DrumComputer Ipad
DrumComputer Ipad
DrumComputer Ipad
USER MANUAL
1
What is DrumComputer 3
Overview 4
Get Started 5
User Interface 6
Sound Pages 7
Resonator 9
Wavetable/Analogue Oscillator 11
Resynth/Sampler 14
Filter 15
Insert FX 15
Modulation Section 16
Global Section 19
Kit Page 20
Sequencer Page 24
Pattern, Mute & Mapping 29
Mixer 33
Remix Feature 36
Header & Settings 39
Connectivity 41
DrumComputer as a plugin inside your favorite portable DAW 50
Contact 47
2
What is DrumComputer?
Congratulations on your purchase of DrumComputer.
Please read this manual carefully, in order to get the best out of this outstanding Synthesizer.
In essence, DrumComputer is a drum machine with 8 individual sound engines, including everything you might think of when it comes to
drum sounds and patterns. And it not only synthesizes sounds, DrumComputer also is capable of randomizing kits, patterns and fills.
When it comes to synthesizing a drum sound, there are no compromizes made. 3 synthesis layers (analog resonator, wavetable/analogue,
resynth), super flexible modulations and effects plus the awesome randomizer deliver an incredible variety of possible sounds.
The wave import for Wavetable and Resynth Oscillators ensure a never ending source of timbres. The Analog Osc will provide you with the
classical analog waveforms and if you switch to Sampler mode, you can play back your own samples the ordinary way.
The sequencer is packed with features and provides fully consistent MIDI export.
The AutoFill feature creates intelligent fills by juggling existing triggers around and creating little roll figures, spiced up by pitch bends and
filter/reverb modulations, all included in the exported MIDI file.
With configurable audio and MIDI single outs, DrumComputer is ready for all mixing situations.
We hope you enjoy using DrumComputer as we enjoyed making it, and we wish you a lot of fun defining the drum sounds of tomorrow.
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Overview
DrumComputer‘s user interface is divided into six main sections:
Sound Pages There are 8 sound engines available which make out a kit. Each sound engine consists of 3 synthesis engines:
Resonator, Wavetable/Analogue and Noisetable/Sampler. The synth engine also delivers a multimode filter,
equalizer, compressor with sidechain from the other engines, 2 distortion modes (overdrive and digital
reduction), rolls (use the keyzone for controlling the roll speed), 2 modulation generators (can be envelope, lfo
or random), a modulation matrix and a flam engine (makes three triggers out of one, good for claps).
Kit Page Here you have control over your kit. You might randomize single sounds or a full kit using profiles, enjoy control
over global pitch and decay and have the "modify" knob as a manual modulator.
Here you also find the master fx, consisting of a transient shaper, compressor and maximizer, plus tube or tape
distortion.
Sequencer Page Here you can design up to 16 patterns and enjoy many cool features like humanizing, step delay and a great
modulation sequencer section.
Mixer Here you find all your levels, send levels, pan controls and send effects, namely Room and Hall.
The remix control covers lots of groove and fun as well.
Mapping section Map the individual drum engines to MIDI keys and copy/paste or sequence your patterns.
Options Here you set your overall preferences, but also assign the mute group and MIDI/audio out assignments.
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Get Started
DrumComputer can be triggered per MIDI notes or per internal sequencer.
Send MIDI notes from C0 upwards to trigger the drums manually or activate
the Play button to start the internal sequencer.
Presets
There are global presets (top bar menu) which contain everything, and
there are Cell presets which contain the sound of a single engine.
Sounds
To get new sounds quickly, hit the Make Kit button. This will randomize
sounds using profiles for certain drum categories. Hit the buttons
repeatedly until you like the kit. You can also use the individual randomize
buttons in the drum channels.
Making Fills
Use the Remix slider to create crazy fills without any further action. Set it to
"autofill" and enjoy fills coming in automatically.
Mapping/Zones
You have total freedom when it comes to mapping drum sounds to your keyboard. Just Tap the Mixer/Mapping section button (colored button with
the arrow) to enter the keyboard mapping. Drag the numbers to the desired keys.
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User Interface
Sound Pages
Kit Page
Sequencer Page
Mixer
Remix Feature
Header
Settings
MIDI CC Assignment
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Sound Pages
Create punchy and complex drum sounds with 8 individual sound engines.
