Handbanana
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Humanize?
Hey guys new to sonar and ive been trying to get better at my drum tracking just wondering how to go about Humanizing my midi tracks......Any Help?
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CJaysMusic
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The swing setting in the groove quantize or quantize property menu along with changing velocities. You cant each drum hit be exactly on beat with the same velocity, so change things up Cj
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Middleman
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Humanize is basically subtle changes to velocity. There may be a CAL script out there somewhere for this. Yep, here you go: http://www.hexachord.net/cal/ Human.cal
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Handbanana
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Dang, quick responses! Ive been a Sonar User for a few years now and my drums have always sounded stiff, trying to get a little more familiar with the Midi controls. Thanks guys.
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Middleman
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Just for future reference EZ drummer and Superior Drummer have a built in control for humanizing. Basically more & less but useful.
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rbowser
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"...how to go about Humanizing my midi tracks..." Play 'em with your digits on a keyboard or control surface, fix up bad timings in Piano Roll View, and if you gotta quantize, just don't do it to 100%. "Humanizing" works best when some actual, imperfect Human input is actually behind the track in the first place. I'm not a drummer, but I can bang some drums out on my keyboard. And it's not just the velocities which control the pulse of a beat, via louder and softer hits, it's also when when the notes come in, probably a bit more rushed in the chorus, maybe late a bit during a verse - it's the placement on a measure's grid also. Randy B.
Sonar X3e Studio Roland A-800 MIDI keyboard controller Alesis i|O2 interface Gigabyte Technology-AMD Phenom II @ 3 GHz 8 Gb RAM 6 Core Windows 7 Home Premium x64 with dual monitors
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Handbanana
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Yeah, I've tried moving em around, really my main issues are when alot of notes are being played close together (i.e. Blast Beat). @Middleman - Yeah I use SD 2.0 but when I use it in Sonar, I let the DAW take over on the sequencing to get total control over the samples. Ive got a new guitar processor coming in this week so when I lay a new track down this weekend i'll try these new techniques.
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Glyn Barnes
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slartabartfast
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"Humanizing" works best when some actual, imperfect Human input is actually behind the track in the first place It seems to be common to equate the subtle variations in timing and attack produced by a musician's interaction with his instrument as being due to "human error." Of course human beings make mistakes, but good musicians do not for the most part treat each note differently because they missed doing what they were trying to accomplish, but because the variation from an abstract mechanical repetition is what gives them control of musical expression. That is one reason why algorithms that just randomize parameters do not do what a good musician does in live performance. Things like "swing" algorithms are more likely to impart a sense of human influence than "randomize" algorithms, but most computer attempts to make music human fail because they do not understand how humans express and understand music. You are on the right track when you say the best way to humanize a performance is to have a human make it in real time and not to let the computer align it to abstract boundaries by quantizing. Although midi is nominally a measure-beat way of recording a performance, there are enough ticks in a beat in applications like Sonar to allow very fine resolution of a performance in real time. In effect is a real time recording with practically inaudible quantization. The problem comes when we try to impose a computer fix for a human error. In that case, we can easily end up with a performance that sounds like a machine did it.
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Handbanana
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Heh, most useful forum ever.
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rbowser
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slartabartfast "Humanizing" works best when some actual, imperfect Human input is actually behind the track in the first place It seems to be common to equate the subtle variations in timing and attack produced by a musician's interaction with his instrument as being due to "human error." Hi, Startabartfast I really like your post. I too am a bit dismayed by the tendency to think that various computer apps and gizmos can actually "humanize" robotically produced data. That's precisely why I said that so-called "humanizing" happens best in our tracks when some actual human input is the driving force of those tracks in the first place. When you actually play MIDI drums with your fingers on a keyboard or drum pads, you are much closer to what a drummer does than if you go straight to a quantized PRV grid and starting "inserting notes"--a phrase I wince at. You used what I said as an example of what you think is a mistaken notion about the nature of "human error" but what's ironic is that you then wrote a post I completely agree with. Top notch musicians who are experts with their particular instruments have excellent timing as one of their attributes. Their intent is to be tightly locked into a beat, but what sets them apart is the ability to accomplish that accuracy at the same time that they introduce their own personal "groove" to the beat. The results are that even when that kind of ideal musician is being conscientiously tight, none, exactly None of their notes will actually be perfectly, absolutely right on the 0.00 of the beat. That's why the commonly used phrased "human error" is used - though it's not a fair one, because the thing being described isn't "error," it's the limits to how absolutely perfect a human can keep a beat - it's as simple as that. But as you said, algorithms that attempt to create that kind of slightly random off-centeredness are too random, can't really create the organic randomness of a musician. To me it's always best to start our MIDI projects by interacting through some instrument, a keyboard, a wind controller, percussion pads. We may do a lot of editing, but wisely guided editing can retain the original organic input. And That, to me, is the "secret" of "humanizing" our tracks - simply start with human input in the first place! It's working backwards to input notes on a grid, and then try to faux-humanize that robotic input. Randy B.
