Designing cinematic drums part 4

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Chandler
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2016/11/12 11:02:41 (permalink)

Designing cinematic drums part 4

This is the last video in my series on designing cinematic style drums. In this one I talk about loading the sounds into a sampler and the different ways you can do that. I'd like to thank Jeff Evans for his suggestions for the series. He gave me some really good ideas, that I'm sure I didn't follow as well as I should have, but I think they helped make the videos better for people. I hope some of your got something out of these videos.
 
https://www.youtube.com/watch?v=w8cSlVZ2KbI

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    Brando
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    Re: Designing cinematic drums part 4 2016/11/14 16:44:39 (permalink)
    Thanks for posting this Chandler. Awesome series. Very nice job, very useful.

    Brando
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    #2
    Chandler
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    Re: Designing cinematic drums part 4 2016/11/15 20:51:36 (permalink)
    Brando
    Thanks for posting this Chandler. Awesome series. Very nice job, very useful.


    Thanks. I'm glad you got something out of it.

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    Jeff Evans
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    Re: Designing cinematic drums part 4 2016/11/16 17:26:30 (permalink)
    Thanks for your kind comments.  And for me I have enjoyed watching these videos a lot.  They got me thinking getting back to synth basics and how good a drum sound you can make with some good synth programming.
     
    This last video concludes with things very well.  I like the way you have taken it into the sampling world.  I want to add a few things.  For me I quite like being able to edit each midi instances present while they are feeding into a group of virtual synths.  (or in my case a group of hardware samplers. Or both)  I find shifting the timing around with each midi track of each note can add a lot of realism right there.  The same sort of realism you get when you overdub say 10 live tracks all playing the same part.  The beats gets a little wider.
     
    I like the interesting grooves where the velocities are creating strong alternate patterns.  This adds a lot of interest for me.  It is important to get a wide range of velocities going at times but there is room for precise ramp ups, downs etc.
     
    By the time I am sampling I like to sample much longer lengths of time not so much a single hit. 4 bars for example.  Studio One time stretches these things too once they are recorded so you can set to new tempos easily.  These longer lengths of time eg 4 bar phrases can be cut and manipulated in many ways totally changing what you hear.  A four bar phrase could be cut into 4 or even 8 easily.  Then each sub section re-ordered either creatively or randomly.  Sub sections can be repeated or even dropped out.  When you are doing this sort of editing it is wise to add the drum reverbs later.  Edit the dry loops.  The later added reverb covers up a multitude of weird edits.
     
    With round robins if you have say 8 samples the same sounds will start in the same place in the 4/4 bar.  By making the number in the round robin stack uneven eg 7 or 9 or 11, 13, 15, etc these samples are now moving rhythmically throughout the bar and take a long time before they restart in the same place.
     
    Presonus Studio One has Impact already built in and has the round robin feature as well making all this very easy to setup.
     

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    Chandler
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    Re: Designing cinematic drums part 4 2016/11/19 18:16:29 (permalink)
    Thanks for the ideas. I haven't tried doing much beat chopping, but I think I'll try to experiment with it in the future. I hadn't thought of using an odd number of round robins, but that does make sense.

    My soundcloud page Chandlerhimself
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