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Creating a
realistic, dynamic drum sequence is much easier if you put yourself
in the shoes (and sticks) of a drummer. Based on drum layout, number
of hands and feet, and other factors, "real world" drummers are
subject to certain physical constraints. You can increase the
realism of your drum sequence by recognizing and applying these
constraints.
Learn the layout
It's helpful to
visualize the layout of an average drum set when sequencing drums.
While there are a million exceptions, I think it is fair to say that
the average right-handed drummer has a kit much like the following
(lefties use a mirror image):
- Kick drum(s) - Usually in
the center of the kit. Usually played with right foot (for
single bass), or both feet (for double bass).
- Snare - Placed either in the
center, or slightly to the left of center. Usually played
with left hand.
- Pedal hi-hat - Placed
slightly to the left of center. Usually played with right
hand. Also played with left foot.
- Ride cymbal - Placed to the
right of center. Usually played with the right hand.
- Toms - Laid out from high
pitched to low pitched, left to right. Played with both
hands.
- Crash Cymbals - Arrayed
throughout the drum set, wherever they fit and are easily
accessible.
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Why go through
this in such detail? Visualizing the layout of the drum kit while
sequencing drums will help you to determine whether a given rhythm
can actually be played. When I'm sequencing a drum track, I grab a
pair of drum sticks and "air drum" (pantomime) each section to see
if it can be played. I've found that playability in the real world
equals increased realism in the sequenced world.
How many hands and
feet?
I can't tell you
how many drum sequences I've heard that couldn't (or wouldn't) be
played by a human drummer. It's important to remember that a drummer
generally strikes no more than 4 instruments at once. For example,
most drummers will not try to hit their hi-hat and ride while
simultaneously hitting a crash cymbal, snare, and kick drum. Stick
to the "No more than 4" rule, and you'll be well on your way to
creating convincing drum tracks.
Drop a hit?
No, I'm not
referring to that! Dropping a hit is something that drummers do all
the time. It can also be called replacement. As an example, let's
say a drummer is playing eighth notes on the hi-hat as part of a
basic 4/4 rhythm. If the drummer wants to hit a cymbal on one of the
eighth notes, he/she would simply replace a hi-hat hit with a cymbal
hit. In other words, the drummer drops a hi-hat hit and replaces it
with a cymbal crash. You can increase the realism of your drum parts
by dropping those hits that are being replaced with other hits.
Velocity, Velocity,
Velocity
PEOPLE THAT TALK
IN ALL CAPITALS GET BORING VERY QUICKLY. SO DO DRUM SEQUENCES THAT
HAVE NO DYNAMICS. Playing with dynamics means playing with a wide
variety of soft to loud hits. Adding dynamics to your sequence will
dramatically improve its feel. Except for the very worst pounders
(who shall remain nameless), most drummers learn from an early age
to use dynamics. They learn that alternating loud and soft beats
adds feel and energy to a drum part. When sequencing drums, you
create dynamics by using MIDI Velocity.
Almost all MIDI
sound generators (drum machines, samplers, etc.) respond to MIDI
Velocity. In general, a high velocity value will result in a louder
sound. Many samplers will not only increase or decrease the volume
based on velocity, but they can also trigger a different drum sound.
In booth cases, you imitate the dynamics of a real drummer by using
changes in velocity.
Listen to the
mp3
example, which uses the SONiVOX Large Ambient Blue Jay Drums. In the first four
measures, all the instruments use the same velocity for each hit.
Then there is a four measure transition which directly compares the
difference between 'same velocity' and 'varied velocity'.
Specifically, the first two measures use all the same velocity,
while the second two measures make generous use of varying velocity.
After the transition, there are twelve measures of drum groove using
lots for variations in velocity. I think you will agree that the
first section sounds a bit stilted and mechanical, while the second
section has a more human feel, as well as more tonal variation (a
result of the different samples being triggered).
SONiVOX
Blue Jay Series (and Session series) drums are excellent for
illustrating how important dynamics (varied velocity) can be to a
performance. A drum's tone varies greatly depending on how hard it
is hit (go bang on a real drum and you'll see!). The Blue Jay and
Session drum kits feature multiple velocity layers for each drum.
Using several samples for each drum, assigned to different velocity
layers, allow the Sonic Implant drums to reproduce a continuum of
drum tones, from soft hits to hard hits. These differences in tone
allow you to create dynamic, convincing drum performances.
So, alternate
those velocities and use dynamics in your drum sequences to make
them come alive!
Timing
I could write for
days about timing. Keeping time is certainly an important aspect of
playing. The rest of the band often relies on the drummer to
establish and maintain a song's tempo. As you delve deeper into
drumming, you will learn that many drummers purposefully play with
tempo in order to create certain effects. Learning about these
drummer-centric effects will allow you to introduce some looseness
and feel into your sequencing, and help get away from the dreaded
"perfect-time drum machine" sound.
The first effect
to talk about is dragging. Drummers will often drag (slow) the tempo
of one drum while playing the rest of the kit in tempo. This is most
often done on the snare. Listen to your favorite slow songs, and you
may be able to hear the drummer dragging the snare. Great drummers
seem to be able to play the snare just a little late, but not enough
to confuse the tempo of the song. In sequencing drums, you achieve
this effect by sliding all the snare drum hits forward a few ticks
(ticks are also known as pulses-per-quarter-note, or timing
resolution). Other instruments can be dragged as well. I sometimes
hear the hi-hat or ride dragged, and sometimes the kick drum. The
key is to drag one or two instruments, while keeping the rest in
tempo.
The next effect is
rushing (or leading). In fast songs, or to build tension or
excitement, drummers will often play one instrument ahead of the
beat while keeping the rest in tempo. The tips and techniques for
this are the same as dragging, except you would slide the instrument
in the opposite direction in time.
Sometimes drummers
will speed up or slow down the whole tempo of the song. The entire
band follows these tempo changes. This can be heard in ballads,
where a drummer might slow the tempo down temporarily (1 measure or
so) when transitioning from a verse to chorus. This can also be
heard in progressive music, where new sections of a song may have an
entirely different tempo. Changes to the entire tempo of the song
require you to alter the tempo map in your sequence. Most sequencers
provide a way to alter the tempo, either gradually over time, or
instantly. When slowing down or speeding up for one measure (as in
the ballad example) keep the change subtle (change only a few beats
per minute). Any more than a few beats and the change may stand out
too much. Of course, this is music, so be creative! Try everything!
General Randomization
My specific
technique for sequencing drums is to compose them in perfect time,
apply timing effects (see above), then apply a subtle timing
randomization to the entire drum sequence. The key to randomization
is subtlety. Apply too much randomization, and your track will sound
sloppy and amateurish. Again, just a few ticks in either direction
(ahead of the beat or behind it) will do the trick. I've noticed
that randomizing the track helps separate the individual drum sounds
since less of them are occurring at the exact same time. This also
seems to increase the stereo image of the drums as well. I could be
way off on this, but I trust my ears. Trust yours too!
Last thoughts
I hope these tips
will help you create more realistic drum sequences. After a decade
of sequencing, I've learned what works best for me. However there is
not just one, right way to create music. Instead, find the way that
works best for you.
Keep on creating!
Jeffrey Ryan Smoots, Sonic Implant Endorsee
Jeffrey Ryan Smoots is a composer and guitarist with multiple CDs in
his collection. You can hear his music and learn more about his work
on his website at:
http://www.jrsmoots.com./
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