Virtual Drumline
The information in this document is subject to change without notice and does not represent a commitment on the part of Tapspace Publications, LLC. The software and sounds discussed in this publication are subject to license agreements and may not be copied in any way.
This user manual is also subject to copyright restrictions and may not be copied or reproduced in any way, electronically or physically, without prior written permission by Tapspace Publications, LLC. All product and company names are ™ or ® trademarks of their respective owners.
User Guide written by Jim Casella and Murray Gusseck.
Virtual Drumline 2.5
© 2007 Tapspace Publications, LLC. All rights reserved. Library version 2.5.6 © 2024 Tapspace Publications, LLC. All rights reserved. Virtual Drumline is a trademark of Tapspace Publications, LLC.
© Native Instruments Software Synthesis GmbH. All rights reserved. Kontakt and Kontakt Player are trademarks of Native Instruments Software Synthesis GmbH.
Tapspace Publications, LLC
Portland, Oregon, USA
+1 503 288-6080 line
+1 503 288-6085 fax info@tapspace.com tapspace.com
Native Instruments GmbH
Schlesische Str. 28 D-10997 Berlin Germany
+49 30 6110 35 0 line
+49 30 6110 35 35 fax info@native-instruments.de www.native-instruments.de
Virtual Drumline 2.5 User Guide. © 2007 Tapspace Publications, LLC. All rights reserved.
Virtual Drumline 2.5 User Guide (library 2.5.6 edition) © 2024 Tapspace Publications, LLC. All rights reserved. Produced, programmed, and written by Jim Casella. Art direction and design by Bob Beck, DesignSociety.co
Credits
Virtual Drumline 2.5 by Tapspace
Produced and programmed by Jim Casella. Art direction and design by Bob Beck - DesignSociety.co
A product of this nature doesn’t happen without the help and support of many people. Thanks to Dan Santucci, Bill Castillo, Gabe Cobas, Ted Boliske, Bryan Harmsen, Scott Hirsch, Hugh Smith, Justin Phillips, Jesse Mattson, Stephen Primatic, Jim Ancona, Brady Sark, Ted Wheeler, David Enete, Mat Chavez, Tony Sawyer, Allen Joanis, David Ratliff, Key Poulan, and anyone else who offered helpful suggestions and valuable feedback during the testing stage of the library. This project would never have seen the light of day without you!
Thanks to Gary and Jeremy from drumhard.com for use of their photos in the original VDL User Guide. Thanks to Donnie Christian for offering supportive guidance as Tapspace dipped its toes into the waters of sample development. Thanks to Larry Marchese from Sibelius Software for continually spreading the good word about Tapspace and Virtual Drumline. Thanks to Bob Beck for his friendship, vision, and good taste and to Sara Gusseck for the continual “detail management” at Tapspace and with the User Guide.
For the seemingly endless recording process, a few folks in particular must be mentioned. Thanks to Kevin Namaky and Jeff Mulvihill from the Pearl Corporation, George Barrett and Erik Johnson from Innovative Percussion, Jim Ancona, Rydell Dorton, Matt Ramey, Steve Robertson, Tim Henwood, Jeremy Millinazzo, Christopher Retschulte, Ben Prima, Kohei Mizushima, Ryan Bruner, Murray Gusseck, Chris Turner, and all the musicians from SCV who performed for the tedious recording sessions.
To the instrument manufacturers, we salute your commitment to creating the best musical tools in the world. To Kevin Namaky, Jeff Mulvihill, and Glen Caruba at Pearl; John King, Adam Weems, Keith Aleo, and Al Moffatt at Zildjian; Erik Johnson, George Barrett, and Chris Long at Innovative Percussion; and Brock Kaericher and Bruce Jacoby at Remo - thanks for your ongoing support!
Special thanks for all the great people at Native Instruments for creating such a wonderful engine to power Virtual Drumline 2.5. Thanks in particular to Martin Jann, Dan Santucci, Frank Elting, Gerald Zollner, Rembert Gantke, and Daniel Haver for their direct involvement in creating VDL 2.5.
Special thanks to the Santa Clara Vanguard for allowing us to commandeer several hours of rehearsal time and instruments and, most importantly, offering Tapspace the opportunity to package the 2004 world champion SCV drumline into what is now Virtual Drumline 2.5. Thanks especially to Murray Gusseck for making continual sacrifices and arrangements when they were never convenient and to Dan Vannatta for signing SCV onto the project yet again. Thank you to each and every member of the 2004 Vanguard percussion section. Through your unbreakable performance quality and musicianship, you have left an everlasting mark on the world of marching percussion.
VIRTUAL DRUMLINE LICENSE AGREEMENT
This licensing information shall constitute the full and complete, legally binding licensing information for Virtual Drumline 2.5 by Tapspace and you, the end user. Please be sure to read this entire agreement completely and carefully.
The most important licensing thing to understand:
THE SOUNDS IN THIS LIBRARY DO NOT BELONG TO YOU - THEY ARE LICENSED TO YOU. By purchasing Virtual Drumline 2.5, you have purchased a license to use these sounds in your own musical production or public performance. You are prohibited from sharing your license with any other individual or organization by any means or manner.
What you CAN do...
You are welcome (and encouraged) to use these sounds in conjunction with any of your other sounds for the purpose of creating musical compositions (commercial or noncommercial) and/or recordings without any need to pay Tapspace (the owner of the sounds) or request permission regardless of how many times your recordings are sold or broadcast. Record your compositions as many times as you’d like. Share your recordings with your colleagues, students, friends, loved ones, pets, etc.
What you CAN’T do...
Tapspace Publications, LLC is the sole owner of every recorded sample in this product, and you are absolutely forbidden to regenerate, duplicate, copy, upload, transfer, sell, download, distribute, reissue, or resell any portion of the enclosed sounds in any way to anyone. Furthermore, you are forbidden from modifying any of the sounds in this package for the purpose of selling, trading, or redistributing in any way. You may not rent, sell, give, auction, share, loan, trade, or reissue this library (by any means or manner) in any portion, complete or incomplete, to anyone. Do not sell, manipulate, or share these sounds in any way electronically or in any physical form.
The fine print...
(1) Tapspace grants to you a nonexclusive nontransferable license to use the Software in accordance with the Documentation, subject to the terms of any educational or other discount, offer, or scheme which the Product may have been obtained under. Some components of the Software may be subject to separate license agreements which you will need to agree to in order to use them. Your license may not be sold or transferred.
(2) If the Product is a Single-User Copy, you may install the Software on a single computer. You may also install a second copy on one additional computer, provided that you ensure that you are the only person who uses the Software on either computer and that the Software is never used on both computers simultaneously.
(3) If the Product is a Stand-Alone Site License, you may use the Software only as a non-networked application and only on the licensed number of computer terminals located on a single geographical site. For example, if you purchased a 5-User site license, you are permitted to install and authorize the software on five computers (and only five) in that one geographical location. Site License versions are not permitted to be used in more than one geographic location.
(4) If the Product is a Network Copy, you may only install the Software on computers on a single network and located in a single geographical site (unless otherwise authorized in writing by the Licensor) and may use it on no more than the licensed number of computer terminals simultaneously. Any further use is prohibited.
By loading and installing this product, you are agreeing to the terms of this agreement and will be legally bound by them.
VDL
Getting Started
This section is all about getting up and running. You’ll find information on the nature of this library, installation, demo mode, the various components of VDL, and where to go for help.
Welcome to Virtual Drumline
Welcome to the most powerful compositional and educational tool for marching, concert, and studio percussion – Virtual Drumline™ by Tapspace™ powered by Native Instruments’ Kontakt Player. This manual is designed to get you up and running quickly and guide you through the installation process as well as show you around the features available to you in the program.
Following the popularity and success of Virtual Drumline, our premier sample library, Tapspace took a giant leap forward in virtual drumline technology with VDL:2. It was a completely new tool altogether. Not only were the drumline sounds completely re-recorded and greatly expanded upon, but we incorporated a seemingly endless supply of concert percussion sounds and effects so that almost any percussion ensemble could benefit from the power of this program. Now VDL 2.5 goes even further with huge enhancements in Kontakt Player and many new features.
With the ever-increasing reliance on writing music with personal computers, composers and arrangers need a way in which to hear a more realistic playback of their creations. For years, musicians have toiled over the ridiculous synthetic sounds created from standard MIDI playback. Virtual Drumline™ solves this problem by making use of leading-edge sampling and computing technologies. Not only will you find it a rejuvenating experience to hear true-to-life playback, but you may very well fool some people into thinking they’re hearing a live percussion recording.
The Santa Clara Vanguard percussion section was awarded the title of world champions at the DCI (Drum Corps International) championships in Denver, CO in August of 2004. Amidst tough competition from all their competitors, SCV’s drumline was continually referred to as groundbreaking, standard-setting, and legendary among the activity’s top analysts. We at Tapspace are extremely proud and fortunate to incorporate the live sounds of the SCV percussion section in Virtual Drumline 2.5. Who better to be playing back your scores than the best drumline in the world!
