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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Re: [xl7] Wanted: Electronic Drum Programming Book
2002-05-30 by Aaron Eppolito
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