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KARMA GE guide
572
Drum Group
Overview
The Drum Group allows up to three different Drum or
Melodic Patterns
(of equal or different lengths) to be
created, edited, and simultaneously looped, while being
separately modified by various other parameters. Many of
these modifications are controlled by settings in the Phase
Group. This allows you to set up effects where various
things happen only on certain steps of the Phase Pattern;
such as a four bar Drum Pattern which is randomized with a
Cluster Pattern every fourth time through (bars 13–16).
About Drum Patterns
A Drum Pattern is a special type of “fixed” pattern that
contains Note Numbers. These can be used to construct
Drum and Percussion Patterns, or Melodic Patterns of a
more fixed nature than what is generated by using the Note
Series Group. Although you can create Drum Patterns with
any mixture of notes you desire, a basic concept used
throughout the available GEs was to have the three patterns
(and three Drum Template Banks) follow these basic rules:
Pattern 1/Bank 1: Kick, Snare, and Tom Notes
Pattern 2/Bank 2: Hi-Hat, Ride, and Cymbal Notes
Pattern 3/Bank 3: Percussion Notes
This allows you to mix and match Kick/Snare Patterns with
different Hi-Hat Patterns and Percussion Patterns, allowing
great flexibility and variation.
Drum Patterns with more than one sound turned on in a
column can operate either “polyphonically” (generating
more than one drum note at a time) or as random “pools,”
where a random choice will be made from one of the drum
sounds in the column. The bottom row of each grid allows a
rest to be placed as a step, or added to the pools for the
possibility of a rest.
A Drum Pattern consists of only Note Numbers and rests;
there are no durations, no velocities, no rhythms. The other
information is supplied by the Rhythm, Velocity, Cluster,
and other Patterns. It helps to think in terms of straight
16ths (or 32nds) while constructing new patterns. You can of
course later play the Drum Patterns with Rhythm Patterns
different values, for more variations.
A Drum Pattern will loop as long as note generation
continues. The 3 separate Patterns are independently
loopable, so they can be of different lengths; a 4 bar Kick/
Snare Pattern can be used with a 2 bar Hi-hat Pattern and a 3
bar Percussion Pattern, etc. They normally will not reset to
the beginning of the Pattern unless a new Trigger is
received, or unless the Phase Pattern has been configured to
restart them at the beginning of certain Phases. This also
means that a sixty-four step Drum Pattern can be looping
while an eight step Velocity Pattern and a twelve step
Cluster Pattern are also independently looping, for example.
The riff or arpeggio that would normally be being produced
if the “GE Type” (
p.529) was 0: Generated-Riff is still
being generated internally. Therefore, if Index Patterns,
Cluster Patterns, or Velocity Patterns are being used by the
GE, these can be applied to the Drum Patterns with very
interesting results, causing randomization and quasi-
improvisational effects. You can use the Drum RTC Model’s
“Randomize/Improvise” slider to control this effect.
These randomizations are controlled by settings in the Phase
Pattern. This allows effects where various things happen
only on certain steps of the Phase Pattern; such as a four bar
Drum Pattern which is randomized with a Velocity Pattern
every fourth time through (bars 13–16).
Also, the same riff or arpeggio can be applied to the
resulting drum rhythms as Pitch Bend values, on the Bend
Group. This results in “Wave-Sequencing” effects and other
unique sounds. You can use the Drum RTC Model’s Switch 6
to control this function. Each step in the Phase Pattern can
have Pitch Bend activated for that particular step. This
means that you can do something like have no Pitch Bend
through three steps and then have Pitch Bend on the fourth
step.
Pattern Editing Grid &
Associated Parameters
Drum Pattern
A Drum Pattern is a grid of 8 rows by 64 columns. The
bottom row of the grid is the “Rest” row; the other 7 rows
correspond to 7 Drum Sounds or Notes that have been
chosen to construct the pattern. A Drum Pattern may have
any number of steps up to 64, with each step being
represented by one column on the grid; unused columns
appear disabled.
The example above shows a kick, snare, toms and maracas
pattern, where the bottom two rows in the top part of the
grid have their corresponding Drum Sound menus set to
kick and snare. The bottom row of rests are interleaved with
the kick and snare choices to form a groove to be played
with a straight 32nd note Rhythm Pattern. Therefore, the
entire grid represents a 2 bar phrase of 4/4 time, with every
8 columns representing 8 32nd notes (1 quarter note).
Also shown above is a 65th column, known as the “Always
Column” and indicated by the abbreviation “a” underneath
it. When a row is selected in this column, it will cause any
values in that row of the Drum Pattern to always be played,
regardless of any randomization that is going on, or
regardless of the “Poly/Pools” setting (discussed later on).
Содержание M3
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Страница 306: ...Sequencer mode 296 ...
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Страница 534: ...Effect Guide 524 ...
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