Killer
Drum Grooves
How to get your desktop to shake its moneymaker
By
Julian Colbeck
Drums
don't just fuel the groove, they define it. Put a hip-hop beat beneath
a bunch of chords and you have hip-hop. Substitute a reggae beat
and it becomes a reggae track. Swap that for a merengue and you're
in Miami.
Anyone
can make a drum kit emit drumlike noises. In MIDI it's even easier:
just call up a drum patch with different drum and percussion instruments
mapped out across the keyboard and go Doom, Flap, Doom-Doom Flap
on notes C1 and D1.
So
why do electronic musicians often find killer drum grooves so elusive?
For the same reason that a ticking clock will either send you to
sleep or fail to register after a while: an unchanging rhythm is
boring. And once rhythm composers leave the cozy confines of a straightforward
beat (for example, kick on beats 1 and 3, snare on beats 2 and 4,
16th notes on the hi-hats), they're often in uncharted waters.
Weaponry
It's
not what you have; it's what you do with it. For example, Ringo
Starr used essentially the same four Ludwig drums for almost the
entire time he played with the Beatles. Nowadays, more sampled drum
sounds are available on the market than an electronic musician can
deal with in a lifetime. The heart of the matter is how you actually
create your drum tracks from your drum sounds.
You
have four choices if you stick with MIDI, five if you include audio
samples. You can tap into drum sounds using a QWERTY keyboard, a
MIDI keyboard, MIDI drum pads, MIDI files (drum grooves offered
as MIDI performance data), or audio samples. Creating rhythms using
a QWERTY keyboard is recommended only if you're completely broke
or you're a computer nerd. Some form of MIDI keyboard, preferably
one with at least a five-octave keyboard, is the way to go. It doesn't
need to be expensive or have weighted keys. However, a keyboard
that gives you the option of switching Velocity sensitivity on or
off, or one that gives each keyboard zone its own MIDI channel,
is preferable. This gives you the option of triggering individual
sounds from one section of the keyboard while triggering a sampled
loop from another. It also lets you combine modules so that you
can, for example, use the kick drum of one sound module (using one
MIDI channel) with the snare from another module (using another
channel). We're talking options. We're talking crazy mixes, blends,
and ideas. You want killer drum tracks? Crazy is good.
Whether
you want to go quite as crazy as investing in a set of drum pads
is another matter. If you were a drummer in another life, then a
modest set of drum pads will be a lifesaver. It may even put you
ahead of the field in terms of producing realistic drum grooves.
For everyone else, drum pads are not magically going to turn the
rhythmically challenged into Chester Thompson. Accept this and move
on.
Getting
started
Once
you have a MIDI controller, a sound module or sound card, and a
computer sequencer, where do you begin? Just hit Record and play
something. More killer drum grooves are created by polishing up
an improvised groove than by painstakingly programming each note.
Never be afraid to let your fingers flail about from time to time,
because there is no "wrong way" to construct a drum loop.
One
approach is to record yourself playing for a minute or so, then
listen to what you played, keeping an ear open for segments that
show promise. Cut out the good segments, paste them into a fresh
track, and use them as the basis for your groove. Another way to
work is to set up a four-bar loop and build up a groove, instrument
by instrument, using your sequencer's Overdub Record mode.
To
quantize or not to quantize?
Quantization
is the mapping of your rhythm into a particular set of timing values,
such as 8th or 16th notes, with a sequencer. Quantization was initially
designed to push and pull notes into strict time so that recordings
would sound more professional. In some areas of hip-hop, R&B,
and electronica, such templates still work well. In fact, if this
is the result you're looking for, you might as well record with
a heavy quantization factor already in place.
But
if you want natural-sounding grooves (similar to what a live drummer
would play), then you need to record freely, without quantization
(see Fig. 1). Afterward, you can either judiciously apply subtle
quantization or abandon quantization altogether. Most sequencers
now offer a wide variety of quantization settings.
