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Classic Kick/Snare question

Posted: Fri May 28, 2010 10:23 pm
by colorado_57
I just did this add-in and I like it a lot, except, I don't quite get it. Four slots with four options heavy/synco/neutral/synco...and sliders! By fiddling aropund I can get what i want (cause I only do simple things) but I don't know why and choosing synco doesn't seem to do anything. I'm sure there is a logic to this but I guess I need a Vulcan mind meld cause I'm not seeing it. :?

Anyone use this sucessfully?

Also how much does the style/drummer affect it if at all?

Classic Kick/Snare question

Posted: Sat May 29, 2010 12:42 am
by Loka_senna
The slots are sixteenth notes, top-to-bottom, left-to-right, that you want a kick and a snare played on. The sliders let you set a percent chance for the hit to be played, for beats that you don't necessarily want played every bar.

Classic Kick/Snare question

Posted: Sat May 29, 2010 2:55 pm
by rcraig42
To put a finer point on it the "heavy" buttons are on the beat, the first synco down are each 1/16 after the beat above, the neutrals are each 1/8 after the beat above, and the last syncos are 1/16 before the next beat.

The sliders control the likelihood of the drummer actually playing those particular parts.

I find it works pretty good to put a basic kick snare pattern in and give potential for variations, while leaving the brain to do the hats, accents and fills.

Though using the controls in the styles can be just as effective once you get the hang of them.

Classic Kick/Snare question

Posted: Sun May 30, 2010 7:53 am
by colorado_57
Thanks that cleared it up perfectly. Weird labeling and layout but powerful and easy to use.

Classic Kick/Snare question

Posted: Sun May 30, 2010 3:30 pm
by rcraig42
Well the terminology is related to the standard groove weights assigned to each 1/16 tick in the bar editor, and you can actually change those groove weights. If you change the groove weights BEFORE you add the classic kick/snare controls it will change the grids accordingly.