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  • MIDI Performance Tips - How to make convincing drums, bass, etc.? (p.4)
2013/05/16 15:15:56
Beepster
Hi, Chuck. How are ya? One method I'm thinking about trying for drums is using my MPD controller and recording the top part of a kit (snare, toms cymbals) in one pass while faking the kick part on the floor with my feet. Then I'd do a second pass and play the kick parts with my fingers. I've got a MIDI expression pedal for the MPD I could use for a single kick part but it's a) really awkward to use b) is either ON or OFF so there is no velocity control c) it's only one pedal and I like to do double kick stuff like flams or running kick and d) my feet/legs just don't work as well as they used to. Could be fun and definitely a lot less painstaking than meticulously programming in the PRV. But I definitely think with the proper tools, know how and patience there is no reason the PRV can't create complex and realistic drum parts. I was truly amazed at how far MIDI drums have come over the years. Cheers, buddy. I hope you've been well.
2013/05/16 15:18:11
joden
I disagree...it all helps the OP to get a REAL perception of peeps programming drums without a drummer...imho the OP needs not only the the end result but how different folks get to that end result.

I see no arguments here, merely differing perspectives on achieving that end...all useful I reckon ;)


EDITED: Someone made a post as I was writing - this is at chucks last post :


what makes midi triggered drums sound realistic is the flaws, the human feel,(some notes are louder than others)  the tempo slightly drifts between 1/100's of the beat.  I did 4 videos on this, from drum triggering to editing to using a keyboard to hand tap.  the only thing better than a midi drum kit is a real kit.  but some of us don't have this luxury, either our kids are sleeping in the other room or we just don't have a kit.  this thread has gone array and a stray from the op original question.  think about it.  he wanted to know about tutorials on (making realistic-sounding performances for drums, bass, etc. using soft synths? )  myself and a couple other people have given the op useful resources, the rest sounds like an argument over digital vs audio.
2013/05/16 22:25:10
konradh
The original poster wanted to know how to make things sound realistic and there has been some good advice here. Just to state the obvious though, realistic and good-sounding are not always the same thing, so I assume his question is how to avoid making things sound stiff, unnatural, and therefore bad. For example, some string libraries include sounds of people squeaking their chairs and bumping music stands. Well, that is realistic, but who would want that? Any engineer recording a live session would try to eliminate those things. By the same token, slight timing variations can sound realistic and good, but I would be careful not to let things get sloppy just for the sake of realism.
2013/05/16 23:58:44
synkrotron
konradh


realistic and good-sounding are not always the same thing 

Excellent point Konrad
2013/05/17 01:13:08
Glyn Barnes
uche_eke


 

From my own experience, using the CAL files "Random Time" and "Humanize" goes a long way in this respect.
Up to a point. But unless the drummer is sloppy the "errors" are not totally random, they will be the function of the groove. Randomizing a programmed, dead on the beat constant velocity straight16th hi hat part will vary the velocities and timing but won't give you a groove. You need to have the groove defined and then randomize slightly to prevent each repeating pattern being exactly the same.
 
One tool that is worth playing around with is Groove Quantatize. You can then Quantatize your programmed part against so pre-set grooves or any groove you borrow from another clip by copying it and Groove Quantatizing to the clip board. You can vary the strength for time, velocity and note duration.
 
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