Go Back   Cockos Incorporated Forums > REAPER Forums > REAPER General Discussion Forum

Reply
 
Thread Tools Display Modes
Old 03-16-2018, 08:46 PM   #41
uglijimus
Human being with feelings
 
Join Date: Aug 2011
Posts: 196
Default

Quote:
Originally Posted by JamesPeters View Post
Yes it seems complicated to some people to use Vincent's ReaSamplomatic5000 solution for this. However, it is free and it sounds excellent. Also there is no way I can see of making this simpler to set up if using ReaSamplomatic5000. These are large sample banks with great depth to them, so this stretches the limits of what ReaSamplomatic5000 is capable of. There's no need to be critical of Vincent about this. He's gone well above and beyond providing this all for free. Keep that in mind.
Just for the record, I wholeheartedly agree. I am having trouble with this and I admit it is all on me. Sometime this weekend I will go through and attempt the 7 steps Vincent provided. And even if I can't get it to work, I can always go back to my original way of picking 6 different samples for each of his drums, slightly changing the pitch and rolling dice to randomly place them on the track (^_^). Thank you Vincent for the effort and the awesome quality.
uglijimus is offline   Reply With Quote
Old 03-16-2018, 08:54 PM   #42
JamesPeters
Human being with feelings
 
Join Date: Aug 2011
Location: Near a big lake
Posts: 3,943
Default

Anyway soon I should have a DrumGizmo version done, which would still require a little bit of setup in Reaper (DrumGizmo will need you to use 16 outputs, so you'll have a folder of tracks it "sends" to for different kit pieces) but it won't be nearly as complex a setup as with ReaSamplomatic5000, plus it'll use less CPU.

I'm doing all the preparation for it first, planning it out to make sure it'll work well and not have any "gotchas". I had to name the files to be as consistent as possible, then consider the channel outputs and what is going to be routed where.

When I get more free time I'll start writing the XML files required for the kits.
JamesPeters is offline   Reply With Quote
Old 03-17-2018, 03:22 AM   #43
Bri1
Banned
 
Join Date: Dec 2016
Location: England
Posts: 2,432
Default

Quote:
There's no need to be critical of Vincent about this. He's gone well above and beyond providing this all for free. Keep that in mind.
^Hmmm-who was being critical here? no knocks from this corner-just observations....more the referee to ensure no foul plays..
Reasamplomatic is a half decent 1 shot sampler--that's it--beyond that it's a complicated linked mess tbch imo.=Not decent for multi_sampled instrument patches for simplicities sake.
There's a thread about airwindows fx-- chris also made some drum kit recordings...anyone fancy mapping all them samples into reasamplomatic??? heh,not i. carry on..
I just crack open a decent sampler and get things done in minimal time,minimal mess.save-go home earlier. 1 patch file to load.easy.
Bri1 is offline   Reply With Quote
Old 03-17-2018, 03:37 AM   #44
Vincent Sermonne
Petit manitou
 
Vincent Sermonne's Avatar
 
Join Date: Feb 2009
Location: Mars
Posts: 7,356
Default

Quote:
Just for the record, I wholeheartedly agree. I am having trouble with this and I admit it is all on me. Sometime this weekend I will go through and attempt the 7 steps Vincent provided. And even if I can't get it to work, I can always go back to my original way of picking 6 different samples for each of his drums, slightly changing the pitch and rolling dice to randomly place them on the track (^_^). Thank you Vincent for the effort and the awesome quality.
hello uglijimus
The installation is a bit long compared to a traditional installer who will put everything where you need it. But if you follow exactly what I say with the clarifications of JamesPeter and dugdog, you should succeed. Since I am French, I am never sure I am clear enough in English.
__________________
Vincent
http://www.tchackpoum.fr

Last edited by Vincent Sermonne; 03-17-2018 at 04:12 AM.
Vincent Sermonne is offline   Reply With Quote
Old 03-17-2018, 04:26 AM   #45
Vincent Sermonne
Petit manitou
 
Vincent Sermonne's Avatar
 
Join Date: Feb 2009
Location: Mars
Posts: 7,356
Default

Quote:
Originally Posted by JamesPeters View Post
Anyway soon I should have a DrumGizmo version done, which would still require a little bit of setup in Reaper (DrumGizmo will need you to use 16 outputs, so you'll have a folder of tracks it "sends" to for different kit pieces) but it won't be nearly as complex a setup as with ReaSamplomatic5000, plus it'll use less CPU.

I'm doing all the preparation for it first, planning it out to make sure it'll work well and not have any "gotchas". I had to name the files to be as consistent as possible, then consider the channel outputs and what is going to be routed where.

