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What this means is that if I play an F0 note on my MIDI keyboard (my I‑Note), Cubase will actually record that as a C1 (the corresponding note in the Pitch column). The second screen shot illustrates how this would appear in the Drum Map Setup window, and shows a bass‑drum sound where the Pitch, I‑Note and O‑Note are set to C1, F0 and D5 respectively. Essentially, they enable the Drum Map to perform two different 'note conversions': one when you play notes in and record them to your MIDI track and one when you replay that track through your drum sample instrument.Īs explained in the main text, Drum Maps perform two stages of note conversions based upon the entries in the Pitch, I‑Note and O‑Note columns.As an example, let's imagine I have a drum sampler instrument in which the bass‑drum sound is attached to note D5 but, for reasons of personal preference, I like to play an F0 note to trigger my bass drum (perhaps my left hand has better timing.). It's easy to become confused by the purpose of the other three columns, though. The Instrument column simply holds a label for each available drum sound and - as we'll see in a moment - this list can be edited as required. The Channel Number and Output columns can be useful if you wish to use multiple drum samplers/instruments to playback your MIDI drum track, but here it's the Pitch, Instrument, I‑Note (Input Note) and O‑Note (Output Note) columns that we're interested in. The first screen shot (above) shows the Drum Editor window open for a MIDI track using the default GM‑based drum map. I'll then work through the construction of two example drum maps for the two popular drum sample instruments I mentioned above, but the same principles could be applied to any set of sampled drum sounds.
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In addition, Mark Wherry discussed both of these back in SOS October and November 2003, so I've no intention of going through all the basics again here: a brief reminder of some key points will suffice, and you know where to go for some extra homework if required.
#MIDI MAPPING IN CUBASE PRO 8 MANUAL#
The Cubase Operation Manual does a decent job of describing the main features of the Drum Editor and Drum Map functions. However, when programming your MIDI drum parts, you need to know that the MIDI notes you play are going to trigger the sounds you want to hear - and that's where a knowledge of Cubase's Drum Maps can come in handy. As an alternative, drum sample libraries such as Toontrack's Superior Drummer 2 or FXpansion's BFD2 offer amazing levels of detail, often with a large number of different performance articulations for key kit pieces such as snare or hi‑hat. The GM Drum Map being used in the Drum Editor.įor many home and project studio owners, recording a full drum kit is simply not a practical option. Fortunately, you can create your own dedicated drum maps. Many Cubase users also own high‑quality drum virtual instruments and sample libraries that aren't mapped to the GM standard.