Wanted: Electronic Drum Programming Book
2002-05-30 by tommy_trance
Yahoo Groups archive
Index last updated: 2026-04-03 01:45 UTC
Thread
2002-05-30 by tommy_trance
Hi, Does anyone know of a good book that shows you how to program realistic drum patterns?
2002-05-30 by Andre Lewis
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
2002-05-30 by mikexl7
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
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
2002-05-30 by Andre Lewis
-----Original Message-----Along the same lines as rEalm, there's a bunch of things you can do in your drum presets to "humanize" them.
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
Andre Lewis wrote:Add cords:2) Modify the volumes of hits.
[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?).
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.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.
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
To unsubscribe from this group, send an email to:
xl7-unsubscribe@yahoogroups.com
Your use of Yahoo! Groups is subject to the Yahoo! Terms of Service.
2002-05-31 by tommy_trance
you guys are rad! --- In xl7@y..., "tommy_trance" <tommy_trance@y...> wrote:
> Hi, > Does anyone know of a good book that shows you how to program > realistic drum patterns?