When I get more free time I'll start writing the XML files required for the kits.
I'm working to lighten the sample banks; I re-cut the samples to the minimum while trying to keep as much room resonance as possible on the strongest layers. If you could wait a little while you could work with these samples. I don't think the instance multiplication of ReaSamplomatic has a strong impact on the cpu, I have the impression that the same bank in Kontakt version is as heavy, but I'm curious, I'll be happy that programmer specialists enlighten us. It seems to me that what weighs on the cpu is the greedy polyphony of such a kit, hence the interest to make samples as short as possible.

edit: DrumGizmo understands multichanel samples ?
__________________
Vincent
http://www.tchackpoum.fr

Last edited by Vincent Sermonne; 03-17-2018 at 04:38 AM.
Vincent Sermonne is offline   Reply With Quote
Old 03-17-2018, 09:25 AM   #46
JamesPeters
Human being with feelings
 
Join Date: Aug 2011
Location: Near a big lake
Posts: 3,943
Default

Quote:
Originally Posted by Bri1 View Post
^Hmmm-who was being critical here? no knocks from this corner-just observations....more the referee to ensure no foul plays..
So you're calling "foul play" on Vincent for providing his solution? How noble of you.

Quote:
Originally Posted by Vincent Sermonne View Post
I'm working to lighten the sample banks; I re-cut the samples to the minimum while trying to keep as much room resonance as possible on the strongest layers. If you could wait a little while you could work with these samples. I don't think the instance multiplication of ReaSamplomatic has a strong impact on the cpu, I have the impression that the same bank in Kontakt version is as heavy, but I'm curious, I'll be happy that programmer specialists enlighten us. It seems to me that what weighs on the cpu is the greedy polyphony of such a kit, hence the interest to make samples as short as possible.

edit: DrumGizmo understands multichanel samples ?
Yes, DrumGizmo works with multichannel WAV samples. It also has 16 outputs. The DrumGizmo kits use WAV files with up to 16 channels each, having each channel mapped to an output.

As an example, the DRSKit uses 13-channel WAV files including bleed in every channel. (When recording the snare hits for instance, bleed on all other mics was recorded. So this resulted in every snare sample being 13-channel WAV: top, bottom, overhead x2, and 9 channels of bleed!) I think that's overkill, but they plan to introduce a "bleed control" feature which allows the user to globally dial down the amount of bleed. I don't find this overall approach to be appealing; I'd rather use WAV files such as yours which only have more strictly-relevant channels, discarding bleed wherever possible. (Overhead and ambient mics take care of that sound well enough for me!)

Anyway the DrumGizmo kits, with all their bleed channels, take less CPU to play in Reaper than your ReaSamplomatic5000 drumkit. Because of this I'm thinking DrumGizmo is more efficient than using many instances of ReaSamplomatic5000. It might have to do with the sample lengths too (I don't have DrumGizmo kits on my computer right now to compare their sample lengths to yours).

I was going to edit your samples to make them shorter! Ok I'll wait for you to complete that task, and then I'll use your new samples. That will save me a lot of work.

Also I noticed one of the HiHat samples has a problem. I have already renamed the file so I can't provide its original name, but here's what I named the file:

clo_edg_a_01.wav

It seems there is a delay on some of the channels. (It might also be clo_edg_b_01.wav...I'm not sure since I was renaming files with a file-renaming utility.)
JamesPeters is offline   Reply With Quote
Old 03-17-2018, 09:51 AM   #47
Vincent Sermonne
Petit manitou
 
Vincent Sermonne's Avatar
 
Join Date: Feb 2009
Location: Mars
Posts: 7,356
Default

Oh yes it is very possible that there are some edit error! Thank you for sharing them with me! I hope by my current work of re-cutting, correct those I will find. However, in multichannel waves, it is quite normal that the overh and room channels have a delay on the proximity takes channel. If you remove this delay, the air effects will be much less noticeable, just like the pre-delay on the reverb.

All the snares are done, I begin the kicks...
__________________
Vincent
http://www.tchackpoum.fr
Vincent Sermonne is offline   Reply With Quote
Old 03-17-2018, 10:38 AM   #48
JamesPeters
Human being with feelings
 
Join Date: Aug 2011
Location: Near a big lake
Posts: 3,943
Default

Quote:
Originally Posted by Vincent Sermonne View Post
Oh yes it is very possible that there are some edit error! Thank you for sharing them with me! I hope by my current work of re-cutting, correct those I will find. However, in multichannel waves, it is quite normal that the overh and room channels have a delay on the proximity takes channel. If you remove this delay, the air effects will be much less noticeable, just like the pre-delay on the reverb.

All the snares are done, I begin the kicks...
The sample on which I noticed the delay: it was noticeably different compared to the others of that same type/velocity. The other hits of that type/velocity had no noticeable delay by comparison. If you listen to those files and compare them you will probably notice it immediately.

It's not a big deal since it's the softest hit of a HiHat. I just figured that since I noticed it while auditioning the files, I'd mention it.

Last edited by JamesPeters; 03-17-2018 at 10:48 AM.
JamesPeters is offline   Reply With Quote
Old 03-17-2018, 10:42 AM   #49
Bri1
Banned
 
Join Date: Dec 2016
Location: England
Posts: 2,432
Default

Quote:
So you're calling "foul play" on Vincent for providing his solution?
^Wow,no,not at all-- confusion there..

