Hello Toontrack,
I wasn’t sure what heading to use.
This is some I hope for you useful customer feedback. Please feel free to pass it on to your people internally, and I’m happy to discuss if this would be useful.
I have Superior Drummer, EZDrummer 2 and the Americana, Classic and Vintage Rock EZXs. I’m a hobbiest and I’m in my 50s – but please don’t dismiss this part of your customer base!
I have two suggestions on 1. the way the SD sample engine works and 2. how the samples are recorded in the first place.
On 1., I tend to use my EZd libraries in the Superior engine. If, as is recommended by the manual, I have the humanise features all on, then when my midi gets played back, the samples are picked from the velocity layer of the midi note and the adjacent velocity layers. This means that for a typical snare back-beat at, say V=115, over 4 back-beats I might get a couple of different V=115 samples, but then I get one with a real crack to it from the “hard hits” layer above, and a softer (and duller) hit from the “gradient hits” layer below V=115. This results in snare hits with very different peak and RMS levels and each having very different timbres. Unprocessed, these don’t sit in the mix properly. Real drummers may play inconsistently, but not this inconsistently. And – just to re-iterate – this is what the manual recommends i.e. leave all humanisation on all the time. If I experiment and turn off “Semi Seq” (which is the villain of the piece) I just get basically two samples from the gradient hits velocity layer of the midi note which sound “tick tock” alternately. Hmmmm…. So what I’ve ended up doing is two batches of audio bounces, one with ALL HUMANISATION switched OFF, and a second batch with ALL HUMANISATION ON except “Semi Seq”. I use the first batch for the back-beat, because it produces a nice consistent beat without having to resort to compression / limiting / distortion. I use the second batch for snare fills (which btw also have various different midi velocities to add variety to the samples which SD/EZd selects). I do the same thing for kicks, where kick consistency is also important. The problem is – cutting and pasting the audio bounces is very laborious. So here’s the suggestion for the next version of SD. Would it be possible to have a feature of playback which enables you to assign different humanisation settings to different groups of midi notes? This would enable me to have all my back-beats and main kicks (and indeed hi hats) totally NON-humanised and thus 100% consistent samples, but have my fills and anything intricate (e.g. semi-quaver hi hat parts) FULLY humanised? This would be a big improvement in IMHO.
Alternatively, it would be nice to have more – and “consistent-but-different” – gradient samples for each velocity layer. Which brings me to my next point.
2. Background: before buying SD and EZd, I attempted to generate my own drum samples, using a real drum kit and Logic’s EXS24 sequencer. Pretty much all the issues which the SD/EZd sample engines attempt to address I came up against, and it was an interesting learning experience! But you guys are the pros and have the resources to record and package professional drum sample libraries: I obviously don’t! HOWEVER, one thing I did learn is that there is a surprisingly big difference between the sound of e.g. a snare drum hit from a “cold start” and one that is hit when it’s already ringing from the previous hit (if you see what I mean). The latter case is the way a real drummer sounds playing a real song: the start of the next hit is somehow “softened” by the end of the previous one. This is different to how I suspect drum sample libraries are recorded, which is to do a “cold start” hit, let it ring out to silence and then do another one – which I found produced a harder sound with a much more violent initial transient. Try it for yourselves and look at the waveform – and listen. You’ve get better equipment than I have but I suspect you’ll find exactly the same thing. What I ended up doing (before I gave up on attempting to produce my own drum samples!) was to set a click around the tempo of the song, listen to this (quietly!) through headphones and then execute say a dozen back-beat snare hits at this tempo. I then sliced them up into individual hits and usually got about 6-8 decent ones that were similar enough (but not identical) which could be used in a song. I did the same exercise 3 times at the song tempo and slightly faster and slower (e.g. 115,120 and 125 bpm) so I didn’t end up with samples that were slightly too short due to me being ahead of the beat). I’m sure you could do something similar and end up with drum samples which are less “bash-y” and – dare I say it! – more realistic. I think you already do this for hi hats (Seq Hits) so why not for drums too?
Hope this is useful.
Yours sincerely,
Mark
2. We have something called MHE (Multiple Hits Emulation) which is supposed
to address that. Try maxing it out just to see if it changes the situation.
The default for the snare would be off. It is mostly used for cymbals
but can be used for heads too.
Olof Westman - Toontrack
Coder
Thanks Ollie. I use MHE all the time on rides and crashes, as you suggest (not hi hats). I haven’t tried it in a while on drums, but it’s good reminder, so I will do so.
Have a think about Seq Hits for drums. It was one of the few high spots in my abortive drum sampling efforts! The downside is – for it to work properly it seems to me you need to do the sampling at a similar tempo to the final song.
