Drum — one machine, every drum
A drum is something hitting something that rings. A kick is a beater and a membrane, a snare is a stick, a membrane and wires, a conga is a hand and a membrane, a clap is hands and nothing rings at all. Drum is built that way, so it covers all of them:
HIT ╌╌╌╌╌╌▶ BODY ╌╌╌╌▶ out
│ ▲
└──────────────────────┘ the direct path (bleed)
You do not pick a machine and then hunt for a kick in it. You pick a hit and a body. That is the whole interface, and it is why one machine covers the whole kit.
The two halves
Every drum has an ATTACK (what hits) and a TONE (what rings). Each is chosen from a
library of named halves — Beater, 909 tick, Wires, Clap, 808 hat, Sub body,
Snare shell, Cymbal, Pluck, FM tom… — and you hear each one as you land on it.
- Arrows
<>step through the underlying types. - The
▾menu opens the half library — the named, pre-dialled halves — and plays what you pick. - Each half draws its own one-shot beside its name, so you can see the difference before you hear it.
A half is a type plus its settings: 909 tick and Soft mallet are both the beater
click type and sound nothing alike. That is why you browse halves rather than types.
The second hit
A drum can be struck twice at once. A snare is a stick and wires; a punchy kick is a knock and a click. So the hit has two slots, and both are struck at the same instant and added together before anything else touches them.
A drum starts with one. Under the hit is a quiet + second hit — click it and a second node appears above the body, with its own library, its own curve and its own handles. It is not a lesser slot: it browses the same halves and is edited exactly the same way, and the two nodes become HIT 1 and HIT 2.
Each strike also has its own level, which is how loud it sits within the hit. That is
a different thing from bleed, which carries the two of them together into the sum.
To take it away again, step HIT 2 to Silent; the node goes with it.
Recipes worth trying: Knock under a Beater click for a kick with mass and surface,
Clap under Noise burst for a layered snare, and a short Hiss under anything for air.
Editing is dragging the picture
There are no faders for sound design here. Each half draws itself, and the drawing is the control — the parameters are the curve:
| You see | You drag | It is |
|---|---|---|
| The falling pitch curve | its start height / its knee | how far the pitch drops, and how fast |
| A dashed **landing line** | up and down | where the fall ends up (`tune`) |
| Two **wires** into the sum | their thickness | the HIT ↔ BODY balance |
| A **comb** of partials | the top partial | how far the partials are stretched apart |
| A **tilt line** (dark ↔ bright) | its bright end | brightness / colour |
| A **band** of noise | slide it, pinch it | where the noise sits and how tight |
| A **corner** with everything above it filled | slide it | a high-pass cutoff |
| **Three ticks** on the time axis | the last one | the gap between a clap's hands |
| An **L…R lane** with a span on it | the span's right edge | how wide a noise hit sits in the stereo field |
| A **cluster** of partials | the first sideband (FM) | the modulator ratio |
| **One cycle of the wave** | along it | the scan position |
| A **recorded waveform** | its right edge / **click the waveform** | how fast it plays / which *direction* it plays |
| A **pill** naming a choice | click it | steps to the next one (`white` → `pink` → `metallic`) |
Two modifier gestures work on any handle:
- Alt-drag — pull an LFO open on the parameter you are touching. A translucent capsule shows how far it will sweep, and a bright dot orbits the handle showing the value being heard right now. A small chip appears beside it: click its left half to step the LFO shape (drawn as one cycle of itself), the right half to step its rate.
- Shift-drag — give the parameter a breathe: a per-hit random spread that re-rolls every pass. It draws as a faint corridor of many rolls behind the crisp live curve, so "one deliberate value" and "living jitter" look different at a glance. Breathe lives on a step, so it needs a firing hit selected.
The hit — ATTACK types
Each type reinterprets the same four controls — the two recorded types add a fifth, which
direction the recording plays — and the Bench labels and scales them per type. The param
column is the name to aim an LFO, macro or p-lock at.
Silent — an empty slot. There are two hit slots, so you can stack a beater and a click, or noise and a clap.
