What is a Drum Voice?

A MOXF6/MOXF8 Drum Voice is an extra special Voice. If you are new to Yamaha Music Production Synthesizers, you may have never encountered a Voice architecture quite like this before. It is important to understand how this Drum Kit Voice works.

Just as there are “normal” musicians and then there are Drummers, the Drum Voice is also very special case. Typically, a Normal Voice will consist of just a single instrument, like a Piano, a Guitar or a Flute, although sometimes you might find a combination VOICE like “Piano & Strings” or a String Ensemble or Horn Section. The Drum Kit Voice is actually a combination of up to 73 individual instruments. Each KEY on the keyboard (C0~C6) is an independent instrument. You most likely have never run into a drummer with a 73-piece kit!

But that is just what you have here in the MO-XF. Each key has a different drum or percussion instrument with its own set of parameters that you can manipulate. A traditional “drum kit”, in music history, is a 20th century invention first used in Jazz in the early twentieth century… called a “Trap Kit” (short for “contraption” – what someone called it when they saw how it was pieced together out of individual components). But prior to the jazz ‘trap kit’, drums were very much played individually and still are played individually in many instances. Think of a marching band. You have several people carrying single Bass drums, and even more carrying just a single snare. And some other who carry just a pair of cymbals… they are indeed individual instruments. And on Yamaha synthesizers the Drum Kit Voices is made up of 73 Elements.

_ An Element is a multi-sample recording. In drums, the multiple samples are stacked vertically only to a single key for velocity triggering – where in a so-called ‘normal’ Voice they could be laid out both across the keyboard (horizontally) and vertically.

The way Yamaha constructs the Drum Kit Voice is so that you can place any drum and/or percussion instrument waveform into a Voice – typically each sample is on a separate KEY, between C0 – C6. Each KEY can have its own group of vertically stacked samples (when we say ‘vertical’ this is describing a velocity swap.

_ A velocity swap will mean that as you increase the speed at which a key is struck you will switch between samples. For example, call up the Power Standard Kit 1 play the snare drum mapped to E1. As you increase the velocity you will hear it switch between five different snare drum samples; the closed high hat on F#1 will switch between four different samples.

Each KEY has its own Volume, pan position, filter, envelope, EQ, routing to the Effects, Pitch Control, etc., etc. A Drum Kit is like 73 VOICES combined in one. This allows you a great deal of flexibility when creating your music. Each KEY can be selected and edited individually. You can even assign your own favorite drums into your own USER KIT – there are 32 USER Drum Kit locations. This is useful when the snare you like is one kit and the kick you like is in another. Drum Key edits and assignments are accomplished in VOICE mode (or while you working in the Sequencer modes).

• Press [EDIT]
• Press the numbered button [1] to view individual KEY parameters.

You will see “VOICE – KEY” in the upper left corner of the screen. Now when you touch a key on the keyboard, its information will come to the screen. There are five tabs available: [F1]Oscillator, [F2] Pitch, [F3] Filter, [F4] Amplitude, and [F6] EQ. We should mention that sometimes a particular drum or percussion instrument is mapped to several keys – each might be a different articulation or gesture used in playing that instrument. For example, the hi-hat is typically mapped to F#1, G#1 and A#1 (Closed, Pedal, and Open) – three different articulations of the hihat cymbals. As we’ll learn: Only one of these articulations can be sounded at a time.

DrumKeyWave

[F1] OSC (OSCILLATOR) – On these screens you’ll find the currently selected KEY, an Element ON/OFF Switch, the WAVE selection parameters (Bank, Category, Number), the Assign Mode (single/multi), Receive Note Off, Alternate Group, and the Effect routing.

[SF1] WAVE: Turning the “Element Switch” parameter to OFF will deactivate a drum KEY. One right side of the screen is where you select a Waveform by Category and Waveform Number for each KEY. There are 3,977 Waveforms.

