Loops for Real Drummers: Musicianship, Technology Don’t Have to Compete

Loops have gotten an unfortunate reputation as being a stand-in for real musicians or real musicianship – perhaps because, too often, they are. That’s why it’s always refreshing to see a discussion of how looping can incorporate musical technique. Like many electronic musicians, I have zero background in drumming; I’m a keyboardist and was trained in Classical Piano. But then, part of the gift of being a composer is getting inside the heads of musicians who play instruments you can’t. And when it comes to understanding rhythm, there’s a limitless supply of work to explore from around the world.

Ryan Gauss writes us to share a blog that’s all about rhythm and drumming. Blogging can be a distraction from music making, but in this case, he’s using it to help be even more disciplined in building technique:

Every day I record and post a new drum loop (with a link to the Logic session and .wav files). I organize the beats by category (rock hip hop, jazz etc) and try to change up the production style with every loop.

So far, there’s a terrific piece on “linear drumming” – a style in which you hit only one part of your kit at a time. (Now, this really inspires me in terms of some of the rhythmic sequencing ideas I’ve been thinking about – I’ll have to explore. Maybe I can build a linear pattern sequencer.) See notation at top.

Linear drumming for dummies. | ryangruss.com

There’s also a fantastic video from drummer Shawn Pelton, who to me really exemplifies the marriage of great drumming and sophisticated use of technology (Ableton Live, in this case).

Shawn Pelton’s studio | ryangruss.com

I’ll be reading this site, for sure. Thanks, Ryan.

http://ryangruss.com/ “Fresh Drum Loops Made Daily”
(question – are they best hot, as with Krispy Kreme?)

Authentic Chipmusic Soft Synth Emulation: Plogue Chipsounds Scoop from NAMM

 

From top: ComputeHer, 8 bit Weapon.

You’ve heard the chip hype. But there’s something behind it: vintage digital chips can make wonderful sounds. And I’m thrilled that someone has painstakingly reproduced those sounds in an upcoming package.

Emulating analog circuitry, from amps to classic synths, has been long understood. But we’ve finally reached an age when people begin to appreciate the odd idiosyncrasies of digital technology, too. There hasn’t ever been a comprehensive attempt to emulate each detail of a range of 80s sound chips before – until now. Plogue (makers of the highly underrated Plogue Bidule patching environment) and David Viens have tackled just that as a labor of love, and you’ll be able to use the resulting “chipsounds” library later this spring.

Plogue’s chipsounds recreates the blippy personality of the Commodore 64, the Nintendo NES, the Game Boy, the Atari, the Vic20 – and circuit-bent and abused variations, too. It’s got a powerful artist endorsement from 8 Bit Weapon and Computer Her (pictured here). There are arpeggiators, noise patterns, distortion emulation, custom software, all built on the ARIA synth/sampling engine.

The basic specs:

  • 7 chips: TIA, 2A03 PAPU, VIC-I, SN76589AN, AY-3-8910, POKEY, and SID. Haven’t heard of all of those? No worries. But you’ve probably heard the chips. The horribly-named SN76589AN was used in my very first computer, the IBM PCjr, my first game console, the Colecovision (boy did I pick them), and in the TI. The 2A03 is from the original NES. The TIA was in the Atari.
  • Tricks, built in: One-shot arpeggiators, rapid waveform changes, envelope resync tricks are all built in – stuff that’s hard to pull off, as the creators note.
  • Emulations of psuedo noise patterns, distortion
  • Switch on each chip’s limited resolution and pitch values – or switch them off, and create sounds the PCjr couldn’t
  • Presets from 8 bit Weapon and ComputeHer

8 bit Weapon’s wespons: a VIC-20 (well, the box), a C128 (foreground), a C64 (top left), the Woz-designed Apple IIe (aka your entire childhood computer class for many of us), and … a GameCube.

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NI Maschine: Fully Integrated Hardware-Software-Plug-In Drum Machine, Controller

If you could have an ideal drum machine and sample-slicing workstation, taking the physical control of hardware but the flexibility of software, what would it look like? We talk a lot about hardware control of software, but hardware usually comes second – software gets designed first, and then either you have to figure out how to map hardware to it, or someone else comes along and designs gear. That means there’s usually a disconnect in the design and workflow of the two, and most of the time, you have to reach for the mouse to make up the difference.