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All Oscillators share a few parameters:
Pitch and Fine-Tune
Pitch is displayed in numbers. If you are not familiar with this,
the note C is represented as 24, 36, 48, 60, 72, 84, 96, 108, 120.
Level
Individual volume control for each oscillator.
Filter
Activate this button to assign the oscillator to the global multimode filter.
Pitch-Mod
The level-envelope (controlled with decay parameter) is used to generate a
pitch-modulation.
Decay
The progressive reduction in amplitude of a sound over time.
Velocity
Activate this button to have a velocity-sensitive pitch envelope.
On/Off
Deactivate the speaker button of an oscillator to mute its audio signal.
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Resonator
A wonderful recipe, inspired by the 808 signal flow, a self oscillating multi mode filter.
Since we have a resonating circuit here, it requires an exciter to get going. The exciter usually is a very short signal, like the moment when the stick
hits the drum membrane.
There are 4 exciter modes available:iter
Env
The internal exciter-envelope sends an impulse to the filter, making it resonate as an organic sine wave.
Noise + Env
Noise is added to the exciter-envelope, bringing you the ingredients for snares and classic analog noise
cymbals and hihats.
Wavetable/Analogue
The audio signal coming from the Wavetable/Analogue Oscillator is used as exciter.
It‘s an invitation to experiment with different timbres.
Resynth/Sampler
The audio signal coming from the Resynth Oscillator/Sampler is used as an exciter, providing an
endless range of noise colors for incredible snare, cymbal and percussion sounds.
The parameter set of the Resonator is a bit unusual when it comes to envelopes and the real length of a sound. While the Decay parameter in the
other oscillators really controls the overall length of the sound, in the Resonator the parameters Resonance and Decay are somewhat woven into
each other. When making a snare drum, you will use a noisy exciter, and decay will control the length of noise, while resonance controls the length
of body.
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Resonator
Resonance
Determines the resonance of the self oscillating filter, and so controls the overall length of the resulting sine wave.
Partials
The Resonator Oscillator contains 3 voices, so it can generate partials. Partials are frequencies that are usually non-
harmonic and determine the shape and material of the drum you are creating. If the Partials control is set to zero,
no partials are added. The higher you turn this parameter, the higher the partials frequencies will get, while the
level of the partials will increase with a steep curve.
Tone
The Tone parameter controls a 2 Pole low-pass filter with a hint of resonance. It allows for dialing in just the right
amount of brightness with a sharpened edge.
Filter Type
The Resonator is based on a self oscillating 12db/oct multi mode filter. The Resonator Pitch determines the cutoff
frequency, which is important to know when using band-pass and low-pass modes, as these pass noise only at
higher frequency settings.
With the Filter Type menu you can select the filter type:
High-pass: Will always let noise pass through , so this should be used for snares and cymbals.
Band-pass: Passes only the Pitch (Cutoff) frequency, should be used for kicks, persussions or snare body.
Low-pass: Eliminates frequencies above the Pitch (Cutoff) and offers interesting kick timbres.
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Wavetable/Analogue Oscillator
A Wavetable Oscillator uses a chain of single-cycle waveforms and morphs between them, providing awesome spectral changes. Creating a drum
sound, you would use the Wavetable Osc to generate the body. The provided wavetables usually start at waveforms with few harmonics and go to
more complex waveforms with many harmonics. In order to create punch, you would modulate the Wave parameter with a short envelope, so your
punch has as a lot of spectrum, as you would do with a pitch envelope. The Analogue Oscillator works exactly like the wavetable oscillator, but with
a fixed set of virtual analogue waveforms.
Wave
Here you select the position within your wavetable. Give it a short envelope for snappy attacks.
Usually you will modulate this parameter with an envelope, so it is already assigned to MG2 by the sound
randomizer.
FM
The Wavetable Osc interacts with the Resonator Osc. The waveform of the Resonator Osc is used as a
Frequency Modulator for the Wavetable Osc. Since the Resonator puts out a decaying sound, the Fm
Modulator is never static and might even be absent when the Resonator has decayed out quicker than the
Wavetable.
RM
Bipolar Ringmodulation. The Wavetable includes a Sine Oscillator which is used to modulate the amplitude
of the Wavetable Osc. The bipolar RM parameter determines the Sine Osc´s frequency ratio in relation to
the Wavetable´s pitch. The RM pitch works as follows:
-100% = -2 octaves
-50% = -1 octave
0 = inactive
50% = +1 octave
100% = +2 octaves
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Wavetable Oscillator
Pitch Mod/Decay
The internal decay-envelope can be used to modulate Pitch directly, and always controls the amplitude.
