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Re: [xl7] Wanted: Electronic Drum Programming Book

2002-05-30 by Aaron Eppolito

Along the same lines as rEalm, there's a bunch of things you can do in 
your drum presets to "humanize" them.

Andre Lewis wrote:

>2) Modify the volumes of hits.
>
Add cords:
[KeyRand1 -> AmpVol     5%] &
[KeyRand1 -> FiltFreq  15%] &
[KeyRand1 -> FinePitch 30%]
to simulate this randomness.  Since KeyRand1 is calculated once at 
keydown time, it will be the same random value for each press of the 
key.  The above cords do the following: when the random value is high, 
the note will be a little louder, a little brighter, and a little higher 
in pitch.  When that random value is low, the opposite happens.  Play 
with these amounts to dial in just the right amount of humanness 
(humanity?).

>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.
>
Also try this:  duplicate the layer of your snare into another layer and 
set its sound delay to be 1/32 or 1/16.  Without doing anything else, 
you'll now have a slapback hit exactly as loud as the original for every 
note played.

Then go turn down the volume to something reasonable for the delayed 
layer (like maybe -30dB) and lower the filter cutoff some.  Now, you 
have a quiet slapback for every note.

Finally, back to the patchcords page and set up the following cord:
[KeyRand2 -> AmpVol -100%]

After all that, you'll have a ghost hit that happens every so often.


All of this of course is preset design, as opposed to musicality, but it 
does attempt to somewhat model the interaction of a person with a 
physical drumset.  Happy programming!

-Aaron

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