Beater click
White noise through a tilt filter — the beater/stick tick.
| Control | Range | Param |
|---|---|---|
| `colour` | 0 … 1 (dark → bright) | `exc1_tone` |
| `length` | 0.0005 … 0.5 s | `exc1_decay` |
| `width` | 0 … 1 (centred → wide) | `exc1_width` |
Knock
A pitched sine blip with its own fast pitch drop — the beater's body, not its tick.
| Control | Range | Param |
|---|---|---|
| `pitch` | 40 … 500 Hz | `exc1_tone` |
| `length` | 0.0005 … 0.5 s | `exc1_decay` |
| `drop` | 0 … 24 semitones | `exc1_aux1` |
| `drop speed` | 1 … 4 × | `exc1_aux2` |
Noise burst
Band-passed noise — snare wires, shakers, bright percussion.
| Control | Range | Param |
|---|---|---|
| `centre` | 200 … 12000 Hz | `exc1_tone` |
| `length` | 0.0005 … 0.5 s | `exc1_decay` |
| `resonance` | 0.5 … 10 Q | `exc1_aux1` |
| `snap` | 1 … 3 | `exc1_aux2` |
| `width` | 0 … 1 (centred → wide) | `exc1_width` |
Recorded hit
A real recorded transient from the project sample pool (64 slots) — a real stick, hand or beater, hitting a synthesized body.
| Control | Range | Param |
|---|---|---|
| `colour` | 0 … 1 | `exc1_tone` |
| `length` | 0.0005 … 0.5 s | `exc1_decay` |
| `hit` | pool slot 0 … 63 | `exc1_aux1` |
| `rate` | 0.5 … 2 × | `exc1_aux2` |
| `reverse` | 0 … 1 (≥ 0.5 = backwards) | `exc1_rev` |
`length` defaults to the 3 ms beater value, so a hit switched to **Recorded hit** needs its length opened up before much of the recording survives.
A recording that ends while it is still sounding fades out over its last 3 ms instead of stopping dead, in both recorded halves.
The waveform is the control. A recorded half draws the actual recording, and that drawing
is what you grab: drag its right edge to set rate (how fast it plays is how wide the
shape is), and click the waveform itself to flip reverse. A reversed half draws
mirrored left-to-right with its read head running the other way, so the direction is
something you see rather than something you remember. The band brightens and names the click
when you hover it.
Clap
Three hands, then a room. A burst train through a band-pass: three sharp bursts spread
apart, then a tail. All hit and no body — pair it with No body.
| Control | Range | Param |
|---|---|---|
| `centre` | 500 … 6000 Hz | `exc1_tone` |
| `tail` | 0.0005 … 0.5 s | `exc1_decay` |
| `spread` | 5 … 40 ms | `exc1_aux1` |
| `width` | 0 … 1 (centred → wide) | `exc1_width` |
Hiss
High-passed coloured noise — the hat. colour is the whole character: the metallic
comb is what an 808 hat is actually made of, where white is a plain hiss.
| Control | Range | Param |
|---|---|---|
| `cutoff` | 200 … 18000 Hz | `exc1_tone` |
| `length` | 0.0005 … 0.5 s | `exc1_decay` |
| `colour` | white / pink / metallic | `exc1_aux1` |
| `resonance` | 0.5 … 10 Q | `exc1_aux2` |
| `width` | 0 … 1 (centred → wide) | `exc1_width` |
The three noise hits split the filter between them: **Beater click** is low-passed, **Noise burst** band-passed, **Hiss** high-passed. Pick by the shape you want, not by a mode switch.
Width
The four noise hits (Beater click, Noise burst, Clap and Hiss) can spread across the stereo field. Turned down, the hit sits in the middle, as a mono drum does. Turned up, each side gets its own draw of the same noise, so snare wires or a hat fill the space between the speakers instead of a point in the middle.
On a Clap, width also places the hands: the first moves left, the second right, the third stays in the middle.
The body is always centred, whatever the hit's width. That keeps the weight of a kick or a snare's shell in the middle, where a mono club system still plays it. Knock and Recorded hit have no width: a pitched blip has no noise to spread, and a recording plays as it was recorded.
A fully wide hit is quieter summed to mono, because its two sides no longer add up.
The body — TONE types
No body — nothing rings; the hit passes straight through. This is what a hat, clap or shaker is, not a workaround.
Sine body
A sine with an exponential pitch drop and an optional flat top. The kick.
| Control | Range | Param |
|---|---|---|
| `hold` | 0 … 0.05 s | `res_tone` |
| `decay` | 0.02 … 4 s | `res_decay` |
| `drop` | 0 … 48 semitones | `res_aux1` |
| `drop time` | 0.005 … 0.4 s | `res_aux2` |
Shell
Two detuned partials plus an onset pitch blip — snare and tom shells. The blip is what gives a snare its snap without a second hit.
| Control | Range | Param |
|---|---|---|
| `brightness` | 0 … 1 | `res_tone` |
| `decay` | 0.012 … 2.4 s | `res_decay` |
| `blip` | 0 … 1 | `res_aux1` |
| `blip time` | 0.005 … 0.15 s | `res_aux2` |
Modal
Five struck partials with per-mode damping: the upper modes die faster than the
fundamental. This is why decay alone walks this body from a rim to a mallet to a tom to a
gong — a longer decay does not make the same sound longer, it changes which partials
survive, so the tail darkens as it lengthens.