One other thing I’ve been doing recently is switching the voice limit to 1 for kick / snare / toms. My rationale for doing this is that e.g. for kicks, I managed to convince myself that the tail of one sample could interfere destructively with the following kick sample. Also, on the snares of some kits I thought I heard a weird flanging effect due to the snare rattle tail of one sample comb filtering with the tail of the following sample. Maybe this is all in my imagination, and I should get out more… However, setting the voice limit to 1 should, it seems to me, eliminate any potential “over-lapping sample” gremlins on kick / snare / toms. Obviously different for especially rides, because there you DO want overlapping samples. Overall, though, as I thought about this more and more, voice limits >1 felt to me like it was asking for overlapping sample trouble on drums…
In fact now I AM going out. To the gym! Thx for the help.
Rgds,
Mark
>…voice limit to 1…
You will get that 90s drum machine sound 😉 Probably not what you’re after.
Also, MHE does nothing at all if there is just a single voice.
Olof Westman - Toontrack
Coder
You forget my age – drum machine sounds are GOOD! (80s not 90s ones…).
But more seriously, the real issue is number 1. in my original post. I understand where TT are coming from in trying to get a “realistic” drum sound with variation as played by a real drummer, but the sample engine – at least in my hands and with Semi Seq switched on – produces snare hits which are OK, OK FAR TOO LOUD and then far too soft. The lesser evil is to have identical snare hits for the back-beats – which at least have a groove to them and you can hear clearly in the mix without having to mash them with limiting/compression/distortion to even out the levels… …and then every time the drummer does something interesting go back to random / alternate humanisation. It works for me. The only issue as mentioned is the cutting and pasting of all the audio bounces to assemble the compilation tracks. Anyway, thanks for the helpful steers. Rgds, Mark
Hi Ollie,
Just to close the loop on this.
At the outset, I wanted to say IMHO Toontrack/EZd/SD are GREAT products. I’m doing various projects currently with my similarly middle-aged muso friends, including one live project where I sampled-replaced the entire kit of our drummer with the SD Avatar sample library. He has a double bass drum set up, 5 toms, 2 rides, umpteen crashes etc. etc…. ..and a cowbell. He’s a very busy player (needs to be with this kit!) and I sample-replaced his entire drum part based on 4 channels of original drums (kick, snare, 2x overheads). No one noticed, including the keyboard player who claims to be able to spot sampled drums at 1,000 yards distance… In fact, every one said how great the drums sounded! So well done Toontrack!
Anyway, back to MHE.
As you suggested, I tried this using MHE maxed out and an 8 voice limit on the snare (default setting) and using the Americana kit which I happened to have loaded up in Superior Drummer. I used a straight backbeat snare at 144bpm and constant midi velocity of 115. As far as I could tell – based on listening and inspection of the waveform – this made no difference at all (with all humanisation ON except for my bugbear Semi Seq).
I then tried it again on a fast semi-quaver snare fill. This was made up of a series of midi snare hits of different velocities. Otherwise, same as above (Americana kit in SD, 8 voice limit, all humanisation ON except for Semi Seq). This time there was a small difference. On close inspection, it turned out that 2 of the midi hits were adjacent and the same 104 velocity. MHE seemed to changed these a little bit.
So, my experience seems to be that MHE on heads only works for midi hits of the same velocity that are close together. And it’s therefore not the same as recording a series of “non-cold start” snare hits and then slicing them up.
Finally, back to the question of how SD generates its samples on playback (issue number 1 in my original post). With humanisation set to “Random + Vel to Vol + Soft Vel” I basically just get one sample – the same one – played back repeatedly for a back-beat snare. I don’t quite understand why, if there are15-20 (whatever the number is) of samples per velocity layer, SD doesn’t play back a more random series of samples? But it doesn’t. Just one.
If I then switch on “Alt” in humanisation as well, I get 2 samples alternating, and sounding a bit “tick tock”. Again, why only 2? Seems odd. What waste of the other samples in the layer!
Finally, if I go to full all on humanisation (everything on, including Semi Seq), I get some extra samples, which seem to include “hard hit” layer samples (noticeably louder and harsher timbre) and some noticeably softer (volume and timbre) samples from lower gradient hit layers. As mentioned, this makes the drums very hard to sit in the mix.
So, my basic point remains – how to get SD to play those 15-20 samples in the relevant velocity layer randomly, rather than just one or two? As far as I can tell, SD doesn’t really work in this regard. At least, not as I would have expected it to, based on what it says in the manual.
As mentioned, you have a great product. And I’ve found a way of working around this using audio bounces. Plus I actually don’t mind if back beat snares and the kick are identical – I think in a mix you get some psycho-acoustic effects which fox all but diligent and experienced listeners into thinking the hits are subtly different.
Anyway, this started out as some feedback for TT from just one happy used on how to improve your product.
Rgds,
Mark
1. You use EZXs in S2. That’s ok but using them in S2 will not add
any samples that aren’t already there in the EZX. Americana, Classic
and Vintage Rock were all made for EZdrummer 1 and essentially
have only two hits per velocity layer, except for the hardest one.
Without SemiSeq you will get that “tick tock”. EZX2:s and SDX:s are different.