(see
figure #1)
FIG. 1: The highlighted selections show unquantized kick drum notes
that give a live feel to MIDI tracks.
Abandoning
quantization doesn't mean you have to end up with lollopy, out-of-time
drum grooves. It is relatively simple to look at your unquantized
groove in either a grid or musical notation and physically adjust
one or two hits that would benefit from editing. For example, if
the internal structure of a groove works well except for a noticeably
late first kick drum beat, don't quantize the whole groove; just
move that first kick drum to the downbeat.
This
kind of tweaking doesn't have to result in Swiss-watch accuracy.
Moving the position of a kick drum downbeat from 000 to 002 or 003
often gives the groove a more natural give and take.
You
don't need to quantize every instrument within a pattern, either.
If you have your eye on the pulse and want to create a "speed garage"
groove, for instance, set up a fairly standard four-to-the-floor
kick, with the snare pattern on beats 2 and 4 and the hi-hats playing
16th notes. Then, quantize only the hi-hats to a shuffle pattern.
If
you have a second sequencing system available, a cunning alternative
to quantizing is to rerecord a groove using the other sequencer
running at its own internal tempo. Begin with a groove that you
like but that is out of time within its current sequence. Loop the
groove and adjust the tempo on your sequencer until the groove plays
perfectly in time. Rerecord the groove on your second system at
this new tempo. This type of trickery is well worth doing if you
have access to hours of drum pad-generated drumming.
Here
are some additional groove therapies at your disposal.
Substitutions.
Using the previous methods, almost anyone can churn out a kick/snare/hi-hat
pattern of some merit. To take a pedestrian groove to the next level,
try some simple instrument substitutions. To spice up a chorus,
a middle section, or the third verse of a song, a real drummer will
often go to the ride cymbal. A basic groove can remain the same;
just transpose the hi-hat parts to the ride cymbal. A more elegant
substitution is transposing closed hi-hats to a ride-cymbal edge
and open hi-hats to a ride-cymbal bell.
Tempo.
We are living in a wonderful time as far as variations in tempo
are concerned. Drum 'n' bass artists, like the Prodigy or Chemical
Brothers, gleefully storm along at speeds of 140 and 150 beats per
minute, while TLC and R Kelly like to shimmy about at a groovy snail's
pace of 60 or 70 beats per minute.
Typically,
a sequencer's default tempo is 120 beats per minute, and although
it's very easy to leave it there while you're working, don't. Get
in the habit of experimenting with tempos. You may get a killer
groove by playing half-time in a fast tempo, or by playing a sequence
back at double or half speed (not all sequencers have this ability,
but it's a good one to look out for).
Jungle,
drum 'n' bass, big beat it seems as if the names given to these
predominantly Euro-inspired beats change almost monthly. Many are
based on sped-up Latin or hip-hop beats. The artists working in
this field often use synth-based drums. You can enhance the sped-up
effect of a groove by inserting a wide-range pitch bend (up to an
octave) in your snare track (or the entire drum track if you want
to get really crazy sounds). Now record a second pass, physically
moving the pitch wheel on your keyboard. This is both simple and
highly effective.
Remember
that the tempo does not have to be rigid. A chorus that comes up
a metronome marking or two can increase the realism of a track.
Don't feel you have to go back down to your original tempo thereafter.
Try raising the tempo again on the next chorus. The application
of consistent dynamic tempo changes is a skill in itself. Create
a separate tempo track so that you can "conduct" the groove in this
manner once it has been recorded. Make several passes at your tempo
adjustments until you're happy with the song's ebb and flow.
Dynamics.
Dynamics can add a human feel to the groove. If executed poorly,
however, dynamic changes can be an annoyance. There are a couple
of obvious candidates for variation in volume, each requiring its
own types of subtlety.
