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Viewing 14 replies - 46 through 59 (of 59 total)
  • José Sanguino
    Participant

    Both. I use Cockos Reaper. When I load up SD3, Reaper gives me the choice to either use just one stereo output pair (1/2) or 16 pairs (1/2, 3/4, 5/6…) up to the 32 channels SD3 allows. If you choose all the outputs, then, in SD3’s mixer section, you can send each single mic channel strip to one of the outputs mentioned above. You just have to go to the bottom of each strip and in the “output” line choose one of the output pairs. You can also create buses there. For instance, the default kit uses three different mics for the Kick drum, and therefore three channel strips in the mixer (kick in, kick out, kick sub). If you choose “Bus 1” for those three kick mics, you can mix them to taste to get the kick sound you are aiming for. The Bus 1 strip will be created at the right end of your SD3 mixer window. Choose one single output (ex. 1/2) for that Bus, and you’ll get the mix of the three clean kick mics in a single track in your DAW. The same goes, for instance, for top/bottom snare mics, etc. You can send them to a bus (Bus 2, for instance), mix them to taste and send that Bus to output 3/4 in SD3, and at the same time, to the 3/4 output track in your DAW where you will get your bounced clean sound.


    Reply To: Advice needed: Bouncing each piece in a kit as audio version: 3.2.4
    Operating system: Windows 10
    José Sanguino
    Participant

    Uh… I guess it’s not a problem due to SD3 Standalone or Pro Tools. It must be a problem with the driver (under Windows 10 you do not have to install a separate driver – it’s just “plug and play”). I also own a Novation Impulse 61 keyboard and I use Cockos Reaper. Normally I do not use anything but Reaper. But if by any chance I open ANY other programme which makes use of MIDI input… if I try to open Reaper again, the keyboard is not recognized. I have to go through a long process of unplugging my Impulse Keyboard, and then going to Reaper’s “Preferences” > “MIDI Devices”, then right click on all the “Impulse” input and output instances and choose “forget device”. Click OK and exit. Rebooting windows is advisable. Then, I connect my Impulse keyboard again. After that, I open Reaper and I have to go back again to “Preferences” > “MIDI Devices”, then right click on all the “Impulse” instances and NOW choose “Enable” for all of the “Impulse” input and output instances. Then click on “Apply” and “OK” and then the keyboard will work fine within Reaper again.

    If I only use Reaper with my Impulse keyboard, it works fine every time I start my computer. BUT the moment I use a different programme which makes use of the “Impulse” driver, it won’t work with Reaper again unless I go through the long process I have just described.

    Perhaps we should think about complaining to Novation and ask them to fix this up. You say you use Pro Tools. Windows or Mac? If you use it under Windows, we have the same problem.

    José Sanguino
    Participant

    Shame on Toontrack…? Not at all. It’s absolutely impossible to use a mic setup from one library in another. And least of all, between an EZDrummer library and an SDX library. You just must understand that each library has been carefully prepared and recorded by a sound engineer in a real studio. He has set up his choice of REAL microphones, and each time a sample has been recorded (one single hit on the snare, the kick, or the hi-hat) has been captured by the original mic and other mics, so that, for instance, you can hear the same sound from different sources: the direct mic, or mics (sometimes you can have two different mics on a kick or snare – in and out and top and bottom, as well as the overhead, room mics, and in the case of SD3 libraries, you also get to control the level of the bleed that went into other kit piece’s mics. – If you read the description of the SDX libraries, you may be surprised to find out that in some of them, there are less mics than in others, and you can read even which mic model has been used for each kit piece, overheads and room mics. ¡And they are completely different from the mics used in other libraries!. Some libraries for instance, only use one mic on a tom. Others use two: one on top and one below, so you can set your own sound to taste by mixing both sources. In the case of SD3, besides, within the mixer you can set up buses where, for instance, top and bottom snare mics are mixed. You can have that kind of bus in one library, whereas other libraries use a different setup. The only changes you can make are within ONE library, because all of the kit pieces have been recorded with the same mic setup. You can do without one of them if doesn’t suit your needs – for instance, SD3 library includes surround mics. If your recording is not going to be “surround” but plain stereo, you can do without those.

