Add 2nd spock drum to Marching Percussion Tenor instrument and clean up amplitude envelopes
This is in response to this discussion.....
https://musescore.org/en/node/105141
Work has already started on this in that the existing spock samples have been pitch-shifted a minor third upwards, and added to the instrument.
Issues have since emerged with the instrument which are currently being addressed.....
1. The amplitude envelopes do not allow the samples to speak for their full length.
2. Key assignments need to be adjusted which will impact on Instruments.xml
3. The buzz roll samples do not match the pitch of the normal samples.
Comments
Current state of progress......
new buzz roll samples have been created from the normal tenor drum samples and have replaced the old ones.
The second spock drum is in and currently mapped to MIDI notes #125-#127
Still to do......
1. The whole Marching Tenor instrument keymap needs changing so that it can be played from a 61 note keyboard. I'm going to open a separate issue for this, as it will benefit from its own discussion.
2. Add loop points to the buzz rolls.
3. Tidy up amplitude envelopes.
FluidR3Mono.SF2 version 3.08 is available from the usual place.....
https://drive.google.com/open?id=0B7cZM0RQwkwSZVJPQlUyTkRwY0E
So, how do I access these new sounds? I got the file FluidR3Mono_GM2-308.SF2 and put it in the "Sounds" folder and then set it as the default in the synthesizer, but I do not see the second spock, etc. What am I doing wrong?
You need to use the Edit drumset dialogue to assign the 2nd spock to the drum palette.
Currently only the soundfont has been changed.
Once you have assigned the 2nd spock in the Edit Drumset dialogue you should save the DRM file so you can load it when you want to use it again.
Incidentally you won't yet find the 2nd Spock sounds listed in the Edit Drumset dialogue. You will need to add the descriptions when you assign the sounds.
If in doubt open the soundfont in Viena or Polyphone.
You will then have access to all keymapping and sample names.
Wow, I literally have no clue anything you just said. :-) Will it be automatic at the next full update? If so, I'll just wait until then.
Yes it will be part of the default soundfont.
Once I've done the key remapping I'll do a DRM file that you can just load in to the Edit Drumset dialogue.
What MIDI notes are you planning to map the 2nd spock sounds to? (Asking to I can add these to my improvements to marching percussion instruments.xml without having to add an update for correct note mapping)
I know they're 125–127, but which sound goes to which note?
Also, should they all go on the first ledger line?
125: Drum
126: Rim
127: Buzz
Best to use same note heads as the other drums. All three should be on the first ledger line, yes.
SF2 Version 2.310 is now up on Google Drive.
The ZIP file includes a drm file which gives details of the new keymapping, so you should have enough information to rewrite that section of Instruments.xml.
New SF2 version available from......
https://drive.google.com/folderview?id=0B7cZM0RQwkwST2tiWWFiaTN0WFE&usp…
It might be good to move the sticks all the way past the Spock 2. Having it in between drum 4 & 3 makes it odd when clicking the different drums to write.
Also, I usually see stick clicks on the top line with an X for the note head.
The note assignment for the Stick Clicks was chosen for compatibility with GM2 standard drumsets, so I don't think the actual note assignment should be changed.
OTOH it would be perfectly in order to edit the DRM file to place it in a position where you want it.
Perhaps you would post the DRM file here when you have edited it?
Posted as attachment!
Check out my new & improved instruments.xml in commit c9c3e74. By the way, these new tenors sound great.
It might be better to reverse the shortcuts a little.
Drum 1 would work better as A, 2 as B, 3 as C, 4 as D. Spocks are already set to E & F, which works nicely.
This keeps the consistency with working downwards on the drums, so when tenors would play a 1e&ah down the drums you simply just type ABCD, instead of that backwards.
FWIW, when I assigned those shortcuts in https://github.com/musescore/MuseScore/pull/2530, my logic was that on a normal staff A is lower than B, and so on.
That's totally understandable. Maybe it is just me, but I've always assigned the shortcuts so A would be the original top drum of quads, then downward, Making A = 1, B = 2, and so forth
Automatically closed -- issue fixed for 2 weeks with no activity.