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jungfriend
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The thing to remember is that you can accomplish a resonably good sounding drum track, and that it is not an impossibility using the tools available. If the rhythm track sounds a bit stiff, then swing it a small percentage, but don't process the whole track. Instead think about the song, and the best way to emphasize the various parts, and then apply swing to specific clips. Also think about the dynamics of the song, and perhaps in certain spots it is not the timing that is crucial, but maybe the accents, or an overall velocity increase to add some excitement. Isn't that what a good drummer does? He/she might add a little feel to the parts that need it, play louder just before the chorus, slow down a bit during the solo. There might be some parts of the song that need a straight beat, and others that wake up when it swings. There are multiple techniques available, and as the composer (performer-producer) selectively applying them to add impact, emphasis, and emotion, in service of the song, is the driving concept. A successful production really is in the details, and if you have control over them and apply good taste it will be noticed. Paul
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LpMike75
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Certainly alot can be accomplished drawing in your velocity curves in PRV. You can solo out each instrument (kick,highhats, etc) if you wish, then go crazy with drawing curves at the bottom of the screen (I believe it's hotkey - C - to show the velocity pane at the bottom of the screen.) The video posted below is not drum related..and..it's a little OT from your question but it is a horn sound played on keyboard using a ribbon controller to get that ultimate realism. This video makes me drool ..(more than usual) http://www.youtube.com/watch?v=lpU_OcpYAZM Mike
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Butch
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Hello all, So you get some perspective...a little about me: I have been playing the drums for 29 years. I have a BFA in Music Ed., so I have studied music theory, history, form and analysis, counterpoint, orchestration, blah, blah, blah. I also play, but am nowhere near as good on, bass, guitar and keyboard. I put out an album a few years back with me doing everything...writing, playing, singing (if you can call it that), recording, mixing, blah, blah, blah. I have recorded, mixed and co-produced a few albums for others. and most importantly...I LOVE MUSIC! First off, I believe drums are a "support" instrument. A good drummer, or drum programmer, will listen to what everyone else is doing and try to support it, through a complimentary groove, or accent it, with fills and, well, accents. With this in mind, I like for the drums to go down last. I'll lay down a basic drum machine beat, like kick on 1 and 3, snare on 2 and 4, and HH or ride playing the subdivisions; eighths, sixteenths, triplets, etc. Once everyone else is down, now you can listen for things you want to compliment or accent with the drums. If the situation is a rehearsed band, then the best choice is let them play all the rhythm tracks together and then dub in vocals and solos. Second, the biggest turn offs with programmed drums are as follows: Dynamics. Not every hit on every drum and cymbal should be the same volume. There needs to be dynamics. For example,when programming a HH pattern in 1/8 notes, make 1,2,3, and 4 a little louder than the “ands”. In a 1/16 note tom fill, some hits should be louder than others, something musical and rhythmic. Samples. I like to have 3 or 4 slightly (very slightly) different samples for each sound and then program them randomly so you don’t hear the same exact closed HH sound 8 or 16 times per measure. This is very subtle but makes a huge difference in realism. A drummer with more than 4 limbs. You can not play a fill on the toms while continuing to play 1/16 notes on the HH. Imagine what a real drummer would have to do to play what you program. Samples with effects. I prefer to use completely “dry” samples and then use buses and effects to complete the sound. The same exact reverb, on the same sample, at the same volume = YUCK! Third, fills. Fills are something that leads you from one place to another. From verse to chorus, from a loud section to a softer one, etc. Let them breath with dynamics, creating tension and release. Try not to step on anyone else…too much. Lastly, No one will complain if you have a simple drum part. Listen to a lot of Led Zep. Even though Bonzo was an awesome drummer, most songs had a great groove with carefully placed fills and was not too busy. Everyone will complain if it sounds like the drummer is “soloing” over the whole tune. That’s enough for now. Have fun and remember to LISTEN!