There are 8 envelope shapes available:
Envelope Shapes
Natural A/D
The natural, exponential envelope shapes of an analogue decay- A/D is an attack/decay envelope, where the time determined by the Decay
envelope. parameter is divided into attack time and decay time.
Ping
Inspired by Vactrol-driven low-pass gates, we have a strong punch There are 3 different blends of attack and decay time modes available:
in the beginning and a long decay in the end.
1/3: If the Decay parameter would show 100ms, the envelope would
Superping perform 33ms of attack time and 66ms of decay time.
Taken the idea of a Vactrol-based envelope a bit further for even
1/1: If the Decay parameter would show 100ms, the envelope would
punchier attack and natural decay.
perform 50ms of attack time and 50ms of decay time.
Hold
3/4: If the Decay parameter would show 100ms, the envelope would
Just a DC offset is being used as envelope, good for gated snares.
perform 66ms of attack time and 33ms of decay time.
Soft
A special algorithm forms a sweet round curve which can be
compared to a decay-envelope that went through a low-pass filter.
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Wavetable Oscillator
Invert Button
Activate this button to invert the envelope. While a decay-envelope is all about fading out, the inverted version will just fade in and then
jump back to zero. The inversion process also inverts the curve shapes which shows interesting results.
Load/Import Sample
The best thing about the Wavetable Oscillator is that it will convert any wave into a wavetable.
We will detect the included pitch and provide a wavetable containing 16 waveforms, that have been evenly
picked out of the whole source waveform.
The resulting wavetables will be auto-saved into a user folder that will be generated.
After 32 wavetables, the next user folder will be created (user1, user2 etc).
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Sound Pages Kit Page Sequencer Page Mapping/Zones Mixer Remix Feature Header & Settings Table Of Contents
Analogue Oscillator
While the Wavetable Osc is a never ending source of complex and surprising timbres,
the Analog Osc will provide you with the classical analog waveforms.
Sine and Triangle for drum shells, Saw and Pulse for edgy tones and sharp attacks.
The Wave parameter lets you morph from one waveform to another, while the final phase
of the parameter performs a pulse width modulation on the pulse osc.
So for a classic pwm sound, you would set the Wave control to pulse and then add an lfo to modulate the
pulse width.
FM and RM work the same way as in the Wavetable Oscillator, where the FM source is the Resonator and
the RM source is an internal sine osc.
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Resynth/Sampler
The Resynth Osc is the non-harmonic version of a Wavetable Oscillator.
It just contains one single waveform, and it also provides conversion of any waveform into a so-called
"noise table", which is a wave that can be seamlessly looped without ever generating recognizable
pitch. This is exactly what is required for synthesizing cymbals and snares. But it turned out that it also
works perfectly on chords.
Load/Import Sample
Wave import works exactly as described in the Wavetable section with the small difference that only
one wave-cycle is generated.
Color
This parameter controls a low-pass filter if Color is below 50% and a high-pass filter if Color is above
50%.
For Pitch- Mod, Decay, Velocity, Filter and Level see the shared parameters section here.
The Envelope Shapes and Invert button are described in the Wavetable Ocillator section here .
Switch to Sampler mode to play back samples the ordinary way. You can load a sample from the samples menu.
Sample Waveform is shown together with Start/End marker (grey line).
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Effects Section
The multimode filter can be assigned to any of the 3 oscillators.
It provides 6 Filter Types:
Filter types
High-pass Cutoff
Get rid of low frequencies. Determines the working frequency according to the filter
Band-pass type.
Lets only the cutoff frequency pass through.
Peak EQ Q/Gain
Use this to emphasize or the selected frequency to support The Q determines the Filter Resonance. In EQ modes, the
the character of your drum sound. Q-Factor is fixed at 2 octaves, while the Q/Gain parameter
Low-pass determines the gain (0-18db for Peak / -18db for Notch).
Get rid of high frequencies or perform classical resonant
synth sweeps. Distortion
Notch EQ The two available distortion types give the signal some
Use this to de-emphasize a certain frequency in your drum roughness and dirt.
sound.
Vowel Drive Give your sound more power and harmonics.
Use Cutoff to morph between vowel frequencies, use
Resonance for sharper intonation. Reduce Reduce the overall bit depth and sample rate
Compressor for a very digital sound.