[SF2] OUTPUT: This parameter determines if the Drum instrument is going to the kit’s assigned Insert Effect, or to the MIXING’s assigned SYSTEM Effects (Reverb and Chorus) or just THRU (neither). The Effect routing is per drum (KEY). A drum can be routed to the System Effects (Reverb and Chorus blocks) or it can be routed to one of two Insertion Effects selected for the kit. When a drum is routed via the Insertion Effect Output it is removed from the System Effects. When a drum is routed to an Insertion Effect it will arrive at the main drum kit output but it will have the Insertion Effect present. Any two Insertion Effects can be assigned to a Drum Kit Voice. They are treated in “parallel” or routed from “A-to-B” or “B-to-A”. “Parallel” means each Insertion Effect is separated and a drum can go through one or the other. The “A-to-B” and “B-to-A” routings are what is called “in series” (one after the other).

DrumKeyEditor

• In the screen shot above we see a DRUM KIT Effect routing flow chart (from the MOXF6/MOXF8 Editor). The “KEY OUT” parameter in the upper left corner indicates we are looking a KEY “C1” (a Kick Drum) which is routed to INSERTION EFFECT B (blue) which is a “Classic Compressor”.

DrumKeyEditor2

• In the screen shot above we see another DRUM from the same KIT. The “KEY OUT” parameter in the upper left corner indicates we are looking the KEY “D1” (a Snare Drum) which is routed to INSERTION EFFECT A (purple) which is an “Early Reflection”, then to the “Classic Compressor”.

[SF4] OTHER: Any KEYS placed in the same Alternate Group will replace the playback of any other. This is how the Closed High Hat (F#1), Pedal High Hat (G#1) and the Open High Hat (A#1) replace each other. And is how the Mute Triangle stops the Open Triangle. The “RcvNoteOff” (RECEIVE NOTE OFF) parameter is an important one to understand about drum sounds. You will notice that for most every drum sound this is set to OFF. This is what separates drum and percussion sounds from “normal” musical sounds. In a normal musical sound you hold the key down until you want the sound to stop and when you let go KEY-OFF is sent and the sound moves immediately to the RELEASE (time) parameter of the Envelope. Well with drum sounds you do not HOLD the key down to play the entire envelope of the sound. You want the entire drum to sound without having to keep your finger on the key.

In order to get a full understanding of this parameter, press the Crash Cymbal on note A2 (the “A” just below middle “C”) and then do the following:

Set the RECEIVE NOTE OFF parameter ON.

It now will behave like a regular or ‘normal’ keyboard sound… meaning as soon as you release the key the sound will stop. This can be useful in creating a “choked” cymbal. You can quickly see why drum and percussion sounds require this parameter – you do not want to have to hold down keys in order for the instrument to complete its sound ‘envelope’. The word envelope is used in synthesis to describe how something changes over time. In this case we are referring to the amplitude envelope (or loudness) – how the loudness changes over time.

[F2] PITCH – Coarse and Fine Tuning for each KEY; how the pitch of the drum responds to changes in velocity.

[F3] FILTER – Each Drum has it own filter. Basically a Low Pass Filter with programmable Cutoff, Resonance, Velocity sensitivity percentage and High Pass Cutoff parameter. Why a filter is important on synthesizers is to alter the fundamental tone (harmonic content) of a sound. In general, the more energy you put into playing (attacking) any acoustic instrument the richer it becomes in harmonics (see the article on EQUALIZATION for a discussion of harmonics). A Low Pass Filter, literally, allows the low frequencies to pass as long as they are below a particular “cutoff” point – this cutoff frequency is where the filter starts to attenuate (lessen) the loudness of certain harmonics. If you apply velocity sensitivity to a LPF, this means the harder you strike the key the more harmonics that will be allowed to pass… The faster a key goes down the higher the cutoff frequency moves – thus allowing a brighter, richer harmonic sound. This very much mimics what happens in the acoustic world: The harder you play, the richer the tone is in harmonics. This is again, programmable per drum in a drum kit.

The High Pass Filter Cutoff frequency parameter allows high frequencies to pass and therefore attenuates lows. This is useful when you wish to remove low tones from a drum sound. As you increase this parameter you will reduce low frequencies in the sound assigned to this key.