Virtual Drumline may be used in Kontakt Player either as a stand-alone application or as a plug-in within a sequencer. We will describe the installation and registration process for both modes and then go into detail about how to use VDL in a variety of situations.
When you first install Virtual Drumline, it will be usable immediately in a 15-minute demo mode. You must authorize the library to continue using it. We will discuss the authorization process in the following sections of this user guide.
With VDL, the sky is truly the limit in rendering your percussion creations. Please feel free to share your finished compositions with us and help spread the word about Virtual Drumline – an entire percussion ensemble at your fingertips, no stadium required. Enjoy!
Introduction to Using Samples
If you are new to using samples, one concept that may help you understand them is to note that with electronic instruments there is a difference between synthesized sounds and sampled sounds.
Synthesized sounds are created by a series of electronic signals that either resemble an acoustic sound or sound like something that can’t be created on an acoustic instrument. Synthesizers have been around a long time and are commonly seen with a built-in keyboard that accesses synthesized sounds from the synthesizer’s memory.
On the other hand, sampled sounds are created from actual recordings of real, live sounds. They can sometimes be processed into other things electronically, but for our purposes we can simply think of them as pure, live recorded sounds that are played back in real time by a sampler.
Until recently, samplers were expensive hardware devices—either a MIDI keyboard with the ability to record, edit, and access samples internally or a bulky outboard box that was accessed by a host controller (like a keyboard or drum trigger). Today, with personal computers being extremely powerful and widely available, software samplers are becoming the new standard, and with good reason. Using software samplers means that your sampler isn’t limited to an expensive, fixed hardware configuration. The more processor (CPU) speed and memory (RAM) in your computer, the more powerful your playback capabilities.
Using software samplers still requires some investment, though. First you must have a computer. Since you’re using VDL, we’ll assume you have that covered. Preferably it has a fast processor (CPU), fast hard drive, and as much memory (RAM) as you can afford. Secondly, you need a sample player program like Native Instruments’ Kontakt Player. Of course, you’ll need sounds, too, so you purchase sample libraries to load into the sampler. The beautiful thing about VDL is that it’s a huge library of very realistic percussion sounds, and it’s completely compatible with Native Instruments’ powerful Kontakt format, so simply download the free Kontakt Player software to get up and running right away. Virtual Drumline 2.5 incorporates right into it.
System Requirements
VIRTUAL DRUMLINE LIBRARY REQUIREMENTS
For current library version 2.5.6
• Native Access application to register your VDL serial to your Native Instruments account
• Kontakt Player free (version 5.8+) or full version of Kontakt (version 5.8 +)
• DVD drive to install software (not required if purchased as a download)
• 4.5 GB available hard disk space
KONTAKT PLAYER 6 REQUIREMENTS
• Mac: 64-bit only, OS X 10.12 (latest update) or higher, Intel i5 or equivalent CPU, 4 GB RAM
• Windows: 32/64-bit, Windows 7, Windows 8, Windows 10 (latest Service Pack), Intel Core i5 or equivalent CPU, 4 GB RAM
• Supported Interfaces: Stand-alone, VST, Audio Units, AAX, ASIO, CoreAudio, WASAPI 1 GB available hard disk space
KONTAKT PLAYER 5 REQUIREMENTS
• Mac: OS X 10.6 (latest update) or higher, Intel Core Duo, 2 GB RAM
• Windows: Windows 7 (latest Service Pack), 32/64-bit, Intel Core Duo or AMD Athlon 64 X2, 2GB RAM
• Supported Interfaces: Stand-alone, VST, Audio Units, RTAS (Pro Tools 9 or higher), ASIO, CoreAudio, WASAPI
• 1 GB available hard disk space
Important Note: The Kontakt audio engine is extremely powerful and will rely on your computer’s CPU. Virtual Drumline 2.5 will work best on faster and more current CPUs. It’s also helpful to be aware of the system requirements of other programs you’re running in conjunction with Virtual Drumline/Kontakt, such as sequencers or notation programs.
WHICH VERSION OF KONTAKT SHOULD I USE?
Typically, we recommend you use the latest software versions available. However, If your notation program or system isn’t compatible with the latest version of Kontakt, Native Instruments offers legacy versions of Kontakt 5 Player on the Native Instruments website.
Installation Instructions
For up-to-date installation instructions, please follow the links found in your download email, or visit our current How to Install Virtual Drumline 2.5.x guide on the Tapspace website.
Important Things to Know
A New World of Possibilities
If you’re new to using sample library technology, it can be helpful to understand some of the fundamentals—the basic components, tools, or building blocks—that you’re likely to use in the creation of your music:
• Computer (obviously!)
• Input Devices (keyboard, mouse, MIDI keyboard)
• Notation Program (Sibelius, Finale, etc.)
• Sample Libraries (Virtual Drumline, Garritan Personal Orchestra, etc.)
• Sequencing Software (Cubase, Logic Pro, Digital Performer, etc.)
• Your Creativity, Passion, Curiosity, and Patience
Although that last line item may seem trite, it is important here. Being new to all this technology can prove daunting when you just want to get going immediately. With modern computing power and the kinds of software tools listed above, there really is no limit to what you can do musically. But it takes time to master. Hang onto your curiosity, be patient with yourself, and embrace the learning process!
What Virtual Drumline Is
Let’s begin with what Virtual Drumline is NOT. It is NOT a notation program, nor is it a sequencing program, nor is it a loop generator. It is a tool—a veritable mountain of percussion sounds— you can use in conjunction with the aforementioned kinds of applications to generate realistic playback.
As a sound sample library, Virtual Drumline is collection of small recordings (over 11,000 to be more precise!) organized into groups called “Instruments.” These recordings were made with real instruments played at different volume levels, with different implements, and with a variety of techniques in order to simulate the real thing with as much realism as possible. In fact, many of the unpitched instruments were recorded with both RIGHT and LEFT hand hits so that you can program your music with stickings. Just about everything you might be able to do as a percussionist, you can do with Virtual Drumline.
If You’re an Arranger…
If you will be primarily using VDL in the construction of marching band arrangements, concert percussion compositions, or simply writing cadences for your drumline, then you will likely be using VDL in conjunction with some type of software notation program such as Finale or Sibelius. For this type of integration, you’ll probably find it worth your time to create (or buy) templates for these applications. Read on…
As an arranger, you’ll want to be able to hear realistic playback of the percussion parts in your music while retaining the ability to hand out clean, professional-looking charts to the students or performers. It is important to realize that a LOT goes into being able to achieve this.
As you will come to learn, the sounds of each instrument in VDL are mapped out to specific MIDI pitches; this allows you to use a MIDI keyboard to input the various sounds into your arrangement.
However, most of the time the specific MIDI pitches that correspond to the sounds you want to hear in unpitched VDL instruments are no where near the visual spot on the staff where you would expect to see these notes! Take a look at the keymap diagram for the SnareLine (Auto RL) on page 24 for an idea of how the various sounds that make up that instrument are laid out over the keyboard.
In order for you to be able to hear and input the notes correctly while simultaneously seeing them show up in a logical place in the music notation, you will need to create percussion maps. Percussion maps are created within the notation programs (not VDL) and do the work of translating what the computer hears and where those notes appear on the staff.
Notation Templates
In the VDL community, we refer to “templates” quite a bit. That’s because a lot of VDL users also like to use their sounds within notation programs like Sibelius or Finale. For all intents and purposes, this means a file that has been created in either Sibelius or Finale that contains not only all the percussion maps for the various unpitched instruments in VDL, but also dictionary definitions and expressions that enhance VDL integration by automating or otherwise making intuitive certain aspects of the library, such as keyswitches, modwheel functionality, etc. Don’t worry if you don’t understand all that just yet. That’s what the rest of this manual is for!
What’s important to realize here is that in order for you to get the kind of tight integration between your new VDL library and the software notation program you use, you’re going to want to create a template with percussion maps…or buy one. At the time of this writing there is one company devoted entirely to this endeavor called The Write Score—thewritescore.com. They make templates for both Finale and Sibelius that can be immense time savers, especially for new users.
Special Controls in VDL Instruments
Virtual Drumline 2.5 incorporates a high level of flexibility into its instruments. Each instrument has its own interface containing elements that give you extra control, information, and customization. Also, these features are controllable via MIDI automation within your sequencer, notation program, or by hand via MIDI hardware, so you don’t necessarily have to make all these adjustments onscreen with the mouse.
MOD-WHEEL MONITORS
Much of Virtual Drumline’s flexibility lies within the level of detail you can achieve by using the Mod-Wheel to alter sounds such as shots vs. rims, short buzzes vs. long, natural decay vs. dampened. It all depends on the instrument. As a rule, each instrument that contains “MW” in its name – i.e., “Glock Bright Plastic (MW)” – means that the Mod-Wheel (CC 1) will have some sort of effect on that instrument. Now, in VDL 2.5, rather than guessing what the Mod-Wheel is doing, there are Mod-Wheel monitors built into the instrument’s interface. Move the Mod-Wheel, and you’ll receive information on the settings that the Mod-Wheel controls. This should save you a lot of time in pulling out the documentation to remember what’s set to what!
