| [ LiB ] |
NOTE
Track 3: Distortion Guitar
Sequence Parameters box: Qua 1/8 note
Instrument Parameter box: Cha 2, Prog 30
Transport Bar: (L) 5.1.1. (R) 9.1.1
Follow these steps:
Record the four bars between the Locators (Figures P2.21 and P2.22).
Record the
Record another four bars, 1317 (Figures P2.25 and P2.26).
Listen back and tweak the quantize parameters for all three sequences until you are happy with the result.
Save Song compare with project 2/2.6.
NOTE
Note the transposition of -12 in the Instrument Parameter box for Take 7. The reason for this? Bass guitar is notated one octave higher than it actually sounds.
| [ LiB ] |
| [ LiB ] |
NOTE
Track 4: Picked bass
Sequence Parameters box: Qua 1/8 note
Instrument Parameter box: Cha 3, Prog 34, Transpose 12
Transport Bar: (L) 5.1.1 (R) 9.1.1
Follow these steps:
Record the four bars between the Locators (Figures P2.27 and P2.28).
Record the
Record another 4 bars, 13-17 (Figures P2.31 and P2.32).
Listen back and tweak the quantize parameters for all three sequences until you are happy with the result.
Save Song compare with project2/2.7. Right, now the drums.
| [ LiB ] |
| [ LiB ] |
NOTE
Track 5:
Standard drums Kick/
Sequence Parameters box: Qua 1/8 note
Instrument Parameter box: Cha 10, Prg 0
Transport Bar: (L) 5.1.1 (R) 9.1.1
Follow these steps:
Play and record the kick and snare drums together (C1 & E1) between the Locators (Figures P2.33 and P2.34).
Listen back and tweak the quantize parameters until a nice rock feel is achieved. If you find it difficult to play kick and snare together, record them separately.
Save Song compare with project2/2.8a.
Another way to create this simple drum pattern is to use the Hyper Edit menu. When Hyper Edit is configured as a drum editor, the beats can be entered manually, with the mouse. Do it this way:
Select Track 5 Kick/Snare, and with the Pencil tool create an empty sequence between the Locators.
Open the Hyper Edit window [
'It doesn't look much like a drum editor to me,' I can hear you mutter. Nope, we're not quite there yet. From within the Hyper Edit window, use the Hyper menu to create a GM drum editor [Hyper > Create GM Drum Set] (Figure P2.36).
The Hyper Edit window will change to a drum editor (Figure P2.37). In the Parameter box, choose a Grid value of 1/8 note from the drop-down menu (Figure P2.38) and use the Pencil tool to enter the beats on the grid corresponding to the Kick 1 and SD2 event definitions (Figure P2.39). Vary the velocities by altering the shading in the
NOTE
Remember, if you decide to enter the drum beats manually in the Hyper Edit window, all the events will be hard quantized. Tweak the Quantize parameters in the Extended Sequence Parameters box afterwards to loosen things up a bit.
The
Play and record, or enter manually, the last four bars, 13 17 (Figures P2.40, P2.41 and P2.42).
Tweak the quantize parameters.
Save Song compare with project2/2.8b.
Regardless of the method you used to create the drum sequences in Take 8, why not take a look at the results in all three Edit windows.
The Hyper Edit window will provide a graphical display and corresponding drum
The Matrix Edit view will provide a graphical display that corresponds to the notes actually
The Score Edit view will present the sequences as standard drum notation on a special drum staff. If you played it correctly, it should look the same as our score. Choose #Drums in the Display Parameters box (Figure P2.43).
| [ LiB ] |