    To sum up: The mics used in the recording of the samples can’t be swapped from one library to another because each library consists samples recorded with different mics in a different setup within a real studio room. All the mics capture the sound at the same time and the sound from each one is saved as a different sample. What you get in a library, you cannot use in another. Period.

    Of course, you could always export all of the different tracks in a song recorded with one EZDrummer kit, and then play the same MIDI though a SD3 kit, and mix the individual tracks in your DAW to taste. It would work well if you used only kit pieces mic sounds (without any bleed). But the moment you work with the overheads, or room mics where the sound of the drumkit is recorded “all at once”, you’d have tracks with different sounds!


    Reply To: EZX (kicks and snares) mics not working in SD3 libraries? version: 3.2.4
    Operating system: Windows 10
    José Sanguino
    Participant

    Hi. I’ve been checking the description of the SDK libraries at Toontrack site and, truth be told, there are no references as to which articulations are included in each library. I thought it was there, but what you can find if you only have Drumsticks available (DS) or you have other choices (brushes, mallets, rods…). There’s no info about the snare articulations.

    At least, I can inform you about the SDX expansions I own (I’ve been checking the contents).

    A) THE FOUNDRY BUNDLE: (3 different SDX expansions)

    • The Progressive Foundry includes ruffs articulation in all of the 17 snares included.
    • The Metal Foundry also includes ruffs (14 different snares included)
    • The Rock Foundry has ruffs and flams, but they are deactivated. You have to toggle them on, but you’ll drumkit RAM size will increase.  (11 different snares included)

    B) The Rock Warehouse SDX includes ruffs (10 different snares)

    C) Legacy of Rock SDX does not include ruffs. (Amazing kits there, though – including the one John Bonham used for Led Zep live album “The Song Remains The Same”, including two timpani and a gong!!!)

    D) Music City USA SDX includes ruffs (4 different snares) – This one includes the possibility of choosing between drumsticks, brushes, wire brushes and… hands in one of the snare drums at least. You can also have the snares off in one of the snares.

    I hope this may help you a bit.
    Kind regards.


    Reply To: Cant find Ruffs in any of the snares. version: 3.2.4
    Operating system: Windows 10
    José Sanguino
    Participant

    No ruffs in the Standard SD3, it seems… Anyway, I can tell you that some SDX expansions include that option. I’m attaching a screen capture of “The Progressive Foundry” default kit snare articulations. “Ruffs” is listed there. It seems not all kits, pieces or expansions have the same articulations. The description of every SDX library includes specific information about such topics. Read those descriptions carefully and try and find an SDX that suits your style with the right articulations.


    Reply To: Cant find Ruffs in any of the snares. version: 3.2.4
    Operating system: Windows 10
    José Sanguino
    Participant

    From what you say, it seems you have installed the VSTi (Superior Drummer 3) but NOT the Superior Drummer 3 Library, which consists of 5 parts (that is, if you want to install all of the features – it depends on how many features you want – I think you can do without some of them, like nº 3: “surround setup”). Remember that if you wish to install the complete library you need a WHOLE LOTTA SPACE on your Hard Drive.

    Anyway, you need to install your Toontrack Product Manager and input your Toontrack customer login data into it. It will show you which libraries you own. After entering your customer username and password, the next step for me would be to go to the “Tools” menu on the upper bar and choose “Options”. There you can set up a path for your download files (make sure you use a drive with lots of space). Those are just for the downloaded installer files. For instance, if you download Part 1, after that you’d have to install it, and during the setup process, you will be asked WHERE you would like to install it (I use a folder named “Superior Drummer 3 Libraries” in a hard drive with tons of space. You may have to download and install some update files if there have been some changes to the drum library). After having installed one part, you can delete the installation file(s). Do so from the main screen of Toontrack Product Manager: on the left column a new option to get rid of installer files will show. Do it, it will save up some space to download the next part.)

    The whole Standard Superior Drummer 3 library (all 5 parts) amounts to 221 GB of Hard Drive Space. Remember you can save some space if you decide to install just the parts you’re planning to use. There are articles about which are the necessary parts and which ones are optional – just in case you’re short of hard drive space. When you have installed the required parts, start SD3 either from the Standalone App or as a Virtual Instrument in your DAW, and you’ll be able to choose either your SD3 Library or the EZ Drummer libraries you own.

