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RE: [xl7] Wanted: Electronic Drum Programming Book

2002-05-30 by Andre Lewis

Did i ever mention how much i love this list? Thanks Aaron!
-----Original Message-----
From: Aaron Eppolito [mailto:aarone+list@...]
Sent: Thursday, May 30, 2002 10:28 AM
To: xl7@...m
Subject: Re: [xl7] Wanted: Electronic Drum Programming Book

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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