********************************* Number: 1028 Name: REALDRUM.TXT Address: R.SHRIER Date: 900201 Approximate # of Bytes: 28980 Number of Accesses: 98 Library: 13 Description: If, like me, you're not blessed with a fine touch on the keyboard, you might be looking for an alternative to the standard method of keyboard-entry rhythm track sequencing. Or you might be the owner of a sample or PCM-based keybard or modular setup looking for some way to match or approach the "human" feel of the newest-generation stand-alone drum boxes. Here's a way to turn your VFX, M- or T-series keyboard or module, D-series Roland box, SQ-80, Proteus or multitimbral sampler into the fastest, most accurate and human-sounding drum/rhythm setup you can get. Also includes tips for trained keyboardists on better rhythm sequencing. ASCII text file; may be listed online or downloaded. Keywords: Instruction,PCM/sample,module/keyboard,faster,precision,rhythm,sequencing --------------------------------- HOW TO CREATE TRULY HUMAN-SOUNDING DRUM TRACKS ON YOUR PCM OR SAMPLE-BASED KEYBOARD I write rock and roll. I record in a MIDI-based home 8- track studio. I can't afford a real drummer for every session, I don't intend to learn drums, and I can't justify the cost of a separate hardware drum box. That wouldn't be such a serious problem if I didn't have other shortcomings...like a voice made in Akron, keyboard chops that couldn't split a twig and instead of a feel for guitar, I've been blessed with a grope. I rely on passion to get my music across, since my chops just don't cut it in the real world. And there is nothing that will drain passion from a demo like the mechanical time-keeping offered by mostdrum machines and keyboards. Necessity, as they say, is a real mother! Fortunately, with a couple of hours' tweaking and a ton of blind luck, I stumbled upon a system programming concept that should allow virtually any owner of a quality sampler, PCM-based synth or modular setup to program truly natural-sounding drum sequences directly from the keyboard. Granted, that's nothing special. But how would you like to cut the amount of sequencer data eaten by your drum tracks by up to three-quarters without sacrificing feel? How would you like to reduce editing time on drum tracks to almost nothing, even if you can't control your key velocity? And how about adding at least three new "humanizing" features to each percussion hit, even if your sequencer won't "humanize"? And how about doing all this without the need to stack voices or steal waves/oscillators from that killer piano patch? The secret lies in understanding what makes a live drummer sound like a live drummer, and applying these observations to programming drum PATCHES, not just patterns, on your synth or sampler. It should be obvious, but certain facts are often overlooked in this rip-and-run society. When a drummer hits a snare drum, no two hits will have exactly the same volume, pitch or timbre. The tip of the drumstick never hits the skin in exactly the same place twice, and no drum or cymbal is ever perfectly tuned. This means that each hit triggers a different set of harmonics from the skin. Fortunately for most drummers, our emotions don't seem to respond too well to a perfect drummer. Unfortunately for we synth/sampler owners, "perfect" drum hits are all our keyboards will give us unless we're willing to do some work on the samples. Imperfection has to be un-made from these perfect sounds if we're going to get truly natural-sounding drum tracks. Un-making is the key word here, because most of today's samplers and PCM-based synths allow us to apply subtractive (analog-style) synthesis techniques to the drum sounds themselves. We can shorten or lengthen their decays, change their frequency responses, even mess with pitch. The secret is to do it randomly and subtly, to mimic the imperfections of the human drummer. Here, in step-by-step detail, is how I set up custom drum patch templates to get a truly human feel. It should be noted here that my main axe is the Ensoniq VFX with the PCM ROM upgrade. (If you bought a VFX prior to February, 1990, there is a ROM upgrade chip available for the VFX which will give you all the rhythm PCM's found in the newer VFX-SD. Contact your dealer or write or call Ensoniq for details.) The techniques I use tax the VFX' modulation system just about to its limit. You may not have access to all the modulators or level/filter-scaling features recommended. If this is the case, try to get the most out of what you have available. It should also be noted that most of these techniques will not work on play-only PCM boxes or samplers that lack filter and envelope editing capabilities, and it may require considerable experimentation to achieve satisfactory results on the Yamaha FM sampler due to the complexity of FM programming. These techniques can be used on the Roland D-series keyboards and sound modules, although they will require a considerable amount of time to properly set up. Among the ideal units for use of these techniques are the Ensoniq VFX and SQ-80, Korg M- and T- series keyboards and modules, the Kawai K-4/K-4r, the E-Mu Proteus, and any well-implemented sampler which utilizes extensive envelope and modulation editing. THE GOOD NEWS...AND THE BAD Worst things