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Some classic drum machines do groove even though, in theory, they are not supposed to. The clocking is not one hundred percent accurate. Consequently, the boxes are widely (over)used in electronic dance music.
I cribbed a bunch of ideas from the Neil Peart DVD, Taking Center Stage.
Another tip is to grab two drumsticks and air drum the fills that you want to have. If it is physically impossible to simultaneously strike, say, a floor tom and have fancy sticking on the hi-hats, do not program that.
I have seen videos of Sylvia Massey saying she quantized the drums on the first Tool album, by hand, on tape, and I am sure she didn't invent that.
As stated above, drum machines had an enormous impact, and once we got ProTools and the grid, the 'mistakes' became easy to see and correct, with beat detective.
Loop based music, and dance stuff is a whole genre built around a rigid beat, live recordings of a band are a different kettle of fish.
I have seen plenty of modern rock music production built around midi drums, with the actual recorded drums added last, Periphery is one example that springs to mind.
I think even now, the idea of strictly quantising, just because, is kind of obsolete, we have elastic audio in our Daws, which makes editing anything much easier.
I do a lot of stuff with drum midi library stuff, and a lot of that seems to be intentionally made to be a bit looser, but is still made to fit to a grid, so it makes composition easy.
It is not so easy to quantise a multi mic drum recording, over say 8 tracks including overhead and room mics, as it is easy to run into phase issues, which have a more drastic effect on the sound than a slightly loose sounding track. Also, if you have any other instrumentation, such as bass or guitar, ie;-a live recording, it is simply not worth the trouble these days-you have to make it work somehow.
We are making music, not seeking perfection, so I wouldn't get too hung up on the subject.
I've been using Melodyne since it was released.
It is such an amazing program.
Studio: https://www.voltperoctave.com
Music: https://www.euclideancircuits.com
Me: https://www.jamesrichmond.com
The fact it can process the different notes of a chord individually - it sounds like something a school kid would lie about existing but you'd know they're lying cause it's so obviously impossible... except it is actually possible in Melodyne
For my money though focussing on humanising velocity is way more important than timing.
Watch the Rick Beato videos above- it should be pretty clear.
Studio: https://www.voltperoctave.com
Music: https://www.euclideancircuits.com
Me: https://www.jamesrichmond.com
https://www.youtube.com/watch?v=LmUJqOvYBLM
This isn't really my experience. Programming drums is tedious and coming up with a really convincing part is quite time-consuming. A good session drummer will learn and track an album's worth of songs in a day and it'll cost you what, a few hundred quid?
Here's an example of a band who just came in and played live, no editing and natural timing and all the better for it. This is basically the raw tracks, just pushing up the faders . Dave Baker on drums is now Ward Thomas's drummer now, excellent player
I did a lot of live recordings like that but a lot of recordings were done with drums then beat detective then bass - fix timing - then guitar - fix timing etc.
https://www.youtube.com/watch?v=o2XLNCOvKtE
I have no fond memories for any of it except the live stuff. We had a producer in studio 2 who was amazing at making shit metal bands sound like Tool, he used to basically cut everything to bits and manually move it by hand and he recorded drums by snare or kick its only ... not together as he needed the isolation to move things .... awesome guy called Jack Stevens working freelance at his own space now.
Basically whether you record as a band or do it bit by bit depends on how good your drummer is
Certainly if you start with a very mechanical pattern (everything tightly quantised, uniform velocity) then this is by far the quickest way to humanise it. These days I work with Superior Drummer 3 which comes with a huge library of grooves. The biggest problem is actually that it's too big. I don't know whether these were recorded by real drummers using electronic kits, programmed or a combination of the two but they sound good. They're certainly not 'on the grid' but it's the range of velocity which surprised me most.
I think metal is kinda an outlier though as there is typically a need for very tight coupling between the drums / tuned instruments, sample replacing / blending is very much standard practice and obviously in sheer number of hits there's probably more drums in a single song of metal than in an entire album of other genres.
I'm big time 100% all for that kind of thing if it gets you a sound you like though.
The sound in that video is dreadful in my personal humble opinion but chopping up strings, organs, pianos etc. to give them that choppy feel we hear in hiphop can sound amazing.
Kind of seems like the producer is just programming the drums but in a convoluted way that allows them to almost pretend the drummer from the band was involved.
Great drummer. I was fortunate to play with him quite a few times when he depped in cover/function bands that I was in years back.
Im obviously working at the complete other end of the spectrum though and using these techniques allows me to get more professional results with having a smaller budget (and therefore less time to record the drums) and a player that isn't in like the top 5% of drummers worldwide.
Take a note at beat 3.0.0.0 and add a small amount of white noise to it's positioning, and it'll be put at 3.0.0.379, and the next one might be 4.0.0.237, etc.
This isn't musical and does not reflect what we actually hear in music, or what is actually performed.
There are long-range correlations in music that describe the "grooviness" of a drummer in a non-random fashion. They've been observed and listeners respond better to LRC's than they do pure white noise randomisation.
See this link:
https://physicstoday.scitation.org/doi/10.1063/PT.3.1650