They are made for the S2-engine and typically have more sounds
per velocity layer.
>So, my experience seems to be that MHE on heads only works for midi hits
> of the same velocity that are close together.
Actually, MHE goes to work when there is substantial energy ringing in the
drum already. This means that it has much more effects on cymbals then
on heads. A snare drum is usually well muted, in comparison to a cymbal,
and so MHE does very little except for hits that come close together, like for
a roll.
> And it’s therefore not the same as recording a series of “non-cold start”
> snare hits and then slicing them up.
I will make a note of that.
Olof Westman - Toontrack
Coder
Thx Ollie. This all makes complete sense, especially the lack of hits (only 2!) per gradient layer in EZd libraries. Now I understand a) why those fast snare fills sound more convincing using the Avatar library than EZd libraries, and b) why the SD Avatar library is ~20GB and a typical EZd kit is only 1-2GB. And thx for your MHE explanation. Now I understand how MHE works, it makes perfect sense too and tallies with my user experience.
The problem with only 2 hits per gradient layer and switching Semi Seq on is that it makes the drums unmixable without seriously mashing them in some way. This means that basically most of the time in EZx I’m using just one snare sample, because I personally prefer a constant-sounding snare rather than one that goes “tick tock”. This seems a shame, given all the effort that was put into recording so many samples and how many of them there are: I still mainly use just one!!
Given the choice, I’d prefer 20 different snare hits in the 90-115 velocity layer and none below 90, rather than a load of quiet and super-loud hits which I never use (including the hard hits V=127, which often sound like the drummer is really whaling it… …and to me is too full on). But other users may have a different opinion and I understand that.
I’m a big fan of the Americana kit snare sound and its components (based on just one sample!). The snare top has a nice thump to it, the snare bottom has a nice crack, the overheads have a nice ambient sound (and the snare is pretty closely centred in the overheads – unlike some other kits, SD Avatar for example!!) and the ambience is great too. They all ring out realistically and don’t seem to be “choked” at the end (which sometimes seems to happen, presumably for data-per-sample-limitiation reasons). It’s just a shame there’s only 2 samples per gradient velocity layer…
So here’s my question. Actually 2 questions:
1. Which SD expansion has “natural” sounding drums which respond to moderate processing i.e. which sounds most like Americana? Basically I”m looking for Americana with lots of hits per gradient layer.
2. Which are the EZx2 expansions? How do I know whether an EZx is an EZx1 with limited gradient hit samples, are an EZx2 with more?
Thx very much and rgds,
Mark
1. Let’s hope somebody else chimes in on this one. Not my field of expertise.
2. Any EZX that requires EZdrummer 2.
Olof Westman - Toontrack
Coder
Hello… I’d like to add a suggestion!
Not being able to maximize the Solo app or free float it outside of a browser window is as exceptionally depressing as it’s blank grey Toontrack back ground… For the hard earned money I paid, I expected a more user friendly interface. Even on my 60 inch monitor the app is only 10×12 inches!… That means that I have to get up and walk across the room to make adjustments,.. Oh, and that depressing grey back ground, can’t Toontrack come up with something better that doesn’t make me want to eat a bullet? Why can’t I use my own wallpaper?
I know for fact my words are probably gonna fall onto some deaf ears, but the visual aesthetics of Toontracks Solo app are about to get it a 1 STAR rating on Amazon simply because it is not user friendly to those with visual impairments like myself. It cannot be magnified, nor enlarged, and thus is extremely difficult for me to use, and interferes with my creative workflow. I’m sure no one at Toontrack could care less, because it works fine for everyone else, but I myself feel like I only received half a product because if I knew that I would have “limited visual access only” to the interface I would have avoided purchasing SD2 all together!
Thank you Toontrack for making my life more difficult than it needs to be.
@Mark_33 said:
Given the choice, I’d prefer 20 different snare hits in the 90-115 velocity layer and none below 90, rather than a load of quiet and super-loud hits which I never use (including the hard hits V=127, which often sound like the drummer is really whaling it… …and to me is too full on). But other users may have a different opinion and I understand that.
So here’s my question. Actually 2 questions:
1. Which SD expansion has “natural” sounding drums which respond to moderate processing i.e. which sounds most like Americana? Basically I”m looking for Americana with lots of hits per gradient layer.
2. Which are the EZx2 expansions? How do I know whether an EZx is an EZx1 with limited gradient hit samples, are an EZx2 with more?
Thx very much and rgds,
Mark
Me too.
In relation to 1,2 Q, One would assume any EZX made after EZD2 came out would work the way explained above.
Great to see your point come up , Ive used a limiter on my TT snares and Kicks or an extra instance /bounce to attain a groove/perfect back beat (which is a real pain) gave up asking but Mark_33 has perfectly explained this and its actually very important. We have to work around it I really hope the Attention to detail and upgrades come soon.
Been a long and loyal customer waiting…………..
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