I was imaging a 'SS' and 'RS' floating in the centre on their black and green boxesRob wrote: Where should I draw those labels?
eDRUMin 1.3 BETA now available (again)
Re: eDRUMin 1.3 BETA now available (again)
Re: eDRUMin 1.3 BETA now available (again)
Hopefully we’re not sounding too ungrateful. The controller software and the platform as a whole is incredible. To plug in a pad and having it playing sounds after a quick 20 second calibration is nothing short of phenomenal. I guarantee you Roland has noticed this product and they are talking about it in meetings. If you were to start forming partnerships with Toontrack or BFD... imagination running wild here. Maybe my dream of an “Open” module will come true.
Last edited by Mylo on Sun Aug 23, 2020 1:46 pm, edited 1 time in total.
Re: eDRUMin 1.3 BETA now available (again)
But what Rob is saying is that if the range is incredibly small like in his first image there is no room for the text.MWJT42 wrote:I was imaging a 'SS' and 'RS' floating in the centre on their black and green boxesRob wrote: Where should I draw those labels?
Rob,
How about a multi level label
Rimshot Range
Ctr/RM/SS
Re: eDRUMin 1.3 BETA now available (again)
I totally agree that that tool tip information is not important. That's why I've never shown it. The whole idea of have the graph is that the user can just hit their pad and 'see' exactly what they need to do.
Re: eDRUMin 1.3 BETA now available (again)
Then I go back to my idea of having a simple graph like PS. A bar with a green range that indicates the rimshot range. Everything to the left of the green range is a center hit, everything to the right of it is a rim. Just adjust the green range so that the right sounds are played. Now we have two controls that work off the same metaphor... so less to learn.Rob wrote:I totally agree that that tool tip information is not important. That's why I've never shown it. The whole idea of have the graph is that the user can just hit their pad and 'see' exactly what they need to do.
If the power user comes along wanting that threshold information you can pop it up or just overlay it somewhere underneath the control.
Re: eDRUMin 1.3 BETA now available (again)
So you're saying give everyone worse triggering for the sake of simplifying the control?
Re: eDRUMin 1.3 BETA now available (again)
Thanks everyone for the impassioned suggestions. I will remove the black lines and leave everything else as it was for now.
Re: eDRUMin 1.3 BETA now available (again)
100%. edrumin is a game changer.Mylo wrote:Hopefully we’re not sounding too ungrateful. The controller software and the platform as a whole is incredible. To plug in a pad and having it playing sounds after a quick 20 second calibration is nothing short of phenomenal. I guarantee you Roland has noticed this product and they are talking about it in meetings. If you were to start forming partnerships with Toontrack or BFD... imagination running wild here. Maybe my dream of an “Open” module will come true.
Huge gap in the market as no VSTi or DIY A2E drummer wants to fettle with the tiny settings control in a module, or pay extra for the unused (awful) sound modelling.
Very excited to be 'part' of it on here in its relative infancy.
Rob, ever considered a Patreon, as my one off purchase can only support you so far?
Also wondered if you would consider putting the source on GitHub for community contributions?
Re: eDRUMin 1.3 BETA now available (again)
No absolutely not... but by your question I still don’t seem to get this control and what you’re getting out of it to set up a trigger response. I’m saying, that as a user, I see the sole purpose of this control is to build a rimshot range. I’m not sure how this differ from building a PS range. What you do with the numbers underneath is totally up to you.Rob wrote:So you're saying give everyone worse triggering for the sake of simplifying the control?
Re: eDRUMin 1.3 BETA now available (again)
Mylo,
The reason I can't remove that area below the green rimshot region is that on a lot of pads, light hits on the rim will register there. If I took out that part of the graph, they would look like they are falling in the rimshot region. Does that make sense?
The reason I can't remove that area below the green rimshot region is that on a lot of pads, light hits on the rim will register there. If I took out that part of the graph, they would look like they are falling in the rimshot region. Does that make sense?