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Editing Existing Drum Kits

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Posts: 0
Eminent Member
Topic starter
 

Jason,

Your method worked! It appears it was the A4 and A#5 That were (both) shakers “shaking away” in the kit lol. Turned over near every stone to find them. Seems you can go through the parts one at a time “without” the ARP on and still miss the sound because you don’t recognize it outside the ARP playing. But with the ARP “On”, it’s far more easier to quickly identify your culprits when they suddenly drop out (what you want) when turned off.

It would be real nice and far less tedious however, if the Montage showed you or highlighted all of the parts that are “active” in a drum performance then when seeking to edit or remove one you don’t have to HUNT for them first.

Anyways— thank you very much for suggesting this approach.

Q

You can find the sound yourself.

1) Turn on Master ARP and Part ARP. For drum kits like "R&B Kit 1" all you need to do is press the [ARP ON/OFF] button since PART ARP is already on by default.

2) From [PERFORMANCE] (HOME) press [SHIFT] + the touchscreen Arp box inside the PART's area (above the level bars) in order to activate ARP Hold (the box will turn orange).

3) Press any piano key to start the ARP

4) Navigate to the drum key screen - activate Keyboard Select - press the lowest key and touch the "ON" button (upper left of touchscreen) in order to turn this key off.

5) Go to the next chromatic key up - repeat step 4 over and over until you find your sound.

It's a "brute force" method that will work every time if you can't figure out which sound, by name, it is. Names of the sounds (samples) for each drum kit are summarized in the data list.

Keep in mind if you have less than 88 keys - you may need to use the [OCTAVE -] (for MONTAGE 7) or maybe + as well for MONTAGE 6 in order to reach all of the drum keys. Alternatively, you can select the drum key (box right under "Keyboard Select" on touchscreen) and use the DATA DIAL to move through the keys instead of using the piano keyboard.

 
Posted : 06/06/2019 1:35 am
Jason
Posts: 7913
Illustrious Member
 

I guess originally you did find the shakers but did not turn them both off at the same time. You've got to do that - recognizing a realistic sound is going to be reproduced by using related sounds together. All part of the process. Bump into a wall. Learn. Do better next time.

 
Posted : 06/06/2019 2:47 am
Posts: 0
Eminent Member
Topic starter
 

For sure— this was a very valuable lesson as it gives me so much more control over drum tracks. Thanks again as always everyone is so helpful!

I guess originally you did find the shakers but did not turn them both off at the same time. You've got to do that - recognizing a realistic sound is going to be reproduced by using related sounds together. All part of the process. Bump into a wall. Learn. Do better next time.

 
Posted : 06/06/2019 12:32 pm
Bad Mister
Posts: 12304
 

Extra Credit:
There several ways to determine which drum instruments are used in a particular Arp Phrase. It would be unwieldy to create a chart that included each drum Key used in each Arp Phrase... as useful as it may seem to have that info, it would be incredibly large and quite possibly would take longer to use.

Amazingly, (and very useful), they have included the Key Map for the majority of Kits in the Factory Set. And they did list the original Kit used for each Drum Arp Phrase, just in case you want to know what the programmer was listening to when they created the Arp data. Because any Arp Phrase can be assigned to any Kit, sometimes this is important. Here’s a tip or two for finding which of the 73 Keys is making “that sound...” while listening to the Phrase (better than looking at a chart).

_ The principal drums (the ones the Kit is named for) will be found in the two octaves between C1-B2. If it’s a Rock Kit, these would be the Rock Kick, snare, he, toms, cymbals, etc.
Latin Percussion is typically found in the octaves from middle “C” and above C3, the farther up you go you get into sound FX, etc
Below B1 are Alternate Main Drums, snare roll, and other auxiliary sounds, Alternate clicks and stick articulations

_ Use the Part NOTE LIMIT parameter to restrict the Notes in the selected Kit is sounding.
Part NOTE LIMIT is the “Range” setting on the HOME screen usually set to the full range of MIDI, C-2 thru G8.
The Drum Kit has sounds between C0 and C6. By highlighting the Upper Note Limit you can use the Data Dial to Limit the sounding Notes.
You can also use “Keyboard” data entry by tapping the Upper Range, then activating (green) “Keyboard” in the pop-in menu.
While the Arp is looping you can quickly eliminate Notes from the active range.

Starting at High Limit = C6, you’d lower the range setting until the sound stops responding.
Once you identify the culprit, you set the Range back, and deal with removing it or changing it in a way that suits your need

Using Part Note Limits to Control what instruments are sounding can be used to grab regions of Drum/Perc that you like. Say there is a Latin Percussion groove you like but you want to add your own Kick, snare and hihat... you can isolate just the Latin Percussion by setting the Note Limits C3-C6. Or conversely, you like everything but the Latin Percussion, Set the Limits accordingly.

If you set the Low Note Limit higher than the High Note Limit, you can create a “no-fly Zone”, a region where nothing sounds. Say you want everything from the Arp Phrase, but want to do your own hihats, or you want to use the hihats from another Arp Phrase, artful use of the Part Note Limits can accomplish this. By setting the Low Note Limit to B1, and the High Note Limit to F1 ... you will have effectively eliminated the hihat closed, hihat pedal, and open hihat on F#1, G#1 and A#1.

 
Posted : 06/06/2019 2:05 pm
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