Here the instrument has been loaded, and the Mod-Wheel Monitor is in its default state, giving you information on what the controller does.
The Mod-Wheel has been called upon and is currently set to a value somewhere between 0-64. In this example, the Vibes instrument and cymbal rolls will ring when the Mod-Wheel is within this range.
Now the Mod-Wheel has been moved again, this time to a higher value (between 65-127). Now the vibes will be played dampened, and the cymbal rolls will mute rather than ring.
Note: Since the Mod-Wheel (aka “Modulation controller”) is a standard MIDI controller, it works in values of 0-127. This is worth knowing when you are assigning its values within your notation program or sequencer. Simply moving the Mod-Wheel (on your MIDI keyboard or the on-screen Kontakt Player keyboard) will not actually make your scores play the controller in real time. To accomplish this, you must enter the controller change into the score (just like your notes and rests!) using the program’s playback features. Remember, the modulation controller is known as CC 1 in MIDI language.
KEYSWITCH MONITORS
Some VDL instruments contain keyswitches which allow you to switch to a new set of sounds on the fly (i.e., bassline regular mallets to puffies, drumset snares on to off). You’ll see in the on-screen keyboard that keyswitches have a reddish color to them. So simply play one of those notes (or enter it into your score and hide it so it doesn’t print as notation), and you’ll see the keyswitch monitor tell you what mode you’ve switched to.
Here you see that the C-0 (zero) pitch has been struck. As a result, the instrument (tenorline in this example) will play back using regular mallets.
The instrument has now switched to “puffy” mallets because the D-0 (zero) key was activated.
INSTRUMENT KNOBS
Nearly every instrument in Virtual Drumline 2.5 contains a base set of customized interface knobs that will give you extra command over your sound.
Each knob is controllable via MIDI automation. Listed here are the continuous controller numbers you can use to control these knobs with external MIDI hardware or software.
Aux 1 Send Level
(automate using CC 91)
This knob will control the amount of signal that the instrument sends to the Aux 1 Return channel (to which you may add effects such as “reverb” in the Outputs section). Using this knob will allow you to set a different level for each instrument. So, for instance, let’s say you’ve inserted a reverb effect into Aux 1 in the Outputs section. You decide you want your snareline to have more reverb than, say, your marimbas (since snares will be farther back). By adjusting the level of audio signal sent to Aux 1, you now have the control to do this. No more applying reverb to each instrument and killing your CPU!
Note also that if you decide to save your instrument after making these adjustments, it will be recalled next time you load it. This could make using the Aux 1 Send knob more convenient than using the Aux sliders. You can adjust these by clicking the global Aux button.
EQ Low/EQ Hi
(automate using CC 24 and CC 25, respectively)
The EQ knobs found on each instrument will give you some extra control over the frequency output. Playing with these knobs can give you some interesting results in creating a unique sound all your own. Keep in mind, each knob is capable of raising the low or high frequency + or - 6db. Raising levels too much here can result in clipping. So it’s a good general practice to reduce signal first to try to accomplish your goal. For example, if you want your snareline to have a darker sound, rather than cranking up the EQ Low knob, try reducing the EQ Hi knob instead.
Note that each instrument will have its own range of frequencies that these knobs may have more or less effect on. For example, since a triangle primarily outputs higher frequencies, you may not hear as drastic a change when altering EQ Low as you would on an instrument like concert toms. We’ve dialed in some general low and high frequency ranges for each instrument, but these knobs aren’t designed to give you reference level EQ control. They are mainly here to give you some extra control in designing sounds that best suit your creativity.
Attack (automate using CC 26)
The Attack knob allows you some extra detail in how quickly your attacks will sound. By default, the knob should remain down so that when struck, a note will immediately sound. However, by raising the knob, you’ll hear a softer, mellower attack. This may not always be useful but can come in handy to have a little more control when softening your mallet selections or giving certain drum sections the illusion of spatial distance.
Release (automate using CC 20)
The Release knob is a handy one to be familiar with. Basically all the VDL instruments will decay naturally while a note is being held. Once that note is released, they will still have a natural amount of “decay,” but we don’t refer to this as actual decay in the normal acoustic sense. Essentially, when a note is released, there’s a set amount of time for that note to continue ringing until all sound is cut off. We call this the release length, or release “tail.”
Since many instruments have long release tails (i.e., vibraphones, cymbals, glockenspiels, tam tams, etc.), their release times can contribute to an excessive accumulation of polyphony (multiple voices sounding together) during dense or busy musical passages. So reducing the release length can often help immensely in freeing up CPU power to process all voices during busy phrases.
Bear in mind, this doesn’t mean that all your chime notes will suddenly sound short and clipped. The notes will always decay normally as long as the note is held (i.e., write a whole note rather than a quarter note), but when that note is released, the sound of each note will trail off more quickly than if the knob were at its highest setting.
This is also very useful during passages where there are a lot of notes being played quickly (i.e., a fast, open-pedaled vibraphone running part). Usually in such phrases, lowering the Release knob will not even be noticeable during playback due to the number of notes being played.
OTHER SPECIALIZED INSTRUMENT KNOBS
VIBRAPHONE MOTOR CONTROL (View Vibraphone instrument keymaps starting on page 41.) These knobs appear on all Vibraphone instruments within Virtual Drumline, giving you the ability to control the instrument’s vibrato motor settings.
Fan Level (automate with CC 21)
CC 21 CC 22
This knob essentially turns your fans on or off, but with a bit more flexibility. Rather than just being “on” or “off,” you can control the amount of motor sound you hear from the vibes.
Fan Speed (automate with CC 22)
Like any vibraphone you’d play, you can control the speed at which the resonator fans rotate, so this knob should be pretty self-explanatory.
ELECTRIC GUITAR CONTROLS
Distortion Drive (automate with CC 26)
The Drive knob appears on the Electric Guitar instrument only. This knob will increase or decrease the amount of distortion heard from the guitar.
Distortion Damping (automate with CC 20)
The Damping knob appears on the Electric Guitar instrument only. Increasing the amount of Damping reduces high frequencies, thus attenuating some of the high frequency content caused by distortion. Note that this effect is similar to the way a speaker cabinet alters the sound of a distorted guitar.
Chorus Depth (automate with CC 21)
Chorus is a commonly used effect with guitarists which essentially “thickens” the sound by doubling the signal and slightly detuning one copy of the signal. The Depth knob appears on the Electric Guitar instrument only. Adjusting this knob will raise or lower the amount of chorusing effect heard.
Chorus Speed (automate with CC 22)
The Speed knob appears on the Electric Guitar instrument only. It controls the frequency speed at which the chorus detuning occurs.
(View the Electric Guitar keymap on page 47.)
VDL Instruments
Over the course of this section, many details of the Virtual Drumline instruments will be discussed. The better you know your instruments and their functionality, the more benefit you’ll get from them. Keep this user guide handy to continually reference the information and capabilities of VDL.
The Virtual Drumline Instruments
The following is a quick overview of each VDL instrument category and its included instruments. Following this listing will be a more detailed look inside some of the instrument mappings and more advanced functionality of each instrument.
Accessories
Bell Tree
Brake Drums
Castanets
Castanet Machine
Castanets All
Castanets RoseWood Hand
Claves Pearl Synthetic
Claves Rosewood
Cowbells
Finger Cymbals
Guiro
Maracas Rawhide
Metal Guiro
Rainsticks
Rainsticks All
Rainsticks Cactus
Rainsticks Plastic
Ratchet
Shakers
Egg Shaker
Ganza
Shaker Metal Canister
Shaker Plastic
Shakers All
Slapsticks
Sleighbells
Sleighbells All
Sleighbells Chrome
Sleighbells Dark Brass
Tambourines
Rock Tambourine
Tambourine Orch Bright
Tambourine Orch Dark
Tambourine Orchestral
Triangles
Triangle Able 6in.
Triangle Grover 6in
Triangle Grover 9in.
