I believe it... you must be in much pocket pain
![Wink ;)](./images/smilies/icon_e_wink.gif)
I believe it... you must be in much pocket pain
Pro tip: post an actual link to your product when making a product announcement thread.Enlightenspeed wrote: ↑21 Nov 2019.... and fo' gawd's sake don't buy it until the Black Friday Sale prices go live![]()
![]()
![]()
I don't want a repeat of last time![]()
More importantly, Note Humanizer is now live!
Some sort of introductory video will hopefully be up today![]()
Cheers,
Brian @ Enlightenspeed
...and amended.EnochLight wrote: ↑22 Nov 2019Pro tip: post an actual link to your product when making a product announcement thread.Enlightenspeed wrote: ↑21 Nov 2019.... and fo' gawd's sake don't buy it until the Black Friday Sale prices go live![]()
![]()
![]()
I don't want a repeat of last time![]()
More importantly, Note Humanizer is now live!
Some sort of introductory video will hopefully be up today![]()
Cheers,
Brian @ Enlightenspeed![]()
Thankyou sir!challism wrote: ↑24 Nov 2019I love using Humanizer on drum tracks. It gives the drums a much-needed human feel. Now just add some automation to the tempo lane, to fluctuate the tempo a bit, and it could *almost* pass as a real drummer. ha ha, I did say ALMOST. At least Humanizer helps get rid of that robotic, perfect timed drum beat that most modern music suffers from. It is a needed device. Good job, Enlightenspeed! And thank you for filling a need.
I haven't tried it on drums yet. But just thought it may be cool if we can humanize selectively. Work on the 2nd and 4th 16th notes only, i.e. it only add humanize on the "swing" notes. Then you keep the "main" hits steady but get a random swing amount.Enlightenspeed wrote: ↑24 Nov 2019Thankyou sir!challism wrote: ↑24 Nov 2019I love using Humanizer on drum tracks. It gives the drums a much-needed human feel. Now just add some automation to the tempo lane, to fluctuate the tempo a bit, and it could *almost* pass as a real drummer. ha ha, I did say ALMOST. At least Humanizer helps get rid of that robotic, perfect timed drum beat that most modern music suffers from. It is a needed device. Good job, Enlightenspeed! And thank you for filling a need.![]()
However, if I may allow myself a shameless advert, the other part of getting really good realistic drums (outside a sample set and mix interface which is custom designed for the task, of course), is the velocities, and whereas Humanizer will select a note for humanizing BY velocity, it doesn't actually humanize the velocity... because you can already do this with Note Alter.
So, basically, set up your kit then apply the Humanizer to taste, then add a Note Alter. Switch off the Note Alter's note section, switch Velocties on, then turn the Probability up really high, like to about 100% maybe, or close enough. Set the spread to about 30-60 somewhere depending on taste. Voila, even better sounding drums!
Have fun,
Brian
Not sure if this is possible within the SDK, actually. I can think of something to investigate certainly, but it will be either a surprising yes or a confirmed no if I’m honest.Boombastix wrote: ↑24 Nov 2019
I haven't tried it on drums yet. But just thought it may be cool if we can humanize selectively. Work on the 2nd and 4th 16th notes only, i.e. it only add humanize on the "swing" notes. Then you keep the "main" hits steady but get a random swing amount.
Need to have a setting for double time too then, ie 2nd and 4th 8th notes. I think this would be easy to implement by just checking the incoming midi time stamp.
Haha,
Appreciate you looking at it.Enlightenspeed wrote: ↑25 Nov 2019Not sure if this is possible within the SDK, actually. I can think of something to investigate certainly, but it will be either a surprising yes or a confirmed no if I’m honest.Boombastix wrote: ↑24 Nov 2019
I haven't tried it on drums yet. But just thought it may be cool if we can humanize selectively. Work on the 2nd and 4th 16th notes only, i.e. it only add humanize on the "swing" notes. Then you keep the "main" hits steady but get a random swing amount.
Need to have a setting for double time too then, ie 2nd and 4th 8th notes. I think this would be easy to implement by just checking the incoming midi time stamp.
We’ll see what I can find out
Cheers,
Brian
Actually, now I think about it there must be a way of doing it. I'll investigate, but it'll depend on a few other factors.Boombastix wrote: ↑25 Nov 2019Appreciate you looking at it.Somehow other players (Drum Sequencer) can use the Groove function to add swing. Maybe that is an option if the midi notes from the sequencer do not have enough timing info to make it work this way. RS dev support can hopefully point you in a direction too if you ask in the dev forum.
I think they are not using the Groove from the Groove mixer in the sequencer, rather they have the general Groove function built into them.Enlightenspeed wrote: ↑25 Nov 2019Actually, now I think about it there must be a way of doing it. I'll investigate, but it'll depend on a few other factors.Boombastix wrote: ↑25 Nov 2019Appreciate you looking at it.Somehow other players (Drum Sequencer) can use the Groove function to add swing. Maybe that is an option if the midi notes from the sequencer do not have enough timing info to make it work this way. RS dev support can hopefully point you in a direction too if you ask in the dev forum.