The
"ba-boom" type of kick drum beat will always sound more natural
than two hits of equal Velocity. But if a consistent kick drum part
on beats 1 and 3 varies from 105 to 127 (in MIDI values), your groove
will probably sound insubstantial and amateurish.
Snare
drum hits have a small range of ideal Velocities: full on for the
main hit and less than quarter strength for the ghost notes (see
Fig. 2). Programming the ghost snare beats is very difficult. If
your drum loops require this type of subtlety, consider using MIDI
or audio samples instead. Generally, these kinds of sampled grooves
have the right feel in the ghost notes.
(see
figure #2)
FIG. 2: Radical shifts in the Velocity of snare drum hits help you
emulate the ghosting effects that real drummers achieve.
Hi-hats
can give away that you're listening to a MIDI track. Programming
the minute fluctuations in volume and tone that live players generate
can be tricky. A straight 16th-note hi-hat pattern will sound mechanical
when each note is played at equal strength and in perfect time.
To minimize this effect, go into Edit mode and randomly make some
of these notes louder or softer and earlier or later (see Fig. 3).
If that doesn't work, substitute MIDI or audio samples.
(see
figure #3)
FIG. 3: Adding variations in Velocity to the hi-hat parts increases
the pattern's realism.
A
good tip for tracking hi-hats is to record them apart from the rest
of the groove using two or more keys on the keyboard. The sounds
you initially hear may be different from what you want, but that's
okay. You can always edit them to trigger hi-hat sounds later. Using
two or three fingers almost always yields groovier-sounding patterns
than stabbing at the same note with one finger.
Exploring
the position of each instrument in a pattern is another option.
Because drummers often play hi-hat parts slightly ahead of the beat,
consider nudging the entire hi-hat track forward within the pattern.
This will add realism, along with some urgency, to your rock beats.
The
element of surprise. Individual cymbal hits (as opposed to patterns)
are used for punctuation, most commonly on the downbeat of the first
bar of a new section. Remember that a crash cymbal played without
a kick drum beneath won't sound real. Splash cymbals and China cymbals
are commonly played at the same time as the snare.
Crash
cymbals don't have to be on the downbeat, of course. One of Mick
Fleetwood's most beguiling traits is the way he puts the crash cymbal
on the second beat of the bar. In a song with a steady groove, it's
a simple but powerful technique that makes the listener wake up
and reevaluate what's happening.
Audio
versus MIDI. This debate could fuel an entire article. The reality
is that both MIDI and audio have their place, and both have limiting
and liberating factors. Here are a couple of points to ponder.
The
good thing about MIDI is its flexibility: MIDI allows you to edit
a groove's rhythm, tempo, and instrumentation quickly. In addition,
MIDI takes up very little computer processing time and memory compared
with audio. However, it's difficult to generate a realistic groove
or feel using MIDI.
Audio
gives you instant gratification. You like what you hear? That's
how it'll always sound. In addition, audio tracks have ambience,
which is something you have to create with a MIDI performance. On
the other hand, audio doesn't allow you to separate the instrumental
parts the way MIDI does. And making changes to tempo and pitch takes
up processing power. Finally, audio files are memory hogs; an audio
sample takes up ten times the space that a slice of MIDI data does.
Audio
Samples
Sampled
drum loops aren't hard to find just leaf through the pages of EM
and you'll see dozens of ads for these products. The large number
of commercially released drum loops should give you a clue as to
their short life span, stylistically speaking. With some notable
exceptions, sampled loops fall into the category of "use and lose."
But
it doesn't have to be this way. Customize, combine, and be creative
with audio samples. This not only increases their efficacy but also
allows you to use and abuse the same samples many times over without
sounding redundant. There are programs that let you customize loops
in terms of tempo and pitch more efficiently than by simply playing
samples within your sequencer.