A compressor with automatic gain make up and inter-engine side chaining.
You can select another sound engine as a side chain source for the compressor.
For example: attenuate a synth bass with the kick drum.
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Equalizer
The Equalizer is just the right tool to shape your drum sound to perfection. 2 bands of cut and gain up to 18 db and a Q-Factor of 3
octaves provide control over your frequency content. Strengthen your kicks, sharpen your snares and make the hi-hats shine with this
one. Be aware of possible level boost generated by the eq, and reduce the mixer level accordingly. Levels exceeding the dynamic
range will be sorted by the Finalizer´s drive circuit.
EQ Controls:
Hi Freq: 1khz-20khz
Hi Gain: -18db – 18 db
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Modulation Section
Modulation generators- MG1 & MG2
The Modulation section provides 2 Modulation Generators and a Modulation Matrix with 4 sources and targets. 1 & 2
Two identical Modulation Generators provide Envelopes,
LFOs, Random and individual modulation assignments.
Speed
Determines the speed of the modulation and can work in two modes:
Sync
If Sync is on, Speed works at tempo divisions, always in sync with your bpm.
If Sync is off, Speed works with Hz with a range from 0.01Hz to 100Hz.
Loop
If Loop is off you have a one-shot envelope, otherwise you have an LFO.
Retrigger
(only if Loop is on) Will restart the curve when the sound engine is triggered.
Velocity
Will set the modulation amplitude to velocity level.
Shapes
Choose from different shapes.
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Mod Destinations
Mod Amount Knob 1 & 2
Determines the intensity of the modulation being sent.
If the Amount knob is below 50%, the modulation affects the target parameter in an
negative way.
If the Amount knob is above 50%, the modulation affects the target parameter in a positive way.
Mod destinations
Opens the targets menu to assign the MG to a target throughout the selected sound page.
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Modulation Matrix
Modulation Matrix
Here we have the Source menu (top), an Amount control (bipolar) and a Target Menu (bottom).
The Amount controls can also be modulated, which allows complex modulations,
for example controlling an LFO amount with an envelope.
Mod destinations
See MG 1&2 targets menu here.
Mod sources
Most sources speak for themselves, here are some hints on the rather unusual ones:
Env1/Env2/Env3
The Envelopes of the 3 Oscillators. Note that Env1 represents the Exciter-Envelope of the Resonator (Decay).
Modseq
Seq 1(Dec): Modsequencer 1 is hardwired to global decay (affects decay of all Oscillators), but can also be used as assignable modulation source.
Seq 2 (P): Modsequencer 2 is hardwired to global pitch (affects pitch of all Oscillators), but can also be used as assignable modulation source.
Seq 3: Is not hardwired and works as an assignable modulation source.
Zone
The keyzone, resulting from the MIDI mapping, can be used as modulation source.
Modify
The parameter on the KIT page, can be used as a direct modulator, for example if used with a MIDI controller.
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Global Section
Load Engine Preset
Here you find the Engine Preset. This preset recalls an entire sound and is shared by all engines. So you could save a snare in Engine 1 and then load
it in Engine 8.
Random Button
Tap the Random trigger button to perform a sound randomization according to the profile selected.
Random Profile
Key Pitch
If enabled it uses the keyzone for controlling the pitch. Note that the first
keyzone is capable of bipolar pitch influence, while the last keyzone reaches to
the end of the MIDI note range.
Key Roll
If enabled it uses the keyzone for creating rolls and controlling the roll speed.
The Rootkey will roll at ¼ rate, getting faster with every key to the right.
Flam Time
Makes three triggers out of one and determines the amount of delay between
the triggers.
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Kit Page
The Kit Page delivers easy access to the most important parameters of the sound engines.
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Kit Page - Overview
Here we have 8 channels, representing the 8 sound engines and to the right we find the Master Effects.
Channel
The Engine Channels are numbered 1-8, and they are
represented by their engine color.
Each of the eight kit channels has its own Global Pitch and
Decay, a Modify Knob and a Random Function.
Choke Groups
Define a choke group (also known as mute group) in oder
to make a trigger on one engine choke the sound on
another engine. Choke Groups is usually used for
open/closed hihat choking, but its also interesting with
synth sounds.
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Kit Page – Engine Channels Controls & Options
Pitch
This bipolar control will add or subtract a global pitch to all 3 Oscillators and makes it easy to change the pitch of the whole sound.