| Control | Range | Param |
|---|---|---|
| `brightness` | 0 … 1 | `res_tone` |
| `decay` | 0.02 … 4 s | `res_decay` |
| `inharmonic` | 0 … 1 (harmonic → bell) | `res_aux1` |
Recorded body
A recorded tail from the sample pool. It rings from the trigger and ignores the hit, like any struck body.
| Control | Range | Param |
|---|---|---|
| `brightness` | 0 … 1 | `res_tone` |
| `decay` | 0.02 … 4 s | `res_decay` |
| `body` | pool slot 0 … 63 | `res_aux1` |
| `rate` | 0.5 … 2 × | `res_aux2` |
| `reverse` | 0 … 1 (≥ 0.5 = backwards) | `res_rev` |
This is the one body that ignores `tune`: a recording arrives with its own pitch. Use `rate` instead to shift it (and p-lock `rate` for a per-hit pitch move).
reverse works the same way it does on a recorded hit — click the waveform to flip it,
and the drawing mirrors — but it does something different to your ear. A recorded body is
usually a decaying take, so rung backwards it swells: the tail builds into the next hit
instead of falling away from this one. That is the reverse-cymbal riser, except it is one
body inside one drum rather than a separate audio clip, so it p-locks and it obeys decay.
Metal
Six hard squares at fixed inharmonic ratios through a high-pass — the 808 metal
cluster. The squares are the point: five sines cannot get there however they are detuned.
shimmer blends in a noise wash, which is what a long crash decays into.
| Control | Range | Param |
|---|---|---|
| `brightness` | 2000 … 12000 Hz (the high-pass) | `res_tone` |
| `decay` | 0.02 … 4 s | `res_decay` |
| `shimmer` | 0 … 1 | `res_aux1` |
String
A tuned delay line — a plucked string. This is the only body with no voice of its own: it rings purely from what is injected into it, so the hit you choose is the pluck. A beater plucks it one way, a recorded stick another.
| Control | Range | Param |
|---|---|---|
| `brightness` | 0 … 1 | `res_tone` |
| `decay` | 0.02 … 4 s | `res_decay` |
The string sounds at its tune whatever its brightness. decay is how long the note
itself rings, and it rings as long high up as low down. brightness decides how much
faster the upper overtones die: turned down, the pluck goes dull almost at once;
turned up, it stays bright to the end. One limit: a dark, high string cannot ring
long, and ends sooner than decay asks.
FM
Two operators: a carrier phase-modulated by one modulator. brightness is the modulation
index, and bright time is how fast that index falls — a short bright time is what
makes FM read as a drum rather than a bell, because the hit starts complex and settles.
| Control | Range | Param |
|---|---|---|
| `brightness` | 0 … 1 (the index) | `res_tone` |
| `decay` | 0.02 … 4 s | `res_decay` |
| `ratio` | 0.5 … 12 × | `res_aux1` |
| `bright time` | 0.005 … 3 s | `res_aux2` |
Wavetable
A band-limited wavetable scanned by position, across three banks. Band-limiting is per
octave, so the tone holds together under a pitch drop instead of tearing.
| Control | Range | Param |
|---|---|---|
| `position` | 0 … 1 (scans the bank's 4 waves) | `res_tone` |
| `decay` | 0.02 … 4 s | `res_decay` |
| `bank` | classic / harmonic / pulse | `res_aux1` |
| `detune` | 0 … 1200 cents | `res_aux2` |
classic runs sine → triangle → saw → square, harmonic dull → bright, pulse sweeps a
duty cycle from narrow to 50%. position is a shape scan, not a brightness — in the
pulse bank, narrow is the brighter end.
detune adds a second oscillator, a copy of the same wave tuned sharp. It is drawn as
a second trace on the waveform: at a few cents the two drift slowly apart and you hear them
beat; wound right up they are a visible interval apart and you hear a chord. At 0 there is
no second oscillator at all.
This is the control that makes a Reese, a supersaw or an analog stab out of a drum
body — scan position to the saw, open detune a little, and put the voice chain's filter
across it. The factory kits' Reese and stab voices are exactly that, and because it is an
ordinary body they p-lock, take an LFO and answer to a macro like any other half.