first. This is not a quick fix. It will take you between two and six hours to reconfigure your entire rhythm setup, and perhaps several hours' more tweaking to get it just right. But once the job is done, it's done, and you should never have to mess with your "signature" setup again! Just be sure to do regular sysex dumps every hour or two if you're using Ensoniq or any other make which is prone to having its operating system crash on you. There's more bad news, especially for trained keyboardists, but this should be cause for serious partying on the part of guitar players and others with less than perfect touch: Forget about entering velocity data from the keyboard! This setup requires that each piece of the kit contain several infinitely- variable level presets, and it's flexible enough to allow the most subtle variations in velocity. None of your rhythm sequences require that you record anything but note on/note off data (or just note-on if you have a rhythm-configurable software package) to get all the nuance and subtlety you'll need. Even more bad news if you're using a heavy-duty multitimbral setup that eats a ton of channels: you can't rely on one track or one channel for all your drums any more. Even a five-octave keyboard can only effectively support six rhythm sounds with this system, meaning that you may need three, perhaps even four complete patches or presets to handle all pieces of your rhythm setup. But the upside of this is that no velocity or controller data means a lot less sequencer memory is consumed by the drum track, and once you're used to the setup, you'll be programming whole rhythm tracks faster and with far less editing than ever before, and getting a human feel that was only hinted at by your previous setup. Still more bad news. This setup will probably be completely incompatible with any rhythm tracks you've already written, since they probably rely on velocity data. So be sure and save the patch bank or configuration which holds your old rhythm setup. But the good news is that some of these techniques can be applied to your existing setup. Where modulation and envelope scaling are applied to key zones, simply tie the modulators and envelopes to single notes or waves, or to velocity, and you can use these tips to spice up your existing tracks. DOWN TO BUSINESS: KEYBOARD ZONING AND LEVEL SCALING (NOTE: If any of the following terms or techniques are foreign to you, re-read the programming section of the manual(s) for your master keyboard or tone module.) The first step is to map out key zones for each PCM. As I mentioned before, the safest route to go is to use no more than six percussion pieces across a five-octave keyboard. My main rock'n'roll set-up uses kick, snare, open hi-hat, closed hi-hat, ride cup and ride bell on one patch; and low tom, hi tom, crash 1, crash 2, rimshot and cowbell on a second patch; with a third patch reserved for miscellaneous electronic percussion and effects. I assign the first five or six keys on the left to the kick drum, an octave (12 keys) to the snare, an octave each to the open and closed hi-hats (cross-fade the PCM's using level scaling if your system doesn't include a foot or 1/2-open hi-hat; if you do have such a beast, reserve four or five keys out of the two octaves for this tone), and an octave each to the cup and bell of the ride. You might need less, but I prefer to have the maximum possible flexibility for cymbals and snare. For crash cymbals, I use an octave for each cymbal (you can get a third, high crash by pitch-shifting your best crash cymbal up two or three tones), a half-octave for each tom (I usually use three plus a floor tom), and five or six keys each for tambourines, cowbells and other percussion. The reason I use so many keys for each percussion piece is because I don't want to key in the velocities manually. I want each key to have a preset velocity level so I don't have to tweak accents on every bar or do velocity editing for every hit in a 64th-note snare roll. Setting up key volumes is a piece of cake on most synths. After selecting key zones for each PCM or sample, you simply make a fairly radical level scaling adjustment on each piece. I set my softest hits to the left-hand side of the zone and my hardest accents to the right, so all needed volumes will lie within that range. If it seems like you're limiting yourself with a maximum of 12 velocity levels for each percussion piece, please bear with me. Additional techniques will add infinite variation within each of those 12 levels, and this variety should provide you with all the range you need for pretty much any kind of drum setup. However, if your keyboard supports more than one type of scaling curve, you might want to try using an exponential or other custom curve instead of a linear scaling curve so you can get more subtlety at the lower or upper ends of the volume range. IMPROVING THE SOUND: THE NATURAL ENVELOPE Now that you've made note-entry easier by eliminating the need for precise key velocity, it's time to set the synth up for more natural sounding drum tones. And the first thing which must be done is the creation of another set of keyboard scaling setups for each tone...this time tied to the output envelopes. Basically what you want to do is allow for some