Quote:
All the snares are done, I begin the kicks...
Hey Vincent Sermonne-what are you doing? reasampling or reamapping old samples?
What s.rates+bit depth+formats do you use?
Are you using any caching or reasampling modes in reasamplomatic??
Do you think wavpack is a faster format in practical uses?
How well are multichannel files working for you with reasamplomatic currently?
You can squeeze more out of 1 instance by using sample offsets-gets complicated while editing like that-nice though.

Last edited by Bri1; 03-17-2018 at 11:18 AM. Reason: 1Xtra.
Bri1 is offline   Reply With Quote
Old 03-17-2018, 10:42 AM   #50
Vincent Sermonne
Petit manitou
 
Vincent Sermonne's Avatar
 
Join Date: Feb 2009
Location: Mars
Posts: 7,356
Default

Merci !! Thank's !!!
__________________
Vincent
http://www.tchackpoum.fr
Vincent Sermonne is offline   Reply With Quote
Old 03-17-2018, 10:48 AM   #51
JamesPeters
Human being with feelings
 
Join Date: Aug 2011
Location: Near a big lake
Posts: 3,943
Default

I'm glad to help!

Anyway DrumGizmo doesn't do round robin, so it's not a perfect solution. However there's a round-robin JSFX (which uses very low cpu).

https://forums.cockos.com/showthread.php?p=1168667

My plan is to map out "alternate hits" across multiple notes. Then the user can use the round-robin JSFX to alternate them (sequentially or randomly, it works great), for whichever kit pieces they want. Something I'm unsure of at the moment: should I map the samples like GM drums, or create a new mapping entirely.

Here are the two possible solutions:

1) GM mapping means more compatibility with GM midi files from many sources on the Internet. However it doesn't allow for having multiple alternate samples across adjacent notes, since GM mapping is more "tightly packed" within a small range of notes. Alternate samples for each kit piece can be placed outside this range, and the round-robin plugin will alternate between the "original note" (within the GM map) and the alternates (even if the original isn't within that range)...so it'll work. It would however mean that manual round-robin creation (moving MIDI events to alternate hits for each kit piece, including using scripts for the task) would become less intuitive.

2) An original mapping means alternate hits of each kit piece can be assigned to adjacent notes for very easy-to-see organization of each kit piece (and manual creation/editing of "round robin" functionality by moving MIDI events to adjacent notes). There would be no compatibility with GM-mapped drum MIDI though; however, this aspect can be overcome with a MIDI re-mapping plugin.

Each approach has its drawbacks. I'm unsure which approach to take...
JamesPeters is offline   Reply With Quote
Old 03-17-2018, 11:07 AM   #52
Bri1
Banned
 
Join Date: Dec 2016
Location: England
Posts: 2,432
Default

Quote:
Each approach has its drawbacks. I'm unsure which approach to take...
^Aye-they do--have you considered GM2 ?
i settled for reason+emu x3 as modules =(nnxt,octorex,nn19/redrum/kong) all can sample now as well..creating and saving patches is a total breeze-simplez.
Reaper really struggles in this area for me--and for a modern daw,that's a little slack instrument wise.. not knocking-just calling.. =)
Bri1 is offline   Reply With Quote
Old 03-17-2018, 11:17 AM   #53
Vincent Sermonne
Petit manitou
 
Vincent Sermonne's Avatar
 
Join Date: Feb 2009
Location: Mars
Posts: 7,356
Default

Quote:
Originally Posted by JamesPeters View Post
I'm glad to help!

Anyway DrumGizmo doesn't do round robin, so it's not a perfect solution. However there's a round-robin JSFX (which uses very low cpu).

https://forums.cockos.com/showthread.php?p=1168667

My plan is to map out "alternate hits" across multiple notes. Then the user can use the round-robin JSFX to alternate them (sequentially or randomly, it works great), for whichever kit pieces they want. Something I'm unsure of at the moment: should I map the samples like GM drums, or create a new mapping entirely.

Here are the two possible solutions:

1) GM mapping means more compatibility with GM midi files from many sources on the Internet. However it doesn't allow for having multiple alternate samples across adjacent notes, since GM mapping is more "tightly packed" within a small range of notes. Alternate samples for each kit piece can be placed outside this range, and the round-robin plugin will alternate between the "original note" (within the GM map) and the alternates (even if the original isn't within that range)...so it'll work. It would however mean that manual round-robin creation (moving MIDI events to alternate hits for each kit piece, including using scripts for the task) would become less intuitive.

2) An original mapping means alternate hits of each kit piece can be assigned to adjacent notes for very easy-to-see organization of each kit piece (and manual creation/editing of "round robin" functionality by moving MIDI events to adjacent notes). There would be no compatibility with GM-mapped drum MIDI though; however, this aspect can be overcome with a MIDI re-mapping plugin.