Balance, pitch and level
These mean the same thing for every type, so they are not repeated above.
| Param | Range | Default | What it does |
|---|---|---|---|
| `bleed` | 0 … 1 | 1 | How much of the hit you hear **directly**, alongside the body |
| `res_tune` | 20 … 400 Hz | 55 | The body's pitch (ignored by **Recorded body**) |
| `res_level` | 0 … 1 | 0.9 | The body's level |
| `exc1_level` | 0 … 1 | 0 | Hit 1's level *within* the hit |
| `exc2_level` | 0 … 1 | 0 | Hit 2's level |
| `level` | 0 … 1 | 0.9 | Output gain |
bleed and res_level are the two wires into the sum on the anatomy view — drag their
thickness rather than reading a number. The direct path is not a convenience: a beater
click reaches your ear directly, not only through the drum, and without it a kick's tick
sounds like it is coming from inside the drum.
Pitched: a tuned body rings at its tune, and — like every parameter — that pitch is p-lockable per hit, so one strike can land an octave up. A drum with No body has no pitch to set, which is correct — a hat rings at nothing.
Reverse
A small arrow runs along the foot of THE DRUM, the way time runs through the hit. Click it to play the whole drum backwards: hit, body, drive and room, reversed as one. The arrow turns to point left, and the drawing above it shows the swell you will hear.
A reversed hit starts on its note and swells into its own transient, so the loudest moment lands at the end rather than on the grid. Place the note early by the length of the swell to land the peak on a beat. The room reverses too, so a reversed snare with some room is the familiar reverse-reverb suck.
Only the first second of a hit is reversed. A longer hit fades in from that point instead of starting on a step. Selected on a single hit, reverse becomes that hit's lock, so a roll can flip direction strike by strike.
The two halves above keep drawing forwards: their curves are the mechanics of the hit, and reverse is what happens to the finished drum.
The moat: p-lock the anatomy itself
exc1_type and res_type are ordinary parameters. Everything that works on a
parameter works on them:
- P-lock the hit type per step — step 13 gets a rod instead of a beater, same drum. The bundled demo does exactly this: step 14 of the hat swaps its hit from noise to a beater tick.
- LFO, macro or randomize the type the same way.
A sample pack needs a second file to do that. Nothing in a DAW can reach inside the instrument at all.
Design recipes
- Kick — hit
Beater click(length~3 ms), body Sine body attune~55 Hz,drop~28 st,drop time~50 ms,decay~0.35,bleed1. - Punch kick — add a second hit:
Knockatpitch~120 Hz withdrop speed~3, over the same sine body. The knock is the beater's mass, the click its surface. - 808 sub — Sine body,
tune~45,decay1.6, a littleholdfor the flat top. - Snare — hit
Noise burst(centre~2 kHz), body Shell attune~180,blipup. Herebleedis the tone/noise balance — the single most useful control on the drum. - Closed hat — hit
Hiss,colourmetallic,cutoff~11 kHz,length~0.04, body No body. - Open hat — the same drum with a longer
length. Where nothing rings, the open/closed distinction lives in the hit, so p-lockexc1_decay. - Clap — hit
Clap,spread~11 ms,tail~0.3, body No body. Widenspreadfor a roomful of people. - Crash — a bright short
Beater clickinto Metal,decay1.6,shimmer~0.4. - Tom and rim — the same Modal body, walked by
decay: ~0.40 is a tom, ~0.06 a rim. Try it with decay and nothing else and you will hear the family move, because a shorter decay does not just shorten the sound, it leaves fewer partials alive. (The factoryTomandRimhalves also retune and re-weight — a real rim is higher and more inharmonic than a real tom — so they are not a decay-only pair, even though decay is the axis that carries them.) - Plucked — any hit into String,
decay1.5. Swap the hit to change how it is plucked; that is the control a string wants. - FM tom —
Beater clickinto FM,ratio~2,bright timeshort (~0.05) so it starts clangy and settles into a tom.
Notes & limits
- Two hit slots, one body. Stacking two hits is how a punch kick (knock + click) or a layered snare (wires + clap) is built. See The second hit.
bleednever changes the body's level — that isres_level, for every type including String. Turningbleedup adds the bare hit; it does not take anything away.- A String with no hit is silent, by construction. If you pick the
Pluckhalf on a drum whose hit isSilent, choose a hit as well — or load the wholePlucksound, which brings one with it. - The drum has a drive of its own, drawn as the small block riding the body's wire into the sum. It saturates the body before its envelope, giving a constant timbre across the hit, which is audibly different from the chain's drive further down the signal. Drag the block up and down for how hard, hold alt for its bias and shift for wavefold, and slide it between its two sockets to put it inside the body or after the mix.
level, the drum's output gain, has no control on the Bench. It is saved, modulated and p-locked like anything else, and factory sounds set it, but nothing on the page sets it directly.
Plus the shared voice chain, which applies on top of any machine.