Butch Let's make some art!
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Glyn Barnes
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Handbanana really my main issues are when alot of notes are being played close together (i.e. Blast Beat). This could be a different issue. Your problem in this case could be with the drum sampler you are using. Ideally you should have something that uses a technique such as "round robin" where the same sample is not used for successive hits, avoiding the "machine gun" effect.
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Handbanana
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@Rbowser - Yeah I had alot more success using the pads on my Axiom 61 Pads, and it was alot less time consuming that this process, but being in the military I can't carry alot of equipment with me. I have been looking at some 25-key and simple pad setups to fit in my seabag. Ive got a cover im finishing up this weekend and I'll take all of these posts into consideration.
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rbowser
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Butch - Outstanding to hear from a drummer in such detail. Your list of gripes about MIDI drums makes sense, with good reminders to all of us keyboardists attempting to be our one-man-band drummers. Thanks! Handbanana - What a challenge! Get a little NanoPad, or NanoKey to do double duty for drums and playing lines. Those are so slim and small, would probably fit in your seabag. - Hey, where does the computer go--? - It's great to hear about a soldier still determined to make music while serving his duty--Excellent! Randy B.
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GomezAddams
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Great info from Butch. I might add that (IMO) an easy way to decide which drum notes to make louder/lower is to picture which hand the drummer is using for that particular strike. For example, a drummer's 'off' hand will naturally strike softer than his 'on' hand. And the 'off' hand will be less accurate, as well. So, when I'm programming drums, on a roll I might set the velocities as such: Hit 1 ('on' hand): 100 Hit 2 ('off' hand): 85 Hit 3 ('on' hand): 100 (or, maybe 98) Hit 4 ('off' hand): 90 etc.... Subtle variations like this can make a fill come to life and eliminate the 'machine gun' effect of having every hit be at velocity 100.
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Bonzos Ghost
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Lotsa good tips here for you. Another thing you can try (if you're "playing" your drums on a keyboard in realtime) and you're just dealing with midi instruments to start with, is to slow down the tempo, play your drum part, edit any obvious blunders and speed it back up to the proper tempo. Don't quantize anything if you can help it. If your tracks are already quantized, then you can try some of the other suggestions others have mentioned.
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Jeff Evans
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These plugins are very good as mentioned previously. They are affordable, easy to install and offer lots of options. http://www.midi-plugins.de/ The same functions are a bit harder to find in Sonar and there are more adjustments inside Franks plugins. The original post was about loosening up heavily quantised material. I have just finished a job making a whole lot of midi files sound good for a tribute show. I switched the sounds over from TTS 1 to very good sounding instruments both external and internal. I used Session Drummer 3 to do the drums and was very happy with the results. Except for the stiffness of the quantised drum parts. (no fault of Sonar or Session Drummer of course) Frank's Humanize plugin does a lot to help this situiation. Firstly it is possible for computer generated randomness to be very human and musical. You just need to work out some parameters and set them accordingly. This plugin is not as simple as it looks. You must download the manual which is quite good and digest what it says about this. I elected to adjust timing and velocity randomly. (there are other things that can be randomised too) As Butch points out both of these are necessary. I definately agree. This can apply to a whole drum track but if you want to spilt a drum part into separate tracks for drum sounds then each of these plugins can be used on these tracks for greater control. Timing will encompass an area either side of the actual beat. I found that 7 to 8 milliseconds either side can be good. Also the plugin does not necessarily place timing equally anywhere between say -8 and = 8 milliseconds. You can also tell the plugin to put a greater percentage of timing hits tighter in, say -3 to =3 for a different feel. Also there is a tendancy setting which allows you to specify if you want most hits ahead of the beat, or right on, or a bit after as well. This is very cool. I found settings which made the grooves absolutely swing like hell. Taking the settings too far can sound like a drummer having a bad day on too much drink! If you get the opportunity, record a great drummer to a click and see what the variations in timing really are. Also don't forget you can also record a great drummer, extract the groove and apply that to existing stiff midi drum parts. That can be done right now inside 8.5 Producer. I have done a bit of this but it is just slower compared to inserting a Frank plugin, tweaking up and sitting back and having a good listen. I had to get through quite a lot of material quickly. The velocity randomness often works a treat as well. I found that many kicks with Session Drummer 3 responded very well in terms of level and sound quality to velocity variations. This setting can also get overdone then some notes just start jumping out too much, but back it off to very subtle lavel varations and you are away, it just sounds so natural. Every kick level from a live drummer would not be exactly the same. (Close though for a good drummer)
Specs i5-2500K 3.5 Ghz - 8 Gb RAM - Win 7 64 bit - ATI Radeon HD6900 Series - RME PCI HDSP9632 - Steinberg Midex 8 Midi interface - Faderport 8- Studio One V4 - iMac 2.5Ghz Core i5 - Sierra 10.12.6 - Focusrite Clarett thunderbolt interface Poor minds talk about people, average minds talk about events, great minds talk about ideas -Eleanor Roosevelt
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8 ohm
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Best thing that ever happend to my Drum MIDI editing was to record a Good drummer to click on a good electric drumkit. You can see exactly what a dynamic human performance looks like in the MIDI realm. A couple slight tweaks to perfect, then play it back through the module. Instant brilliance. I subsequently bought a TD-9KXS and my drum tracks now sound great. Here are some things Ive noticed. The dynamics of 1 and 3 beat compare to the 2 and 4 beat make a huge difference. You can impart alot of Life to the track by making the all note in a 4 beat sequence have slight different velocities, while maintaining the accents. Then copy that dynamic down the track, then apply a slight randomizer. If you want volume swells, leave that to mix time, after you have bounced each MIDI drum to its own audio track. Then simply apply volume automation to the audio tracks for thoes big urgent swells or dynamic lows. I often copy grooves out of the ride cymbal and apply its slight swing to the other drums. Make a Drum Map in the Drum Map Manager, you will be better able to visualize the dynamics. Dont work on a piano roll, its not a piano. If you havent already, try learning a basic drumbeat on a drumkit. Being able to visualize what it feels like to move around a drumk kit is very insightfull when editing drums. Good luck.
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stratman70
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Glyn Barnes One of the most versatile automatic ways is to use Franks midi Plugins. http://www.midi-plugins.de/ +1 -I have been using franks midi plugs for many, many years. I( secon hat choice. Great midi plugs in the bundle-extremely inexpensive too!
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rbowser
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Thanks for the tip about Franks Plugs, Stratman and Jeff. I had a look at the page, and I see the list isn't very long for these MIDI plug-ins, but the descriptions sound promising. All of them have their counterparts in CAL scripts - for $35 you're guaranteeing you find these better than the CAL scripts we already have? Randy B.
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Jeff Evans
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Randy I am someone that does not use Cal Scripts so much. They seem a harder way to go about the same job. Do Cal scripts offer as much adjustment and control over midi data as does Franks Plug Ins. I tried achieving the same thing with Sonar and found it harder to do. They are not all that expensive and yes the others may be doable in Cal srcipt mode. I think the Humanize plugin is one of the more interesting and complex plugins in the Frank range. It is probably worth the money alone. The good thing about that plugin too is that you can very easily alter settings and listen almost in real time. Also you can create presets easily and reload them for even quicker setups. I found myself tweaking ranges for timing and velocity from song to song just to make sure there were more variations between songs etc.
