EFFECTIVE DRUM PROGRAMMING
PART 1: If you're after a great rhythm section, these days it's very easy to whip a fabulous loop off a CD or nick a great groove from a MIDI file disk. But an inside knowledge of how and why drum patterns work can help make you a better musician and get your rhythm sections really working. NICHOLAS ROWLAND - well, he got rhythm...
I was talking to a man the other day - not
necessarily an interesting fact in itself, I grant you - except that this man
made his living from selling commercial bite-sized MIDI files. He was explaining
that, after producing a number of groundbreaking products devoted to MIDI-fying
the subtle nuances of highly expressive instruments like bass and guitar, he had
been surprised to discover that what many people still wanted were disks full of
drum patterns. Quite naturally, he had assumed that with the abundance of sample
CDs, commercial MIDI files and preset accompaniments available, the world would
be well catered for in this area. Not so, it would seem.
This is a curious state of affairs. Whereas in the days of hi-tech yore you really did have to get to grips with the quirky programming systems of dedicated drum machines, these days anyone with the most basic GM module and rudimentary sequencer has the capacity to experiment with rhythm from the comfort of their own armchair. And as many software sequencers now sport a special editor for drums, many musicians are quite comfortable with the idea of programming the rhythm track as an integral part of creating a composition.
Yet I've still known grown men - and thoroughly competent musicians to boot - grow pale and weak-kneed at the thought of programming a drum track from scratch. Perhaps they're afraid of becoming the butt of all those post-modernist drummer jokes (you know: "how many rhythm programmers does it take to change a light bulb?").
Of course, you might argue that with more drum loops on more sample CDs than you can shake a drumstick at, there's really no need to get your hands dirty with all this DIY programming stuff. Just load up the appropriately labelled pattern - Soft Rock 2, Techno Fill 3 - and press play. After all, it's the melody that's the most important thing, right?
It's
true that samples give you access not just to killer grooves but also to the
heavily treated sounds it would take you a rock of ages to create yourself.
Nonetheless, working with sampled loops does bring its own set of practical
headaches, not least of which is making your selection. If you've ever had to
trawl your way through a CD containing 300 minor variations on a hip-hop beat,
you'll know what I mean. Then there's the issue of pushing or pulling the loop
to fit the desired tempo, a process which can often destroy the feel which
attracted you in the first place. And just when you think it's all over, you
decide to change the tempo of your masterpiece, necessitating another return to
the time-stretch function on your sampler.
Concentrating on programming
variations on the hi-hat, while maintaining a consistent kick/snare
pattern, can be a good way to approach programming a rhythm track
for an entire song. The basic kick and snare provides a sense of
continuity, while the hi-hat patterns help to differentiate verses
from choruses and so on.
Good God, if only people knew the kind of hell we go through for our art...
This is where your friendly SOS comes in. The purpose of this series is to look at some of the basic principles of drum programming as the inspiration for creating your own loops. Of course, while I say drum programming I'm conscious of the fact that it's not just drum and percussion sounds which constitute the rhythm track. In fact, I happen to believe that all great grooves are driven by great bass lines. But all this is a matter for that Doctorate of Drum and Bass Dynamics which I'm saving for my retirement years. As my time here between the SOS covers is short, you'll just have to take these underlying sentiments as understood.
The motion before the house today is: how do you produce killer grooves? It's rather a vast question, given the many variables involved, but one I shall attempt to deal with by looking at some of the main principles of drum programming. I'll say now that my aim is not merely to present you with a set of ready-to-run preset patterns, but to give you some ideas and examples to do with as you wish.
THE THREE ELEMENTS
In my humble opinion, a good rhythm pattern
consists of three elements: the pattern itself, the sounds, and the speed at
which the pattern is played. And really great rhythm tracks usually work because
the right balance has been achieved between these three elements. A great
pattern can sound clumsy or too frenetic at the wrong tempo, and a new set of
sounds can turn a bog-standard pattern into something really quite wonderful.
You appreciate that when you're listening through a sample CD: often it's not
the rhythms, but the 'how did they do that?' sounds which catch your ear.
"The
toe-tappability factor is often more dependent on your leaving holes than
filling up the whole rhythmical
canvas."
The other important point to remember is that excellence in drum programming is also about fitting the rhythm track to the music. A groove which, when heard in isolation, knocks the audience dead at 500 paces may not necessarily do the rest of the composition any favours. Sometimes you have to tell your virtual drummer to stop showing off, put the kit back in its box and just concentrate on shaking that tambourine once every four bars. In fact, while we're on a roll of general rules of thumb, creating interesting rhythms tends to be more a matter of subtraction than addition. In other words, the toe-tappability factor is often more dependent on your leaving holes than filling up the whole rhythmical canvas. More of this in a future article.
