Wow dude that is a grat list of advice! I don't know how much i could add off the top of my head. I am the owner of a group called IBGEEK it is listed in the bookmarks section of this group. It is all about making programs for emu gear, but this is a topic I would be more than happy to try and offer my skills on. I have been playing drums for about 15 years now and I have spent most of that time playing break beats as well as jazz. So if anyone has any questions or wants to trade good leed keyboard parts for drum parts I would me more than intrested. Peace ya all. Mike G. --- In xl7@y..., "Andre Lewis" <andrel@s...> wrote: > Realistic as in a real drummer? Or realistic as in classic break- beats? > > There are many tips and tricks to making something feel like a real drummer, I > believe that Electronic Musician has run several articles on it and probably > Keyboard magazine, if you check their websites they might have the old articles > online. I would ask the list and one of the sampler lists, I bet there are some > grand masters out there. > > Here are some basic rules for "Realistic" drums: > 1) play with the timing slightly for each hit. If you play four hits on a snare > drum, I sincerely doubt you can make it happen with the precision of a computer, > and it will sound dead. You can easily fix this by adding a little swing or > shuffle to your piece (I'll get into that in a second) or better yet adding a > little swing then adding a little randomness. In a typical sequencer like Sonar > or Cubase you can just quantize the notes with a swing feel, and then go in and > tweak notes individually or in the case of Sonar use it's scripting language to > do the work for you adding random timing changes. Most packages also allow you > to extract timing from a sample with a groove you like and then quantize your > patterns with it. It will move your notes to closely match the groove of the > sample. > > 2) Modify the volumes of hits. Each hit in a real drum line will be slightly > louder or softer. You should try to make patterns longer so that you don't > notice the repeating volume changes, as that will definitely show signs of it > being fake. 8 bars or longer is usually fine. Also make sure to use dynamics > for quieter sections, if the music is supposed to be more dramatic a real > drummer will be really quiet then really loud. Don't forget to bring the overall > volumes down for the drums for key sections. > > 3) Play with the filters or EQ of hits. This is especially noticeable with > hihats and snares. A heavy hit will be fully bright but a light hit will be > much duller sounding. You will want to tweak the filtering for each note, once > again keeping the bars longer to keep from being noticeable. > > 4) Think of how a real drummer would play it. A real drummer can only (usually) > hit a maximum of four things at the same time. You obviously can't be playing > the snare, closed hi-hat lines and tom lines at the same time, especially while > hitting the crash. A kick and closing hi-hat or opening hi-hat while hitting a > snare and crash at the same time yes. Running a complex hi-hat line with a > complex snare line is very unlikely. Make sure the hits aren't overlapping each > other too much or it will sound machine-like. > > 5) Get multiple drum samples and EQ them. Sometimes a drum can be played > radically differently and create a radically different sound. Snares can be hit > on the edge, rim, or in the dead center and each has it's own tone. EQing > different samples to keep the same overall feel will allow you to use variations > in your playing. > > 6) Use reverb lightly to set your location. A real drum kit sampled will > usually have a certain amount of room feel in it, and it will be reflected in > all aspects of your samples. Putting a light reverb on it sets the space for > the drums and makes the entire kit sound like it's part of the same kit. Some > things will be more noticeable with reverb, so you may want multiple reverb > sends, more for the snare and hihats than say the low tom or kick. > > 7) Use samples with natural decay. Most crash sample out there are ludicrous, > they cut off way to short and adding reverb may help disguise it but when it > comes right down to it it won't sound right. Same thing with a ride or > practically any cymbal. > > 8) make a lot of variations and change-ups. Adding the occasional fill helps > but switching hihat rhythms or keeping the loop length long enough will make it > more organic sounding as well, sometimes adding a drum hook in the normal line > will make you want the hook more adding that little bit of anticipation. > > 9) Use ghost hits for your snares. Ghost hits are those hits that bounce on a > snare when it's played that are very quiet but add a fuller sound overall. > Usually they'll be at 16ths or 32nds and sound like a light delay. Duplicate a > snare track, strip out any hits you don't want ghosted and put a delay on the > new track with the filtering cutting off a lot of the higher frequencies in the > repeating lines. This allows you to quickly add the feel of light rolls. Go > through the original track and remove duplicates. Changing the velocities of > some notes to below 64 will make a ghost hit as well, adding a certain > variation. > > 10) Take a sample of live drums, EQ out the kick and low tom then play this > over your drum lines. This will add a live drum sound without clobbering your > original feel. Make sure you add this to the ambient reverb to make it sound in > place with the rest of the kit. > > Woohoo! Those are all the ones I can think of, I'm sure everyone has their own > tricks and are willing to share... Hope that helped! > > Andre
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Re: Wanted: Electronic Drum Programming Book
2002-05-30 by mikexl7
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