• Songs
  • Cover - Gino Vannelli's Love Of My Life (p.2)
2012/09/30 04:10:03
Danny Danzi
Danny - Thanks a ton for responding! I'm glad you like the mix as I learned most of these techniques from you. I feel good about the kick / bass low end that I'm getting and I'm glad you're not hearing any bad stuff in that area. Yeah - the drums - well, probably a mixture of me "programming" rather than playing and then not knowing. If you have any specific points that I should review I would love to hear them. I'm going to eventually send this to Gino - and he's a drummer and very very critical. Talk about a perfectionist?

 
Not a problem Geno. On the drums....you have three possible things that I hear. Sorry in advance for the long post, but there's no other way I can explain this stuff.
 
1. The one issue I hear is without being a drummer, sometimes it's really hard to think like a drummer therefore, the parts you program sometimes can seem a little out there...if that makes sense? Like, I've been doing a little programming from my house these days due to beta testing for a few companies. I like to come up with new project sketches utilizing the programs and plugs that I'm testing...and don't have some of my gear wired up to my test boxes. But I notice when I program something on the drums, being somewhat of a drummer, I always program what I would play. Since I've been playing off and on for over 40 years, I sort of know how to think like a drummer. LOL! I gotta admit though.....I HATE programming...but Step Sequencer has made an incredible difference.
 
When I go astray from what I would play or mess around and come up with different weird variations, some of it just doesn't sound humanly possible. So even with the right sounds, touch and velocity, I'm going to pick up that "he programmed that" sort of sound.
 
2. The drum module you choose is super important. Though I love EZD and programs like Addictive etc and think that they are pound for pound some of the best drums modules out there for the price, even with the right velocities these modules will fall short. The reason being? Not enough samples in the pool. This is where modules like Superior (excluding the EZD kits) and BFD 2 blow everyone in the dust. They have so many samples in the pool, you could literally jack up all your velocities to 127 and STILL get really good results. Of course you wouldn't want to do that, but because of the amount of hits they give you, it makes things way more realistic so you have less of a chance of getting that same hit over and over. That's what makes real drums sounds like real drums.
 
For example, when we hit a snare drum in real life. Every place you hit that drum will give you a different sound. Even if you strike it in the same area....the force you use as well as how you direct the stick when it comes down, will give you different results. The same for toms and cymbals. The variables are huge when you can get enough samples for each so that you have less of a chance for "roboticism" as I like to call it. Though I like some of the sounds on our Session Drummer in Sonar, that's the problem with it...it just doesn't have enough samples in the pool to sound realistic at all times.
 
3. Velocity controls are essential as you know...but you may be using too many velocities in the 120 to 127 range for your technical parts. I find that when we are a bit more conservative while staying out of that 120-127 area, and we use lower velocities more often, that we can paint a more realistic picture. The robotics come from like velocities. For example, if you opened up a project and did a drum line with velocoties from 120 to 127....you won't notice much of a difference. You won't start to notice the changes until you get down into the 115 range to be honest. So realistically from MY experience, 118 or so on up, won't give much of a difference.
 
Your best bet when doing these drum lines is to NOT worry about how loud the velocities are making the drums. What I mean by that is, some guys use velocity control for actual volume when realistically, this is where they are failing. We need velocity for dynamics...not volume. You can always turn the track up no matter what velocities you use, know what I mean?
 
Another thing you can do that will be extremely helpful, is to try and search out some real midi loops of guys that have played things on V Drums kits or may have even had midi triggers attached to their real kit. You don't want these to use as loops though....the reason I'd like you to look into them is so you can analyze the velocities they use in some of this stuff.
 
Some of the midi loops created by real drummers are insane with realism. The only way you can get that type of realism is to literally SEE what happens during a big drum fill or during a snare roll, flam or what have you. This is what sort of taught me how to judge and manage my programmed velocities. Let me share something else with you since we're talking about this...as you may find it useful.
 
I created a template long ago with my doing a midi drum check just the way you'd do a drum check in real life. I hit the kick drum like 20 times, then the snare, then the toms, then hats, crashes, rides etc. After that's done, I play the whole kit using various fills, beats, chokes and whatever else I can think up. Once this is all done, I saved it and can bring this midi into any project to pretty much get a drum check on my module of choice that also helps me to set up the eq's and compression just like you would if you were dealing with a real kit. Of course you sort of just get a starting point from this and will have to alter the drum sounds to the song, but you get the idea.
 
From there, by looking at the midi of this drum line, I can see just how the velocities helped to shape what I was playing. Snare stuff, hats, or whatever else. Once I see how I get a certain thing to sounds a certain way that also maintains a human feel to it, I make a note of what order the velocities were to achieve that type of sound. What I've found out is, just about always, none of them end up in the 120-127 range on technical, finesse type passes. There are usually more ghost strokes in the 70's and 80's than we know...but unless we can physically see this and then hear it, we're sort of oblivious to it, know what I mean? I know I was! I was blown away to find out I barely hit 127's other than on crashes, kick drums for steady beats and on certain hat or ride bell hits.
 
So this is all the stuff I'd keep in mind if I were you. I don't know if any of it will help you, but it will at least put you in the right frame of mind when you experiment with this stuff. Hope some of this helps brother. :)
 
-Danny
 
 
2012/09/30 08:27:02
dcumpian
Great cover of a fabulous song! I've read whay Danny wrote and listened a few times and I would break it down like this:

The drums sound great, but are, IMO, too busy. My suggestion would be to simplify your drums to get the groove going for the song, then reprogram "fills" where they fit into the song. Some of your patterns feel more like fills than grooves, if you follow me.