[F4] AMP (AMPLITUDE) – Each Drum has its on amplitude envelope. Here you can also find PAN, ALTERNATE and RANDOM PAN options. Amplitude is how loud a sound gets and more specifically in the case of an envelope – how the loudness changes over time. All percussive instruments are hammered or struck in some fashion. This causes what is referred to as a “transient peak”. Simply put, a loud spike at the time of the attack, the sound then decays slightly and the body of the sound continues before it disappears completely. Think of a bass drum being struck by a mallet… now think of the whole process in extreme slow motion. There is the click of the mallet as it initially contacts the drumhead. There is a rapid spike in loudness, this is shortly followed by the booming response of the drum as the head starts to vibrate and is enhanced by the shell (shape) of the drum. CLICK > BOOM. The click is a peak, the boom is somewhat softer and somewhat later in time… and finally the sound disappears. That is what the ATTACK, DECAY1 and DECAY2 parameters are all about.

[F6] EQ – Each Drum has its own Equalizer. This device can be configured as a 2-band EQ, single band Parametric EQ or act as a straight level boost (+6dB, +12dB or +18dB). Being able to equalize (balance the tone and loudness) of each individual drum is extremely useful in getting the
exact sound you want from your drums. Use this equalizer when you want your KICK drum to boom or you want more snap from your snare. In other products you only have an overall equalizer (if you get that)… in the MOXF you have individual equalizers for each Element… repeat – you have
individual equalizer for each Element. There are 73 Elements in a Drum Kit VOICE; 8 Elements in each Normal VOICE.

You may wonder why a 2-band and a single parametric EQ (instead of a three band, four band, five band or a graphic EQ)… The reason is it is assigned to a single drum sound. In any percussion sound there is “the cause” (the CLICK as the mallet strikes the drum head) and “the response” (the BOOM as the drum’s size creates the low thump)… 2 bands is more than sufficient for a single drum/percussion sound. A single band parametric (parametric means you can zero in on a specific frequency, boost or cut and control how wide an umbrella above and below is affected) is perfect for Element equalizing when you need to fix a specific tonal region.

Building a custom Drum Kit
A Drum Kit is really 73 different Instrument sounds in one VOICE. Each drum instrument (referred to as an Element) can have its own Volume, EQ, Pan position, routing to the effects, filter, envelope, etc., etc., etc… Each drum instrument is typically triggered from a single KEY but can be one or more digital recordings (velocity switched).

From VOICE mode:
• Press [EDIT]
• Press Track [1] to view KEY parameters
• Touch a Key to view each instrument
• Press [F1] OSCILLATOR

On this screen you can assign any Waveform to sound from this key. Obviously it make the most sense to trigger drum and percussion hits from this interface because you basically can assign one Waveform to each KEY. Remember a Waveform can consist of many individual samples – so that velocity switching is totally possible, it is simply done at the individual sample level. Each individual Sample can be assigned a KEY RANGE and a VELOCITY RANGE. When you create your own individual DRUM or PERCUSSION sound, you would assign its KEYBANK to full RANGE (C-2 through G8) if you plan on tuning that sample from the one KEY of a Drum Kit. Here’s why: A Drum Kit Voice addresses the Waveform through that one KEY window. Normally you would handle tuning by striking an adjacent key (say in a piano) but to tune a single KEY in a Drum Kit that source Waveform must have a KEY RANGE to be referenced. 

You will find among the Preset Wave ROM many drums that are 3-way, 4-way and even 5-way velocity switches – meaning the harder you hit the key you are able to access different sample/different articulations of that particular Drum sound. Many of the snares and hihats change as you strike the key harder. This is why you want to pay attention to your velocity when playing and recording. If all your snare drums are a 127 you will only hear that one articulation, a drummer could not, would not hit the snare drum at 127 every time, the softer hits have an entirely different timbre (and in the case of most snare drums), an entirely different sample.

What is a PATTERN ‘Phrase’ and what is a PATTERN ‘Patch’?

