FEEL-GOOD FACTORGiving Your MIDI Tracks A Live Feel: Part 2Published in SOS August 2001 Technique : Sequencing & MIDI Controllers
Last month I explored the basics of improving the live feel of your MIDI tracks using the various groove manipulation tools available, with reference to the real-world example of James Brown's classic song 'I Got You (I Feel Good)'. As I've already demonstrated, there are many ways in which to create your own grooves. However, there are times when it is much more useful to fit the groove of your MIDI parts around that of an existing audio recording for example, if you're building a track around a sampled loop. In such cases, you need to extract a groove template of some sort from the audio recording. Though many hardware units now offer simple groove manipulation tools, dedicated facilities for extracting groove templates from audio are currently the preserve of software systems. However, these systems can be tricky to get the best out of, so I'm going to walk you through the process of generating a groove template from a loop of James Brown's 'I Feel Good' within Steinberg's Cubase VST in order to show you not only how to go about the process in general, but also to demonstrate the extent of VST's capabilities in this area for those of you unfamiliar with this sequencer.
For information on other software packages which offer groove extraction, take a glance at the boxes throughout this article.
Choosing Your Groove The first thing you need to decide is which bit of audio you're going to use for the groove-extraction process. If you're wanting to match your MIDI programming to a sampled loop then this choice won't tax the grey cells, but if you're wanting to impart the groove of a well-known song to your own track then it's worth taking some time to consider which bits of the source material are likely to be most useful. Ask yourself which sections have a particularly pleasing groove, bearing in mind that live musicians sometimes get more settled into a groove the further they get into a track as we found, in fact, when looking at the tempo changes of 'I Feel Good' last month.
Groove extraction from audio is currently only included within Cakewalk Pro Audio 9 and Pro Suite, but not within Sonar. It is handled by analysing and musically interpreting peaks in an audio track. As you can imagine, this can be a slightly inaccurate operation, and this is apparently the reason for its omission from the current versions of Sonar. There are two stages to the process the first is where you get Cakewalk to analyse the pulses or peaks in a chosen section of audio, not surprisingly called Pulse Analysis, and the second is called Timing Synthesis, where you tell Cakewalk what to do with the data it has retrieved. In Pulse Analysis, you set a threshold in decibels, below which pulses are ignored. You also have an option to set a minimum length of pulses recognised, in case you're trying to extract the timing from a track with clusters of pulses that may hinder the process. A further option allows the analysis to ignore confusing syncopations. Once the analysis parameters are set, markers in the window show where the beats are detected, and you can evaluate whether it has been successful. Once analysis has been done to your satisfaction, you then proceed to the Timing Synthesis, where you are allowed to create and save a groove from the analysis data. Andrew Lewis & Mike Senior Trimming & Tempo-matching Taking the first of your audio sections, the first thing to do when extracting a groove is to trim the boundaries of the audio so that it loops correctly. Doing this allows you to use the automatic tempo-matching function within many sequencers to superimpose your song's regular metric grid correctly on the audio. In Cubase VST, you do this from the non-destructive Audio editor.
Don't be afraid to spend a bit of time getting the loop exactly right, as the precision of the loop is extremely important. Innaccuracies here will result in subtle innaccuracies in the eventual groove, and we have already seen last month how important subtleties are to a great groove. It is also vital to establish a good downbeat at the start of the loop, to make sure that your groove is not 'out of phase' with the sequencer's metric grid later. When you are satisfied that the loop is as good as you can get it, make sure the audio is highlighted and trim the section at the loop start and end points, deleting the unwanted audio outside these points. In Cubase, you can use the Snip Loop option within the Audio editor's Do menu. Next, you mark a time period corresponding to the number of bars you wish the newly trimmed audio segment to fill once tempo-matching is complete. Often, the sequencer's loop markers are used for this. In Cubase you select Fit Event To Loop Range in the Do menu, which brings up a dialogue box where you can choose to change the tempo of the Song to fit its metric grid correctly over the audio. Once the tempo has been changed, double-check that the tempo is matched by playing back the audio against the sequencer's internal click.