fairly subtle changes to the decay settings of your PCMs or samples so that loud tom hits decay more slowly than soft ones, and...this is important...loud cymbal and open hi-hat hits decay more quickly than quiet ones. This may sound strange, but it's not, really. On most drum kits, a loud cymbal crash decays to half its volume faster than a quiet hit, even though the overall envelope is longer. On most tracks, the tail end of most cymbal/hi-hat hits will be buried in the mix and shouldn't be missed, so don't be afraid to go against your instincts and either SHORTEN the envelope on the loud cymbal hits or lengthen the envelope on quiet hits. You can gate the ends of the hit below a certain level if your keyboard will allow it, even scale the gate to the level curve if you can, to make the decays even more natural. If you have a full-featured sampler, you might just decide to use level scaling only on the loop's decay. But regardless of which type of envelope scaling you use, don't use too much. The key to this whole strategy is using little tweaks on several aspects of the sound to produce a major overall improvement. And don't completely ignore this aspect of soundshaping, because bland hi-hats and cymbals are without doubt the most common fault of the average sequenced rhythm track. There are certain percussion pieces that don't need to have their envelopes tweaked, most notably those that already have short decay times. Cowbells and kick drums are prime examples of percussion pieces that don't need anything more than level scaling to achieve a natural sound, although you might want to scale in a tiny touch of high-pass filter on quieter kick beats. MODULATION: ADDING THE HUMAN TOUCH Now that we've added level scaling to the PCMs for easy pattern input and some output enveloping so that the decays match the levels, it's time to do some serious yet subtle work on the timbre of the sound, and this is where the real humanizing process occurs. The more modulators you can apply to each PCM, the better the overall effect you'll produce. I use the Ensoniq VFX, which provides an astonishing range and number of modulators. Your synth may not be able to duplicate the versatility of the VFX, but try to get as much out of your architecture as it will let you have. Adding small amounts of modulation to each PCM is a laborious task, but you should only have to do it once, and the results should be well worth the effort. The effect we want to reproduce is that of the stick hitting different parts of the drum or cymbal. Since the location of the hit affects both the pitch and the overall tone of each hit, we have to apply modulation to both the pitch and the filter. A sine wave or triangle wave oscillator will do fine as the modulation source, but I prefer to use a sample/hold LFO ("noise" on the Ensoniq keyboards; might also be called "random") as the modulation source. The trigger for the modulator can either be "note on" or "key" if you use S/H modulation or "constant" or unsynchronized if you use sine or triangle wave LFO's. The destinations will be "pitch" and "filter", if you can get both, but the best results will probably be had with "pitch" if you can only get the one modulation source at this point. The oscillator speed should be quite slow, 1 cycle per second or slower, so you don't get sudden, unnatural pitch shifts. This can be especially troublesome with sample/hold oscillators. And the amount of modulation should be minimal; a semitone or so on cymbals and hi-hats, a quarter-tone or less on snares and toms. Yes, it's VERY subtle, but remember that we're combining several tweaks to get the overall effect. It's a time-consuming job to get good-sounding settings on all tones, but at least you don't have to do any keyboard scaling on the modulators. The next step is to add a randomizing effect to the velocities of our drum hits. Since all velocities are now preset on the synthesizer, we can't rely on the sequencer to "humanize" velocities for us any more. If you have a free modulator or two left, apply a s/h, sine wave or triangle wave LFO to the output volume. If you've run out of LFO's, tie the output to the modulator you used for pitch and/or filter and adjust the amount of modulation so that the range is roughly equal to the amount of variation in level between one key and the next. This gives you access to a wide range of random velocities on every key from your quietest to loudest hits, and if the volume is tied to the amount of filtering, meaning that loud hits get zero filtering and less- loud hits get a slight amount of filterng, the effect is pretty much that of a real drummer. By now you should have a basic patch template that offers you a subtle randomness, a "human" shifting of every tonal parameter that matters, that you should notice from your very first drum track. You also have a level-scaled setup that allows you to enter your drum patterns faster and more accurately than ever before. The only specialized task left to your sequencing software is humanizing the quantize rate of note events, so you can mimic the effect of hitting beats slightly early or late. Truly human-sounding keyboard-entry drum tracks are now within your reach. All you have to do now is learn to think like a drummer. (Gratuitous