Triangles All (MW)
Water Triangle
Vibra Slaps
Wind Chimes
Patio Chimes
Treeworks Double Row
Treeworks Echo Chimes
Treeworks Single Row
Treeworks WChimes All WChimes with Mallet
KEY
(MW) = Mod-wheel functionality (KS) = Keyswitch functionality (AutoRL) = Auto right/left functionality (PED) = Sustain pedal functionality
Woodblocks
Granite Blocks (AutoRL MW)
Jam Blocks
Temple Blocks (AutoRL MW)
Woodblocks Three
Chimes
Chimes Hammer (MW)
Chimes LoXtnsion
Chimes XyloCap
Chimes XyloTube
Sustain Pedal Control Chimes
Chimes Hammer (PED)
Chimes LoXtnsion (PED)
Chimes XyloCap (PED)
Chimes XyloTube (PED)
Combination Instruments
BD and Tam Tam
Concert Band Combo
Cymbal Rack Combo (MW)
Finale Marching Perc Map
General MIDI Set
Latin Combo (AutoRL)
Metal Combo (AutoRL)
Rack Combo A (AutoRL)
Rack Combo B (AutoRL)
Cymbals (hand)
CrCym 16in Symph
CrCym 18in Constanople
CrCym 18in Viennese
CrCym 20in Germanic
Cymbals (suspended)
China Cym 14in
China K 19in
Chinas All (MW)
Hi Hat (MW)
Hi Hat Manual
Oriental Trash 18in
Ride Cymbal
Sizzle Cymbal
Splash Cyms
SusCym 15 K Zildjian
SusCym 18 Constantnople
SusCym 20 Constantnople
SusCyms All (MW)
Swish Knockers (MW)
Zil-Bels Hi Lo
DrumLine Battery
Snares
SnareLine (AutoRL)
SnareLine Manual (MW)
SnareLine Manual LITE (MW)
SnareLine VDL1 (MW)
Solo Kevlar Snare (MW)
Solo Mylar Snare (MW)
Tenors
Showstyle Single Tenors
Tenor Solo Manual (MW KS)
TenorLine (AutoRL) (MW KS)
TenorLine Manual (MW KS)
TenorLine Manual LITE (MW KS)
TenorLine VDL1 (MW)
Basses
BassLine AutoRL (MW KS)
BassLine 10-Drums (AutoRL) (MW KS)
BassLine 10-Drums Manual (MW KS)
BassLine Manual (MW KW)
BassLine Manual LITE (MW KS)
BassLine VDL1 (MW)
Cymbals
Cymbal Line 16in
Cymbal Line 18in
Cymbal Line 20in
Cymbal Line All (MW)
Cymbal Line VDL1
Drums
2 Concert Bass Drums
Concert Bass Drum
Concert Toms
Concert Toms Full (MW)
Concert Toms Mallets
Concert Toms Sticks
Drumset
Drumset AutoRL (KS)
Drumset Manual (KS)
General MIDI Set
Impact Drums
Roto Toms
Snare Drums
4 Snare Drums (AutoRL)
4 Snare Drums Manual
Concert Snare
Field Drum
Firecracker Drum
Piccolo Snare
Rope Drum
Effects
Air Raid Siren
Bell Plates
Birds Meinl
Cricket
Earth Plate
Energy Chimes (MW)
Flexatones
Frogs
Garden Weasel
Hand Claps
Marching Machine
Metronome
Ocean Drum
Propane Tank
Ribbon Crasher
Tang Tangs
Thundersheet
Trash Can
Typewriter Manual
VibraTones
Waterphone
Whistles and Bird Calls
Acme Siren
Audibon Bird Call
Nightingale Audibon Combo
Nightingale Whistle
Police Whistle
Slide Whistle
Glockenspiels & Crotales
Almglocken
Bowed Crotales
Crotales Aluminum (MW)
Crotales Bright (MW)
Crotales MedPlast (MW)
Glock Brass
Glock Bright Plastic
Glock Med Plastic
Gongs
Bowed Gongs
Chinese Gongs
Chinese Gong 12in
Circus Gong
Fuyin Gong
Jing Gong
Opera Gong 10in
Pasi Gong 12in
TamTam 30in European
TamTam 34in Zildjian
Wind Gong 22in
Wind Gong 30in
KEY
(MW) = Mod-wheel functionality (KS) = Keyswitch functionality (AutoRL) = Auto right/left functionality (PED) = Sustain pedal functionality
Marimbas
LITE Versions
Marimba RoseW Hard LITE (MW)
Marimba RoseW Med LITE (MW)
Marimba RoseW Soft LITE (MW)
Marimba Syn Hard LITE (MW)
Marimba Syn Med LITE (MW)
Marimba Syn Soft LITE (MW)
Marimba RoseW Birch
Marimba RoseW Hard (MW)
Marimba RoseW Med (MW)
Marimba RoseW Soft (MW)
Marimba Syn Birch
Marimba Syn Hard (MW)
Marimba Syn Med (MW)
Marimba Syn Soft (MW)
Rhythm Section
Bass Guitar
Electric Guitar (MW KS)
Piano (PED)
Steel Drums
SteelDrum 3 Guitar (MW)
SteelDrum 6 Bass (MW)
SteelDrum Double 2nds (MW)
SteelDrum Lead (MW)
Timpani
LITE Versions
Timpani Hard LITE (MW)
Timpani Med LITE (MW)
Timpani Soft LITE (MW)
Timpani FX
Timpani Glissandi
Timpani Hard (MW)
Timpani Med (MW)
Timpani Soft (MW)
Vibraphones
4-octave Vibes
4-octave Vibes Hard (MW)
4-octave Vibes Med (MW)
4-octave Vibes Soft (MW)
Bowed Vibes
LITE Versions
Vibes Hard LITE (MW)
Vibes Med LITE (MW)
Vibes Soft LITE (MW)
Vibe FX
Vibes Hard (MW)
Vibes Med (MW)
Vibes Rattan
Vibes Soft (MW)
wSustain Pedal Control
Vibes Hard (PED)
Vibes Med (PED)
Vibes Soft (PED)
Vocals
Drum Major Vocals
World Percussion
Agogo Bells
Ankle Bells
Anklung
Bongos (AutoRL)
Bongos Manual
Cabasa High
Cabasa Low
Cabasas Hi and Low
Congas (AutoRL)
Congas Manual
Djembe 14in
Djembe Big
Doumbek
Log Drum (AutoRL)
Shakerines
Shekere
Taiko Drum
Timbales (AutoRL)
Timbales Manual
Xylophones
LITE Versions
Xylo Bright LITE (MW)
Xylo Med Dark LITE (MW)
Xylo Rubber LITE (MW)
Xylo Bright (MW)
Xylo Med Dark (MW)
Xylo Rattan
Xylo Rubber (MW)
KEY
(MW) = Mod-wheel functionality (KS) = Keyswitch functionality (AutoRL) = Auto right/left functionality (PED) = Sustain pedal functionality
About Virtual Drumline Keymap Diagrams
Virtual Drumline gives you several ways to use its vast array of sounds. The instrument versions you choose to use will depend upon your writing preferences and which features you demand. In larger instruments such as the BassLine and TenorLine, you may choose to load the entire Manual version of the instrument (formerly called “Full” instruments in VDL:2), which will give you access to every sound that instrument has to offer. This may, however, consume valuable RAM, and you may find that in most cases the more scaled-down versions of the instruments (i.e., the LITE versions) will work just fine. The mapping is identical on “Manual” and “Manual LITE” instruments, so don’t worry that you’ll be missing out on various sounds. The LITE instruments simply contain fewer velocity layers in order to keep their size down.
In the pages that follow, you can view graphic diagrams of how these various instruments are constructed and learn more about what is available in the smaller, more efficient versions of those instruments. It’s a good idea to keep this guide handy when you’re first starting out with VDL since these diagrams will be a huge help in familiarizing yourself with the way in which each instrument is mapped.
Hand Alternating And Why It’s Important
Percussion instruments are often played with repeated strikes or shakes that ultimately create the music. Percussionists create music by using alternating strokes between their hands or feet. In trying to naturally simulate this type of musical expression, it’s important to consider how a percussionist might actually play the sounds you’re writing. If sampled playback of percussion music doesn’t reflect some sense of this natural hand-to-hand alternation (i.e., by simply triggering one sound over and over), the result is very mechanical and unrealistic. In VDL any instrument that would be played with two hands, or by alternating, has been recorded with both sounds (i.e., RH and LH) so that you have access to both right-hand and left-hand articulations to employ a natural, hand-to-hand percussive sound.
When entering your notes, you’ll achieve vastly superior results if you actually differentiate between RH and LH attacks. Paradiddles will sound like paradiddles. Singles and rolls will sound different in character, as they would in a live situation. For this reason alone, using a MIDI keyboard in conjunction with your notation program or sequencer will result in a much more efficient workflow when using Virtual Drumline.
The Auto RL feature
In many of the instrument categories, you’ll find instruments that are labeled with the “Auto RL” classification. This means that these particular instruments have been programmed so they will automatically alternate between right-hand and left-hand attacks so you don’t have to manually enter them in that way. For some, this can be a real time saver and can offer a cleaner way of creating notation without having to enter RH and LH hits on separate MIDI pitches. Keep in mind that by using this method, you’ll be limited to alternating strokes only, so you will lose the flexibility of being able to control the sound-specific sticking patterns such as diddles, rolls, etc. If that’s not a big concern for you, the Auto RL instruments might provide a good alternative.
Since the Auto Right/Left instruments differ in their overall concept, they are mapped differently than the Manual versions. Observe the keymaps on the following pages to view how they differ.