The Modulation section refers to this target as "Global Pitch".
Decay
This bipolar control will add or subtract a global decay time to all 3 Oscillator‘s envelopes and makes it easy to change the length of
the whole sound. The Modulation section refers to this target as "Global Decay".
Modify
This is a bipolar manual modulator that can be assigned to any parameter throughout the engine, using it as a source in the
modulation matrix. The sound randomizer usually assigns it to "Filter Cutoff".
Random Profile
Select a profile for the sound randomizer here.
Random Trigger
Tap the Random trigger button to perform a sound randomization. If you rather liked a previous sound, use the Undo/Redo arrows
to go back in history.
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Finalizer
The right side of the Kit page is the kingdom of the Finalizer. Here we have a dynamics section with Transient Shaper,
Compressor and Maximizer, plus a Warmth circuit with 3 Distortion modes. The Finalizer section provides 5 profiles and
no further parameters but just the Amount knob.
Amount Knob
Use profiles at your personal taste, basically they are sorted in speed.
Attacky: Emphasized the attacks of your drum sounds, making them appear shorter and punchier. Fast Maximizer.
Punchy: Still paying attention to attacks, gentle compression and maximizing.
Decent: A nice mix of transient shaping, compression and maximizing.
Pumpy: Emphasizes the release phase of your drum sounds, slower compression, making the whole mix appear fuller.
Relaxed: Slow compression, maximum attention to the release phase of your drum sounds, strong and slow
maximization.
The Master Warmth circuit will make sure that no digital clipping will occur at the output.
Sine distortion: The audio signal is amplified, until it runs into a sine wavefolder.
Tube distortion: 18db of Gain and Warmth provided by a tube emulation circuit.
Tape distortion: 18db of Gain and Warmth with a tape emulation circuit.
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Sequencer Page
What would be a drum machine without a sequencer! In this one we enjoy all 8 tracks in one view.
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Sequencer Page - Overview
The Sequencer contains 8 tracks. Each track has a certain color and represents one of the 8 sound engines.
You can design up to 16 Patterns and enjoy cool features like Humanizing, Pattern Randomizer and a great Modulation Sequencer section.
Tap into the Event Matrix to create Trigger events, or drag to create/delete multiple events.
These events will vary in velocity a little bit for natural feel.
Use the Lane Numbers to enter the different sequencer tracks for further editing.
For example, tap the 4. All controls will turn blue, indicating that you are now editing engine 4.
Now you can choose an Individual Tempo or Randomize, Shift and Initialize.
The MIDI data generated by DrumComputer can be saved to a MIDI file - for more information tap here.
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Sound Pages Kit Page Sequencer Page Mapping/Zones Mixer Remix Feature Header & Settings Table Of Contents
Common global controls and functions
Swing
Humanize
Shift
View Follow (Swing and Humanize)
Global Random
Global Initialize
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Common sequencer track controls and functions
Each sequencer track has common controls and functions:
Loop Bar
Tempo
Direction
Shift
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Init & Random functions in depth
Note that you can select between two different random and initialize modes for the sequencer.
Depending on the „Init/Rnd resets seq length“ in the settings page track length and tempo division will be reset to default or not.
Here you find a brief overview in which case the different random and initialize buttons will reset track length and/or tempo division:
Global Random
Global Initialize
Track Random
Track Initialize
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Modulation Sequencer
The Modulation Sequencer lane covers all sequencer features:
Vel
Prb
Roll
Ofs
Dec (ModSeq 1)
Ptch (ModSeq 2)
Mod (ModSeq 3)
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Pattern Keys, Mute Keys & Mapping
MIDI related features, including a flexible multi-purpose keyboard.
Tap this icon to get access to the Pattern, Mute and Mapping section.
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Pattern Keys
Pattern
The Pattern Keys respond to 16 MIDI notes, from note C-2 to D#-1.
Use the Pattern Keys to call/play patterns or just let it display incoming MIDI notes.
Copy/Paste
Copy/paste has never been easier: Tap the Copy/Paste button, all patterns but the source pattern start blinking, now tap the target
pattern number or key. Finished! You can now edit your variation.
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Pattern Sequencer
The Pattern Sequencer (Chain) plays up to 16 different patterns in any order.
Chain (on/off)
When off, the Chain is inactive.
When on, the Pattern Sequencer steps through the patterns determined by the Chain Sequencer.
It runs at a one bar step resolution.
