Manuals

The Drum Events are available in the Drums track.  They are placed into drum segments.

There are two different drum event types, and each one has a tool which creates the events on a drum segment sheet.  The first is for simple beat events, while the other is for drum rolls.

Each event has a set of properties, which appear and can be edited in the Event Properties table of the segment sheet, when the event is selected.  You can change properties for more than one event at the same time with a multiple selection.

When a segment tool active, but no events are selected, the Tool Defaults table appears instead.  This displays, and allow you to change, the default properties that will be applied when new events are created.

Properties

Both drum event types have the following properties in common.  There are also extra properties for drum rolls, as described below.

TypeOne of the two event types shown above.  Events can easily be converted from one type to another.
DrumThe drum (horizontal line) on which the event is placed.  This will be one of the items in the drum kit.
LocationThe starting location (left hand edge) of the event, in bar.beat.tick format.
DurationThe time length (visual width) of the event, in qtn.tick format.
VelocityThe strength, or loudness, of the event, shown as a Midi value or percentage.

Drum Beats

The Drum Beat is the standard drum event.  It is placed on a line (Drum), it starts and finishes at specific locations (Location and Duration) and is played at a particular strength (Velocity).

As with all drum events, a darker color indicates a higher velocity.  You can move drum events in any direction, or stretch them horizontally, by placing the mouse over the event, or the handle blocks on each side or corner.

Drum Rolls

The Drum Roll plays several short hits with one event.  It is a very convenient way to create this common drum action.

You can visually see the individual hits within the event, and they can have dynamic loudness, which is indicated as a change in color darkness.  The dynamic effect is a reduction in loudness, so you may need to increase the velocity of the event to compensate.

TimingSpecifies the length of time between each hit, in qtn.tick format.  A larger value makes fewer, longer notes.
DynamicThe change of hit loudness over the duration of the roll.

Flat (no effect)

Rise (gets louder)

Fall (gets softer)

Peak (louder then softer)

Valley (softer then louder)

Human (random for realism)

Dyn DepthThe maximum reduction in loudness of the dynamic effect, as percentage.
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