Replies created

 

Viewing 15 replies - 1 through 15 (of 20 total)
  • Rev2010
    Participant

    Gotcha, thanks. I can live with it, it’s not the end of the world. I’ve been contemplating eventually upgrading to Cubase 10. I just hate that they redesigned the VST rack. I had Elements 8 or 9 on a work computer a while back. Spent the $100 or so bucks so I could mess around during any slow periods at my last job and didn’t at all like how much space each VSTi took up in the rack since each instruments shows a set of quick controls. Did they ever make it so you can hide them or minimize the size?

    Rev2010
    Participant

    Correct, midi track and Superior 3 as a VST rack instrument. My Cubase is older, version 6 (whatever the last released version was, I think 6.07 or something). Windows 7. As mentioned this doesn’t occur with SD2, only SD3.

    Rev2010
    Participant

    I had a similar issue with the main volume kept reverting back after closing and reopening the window. I tracked it down to a Macro setting for volume. I deleted the macro setting for each preset I worked on that had it and that resolved the issue.

    Ah, yes, that’s a bug we have fixed for the next update.

    Good to hear, and good to know it’s indeed a bug! I was going nuts. Then I loaded some other presets and it didn’t happen so I knew it had to be something in the preset. Immediately looked at the macros and scrolled all the way down to the first couple and there it was, a single volume macro.

    Rev2010
    Participant

    I had a similar issue with the main volume kept reverting back after closing and reopening the window. I tracked it down to a Macro setting for volume. I deleted the macro setting for each preset I worked on that had it and that resolved the issue.

    Rev2010
    Participant

    Do this, go into SD3 and load the Iowa kit. Solo the kick then solo the two samples in the stack. You’ll find the single meat kick sample is way louder than the Pearl kick. And if you go into the Andy Sneap presets the samples in the stacks are on average equal volume to the real kicks. I get what you’re saying, and I’ve already said that yeah that is how I got it to sound lore natural. The point is people have been getting these types of sounds simply by EQ’ing, compressing, etc kick drums without having too mix in single shot samples. Would be more helpful to have real tweaking rather than using samples to short cut. Metal Foundry for example doesn’t use samples to beef up the drums from what I recall in my use of it.

    • This post was modified 5 years, 9 months ago by Rev2010.
    Rev2010
    Participant

    The only reason you’d be experiencing machine gun effect is because you’re simply adding the sample into the stack and leaving it at a single volume. In the real world, you would be varying the volume of the layered sample (assuming you are doing drum replacement old school, which a lot of producers do) in conjunction with the kick, which is often a lengthy process. Usually when I am using a sampled layer, it is not only brought up underneath kit piece I’m using, but I am also using the envelope and velocity curve to make it blend in further and augment the kit piece I am using it with.

    Many of the layered samples are often either processed samples or generated electronically. As to their origins, some of them are taken from drum machines while others are synthesized.

    jord

    No, Superior Drummer itself triggers the samples volume based on the midi note velocity, it doesn’t trigger each sample hit at max velocity. It machine guns because there is *zero* variance, it’s the same sample triggered repeatedly in a row – just like the typical drum machine. Superior avoids this by sampling hits more than once, using round robin sample playback to rotate through though samples as well as using adjacent layers – since humans never trigger with the exact same energy in each hit.

    I’m figuring you already know this though, so I’m not sure why you would think machine gunning wouldn’t occur as it *always* does when using single samples triggered repeatedly. If the preset makers instead took the less lazy route, as they have in the past, they wouldn’t use pre-processed magic samples, and just process the existing sounds with the effects in SD3. This way we wouldn’t get machine gunning since there would be single static samples in our kits. Btw, I did mention I made it less noticeable by increasing the velocity range by lowering soft hits to -24db and also lowering the layer a lot more in the stack. Would still be great to have this sound without relying on a single sample to achieve this sound.

    What’s going on here? I just replied and now my reply appears to be gone.

    • This post was modified 5 years, 9 months ago by Rev2010.
    Rev2010
    Participant

    While native support would be nice aren’t there ways around this? I know Bitwig Linux supports VST’s. For the install I think it may be possible you could install on a Windows machine than simply copy over the installed directory and authorize it offline once you open the VST and are prompted to authorize. Or you could try running the installer via Wine. Again I know this is merely a work around however and native would be nice. Us Linux users though as at the end of the line though. Heck, Guitar Pro 6 had a native Linux install and they ditched Linux support when they came out with GP7. This is why for my DAW I just use Windows 7 and keep the computer off the internet.

    Rev2010
    Participant

    I agree, and usually it does automatically route the note to the single kick. For some reason those things got wonky with this kit once I added the double kick and that’s what I had to do. Just glad it’s working!

    Rev2010
    Participant

    So I got this resolved the other night. Turns out I had to both turn off use alternate hits *and* then also assign midi note 35 to the kick, it only had note 36 mapped. Doing that resolved all the issues. Doing just one by itself wasn’t enough for some reason.

    1

    Thanked by: Henrik Ekblom
    Rev2010
    Participant

    Nope, all kick hits are on the same key in piano roll. As mentioned I also freshly drew in some kick hit notes and same thing happens. It’s really bizarre! I also saved the kit, exited fully out of my DAW and went back in and same thing. It has me so upset since I spent a lot of time tweaking the snare and kick in the saved preset so I don’t want to start all over by creating a fresh preset. Something about adding the second instance of a kick then removing it caused this odd behaviour. Two more questions:

    1. Is there a way to save several mixer channel’s configurations? If so, then I can simply save the channels, create a new kit, and easily reload then so all the effects and such are in place already.

    2. Is there a way to type in the master volume? With SD2 you can simply type in say -3.4db. With SD3 I see the slider but no way to type in an exact volume, and the slider skips numbers, like I cannot put in exactly -3.4db, it’s either -3.8db or -3.3db.

    Rev2010
    Participant

    I might not have the time this evening, but if not I should have time tomorrow night to upload it here.

    Rev2010
    Participant

    Tried that, made no difference. I turned off all the check boxes and still it sends every other kick hit to the empty kick.

    • This post was modified 5 years, 9 months ago by Rev2010.
    Rev2010
    Participant

    It’s a kit that my old drummer and I had made in Metal Foundry. I didn’t assign any midi note, just changed the original left/kick with the same instance of an SD3 kick. When I noticed the oddness in the sound when doing double kick I removed the left and tried to go back to single kick but now the single kick won’t automatically trigger both kick drum notes, and the odd thing is they are all on the same midi note! Even if I create a blank midi part and draw in a drum roll on the kick it still is “automatically” sending every other note to a no longer existent left kick. I’m ready to give up on this software robe honest. Trying to use a combination of Metal Foundry with SD3 has kept me up late several nights now. Between this, reactiving all the bleeds, differences in mixer channels leading to have to remap mic channels then reload and reconfigure each channels effects manually is not an easy process.

    Rev2010
    Participant

    That worked, thanks! I hadn’t realized when activating bleed for all instruments it actually meant “for all articulations”, or at least that appears to be what it’s doing. I thought originally all instruments would mean for all kit pieces.

    Rev2010
    Participant

    OK, I found what I did wrong lol! I thought I was enabling bleed for all channels but it was just the kick hahaha. I had to enable it for each instrument. So last question, is there a quick way to enable bleed for all instruments rather than having to do it individually for each channel? Lol, I feel so stupid right now 😀

Viewing 15 replies - 1 through 15 (of 20 total)

No products in the cart.

×