Mod-Wheel (MW) and Keyswitch (KS) Functions
Many of the instruments in Virtual Drumline rely on a wide variety of articulations or different mallet types. For example, marching bass drums can be played with regular hard felt mallets or soft puffy mallets. Timpani can roll rather than just strike the drum once. Rather than loading an entirely new instrument, these variations are built into each MW or KS instrument so that they can be accessed via the Mod-Wheel (MW) or by keyswitching (KS). In the case of very large instruments, both Mod-Wheel control and keyswitching techniques are used.
Refer to the keymap diagrams in this manual to see how these controllers are programmed to access the sounds available in each VDL instrument. You’ll be able to instantly tell which method (Mod-Wheel or keyswitch) is used by observing the name of the instrument. For example, Marimba RoseW Hard (MW) would contain Mod-Wheel (MW) controls to access certain sounds unique to that instrument. TenorLine AutoRL (MW KS) would employ both Mod-Wheel and keyswitch features.
About Combination Instruments
The Combination Instruments are basically created to supply multiple percussion sounds within one VDL instrument. This includes a General MIDI Set which can be used to play back VDL sounds from MIDI files that were created with GM mapping. The Finale Marching Perc Map will allow users of Finale to play back VDL sounds from scores that use Finale’s own marching percussion mapping. Other combination instruments offer a variety of sounds that can prove useful in certain multi-percussion performance applications.
Our Friend Middle C
If you’re new to MIDI, please be sure to absorb this. In fact, even if you’re not new to MIDI, this is good information to know. Due to the fact that MIDI gear and software aren’t always standardized, sometimes they don’t label their notes the same. In the following keymap diagrams, middle C is referred to as C3. Some applications refer to Middle C as C4. You may find that the manufacturer of your MIDI keyboard calls it one or the other. This can cause some confusion if you’re not paying close attention, so it’s a good idea to become acquainted with the naming structure of your equipment should you need to call upon it.
VDL Keymaps
On the next page you’ll find an index of every single keymap included in this manual. Click on any instrument name to jump directly to its corresponding keymap. Click the word “Keymaps” in the lower right-hand corner of any page to jump back to the index.
VDL Keymaps
Click on any instrument to jump directly to its keymap.
DRUMLINE BATTERY
SNARES
SnareLine (Auto RL)
SnareLine Manual / Manual LITE
Solo Kevlar Snare
Solo Mylar Snare
SnareLine VDL1
METALLICS
Almglocken
Crotales
Glockenspiel (All)
Chimes (All)
4-octave Vibes (All)
3.5-octave Vibes (All)
Vibe FX
BASS DRUMS
2 Concert Bass Drums
Concert Bass Drum
SNARE DRUMS
4 Snare Drums (AutoRL)
4 Snare Drums Manual
TENORS
Showstyle Single Tenors
Tenor Solo Manual
TenorLine (Auto RL)
TenorLine Manual / Manual LITE
TenorLine VDL1
BASSES
BassLine (AutoRL)
BassLine 10-Drums (AutoRL)
BassLine 10-Drums Manual
CYMBALS
CymbalLine 16in/18in/20in/All
BassLine Manual / Manual LITE (MW KS)
BassLine VDL1
KEYBOARDS, TIMPANI & OTHER PITCHED INSTRUMENTS
WOODS
Xylophones (All)
Marimbas (All)
DRUMS
Concert Snare / Field / Piccolo
Snare / Rope Drums
Firecracker Drum
DRUMS
TOMS
TIMPANI
Timpani Hard/Med/Soft/LITE (All)
Timpani FX
Timpani Glissandi
Concert Toms (All)
Impact Drums
Roto Toms
DRUMSET
Drum Set (AutoRL)
Drum Set Manual
WORLD PERCUSSION
Bongos (Auto RL)
Bongos Manual
Congas (AutoRL)
Congas Manual
Djembe 14in
Djembe Big
Doumbek
Log Drum (AutoRL)
Taiko Drum
Timbales Auto RL
Timbales Manual
BELLS, RATTLES, & SHAKERS
Agogo Bells
Ankle Bells
Anklung
Cabasas Hi and Low
Shakerines
Shekere
HAND CYMBALS
Crash Cymbals (All)
STEEL DRUMS
Steel Drums (All)
RHYTHM SECTION
Bass
Guitar
Electric Guitar
Piano
CYMBALS & GONGS
SUSPENDED CYMBALS
Chinas (All)
Hi Hat (MW)
Hi Hat Manual
Ride Cymbal
Sizzle Cymbal
Splash Cymbals
SusCyms All (MW)
Swish Knockers (MW)
Zil-Bells
GONGS
Bowed Gong
Chinese Gongs (All)
Opera Gong
Tam Tams (All)
Wind Gongs (All)
ACCESSORIES, EFFECTS & VOCALS
ACCESSORIES
Bell Tree
Brake Drums
Castanets (All)
Claves (All)
Cowbells
Finger Cymbals
Guiro
Maracas Rawhide
Metal Guiro
Rainsticks (All)
Ratchet
Shakers (All)
EFFECTS
Air Raid Siren
Bell Plates
Birds Meinl
Cricket
Earth Plate
Energy Chimes
Flexatones
Frogs
Garden Weasel
Hand Claps
Marching Machine
Metronome
WHISTLES & BIRD CALLS
Acme Siren
Audibon/ Nightingale (All)
Police Whistle
Slide Whistle
VOCALS
Drum Major Vocals
COMBINATION INSTRUMENTS
BD and Tam Tam
Concert Band Combo
Cymbal Rack Combo
Finale Marching Perc Map
General MIDI Set
Latin Combo (AutoRL)
Metal Combo (AutoRL)
Rack Combo A (AutoRL)
Rack Combo B (AutoRL)
INDIVIDUAL KEYMAP GUIDE
• Sounds that use keyswitch functions: bold text
• Sounds that have 2 Mod-Wheel settings: **
• Sounds that have 3 Mod-Wheel settings: ***
• Sounds that have 4 Mod-Wheel settings: ****
Slapsticks
Sleighbells (All)
Tambourine Orchestral (All)
Tambourine Rock
Triangles (Abel 6”/Grover 6”/ Grover 9”)
Triangles (All)
Water Triangle
Vibra Slaps
Patio Chimes
Wind Chimes (All)
Granite Blocks (AutoRL MW)
Jam Blocks
Temple Blocks (AutoRL MW)
Woodblocks Three
Ocean Drum
Propane Tank
Ribbon Crasher
Tang Tangs
Thundersheet
Trash Can
Typewriter Manual
VibraTones
Waterphone
SnareLine (Auto RL)
FP buzz roll
FAT crush
DRY crush
Cross stick Rim Knock
Crescendo SHORT
Crescendo MEDIUM
Crescendo LONG
Buzz Roll SUSTAINED
Decrescendo LONG
Decrescendo MEDIUM
Decrescendo SHORT
Over the head double shots
Ping Shot
RIM SHOTS
MAIN HITS
Throwoff OFF
Throwoff ON Stick Shot
Crescendo SHORT
Crescendo MEDIUM
Crescendo LONG
Buzz Roll SUSTAINED
Snares OFF
Snares ON
This instrument makes use of VDL’s “Auto RH/LH” feature. It allows you to enter right- and left-hand attacks on one MIDI pitch but will automatically alternate between the two hands soundwise. This instrument may be helpful if you prefer to enter notes without a MIDI keyboard or would rather not use as many different sounds or details available in the Manual or LITE SnareLine instruments.
FP buzz roll
Decrescendo LONG
Decrescendo MEDIUM
Decrescendo SHORT DRY crush
Over the head double shots
Ping Shot
RIM SHOTS
MAIN HITS
Backsticks
Cross stick Rim Knocks
FAT crush Stick Shot
Solo FAT crush
Solo DRY crush
HH press roll
Ride cym roll
RIMS
Dreads
Rods
Solo SHOTS
Solo HITS
Hi Hat LOOSE
Hi Hat MEDIUM
Hi Hat TIGHT
Ride cym
Bell of ride cym
Crash
Vocal "dut" 1
Vocal "dut" 2
Metronome accent
Dress center harness hit
Stick click
Snare shell
Sticks-in
Metronome click
SnareLine Manual / Manual LITE (MW)
Snares off long cresc. rolls
Snares off medium cresc. rolls
Snares off short cresc. rolls
Snares off fat crush
Snares off dry crush
Snares off RH hits
Snares off LH hits
Throwoff OFF
Throwoff ON
***Long crescendo rolls
***Medium crescendo rolls
***Short crescendo rolls
Fat crushes
Dry crushes
LH backstick
***RH hits
***LH hits
RH rims
LH rims
Cowbell mouth
Dreads RH
Dreads LH
***Solo RH hit
***Solo LH hit
Hi Hat RH loose
Hi Hat RH medium
Hi Hat RH tight
HH press roll
Ride cym roll
Vocal "dut" 1
Vocal "dut" 2
Metronome accent
Snares off long decr. rolls
Snares off medium decr. rolls
Snares off short decr. rolls
Snares off Sustained rolls
Snares off FP sustained rolls
Snares off RH ping
Snares off RH shots
Snares off LH shots
Snares off OTH shots
Snares off cross stick rim knock
Snares off stick shot
Long decrescendo rolls***
Snares OFF Snares ON
Medium decrescendo rolls***
Short decrescendo rolls***
Sustained rolls***
FP sustained rolls***
RH backstick
RH pings
RH shots
LH shots
Over the head double shots
Cross stick rim knocks
Stick shot
Ribbon Crasher
Cowbell w/tip
Rods RH
Rods LH
Solo fat crush***
Solo RH shot***
Solo LH shot***
Solo dry crush***
Hi Hat LH loose
Hi Hat LH medium
Hi Hat LH tight
Ride cym
Bell of ride cym
Crash
This SnareLine keymap illustrates the largest, most complete mapping of the VDL snareline. In addition to a large variety of timbres, zone placement on the head (center, halfway, edge) can be controlled with the Mod-Wheel (CC1).