You
can't take effects out of a sample, but you can certainly add them,
such as reverb, delay, and drastic equalization curves. Delays are
particularly appropriate for drum grooves because they themselves
can generate rhythm. You probably wouldn't want to slap a multitap
delay over the loop of an entire drum kit. But delay on a single
snare hit, mixed in with a loop, can be a real groove infuser. The
same trick works with other percussion instruments such as claves,
triangle, and tambourine. Using plug-ins in a digital-audio sequencer
environment gives you the greatest amount of control over delays.
Lo-fi
is particularly hip at the moment, and there are a number of plug-ins
on the market that let you age a sample in the appropriate manner.
To do it the old-fashioned way, tweak the filter-cutoff parameter
on your sampler. Another trick is to run the sample through a stompbox,
such as a distortion pedal or envelope filter. Even if you have
the effect bypassed, you will probably notice an interesting change
in the sound.
MIDI
files
Instead
of being captured with microphones, a live drummer's parts can be
played using an alternative MIDI controller such as drum pads or
a MIDI trigger, captured in a sequencer, and served up as a Standard
MIDI File (SMF). The advantage of using SMFs is that you can twist
and tweak a groove almost limitlessly, while still retaining the
human qualities a real player generates.
You
must choose your own sounds with a MIDI file, of course, and the
results will depend on the equipment you have. Even modest drum
sounds from a midpriced sound card or GM module take on new life
when being "played" by real drummers.
Adding
delays to a MIDI file is also possible. You can, for instance, extract
the snare from a groove, place it onto a separate track, universally
reduce the volume by at least 25 percent, and then experiment with
delay factors within your sequencer (sequencers will always offer
a range of "in-time" delay factors, but sometimes it's the ones
in the cracks that inject the coolest grooves).
Groove
combo
Very
few recording artists would dare to use a sampled loop as is. And
with good reason. A drum groove, however killer, has to fit in with
the rest of a song. Therefore, it's important to view each groove
in context.
The
flexibility offered by mixing and matching audio with audio, MIDI
with MIDI, audio with MIDI can prove crucial if you want the ability
to deconstruct a groove later. If your entire drum track is based
on a single audio sample, your options are limited. But if your
groove is built on an audio sample, some MIDI grooves, and extra
percussion on top, then each part can be continually tweaked, muted,
processed, or soloed at different times throughout the song.
Let
your ears and the song determine what works and what doesn't. Mix
a straight beat with a swing or shuffle beat. Or mix a beat that's
completely out of context (perhaps in a compound time signature
like 11/8) with a straight 4/4 sample. This gives you a couple of
choices: let the two run, and see if you like the polyrhythmic aspect
of it (the grooves in this example will hit the same downbeat every
11 bars of 4/4), or truncate the 11/8 pattern so that it loops after
four beats.
One
of the broad appeals of rap and hip-hop is the way artists in this
genre create intricate polyrhythms by layering two or more drum
loops. You can get the same effect by layering two MIDI drum loops,
using different kits on different MIDI channels. On General MIDI
instruments, the drums default to MIDI Channel 10. Some GM modules
impose no restrictions on using other MIDI channels for drums. Some
units do, however notably Roland GS and Yamaha XG modules. Fig.
4 contains an example of the code that allows you to coax GS and
XG units into freeing up MIDI Channel 9 or 11 for drums.
(see
figure #4)
FIG. 4: Here's an example of the code used to circumvent the GM
drum default.
Dial
G for Groove
Infectious
drum grooves fan the flames of creativity. But just plugging in
an off-the-shelf loop from a sample CD will not get you there. Whether
you're using MIDI libraries, a sequencer, or your own fingers on
a keyboard, putting a little extra thought and effort into your
rhythm tracks is the secret behind a killer groove.
Use
every resource you can cutting, pasting, looping, processing, and
so on to build up or break down a groove. The better the fundamentals
are in your track, the less soul-searching you'll need to do later.
Julian
Colbeck has traded life on the road as a keyboardist for a more
dignified midlife occupation running the U.S. branch of Keyfax Software/Hardware.
This article presented courtesy of Electronic Musician magazine.
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