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Viewing 15 replies - 1 through 15 (of 16 total)
  • Jason Bass
    Participant

    Seriously? Still nothing?


    Reply To: Can no longer add 2 kick drums with trigger stacks on both on some kits? version: 3.3.7
    Operating system: macOS Ventura (13)
    Jason Bass
    Participant

    He does. Here’s an excerpt from his post.

    But yep, i set the buffer to 512 and in standalone the kit that was giving me all kinds of pops and clicks before is now crystal clear. THAT sucks. Since I record guitar/bass/live keys/vocals into my audio interface all the time and anything higher than 128 buffer size while i’m doing that introduces unusable latency.

    That’s where the near zero latency would come in handy.

    jord

     

    Give this man a cigar! You are right, I record guitar/bass/keys/vocals and such live in addition to working in the box.

    Jason Bass
    Participant

    Definitely no argument regarding the Fusion Drive, considering the mech part is only 5400rpm.

    Everything I can find on it says the HDD portion of the fusion drive is 7200rpm

    Jason Bass
    Participant

    “Unless I’m misunderstanding things if he stays in the box or using the effects of the Apollo dsp the low latency mode on the Apollo doesn’t matter and it doesn’t seem like he’s doing that. I still say it’s that Fusion drive and the lack of ram. Fusion drives are not good for any kind of audio work. Period”

    Thing is wile the Fusion drive is not as good as a straight up SSD drive it is a hybrid HDD/SSD drive and mine being a 3tb has 128GB of SSD, and the rest is HDD, the purpose being that the things you use a lot (like these SD kits for example) should be loaded in and from the SSD portion not the HDD portion, so in theory it shouldn’t be an issue.

    https://en.wikipedia.org/wiki/Fusion_Drive

    And while NOW 16 GB of RAM is considered LOW (it didn’t used to be) i looked at activity monitor while i was having the pops and clicks and of course SD3 was the top memory hog by a long shot but it was using 9GB of RAM, out of 16GB, so it SHOULD have been able to handle it fine (the record of the things using RAM did not remotely add up to another 7GB, niwhere close, MAYBE 12gb tops which still left 4GB free and available. So I don’t necessarily think that would be the case.

    Jason Bass
    Participant

    “Considering that you are using an Apollo to record your audio, why aren’t you taking advantage of its near zero latency capabilities for your recording chain? It would not matter if you had to use a higher sample buffer in this case.”

     

    I do. 90% of the time I’m just using the apollo, but i’m still getting pops and clicks and stuff in superior drummer now if the audio buffer is set to 128 in audio and MIDI settings, but if I set it to 512 it’s clear as a bell. I mainly only use the AXE FX for playing and recording the guitars and basses through USB. And with the AXE FX just recording guitar and bass tracks into ableton with it selected as the primary interface I have no problems/no pops and clicks and such when using it at 128 for recording that. But I basically can’t “jam” IN ableton with guitar and track separated drums, I have to track separate drums and have ableton set at 512 buffer and just jam with the Axe FX going to my mixer along with the Apollo, then track the drums when I’m done with a song, and bounce everything (freeze and flatten all drum tracks so it’s just like 11 audio tracks with no plug in instruments or effects other than recording the guitar model in from the Axe FX when I record it along with the drum tracks.

    Jason Bass
    Participant

    “the 1st one is a Drums & Mixer Preset and saves the current kit and how you have configured each Instrument in all the Property Boxes plus how the Mixer is set up with EQ’s, Comp’s and Buses. It does not save Output routings, it does not save any applied MIDI Preset, it does not save MIDI on the Song Track(s), it does not save anything in the Tracker, it does not save the Property Boxes View, i.e. which Property Boxes you wish to see. This one is “local” so to speak and is only visible in the Library you used to create it. It has a specific location it must reside in to be picked up by your system.”