Maschine (pronounced as the German, mah-SCHEE-neh) was developed at Native Instruments with the goal to design the hardware and software simultaneously, not separately. That’s not an easy goal, and I don’t expect Maschine to be perfect or please everyone. But I got to visit the prototype at NI while I was in Berlin in October and see it in action, and I can say at the very least, the folks who created feel the way many of us do – they love software, they love hardware drum machines like the Elektron, and this is an attempt to be a real hybrid.

So, while contrary to rumors, NI does not have a box that does any audio generation in the hardware, this is a real attempt to fuse the controller and software in terms of design and workflow. The idea is to use the screen for visual feedback (you do have this big, pretty monitor on your desk or notebook), but to be able to work without a mouse.

Maschine can also work as a plug-in as well as a standalone app, depending on how you like to work (or how you want to play live). That means if you’re already in love with something like Ableton Live, you ought to theoretically be able to put the two together. Unfortunately, you can’t yet use it as a sequencer to drive other software, which would be an ideal next step; sequencing is as big a part of what Maschine does as sampling and sample manipulation. (No official statement on MIDI output has been made yet.)

Maschine’s hardware also works as a controller. So, for those keeping score, you could put Maschine next to the just-announced Akai APC40 and use them both to control Live – or Maschine could compete with the APC for your Live-controlling dollar – even before you touch the Maschine drum machine software.

Here’s NI’s intro video, which gives you a sense of how this stuff ties together (and we are officially the first to post it).

We’ll naturally be looking more closely at Maschine soon (I’m going to buy a new espresso maker and not sleep for the next few months). Here’s a quick overview:

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BPM: MOTU’s Software-Based Drum Machine Workstation and Ad Copy Reflections

MOTU’s new drum machine is a new software sampler/synth workstation for drums, clearly influenced by beat production workstations like the legendary Akai MPC and EMU SP1200. With all today’s hardware/software talk, I initially thought this was hardware, too, but it’s not – meaning it’s got an uphill battle against integrated features in hosts like Live and new tools that integrate more closely with hardware, not to mention existing entries like FXpansion’s GURU. But don’t write it off just yet: an internal synth, a unique sampling plug-in, import workflows, and retro groove emulations could keep this in the game.

Oh, yeah – and, typical of MOTU, there’s always one feature that can make you forget every other complaint. For me, that’s the “Line templates” in the step sequencer that let you add your own Euclidian polyrhythms. Nice.

MOTU’s ad copy waxes poetic about the deeper meaning of all of this, as though pondering aloud:

“Sound libraries these days are awash with loops. And what is a loop, exactly? Someone else’s beat. Isn’t it time to take back creative ownership over your grooves?”

Yes, indeed, what is a loop? If you’re curious, you could check out the, um, loop content that ships with BPM in its 15 GB sound library.

The slightly self-contradictory philosophizing ad copy aside, though, I’m all about the creative possibilities of drum workstations, and there’s no question BPM has some potential. Look for a smackdown with NI’s own entry, which we get to talk about later today. Here’s a basic look at the BPM, which I’ll update once I can talk about Maschine oh, any software drum machine that might theoretically come out in the next two hours:

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All Fruity, No Loops: FL Studio to Remove All Melodic Samples; Murky License, Content

Deadmau5 roars, and FL drops all melodic content? Hey, whatever – FL users stay loyal to their app and it’s now BYO sample time. Photo (CC) iamdonte.

The FL Studio community was rocked earlier this month as producer Deadmau5 claimed the use of his samples was “stealing,” even though these samples were bundled with the software and assumed by most to be licensed royalty-free. FL Studio developer Image-Line has not responded to a CDM request for comment, but they did talk to MusicRadar.com. Managing Director Jean-Marie Cannie told that site:

We’ll remove all melodic loops from FL Studio to avoid this kind of stuff in the future but that won’t change a lot I’m afraid. Our demo material has been stolen 1000s of times in the more than 10 years we have been doing this. The difference here is that this time it was stolen from a user that made it big.

I’m going to ignore for a moment the question of how “that won’t change a lot” – people will be able to steal demo content even when it’s not there? That aside, there are two odd things about this story:

1. Image-Line seems to helped create the problem by shipping sample content in software without being clear which license covered that content and which is which, then responded with the inexplicable argument that that sample content was supposed to be for “demo” purposes only (with nothing that I can see to back up that statement, and evidence that precisely the opposite was the case). No one is angry enough to dump FL, because it’s an excellent tool, but I sure hope Image-Line learns from the experience.

2. Many users are nonetheless responding “good riddance” to the loss of sample content.” For a lot of people, the bigger question here really is artistic, and maybe it’s time for computer musicians to draw a line.

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