Drum Editor — User Manual
This page explains how drum tracks work in Kiwisonic.
What a drum track is
A drum track is a step sequencer — a grid of on/off buttons. Each row is one drum sound (kick, snare, hi-hat, etc.). Each column is one 16th-note slot in a bar. You switch buttons on to make a sound fire at that point in time, and off to leave it silent.
This is different from a melodic track (where you draw notes of varying pitch and length on a piano roll) and different from a guitar track (where you write chord symbols). Drum patterns are purely rhythmic: every hit is the same pitch and the same short duration, and you control only when it fires and how hard.

The grid
The grid has two dimensions:
- Rows — one per drum voice (sound). Each row has a header on the left showing an icon, the voice name, and its MIDI note number.
- Columns — 16 steps, each representing one 16th note. One full pass through the grid equals one bar of 4/4.
The grid loops. When the sequencer reaches the last step it jumps back to step 1 and repeats. If the section is longer than one bar, the pattern keeps looping for the full section length.
Vertical lines divide the grid into beats. A thicker line marks every 4th step (one quarter-note beat). A bar's four beats are therefore at steps 1, 5, 9, and 13.
Drum voices
Each row represents one drum voice — a specific drum sound with a specific role. The default kit has six voices:
| Icon | Voice | What it is |
|---|---|---|
| 🥁 | Kick | The deep bass drum; the foundation of most rhythms |
| 🪘 | Snare | The sharp crack, usually on beats 2 and 4 |
| 🎩 | Hi-Hat Closed | Rapid, closed cymbal tick — drives the 8th or 16th note pulse |
| ⭕ | Hi-Hat Open | Longer, washy cymbal ring — used for accents and fills |
| 💥 | Crash | Loud accent cymbal — typically marks the start of a new section |
| ⚪ | Ride | Steady, clear cymbal tone — alternative to hi-hat for a jazzier feel |
Additional voices (Tom 1/2/3, Clap, Rimshot, Cowbell, Percussion) can be added to the pattern.
The role is the semantic identity of the voice — it determines the icon shown and the default MIDI note. It is separate from the MIDI note so you can remap a voice to a different note without losing its label.
Adding and removing steps
Left-click an empty cell to add a step. A lit (green) cell means that voice fires at that 16th-note position.
Left-click an active cell to select it (highlighted outline). Selected steps can be deleted with Delete/Backspace or have their velocity adjusted with Ctrl + Arrow Up/Down.
Right-click an active cell to remove it.
Building a basic four-on-the-floor kick pattern is just left-clicking the kick row at steps 1, 5, 9, and 13.
Setting velocity
Velocity controls how hard a hit sounds — softer for ghost notes and quiet offbeats, louder for accents and downbeats.
There are three ways to adjust velocity:
- Scroll wheel — hover over an active cell and scroll up to increase velocity, down to decrease it.
- Drag — left-click an active cell, hold the mouse button, and drag upward/downward to adjust velocity.
- Keyboard — select one or more steps (click to select, Ctrl+A for all), then press Ctrl + Arrow Up/Down to nudge velocity by ±5%.
The velocity is shown as a small bar fill inside the cell — a full bar means maximum velocity, a thin sliver at the bottom means very soft.
**[Image: Close-up of two rows showing velocity bars of different heights inside active cells — some cells near full height, one with a low bar to illustrate a ghost note. One cell being dragged with the cursor visible.]**
Remapping a MIDI note
Each voice fires a specific MIDI note when it hits. The note number is shown as a small badge in the lower part of the row header (e.g. "⚙ 36" for a kick on GM note 36).
By default, notes follow the General MIDI (GM) drum map — the standard used by most drum plugins and virtual instruments. If your plugin uses a non-standard layout, you can remap individual voices:
- Click the MIDI note badge in the row header (lower half of the header area). The badge turns into a text cursor.
- Type the new MIDI note number (0–127).
- Press Enter to confirm, or Escape to cancel.
**[Image: A row header with the MIDI note badge in edit mode — showing a typed number in place of the badge, with the badge highlighted in green to indicate edit state.]**
The remap only affects that one voice in that pattern. The voice's role and name stay the same.
Giving a piece its own channel
By default every drum sound shares one effect chain. That is fine for the whole kit, but it means an EQ move meant for the kick also lands on the snare and hats — boost the low end for the kick and the whole kit turns muddy.
When you want to shape a single piece on its own, give it its own channel:
- In the row header, click the ⤴ channel button on the right-hand edge of the lane.
- That piece now plays on its own mixer channel, separate from the rest of the kit. The button stays lit to show it has been pulled out.
- Open the Mixer and you'll find the piece as its own channel (named after the kit, e.g. "Drums Kick"). Add effects there — an EQ low boost on the kick, say — and only that piece is affected. The rest of the kit is untouched.