    This seems to be alli need along with the templates i save in ableton, since this seems to save everything about the kit, what drums where, tuning, the mixer settings as in which mic tracks are going to which bus track which go to swhich output tracks which then go to which input tracks in Ableton where I’ actually mixing it (except for some EQ’s i put on the drums in the SD mixer as it’s lighter on my CPU than the fab filter EQ i usually use in ableton, 15 tracks of that will make my computer sweat)

    “The 2nd one is just the Property Box View preset, i.e. which Property Boxes you wish to see. It does not save anything else and has nothing to do with any actual kit piece or its sound. It’s for viewing convenience, depending on what you are working with and how you wish the Property Boxes to be presented when you do. This BoxState preset also needs to be in a specific place to be picked up by SD3.”

    I guess this is what i don’t get, like what IS a property box even? i can’t seem to call anything BACK up from anything i’ve saved here, so it seems fairly useless.

    “The 3rd one is saving everything and I mean everything; kit pieces, properties, views, mixer channels settings, buses and outputs, Song Track(s), Tracker data, MIDI Presets, etc, etc. It can reside anywhere you like, since it is opened via the File Menu.”

    I don’t use the song stuff in SD3 i just do it all in ableton so i’m only saving kits and their tunings/mixer settings/etc. which seems to all be done by the first one, which does save the busses and outputs as that’s what i’m often saving it for, so i kinda don’t get why i’d bother with this either.

    Jason Bass
    Participant

    But I don’t get it, the first one seems to save everything about the kit, including envelopes and such, and any EQ’s and mixer choices/setups, the 2nd one seems to just save the name and that’s IT, i can’t even select a kit from it and have it come up, it seems to do nothing, and the 3rd one seems to just save a kit somewhere on the computer and you can change it, or not, i always just go with the first one since that is the one that actually pulls up the kit the way i had it (which drums and cymbals where, tuned to whatever, voume increased or decreased however, as well as the mixer section where the mic’s all go to busses and the busses all go to putputs which then in the DAW I make templates with the right number of tracks for the busses/outputs and superior drummer as the input and 3/4, 5/6, 7/8, etc. as the input for that track and then mix the kit like a real kit in the DAW using it’s many plug ins and such but track by track so i have one track for kick, one for snare, one for hats, one fr tom 1, another for tom 2, etc down to usually 11-15 tracks depending on how many i have on that kit, then I EQ/compress/whatever the kit tracks in the DAW mixer the way i want it then save THAT as a template for that kit so that whenever i want to use that kit in a track i just double click that teplate and everything pops up that is time consuming and i’m ready to start programming the drums, recording them, and adding guitars/bass.etc.


    Reply To: Saving Presets in Superior Drummer 3 version: 3.3.6
    Operating system: macOS Ventura (13)
    Jason Bass
    Participant

    Hi Ken S,

    User presets in the Mixer, whether it is Channel Presets or individual Effect Presets, can be recalled regardless of which Library is loaded.

    I.e. if I find a Mixer Channel set up for a great Snare sound in a Preset in the Hansa Live Room Library, I can save it as a User Channel Preset and recall it on any other channel in any other library.

    BR,
    John

    I was aware of that but what I was actually asking is if there was a way to save the settings like in this case, the equalizer to cut off below 50 Hz by default so that every time I called up an equalizer it by default, had 50 Hz cut out so that since I do that to almost every sound except for the kick all of them will come up at least at that starting point that I have to do every instance of the EQ or as I’m aware I can save and I do a default with the 50 Hz cut off but then have to select that preset every time. I was just looking for a way to make that a default so when I call up EQ it automatically is cutting off below 50 Hz. But I’m guessing just saving default preset that cuts off below 50 Hz is probably the next best thing.


    Reply To: How can I save Settings in say an EQ as the default for the SD3 EQ plugin effect version: 3.3.6
    Operating system: macOS Ventura (13)
    Jason Bass
    Participant

    You didn’t mention Buffer. Typically solved by changing your Buffer Size in your interface/Daw/ or SD3 Audio settings when in Standalone.

