From: Paul Abrahams <xcelmusic@...>: > Hi EXS lovers > Looking for some insights into using Drum Samples... > A) How to... vary the samples to emulate a drummers sound? > Taking in to account: > - A Bass Drum can vary in velocity but the beater hits the same spot... > - A snare will vary where it's struck... > - And of course toms and cymbals... > B) How to... Emulate a drummers feel. > What methods are you using? (please try and give some detail) > Many thanks, Paul Hi Paul - I guess that could be a pretty big topic; as far as A) goes, here's a couple of suggestions as to getting a realistic dynamic response from drum samples, based on the approach I use with my own kits.. There's two ways to go about getting dynamic (velocity) variation: velocity cross-switching of layered samples (of different dynamics), or velocity control of filter, envelope, and sample-start parameters.. Commercial sample libraries use the former, because it's more universal (they don't have to redo their programming as much to match the feature set of every different sampler they support); I use the second (programming-oriented) approach, so that's what I'll talk about here.. Obviously, the velocity cross-switching method requires a dedicated set of samples and takes up lots of memory; the second (programming) approach requires (usually) only loud (ie ff) samples, but requires some programming know-how, and a sampler that offers dynamic control of the proper functions.. EXSmkII, with the new modulation matrix, offers good control, although it currently lacks one key feature: the ability to have complete independent program settings for each drum.. Instead, in the Groups you get filter and envelope offsets, which are nice but don't always do the job. I'll assume that eventually Emagic will implement this properly (EXSP already has it), and so I'll assume separate settings for each drum (right now this will work with different instances of EXS for each drum, but to play the kit live you have to have the sequencer running and use the i/o trick).. I've sampled and set up my own drumkits, right now on my K2500R; most of the programming was originally done to make the kits play naturally from a full MIDI drum kit.. I'm in the process of porting all my kits over to EXS (though I'm waiting for them to implement a proper multitimbral feature, as above).. The K2 has a lot of slick realtime dynamic control capabilities that EXS doesn't, but, in most cases, what's there plus a little Environment help should do the trick. Since I'm not done with the EXS programming, I can't always give you specific settings to use in EXS, just some general ideas as to approach.. 1) Dynamic Control: Attack: You want to soften the attack of a loud (hard hit) sample via velocity, so when the drum is played softly you hear something like the natural variation in tone (just having the amplitude change is not enough, you get too much of a machine-gun effect and if the track is heavily compressed as usual, there go your only sense of dynamics).. There are two ways to do this: a) Velocity controls Attack in the Amplitude Envelope: - In a multi-stage envelope, you can set a first stage of around 15-20ms duration and have velocity modulate the intensity (the level of that stage), with a decay of around 20-50ms to the next stage's level (max), At max velocity the envelope plays the sample back unmodified; at lower velocities the level of the attack transient is softened, simulating a softer hit; the decay just after this stage is crucial to making this sound like a natural performance variation rather than a compressor effect (this is kind of like a velocity-sensitive version of what Enveloper or Transient Designer does with attacks).. - With a simpler ADSR envelope like the EXS's, you can accomplish more or less the same thing by using the velocity to attack time feature provided.. Here the exact setting will be critical (just like the decay setting above), and will differ for every different type of drum or cymbal (one of the main reasons you need multitimbrality; the Group offsets don't offer this variation). In EXS, a typical value around the 60ms area seems to be good.. (ie Kick/toms/hihats might have shorter settings, snare will have a longer setting (to allow for pressrolls), and crashes might have an even longer setting (to allow for swells).. b) Velocity controls Sample-Start point: With this approach, gradually lower velocities play the sample back from a point gradually into or past the initial hard transient, resulting in a softer-sounding hit without too much mushiness; once again, a different setting will be required for each drum class for best results. After using both this and the attack/attacktime modulation methods above, I prefer a) on all drums in a typical trap kit, except, for some reason, ride, in some cases.. Also, in EXS, there is a caveat to using sample-start velocity modulation: EXS expresses the velocity-to-sample-start adjustment as a percentage of sample length rather than a fixed duration, so unless all your samples are the same length, you'll get unpredictable results with this as you audition different drums, making you reset it for each new sample rather than having a global setting which pretty much works on every drum of a particular type (I use it for rides, but I do trim my drum samples to the same length per type, for a number of reasons).. 