Dress center harness hit
Stick click
Snare shell
Sticks-in
Metronome click
The SnareLine Manual LITE (MW) instrument uses fewer layers for its sounds. The LITE instrument will sound just fine in most cases and will load more quickly and use fewer computing resources than the “full” instrument.
Enhanced Controls
Mod-Wheel (CC1)
***STICK PLACEMENT
• 00-43 = center of head
• 44-89 = halfway to edge
• 90-127 = edge of head
SnareLine VDL1 (MW)
Buzz SUSTAINED
Buzz LONG Decres/Cresc**
Fat crush
Dry crush
RH HIT
LH HIT
RH Rim
LH Rim
RH dread
LH dread
Buzz MEDIUM Decres/Cresc**
Buzz SHORT Decres/Cresc**
Ping shot
RH Rim Shot
LH Rim Shot
Over the head double shots
Rim Knock Stick Shot
SnareLine VDL1 (MW) uses VDL:2 recorded sounds but is mapped identically to the snareline instrument from VDL1. This will be handy if you wish to play back older scores that use VDL1 mapping.
Ride cym
Bell of ride cym Crash
Stick click
Sticks-in Snare shell
Enhanced Controls
Mod-Wheel (CC1)
**DYNAMICS
• 00-64 = Diminuendo
• 65-127 = Crescendo
Solo Kevlar Snare (MW)
***Long crescendo rolls
***Medium crescendo rolls
***Short crescendo rolls
LH backstick Fat crushes
Twisting motion rim roll
Rim buzz roll
Stick on stick rebound doubles
Long decrescendo rolls***
Medium decrescendo rolls*** Short decrescendo rolls***
Sustained rolls***
FP sustained rolls***
The samples in this instrument were created by recording a solo marching snare drum with a Kevlar top head.
***RH MAIN Hits
***LH MAIN Hits Dry crushes
RH rims
LH rims
Dreads RH
Dreads LH
RH felt
LH felt
RH Butt (vertical)
LH Butt (vertical)
RH on cage
RH backstick
Ping Shot
RH shots
LH shots
Over the head double shots
Cross stick rim knocks
Stick shot LOW
Rods RH
Stick shot HIGH Rods LH
Friction Slide 2
Friction Slide 1
Enhanced Controls
Mod-Wheel (CC1)
***STICK PLACEMENT
• 00-43 = center of head
• 44-89 = halfway to edge
• 90-127 = edge of head
LH on cage
Stick snap
Solo Mylar Snare (MW)
Long crescendo rolls
Medium crescendo rolls
Short crescendo rolls
Fat crushes
Long decrescendo rolls
Medium decrescendo rolls
Short decrescendo rolls
Sustained rolls
RH edge rebound
The samples in this instrument were created by recording a solo marching snare drum with a Mylar (plastic) top head.
LH backstick
RH Hits
LH Hits Dry crushes
Throwoff OFF
Throwoff ON
***Medium crescendo rolls
***Short crescendo rolls
Fat crushes
LH edge rebound
RH backstick
Ping shot
RH shots
LH shots
Over the head double shots
Cross stick rim knocks
Stick shot HIGH
Stick shot LOW
Snares OFF
Snares ON
Medium decrescendo rolls***
Short decrescendo rolls***
Sustained rolls***
FP sustained rolls***
RH backstick
LH backstick
***RH MAIN Hits
***LH MAIN Hits Dry crushes
RH rims
LH rims
Dreads RH
Dreads LH
RH felt
LH felt
RH Butt (vertical)
LH Butt (vertical)
Ping shot
RH shots
LH shots
Over the head double shots
Cross stick rim knocks
Stick shot HIGH
Stick shot LOW
Rods RH
Rods LH
Friction Slide 2
Friction Slide 1
Enhanced Controls
Mod-Wheel (CC1)
***STICK PLACEMENT
• 00-43 = center of head
• 44-89 = halfway to edge
• 90-127 = edge of head
RH on cage
LH on cage
Stick Snap
Tenor Solo Manual (MW KS)
Rods on rim LH spock 1
Rods on rim LH spock 2
Rods on rim RH drum 2
Rods on rim RH drum 3
Rods on rim RH drum 4
**Spock 1 dry LH crush FAT/DRY
**Spock 2 LH crush FAT/DRY
**Drum 2 RH crush FAT/DRY
**Drum 3 RH crush FAT/DRY
**Drum 4 RH crush FAT/DRY C7
Spock 1 decrescendo rolls***
Spock 2 decrescendo rolls***
Drum 2 crescendo rolls***
Drum 3 crescendo rolls***
Drum 4 crescendo rolls***
Spock 1 LH hits
Spock 2 LH hits
Drum 2 RH hits
Drum 3 RH hits
Drum 4 RH hits
Drum 4 "skank" fast muffle
Rods on rim RH spock 1
Rods on rim RH spock 2
Rods on rim RH drum 1
Rods on rim LH drum 1
Rods on rim LH drum 2
Rods on rim LH drum 3
Rods on rim LH drum 4
Spock 1 RH crush FAT/DRY**
Spock 2 RH crush FAT/DRY**
Drum 1 RH crush FAT/DRY**
Drum 1 LH crush FAT/DRY**
Drum 2 LH crush FAT/DRY**
Drum 3 LH crush FAT/DRY**
Drum 4 LH crush FAT/DRY**
Spock 1 crescendo rolls***
Spock 2 crescendo rolls***
Drum 1 crescendo rolls***
Drum 1 decrescendo rolls***
Drum 2 decrescendo rolls***
Drum 3 decrescendo rolls***
Drum 4 decrescendo rolls***
Spock 1 RH hits
Spock 2 RH hits
Drum 1 RH hits
Drum 1 LH hits
Drum 2 LH hits
Drum 3 LH hits
Drum 4 LH hits
Drum 4 "skank" late muffle
Hand muffle
The samples in this instrument were created by recording a solo marching tenor drum player.