drummer joke: Q. How do you think like a drummer? A. Study up on Henry VIII. Q. Who? Why him? A. Because he acted like a maniac on his throne, too.) PITCH-CORRECTING: COMPENSATING FOR COMPUTER INADEQUACIES There are still a few tricks left to get even more realistic tones out of your sampler or PCM-based rhythm setup. One of the simplest is adding simple pitch envelopes. I've found that a number of PCM rhythm samples seem to be pitch- corrected, meaning that the pitch is constant from the start of the sample to the end, and the ones that are not pitch-corrected aren't natural-sounding at all volumes. Most drums and cymbals have pitch envelopes that vary with their volume. For example, when you hit a tom, you create a vibration that stretches the skin at each end of the vibration. A stretched skin vibrates faster, or at a higher pitch. As this vibration falls in intensity, the stretching of the drum skin reduces as well, and the pitch drops slightly as it decays. The early synthetic drums such as the Synare and SynDrum took advanage of this natural phenomenon by exaggerating and resonating the downward sweep of a drum's natural pitch decay. To put it simply, a naturally-decaying tom sounds like it's pitch-bending down slightly as it decays. The same effect is heard on crash cymbals. If you want to mimic this effect on your toms and cymbals, you'll have to modify the pitch envelope of the PCM so it falls slightly after the hit. Remember that we're using preset velocities, so we'll have to take the level scaling into account, and if at all possible, link the depth of the pitch envelope to the level scaling or create a special scaling curve for the envelope on its own. You might also have PCM's which are NOT pitch-corrected and which pitch-shift down on their own. These are perfect for hard hits, but are slightly unnatural-sounding at lower volumes where the ear expects less pitch-shift. In this case, you might want to carefully reverse the envelope (turn it upwards) so that the pitch envelop "straightens" the pitch shift on quieter hits and lets the PCM's pitch decay naturally on hard hits. This can be a painstaking process, but if, like me, you really only need one killer kit, it's time well spent. THE WELL-TEMPERED CYMBAL One of the trickiest effects to mimic is the change in timbre between soft and loud crash cymbal hits. Yet it's one of the most important improvements you can make to the overall sound of a PCM or sample-based rhythm setup. If you own an M-1, you have at least a partial solution built into your hardware. If you own anything else, you might have to use an external frequency- sensitive noise gate such as the RockTron Hush units or the gate in a Rockman Sustainor to create level-dependent gating of the high frequencies, and it might take some serious tweaking to get just the right effect. If you have a sampler with enough memory, such as an Ensoniq EPS or a Yamaha sampler with memory upgrade, you can try crossfading hard and soft cymbal crashes across the range of the cymbal key zone. Just be careful in the region where the two samples overlap or you might wind up with an overly-dense, almost flangey type of tone. You might need to add low-pass filter scaling to the loud-crash sample and high-pass filter scaling to the soft-crash sample so they don't walk over each other. The M-1 can do a passable job of fleshing out a loud cymbal crash with its aural exciter and some fancy effects routing. The key is to tie the exciter to MIDI volume or level scaling, so that louder hits get more of the exciter's effect. It's not as good as crossfading samples, but it's a usable alternative that should produce noticeable results. You can also route the snare's output level or scaling to the exciter for a similar effect, or use the mapping capability of an external processor such as the DSP-5 or SGE if you've got the snare or cymbal on a separate output. PANNING: NOT JUST FOR LOUSY CRITICS The final tip in this tutorial concerns panning a drum kit. It has always been my belief that since most people are familiar with the visual layout of a standard drum kit, creating comfortable, listenable rhythm tracks should reflect this learned preference on the listener's part. But most hobbyists tend to use the whole stereo field, even when attempting to recreate a "live room" drum track. The stereo field has 180 degrees of sweep. In order to get the best compromise between my personal preference and the natural preference for a narrow stereo field for drums, I usually use no more than 110 degrees of sweep for the whole kit, including kick, snare, toms, hi-hat and cymbals. If I do any unusual panning or hard-left/hard-right routing, I reserve it for Latin percussion or electronic effects. (As in all things, there are exceptions. I've done one track where I had all snare hits on the 2 panned 70 percent left and all hits on 4 panned 70 percent right for a striking bouncing effect!) This particular approach to panning may go against your instincts, and it might be a wise idea not to pan in a narrow field until you're ready to record or it may upset the delicate psychological balance so essential for creative rhythm tracks. To properly program PCM drum kits, you've probably learned to imagine yourself on the throne behind the