Each approach has its drawbacks. I'm unsure which approach to take...
In my opinion it is preferable to stay as close as possible to the GM mode, however with the current player specialized in drum there is a lot of twisting. Why not just take the map of Tchackpoum? But whatever, do with your idea.
__________________
Vincent
http://www.tchackpoum.fr
Vincent Sermonne is offline   Reply With Quote
Old 03-17-2018, 11:18 AM   #54
JamesPeters
Human being with feelings
 
Join Date: Aug 2011
Location: Near a big lake
Posts: 3,943
Default

Quote:
Originally Posted by Bri1 View Post
^Aye-they do--have you considered GM2 ?
That doesn't help, unfortunately. Consider that each kit piece has a minimum of 2 round robin "alternate" hits (up to 4). Each "alternate" is a hit of the same kit piece done at a different time, performed to be essentially "the same" but only slightly different in timbre so as to sound more natural when these alternates are played in quick succession.

Mapping out alternate hits (each a set of multi-velocity samples) for each kit piece would mean one of these two situations (see the attached pictures as general examples, not a complete mapping, of course).

Quote:
Originally Posted by Vincent Sermonne View Post
In my opinion it is preferable to stay as close as possible to the GM mode, however with the current player specialized in drum there is a lot of twisting. Why not just take the map of Tchackpoum? But whatever, do with your idea.
I'd prefer it to have as much compatibility with what you're doing as possible, so I'll look at your drum map when I download the edited samples. (In that case I'll probably have to map the alternate hits as in the 2.PNG file.)

Oh also...I have a request: can you please let me know the names of each channel for each kit piece? Example:

snare:

channel 1: top
channel 2: bottom
channel 3: amb L
channel 4: amb R

Just so when I'm mapping in DrumGizmo, I don't get confused. I notice some samples have more channels than others, depending on the kit piece. Sometimes I wonder "is this the overhead channel, or is it a separate cymbal buss?" etc.

I'll email you so we can have that conversation separately.

Last edited by JamesPeters; 10-18-2018 at 01:13 PM.
JamesPeters is offline   Reply With Quote
Old 03-17-2018, 11:26 AM   #55
Bri1
Banned
 
Join Date: Dec 2016
Location: England
Posts: 2,432
Default

Quote:
That doesn't help, unfortunately..
Hmm-well it might-especially when it comes to saving etc etc.. simple solution is for reasamplomatic to allow samples per velocity (like nnxt,or a lot of other samplers done this for years..: )-- then about another '00000 things 1 might think of for a 'modern daw'. stuff we use now is old---old n grey -bare bones and bugger all teeth..no bite unless you injected some kind of steroid programmings n such.. =)
To get realistic kits with samples+old sampler user almost has to kill a computer (or at least make it beg) > to get there... is that good,or not??
@Vincent Sermonne-is that a blank from you then,or not?
Bri1 is offline   Reply With Quote
Old 03-17-2018, 11:32 AM   #56
JamesPeters
Human being with feelings
 
Join Date: Aug 2011
Location: Near a big lake
Posts: 3,943
Default

I'm not using ReaSamplomatic5000. I'm using DrumGizmo since it's much simpler to set up and use in Reaper, and uses less CPU. To do round robin with DrumGizmo requires the approach I've outlined. Drumgizmo may eventually get a round-robin functionality (they have a "right hand/left hand alternate" feature idea on the horizon) but no one knows when it would happen.

The 2 options for the drum mapping are as I've explained and depicted (although those pictures are arbitrary for which note #s I chose, as a quick example only).

Also, when talking to Vincent, remember that English is not his native language. If you don't communicate your thoughts clearly with him, he may not be able to understand you properly. G-Sun had posted something about this to you before, and I agree with him (not to the extent I'd say you're being consciously rude though). As a native English speaker sometimes I have to re-read your posts a few times to know what you mean.

Last edited by JamesPeters; 03-17-2018 at 11:38 AM.
JamesPeters is offline   Reply With Quote
Old 03-17-2018, 11:37 AM   #57
Bri1
Banned
 
Join Date: Dec 2016
Location: England
Posts: 2,432
Default

Quote:
I'm not using ReaSamplomatic5000..
^Yes-it appears so-but you must read op request--they like native solutions--so do i
op>
Quote:
When I want to put a drum beat to a riff I am making in Reaper, I would just use drum samples I've downloaded and simply place each drum (kick, snare, high-hat, etc) manually until I have the beat I want.

I still like this process, but I want to know how to change the velocity and pitch of each drum to make it sound more human. I don't have any money for software like ezdrummer or anything like that.
Thing with op is they do not see the power and potentials of the arrange area---1 can get pretty deep in this area--avoiding all plugins.period.--it's a different approach -but realistically- the outputted programmed effects could be awesome,and are.
Bri1 is offline   Reply With Quote
Old 03-17-2018, 11:42 AM   #58
JamesPeters
Human being with feelings
 
Join Date: Aug 2011
Location: Near a big lake
Posts: 3,943
Default

Quote:
Originally Posted by Bri1 View Post
^Yes-it appears so-but you must read op request--they like native solutions--so do i
op>
Based on what he said in the OP, he'd probably prefer to be using something like EZdrummer but just doesn't have the money. Do you think DrumGizmo is a bad alternative especially if it provides the same functionality?