Enhanced Controls
Mod-Wheel (CC1)
**SOUNDS
• 0-64 = sound 1
• 65-127 = sound 2
***LENGTH
• 0-42 = short length
• 43-84 = medium length
• 85-127 = long length
****SOUNDS
• 0-31 = sound 1
• 32-63 = sound 2
• 64-95 = sound 3
• 96-127 = sound 4
Sustained buzz roll spock 1
Sustained buzz roll drum 1
Sustained buzz roll drum 3 Muted drum 4 taps
****Spock 1 LH shot/dread/rod/rim
****Spock 2 LH shot/dread/rod/rim
****Drum 2 RH shot/dread/rod/rim
****Drum 3 RH shot/dread/rod/rim
****Drum 4 RH shot/dread/rod/rim
Drum 1 "snenor"/stick shots**
Drum 3 "snenor"/stick shots**
Sustained buzz roll spock 2
Sustained buzz roll drum 2
Sustained buzz roll drum 4
Spock 1 RH shot/dread/rod/rim****
Spock 2 RH shot/dread/rod/rim****
Drum 1 RH shot/dread/rod/rim****
Drum 1 LH shot/dread/rod/rim****
Drum 2 LH shot/dread/rod/rim****
Drum 3 LH shot/dread/rod/rim****
Drum 4 LH shot/dread/rod/rim****
Spock "snenor"/stick shots**
Drum 2 "snenor"/stick shots**
Drum 4 "snenor"/stick shots**
Double-stop on lower shells
Keyswitch (Bold Listings)
MALLET SELECTION
• C0 = reg mallets
• D0 = puffy mallets
High Jam Block Cowbell
Drum 3 shell
Low Jam Block
Drum 4 shell
KEYSWITCH TO PUFFY MALLETS
KEYSWITCH TO REGULAR MALLETS
TenorLine (AutoRL) (MW KS)
Drum 1 "snenor"
Drum 3 "snenor"
Spock 1 WET crush
Spock 2 WET crush
Drum 1 WET crush
Drum 2 WET crush
Drum 3 WET crush
Drum 4 WET crush
Muffled drum 4 taps
**Spock 1 shots/rims
**Spock 2 shots/rims
**Drum 1 shots/rims
**Drum 2 shots/rims C7
**Drum 3 shots/rims
**Drum 4 shots/rims
***Roll Spock 1 crescendo
***Roll Spock 2 crescendo
***Roll Drum 1 crescendo
***Roll Drum 2 crescendo
***Roll Drum 3 crescendo
***Roll Drum 4 crescendo
Drum 1 STIR w/dread
Drum 3 STIR w/dread
High Jam Block
Low Jam Block
Cowbell
Spock "snenor"
Drum 2 "snenor"
Drum 4 "snenor"
C0
Spock 1 DRY crush
Spock 1 ROD on RIM
Spock 2 DRY crush
Spock 2 ROD on RIM
Drum 1 DRY crush
Drum 1 ROD on RIM
Drum 2 DRY crush
Drum 2 ROD on RIM
Drum 3 DRY crush
Drum 3 ROD on RIM
Drum 4 DRY crush
Drum 4 ROD on RIM
"Skank"
Hand muffle on drum 4
Spock 1 hits
Spock 1 dreads/rods**
Spock 2 hits
Spock 2 dreads/rods**
Drum 1 hits
Drum 1 dreads/rods**
Drum 2 hits
Drum 2 dreads/rods**
Drum 3 hits
Drum 3 dreads/rods**
Drum 4 hits
Drum 4 dreads/rods**
Roll Spock 1 diminuendo***
Roll Spock 1 sustained buzz
Roll Spock 2 diminuendo***
Roll Spock 2 sustained buzz
Roll Drum 1 diminuendo***
Roll Drum 1 sustained buzz
Roll Drum 2 diminuendo***
Roll Drum 2 sustained buzz
Roll Drum 3 diminuendo***
Roll Drum 3 sustained buzz
Roll Drum 4 diminuendo***
Roll Drum 4 sustained buzz
Drum 2 STIR w/dread
Drum 4 STIR w/dread
Double-stop on lower shells
Aluminum mallet clicks
Hand claps
Tenor Stand click
Vocal “duts”
KEYSWITCH TO PUFFY MALLETS
KEYSWITCH TO REGULAR MALLETS
Enhanced Controls
Mod-Wheel (CC1)
**SOUNDS
• 0-64 = sound 1
• 65-127 = sound 2
***LENGTH
• 0-42 = short length
• 43-84 = medium length
• 85-127 = long length
Keyswitch (Bold Listings)
MALLET SELECTION
• C0 = reg mallets
• D0 = puffy mallets
TenorLine Manual / Manual LITE (MW KS)
Dread stir drum 1
Dread stir drum 3
Rods on rim LH spock 1
Rods on rim LH spock 2
Rods on rim RH drum 2
Rods on rim RH drum 3
Rods on rim RH drum 4
Spock 1 DRY crush
Spock 2 DRY crush
Drum 2 WET crush
Drum 3 WET crush
Drum 4 WET crush
Spock 1 decrescendo rolls***
Spock 2 decrescendo rolls***
Drum 2 crescendo rolls***
Drum 3 crescendo rolls***
Drum 4 crescendo rolls***
Spock 1 LH hits
Spock 2 LH hits
Drum 2 RH hits
Drum 3 RH hits
Drum 4 RH hits
Drum 4 "skank"
Muted drum 4 taps
Sustained buzz roll spock 1
Sustained buzz roll drum 1
Sustained buzz roll drum 3
****Spock 1 LH shot/dread/rod/rim
****Spock 2 LH shot/dread/rod/rim
****Drum 2 RH shot/dread/rod/rim
****Drum 3 RH shot/dread/rod/rim
****Drum 4 RH shot/dread/rod/rim
Drum 1 "snenor"/stick shots**
Drum 3 "snenor"/stick shots**
High Jam Block
Low Jam Block
Cowbell
C7
C4
Dread stir drum 2
Dread stir drum 4
Rods on rim RH spock 1
Rods on rim RH spock 2
Rods on rim RH drum 1
Rods on rim LH drum 1
Rods on rim LH drum 2
Rods on rim LH drum 3
Rods on rim LH drum 4
Spock 1 WET crush
Spock 2 WET crush
Drum 1 WET crush
Drum 1 DRY crush
Drum 2 DRY crush
Drum 3 DRY crush
Drum 4 DRY crush
Spock 1 crescendo rolls***
Spock 2 crescendo rolls***
Drum 1 crescendo rolls***
Drum 1 decrescendo rolls***
Drum 2 decrescendo rolls***
Drum 3 decrescendo rolls***
Drum 4 decrescendo rolls***
Spock 1 RH hits
Spock 2 RH hits
Drum 1 RH hits
Drum 1 LH hits
Drum 2 LH hits
Drum 3 LH hits
Drum 4 LH hits
Hand muffle
Sustained buzz roll spock 2
Sustained buzz roll drum 2
Sustained buzz roll drum 4
Spock 1 RH shot/dread/rod/rim****
Spock 2 RH shot/dread/rod/rim****
Drum 1 RH shot/dread/rod/rim****
Drum 1 LH shot/dread/rod/rim****
Drum 2 LH shot/dread/rod/rim****
Drum 3 LH shot/dread/rod/rim****
Drum 4 LH shot/dread/rod/rim****
Spock "snenor"/stick shots**
Drum 2 "snenor"/stick shots**
Drum 4 "snenor"/stick shots**
Double-stop on shells
Aluminum mallet click
Hand claps
Tenor stand hit
Vocal “duts”
KEYSWITCH TO PUFFY MALLETS
KEYSWITCH TO REG MALLETS
The TenorLine Manual LITE (MW KS) instrument uses fewer layers for its sounds. This will sound fine for most situations and will load more quickly and place less burden on your computer’s resources.
Enhanced Controls
Mod-Wheel (CC1)
**SOUNDS
• 0-64 = sound 1
• 65-127 = sound 2
***LENGTH
• 0-42 = short length
• 43-84 = medium length
• 85-127 = long length
****SOUNDS
• 0-31 = sound 1
• 32-63 = sound 2
• 64-95 = sound 3
• 96-127 = sound 4
Keyswitch (Bold Listings)
MALLET SELECTION
• C0 = reg mallets
• D0 = puffy mallets
TenorLine VDL1 (MW)
**Spock SHORT decresc/cresc
**Drum 1 SHORT decresc/cresc
**Drum 2 SHORT decresc/cresc
**Drum 3 SHORT decresc/cresc
**Drum 4 SHORT decresc/cresc
**Spock MED decresc/cresc
**Drum 1 MED decresc/cresc
**Drum 2 MED decresc/cresc
**Drum 3 MED decresc/cresc
**Drum 4 MED decresc/cresc
**Spock RH Hits Sticks/Puffs
**Drum 1 RH Hits Sticks/Puffs
**Drum 2 RH Hits Sticks/Puffs
**Drum 3 RH Hits Sticks/Puffs
**Drum 4 RH Hits Sticks/Puffs
Drum 4 "skank"
C
Sustained buzz roll drum 1
Sustained buzz roll drum 3
***Spock RH shot/dread/rim
***Drum 1 RH shot/dread/rim
***Drum 2 RH shot/dread/rim
***Drum 3 RH shot/dread/rim
***Drum 4 RH shot/dread/rim
Side of drum
Drum 1 Stick on Stick
Drum 3 Stick on Stick
Spock crush
Drum 1 crush
Drum 2 crush
Drum 3 crush
Drum 4 crush
Spock LONG decresc/cresc**
Drum 1 LONG decresc/cresc**
Drum 2 LONG decresc/cresc**
Drum 3 LONG decresc/cresc**
Drum 4 LONG decresc/cresc**
Spock LH Hits Sticks/Puffs**
Drum 1 LH Hits Sticks/Puffs**
Drum 2 LH Hits Sticks/Puffs**
Drum 3 LH Hits Sticks/Puffs**
Drum 4 LH Hits Sticks/Puffs**
Drum 4 Mute sound
Sustained buzz roll spock
Sustained buzz roll drum 2
Sustained buzz roll drum 4
Spock LH shot/dread/rim***
Drum 1 LH shot/dread/rim***
Drum 2 LH shot/dread/rim***
Drum 3 LH shot/dread/rim***
Drum 4 LH shot/dread/rim***
Woodblock High
Woodblock Low
Cowbell
Stick Click
6“ Drum Stick on Stick
Drum 2 Stick on Stick
Drum 4 Stick on Stick
Showstyle Single Tenors (MW)
TenorLine VDL1 (MW) uses VDL:2 recorded sounds but is mapped identically to the tenorline instrument from VDL1. This will be handy if you wish to play back older scores that use VDL1 mapping.