2) Dynamic Control: Tone Some drums will benefit from a little gentle velocity to (lowpass) filter cutoff modulation.. Kicks and toms sound good with this (in conjunction with attack control), but I wouldn't use it on snares and cymbals.. 3) Dynamic Control: Pitch: A slight increase in pitch with harder velocities can sound good, particularly on toms (actually, if the sample is a hard hit, better to have the pitch dropped a hair with lower velocities and coming up to normal at max). (A velocity-to-pitch envelope can also be applied, especially on toms, to simulate the greater amount of pitch-drop that occurs on some toms as you hit harder; however, this probably has to be applied on an individual basis rather than via a general drum template, as different tom tunings and head configurations produce more or less of this effect naturally, and you can't be sure what's going to be in the samples themselves).. 4) Variation: Drummers never hit the drum exactly the same twice , so a little bit of natural-sounding variation from hit to hit goes a long way to eliminating one of the dead giveaways of sampled drums, the "machine-gun effect".. a) A little random pitch variation per note is good (anywhere between 20-40 cents); this must trigger a fixed amount of variation with each note-on and not vary during the note or you'll get an unrealistic warbly effect. In EXS, they have a nice Random parameter that does just this (up to a range of 50 cents).. Caveat: Cymbals that really ring out and overlap (like ie rides) may produce too much of a flanging effect from the detuned overlapping samples, so this should probably not be used on them.. b) Rimshot: see below, under special Snare techniques.. c) If you program your drum parts rather than playing them, you'll want to add a little "humanizing" (performance randomizing); Logic has a Transform function for this, experiment with it. If you do play your parts but need to Quantize them, try a partial Quantize of 25 to 75 percent to preserve some of the feel (if there is any!) while still tightening up the performance.. 5) HiHat Programming: The one thing drummers who played my kit made me work on more than anything else was the response of the sampled hihat - a good drummer does a lot of variation with his hats, and while you can't duplicate every bit of it, you can probably do much better than the hats that come with most MIDI drums (especially if they adhere to the abysmal GM standard for hats).. First off, you want to try to get a continuous variation from open to closed - I do this with a electronic hihat pedal that transmits cc1, and my programs use this to adjust the hats' openness. I use 4-6 discrete samples for hat: a foot stomp, a closed hat (sometimes two, tight and slightly looser, or tip and edge of stick), a partially open slosh, and a wide open or almost wide open sample (I also have some foot pump samples, although I haven't incorporated them into the kits yet).. In the K2500 I use cc1 to crossfade between the closed, half-open, and open samples (using 3 voices per hit).. EXS has the new sample-select crossfading feature that should be able to accomplish the same thing handily (I haven't gotten to that yet, because the different hat samples really need different attack settings, so I'm waiting). The idea is that if you're riding on the slosh or open hihats, they ring out overlapping for a nice natural-sounding wash, but as soon as you stomp on the pedal (cc0) all of these ringing hat samples will be cut off and the foot sample will sound (this sounds more natural than a monophonic hihat group). If a pedal is impractical, the modwheel itself can be used to "play" (even overdub) the hihat's opening/closing performance. When continuous control is not feasible (ie for GM compatibility), an Environment patch can be setup to convert cc1-dependant parts to simple open-note/closed-note hihat parts or vice-versa.. 6) Special Snare Techniques: Many drum programmers like to have a number of similar but slightly different hits for each drum (ie RH/LH or random variation), to break up the monotony of the same sample triggering over and over.. I find that in most cases, a subtle application of attack control, tone (filter) control, and random pitch control, along with natural or applied velocity variations in performance are just as good, with one exception: snare (particularly the all-important backbeat!).. First off, the snare needs to have at least 3 different classes of samples; sidestick, snare center hit (no rim), and rimshot (snare plus rim together, hard). The snare and rimshot hits are used differently in various musical styles, for instance jazz drummers tend to play on the snare head itself more, using rimshots for accents, while a lot of rock drummers lay into rimshots for every backbeat, though they're on the snare head for fast runs, ghost notes, drags, and buzz or press-rolls.. In my experience, nothing beats the use of several different rimshot samples, randomly alternating on the backbeat, for adding a necessary touch of natural variation; they should be quite similar, but different enough so that the differences are not immediately noticeable but subconsciously provide a sense of realism when heard in a track. Here is one place where I also use a little velocity layering - My kits incorporate 1 or 2 sidestick samples, 2 