Different ANote handling/detection - shank or tip play?

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Different ANote handling/detection - shank or tip play?

Postby Poldi-1 » Thu Jan 06, 2011 10:41 am

I was thinking about having an extra-setting/value for ANote that triggers it only at a certain velocity.
Like: ANoteMin 100 = you need to produce a velocity of 100 or higher to trigger ANote, lower velocities trigger the normal note.
I came to that when configuring Superior Drummer with MD and had extra-sounds on cymbals where they were played with either tip or shank of the stick.
I couldn't think of a better / more reliable way to differ between tip and shank play other than the pure force that the trigger is being hit with. If you can think of a better way go ahead :)
Or do you guys think this isn't a needed feature?
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Re: Different ANote handling/detection - shank or tip play?

Postby kupooglop » Thu Jan 06, 2011 5:25 pm

been doing that already with dualmidpoint & dualmidwitdth settings.
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Re: Different ANote handling/detection - shank or tip play?

Postby Poldi-1 » Thu Jan 06, 2011 6:51 pm

pls explain more detailed kupooglop :)
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Re: Different ANote handling/detection - shank or tip play?

Postby kupooglop » Fri Jan 07, 2011 1:13 am

Details for setting dualmidpoint & dualmidwith can be found here:

http://www.megadrum.info/content/pads-settings

The way I have been using it is to first set MNote to the desired note. That assigns the same note to Note, Anote, & Pnote. Then I set dualmidpoint & dualmidwith both to a value of 7. Then I decreased both values until I got desirable results. I believe I was having the same problem as you. I was getting too many notes in my midi sequence recordings. My big problem was that I was getting crosstalk between zones combined with not having Anote & Pnote assigned to the drum sound I wanted. I guess this is not exactly the solution you described, but this works for me as I am able to record usable midi note sequences with this solution. I believe it also will have a lot to do with your voltage divider settings, how "hot" your pads are etc. Right now I have dualmidpoint set to 3 and dualmidwith set to 0 and I fine tune things using the voltage dividers on each zone. This works for my snare. Now I only get a rimshot when I hit a rimshot as opposed to getting it all the time, and I can get a full 127 velocity from hitting the head without triggering the other zone. Since Anote & Note have same value, I don't get "extra notes". Hope this helps :D
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Re: Different ANote handling/detection - shank or tip play?

Postby Bean » Fri Jan 07, 2011 2:06 am

Kupooglop, Poldi-1 is referceing a change that would permit usage of sound an "articulations" present in Superior Drummer add-on packs.

Example: I have "The Metal Foundry" add-on pack for Superior Drummer and 6 type of sound articulations are present in the Ride sample set. 2 of the samples are made using the tips of sticks hitting the ride, 3 of the samples are the shank of sticks hitting the ride, and the 6th articulation is for mute. The tips have more of a ping sound amd the shank of the stick causes more of a crash sound. A person playing jazz or metal unknowingly makes frequent use of this style of play on an acoustic set.

I would assume that during play the tips of the sticks would produce A lower velocity than striking the ride using the shank of sticks. So a transition point to send different notes to represent such articulation makes a lot of sense. This is not a zone separation idea that might have cross-talk issues; it is a stick usage technique supported by the VST. I would most likely use this option if it were in megadrum. Good suggestion by Poldi-1
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Re: Different ANote handling/detection - shank or tip play?

Postby kupooglop » Fri Jan 07, 2011 5:34 am

The only thing is that Anote is an alternating note. That means that it is sent every other note. (as described in the documentation and as how the notes appear in my midi sequencer recordings.) I agree with Bean's statement that having different samples play at a different velocity would give a lot more depth and expression. But wouldn't this feature have to apply to more notes than just Anote? Wouldn't it have to apply to MNote, Note, Anote and Pnote? If it just affected Anote, then the articulations would only be observed every other note. For that matter, every other note that was struck with a velocity above or below the "ANoteMin" trigger value.
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Re: Different ANote handling/detection - shank or tip play?

Postby hchriste » Fri Jan 07, 2011 7:28 am

Poldi-1 wrote:Like: ANoteMin 100 = you need to produce a velocity of 100 or higher to trigger ANote, lower velocities trigger the normal note.


You could achive that, using a tool like Bome MIDI Translator. This tool allows you, through a simple scripting language, to process incoming MIDI, and change the MIDI output to whatever you desire.
I use it for adapting the output from MD to different VST's. That way I dont have to change anything in MD when I change back and forth between VST's.
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Re: Different ANote handling/detection - shank or tip play?

Postby Poldi-1 » Fri Jan 07, 2011 9:55 am

If you make "ANoteMin" as an extra feature you may only want to enable that on your Ride cymbal(s) for now to have exactly what Bean described in SD2 with Metal Foundry.

Where it is enabled of course ANote isn't played on every 2nd hit but on reaching the set velocity. This wouldn't affect the ANote style on other pads (that don't have "ANoteMin" enabled).

Making a MIDI map is a good idea for a temporary workaround - I will try that with MIDI-OX later. Still it would be much nicer to have that as an option in MD, and I believe others might want it for other pads and techniques as well. If some think they still might need ANote they way it is on a pad/cymbal with "extra-sounds" as described above dmitri might as well bring in a new Note like "VNote" and then "VNoteMin" for it.
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Re: Different ANote handling/detection - shank or tip play?

Postby kupooglop » Fri Jan 07, 2011 2:16 pm

Vnote & Vnotemin sound like a good idea since it would add new functionality while leaving existing functionality intact.
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Re: Different ANote handling/detection - shank or tip play?

Postby Poldi-1 » Sat Jan 08, 2011 10:02 am

so dmitri - what do you say? Can we expect something like this in the next firmware? :D
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