    I didn’t see anywhere in SD3 to set buffer size, but I guess it’s taking it from the DAW even in standalone mode, which it’s set to 128 as it’s always been (as I often play guitar/bass/keys/vocals into it and need the lower latency and always found 128 to be the goldilocks buffer size where I could perform without unusable latency but still not incur messed up audio, whereas going to 256 I incur latency that makes it very difficult to track fast guitar playing and anything less than 128 and the audio is a mess).

    I could try raising it but like i said, never had an issue with it before.

    But yep, i set the buffer to 512 and in standalone the kit that was giving me all kinds of pops and clicks before is now crystal clear. THAT sucks. Since I record guitar/bass/live keys/vocals into my audio interface all the time and anything higher than 128 buffer size while i’m doing that introduces unusable latency. But also generally doesn’t have messed up audio when i do those things live at 128 buffer size so i’m gonna probably have to constantly mess with it and put it at 128 when i track anything played live then switch to 512 when not tracking live to get the clear/unpopping/clicking audio. I just don’t get what changed as it never used to do this, which is why i was ALWAYS at 128 buffer size with no issues.

    Jason Bass
    Participant

    You didn’t mention Buffer. Typically solved by changing your Buffer Size in your interface/Daw/ or SD3 Audio settings when in Standalone.

    I didn’t see anywhere in SD3 to set buffer size, but I guess it’s taking it from the DAW even in standalone mode, which it’s set to 128 as it’s always been (as I often play guitar/bass/keys/vocals into it and need the lower latency and always found 128 to be the goldilocks buffer size where I could perform without unusable latency but still not incur messed up audio, whereas going to 256 I incur latency that makes it very difficult to track fast guitar playing and anything less than 128 and the audio is a mess).

    I could try raising it but like i said, never had an issue with it before.

    Jason Bass
    Participant

    Well I went to 7 cores because it was happening with 1 core in standalone… but it does seem to perform the exact same with 1 core as with 7.

    Jason Bass
    Participant

    In the death and darkness SDX the left and right kicks are identical but the tuning is lightly lower in one of the kicks. This is by design and gives subtle separation in double kick parts. I would assume something similar is going on with metal foundry?

    Ah i see! it doesn’t show the tuning off in the settings or anthing, but it does sound ever so sightly “off” i assumed to make up for the fact that in real life there would be an ever so slight difference between the 2 drums no matter how identical you tried to get them. in death and darkness does one kick SHOW in the settings a difference in tuning or is it just native to that drum like on the metal foundry one? I believe i checkd out the Sonor Tomas Haake kicks from that and there was the same kind of difference kick to kick.  Te weird thingis audibly to me the right one sounds ever so slightly “fuller” but on the wave form you can see a jump in volume (obviously the wave form is not going to show a difference in tuning),

    Jason Bass
    Participant

    “You say that the left and right are identical so you also have the exact same stacked sample that I see on the right kick as on the left?“

    I do, but in the recording it is without the trigger stacks.  But acoustically they’re supposed to be the same drum yet sound different (you can hear in the mp3 link) but if I select 2 rights or 2 lefts they do sound the exact same. I don’t get it.


    Reply To: Metal Foundry DW Collectors Kicks L&R sound different? version: 3.3.6
    Operating system: macOS Ventura (13)
    Jason Bass
    Participant

    “I am not sure I understand – is it a problem that two different Kick Drums do not sound exactly the same? If they did sound exactly the same, there would be less point in having two and you could just have all hits go to one. Even with a double beater pedal, the sound of the two hits should vary so slightly. Also, you are listening to the sounds raw; give them some processing and set in a context, the difference will be less. If it is a problem, that is. Maybe I just don’t understand you correctly?”

