BFD3 available nowwwww!!

I certainly was not expecting this this morning.

I will definitely check it out.
 
haha, just yesterday i was searching the thread where this was revealed.
i couldn't find it, so i came here to search again...and well, just found this :D

looking for a review, i remember when i got BFD2 on release and could jus tnot use it because it was buggy as hell and crashing all the time...
 
Demos sound great, very flexible for a relatively small number of kits.

GUI is definitely improved.

Tom resonate modelling is interesting, but I'm not sure if that would really be of any gain in a heavy metal mix.

Cymbal swelling - I've actually never needed it, but would be interested to see how the modelling works on repeated crash cymbal hits of similar velocity.

Obviously massive improvements to the engine, with the lossless data compression and modelling.

Probably the stand out feature is the Paint tool and painting rudiments. I'm keen to see a demo video of how that works and how realistic it is. As in, does it humanise the velocities and timing?

Other than that, I'm struggling to justify the $150 to someone that already owns a good drum library. I will demo it and that sentiment will probably change.

BFD3 is definitely the new industry standard again for VSTi, though yet to be seen if the sample content is also.
 
HOFX: I hear ya on the resonance modelling. It isn't useful for the kinda technical melodic metal stuff that is popular around here. But if you're doing anything remotely sludgy or Melvinsy say, it is pretty fucking cool; particularly with the floor tom and the kick drum. Adds that little extra bit of realism.

Checkout the 'Antirazor' demo I did. It wasn't meant to be a song as such, more to demonstrate the cymbal swell tech. I think it sounds pretty damn realistic!

Demo is coming soon. Hopefully by the end of the week, but don't hold me to it!!
 
We don't use round robin. We use our own anti-machine gun mode, which is more controllable in BFD3. It basically takes a spread around your velocity layer, and adjusts the volume of opposing layers to compensate and humanize. In our listening tests, there really was no difference between that and classic AKAI style round robin cycling, which is what all the other programs use. Round robin is just a buzz word that people latch on to. What should matter is the sounds.

FWIW, we have up to 80 velocity layers on snares (and there is a potential to offer more as a bonus download later on down the line) and considering you get 127 velocity steps to work with, that is a pretty damn high amount. Other programs out there give you 20-30 and expect you to be happy with that. Rail and John (the two guys who recorded the content for BFD3) are pretty damn particular about high velocity counts.
 
So there can be sevaral variations of the same sample playing in a row? What if you want to make a long row of the hardest hits, then you just have the same sample repeating. Round robin prevents that. And what about phasing issues if the same samples ring over itself?
 
No, with AMG it isn't variations of the same sample. It is different samples altogether. If you put in a row of 127's, you'll still get variation, because it brings up some of the lower layers to the same volume. Here you go, an example:

https://dl.dropboxusercontent.com/u/630473/AMG.mp3

Just a rough example. Remember, you can dial in the most appropriate amount of randomization on a global level, and also on a kitpiece level. So if you like the way it affects your kick and snare, but not your ride... you can fix the ride without screwing up your kick and snare.

Classic round robin is a cyclical pattern. So if you send in a series of 127's... you get layer 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 3, 4, 5, 6, 7, 8, etc.... This results in patterns of sound that are a dead give away for machine-gunning. Sometimes they change it slightly so that the direction is 'random' instead of 'forward' or 'backwards' or whatever... this is basically no different from our AMG methodology, except our method allows for potentially a wider range of samples to be addressed. We're not limiting you to just 4 or 5 variations, or however many competing products have.

There aren't any phasing issues and realistically, when do you ever *actually* send in a whole series of just one velocity layer?? I'd suggest whatever program you use, if you're doing that, it's bad programming - imho.
 
Has anyone used BFD to build their own kits? I know you can import wavs. I've always wanted to try it, it's something that's been missing from the other major players.
 
if i can import multiple wavs with different velocities im so in for this
 
Up some midi + stems and I'll play around with them if ya like. Actually... wonder if Ola still has some of his stuff up?? Will have to go look...