The further you open the Macro, the more ghost notes will be dispersed.
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Disperse gets rid of this effect as every generated ghost note will go through a chance-based selector. The velocity values for the ghost notes will automatically be randomised slightly for a more realistic sound.Īs 1/24 and 1/32 ghost notes are more scarcely generated by default, opening this Macro will increase the chance that these divisions are generated.Īs the GNG generates its ghost notes using arpeggiators, a possible negative side effect is that you get a string of ghost notes, all playing in sequence. Increasing these values will determine what the highest possible velocity value will be for generated ghost notes, thus controlling the intensity of the added notes at the same time. This is because the Max Velo(city) Macro’s have been set to 0.
#ADDICTIVE DRUMS 2 EXTERNAL DRIVE GENERATOR#
This process is repeated for all the other kit pieces.īy default the Ghost Note Generator does not generate any ghost notes. That same Macro is then mapped to its parent Flexis Macro. The remaining MIDI notes will pass through the Flexis Velocity device of which the Drive parameter is mapped to the Flexis Macro knob of the Intensity Key Map Rack device. There are no devices inside the MIDI Notes Filter (Flexis) device. Because you can not split a key mapping Zone, multiple Chains and Zones had to be created in order to group all of the Flexis notes together, so that the output will only contain the notes of the Flexis. This is because the notes that trigger the Flexis are spread out over the Piano Roll, due to how the notes were mapped in Drum Rack. There are 5 Chains inside the MIDI Notes Filter (Flexis) device. On each chain (except the Kick) is another MIDI Effect Rack named MIDI Notes Filter, that filters out all notes that do not correspond with the kit piece at hand.įor this part, the Flexis chain is used as an example: The Intensity Key Map MIDI Effect Rack houses seven Chains. In the Map Window of Addictive Drums 2, on the right side you can see exactly which kit piece responds to which MIDI note. Each pad (with the exception of the Kick/C1 pad, as the Addictive Drums 2 plug-in is located on this pad/chain), houses an “External Instrument” instance so that the MIDI output of the Chains can be routed back into the Addictive Drums 2 plug-in. This means that inside Addictive Drums 2’s Map Window a snare trigger has to be assigned to C#1 as well, and this step has to be repeated for each single Drum Rack pad/chain. To further explain this process, here is an example: the Snare pad in Drum Rack – next to the kick – is triggered by C#1. From here you can see which note is played, and to which note it is redirected to trigger the right corresponding kit piece. This is what happens in the I-O settings, which can be accessed once the Chain List is visible. In order for the MIDI patterns from the Beats section inside Addictive Drums 2 to be imported correctly, a custom MIDI mapping preset had to be made that corresponds with the routing inside the Drum Rack. All mixing must be done internally in Addictive Drums 2.īy default Addictive Drums 2 has its own MIDI mapping preset called “AD2 Standard”.
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2ch preset - All separate outputs have been disabled, and all sound comes out of one stereo channel in Live.You can determine the final balance of the sounds with Live's mixer. Post Fader preset - The internal mixer of Addictive Drums 2 is still in use, causing the presets to sound identical to the previews inside Addictive Drums 2.This causes the native drumkit presets to sound slightly different from the previews inside Addictive Drums 2. The loudness of the channels is determined by the faders in Live alone. Pre Fader preset - This preset disregards the internal mixer of Addictive Drums 2.When you unfold one of the project files, three choosable presets will be revealed:
![addictive drums 2 external drive addictive drums 2 external drive](https://assets.xlnaudio.com/products/adco0002/cover-314px.jpg)
als), one for users who own Max for Live, and one for the users who do not. The AD2 Suite project folder contains two project files (. From here you'll then be able to easily access the AD2 Suite project folder. alp file somewhere in your User Library, or in one of your custom folders in Live’s Browser.