Emulating Drums - Musical Creativity 24

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Following on from the previous article on emulating bass, this article is about emulating drums and mainly about emulating drummers.

I'm of two minds when I emulate drums. I'm either:

  1. aiming for a realistic drum sound or
  2. aiming for a drum sound that doesn't need to sound like a real drum

The first aim involves working with compromises. Ideally, I'd be better off recording a good drummer playing an acoustic kit in a nice-sounding room with great mics, preamps, etc. That's not always possible. And the aim maybe to have something ready very quickly, so I turn to emulating a drummer.


The second aim is more useful for generating percussive elements that fit tonally into the music but with a different impact to that which I could achieve with a normal drum-kit. I'll discuss those in a separate article.
In this article, I'll stick with (1) achieving a realistic drum sound.


Loops

My short piece of advice is to use drum loops. Use some decent quality loops with sufficient rhythm variation and inherent tonal consistency and many would be hard pressed to tell the difference between a drummer and a loop. If they can tell the difference, it's either a bad set of loops or user error, e.g. you've used the same loop too often in the song. After, how could they tell the difference since it would have been a real drummer who recorded the loop in the first place.

Midi

The long answer is for when you don't have any suitable loops, including if you don't have any loops. Then you'll probably be resorting to midi to trigger drum sounds in a sampler. There are some tricks to make it sound more realistic.

Play like a drummer

Drummers have a maximum of four limbs. That's an immediate restriction of 4 items being hit at any one time. Can be more than 4 note polyphony though due to layering and the release of certain instruments (e.g. cymbals). Actually the right hand can hit the rim and the head of the snare together, but that's a bit of an exception.
That's the first restriction. If you want it to sound like a drummer, then limit it to four hits at a time.

Layout

Also look at the layout of a traditional drumkit. For a right-handed drummer, the right-hand usually crosses the body and plays the hi-hat, while the left-hand plays the snare. Either hand is used for the toms and cymbals. And either hand can add to the other hand to double up on the snare or hi-hat. Different styles call for different arrangements. That's the traditional pop/rock layout and handling.

Watch the combinations

The short closed hi-hat sound is formed by the right-hand hitting the hihat while the left-foot holds the hi-hat closed. If the right-hand is hitting the snare, toms or cymbals, you can't get a closed hihat sound. If would be the gated half-open sound caused by the left foot lifting the top hi-hat and then pulling it down. It's a weaker sound than closed hi-hat. A rock drummer may have a much more ringing open hit-hat sound, especially for keeping up with doubletime kick and snare patterns.

Would a drummer alternate?

If the pattern relies on 16th beats on the hi-hat, then the drummer would most likely alternate hits between the right and the left hand. I know of four ways to implement this:

  1. Look at each hihat hit and manually change alternate hits to use a different hi-hat sound
  2. For using a sampler such as Kontakt 2 or Kontakt 3, you can write a script to alternate between the left and right sounds of the hi-hat with each hit. You could get even more serious and tie it into the snare hits (assuming that a snare hit would be left-hand and hi-hat would be left-hand). The more you think about it, the more you can write.
  3. Use logical processing on the midi file so that it separates out alternate notes. Rather than processing every alternate note, it may be easier to divide your bar into two sets, those corresponding to the beat and those on the off-beat. Then alter the two sets separately.
  4. Use a drum-specific software plug-in that will calculate which sound should be played. This is what the brain unit of most electronic drums should be doing, interpreting the received notes so that they sound more realistic.

It also applies for other drums as well, not just the hi-hat.

The Machine Gun

The bane of a lot of 1980s pop was the electronic snare that sounded the same no matter how hard you hit it. Hit it in a quick repetition and it sounded like a machine gun. There was just no flexibility. Drum synthesizers and samplers have come on a long way since then, but unfortunately some interfaces do not make it obvious to avoid. It's not specific to snares either; hi-hats, toms, anything hit rapidly and repeatedly risks introducing this effect.


Similar to the methods for alternating the hands, I can think of 4 ways of implementing this:

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