DrumGizmo can do the same thing, but for free. (Well, not all EZdrummer's functionality of course, but it can do the core the functionality he wants.) It'll also work more simply than using many instances of ReaSamplomatic5000. If all that weren't the case I wouldn't have mentioned it. I just have to work out how to make DrumGizmo do round robin effectively, and I have that figured out.

Besides these posts aren't strictly for the original poster. Others will read this. I don't have to stick to exactly what the OP was about as long as it's relevant. No need to be so pedantic. But then again I guess you enjoy playing "the referee"?
JamesPeters is offline   Reply With Quote
Old 03-17-2018, 11:58 AM   #59
Bri1
Banned
 
Join Date: Dec 2016
Location: England
Posts: 2,432
Default

Quote:
But then again I guess you enjoy playing "the referee"?
Lol wtf bruv-give over--just quote and send an email next time--might mark *that as spam*
Just say'n. keep things simple as possible-but go for complexities with that---reasamplomatic is great for what it is--but it is not what drumgizmo or wetf that is-right?
Just adding an 'alt' button in rs5k+drum reaplacements per volocity level and some great effects can be made=simplez.
If people want to try poking-am ready to bite every time. be happy please.
Bri1 is offline   Reply With Quote
Old 03-17-2018, 12:11 PM   #60
JamesPeters
Human being with feelings
 
Join Date: Aug 2011
Location: Near a big lake
Posts: 3,943
Default

If you think you can help the OP by providing him a better, simpler way of doing exactly what he wants, it would be nice if you could illustrate it for him. For that matter I'd like to see how it can be done.

Considering the context of the OP though, I don't think he really wants to be just dropping samples down on the arrange grid. He mentioned wanting EZdrummer's functionality and he referred to an article using MIDI.
JamesPeters is offline   Reply With Quote
Old 03-17-2018, 12:25 PM   #61
Bri1
Banned
 
Join Date: Dec 2016
Location: England
Posts: 2,432
Default

Quote:
If you think you can help the OP by providing him a better, simpler way of doing exactly what he wants, it would be nice if you could illustrate it for him. For that matter I'd like to see how it can be done.
^Heh-i already typed it before-use the arrange area in reaper!! this can be reaper's strong point!! per item++per track++parrallel+serial routings-- see the thing is JamesPeters-guys like you+me are kinda doing things in 'reverse' >> we are then using samples that are specifically mapped out out however they are in any vst or sample player (kontakt or w/e) - the developers of these plugins have acces to samples and gui functions that effect them samples per second--trust me bruv--reaper's arrange area can manage this +++ -think on it.

When anyone does think on that-why be trying to line up midi to audio,or for audio-- -when audio can be lined up to,or for midi?? > it's just different,but same--all is 1. =)

Last edited by Bri1; 03-17-2018 at 12:37 PM. Reason: 1Xtra.
Bri1 is offline   Reply With Quote
Old 03-17-2018, 12:40 PM   #62
JamesPeters
Human being with feelings
 
Join Date: Aug 2011
Location: Near a big lake
Posts: 3,943
Default

You've said "use the arrange window" and I get that...yes you can drop samples there, I'm sure we all get that. But how can you do one-off samples in the arrange window, but also vary the velocity and timbre such that they sound more "human-like"? That part, you're not explaining.

The OP mentioned "change the velocity and pitch of each drum". I'm assuming changing the "velocity" of a sample involves each sample dropped into the arrange view needs an RS5K instance on it to do what you are suggesting? (As for "pitch" I'm guessing that's about keeping the timbre changing, a workaround for non-existent round-robin alternate samples.)

If that's the case (and it might not be, because I don't quite know what you're trying to say)...how does having many instances of RS5K, on a per-item basis, seem like a simpler method than using something like EZdrummer (in this case DrumGizmo) with MIDI?

If you mean to use RS5K as Kenny did (in the video linked on Page 1 of this thread), that doesn't cover round robin functionality or multi-velocity sample banks. Once you start doing that with RS5K...well that brings us back to why Vincent's RS5K drum bank can be somewhat complicated to set up in Reaper.
JamesPeters is offline   Reply With Quote
Old 03-17-2018, 12:47 PM   #63
Bri1
Banned
 
Join Date: Dec 2016
Location: England
Posts: 2,432
Default

Quote:
But how can you do one-off samples in the arrange window, but also vary the velocity and timbre such that they sound more "human-like"? That part, you're not explaining.
Check available options-there's a few.. heh get jiggy wid it.
I sometimes roll with the name-crookid deranged stranger arranger--for a good reason-rofl.
Bri1 is offline   Reply With Quote
Old 03-17-2018, 12:57 PM   #64
JamesPeters
Human being with feelings
 
Join Date: Aug 2011
Location: Near a big lake
Posts: 3,943
Default

Quote:
Originally Posted by Bri1 View Post
Check available options-there's a few.. heh get jiggy wid it.
I sometimes roll with the name-crookid deranged stranger arranger--for a good reason-rofl.
I think the OP would appreciate something beyond "just do whatever bruv and get jiggy wid it" as an explanation.

Maybe I don't get what you're saying. Or maybe you don't quite get what the OP really wants.

