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Beat Box | |
Article from Phaze 1, June 1989 | |
LETS FACE IT, there's nothing better than a little bit of judicious cheating. Learning to make the most of your drum machine is little more than a process of discovering a series of nifty short cuts and tricks to achieve a certain end.
It's worth noting at this point that different styles of programming require different 'cheating techniques'. For example, when programming straight-up rock and pop, dynamics and sounds tend to require the most attention. For hiphop and funk on the other hand, memory saving techniques and tricks with tempo and quantisation are likely to be needed more. And towards that end, here are a few miscellaneous tips that might come in handy...
First of all: saving memory. The cardinal rule here is to delete everything you don't need. On the face of it, that sounds obvious: if you run out of pattern memory, delete patterns you're not using. But that's just step one. Step two involves going over everything you've programmed and checking there's no data contained within a program that's not needed.
For example, out of habit, you might have programmed accents where they're not needed. Take them out. Or perhaps you've experimented with a cowbell part in a pattern to complement the shaker line. Having found you don't need it, you've turned the volume of the cowbell to zero, but left the part programmed, in case you want it back when you return to program the song as a whole. Now you definitely don't want it, delete it. It'll free up more memory for use elsewhere.
If you have it, look back at Beat Box published in the April 89 issue of Phaze 1. In that article, we discussed the use of the 'swing' function. If possible when you're programming shuffle beats, use this feature — it saves large amounts of memory.
Another means of saving memory is shown in Diagram K. Take a look at Patterns 1 to 4. You'll see that they are all simple patterns, quantised to 16, containing drum fills in the second half of the bar.


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