Loop Bar
Determines the total length of the Chain sequence. After playing the last step in its sequence, the sequencer will loop back to the
beginning and continue playing through the pattern steps in order.
Delete
This initializes the Pattern Sequencer for a fresh start, creating a sequence which iterates through all patterns.
View Follow
If this button is off (eye closed), the view follows the pattern keys, so you can edit a pattern while other patterns are played by the pattern
chain. If this button is on (eye open), the view follows the pattern chain. So you will always see the currenty active pattern.
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Mute Action & Mapping
Mute
Engines can be temporarily muted by MIDI notes, using the Mute Keys.
These are represented by their engine colors and numbers. The Mute Keys respond to note C-1 to B-1.
Mapping/Zones
The keyzones show the color and number of the mapped sound engine. You can handle keyzones easily by tapping the engine number and
dragging left or right. The engine number also represents the rootkey. The space between the rootkeys are the keyzones.
These can be mapped to pitch or roll and can be used as modulation sources. Note that the first zone can be bipolar and allows for negative
modulations, which might be interesting if you need to up- and downpitch a sound.
The first key of the Zone Keys responds to note C0.
The last keyzone always ends at key 128, which gives you a large zone for drastic modulations.
Save/Load Mapping
Tap the Mapping Preset menu to load/save the desired engine/MIDI mapping.
Shift
Shifts the mapping either left or right, key by key.
Press and drag the scroll bar below the keyboard to bring the „hidden“ parts into view.
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Mixer
Here you find all your levels, send level, pan and send effects, namely Room and Hall.
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Mixer - controls and functions
Tap this button to get access to the Mixer section.
Mute
Mute the related engine.
Solo
Solo a single engine.
Level
Control the engine level,
Pan
Adjust stereo positioning.
Send Level
Room and Hall are send effects, these knobs control the amount of signal being sent to the send effects.
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Send Effects & Master
Two incredibly good sounding reverbs are found in the Send Effects section. Use the faders in the mixer to define the send fx output level.
Assign the send effects to individual audio outputs in the Settings.
Room Hall
In order to have a realistic sound, you can put your A huge and dense reverb effect, meant to be used
drums into the same room. for real reverberation effects, as it is common with
The room works slightly different to the hall, as it snares and claps for example.
computes more density in a smaller space.
Size
Size Sets the reverb 'room' size.
Adjusts the size of the room.
Tail
Tone An additional control to define the length of the
Acts as a low-pass filter. reverb tail.
Tone
Acts as a low-pass filter.
Unmute/Unsolo
Will unmute/unsolo all channels.
Master Level
Controls the master level.
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Remix feature
Create crazy fills with ease or enjoy them coming in automatically.
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Remix & Auto Fill
Remix
The Remix Feature is a one touch fill maker. Activate the Remix control temporarily to mutate the current pattern. 16 remix figures are available:
1-8 creates small rolls over 2-3 drum sounds, each figure addressing another group of engines.
9-14 will assign existing patterns to different engines.
15&16 creates pure 16th rolls and fires these across the engines.
Additionally, random pitch bends, send fx- and filter sweeps will be generated.
Auto Fill
Will generate random fills automatically and works in a song-oriented way:
Auto 1
At the end of each 4th bar, a fill will be generated for the last 1/4 note.
At the end of each 8th bar, a fill will be generated for the last 1/2 note.
At the end of each 16th bar, a fill will be generated for the while 16th bar.
Auto 2
Same as Auto 1 but generates fills more frequently (fills at 2/4/8 instead of 4/8/16),
Fills include trigger/engine re-routings, randomized send effect levels, filter sweeps and pitchbend curves. Since AUTO FILL is connected to your
song position, it might be ill-timed when your song does not start at bar 1. Use Auto Fill Offset in the Settings, to adapt Auto Fill to your real song
start. For example, if your song starts at bar 3, set Auto Fill Offset to 3 bars.
AUTO FILL is completely translated to MIDI.
Use the MIDI Export feature to get an unlimited number of fills and then choose the best.
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Header & Settings Screen
Manage your presets, set your overall preferences, generate a MIDI or Audio file and make your MIDI/audio out assignments.
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Header
PLAY button and current pattern display
Starts the sequencer. When the PLAY button is lit, it indicates that the clock is running.
If the PLAY button is off, the sequencers will not run, and external MIDI notes might trigger the individual engines.
If the clock mode is set to internal, the PLAY button shows stripes („armed“) until a Pattern Key activates the sequencer.