    There are 7 complete drum kits in the SD3 Library, and about 20 or so more snare drums to choose from.

    I hope this helps.


    Reply To: Superior drummer 3 libraries. version: 3.2.4
    Operating system: Windows 10
    José Sanguino
    Participant

    NEW INFO FOR YOU: You said you use Studio One. I happen to have a copy of Studio One 5 Essential, but I hardly ever use it. I’ve just checked that if you insert a Superior Drummer 3 instrument in Studio One, by right-clicking with your mouse on the track header, you can choose “edit track”. At the bottom of the track you can edit the MIDI notes lenght AND below you have a toolbar which includes several options. The last one is “After Touch”. You can right-click there and choose “Remove”. That would be the fastest way for you.


    Reply To: SD3 note trigger error version: 3.2.4
    Operating system: Windows 10
    José Sanguino
    Participant

    I’ve provided answers for this issue at least three times in this forum: Superior Drummer 3 chokes cymbals when it receives MIDI CC Channel Aftertouch messages. Most MIDI keyboards send these messages when the keys are pressed slightly harder after the initial touch. The only way to solve this use is either filter out the MIDI aftertouch messages or delete them after recording your beats (open your MIDI List editor, select ALL MIDI CC Channel Aftertouch messages and delete them – just like that – and play your track again). How can one filter these MIDI CC Channel Aftertouch Messages? Well, it depends on your DAW. Cockos Reaper, for instance, has a plugin which can prevent specific incoming MIDI CC Messages. I think Cakewalk by Bandlab has track settings which allow you to choose if you desire to record MIDI aftertouch messages or not. I’m pretty sure there are options in Studio One and Protools to prevent incoming Channel aftertouch MIDI messages from being received/recorded. Besides, if you use just your MIDI Controller Keyboard square pads (if any), I think those do not send MIDI CC Channel Aftertouch messages. – You can also try and find some free VST MIDI Filter VSTs, like MIDI Polysher to filter out incoming MIDI messages.


    Reply To: SD3 note trigger error version: 3.2.4
    Operating system: Windows 10
    José Sanguino
    Participant

    Make sure the MIDI track has no MIDI Channel Aftertouch #CC messages. If you find some, delete those. When MIDI Channel aftertouch messages are received by Superior Drummer, I think all cymbals are choked. If you happen to be recording your beats by using a regular MIDI Keyboard controller, each time you hit a key you might be generating MIDI Channel Aftertouch messages which will be recorded in your track. Any black or white key in your keyboard will do that. Just check the contents of your Superior Drummer 3 MIDI track and if you find any Channel aftertouch messages, delete them. (And if you wanna make sure, after deleting, add ONE single MIDI Channel Aftertouch message at the beginning of your track, with a value of zero).
    Another user has made the same question recently. And let me add this to my answer: If you use a regular MIDI keyboard controller to record your beats, you should either use (if available) your controller’s pads. I think those do not send Channel Aftertouch messages. There is another possibility. In your DAW there has to be a way to filter out any type of MIDI messages. Just block “MIDI Channel aftertouch” in the input of your Superior Drummer 3 track. – I use Cockos Reaper, and Reaper has an internal plugin to filter any kind of MIDI messages: JS MIDI Filter. You just have to load it in the “input fx” section of your Reaper track and set it up to filter MIDI Channel aftertouch messages sent by your keyboard. When recording your beats, those messages will not be recording (or even received) by Superior Drummer 3.
    If you ever have the need to choke a cymbal hit, just edit your MIDI track and add the Channel aftertouch messages yourself – Do not forget to add a zero value message after that hit, so that the following cymbal hits will not be choked. – I think there are also MIDI notes which are assigned to a “choke” function inside Superior Drummer 3. Check the key assignment for your kit.

    José Sanguino
    Participant

    Watch out! Channel aftertouch messages affect ALL drum notes. If you use regular keys for kick, snare, toms, etc… you’ll be generating channel aftertouch messages, too. And those will probably affect your cymbals, no matter if you record them independently using your pads. Either record everything with your pads, or try finding a way of filtering out channel aftertouch messages in your DAW. There must be a different way in every DAW. If you can’t find how to filter them… remember my other piece of advice: record your beat and after that delete manually all of the channel aftertouch MIDI events.

