uTonic drum channel <-> drum sound assignment convention?

Valery Kondakoff835 views3 posts
  • Users avatarValery Kondakoff

    Hi!

    Can you, please, describe the uTonic drum channel <-> drum sound assignment convention (which drum sounds are landed on which channels)? I know the bass drum generally lands on channel #1, snare - on channel #2. What about other channels?

    (I'm aware of the existence of Auto Sort Drum Channels script, but just wanted to hear your comments and suggestions on this topic.)

    Thank you!

  • Users avatarValery Kondakoff

    Here is what I have found by examining the factory MT presets:

    MT Drum Channels:

    1. Bass drum
    2-3. Low-pitched percussion (tom, conga etc)
    4. Snare-type percussion (click, rim, clap, cow, claves)
    5. Snare drum
    6. High-pitched percussion (tamb, shaker)
    7. Hi-hat (closed)
    8. Long hi-pitched percussion (open hi-hat, cymbals, tri)

  • Users avatarMagnus Lidström

    - Valery Kondakoff wrote:
    Here is what I have found by examining the factory MT presets:
    MT Drum Channels:
    1. Bass drum
    2-3. Low-pitched percussion (tom, conga etc)
    4. Snare-type percussion (click, rim, clap, cow, claves)
    5. Snare drum
    6. High-pitched percussion (tamb, shaker)
    7. Hi-hat (closed)
    8. Long hi-pitched percussion (open hi-hat, cymbals, tri)

    This is a very accurate list actually, thanks for posting it. If you look at the code of the auto-sorting script you will find a table that defines the placement priorities. You read the table like this: there is a number for every drum channel (never mind the 'void' entries). A 0 means this is a high priority assignment. So for example, the BD category has a zero in the first drum channel, which means it will almost always be assigned first (together with Clap, SD, CH, OH and CY.

    Your list is easier to read and sums it up good, but I thought I would post this still.

    compose(@CATEGORY_PLACEMENTS['Bass']		, void, 2, 1, 1, 2, 3, 3, 3, 3);	compose(@CATEGORY_PLACEMENTS['BD']		, void, 0, 1, 2, 3, 3, 3, 3, 3);	compose(@CATEGORY_PLACEMENTS['Blip']		, void, 3, 2, 2, 2, 3, 2, 3, 3);	compose(@CATEGORY_PLACEMENTS['CH']		, void, 3, 3, 3, 3, 2, 2, 0, 1);	compose(@CATEGORY_PLACEMENTS['Clap']		, void, 3, 2, 1, 0, 1, 2, 3, 3);	compose(@CATEGORY_PLACEMENTS['Cowbell']		, void, 3, 3, 3, 1, 2, 2, 2, 2);	compose(@CATEGORY_PLACEMENTS['CY']		, void, 3, 3, 3, 3, 3, 2, 1, 0);	compose(@CATEGORY_PLACEMENTS['Fuzz']		, void, 3, 2, 2, 2, 3, 2, 3, 3);	compose(@CATEGORY_PLACEMENTS['FX']		, void, 4, 3, 3, 3, 4, 3, 4, 4);	compose(@CATEGORY_PLACEMENTS['LFO']		, void, 3, 2, 2, 2, 3, 2, 3, 3);	compose(@CATEGORY_PLACEMENTS['OH']		, void, 3, 3, 3, 3, 3, 2, 1, 0);	compose(@CATEGORY_PLACEMENTS['Perc']		, void, 3, 2, 2, 3, 3, 2, 3, 3);	compose(@CATEGORY_PLACEMENTS['Reverse']		, void, 3, 2, 2, 2, 2, 2, 2, 2);	compose(@CATEGORY_PLACEMENTS['Rim']		, void, 3, 2, 2, 1, 2, 2, 3, 3);	compose(@CATEGORY_PLACEMENTS['SD']		, void, 3, 3, 3, 2, 0, 1, 2, 3);	compose(@CATEGORY_PLACEMENTS['Shaker']		, void, 3, 3, 3, 3, 3, 2, 2, 2);	compose(@CATEGORY_PLACEMENTS['Synth']		, void, 3, 2, 2, 2, 3, 2, 3, 3);	compose(@CATEGORY_PLACEMENTS['Tamb']		, void, 3, 3, 3, 3, 3, 2, 2, 2);	compose(@CATEGORY_PLACEMENTS['Tom']		, void, 3, 2, 2, 2, 3, 2, 3, 3);	compose(@CATEGORY_PLACEMENTS['Zap']		, void, 3, 3, 3, 3, 3, 2, 2, 2);
    

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