
Just goes to show that it IS a subject where lots of people feel concerned.
I think that whatever John accomplish, it's gonna be a hit. The subject itself is too hot

I personally would want a device that did that tho.. With finished produced sound. So, 1 vote from me. Actually, if you can make a full fledged device with seq and insert slots, it's easy to work it down to a raw sound source. (perhaps as a different device) I guess this clearly draws the line between a sound module and a drum box.Myself, I like the grid for drums like Reason, Microtonic, Orion or FL Studio. Favourite is FL Studio where you set it for whatever you like: 16, 24, 32 , 64 or whatever (Atomic FYI that's what I use). But that seems to be not in consideration for now ...
... that is only if one is trying to achieve an acoustic drum result. Something like my Plasma (and drumVOX) was always intended to make very electronic sounding percussion timbres, certainly nothing acoustic. To generate an acoustic sounding drum timbre, why not just use very good samples with multiple layers that can be triggered by velocity? Otherwise, some sort of physical model would have to be created. (or one could just record *gasp* real drums... hehehe)On 2004-06-05 22:42, Alice wrote:
I'm new to this forum and I'm new to Pulsar. I don't know all the correct terms so I'll say it like I know and hope that you take this seriously.
The snare should have resonance - to represent being hit from the center to the edge pitch - for tight/loose skin and subtle pitch changes when you hit the snare harder
Depth - for size of snare
Amount of snap to represent hit strength and different beaters
Should have attack hold decay with very short accurate response times
Hats should have ring to them and not just be tuned noise through a filter. The noise the do have should sparkle. Controlable snap from hard to none. When you go from open hat to closed hat open hat sound should cut off. Attack hold decay with very short accurate response times
Cymbals also should ring with noise contol to simulate rivets. Pitch to represent size. With snap from hard to none. Should have attack hold decay with very short accurate response times.
All should have EQ
If this drum were to be a drum oscillator module for the ModIII then I would like all the controls to have have a modulation input to allow control for those subtle changes, like you never hit the snare in the same place in a row and the sound is slightly different with more ring or hit slightly harder or stick held on the skin for slightly longer; and also for warped effects. Maybe some of the controls could be modulated anyway if it were a Device.
Anyway thats my thoughts I hope you could follow my meaning.
Alice
<font size=-1>[ This Message was edited by: Alice on 2004-06-05 22:45 ]</font>
i don't know much about drums but Alice's suggestions sounded brilliant to me ( sounded like something i would want to try out at leastOn 2004-06-05 22:42, Alice wrote:
(a lot of things).....
Not true at all... STS from STS3000 to STS5000 permit auto cancelling of sound for exactly that purpose. And, filter in STS5000 are simply unbeatable compared to any other sampler, be it vsti or hardware.STS doesn't allow "open hat closes when closed hat is triggered" for example, nor the filters are great for drums