Note: If the PLAY button is ON, all modulation data comes from the internal sequencers.
If the PLAY button is OFF, modulation data is expected on the MIDI CC numbers given in the Settings Screen.
Pin Button
If enabled the current sequence won’t change when selecting another global preset.
Preset name
Tap the preset name (here init) to load presets and save your own work.
Undo/Redo
Set back or redo your last operating step with the curved arrows.
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Header continued
Options
Tapping the gear icon opens up the Settings Screen where you find some global settings and functions.
Export MIDI
The MIDI data generated by DrumComputer can be saved to a MIDI file. Just tap the « folder with arrow » icon and the file will be created.
Use the BARS control to the left to set the length of the MIDI file. The maximum length is 64 bars.
MIDI File
The sequencer translates all data to the MIDI file:
- triggers are generated on their root notes, given in the Mapping Screen
- modulation sequencers are translated to MIDI CC´s, displayed in the Settings Screen
- probability, rolls and offset are translated to MIDI notes directly (occurrence and timing)
- autofills are completely translated to MIDI notes and CC´s
Export Audio
The Audio data generated by DrumComputer can be saved to a WAV file. Just tap the « folder with arrow » icon and the file will be created. Use the
BARS control to the left to set the length of the WAV file. The maximum length is 64 bars.
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Settings Screen
Tap the gear icon in the upper right of the Header to open the Settings Screen. Here you find some global settings and functions.
Clock Start
Determines the clock source. DrumComputer can run in sync with your DAW (HOST),
or it can be triggered by a MIDI note (INTERNAL), only applying the sequence as long as you hold a note.
CC Snap Isolate
When active, MIDI Learn settings will be kept and not be changed when selecting a different preset.
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Settings Screen continued
MakeKit sorts Profiles
Determines if MakeKit will affect the profile list.
Animate WT Draw
For more control, especially when modulating wavetable position, the waveform in the Wavetable OSC can be updated in real-time.
However, it comes at a cost. If you are short of CPU power, you should deactivate this option.
PitchBend Range
Intensity of the pitch bend wheel in semi notes.
Advanced Settings
Adjust the way DrumComputer operates in certain MIDI and Audio connections. Enable or disable Ableton link and iCloud synchronization.
Tempo
In order to synchronize to the beat tap the BPM Control panel to match the tempo or move bpm up or down. Long press to directly enter the
tempo. When using DrumComputer as AUv3 it will automatically match the tempo of your mobile host.
Buy/Restore
Buy the DrumComputer full version or restore your purchase.
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Settings Screen continued
Channel Assignment
Assign the sound engines and send effects to 20 available outputs. Only engines assigned to Master will run through the Finalizer.
The 8 sound engines can be assigned freely, in order to build subgroups. However, the send effects have fixed output assignments which can be
switched between Master (1/2) or their single outputs 17/18 for Room and 19/20 for Hall.
Send MIDI
Enable/disable the MIDI output of the respective channels.
About
P? for quick access to this manual or the link to open the Sugar Bytes website.
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Connectivity
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iCloud Synchronization
Through iCloud, you'll be able to share your saved presets across multiple devices including your desktop computer.
This feature is disabled by default. To sync DrumComputer across your devices, launch the Settings Screen.
Under Advanced Settings choose iCloud, tap
iCloud and set iCloud to On.
Once activated, presets you save in the
DrumComputer iOS version are synced
automatically to your iCloudDrive.
The presets will then automatically appear in the User folder of DrumComputer’s preset browser.
Please note that creating and then reading out a subfolder is technically not possible.
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MIDI CC Assigments
MIDI LEARN
Tap the left MIDI socket symbol to assign incoming MIDI CCs.
Tap the crossed out MIDI socket symbol to remove the assignment.
Tap the field labelled „None“ and enter the desired CC number.
Within a DAW DrumComputer’s MIDI Learn settings will be saved with the song.
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DrumComputer as a plugin inside your favorite portable DAW
DrumComputer supports the Audio Unit V3 standard
making it possible to load multiple instances into any
DAW that supports AUv3.
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Ableton Link
Hop on to the same network and jam with others using multiple devices running Ableton Link-enabled software.
Anyone can start and stop their part while others keep playing. And anyone can adjust the tempo and the rest will follow.
You can activate Link via DrumComputer’s Settings Tab
under Advanced Settings.
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Contact
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