     

    You are correct in that you do not seem to be understanding the issue. The issue is i am constructing a new drum kit for a metal project, with (as they often have) 2 kick drums, one on the right (as basically everyone has) and one on the left (as they frequently do in the world of metal) and as you can see from the attached screenshots when I go to select the kick drums excluding everything but the DW collector series from the Metal Foundary SDX pack it shows the ONE kick drum they have in Right and Left configurations, as you see i took a screenshot of the right one and the left one, they are supposed to be the same kick and thus sound the same, and, if you listen to the mp3 linked in the last post you can hear they sound almost identical it’s just that the right one sounds a bit fuller, with nothing else on it, no processing, they SHOULD sound exactly the same, but they don’t and you can hear a difference, and the sound wave jpg backs up that they are different as well as the first one where they alternate you can see the wave form is quieter than when it switches to JUST the right kick doing all the hits then the wave form gets louder, when they should be the same the whole time, AND if i select the right one for the left position they DO sound identical. I am very much aware 2 different kicks SHOULD sound different, the issue is these are supposed to be 2 of the SAME kick, just positioned right and left, but when i select the right and left ones they sound different but when i select 2 right ones they still go to the right and left positions but sound identical. I am also very much aware of processing the drums and how that changes the sound (and end up triggering both drums identically as well so you wouldn’t be able to tell as much anyway) but again the issue is they are SUPPOSED to be the same kick and sound identical (on double bass parts/blastbeats with alternating kick drums instead of single foot blasts) but these don’t for some reason, unless you select 2 of the exact same kick from the same position, which is not supposed to be the case. I do not understand what on earth is CAUSING the left one to sound different from the right one, all settings are identical and they are supposed to be identical drums with no processing to be different in the first place or anything..

    Right Kick
    Left Kick


    Reply To: Metal Foundry DW Collectors Kicks L&R sound different? version: 3.3.6
    Operating system: macOS Ventura (13)
    Jason Bass
    Participant

    Yea I tried a couple other things to like in one indie rock track, didn’t like the drums and had made a bunch of templates with different drum kits all mapped out mix-routing wise to send the multiple mic’s on one drum (say the kick, or the snare) to one bus and that bus out to one output, starting with 3/4, but even that got messed up in ways i don’t understand that had me just starting from scratch and building a new kid and re-routing it all in SD3/ableton. I wish it was more self explanatory to create and remove and route tracks in SD3 , like it is in a DAW.

    I get that you can rename the tracks bak from say Kik to “Bus 1”, but I just tried setting up the track touring in one of my non-metal tracks/templates, that at one point appeared to work fine hence me making a template out of it, but the screenshots all labeled “NotWorking1-4.png” are this track and even though it shows audio coming through the mixer in SD3 and Ableton, all that’s sudible is a kick drum and  bit of one of the overheads, no snare, nothing, i have no idea why.

     

    I tried uploading the screenshots here but they were too big so i uploaded them to imgur and grabbed links to them instead. the “Not Working” ones self explanatorily are the non-metal kit one that i can only hear the kick and some overhead with, and the ones that say “Working” are one with ones of the metal kit presets where everything is working beautifully as i want it to, all the tracks are routed correctly and audible and show up in ableton as they should and i can solo track by track in ableton and hear what i expect to hear and such. I don’t get it.and in the not working one i noticed Out 26/27 are just gone for some reason i cannot explain?

    Not Working:

    https://i.imgur.com/yoirHxe.png

    https://i.imgur.com/6ulgWhp.png

    https://i.imgur.com/jgwuge5.png

    https://i.imgur.com/XQZatZN.png

     

    Working:

    https://i.imgur.com/kyDKJE7.png

    https://i.imgur.com/VBnU0LS.png

    https://i.imgur.com/oB79BcG.png

    https://i.imgur.com/32zToGh.png

     

    Thanks!

     


    Reply To: Mixing routing issues? version: 3.3.6
    Operating system: macOS Ventura (13)
Viewing 15 replies - 1 through 15 (of 16 total)

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