Any time you record something in PATTERN mode, the MO-XF sequencer will place that information on a track in an entity called a “Phrase”. So a Phrase is a group of MIDI events that can then be moved, recalled and edited as a unit. For example, say you record a drum kit to Track 1 – you use a Kick, snare, high hat closed, high hat open, and a crash cymbal. Say you record for 008 measures and then stop. The MO-XF sequencer will automatically number this recording and archive it as PHRASE 001. You can make a total of 256 individual recordings like this in a PATTERN. They can be drums, bass, guitars, etc.; the instrument does not really matter. Any time you record in a PATTERN the data is placed in a PHRASE and given the lowest available number designation between 001 and 256. Why 256? Because there are 16 tracks in the sequencer and there are 16 Sections in Pattern mode – 16×16 = 256 possible Phrases. Normally, this is many more than you will need.

You can additionally name each phrase if you wish. Most people find, however, that the number that is assigned is sufficient. But if you are one of those people who like to keep things strictly organized, you can name each Phrase with a [JOB] > [F4] PHRASE > Job 09: PHRASE NAME.

A PHRASE can be activated in any Section. Say you know that the basic groove you just recorded in SECTION “A” (your first verse), will be used again in the composition for the third verse (SECTION ‘C’)… different musical parts on top but the same drum groove. You do not have to COPY it, simply go to SECTION ‘C’ and activate PHRASE 001. Phrases can be recalled simply by selecting them – very convenient. A Phrase contains all the MIDI data that you generated while the track was in record. It is not sound… it is the MIDI data. It is not the VOICE you selected, it is the MIDI data. It is that MIDI data organized in a reusable, numbered package. It has a Phrase LENGTH shown next to the PHRASE number.

From the main PATTERN Play screen:
• Press [F4] PATCH

PATCH

The first three TRACKs of SECTION B three Phrases, numbered 008, 009 and 010, are ‘patched’ to the grid. The Length of each is shown to the right of the Phrase Number and is an indication of how many measures you have recorded before these phrases begin to loop (M004 = 4 measures). The Phrases are numbered in the order that you record them. The Phrase Length is determined by a parameter setting made prior to entering record. In order for PATTERN phrases to loop, you must, quite naturally, set a phrase length before starting. This is found on the main PATTERN screen:

PatternOverview

The Phrase Length parameter, the Time Signature and the Tempo are the mathematics that the technology uses to deal intelligently with our music. As musicians we do not use clock time (minutes and seconds) to subdivide our compositions, rather we use Measures and Beats. Once you define this framework (4/4 Time and 004 Measures) your recorded phrases will maintain that form, such that at the end of the four measures the phrase will seamlessly repeat from the top (whether or not the sound is seamless, will depend on your performance, but the technology will return the exact length every time at the current tempo). Each phrase is a separate entity. You cannot simply change the number of measures you have recorded (without executing an edit job). Part of what is recorded into the PATTERN’s Phrase data is the number of measures that were set at the time you recorded it.

While in PATTERN mode you can manually control how many times, for example, this SECTION “B” repeats. You can change to another Section using the front panel buttons designated as SECTION CHANGE (A-H and I-P). The change from one Section to another can be set to happen at the top of the next measure (this way a phrase can be allowed to complete before the Section change occurs), or you can have the MO-XF change to the next Section at the nearest half note, quarter note, eighth note or sixteenth note.

This is set by a (PtnQuantize) PATTERN QUANTIZE parameter.
• Press [UTILITY]
• Press [F2] SEQ
• Press [SF3] OTHER
• PtnQuantize or Pattern Quantize has to do with correcting to the nearest musical value the PATTERN SECTION selection.

Required: PATTERN SECTION button must be lit in order for buttons [1]-[16] to take on the role of SECTION A-P selection switches.

This may be a new gesture for you – but by pressing the SECTION button in the measure just prior to the measure you want it to change is something that you can quickly get used to. You can press that button anywhere during the preceding measure, the change faithfully takes place automatically at the appropriate time – you do not have to hit it with the precision of playing a musical note. The screen will briefly show a letter “N” to indicate your NEXT selection. The letter will disappear at the top of that next measure and the measure will transition on cue.

Nested Loops
Phrase Length is shown on the [F4] PATCH screen; however, SECTION Length is determined by how many times you let the Section repeat. Please also note that Phrases can be at various lengths. You could have a 1 Measure Kick drum and a 4 Measure Snare with an 8 measure Hihat Phrase all playing along side each other. Each will repeat according to its Phrase Length. The KICK Phrase will play 8 times for each Hihat Phrase.

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