Cheers,
Brian
Oh no, it's not from ReGroove, that's almost certainly impossible. Drum Sequencer however allows you to set it's Groove to Global, which is the Global Swing setting that is not a part of ReGroove - well, it's in the same area in the GUI but it predates ReGroove by a couple of versions. In fact, Swing was there in v1.0 of Reason IIRC. The other one wasn't though.tiker01 wrote: ↑26 Nov 2019I think they are not using the Groove from the Groove mixer in the sequencer, rather they have the general Groove function built into them.Enlightenspeed wrote: ↑25 Nov 2019
Actually, now I think about it there must be a way of doing it. I'll investigate, but it'll depend on a few other factors.
Cheers,
Brian
So in practice you have to set the swing the same in ReGroove and players to the same to be in sync.
Simple way to do it: have the notes you want to be Humanized set to different velocities. Then enable and adjust the "velocity range" knobs accordingly. The note range also acts like a filter in this way. So essentially you could stack multiple Humanizer units, each of them being set to only affect a single note. Say C1 is your Kick Drum and you wanted to have Humanizer only adjust the timing of the Kick Drum, change the high and low knobs of the "note range" section accordingly and then enable. Now do that with all your different drum lanes. Picture below shows an example where all notes outside of C1 are not affected by Humanizer. Also, notes below 34 and above 115 velocity values would not be affected. So it's a way to filter out notes you don't want changed.Boombastix wrote: ↑24 Nov 2019I haven't tried it on drums yet. But just thought it may be cool if we can humanize selectively. Work on the 2nd and 4th 16th notes only, i.e. it only add humanize on the "swing" notes. Then you keep the "main" hits steady but get a random swing amount.
Need to have a setting for double time too then, ie 2nd and 4th 8th notes. I think this would be easy to implement by just checking the incoming midi time stamp.
Hi there,
Thanks for the heads up here, I hadn't thought of doing that! I knew you weren't in a position to do anything about it, but it was 50% moan and 50% free advertisingEnlightenspeed wrote: ↑26 Nov 2019Hi there,
First up, thanks for purchasingI personally can't do anything, unfortunately, but if you send a nicely worded and polite email to the Props support they might be able to help you. I can't vouch for this though, because they are under full stress at the moment. It may even be the case that they will do it, but once the queues have died down a bit etc.
Worth a try, good luck,
Brian
Glad you're enjoying itsofine wrote: ↑26 Nov 2019Thanks for the heads up here, I hadn't thought of doing that! I knew you weren't in a position to do anything about it, but it was 50% moan and 50% free advertisingEnlightenspeed wrote: ↑26 Nov 2019
Hi there,
First up, thanks for purchasingI personally can't do anything, unfortunately, but if you send a nicely worded and polite email to the Props support they might be able to help you. I can't vouch for this though, because they are under full stress at the moment. It may even be the case that they will do it, but once the queues have died down a bit etc.
Worth a try, good luck,
BrianI am still a happy camper with chordbank!
If I get a chance over the next few months, I'll be doing another plugin which will make this whole process considerably easier.challism wrote: ↑26 Nov 2019Simple way to do it: have the notes you want to be Humanized set to different velocities. Then enable and adjust the "velocity range" knobs accordingly. The note range also acts like a filter in this way. So essentially you could stack multiple Humanizer units, each of them being set to only affect a single note. Say C1 is your Kick Drum and you wanted to have Humanizer only adjust the timing of the Kick Drum, change the high and low knobs of the "note range" section accordingly and then enable. Now do that with all your different drum lanes. Picture below shows an example where all notes outside of C1 are not affected by Humanizer. Also, notes below 34 and above 115 velocity values would not be affected. So it's a way to filter out notes you don't want changed.Boombastix wrote: ↑24 Nov 2019I haven't tried it on drums yet. But just thought it may be cool if we can humanize selectively. Work on the 2nd and 4th 16th notes only, i.e. it only add humanize on the "swing" notes. Then you keep the "main" hits steady but get a random swing amount.
Need to have a setting for double time too then, ie 2nd and 4th 8th notes. I think this would be easy to implement by just checking the incoming midi time stamp.
Hum.JPG
More complicated way, which will give you way more control over your sound:
I would suggest setting up different drum kits for the notes you want to humanize (running to different mixer channels).
For example: you would have one instance of Kong (Kong 1) with the notes you want humanized (lets say they are the Toms) to be playing thru Kong1, in one mixer channel (with an instance of Humanizer attached to the Kong1). You would have another instance of Kong (Kong2) playing the kick drum (you could even put a different instance of Humanizer on that, with different settings). Then you could have another Kong (Kong3) playing your HHats thru a third mixer channel (with another Humanizer on it? or not). And maybe you want to leave your snare to be perfectly on the beat, you have another Kong (Kong4) running into another mixer channel without any Humanizer on it. You could get more complicated and split up each of these channels further, so that only some of the notes are playing thru a Humanized channel.
Yeah we have had multiple mentions of this, sorry.
I'd say you already got the error for free.
Users browsing this forum: No registered users and 3 guests