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Subject:Using Drum Samples From Music
Posted by: sixinchvoives
Date:12/12/2002 2:49:36 PM

ok lets see if i can ask this right, ok so i am taking drum samples off of a cd. and i want to sample just the kick drum, snare drum, toms, and cymbals....i have found parts in different songs where i can go about taking these samples from. obviously there is no background noise and it is just the drum i want at that specific time. but the only time i can get a clear bass drum and snare sound is at the beginning of the album, and it is a drum fill right before the rest of the band comes in. so it is the only time the drums are played by themselves, and each hit of the drum is very close together, so they dont resonate and i cant get a long enough sample, ok, so my question..... if i have a snare sound that gets cut off short(because there is a bass drum immediatley after it), how can i add more to the sample to make it resonate or fully make the sound of the snare. i have tried adding reverb and that helps alittle bit, or even delay, and i have doubled the track and moved it over to make the snare longer but then it sounds too fake....if anybody knows what i am talking about, please help me, i love these drum sounds and i would to use them.
thanx


Subject:RE: Using Drum Samples From Music
Reply by: DjXSoundz
Date:12/12/2002 3:04:33 PM

combine it with another snare?

Subject:RE: Using Drum Samples From Music
Reply by: r56
Date:12/14/2002 2:51:36 AM

If your sample is not cut during the initial attack but there is a small amount of decay, you may try the following:

The easy way…
For short and cut out samples use your audio editor and:
Place a marker at the end of the wave.
Select the whole wave, copy it and paste it at the end of the original.
Select only the new part (from the marker till the end) and reverse it.
Select the entire wave area and apply a fade-out from 100% to 0
You may need to normalize the new wave.

The hard way…
For longer samples
Drums sounds manipulation is quite difficult due to the fact that the length of most is usually short, the dynamic curve decays fast and this limits the available loop points.
Use a sample editor to find a clean loop start-end preferably some point right after the initial hit just when the sound starts decaying.
Experiment until you get a loop without noticeably audible clicks. (Not always possible though…), the loop of the waveform at this point will sound more like a bad-grounded old turntable than a drum, but this is normal.
Modify the various Envelopes parameters to achieve among other things the natural slight pitch changes over time, the fading volume curve and the decay time of the sound.
Trim the unused portion following the loop.
If you get a loop without clicks but with abrupt volume change, export the wave prior applying any envelope to it and open it in your audio editor. Smooth any peaks at the beginning of the loop. Save the wave and import it again in the sample editor to continue shaping the sound.

Longer sounds such as Toms, crash cymbals, gongs, etc can be repaired this way.
Shorter sounds including some kind of Snares, Rim, Closed-Hats, etc cannot be fixed with this method.

I have worked on drum sounds this way at the beginning of the 90s, back then it was difficult to find the sounds you wanted, few variations existed and most of the available collections were expensive.

Today with so many inexpensive and free drum samples it is easier and less time consuming to edit a clean sample directly and build new sounds out of it.
But then again…

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