![]() In these scenarios, you can split your rhythm part across multiple MIDI tracks, but this is cumbersome compared to working on a single part within a single Drum Editor window.ĭrum Maps provide a solution to this, too, as they allow each row to have its own independent MIDI routing, as defined by the Channel and Output columns of the map. There are times when you may wish to use multiple sound sources for the playback of a rhythm part – main kit parts from a sampler, say, with some analogue bleeps and bloops from a synth. ![]() Also, you can make it easy to swap between sound banks and sound sources without making your cool groove sound like a stack of chimney pots falling on a hi-hat. The practical upshot of this is that by spending time configuring Drum Maps, you can save yourself from learning different key or pad layouts for different sound banks. Continuing our example, if the snare-drum instrument defines note A3 as its O-Note, then all the hits for the snare drum will be sent as A3 note messages, even though they’re stored in Cubase as E1 notes incoming F1 notes will be translated into outgoing A3 notes, too. Similarly, the O-Note – or Output Note – defines the outgoing MIDI note that will be sent by a Drum Editor row. So, for example, if you name pitch E1 as ‘Snare Drum’, but assign its I-Note as F1, then any incoming F1 notes will be translated internally to E1 and be recorded as a hit on the Snare Drum row. The I-Note – or Input Note – defines the incoming MIDI note that will create a drum-hit event on a given row of the Drum Editor. This is all done via the I-Note and O-Note columns of the Drum Map – they can be a bit confusing, so pay attention to the following! The actual notes that create these events and that are sent when these events are triggered, can be different to this internal representation. ![]() The notes that you associate names with – shown in the Drum Map’s Pitch column – are just the notes that Cubase uses internally to represent different drum-hit events. You can define these names directly from within the Drum Editor (just double-click on an instrument name to edit it), or you can do so from the Drum Map Setup panel. Cubase solves both of these problems with Drum Maps.Īt their most basic, Drum Maps associate a drum-instrument name with a MIDI note, and it is these names that are displayed in the Drum Editor’s instrument list. This can be a problem for producers when they want to experiment to hear how a rhythm part will sound through different drum-kit banks and/or instruments – the different sounds associated with each note can be comically different.Ī similar issue exists if you’re playing drum parts using a controller, because different instruments and sound banks may require you to learn different key layouts, or to reprogram your pad controller. Where one drum patch or sample bank may assign a kick drum to note C1, another may have a tambourine assigned to that note. The problem is that there is no common template or specification that governs the specific mapping of drum sounds to note numbers. However, whether it’s external hardware, plug-in software, or synthesised or sampled drum sounds (or a mixture of the two), nearly all of these drum-sound sources have one thing in common: drum ‘kits’ are stored as patches in which each drum sound is assigned to, and therefore triggered by, a specific MIDI note. T h ere are loads of ways to generate drum and percussion sounds in the studio these days – we’re spoilt for choice with all sorts of beat-making methods.
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