Make S2.0 sound relatively real.

Fragarach

Member
Feb 21, 2010
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Hey,
Any tips techniques you guys would recommend to make programmed S2.0 drums sound relatively real?
 
I'm programming the whole damn thing.( No other option.)
What all do you think would be good? Editing Velocities?
 
But in short:

Intelligently randomize (hand place) the:
- Timing (don't place hits exactly on grid, if you want them to be lively)
- Velocity (try drumming on the table, and see which hits are louder, especially on rolls)
- Hits (especially hihat on SD2.0)

Oh and turn off the Humanize function of SD2.0 when you do it by hand, otherwise it will hinder the sound.
 
But in short:

Intelligently randomize (hand place) the:
- Timing (don't place hits exactly on grid, if you want them to be lively)
- Velocity (try drumming on the table, and see which hits are louder, especially on rolls)
- Hits (especially hihat on SD2.0)

Oh and turn off the Humanize function of SD2.0 when you do it by hand, otherwise it will hinder the sound.

What does the hit part mean?
 
I prefer leaving it on, tbh - helps out with overall realness, especially when youve got a lot of hits at 127 and stuff with snares and all.

But that's exactly what this thread is not about :) Ie. don't do 127 velocity hits, but instead vary it by hand according to "real" playing. Only go to 127 for some really REALLY hard single hits. Most of the hits in the 90-100 region, generally :) Especially on fast stuff.
 
If you didn't know already, if you use the "hats trig" articulation, you can use a midi CC (can't remember which one) to control how open the hats are. Sometimes that can help if you're trying to program realistic hats. Watch how a good drummer uses rides and crashes (or any cymbal for that matter) and try to replicate those dynamics in your programming.

Like Jeff said, room sound is a big part. For heavy music, a fair amount of compression on the room mics and parallel compression on the drum bus can do wonders for programmed drums. People talk about trying to match the sound of a guitar cabinet "moving air" in a room in amp modeling, and its kind of the same idea with programmed drums. You have to give it some grit and unpredictability.

But that's exactly what this thread is not about :) Ie. don't do 127 velocity hits, but instead vary it by hand according to "real" playing. Only go to 127 for some really REALLY hard single hits. Most of the hits in the 90-100 region, generally :) Especially on fast stuff.
This too. If you haven't already, I'd recommend spending some time converting real drum tracks to midi to get a feel for how hard good drummers hit for various parts of a song. A producer might want all the snare hits in a chorus to be at the highest velocity for consistency and power, but a real drummer is probably going to hit harder in some fills and flams than during your heavy chorus or verse. For someone who is used to programming drums, its really enlightening to see the amount of randomization and variation in a good drummer's performance. Try it and then go back and program drums and I bet you'll use a larger range of velocities and more timing variation.
 
THank you all I cant tell you how much this has helped. from sounding smack smack smack it sounds SMACK smack SMACK. Any nice drum files from famous drummers that you owuld recommend looking up?
 
+ 1


Although I can almost always tell when it comes to OH, thats where it sounds fake (especially HH)

At this point, I think it's us being familiar with the samples that makes it sound unrealistic. I've been playing around with a different set of samples lately that has been sounding SUPER realistic to me, partially because I've never heard them used on a clip on this forum, let alone on a full-length.

If my drummer doesn't get the cymbals/double pedal upgrade he's been talking about, we're definitely using the sample set in question on our full length this summer (don't want to give away which it is just yet!).