Specs i5-2500K 3.5 Ghz - 8 Gb RAM - Win 7 64 bit - ATI Radeon HD6900 Series - RME PCI HDSP9632 - Steinberg Midex 8 Midi interface - Faderport 8- Studio One V4 - iMac 2.5Ghz Core i5 - Sierra 10.12.6 - Focusrite Clarett thunderbolt interface Poor minds talk about people, average minds talk about events, great minds talk about ideas -Eleanor Roosevelt
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wst3
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Randy, I think it comes down to two things... do you enjoy 'rolling your own' over buying something? -and- do you want or need complete control? I like scripting, I spent a large part of my career writing shell and PERL scripts to do tasks, the concept just makes sense to me. Some call it the "tool builder" mindset that permeates the unix world<G>! But, I have grown a bit weary of having to write scripts to accomplish things in the studio. That, and CAL is starting to get a little long in the tooth. If a more modern scripting language were adopted I'd give it a whirl, no question, but at this point I am looking for tools that other folks have built, and Franks Plug-ins are once again on my radar. I don't think that they do anything that can't be done in CAL, which is why I never got around to purchasing them in the past. But Jeff's points are all valid. Getting back to the OP - my favorite tools for humanizing drum tracks for a very long time were Slicy Drummer and Fill-in Drummer from MusicLab. I'd write my own patterns, and then let these two plugins vary the velocity and timing for me, and dang, but the end result was always very musical. Over the last 12-18 months I've started using Jamstix a lot more for this application. When I first got Jamstix (v1) I let it create the patterns, and sometimes it worked and sometimes it did not - in the context of the composition. Over time I got more adept at adjusting the settings to satisfy my tastes. Then I discovered that I could let it process my patterns. That's when I switched from the MusicLab plug-ins<G>! Now Jamstix is a DEEP program, and I'm still learning new things about it (haven't upgraded to 3 yet because I'm still wrestling with 2). And of course it does quite a bit more than the MusicLab plug-ins which is both a good thing and a bad thing. I'd have to recommend both MusicLab and Rayzoon as viable solutions to humanize drum parts. Perhaps I'll add Frank's plug-in suite after I've given it a fair trial...
-- Bill Audio Enterprise KB3KJF
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rbowser
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Thanks, Bill "wst3" and Jeff for more info on the FrankPlugins. I'm not into scripting and "rolling my own," so I do rely once in awhile on a CAL routine. Frank's sound more sophisticated, I should look into them. So thanks for bringing them up. Randy B.
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Middleman
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Yeah, I'm old school as well and CAL scripts work for a lot tasks.
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stratman70
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I guess you guys are talking about writing your own cals because I have downloaded (over the years) every cal I could find and none will do what Franks Midi plugs do. Combined some will, Humanize is a good example. You cannot do that with one Cal (unless you write it yourself) Or I really missed that cal download. I am a computer tech (used to be) but not a programmer and I don't dabble in any of the languages. I find Franks midi plugs to be far superior to the existing cals-actually RB's term "sophisticated" is even better. That's just me. If I could write my own I would. do I want to learn-Nope, I'd rather but Franks plugs(as I did about 10 years ago) and go about writing music and playing my guitar.And of course recording. \Pretty sure you can download them and try them out for free-use to be anyway Please tell me which cal can do what the Humanize plug in FMP can do? Sorry I don't see it.
post edited by stratman70 - 2010/06/17 20:33:21
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BrianC
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When I am doing drum tracks, I find that tweaking the velocity definitely gives the track a more human feel. I prefer to go through the track and tweak any parts that seem to sound unnatural. I find that using Humanize can be a little hit and miss. Does anyone else find this to be true? I prefer to tweak by hand, but maybe I'm old school lol.
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Middleman
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stratman70 Please tell me which cal can do what the Humanize plug in FMP can do? Sorry I don't see it. You miss the point. It's not whether a CAL script can do what that plug in provides. There is no standard for humanize, no framework for what is good and what is bad. Humanize at best can be defined as trying to make a midi track sound like it was really played by a human. If you like what a CAL does, you're done. If you like tweaking each note and getting favorable results, you're done. If you like using your plug in, you're done. I would not want to take a guess at what is and what isn't proper humanization. The shortest route to getting results you are pleased with, is good.
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