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    Drum MapsBuy PDF

    Steinberg Cubase Tips & TechniquesPublished in SOS February 2009

    Printer-friendly version

    Technique : Cubase Notes

    Many Cubase users also own high-qualitydrum virtual instruments and sample librariesthat aren't mapped to the GM standard.Fortunately, you can create your owndedicated drum maps.

    J o h n Wa l d en

    The GM Drum Map being used in the Drum Editor.

    F or many home and project studio owners, recording a full drum kit is simply not a practical option. As analternative, drum sample libraries such as Toontrack's Superior Drummer 2 or FXpansion's BFD2 offer

    amazing levels of detail, often with a large number of different performance articulations for key kit pieces such

    as snare or hi-hat. However, when programming your MIDI drum parts, you need to know that the MIDI notes

    you play are going to trigger the sounds you want to hear and that's where a knowledge of Cubase's Drum

    Maps can come in handy.

    Mapping Out The Territory The Cubase Operation Manual does a decent job of describing the main features of the Drum Editor and Drum

    Map functions. In addition, Mark Wherry discussed both of these back in SOS October and November 2003, so

    I've no intention of going through all the basics again here: a brief reminder of some key points will suffice, and

    you know where to go for some extra homework if required. I'll then work through the construction of two

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    example drum maps for the two popular drum sample instruments I mentioned above, but the same principles

    could be applied to any set of sampled drum sounds.

    The first screen shot (above) shows the Drum Editor window open for a MIDI track using the default

    GM-based drum map. The Channel Number and Output columns can be useful if you wish to use multiple

    drum samplers/instruments to playback your MIDI drum track, but here it's the Pitch, Instrument, I-Note (Input

    Note) and O-Note (Output Note) columns that we're interested in. The Instrument column simply holds a label

    for each available drum sound and as we'll see in a moment this list can be edited as required. It's easy

    to become confused by the purpose of the other three columns, though. Essentially, they enable the Drum Map

    to perform two different 'note conversions': one when you play notes in and record them to your MIDI track;

    and one when you replay that track through your drum sample instrument.

    As explained in the main text, Drum Maps perform two

    stages of note conversions based upon the entries in the Pitch, I-Note and O-Note columns. As an example, let's

    imagine I have a drum sampler instrument in which the bass-drum sound is attached to note D5 but, for

    reasons of personal preference, I like to play an F0 note to trigger my bass drum (perhaps my left hand has

    better timing...). The second screen shot illustrates how this would appear in the Drum Map Setup window, and

    shows a bass-drum sound where the Pitch, I-Note and O-Note are set to C1, F0 and D5 respectively. What this

    means is that if I play an F0 note on my MIDI keyboard (my I-Note), Cubase will actually record that as a C1

    (the corresponding note in the Pitch column). On playback, the Drum Map will take that C1, do the second

    stage of the conversion and turn the C1 into a D5 (the corresponding O-Note), sending the D5 note to the drum

    sampler instrument.

    The purpose of the I-Note and the O-Note should be pretty obvious from all this: they simply allow you to

    configure the layout of your drum sounds to the keys (or pads) you prefer on your MIDI input device, while still

    triggering the right note for each sound within your drum sampler instrument; and they also make it easy to

    convert the playback of a MIDI track for a different drum sampler, should you need to, simply by setting up

    a different set of O-Note values within the Drum Map.

    For our purposes, the Pitch column isn't really significant. It specifies the actual MIDI note that's recorded,

    and is only really relevant if you intend to export your MIDI composition and play it back via a GM sound-set

    (you'd need to make sure it follows the GM mapping standard to ensure sensible playback). In the Drum Map

    Setup window there's also a column labelled Display Note. This is only relevant if you intend to use the Cubase

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    scoring features to produce drum notation (it allows you to customise the vertical position of each drum within

    the score) so, again, we can ignore it in what follows here.

    A Superior Map

    This screen shows one of the author's drum maps for

    SD2.

    The NY Avatar kit that's loaded as the 'default' in Superior Drummer 2 features eight different snare

    articulations, including straight hit, edge hit, rimshot, rim only hit and various flams and rolls and these are

    the kind of performance options (plus the detailed velocity layers) that provide the necessary detail to create

    a genuinely convincing drum track. I've included a table that shows the MIDI notes SD2 requires to trigger

    each of the sounds in this default kit (although note that this list would be slightly different for any of the other

    kits available for SD2).

    In order to get SD2 to trigger correctly, these notes should be specified as the O-Notes in our Drum Map. An

    example is shown in the third screen shot (below). Of course, the layout can be configured in any way you see

    fit but I've adopted a combination of three strategies here. First, I've retained the standard GM mapping

    position of the more common drum hits in the C1-B2 range. Second, I've created clusters of keys for some of

    the more detailed articulations. As an example, the screen shot shows a cluster for the various snare hits

    between E3 and D4, which includes pairs of keys for each of the snare-centre and snare-edge articulations

    because this can help when playing snare rolls. Although not shown here, I've used the same approach with

    the hi-hat (between C-1 and D#0), cymbals (between C5 and B5) and toms (between C6 and G6). Finally, I've

    muted any keys to which I didn't want to assign a drum sound, using the Mute column.