    José Sanguino
    Participant

    If you’re recording your beats using a keyboard controller, it is probably sending some channel aftertouch MIDI messagges if you press the note keys too hard. I think channel aftertouch messages choke cymbals. You should either delete them or filter them out so that they aren’t recorded. I don’t know which DAW you’re using, but there must be a way to do it. In Cockos Reaper, for instance, there’s a plug-in which allows you to prevent specific MIDI CC messages from being recorded (channel aftertouch among them). If you can’t filter them out, delete them: you can either open a MIDI event list for that track, select all of the channel aftertouch messages and delete them. Or open a CC lane for MIDI channel aftertouch in the piano roll view, check if there are events present, select and delete them.
    P.S. If your keyboard controller has some square drum pads, use those instead. They do not normally send channel aftertouch messages.

    1

    Thanked by: kinglouis
    José Sanguino
    Participant

    Your Toontrack Product Manager installer has an option on the left to free disk space after installation. Just click there and the installation files will disappear, while the folder with your installed Legacy of Rock library will remain.

    José Sanguino
    Participant

    Well, one can always make sure that there’s no FX loaded in any of the mixer channels. Then export or record the output of the individual channels in the DAW of your choice (you get a virtually “clean” recording). And after that, group your tracks, establish send & return with your 3rd party FXs, Bus channels, inserts, the works…
    My advice is that if you want to use your own 3rd party plugins and get a sound similar to a preset, just take a note of which effects have been applied to the channels, and their settings. Then use a similar compressor / EQ / Limiter, etc of your choice and set it up accordingly.

    1

    Thanked by: Raynaldo Martine
    José Sanguino
    Participant

    Easy. You have a large number of Mics (up to 22), User Mics (up to 8), Buses (Up to 16) and Outputs (Up to 16). You have a section called “Show Channels” at the top center of your SD3 Interface within the “Mixer” tab. You’ll notice at a glance how many of those are in use (for instance: “Mics: 8 out of 22”). Each button shows you to the Mics, User Mics, Buses and Outputs channels and leads you to them by pressing them – As a clue, the single mic channels are blue at the top. The user mic channels are grey. The bus channels are yellow, and the output channels are red. BUT there is another button which reads “Edit Visibility – Show All Channels”. By pressing there, You’ll be shown all the Mics, User Mics, Buses and Output channels. Those which have the “HIDE” button marked in blue at the top are UNUSED in your preset. You just have to toggle the “Hide” button for the channels (either single mics, buses, etc) you wish to see  as available in your mixer. Then you can press again in the “Edit Visibility” button and those channels which are still marked as “hide” will not be shown anymore.

    So, you’ll have a few new mic channels, buses, etc available which you have “unhidden”, so to speak. Now it’s up to you what to do with each of them. Hidden single mics are assigned to different mics which were actually used when recording the samples for the kit, but had not been chosen to be heard, so you have not much choice there but to use the one you have toggled on – choose wisely and edit the “channel properties” so that the close mic used for the channel is right. As for “User Mics”, I think those are destined to be used as virtual mics for single shot samples you may want to add and be treated as a single instrument mic. As for buses, you can, for instance, rename your newly shown bus as, say, “snare comp”, and create a send from the single mic snare channels and set the level for each send to taste. Then, click on the “Effects”area for your new bus and add a Dynamics effects (one of the available compressors, for instance).

    You can also, for instance, group single mics outputs into a bus. For instance, you might have three single mic channels for your kick drum: Kick in, Kick out and Kick sub. You can create a “Kick” bus and set the OUTPUT (bottom of your tracks) of those single mic channels to the “Kick” bus, so that it acts as a “Kick sub mixer”. – So, you just have to toggle the hidden mic channels, bus channels, output channels, etc by finding them within the “Edit Visibility – Show All Channels” option and then edit those to your taste.


    Reply To: How do you create new channels and groups in SD3 mixer? version: 3.1.7
    Operating system: Windows 10

    2

    Thanked by: Jean-Marc Boulier and ChadwickDunderc0ck
Viewing 14 replies - 46 through 59 (of 59 total)

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