perceval wrote: ↑Thu Apr 07, 2022 1:22 am
Why not do it physically?
Stick bounce on some beats is quite often played. Bread and butter of stick handling.
Can do it physically but edrumin doesn't track it: This is different from stick bounce used for ghost notes, etc. It simulates that tiny stick bounce/head interaction when it goes below the threshold level--what you hear from the real drum head after edrumin stops sending notes. Very subtle, very short. Physically, there are probably still some very closely spaced, faint hits as the stick chaotically bounces against the vibrating drum head. Little hard to explain... The result is that buzz hits have a little more realistic sounding tails--less tiny machine-gunning--if that makes any sense !
Of course, this all depends on the drum library having that a sound like that .
Anyway, just an idea.
If anyone uses Reaper and wants to experiment below is my plugin script to change snare notes (38) to snare roll (32) when velocity equals 1.
cheers!
-------------------------------------------
desc: Gords Snare Fritz out
////////////////////////////////////////////////////////////////////////////////
@init
NoteOn = $x90;
NoteOff = $x80;
needNoteOff = 0;
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
@block
while
(
midirecv(offset, msg1, msg2, msg3) ?
(
// Extract message type and channel
type = msg1 & $xF0;
note = msg2;
vel = msg3;
// Is it a note event? remap note values
type == NoteOn && note == 38 && vel < 2?
(
msg2 =32;
needNoteOff = 1;
);
type == NoteOff && note == 38 && needNoteOff == 1?
(
msg2 =32;
needNoteOff = 0;
);
// pass the event thru
midisend(offset, msg1, msg2, msg3);
1; // Force loop to continue until all messages have been processed
);
);