or 3 samples for Snare (only), 2 or 3 standard (hard) rimshot, 2 or 3 slightly harder rimshot, and 2 or 3 very hard (accent) rimshot (more of a pop than the others) -in effect, 5 groups in all. When I play from the keyboard, the snare and rim groups are on different keys, arranged with the snare samples on 4 adjacent white keys in the middle and the rimshots around them (this way I can roll my fingers over the snare keys to perform pressrolls, drags, etc - if the attack control is implemented well this will sound quite natural; it will absolutely not work if there is any rimshot in these snare samples).. I can either choose the different rim groups by hand, or I can use an Environment patch to automatically assign them to velocity ranges (if this is the preferred method, this could also be done within EXS); another Environment patch randomly cycles among the 2 or 3 samples in each rim or snare group. In addition to these sample variations, there is also some attack control (different for snare and rimshots), and some pitch randomness applied, as with all the other drums and cymbals. This is a fair bit of work to set up, but once done it can be used universally just by assigning new sets of samples; to my ears it's one of the most effective techniques for making the kit sound natural AND play with a natural feel. Obviously, you need a set of well-matched samples for each snare - this is best if you have the chance to do your own sampling, but even if that's not possible, many of the sample sets out these days have alternate hits from the same drum (Clearmountain, Gadd, Ilio, etc) that can be pressed into service if this approach is tried.. 6) Velocity Curve: To make the kits playable, or to adapt them to prerecorded sequences, control of the velocity-response curve for each drum type is a good idea.. EXS lacks this, but the Environment has the Exponential Transformer mode - a range of plus/minus 3 will usually get the job done (this can be critical to getting a natural sense of dynamics; what good is a drumkit with a lot of nice velocity-based tonal variation if your MIDI kit's or keyboard's velocity response typically keeps your performances between, say, 120 and 127!).. An Environment patch can be set up to provide velocity-curve control per drum both on record and playback.. 7) Mixing: A nice technique, that some of the sample library guys are doing now, is to sample multiple mics for each drum (close, overhead, bottom (for snare), and sometimes room), and give the user full control over the blend for mixdown. This is especially useful on snare, where the top/bottom blend plus a little judicious eq can yield a lot of variety from the same drum.. 8) Miscellaneous: For convenience, you could set up an Environment mixer/control panel to centralize all kits' adjustments; it could be simple (ie just level, pan, pitch, drum selection) or much more comprehensive, depending how important specific control over the drum sound is to your working method.. Ultimately, I plan to set up an Environment mixer for EXS like that one I've made for the K2500 version of these kits: control per drum for level, pan, pitch, decay, velocity curve (rec/play), eq, and multi-mic mix control for kick, snare, and toms; when I import the kits to EXS I'd like to add per-drum control for compression, effects, overall overhead level and eq, and a few other things.. In the K2 kit all the mix and setup parameters are stored in Environment-based program memories (Transformer Maps) for kits and individual drums; all the samples are always loaded and instantly accessible, since the programming-oriented approach makes for much smaller kit sizes; even if the EXS version continues to grow in size this should still be feasible.. As I'm writing this I'm taking a break from auditioning a new bunch of drum samples recorded a couple of weeks ago to be added to the K2 kits.. I've been impatiently awaiting Emagic getting around to fully implementing multitimbral capability for EXS so I can finally bring these kits in to the computer as I have with pretty much the rest of my sample library.. If they are tweaking EXS (hopefully), maybe they could add a few more matrix modulation sources and destinations as well, like random (for control of sample select without the need for an Environment patch), legato (also for control of sample select, though not for drums, obviously, I'd use it for bass programming), velocity curve control everywhere(!), at least one more assignable envelope, and while they're at it make them all multi-stage envelopes (with fully realtime-controllable rates and levels, ala Kontakt), a more graphically-oriented sample assignment interface, etc , etc, etc.. Their collaboration with the VSL people (who share much of this kind of approach to realtime programming) is encouraging - we'll see what develops.. Anyway, that's just a few ideas on the subject.. I hope this is somewhat helpful.. As far as B) emulating a drummer's performance, well, that's a whole 'nother topic, perhaps best left for another day.. So now, back to sampling.. :-) Cheers, Joe Albano ROOFTOP PRODUCTIONS, NYC NY Music: www.rooftopproductions.com Consulting: www.rooftopproductions.com/Consulting.html
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Re: [GEN] Using Drum Samples
2003-10-02 by Joe Albano
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