To fold it back in, click the lit ⤴ button again. The piece returns to the shared kit channel and its separate channel (and any effects you put on it) is removed.
A few things worth knowing:
- The grid never changes — you still edit every piece in one place. Only the sound of the separated piece is routed elsewhere.
- A separated piece routes straight to the master, so it no longer passes through any effects you put on the whole kit. If you rely on a kit-wide "glue" effect, keep that piece in the kit.
- Separating a piece is most useful for the kick (independent low-end shaping) and for anything you want to send to its own reverb or compression.
Drum voices and the drum map
Behind the scenes, each voice has a role (e.g. Kick) and a MIDI note (e.g. 36). The drum map is a lookup table that translates roles to notes — the GM map is built in and works with any GM-compatible plugin out of the box.
When a pattern is created with DefaultKit, the six voices are pre-configured from the GM map. If you load a non-GM plugin (e.g. a sample-based drum VST with a custom layout), remap the notes individually using the badge editor described above, or assign a custom drum map to the track in code.
Typical workflow: building a drum beat
**[Image: The drum step editor with a complete basic beat filled in — kick on 1 & 3, snare on 2 & 4, closed hi-hat on every 8th note, open hi-hat on the "and" of 4.]**
Step 1 — Lay down the kick
The kick is the foundation. A simple starting point:
- Steps 1 and 9 (beats 1 and 3) for a half-time feel.
- Steps 1, 5, 9, 13 (all four beats) for a driving four-on-the-floor.
- Steps 1, 4, 9, 13 with a syncopated early hit for a more groove-oriented feel.
Step 2 — Add the snare
The snare typically falls on the backbeats: steps 5 and 13 (beats 2 and 4). This creates the basic rock/pop groove when combined with the kick.
For a half-time feel, put the snare only on step 9 (beat 3). For a funk feel, add ghost notes (low velocity) on the 16th notes around beat 2 and 4.
Step 3 — Add hi-hat
The hi-hat drives the rhythmic subdivision. Common approaches:
- Every 8th note (steps 1, 3, 5, 7, 9, 11, 13, 15) — steady, driving
- Every 16th note (all 16 steps) — fast, energetic, dance
- Offbeats only (steps 3, 7, 11, 15) — reggae/ska feel
Use closed hi-hat for most hits. Add open hi-hat sparingly — typically on the "and" of beat 4 (step 15) before the closed hat lands on beat 1 of the next bar.
Step 4 — Accents and fills
Lower the velocity of hi-hat steps that fall on the snare (beats 2 and 4) to avoid clashing. Add a crash on step 1 of the first bar of a new section to mark the transition. Use toms sparingly for fill moments (typically the last two beats before a section change).
Step 5 — Per-section variation
Like guitar tracks, drum patterns are per-section. Create a different DrumPattern for the verse, chorus, and bridge and place each on the timeline. A chorus pattern might add extra kick hits and a busier hi-hat; a verse pattern might be sparser. Clone a pattern and make small changes rather than starting from scratch for similar sections.
Common patterns by genre
These are starting points, not rules. Adjust from here.
Basic rock / pop
Kick: ■ . . . . . . . ■ . . . . . . . (beats 1 & 3)
Snare: . . . . ■ . . . . . . . ■ . . . (beats 2 & 4)
HH Cls: ■ . ■ . ■ . ■ . ■ . ■ . ■ . ■ . (8th notes)
Four-on-the-floor (dance/house)
Kick: ■ . . . ■ . . . ■ . . . ■ . . . (every beat)
Snare: . . . . ■ . . . . . . . ■ . . . (beats 2 & 4)
HH Cls: . . ■ . . . ■ . . . ■ . . . ■ . (offbeats)
HH Open: . . . . . . . . . . . . . . ■ . ("and" of 4)
Half-time (hip-hop / trap feel)
Kick: ■ . . . . . ■ . . . . . . . . . (1 and "and" of 2)
Snare: . . . . . . . . ■ . . . . . . . (beat 3 only)
HH Cls: ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ (all 16ths, vary velocity)
**■** = active step, **.** = silent step
Reference
| Interaction | What it does |
|---|---|
| Left-click empty cell | Add step |
| Left-click active cell | Select step |
| Right-click active cell | Remove step |
| Scroll wheel on active cell | Adjust velocity |
| Click active cell, then drag up/down | Adjust velocity |
| Ctrl + Arrow Up/Down (with selection) | Adjust velocity ±5% |
| Ctrl + A | Select all active steps |
| Delete / Backspace | Remove selected steps |
| Click lower half of row header | Enter MIDI note edit mode |
| Click ⤴ channel button (right of row header) | Give this piece its own channel / merge it back |
| Type digits + Enter | Confirm new MIDI note |
| Escape | Cancel MIDI note edit / clear selection |