kit. In order to enhance the illusion, you probably pan your cymbals fairly hard to the left and right, especially under the headphones. But remember that the average listener never gets that close to a drum kit. His field of audio in a live listening situation is much narrower. I find even a 90-degree sweep is much larger than the average person hears from a ten-foot distance, but it's a good compromise to use a field from 90 to 120 degrees, if only for the basic drum kit. Here's how I set up my rock kits, using as a reference -10 as hard left and 10 as hard right. -6 -4.5 -3 -2 -1 0 1 2 3 4.5 6 Rim/Snare Kick Synth Toms Hi tom Tom 2 Tom 3 Lo Tom Hi-hat Crash 1 Cowbell China Ride Crash 2 As you can see, nothing is dead-center except the china or gong, which are usually located directly above or behind the drummer and used very sparingly, and nothing is even close to hard left or hard right. I'm left-handed, so my toms are weighted to the right. You may wish to reverse this. Graphically, it looks too heavily weighted to the right, but it's not really. Don't forget that the busiest piece of percussion in most modern music is the hi-hat, and by setting it slightly off-center on the opposite side of your toms, the overall effect is a balanced one. I may also shift the cowbell harder left or right, since it's not always played by the drummer and therefore doesn't have to be considered part of the kit. If this sounds like conservative thinking, it is, and with good reason. Most of us are trying to break into the industry. Until we do, we play by "their" rules. Unless we've already got an original slant which is supported by virtuosity in some area, whether it be in songwriting, musicianship or performing, we can't risk alienating A&R people with off-the-wall ideas about production. Chances are if we do get a deal, the producer will have points and future work riding on the success of our project and will want to put his own stamp on our music. A conservative approach to demo production leaves the A&R rep's doors open to a wider range of potential producers, and the greater the choice in his mind, the more input we might have over his or her decision, and the less likely that the producer we want will reject the project based on his "feeling" about the sound. SOME FINAL WORDS I think you'll find that the best course of action to take with modulators and level/filter scaling is the same course of action I suggest with using digital reverbs. Set the amounts where they sound good to your ears, then BACK OFF! Not too much, but just enough to make up for the fact that you might be getting off on what is a much more radical change than you really need. I've used the word several times, but it bears repeating: SUBTLETY! Slight changes are the real keys to making this sort of setup work for you. They're the difference between having an A&R rep pull your tape after the usual 30 seconds due to "beat box fatigue" and being asked by pros and fans alike, "who played drums?" A nice change if you're used to being asked WHAT played drums! I know...since I started paying attention to envelopes and modulators I get asked to recommend my drummer, and it never happened before. I've even been asked to rewrite a rhythm track or two with my "human" touch, and couldn't we all use a few more sources of income? I first started using the envelope- and pitch-altering approach on Yamaha's RX-5. Using its primitive editor, I had to go into every event to randomize pitches, decays and levels. It took approximately ten to twelve hours to properly sequence a four-minute rock song with all effects and settings using this method. Using this keyboard-based setup, I not only get much more natural results, but I've cut the time required to do a first- rate, professional-sounding, human-feeling rhythm track down to about two hours. In other words, the entire time spent tweaking the patch/preset setups to the specs outlined here was saved and then some on the very first rhythm track I recorded. ABOUT THE AUTHOR Steve Winter is the owner-operator of Living Skill Productions, a music and print preproduction facility in Calgary, Alberta. He is the author, editor and publisher of eight books, including the highly-publicized "Ultimate Shopper" and the infamous "Strange Rock Tales", and composer of over 100 songs, including "One is a Thousand", published and released by Random Image Music/Random Records in Toronto. Mail can be forwarded to him through RShrier on GEnie, or by addressing questions to Steve Winter on the International MIDI Echo. Cassette samples of completed tracks recorded with the techniques outlined here are available. This file is copyright (c) 1990 by Living Skill Media and may not be reproduced in any form without written permission from the publishers. The only exceptions to this prohibition are posting to electronic bulletin boards or messaging systems where this file is posted intact including the filename with no physical changes, or single-copy printing on a privately-owned electronic printer for personal use only, or brief quotations embodied in reviews or technical articles where the source article and author are credited. Hard-copy reprints are available on request at a nominal fee. Contact RShrier on GEnie for details. End of list.