When someone says "human-like" drums then says "varying velocity and timbre" (pitch in this case, used as a substitute), they mean they want it to sound like a person playing real drums, with realistic variability in the way you'd expect from a real drummer. As much as reasonably possible anyway.

If you do EDM or other electronic music, that's not going to be a concern most of the time. In that case it's very easy to throw samples in the arrange window and "get jiggy wid it" as you so eloquently stated. If you don't care about the drum parts sounding like a real drummer playing drums, I think you missed the point.
JamesPeters is offline   Reply With Quote
Old 03-17-2018, 01:23 PM   #65
Bri1
Banned
 
Join Date: Dec 2016
Location: England
Posts: 2,432
Default

Quote:
I think the OP would appreciate something beyond "just do whatever bruv and get jiggy wid it" as an explanation.
There's nothing more to explain..i suggest people try the programme and see what it does for them.worx4me.luv it overall. =)
Multisampled instruments like vst or any other format defo have their place for live performances no doubt-but ultimatley--with the same sets of samples,a bit of genius in arrangements (per user) much can be achieved with minimal efforts,fuss or nonsense straight in the arrange/sequencer area--because 1st and foremost--this is sequencing +sound generation~+manipulations all as realtime as possible..going on here..
Bye4now.
Bri1 is offline   Reply With Quote
Old 03-17-2018, 01:46 PM   #66
Vincent Sermonne
Petit manitou
 
Vincent Sermonne's Avatar
 
Join Date: Feb 2009
Location: Mars
Posts: 7,356
Default

The subject is : "how to make drum samples human like"
and the first post say: When I want to put a drum beat to a riff I am making in Reaper, I would just use drum samples I've downloaded and simply place each drum (kick, snare, high-hat, etc) manually until I have the beat I want.
I still like this process, but I want to know how to change the velocity and pitch of each drum to make it sound more human. I don't have any money for software like ezdrummer or anything like that.


Reasamplomatic interests me and I don't care much for the opposite opinion, especially when it expresses itself as a troll. Each his choices, but the thread topic here is precisely related to my sample bank ReaSamplomatic proposed, and in addition on a Cockos forum, as opposed to your completely unproductive messages and next to the topic.
__________________
Vincent
http://www.tchackpoum.fr
Vincent Sermonne is offline   Reply With Quote
Old 03-17-2018, 02:30 PM   #67
Tod
Human being with feelings
 
Tod's Avatar
 
Join Date: Jan 2010
Location: Kalispell
Posts: 14,759
Default

Quote:
Originally Posted by Vincent Sermonne View Post
The subject is : "how to make drum samples human like"
Hi Vincent, I was going to check your drums out in Kontakt, but all I got were several "Kick" drums and quite a
few "hi-hats". There were 4 nkm multi files. I looked at the samples, and there are samples for the other kit pieces,
snare, toms, ect., but there were no nki files that have them.

Maybe I'm misunderstanding how these are organized.
Tod is offline   Reply With Quote
Old 03-17-2018, 02:34 PM   #68
Vincent Sermonne
Petit manitou
 
Vincent Sermonne's Avatar
 
Join Date: Feb 2009
Location: Mars
Posts: 7,356
Default

Quote:
Originally Posted by Tod View Post
Hi Vincent, I was going to check your drums out in Kontakt, but all I got were several "Kick" drums and quite a
few "hi-hats". There were 4 nkm multi files. I looked at the samples, and there are samples for the other kit pieces,
snare, toms, ect., but there were no nki files that have them.

Maybe I'm misunderstanding how these are organized.
gloups... I forgot the kontakt files??? I'll check and get back to you as soon as I can, Tod. Thank you.

edit: is nkm file not nki. There are several instances of nki distributed on the tabs. I did it so everyone could save their nki.
I considered every element of the drum as an instrument.

There are several instances distributed on the tabs. I did it so everyone could do their nki.
I considered every element of the drum as an instrument.
I admit that it's not very ergonomic at first sight and I admit I haven't been sitting patient to learn how to make a compact bank in kontakt. I asked for help on the N.I. forum. that never happened. That and my difficulty of language to communicate...
__________________
Vincent
http://www.tchackpoum.fr

Last edited by Vincent Sermonne; 03-17-2018 at 02:47 PM.
Vincent Sermonne is offline   Reply With Quote
Old 03-17-2018, 05:15 PM   #69
Bri1
Banned
 
Join Date: Dec 2016
Location: England
Posts: 2,432
Default

Quote:
I don't care much for the opposite opinion, especially when it expresses itself as a troll.
Hmm-'it' expresses's oneself-but trolling is not quite accurate tbh.. am not trying to take anything away from anybody here-just add---> maybe a video helps a little more-> (simple arrangement there--but you may get the drift...
Basically with reaper you can make track templates -drum kit tracks as such-- these tracks can be ~pre~programmed to suit any genre or style--- user only has to swap out the samples,and change up the timings for different effects/grooves/timbers and realtime manipulating is quite easy. eg only shows a little (might be interesting to check ram uses here v vst's of same instances of samples per second.. etc etc) w/e.
Bri1 is offline   Reply With Quote
Old 03-17-2018, 06:32 PM   #70
JamesPeters
Human being with feelings
 
Join Date: Aug 2011
Location: Near a big lake
Posts: 3,943
Default

Consider me proven wrong! That looks so much simpler than using a single MIDI editor to control a VSTi drum sampler like DrumGizmo!

