No products in the cart.
Maybe this is obvious to others but I can’t figure out how to add a left kick drum and have it alternate between it and the right kick drum.
I have a standard drum kit (Metal Organic preset). I want to add a left kick drum. In the ‘Drums’ tab, I click on ‘Add instrument->Search For Instrument’, and find another kick drum I like. I then select it and press the ‘Add Instrument’ button. I now see it in the top left corner of the Drum Tab (instead of next to the right kick drum). The left kick has midi note 35 assigned to it by default. The right kick has midi note 36 assigned to it by default). I selected each kick drum and tried to both check and uncheck ‘Use Alternate Hits’ in the ‘Hit Variation’ menu. When I press play I only visually see the right-kick drum animated. I do not hear the left kick drum at all. All kick notes are being played by the right kick drum.
I’m not sure the MIDI file itself is the issue, because I can load a sound library that has 2 kick drums (Metalheads EZX default preset) and it plays fine. That being said…If I open the midi file in the grid editor there is 1) a kick dropdown, and inside it there is only an option for ‘right’ and 2) an ‘Instrument 1’ dropdown, and inside it there is only an option for ‘left’. Perhaps this has something to do with it? I was hoping it could read a single line for ‘kick’ and distribute it between left/right kicks. If that’s the case I’m not exactly sure how to correctly separate the track.
The only difference I could tell with the other sound library is that they had the kick drums switched (left/right) and one of them had a midi mapping for both 34 and 35, while the other kick had a midi mapping for 36. The ‘Use Alternate Notes’ was checked on both kicks. I tried both of these settings but no luck. I looked into the Mixer tab and saw there were blue mics columns for KD Left, KD Right and KD Trigger. I tried to mimic them and assign the route to them but no luck.
If that’s not it, I’m not sure what I’m doing wrong.
What you are trying won’t work as you have a separate note number for the 2nd kick. SD3 only knows this as another instrument and will play it only when you trigger it with note 36. Unless the midi file has alternating 35 and 36 then you will get only what is triggered. There may be a way to do it stacking two bass drums so they use the same note number although I haven’t thought how you would make it choose one over the other or to alternate.
SD3 with older sdx,s plus Rooms of Hansa and Death & Darkness. Cubase and wavelab current versions. Roland TD50x using all trigger inputs for triggering SD3 only. Windows 11 computer. Various keyboards and outboard gear as well as VST instruments. Acoustic drums: Yamaha 9000 natural wood and Pearl masters. Various snare drums. RME BabyFace Pro FS and Adam A7X monitors
1
Thanked by: Jeremy_46If that were true then how does the other sound library work out of the box with the same midi mapping?
I attached the working preset (Metalheads EZX) to see if maybe there’s something obvious that I am just not seeing. I attached it as a txt file but it can be renamed to .sd3p to work in the player
The alternating feature will only work within the library the kicks comes from, e.g. you can’t load the Metal Foundry kicks to Progressive Foundry and have them automatically alternate. And from kits/libraries that are designed with double bass drums.
So, in that case, you’d need to change the Notes manually (notes 35 and 36 for example) as Mark King indicated.
I’m with you though, should be possible. I’ll ask the programmers if it is
Scott Sibley - Toontrack
Technical Advisor
1
Thanked by: Jeremy_46E-drummers who play a single bassdrum pad can have a A-B alternation kick engine with any (kick)drums of their choice: I’ve built a midi engine which is available for the DAWs ( “Cubase Artist/Pro” , “Logic Pro X” , “Reaper” , “Bidule” ). And for Single Bassdrum parts (on which you want to stop the alternating engine so that only one kick sound remains) you can toggle the engine by pad stroke ( = dedicated control pad/zone (i.e. floor tom rim) which can also additionally be mapped to a sound / of course toggling while playing) and have the 1-sound kick again. Hitting the same control pad/zone again will activate the A-B-alternation engine again. For further info check the Facebook group “The Software Drumming Forum – tips & tricks + discussing drum samplers”.
1
Thanked by: Jeremy_46Thanks to all those that replied to this thread.
That would definitely be useful to have alternating kick drums as a standard thing in SD3. Especially since some kits have logic for it (like Metal Foundry) and others are making their own custom scripts to compensate (like what Mintberry Crunch just posted here). Any chance this could be a feature request in an upcoming version?
No products in the cart.
Get all the latest on new releases,
updates and offers directly to your inbox.
Note: By clicking the 'I WANT IN' button, you will not be creating a Toontrack user account. You will only sign up to get our newsletters, offers and promotions to your inbox. You can unsubscribe at any time from a link at the bottom of each email. If you want to learn more about our privacy policy, please find detailed information here.