Drum Programming
Drum Programming
The
EXAMPLE 3 The open and closed hi-hat sounds on GM modules are usually never more than adequate. If youve got a module which offers a half open hi-hat, youll usually find that this makes a better sound than the fully open version. But even within the GM sound set there is third pedal hi-hat sound which supposedly represents the sound made when the hi-hat cymbals are brought together by the drummer pressing his/her foot down on the hi-hat pedal. This sound can be quite useful in its own right, being somewhat thicker in tone and of slightly longer duration than the closed hi-hat. It can be employed fairly successfully as a substitute for an open hi-hat. Here its being used to emphasise the off-beats of the rhythm, which helps even mid-tempo rhythms go with more of a swing.
EXAMPLE 1 This is a very straightforward soft rock rhythm using 8th-note hi-hats. The important thing to note is that all the on-beats are accented, which helps give a little more movement to the rhythm than if all the hi-hats were played at equal volume. The open hi-hat sound is there to provide a lift at the end of the second bar and lead in to the first beat of the next. Although the suggested tempo is 100120bpm (beats per minute) this can actually be slowed down to around 85-90bpm, where it will do very nicely for slow rock ballads. Incidentally, I usually program rhythms in 2-bar blocks, with the second bar offering a slight variation on the first. This is partly because it gives you bigger chunks to work with when building up entire songs; it also ensures that theres twice as much interest!
EXAMPLE 4 Here we have the 16th-note hi-hats beloved of the disco floor, but, thanks to crafty use of accent levels, we avoid the machine-gun effect which used to distinguish the mechanical beatbox rhythms of the early disco years. In this particular case the accenting could be changed around to fit more closely with the pulse of the composition as a whole.
EXAMPLE 5 Ive introduced a ride cymbal here to provide a counterpoint to the main hi-hat rhythm. Even though its technically impossible to use them together from a real drummers point of view, rides and hi-hats are sounds that work well together. The tambourine also gets an outing, again providing an uplift by emphasising the off-beats. For all these rhythms, the standard GM drum kit will work well. But try changing the kits around (most GM modules have at least three or four different types) and hear how the different sounds change the feel of the rhythms.
EXAMPLES 9 & 10 Now heres a useful trick. By applying a 16th-note triplet feel to patterns 7 and 8 (easily done in Cubase, using the over-quantise function) and slowing the rhythm down a bit, you can turn what was previously a fairly funky rock pattern into instant hip hop. Try the over-quantise technique on all your favourite rhythms and see what you end up with. If its not obvious to you, the grid has changed from 16 sections to 24 (in other words, you need to set the quantisation of your drum machine/workstation/sequencer to give you 24 steps to the bar).
EXAMPLE 6 16th-note hi-hats again, but with a sprinkling of open hi-hats to provide the accents.
EXAMPLES 7 & 8 For this funk-style rock example, Ive changed the bass and snare drum pattern to give a more syncopated feel, and brought in the tambourine to provide the straight 16th-note feel. The hi-hat sounds are used more as accents to support the tambourine rhythm.
EXAMPLE 11 This is a simple, funk-based pattern which should be played at fairly slow tempos for best effect.
EXAMPLE 12 Although reggae is hardly a mainstream style these days, Ive included this reggae pattern to illustrate my point in the text about half-time feel.
PART 2: The debates been going on for as long as drum machines have been around: can they really sound human? NICHOLAS ROWLAND takes jazz drumming as his test case and tries to find out...
JAZZ PATTERN A This is the archetypal (some might say clich) jazz rhythm, played using the ride cymbal. Note, though, that even with a simple pattern such as this, were using the ride and ride bell sounds to add a little extra interest to the rhythm.
JAZZ PATTERN B With more blobs on the grid you can see that this is a more intricate version of pattern A. Again were mixing the ride bell and ride cymbals to give more interest at the top end. Ive also doubled up the tambourine with the pedal hi-hat to add emphasis to the second and fourth beats in each bar.