Boy do I ever feel silly.

You learn something new every day...
JamesPeters is offline   Reply With Quote
Old 03-17-2018, 07:29 PM   #71
Tod
Human being with feelings
 
Tod's Avatar
 
Join Date: Jan 2010
Location: Kalispell
Posts: 14,759
Default

Quote:
Originally Posted by Vincent Sermonne View Post
edit: is nkm file not nki. There are several instances of nki distributed on the tabs. I did it so everyone could save their nki.
I considered every element of the drum as an instrument.
Hi Vincent, there were only the 4 nkm files in the download. "nkm files are multis" that contain the nki files, and yes, nki files are the instrument files. You basically had 4 nki files in each nkm file, and the nki files were 3 "Kicks" and one "hi-hat". No Snares, Toms, or other cymbals, although it appears the samples are all there in the sample folder.

You mention "Tabs", but tabs are more associated with "Script Tabs", and often you will see nki instruments with 2 or more tabs, up to 5 tabs.

Your idea of having each kit piece in it's own nki file is fine, that will work well. However, a better way of doing it is to have the multi nkm file contain one nki file for each kit piece. That way, one instance of kontakt will contain a complete drum kit.

I would be glad to try help you get it lined out, but I don't have any nki files for Snare, Toms, Ride, or Crash cymbals.
Tod is offline   Reply With Quote
Old 03-18-2018, 03:19 AM   #72
Vincent Sermonne
Petit manitou
 
Vincent Sermonne's Avatar
 
Join Date: Feb 2009
Location: Mars
Posts: 7,356
Default

hello tod,
The nkm, the bank does not open with all the instruments? I'm surprised to learn that nkis are indispensable to open an nkm! Excuse me, but I wonder if we understand each other. Look at my gif about Ludwig def bank, do you have that?





edit:

I just tested on another computer that doesn't have nki and it works fine. But your message makes me realize that confusion about how the bank works is possible, I will have to give more detailed information about tchackpoum.
__________________
Vincent
http://www.tchackpoum.fr

Last edited by Vincent Sermonne; 03-18-2018 at 05:12 AM.
Vincent Sermonne is offline   Reply With Quote
Old 03-18-2018, 03:34 AM   #73
sickamorz
Banned
 
Join Date: Feb 2015
Location: Philippines
Posts: 741
Default

The easiest solution would be to get an drummer to do the drum tracks you want. Your biggest problem would be finding one that will listen to what you want.
sickamorz is offline   Reply With Quote
Old 03-18-2018, 03:45 AM   #74
Bri1
Banned
 
Join Date: Dec 2016
Location: England
Posts: 2,432
Default

Quote:
Boy do I ever feel silly.
You learn something new every day...
^Heh-why silly? i would treat info as an empowerment if usefull!
Earth is a school-1 of the hardest in our 'known' universes (apparently.)
Area programming is not going to take from vst and some amazing functions there-and vst/au/re w/e does not have to take from arrangement edits either--both can compliment,or not-much like people.
For audio in reaper user can have per item pitch,vol,pan,varispeed,timestretching,mutes (and with a fx loaded--extra routing abilities.) <some samplers can work per sample-some just do global--- with area arranging,user kinda has much fuller control over all parameters on offer. =)
Bri1 is offline   Reply With Quote
Old 03-18-2018, 03:49 AM   #75
Bri1
Banned
 
Join Date: Dec 2016
Location: England
Posts: 2,432
Default

Quote:
The easiest solution would be to get an drummer to do the drum tracks you want. Your biggest problem would be finding one that will listen to what you want.
Heh-yes--much easier but also quite limiting production wise (just 1 kit for eg)-- a drummer may know just what you want-but is that drummer able to perform? >is more a question--and perform it realiably 99% of time... @ any speed,any time,any place?...heh.
Bri1 is offline   Reply With Quote
Old 03-18-2018, 09:28 AM   #76
Tod
Human being with feelings
 
Tod's Avatar
 
Join Date: Jan 2010
Location: Kalispell
Posts: 14,759
Default

Quote:
Originally Posted by Vincent Sermonne View Post
The nkm, the bank does not open with all the instruments? I'm surprised to learn that nkis are indispensable to open an nkm! Excuse me, but I wonder if we understand each other. Look at my gif about Ludwig def bank, do you have that?
Hi Vincent,

Okay, I didn't realize you had the drums spread out across the 4 pages until I saw the little gif video. Furthermore I had
never heard nki instruments referred to as banks, which added to my confusion. Also to add to my ignorance, I haven't
used Kontakt 5.7 much at all, I'm still using earlier versions for all my programming.