Groove templates can be generated directly from any section of MIDI, and one of the most powerful aspects of Logic's quantisation facilities is that the connection between the MIDI part and the groove template remains, even after the groove template has been added to the list. What this means is that you can edit the source MIDI part during playback and the groove template's parameters will follow these edits. So if you're not quite happy with a quantisation point in your template, you can tweak it to perfection by ear just by adjusting that note's attributes in the source MIDI data. Extracting a groove from audio is actually a two-stage process in Logic, although it is presented as an integrated function. In the first stage it analyses a selection of audio in order to work out where the transients are which will define the quantisation points. The algorithm it uses is quite complex, with a number of obscure parameters which send you scuttling to the manual for explanation there are presets provided for common applications, but I've never found these much use myself. I also find that analysis of complex material (not just a dry drum pattern) has a habit of producing slews of quantisation points you don't need alongside those that you do. It's usually best to keep the length of such sections to a minimum, for the sake of sanity! Once you've got the best results you can, Logic produces a MIDI section according to the analysis of the audio material, and then uses this to automatically generate a quantisation template. Because the MIDI source data corresponding to the groove template is therefore available for editing, it makes it comparatively easy to sort out any excessive zeal shown by the analysis algorithm in the generation of data... Mike Senior Extracting The Groove It is now time to establish where the main beats and their divisions occur in the audio material. These are usually the most strongly accented points in the audio waveform, and are referred to as Match Points in Cubase. They can be found automatically using the Get M-points option in the Audio editor's Do menu. The dialogue this leads to includes settings for Sensitivity and Attack, which regulate how the analysis software finds the Match Points when the process is done, you are able to view the Match Points under the audio waveform. Some experimentation is required to find the best settings for the particular audio being processed, and you should aim to get at least one point every eighth or sixteenth note, depending on the smallest beat division in the audio. Even when you've experimented with the settings, you may still find you're not getting the correct number of Match Points, in which case you may need to add or delete some of them manually, which Cubase lets you do with its pencil tool.
Once you are satisfied with the number, placement and velocity of the Match Points, it's time to extract the groove from them. Open the Match Audio & Tempo editor from the Do menu. The audio waveform and Match Points are shown in the lower half of the display. In this window's Audio menu is the M-Points To Groove option. This extracts the groove and saves it in the default grooves folder, whereupon it is immediately available within the Cubase Groove Control window. This raw groove will often only be usable on selected material, as was the case with my initially extracted groove. After all, as we gleaned from our analysis of the James Brown track last month, grooves tend to be intricately connected to the actual parts within a track's arrangement. However, you can create a more generally usable template by toning down a little of the raw groove's individuality.
If the track you've analysed is based around eighth-note divisions, and you want to apply it to parts with 16ths, then you're going to have to generate suitable new quantisation points in between the existing ones. Cubase allows you to do this easily, because it lets you open up your groove templates in a piano roll-style editor from a button in the Groove Control window. What I do is duplicate the main eighth notes of the groove, drag them all a 16th note later, and then iteratively quantise them to be locked a little more tightly to the beat. It can be worth saving a number of different versions of your new groove, in which the 16th notes get successively tighter. Not only does this allow you to experiment to find the most applicable groove for a given part, but it also allows you to make a part's timing tighter as the track progresses a phenomenon which we saw demonstrated in 'I Feel Good'. Another thing to consider is dipping the velocity values associated with 16th-note quantise points, in order to make them lighter and more natural-sounding. As a matter of habit, try to remember to name your grooves according their resolution and character. Therefore the raw 'I Feel Good' groove could be named 'feelgoodraw8', while the 16th-note groove might be labelled 'feelgoodraw16'.
However, there are musicians who use hardware for music out of preference, but who are happy to use a lower-spec computer for off-line editing. In such cases, Propellerheads' Recycle can make the above process much less of a chore. Recycle chops up an audio loop with only a little help from you, piping the segments to your sampler over SCSI or MIDI, and also generates a MIDI file which represents the timing of these segments. Mike Senior More Grooves For Your Money You ought now to have a range of natural-sounding grooves which will be good for humanising a wide range of material. However, there is more mileage to be got out of our extracted groove yet! The first way you can adapt this groove for different uses is to push the main quarter-note down beats slightly early, while delaying all the up beats a little. This produces a very subtle shuffle feel which can help enliven uninteresting drum programming. It is best applied to the hi-hat and snare and tends to make the rhythm sound tighter and snappier.