In the meantime, let's look at what many will recognise as lowest common denominator stuff. (I'll apologise now if what follows seems nothing more than an exercise in patronising that national champion egg-sucking grandmother of yours. But the SOS editors did insist that I started from square one.)
THE THREE INSTRUMENTS
Despite the fact that today's sound modules offer a wide palette of exotic percussion and non-drum sounds, the core of most rhythm tracks is still rooted in the instrument that the arrival of drum machines were supposed to make redundant in the first place - the good old drum kit.
And even though many contemporary (with a small c) rhythms are driven by programmers rather than drummers, the three core instruments of the drum kit - that's the bass drum, snare and hi-hat - still remain the key elements in virtually all rhythm tracks. It's not hard to see why this should be the case, as they give you the ability to accent the low, medium and high frequency ranges respectively.
It's the interplay of these three instruments which usually provides the ident (to use a local radio term) of the mainstream musical styles. You'll probably also be aware of how different styles of music put a different emphasis on each of these three instruments. In pop and rock, for instance, the dominant drum is usually the snare. In '80s pop, you were nothing if you didn't have a snare drum which sounded like the ricochet from a dozen firing squads - thus putting the accent on the backbeat (that is, the second and fourth beats of each 4/4 bar). In reggae, the bass drum accentuates the first beat of the bar, while the snare falls on the third beat, but it's the job of other instruments, such as chopped guitar or keyboard pads, to accentuate the two and the four.
The important point to note is
that the colours are not there just to prettify the page. They
indicate the dynamic levels/MIDI velocity values for each
beat/instrument. For the sake of clarity, I've chosen to represent
only three different volume/MIDI velocity levels within the patterns
- basically soft, medium and loud. I could have had more, but then
the grids would have started to look like an out-take from Joseph
and his Amazing Technicolor Dreamcoat. Feel free to play around
with these dynamics and introduce more sub-levels. The final point
to mention is that all these rhythms were created using bog-standard
sounds from a GM sound module, simply because that way I can ensure
that I'm programming stuff that anyone can relate to. This month's examples are
designed to show what happens when you take a fairly straightforward
bass and snare pattern, then play around with the top line of
percussion - that is, the hi-hats, plus other high-frequency
instruments such as ride cymbals and tambourines. The idea here is
to encourage you to experiment with your own top lines, or to try
different bass drum and snare patterns with these. EXAMPLE 1 EXAMPLE 2 EXAMPLE 3 EXAMPLE 4 EXAMPLE 5 EXAMPLE 6 EXAMPLES 7 & 8 EXAMPLES 9 & 10 EXAMPLE 11 EXAMPLE 12
It can only aid communication
if everyone is talking a common language. For the purposes of this
series, I've opted to present the drum pattern examples in terms of
diamonds on grids, generated as screen dumps from within the drum
page in Steinberg's Cubase sequencing software. This not only
makes life easy for me, it's also a fairly tried and trusted method
of drum notation. Firstly, you don't have to be able to read music
to make sense of them; and secondly, they're easy to interpret for
inputting into whatever drum machine, workstation or sequencer you
use for generating your rhythm tracks.
This is a very
straightforward soft rock rhythm using 8th-note hi-hats. The
important thing to note is that all the on-beats are accented, which
helps give a little more movement to the rhythm than if all the
hi-hats were played at equal volume. The open hi-hat sound is there
to provide a lift at the end of the second bar and lead in to the
first beat of the next. Although the suggested tempo is 100-120bpm
(beats per minute) this can actually be slowed down to around
85-90bpm, where it will do very nicely for slow rock ballads.
Incidentally, I usually program rhythms in 2-bar blocks, with the
second bar offering a slight variation on the first. This is partly
because it gives you bigger chunks to work with when building up
entire songs; it also ensures that there's twice as much
interest!
This one is
actually Example 1, but the start point has been moved on by half a
bar. However, this illustrates how you can use the editing functions
of sequencers to quickly modify preset patterns, just by chopping
and changing different sections and then reassembling them in
different orders.
The open and
closed hi-hat sounds on GM modules are usually never more than
adequate. If you've got a module which offers a 'half open' hi-hat,
you'll usually find that this makes a better sound than the fully
open version. But even within the GM sound set there is third 'pedal
hi-hat' sound which supposedly represents the sound made when the
hi-hat cymbals are brought together by the drummer pressing his/her
foot down on the hi-hat pedal. This sound can be quite useful in its
own right, being somewhat thicker in tone and of slightly longer
duration than the closed hi-hat. It can be employed fairly
successfully as a substitute for an open hi-hat. Here it's being
used to emphasise the off-beats of the rhythm, which helps even
mid-tempo rhythms go with more of a swing.