I must admit, without a guide or manual it's going to take me quite a while to digest this. It appears to me you have
the makings of a great little drum program here and with some time I might figure it all out.

I did take a look at one of your scripts and I'm somewhat mystified how you're getting the random hit, I didn't see it
setup in the script. Heh heh, maybe you can explain that.
Tod is offline   Reply With Quote
Old 03-18-2018, 10:01 AM   #77
Vincent Sermonne
Petit manitou
 
Vincent Sermonne's Avatar
 
Join Date: Feb 2009
Location: Mars
Posts: 7,356
Default

houlala it goes back nowhere for my poor memory
I used the randomize pitch script in available kontakt script presets to divert it to my use to get a real random, not a round robin. The constraint is the obligation to make an instrument by element... but I may have missed a simpler method, I created the bank with my weak knowledge of kontakt scripting, a bit empirically.
You have to open the mapping editor with the snare for example, to understand.
The moves with the same velocity value are spread over 4 or 3 notes determined in the script between mini and maxi, and triggered by the note, in our snare example, the 38.
__________________
Vincent
http://www.tchackpoum.fr
Vincent Sermonne is offline   Reply With Quote
Old 03-18-2018, 10:08 AM   #78
JamesPeters
Human being with feelings
 
Join Date: Aug 2011
Location: Near a big lake
Posts: 3,943
Default

Quote:
Originally Posted by Bri1 View Post
^Heh-why silly? i would treat info as an empowerment if usefull!
Earth is a school-1 of the hardest in our 'known' universes (apparently.)
Area programming is not going to take from vst and some amazing functions there-and vst/au/re w/e does not have to take from arrangement edits either--both can compliment,or not-much like people.
For audio in reaper user can have per item pitch,vol,pan,varispeed,timestretching,mutes (and with a fx loaded--extra routing abilities.) <some samplers can work per sample-some just do global--- with area arranging,user kinda has much fuller control over all parameters on offer. =)
Oh no, you were 100% right! I mean, using a MIDI editor with a VSTi is so laborious compared to your method! For instance if I want to change how a drum part is played (making a hihat part into a ride part, changing the strength of the drum hits, making a realistic drum roll, etc.) I am forced to click on a mouse button up to TWO times! But you...you get the absolute luxury of deleting samples, auditioning and selecting samples from a browser, then placing and adjusting each one individually!

I can also see how your method more accurately emulates the immersive sound field of an actual drum room, having individual samples placed arbitrarily on the arrange window instead of having the sound automatically processed through multiple busses for proximity/overhead/room.

I totally see now why you roll with the name "crookid deranged stranger arranger". Everyone would be better off just deleting their installs of EZdrummer, Superior Drummer, BFD, Slate Drums, and Kontakt, and using your method instead.

I'm sure the OP is glad that you showed up to "referee" me and Vincent, to call "foul play" on us as it were! We were making things so much more difficult!
JamesPeters is offline   Reply With Quote
Old 03-18-2018, 10:26 AM   #79
Bri1
Banned
 
Join Date: Dec 2016
Location: England
Posts: 2,432
Default

^Heh-i could never say any of this or that is my or anybodies else's... it's just another way--works well with drum samples anyways---- trying to emulate a full scaled/mapped and velocity + modulations sensitive keyboard would be quite complex-but 100% do-able.
It's not a reaplacement for vst emulators-just a companion.+tbch-i 1luv all ways-- using automatic methods are a really quick fun way to enjoy some description of 'music'.That description varies with degrees of use and abuses of tools we have at our disposal today.
The range of techniques + tools for midi triggerings is quite vast!!^

For the cost of a reaper license v vst upgrading etc etc may seem quite reasonable to just get more sample libraries and work with blobs of audio,instead of blobs of midi-- effectively they both do the same jobs-- it's the same with any instrument--it's the player behind it that decides on the outcomes.
Whatever works must be something good eh.

Here's a little piece- just made from 1 sample of a string--it made a complete 'piece' (of varying degrees! )
This can be drums.. w/e ..



Items can be set to adjust to pitch,or not-- so that also gives 2 ways of editing the actual blobs,,besides the range of reasampling options for timbre changes etc etc etc.. not too shabby.

**Also.. besides fuller control-this can actually claw back some dsp--a lot of peeps are hitting compressors -transients are far easy to manage in the timeline.. right? =) == deranged4lyfe!!

Last edited by Bri1; 03-18-2018 at 10:47 AM. Reason: 1Xtra.
Bri1 is offline   Reply With Quote
Old 03-18-2018, 10:38 AM   #80
Vincent Sermonne
Petit manitou
 
Vincent Sermonne's Avatar
 
Join Date: Feb 2009
Location: Mars
Posts: 7,356
Default

http://www.tchackpoum.fr/quick%20Tch...mer%20demo.wav

I did that in five minutes with the eDrum and my ReaSamplomatic bank, without editing or balancing the sounds. How long would it take with your method?
__________________
Vincent
http://www.tchackpoum.fr
Vincent Sermonne is offline   Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -7. The time now is 01:18 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, vBulletin Solutions Inc.