For more information on the software mentioned in this article, check out the following web sites: Another fertile place for experimentation is in the field of velocity and duration. If your sequencer allows you to program these into the groove, then take the time to try it out, as this can make a great deal of difference to the feel. While Cubase and other sequencers do tend to be pretty good at extracting natural velocity characteristics, you still shouldn't necessarily take it for granted that the extracted velocity settings are the best for your track. If an extracted groove feels lumpy then it may well require attention in this area. The first thing to realise is that velocity and duration are both responsible for accentuation. Heavily accented notes will usually tend to have a longer duration, for example, and short notes which require accentuation will need especially high velocity values to compensate for their brevity. Manipulating velocity values is a common practice in drum programming when creating variety and realism, and many hardware and software sequencers make this easy to do. However, because considerations of note length are often considered irrelevant when processing drums, it is tempting also to forget about duration when processing more melodic material. This is a shame, as many instrumental grooves are heavily dependent on duration characteristics take staccato slap bass, for example. And even drums can benefit from subtle duration tweaking, so don't completely reject it out of hand. A few experiments are worth doing and could produce exactly the effect you're looking for. Try the simple technique of accenting every other 16th note within a groove or, alternatively, try something more unusual, such as accenting the second of every three 1/16th notes to give a kind of continuous off-the-beat feel. Another angle to try is to increase the difference between the accented and unaccented notes in your groove this usually only requires a single MIDI process and can make MIDI parts more lively and natural. Other options include randomisation of velocities and durations, or the use of undulating patterns of these values.
The groove extraction facilities use the new Beat Detective Tool, which is available within the Pro Tools 5.1 TDM version. First you select a section of the audio waveform which accurately corresponds to a whole number of bars and beats. Beat Detective is opened up and told the meter of the recording and which bars and beats it corresponds to. Once this is done, the audio can be analysed to find out how far the actual transients deviate from the idealised metric grid a Sensitivity control lets you help Beat Detective to determine which audio transients are important. Once all this is done to your satisfaction, you generate the new metric grid. Then all quantising done within that time selection references this new metric grid. The system works well as far as it goes, but may require that you process small sections of audio individually if there are changes in tempo and meter, or if the detection has trouble distinguishing beat transients from background ambience. Simon Price Testing The Grooves Most readers will already be familiar with how to apply standard quantise functions within their chosen sequencer, and the use of groove templates is often very similar. In Cubase VST, the groove templates you create are available in the Groove Control window, alongside any other grooves you may have in the default grooves folder on the hard disk. From this window you can apply the groove's timing, velocity and duration scaling to any MIDI part in varying degrees, depending on the positions of three sliders. An invaluable element of this is that you get a chance to regulate and test the groove processing in real time before you apply it, and this is something which is excellent for experimentation. Other sequencers are even more flexible, carrying out all their groove processing in real time, which allows even easier tweaking. I would recommend hard-quantised bass-drum, snare and hi-hat parts for the initial testing of any grooves you extract. A four-on-the-floor bass drum with a standard snare on the second and fourth beats of the bar is a good starting point, with hi-hats at eighth or 16th-note intervals. This allows clearly defined comparisons to be made between straight and grooved versions. It may also be appropriate to test the grooves on other drum and percussion parts you find yourself using frequently. The more characteristic the groove, the fewer types of material it's likely to work with. On the other hand, if you can find which type of part a particular groove does work with, then the pay off can be well worth the effort of finding it. It is important to remember that the effects of groove quantising are often subtle enough that they can only be picked out consciously by very careful listening. The process of creating and testing grooves requires patience and the willingness to spend time developing an instinct for which kinds of combinations and relationships of groove templates work best. This means doing lots of comparisons and lots of trial-and-error processing. However, with a little practice, the results can be magical. Groovy Train The difference between monotonously programmed machine music and subtle performance is like the difference between painting by numbers and great works of art. Fortunately, music software is now beginning to become advanced enough to digitally approach our human analogue reality. Functions such as groove quantising are the cutting edge, which is why the creation and use of groove templates can be so exciting, and why they can teach us so much about what makes musical performances special.
Published in SOS August 2001 | Thursday 20th November 2008 December 2008
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