Here we have
the 16th-note hi-hats beloved of the disco floor, but, thanks to
crafty use of accent levels, we avoid the machine-gun effect which
used to distinguish the mechanical beatbox rhythms of the early
disco years. In this particular case the accenting could be changed
around to fit more closely with the pulse of the composition as a
whole.
I've introduced
a ride cymbal here to provide a counterpoint to the main hi-hat
rhythm. Even though it's technically impossible to use them together
from a real drummer's point of view, rides and hi-hats are sounds
that work well together. The tambourine also gets an outing, again
providing an uplift by emphasising the off-beats. For all these
rhythms, the standard GM drum kit will work well. But try changing
the kits around (most GM modules have at least three or four
different types) and hear how the different sounds change the feel
of the rhythms.
16th-note
hi-hats again, but with a sprinkling of open hi-hats to provide the
accents.
For
this funk-style rock example, I've changed the bass and snare drum
pattern to give a more syncopated feel, and brought in the
tambourine to provide the straight 16th-note feel. The hi-hat sounds
are used more as accents to support the tambourine
rhythm.
Now
here's a useful trick. By applying a 16th-note triplet feel to
patterns 7 and 8 (easily done in Cubase, using the
over-quantise function) and slowing the rhythm down a bit, you can
turn what was previously a fairly funky rock pattern into instant
hip hop. Try the over-quantise technique on all your favourite
rhythms and see what you end up with. If it's not obvious to you,
the grid has changed from 16 sections to 24 (in other words, you
need to set the quantisation of your drum
machine/workstation/sequencer to give you 24 steps to the
bar).
This is a
simple, funk-based pattern which should be played at fairly slow
tempos for best effect.
Although
reggae is hardly a mainstream style these days, I've included this
reggae pattern to illustrate my point in the text about half-time
feel.
A style like modern jazz leads from hi-hat or ride cymbal. These high-frequency instruments act as a kind of syncopated metronome, with the mid-frequency snare and low-frequency bass drum providing accents and embellishments as and when required. Here also the sense of regular bar divisions is not particularly important to help listeners navigate their way through the music. In hip-hop and big beat, the rhythm is more about the interplay of bass and snare.
These are broad generalisations, I know - so respect to the musicologists among you. But you soon discover that it's the way you play around with these three instruments that determines the feel of the drum track and how it fits with the rest of the composition. As a simple example, if you take the same basic kick and snare pattern, then program different hi-hat patterns over the top, you can alter the perception of that rhythm quite radically. For example, compare a pattern using quarter-note hi-hats (that is, four even strokes to the bar) to one using 16th-note hi-hats (16 to the bar). The second one will appear to be faster, even though the tempo is exactly the same. A syncopated hi-hat pattern can, depending on the programming, appear to push the rhythm forward or pull it back. Now take those syncopations and use them as the basis for a series of accents to be applied to a 16th-note hi-hat rhythm and you have a different rhythm again.
These points are all explored in the set of examples here, which take you through some very basic variations on standard rock rhythms and also introduce you to some of the conventions which I'll be following throughout the entire series.
TEMPO FUGIT
The question of tempo is easy to appreciate if you're a human drummer - the faster the music, the quicker you have to play. And when it goes too fast, then you simply have to play like crazy or leave some bits out. As rock music gets faster, drummers tend to switch from playing eighth notes on the hi-hat or ride cymbal to playing quarter notes. Not only is this less tiring, it doesn't clutter things up as much. Conversely, what's characterised as hard rock played at slow tempos will still see drummers playing quarter-note hi-hats. But this is to give them the musical room for some fancy footwork on the double bass drums.
Tempo also determines the kind of sounds which are
suitable for a track. Quite simply, long sounds, such as big gate-reverbed
snares, don't sit too well in busy mixes, unless they're part of the feature of
the track. I'm sure this is why those TR808/909 sounds work so well in dance
tracks - they're sonically quite punchy, yet short, so they don't take up too
much space in either the temporal or frequency spectr
um. Which is a jolly good
thing when you're running at tempos of 140bpm and above.
The question of sounds - and specifically ways in which drum sounds can be effected and generally mangled around a bit - will be revisited in a later instalment. In the meantime, try out the examples contained in the 'Bang On' box on page 50. As I've already explained, these are simple exercises in using hi-hat rhythms to give different feels to very basic beats. They also illustrate one of the key elements of successful drum programming: correct use of dynamics. Or, put more simply, use of accents to provide a subtle and not-so-subtle sense of movement within a rhythm.
We'll cover this in more detail in the next issue,
when we look at jazz patterns and discover that programmed drums really can
swing with the best of them.
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