (mapped to fine pitch, sample start) > K = LFO amount - creates a subtle pitch wobble in the sine tail. LFO > (synced, with variation) rate follows the Amp envelope. > L = Crossfade between layer 1 and layer 2. > > Knobs M-P control layer 2: > > M = Sample start/Phase > N = HP filter > O = Pitch up > P = Pitch down > > Getting Started: > > Put a sine on layer 1 and a Kickmap on layer 2. Ensure the filter (A) is > open and the crossfade (L) is all the way to the left so we are hearing only > the sine. Set the the Pitch env amount (B) to 12 o clock and slowly bring-up > the envelope speed knob (C) to about 3 o clock . Adjust the decay (D) - but > don't over do it! > > Using just these three knobs you can get a decent selection of sine kicks, > however we are limited here by the envelopes (see note below), not only > because they are linear/slow, but you may be able to discern a slight pop on > the attack. You can attentuate this by carefully adjusting the pitch > envelope parameters and filtering the result. Alternatively you can > accentuate this artefact by changing the sample start time/phase (F) which > introduces a clicky attack to the sine. Tune the sine using knobs G and H. > > Now crossfade (L) to 12 o clock so that the Kicklayer is audible. In most > cases, layering will cause fequency and phase clashes, which can undermine > the fundamental and thus the solidity of the whole Kick. To get a nice clear > sound, use the filters (A and N) for frequency seperation and carefully > adjust layer 2 sample start point (M). You might want to introduce a small > amount of attack on the sine (E) and adjust the pitch of layer 2 (O and P) > to make everthing fit. With a little work you can get anything from soft to > pumping bass drums - and you can control the Attack and Thump amounts > realtime using the crossfade knob (L). > > Knobs I-J introduce Velocity sensitivity, Humanisation and an LFO wobble on > the sine tail. Used sparingly they can give pleasing micro-variations to > your patterns. > > > Note about envelopes: The proteus module envelopes are linear (aren't they?) > and so not really suited to creating those convinvcing super-punchy sine > pitch drops. You can come close (e.g. gain4x-envelope) but this only > accentuates the attack 'pop' of the sine pitch envelope. This nearly drove > me crazy - at some envelope settings the pop is noticeable enough to cause > an undesireable doubling effect on the attack. To remedy this, play a little > with the pitch envelope settings, and if necessary, use the filter to remove > any residuals. When layering, adjust the attack and sample start times so > that the samples are more phase-aligned. For layer 2 I left the factory > envelopes on, so there are no such artifacts, and so layer 2 is more suited > to provide the punchy attack (plus, the stock kick samples usually sound > good anyway, but many can do with the extra balls provide by the sine :). > The stock drum samples respond quite well to extreme pitch changes. Even a > tiny amount of sine can make a huge difference to the feel of a kick ion a > pattern (check the relative contributions by crossfading between the two > layers (Knob L). > > > Taking it further: > > - It's a good tip design your drums, not in isolation, but in the context of > the kit and pattern in use. It's best to run a test pattern while tweaking. > I use C1 for Kicks - keyboard transpose is off for the sine layer - you can > of course transpose this up or down to fit your needs. > > -Once you are comfortable with the sine, try a square wave instead for > crunchy 8-bit-ish kicks. When you start trying other samples you enter > interesting territory. > > -Play with the envelopes - especially pitch (Aux) envelope shape to creates > different sweeps and whoops. > > -On the sine layer, turn on keyboard transpose and put a tom map on layer 2 > = Tunable toms! > > -Replace the Sine with a noise or cymbal sample with a long tail, and put a > snare map on layer 2. Change filter on layer one to bandpass and you have a > nice snare template. Same for hihats, or indeed almost any perscussion type. > Adding a filter envelope with a little resonance can give good results too. > > - think of a drum, any drum. > > > The advantages of doing it this way: > - immediate hands-on control over key drum parameters means you can fit the > kick nicely to a running kit/pattern. > - You can use the same presets for different songs and you can record > knobs-tweaks on the fly to make you kits come alive. Combine this with > automation tracks and X-mix and you have entire kits that can change just by > activating your automation track (see tip C at > http://launch.groups.yahoo.com/group/xl7/message/19791). I haven't tried > this yet, but I will next. > > etc. etc. > > Of course you are free to adapat and improve this patch - if you come-up > with something interesting, or if you do it another way, please share it! > > Cheers, > J > 19/1/2011 > >
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Re: [xl7] Drum Patch Template for you - uploaded to files section.
2011-01-19 by Elektrofunkenstein
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