Hi (Thorsten)…
I’m not aware of any thread about discussion on the V2 project in particular?.. something passed my nose here? ![]()
Well, I’ve read about the drum-part on the wishlist you wrote Thorsten and have a few questions:
You write that there will be allocated a special number of “slots” for specific drum-sounds, and I’m wondering if these drumsounds will be controlled using dedicated engines for every type of drum sound (Kick, Snare, Hihats etc.)? … or will all drumsounds use the same engine?
I believe that every type of drumsound could benefit from dedicated engines tailored specificly for that particular drumsound… in fact I believe that the only thing that would be nice to have on all drumsounds would be a wavetable player and a volume envelope… the different drumsounds (at least for real drumsynths) use widely different approaches to creating a particular drumsound. One could also figure out exactly what mechanisms are needed for all types of sounds and then make one universal drum-engine… that would certainly make it much more flexible.
If you want to find some good info on pro-drummachine sound-creation, then find the manual for Waldorf’s RackAttack (which I’ve had), it’s got a good deal of information on the subject including how the famous 808 and 909 was made.
I can though give a few VERY important things to do, to synthesize drumsounds if any help:
Bassdrum:
Almost no bassdrums use a filter, and in fact really cool bassdrum sounds can be created by only very few components, namely an oscillator (dooh!) and a single VERY specialized pitch envelope. The Envelope modulating the oscillators pitch MUST… and I repeat: MUST!!! have a logarithmic curve to it!.. yes! the curve parameter is VERY important here! … the pitch start out very high, and then drop down very fast, and then gradualy slows down (because of the curve parameter) until it reach it’s base which should be in the bass-frequency area (about 80 to 200 Hz). The logarithmic “punch” is responsible for the “click” on a bassdrum, and thus this envelope must be FAST!!! and with great resolution. The best oscillator waveform for the bassdrum is the sinewave… but since this is not achievable with SID, you’d have to go for the next best: Triangle… The others will work too, but will sound like distorted rave drums… a filter is not at all needed for kick-drums… not even wavetables :o … it’s true!
Claps:
A clap is made from noise… and here the SID is marvelous since it give you many tonal variations elliminating the use for a filter here also.. The tricky part of this sound is, that it’s created by applying a very fast LFO to the noise that last for a defined cycle length… the waveshape of this LFO must be a SAWTOOTH with an up-going ramp, so that when the last cyckle has passed, the volume of the noise is at max. (yes… the LFO should modulate the amplitude, which poses a great problem here because of the SIDs envelope bug etc.). The number of LFO cycles and their speed should be adjustable… The problem is with modulating the volume, it have to be done in another way, and maybe by modulating the filter instead a similar result can be achieved, but that would make use of the filter which should be avoidable since other sounds need it more. I think that maybe a wavetable would do this much better by changing perhaps between a noise waveform and another waveform for some set duration… worth checking out.
Snaredrums:
Snaredrums are nothing more than noise with a volume envelope on it… that is, with analogue snaredrums though. The volume envelope should be logarithmic to get snappy sounds from it, but this is only achievable using the SIDs own envelope. usually such a snaredrum sound is kind of thin and uninterresting, but played on top of a bassdrum make it sound much much better (something rarely done in SID tunes). A wavetable would still do wonders as an extra feature on this sound to simulate a bit of “snare rattle” and could be done just like the clap sound… in fact maybe clap and snare could be done using the same engine here… normally a highpass filter would be indispensable on clap and snare to ive tonal variations (band pass also), but since the noise waveform is pitchable, it’s not that crucial.
Hihats:
Hihats are easily done using noise also, and the volume envelope must be short and snappy for the closed version, and logarithmic responsecurve is again a must. Luckily the decay part of SIDs own amp envelopes ARE logarithmic in nature, so that’s not a problem. Noise colour is also easy here due to the pitchable noise in SID. The open and closed version should be easy to make as they are basically the same noise sound… only the decay of the amp envelopes differ. it is crucial though, that these two sound cancel each other out, since these cannot sound at the same time.
Cymbals:
AAARGH! … impossible to synthesize really… even Waldorf have sampled cymbals in their RackAttack drummachine
… you CAN do some decent ones nontheless though I’d have to experiment on these… maybe ringmod is the key to this, but that will eat up TWO oscillators… guess there is no way around using the filter on this one to be realistic! :![]()
From all this you can see, that the filter do not play that big a role in drum programming… in fact it’s more usable as an “insert” effect to filter a drumsound in particular with static settings.. e.g. thinning a snare or highhat with a hipass filter, or “muffling” a bassdrum with a lowpass filter or maybe band pass a hihat etc.
So if your V2 model will use one core with two sids I asume that you would have six voices available at a time, and two filters right? or will they be stereo too?.. so in general all drumsounds could have it’s own filtersettings and if the drumsound is marked as using the filter it could use it, and if not, it could leave the filter registers alone for another drumsound to use. people would then just have to remember that no more than two filtered drumsounds can play at once.
The rest of teh drumtypes I’ll have a look at and let you know when I come up with something ![]()
Hope you can use this info for something
Regards, Jess.