Also, it may help if you try playing the drums, even if it's just on a keyboard. Really help gives the velocities more variability. Or better yet, get a MIDI controller with pads.

Love me some Gino, and I really like your cover!

Regards,
Dan
2012/09/30 09:35:21
guitartrek
Danny - Thanks - Great points.  I'm using Superior all the time now.  On the technical fills I think you revealed my issue.  I do keep the velocities pretty high during those parts so the toms can be heard.  You know there's a point around 90 where if I go below, I lose the attack, and the drum dissappears.  So to keep every note heard I make sure it's above that threshold - and I throw in a lot of really high velocities too for impact.  However, as you said, a real drummer playing fast wouldn't be hitting every stroke near 120 or above.  I'm thinking I probably should be using more compression instead of higher velocities.   I have another project I did last summer which has a lot of quiet passages.  In this one I have no problems with drums at just about any velocity.  I'd love for you to critique my drums in that project.

Dan - Thanks for the comments and suggestions.  This is not the first time I've been accused of being too "busy" with the drum parts!
2012/09/30 11:01:08
drumstixkev
KILLER performance! Great tone on the solo guitar. KUDOS Geno!

Kev
2012/09/30 11:40:04
paulo
Don't know the song at all, but the production on this sounds great. Nice to see you back mixing with us wannabes !
2012/09/30 12:54:19
Danny Danzi
guitartrek


Danny - Thanks - Great points.  I'm using Superior all the time now.  On the technical fills I think you revealed my issue.  I do keep the velocities pretty high during those parts so the toms can be heard.  You know there's a point around 90 where if I go below, I lose the attack, and the drum dissappears.  So to keep every note heard I make sure it's above that threshold - and I throw in a lot of really high velocities too for impact.  However, as you said, a real drummer playing fast wouldn't be hitting every stroke near 120 or above.  I'm thinking I probably should be using more compression instead of higher velocities.   I have another project I did last summer which has a lot of quiet passages.  In this one I have no problems with drums at just about any velocity.  I'd love for you to critique my drums in that project. 

Yeah see G, that can be a problem. We shouldn't use velocities to get attack really. For that stuff, just run a compressor like you mentioned...or even better, if you need something to stick out, try the Cakewalk Transient Shaper or the Transient plug in Superior to give you a little more crack/attack if you need it.
 
But I gotta say this....it's really hard to get that real feel thing going on while programming even if you cheat like I do and look up some of the midi passages I've played. I was going to share a small instrumental I did showing you how I faired with the programming thing. (I didn't want to detract from your song thread even though I know you'd probably be cool with it) I'd never programmed anything this extensive before, so it was quite a learning experience for me as well.
 
In some parts, I definitely failed as you can hear where my robotic stuff comes in. I think part of my issue is I used EZD on the tune which doesn't have the sample pool abilities, but because it was just a test project on a stock pc, Realtek soundcard, logitech speakers lol and none of my usual "go to" pieces, I wasn't super concerned with much other than "how did all these new plugs and things work and is it at least better than demo quality?"
 
You know who's really good at this and may be able to shed more light on it, Jonbuoy. Hopefully he sees this and gives some of his input as he has a really good handle on programming drums and gets pretty intense with some of his fills etc. At any rate, yeah try working on less of the higher velocities in your fills and see if you can either compress or use some sort of transient shaper when you need a little more attack. Just be careful how you use that thing because it's too easy to turn a nice snare into nothing but a mere "pop" sound without the nice nuances of decay or snare strainer resonation. :)
 
-Danny
2012/09/30 14:58:10
markno999
Geno,
 
Really fine production.  I had to go listen to Gino's original version for comparison.   You did it justice.   Really smokin guitar licks and vox are stellar.   I agree the drums are a little busy but Danny has given some good advice.   I think that is a common occurence for guitar players, I also suffer from over-drumming.  To battle that urge,  I usually start with a basic MIDI track and then build in fills.   Superior Drummer has some really excellent MIDI drum parts and fills to get started.  Next I will listen to the drums and bass alone to see if it sounds good alone, if it is too busy I start trimming.  
 
Anyway, a minor crit, the production is really top notch stuff.  I am sure Gino will be impressed.   It is amazing how effortlessly you hit those high notes.   Good work.
 
Regards
 
 
2012/09/30 20:50:09
guitartrek
Kev - Thanks for commenting.   Glad you liked the guitar tones.

Paulo - Thank you  - yeah it's nice to be back. 

Danny - Thanks - yeah I'd love to hear your programmed drum parts and delve into this a little more.  Please send me an mp3.

Mark - thank you.  You're right - as a guitar player, I want the drums to become just as intracate, riffing all the time, but the drummer has a different responsibility.  I do exactly what you do: start with no fills at all.  Then I start adding.  And I always go a bit too far!!
2012/09/30 21:09:53
digi2ns
Love your take on it.

Well Done all the way around!!!
2012/10/01 00:10:57
Danny Danzi
Geno, I emailed you a link to the song. Check it out when you get a chance. :)

-Danny
© 2026 APG vNext Commercial Version 5.1

Use My Existing Forum Account

Use My Social Media Account