    The end result is a map that can be used to play back basic GM-created MIDI loops, but that also allows you

    to focus on the detailed snare, hi-hat, cymbal and tom articulation when you need to add a greater level of

    realism. Having created your drum map, you can save it via the Functions drop-down menu in the top-left

    corner of the Drum Map Setup window. This will create a DRM file that you can load into future Cubase

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    projects. Alternatively, you could save a Cubase template project that contains the drum map, and this would

    then be available in any project based on that template. If you'd like to see my full SD2 drum map, or adapt it

    for your own use, you can go to the SOS web site at /sos/feb09/articles/cubasetechmedia.htm where it is

    available to download.

    Big, Friendly Map

    A similar Drum Map for BFD2.

    FXpansion's BFD2 has sophisticated mapping options, a well-specified MIDI editor and a drum track for

    sequencing MIDI patterns into a complete performance. However, plenty of users will prefer to stick with their

    familiar Cubase editing and sequencing tools, or might have an existing MIDI drum part in Cubase that they

    wish to play back via the BFD2 sound set. In these cases, a Drum Map for BFD2 can be very useful again,

    I've included a table (above) with the trigger notes used in BFD2's default startup kit.

    Of course, exactly the same sort of system described above for SD2 can be adopted for a BFD2 drum map.

    I've placed my own BFD drum map alongside that for SD2 on the SOS web site so, again, please feel free to

    download this and adapt it for your own use. Where possible, I've mapped my articulation clusters within the

    same range of keys as used in the SD2 map because this consistency makes it easier to move between

    playing the two instruments.

    Drum Maps With & Without Drums

    Although I've used SD2 and BFD2 to illustrate the use of drum maps in Cubase, the principles outlined here

    could be used with any sample-based drum instrument. However, a couple of other drum-map-related points

    are worth making, by way of wrapping up.

    First, those using electronic drum kits to play in their MIDI drum parts will obviously find Drum Maps useful.

    While top-of-the-range electronic kits include pads with multiple sensing zones that can give the player access

    to different articulations for each basic kit piece, budget kits are generally less well endowed in this regard. In

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    such cases, a Drum Map could be used to (for example) re-map a number of different drum heads to trigger

    different snare articulations, allowing detail to be added as a second pass to a basic performance.

    Second, Drum Maps don't have to be used just for drums. They can also be useful if you have a collection of

    other one-shot samples that need to be triggered in your project. For example, I've compiled a Halion

    programme that contains a range of one-shot synth and orchestral hits, sound effects and vocal shouts.

    Triggering them via a Drum Map can be useful because the Instrument column of the Drum Map can be used

    to provide a suitable descriptive label for each sound which makes them much easier to program. .

    Superior Drummer 2 Default Kit Trigger Notes

    Kit piece Note

    Kick C1

    Snare Center D1

    Snare Edge A0Snare Rimshot E1

    Snare Sidestick C#1

    Snare Rim Only B3

    Snare Mute Center G#3

    Snare Flams A3

    Snare Roll A#3

    Snare Ruffs D#1

    Hi-hat Closed A#-1

    Hi-hat Closed Tip F#1

    Hi-hat Tight D3

    Hi-hat Tight Tip D#3

    Hi-hat Seq Hard E3

    Hi-hat Seq Soft F3

    Hi-hat Closed Pedal A-1

    Hi-hat Open Pedal B-1

    Hi-hat Open 1 C0

    Hi-hat Open 2 C#0

    Hi-hat Open 3 D0

    Hi-hat Open 4 C3

    Hi-hat Open 5 F-1

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    Hi-hat Bell Closed B7

    Hi-hat Bell Open 1 C8

    Hi-hat Bell Open 2 C#8

    Tom 1 Center C2

    Tom 1 Rimshot A#4

    Tom 2 Center B1

    Tom 2 Rimshot G#4

    Tom 4 Center G1

    Tom 4 Rimshot D#4

    Tom 5 Center F1

    Tom 5 Rimshot C#4

    Ride 4 Ride D#2

    Ride 4 Bell F2

    Ride 4 Punch B2

    Cymbal 2 Crash C#2

    Cymbal 2 Mute F#2

    Cymbal 3 Crash G2

    Cymbal 3 Mute B5

    Cymbal 4 Crash F#0

    Cymbal 4 Mute A#6

    Cymbal 5 Crash A2

    Cymbal 5 Mute A#2

    Cowbell G#2

    BFD2 Default Kit Trigger Notes

    Kit Piece Note

    Kick No Snare B0

    Kick Hit C1

    Snare Sidestick C#1

    Snare Hit D1

    Snare Drag D#1

    Snare Rim-shot E1

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    Snare Flam F1

    Hi-hat Variable Shank A#-1

    Hi-hat 1/4 Shank F#0

    Hi-hat 1/4 Tip G0

    Hi-hat 3/4 Shank G#0

    Hi-hat 3/4 Tip A0

    Hi-hat Variable Tip A#0

    Hi-hat Closed Tip F#1

    Hi-hat Pedal G#1

    Hi-hat Open Tip A#1

    Hi-hat Closed Shank C2

    Hi-hat Half Tip D2

    Hi-hat Half Shank E2

    Floor Tom 1 Hit G1

    Floor Tom 2 Hit A1

    Tom Hit B1

    Crash 1 Hit C#2

    Crash 1 Bell F#2

    Crash 2 Hit G2

    Crash 2 Bell G#2

    Ride Hit D#2

    Ride Bell F2

    Cowbell C-2

    Cowbell C#-2