GROOVE-QUANTISED FILL This is a simple jazz fill pattern which has been part-doctored using a Cubase groove quantise, although only the bit contained in the white box. The results are shown more clearly in the enlarged section. The result is a lazy, lumpy snare fill which sounds very human indeed! I would probably apply this quantise to any other instruments which were playing at this time, so that the whole band sounds locked in together, even though theyre all out of time. Rather than applying these quantise treatments wholesale across a song, I tend to use different treatments in different parts of the song. There are times when you want things to sound tight and absolutely locked into the groove, other times when you want to push a chorus, or pull back a verse. This may sound corny, but think of the different character of each part of a song, then look at how you might enhance them through playing about with the micro-timing of beats. You can also try a reverse approach. A lot of people will quantise the rhythm track to death while being happy to input the rest of the instruments in real time. What you can consider is copying instrumental tracks to the drum tracks, then using the note-ons of the melodic parts as the basis for quantising the drums.
JAZZ PATTERN C The snare fill towards the end of the second bar uses a mix of two snare sounds to simulate the changing timbre of an acoustic drum. The double diamond (brush snare, fourth beat, second bar) is a flam, when two notes are played close together.
JAZZ PATTERN D This example mixes sounds again bringing in the metallic sounds of a timbale over the top of the brush snare during a short roll. The psychedelic wedges are supposed to indicate the fact that one gets louder and the other gets quieter but I guess youd probably worked that out for yourself. Timbale sounds are often quite strident, so you might have to play around with the relative volumes of the snare and timbale to get the most pleasing effect.
GHOSTED NOTES If you watch a jazz drummer playing, youll notice a lot of tapping away at the snare drum in between the main beats or accents. These are often known as ghost notes and, while you often cant hear them when a band is in full flight, they add a characteristic background wash to a recording or live performance. The purists out there might consider even taking all the attack off the ghosted sound and then feeding it through a short reverb back into the main drum mix. This also goes some way towards simulating the way that the snare will vibrate whenever other drums in an acoustic kit are struck.
JAZZ IMPRO 1, 2 & 3 Youve probably already got the idea from the main body of the text, but heres a couple of patterns which have been chopped up and reassembled. The toms in Jazz Impro 1, especially in Section 1, give the pattern a strong theme, so when putting the track together Ive used this as the first bar in each four-bar section.
PART 3: NICHOLAS ROWLAND explains how you can take advantage of your computerised drummer to generate effects that sound anything but human...
THE EXAMPLES
GENERAL MIDI The four examples (left) all mix conventional drum kit voices with various non-drum sounds from the GM sound set. The purpose is to show what can be achieved even with the fairly limited capabilities of a GM sound module. Obviously, if youre working with a more capable unit, youll be able to bring in more interesting sounds. BIGBEAT 1 & 2 Dance programmers have done much to advance the art of inhuman programming, using a drum machines inherent mechanical nature for special effects. One example is what used to be known as the machine-gun snare roll. Due to the limited polyphony of early drum machines, if one sample followed too quickly on the heels of another it would just cut it off, leading to a staccato sound which was regarded as highly unnatural. Indeed, compared to the sound of an acoustic drum roll it was. But now such a sound is de rigeur in any slammin dance track, usually falling at the end of every 16-bar section. Here Ive applied the same principle to the bongo part, which is programmed in using a quantise value of 32nd-note triplets. The effect is a bit like a tent zipper being pulled up sharpish. The section below shows MIDI velocity, and as you can see, each group of notes fades in very quickly. For good measure, you could also pan the sound from one side of the stereo spectrum to the other. Or program two bongo sounds and have one panning left to right, while the other pans right to left. The area below shows the bongo notes on a slightly bigger scale. In the second half of the rhythm, Ive chosen to show the MIDI velocity values of the snare.
TRIANGLE In this example, (below) the triangle part has been programmed as a triplet rhythm running against the hi-hat, which uses a series of straight 16th notes. The effect is to skew the rhythm, making it slightly disjointed. But with the underpinning of the snare and bass youre not going to have people tripping over themselves as they try to dance to it. As I use Cubase, this kind of effect is easy to achieve by setting the appropriate quantise, brushing in the notes, then going back and deleting certain ones until the rhythm sounds right (or wrong, depending on your point of view).
Even a killer rhythm pattern wont make the grade if its played with lacklustre sounds. In the concluding part of this series, NICHOLAS ROWLAND puts on his sound designers head and explains how you can re-tread your tired timbres...