Enhanced Controls
Mod-Wheel (CC1)
**SOUNDS or DYNAMICS
• 00-63 = sound 1
• 64-127 = sound 2
***SOUNDS
• 1-31 = sound 1
• 32-63 = sound 2
• 64-127 = sound 3
BassLine (AutoRL) (MW KS)
Drum 1 CRUSH
Drum 2 CRUSH
Drum 3 CRUSH
Drum 4 CRUSH
Drum 5 CRUSH
Drum 6 CRUSH
***Drum 1 rims/rods/dreads
***Drum 2 rims/rods/dreads
***Drum 3 rims/rods/dreads
***Drum 4 rims/rods/dreads
***Drum 5 rims/rods/dreads
***Drum 6 rims/rods/dreads
Drum 1 sustained roll
Drum 2 sustained roll
Drum 3 sustained roll
UNISON sustained roll
Drum 4 sustained roll
Drum 5 sustained roll
Drum 6 sustained roll Drum 1 hits
This instrument makes use of VDL’s “Auto RH/LH” feature. It allows you to enter rightand left-hand attacks on one MIDI pitch but will automatically alternate between the two hands soundwise. This instrument may be helpful if you prefer to enter notes without a MIDI keyboard or would rather not use as many different sounds or details available in the “Manual” bassline instruments.
Unison stick click
UNISON RIMS
UNISON HITS
4 hits Drum 3 hits Drum 5 hits Drum 2 hits
Drum 6 hits
Unison sticks-in
KEYSWITCH TO PUFFY MALLETS
KEYSWITCH TO REGULAR MALLETS
Enhanced Controls
Mod-Wheel (CC1)
***SOUNDS
• 0-42 = sound 1
• 43-85 = sound 2
• 86-127 = sound 3
Keyswitch (Bold Listings)
MALLET SELECTION
• C1 = reg mallets
• D1 = puffy mallets
BassLine 10-Drums (AutoRL) (MW KS)
Drum 1 sustained roll
Drum 2 sustained roll
Drum 3 sustained roll
Drum 4 sustained roll
Drum 5 sustained roll
UNISON sustained roll
Drum 6 sustained roll
Drum 7 sustained roll
Drum 8 sustained roll
Drum 9 sustained roll
Drum 10 sustained roll
UNISON CRUSH
Drum 1 hits
Drum 2 hits
Drum 3 hits
Drum 4 hits
Drum 5 hits
UNISON HITS
Drum 6 hits
Drum 7 hits
Drum 8 hits
Drum 9 hits
Drum 10 hits
Unison sticks-in
Drum 1 rims/rods/dreads***
Drum 2 rims/rods/dreads***
Drum 3 rims/rods/dreads***
Drum 4 rims/rods/dreads***
Drum 5 rims/rods/dreads***
UNISON RIMS
Drum 6 rims/rods/dreads***
Drum 7 rims/rods/dreads***
Drum 8 rims/rods/dreads***
Drum 9 rims/rods/dreads***
Drum 10 rims/rods/dreads***
KEYSWITCH TO PUFFY MALLETS
KEYSWITCH TO REGULAR MALLETS
BassLine 10-Drums (AutoRL) (MW KS) is specifically designed for users wishing to write for larger bass drum lines up to 10 players.
This instrument makes use of VDL’s “Auto RH/LH” feature. It allows you to enter right- and left-hand attacks on one MIDI pitch but will automatically alternate between the two hands soundwise. This instrument may be helpful if you prefer to enter notes without a MIDI keyboard or would rather not use as many different sounds or details available in the “Manual” bassline instruments.
Note: This instrument will not have as many sounds as the regular (non10-drum) bassline instruments due to space limitations, but the most common bassline sounds are available.
Enhanced Controls
Mod-Wheel (CC1)
***SOUNDS
• 0-42 = sound 1
• 43-85 = sound 2
• 86-127 = sound 3
Keyswitch (Bold Listings)
MALLET SELECTION
• C0 = reg mallets
• D0 = puffy mallets
BassLine 10-Drums Manual (MW KS)
Drum 1 crush
Drum 2 crush
Drum 3 crush
Drum 4 crush
Drum 5 crush
Drum 6 crush
Drum 7 crush
Drum 8 crush
Drum 9 crush
Drum 10 crush
Drum 1 RH hits
Drum 2 RH hits
Drum 3 RH hits
Drum 4 RH hits
Drum 5 RH hits
Drum 6 RH hits
Drum 7 RH hits
Drum 8 RH hits
Drum 9 RH hits
Drum 10 RH hits
***Drum 1 RH rims/rods/dreads
***Drum 2 RH rims/rods/dreads
***Drum 3 RH rims/rods/dreads
***Drum 4 RH rims/rods/dreads
***Drum 5 RH rims/rods/dreads
***Drum 6 RH rims/rods/dreads
***Drum 7 RH rims/rods/dreads
***Drum 8 RH rims/rods/dreads
***Drum 9 RH rims/rods/dreads
***Drum 10 RH rims/rods/dreads
Middle C
Drum 1 sustained roll
Drum 2 sustained roll
Drum 3 sustained roll
Drum 4 sustained roll
Drum 5 sustained roll
Drum 6 sustained roll
Drum 7 sustained roll
Drum 8 sustained roll
UNISON sustained roll UNISON crush
Drum 9 sustained roll
Drum 10 sustained roll
Drum 1 LH hits
Drum 2 LH hits
Drum 3 LH hits
Drum 4 LH hits
Drum 5 LH hits
UNISON RH HITS
Drum 6 LH hits
Drum 7 LH hits
Drum 8 LH hits
UNISON LH HITS
Drum 9 LH hits
Drum 10 LH hits
Drum 1 LH rims/rods/dreads***
Drum 2 LH rims/rods/dreads***
Drum 3 LH rims/rods/dreads***
Drum 4 LH rims/rods/dreads***
Drum 5 LH rims/rods/dreads***
UNISON rims RH
Drum 6 LH rims/rods/dreads***
Drum 7 LH rims/rods/dreads***
Drum 8 LH rims/rods/dreads***
UNISON rims LH
Drum 9 LH rims/rods/dreads***
Drum 10 LH rims/rods/dreads***
Unison sticks-in
KEYSWITCH TO PUFFY MALLETS
KEYSWITCH TO REGULAR MALLETS
BassLine 10-Drums Manual (MW KS) is specifically designed for users wishing to write for larger bass drum lines up to 10 players.
It uses “manual” mapping which means you can manually enter RH or LH hits depending on the pitch entered.
Note: This instrument will not have as many sounds as the regular (non-10-drum) bassline instruments due to space limitations, but the most common bassline sounds are available.
Enhanced Controls
Mod-Wheel (CC1)
***SOUNDS
• 0-42 = sound 1
• 43-85 = sound 2
• 86-127 = sound 3
Keyswitch (Bold Listings)
MALLET SELECTION
• C0 = reg mallets
• D0 = puffy mallets
BassLine Manual / Manual LITE (MW KS)
**Drum 1 RIM with dread/rod
**Drum 3 RIM with dread/rod
**Drum 5 RIM with dread/rod
Drum 1 MUTED w/LH
Drum 2 MUTED w/LH
Drum 4 ROLL with dread/rod**
Drum 5 ROLL with dread/rod**
Drum 6 ROLL with dread/rod**
Drum 1 crush
Drum 2 crush
Drum 4 sustained roll
Drum 5 sustained roll
Drum 6 sustained roll
Drum 1 decrescendo rolls***
Drum 2 decrescendo rolls***
Drum 4 crescendo rolls***
Drum 5 crescendo rolls***
Drum 6 crescendo rolls***
Drum 1 LH HITS
Drum 2 LH HITS
Drum 4 RH HITS
Drum 5 RH HITS
Drum 6 RH HITS
Unison LH hits
Unison LH rims
Unison crescendo rolls***
Unison sustained roll
Unison dread rolls on rim
Drum 1 LH rim/shot/dread/rod****
Drum 2 LH rim/shot/dread/rod****
Drum 4 RH rim/shot/dread/rod****
Drum 5 RH rim/shot/dread/rod****
Drum 6 RH rim/shot/dread/rod****
Unison LH dread
Unison stick click
Drum 1 sticks-in
Drum 3 sticks-in
Drum 5 sticks-in
C7
Drum 2 RIM with dread/rod**
Drum 4 RIM with dread/rod**
Drum 6 RIM with dread/rod**
Drum 1 ROLL with dread/rod**
Drum 2 ROLL with dread/rod**
Drum 3 ROLL with dread/rod**
Drum 3 MUTED w/LH
Drum 4 MUTED w/LH
Drum 5 MUTED w/LH
Drum 6 MUTED w/LH
Drum 1 sustained roll
Drum 2 sustained roll
Drum 3 sustained roll
Drum 3 crush
Drum 4 crush
Drum 5 crush
Drum 6 crush
Drum 1 crescendo rolls***
Drum 2 crescendo rolls***
Drum 3 crescendo rolls***
Drum 3 decrescendo rolls***
Drum 4 decrescendo rolls***
Drum 5 decrescendo rolls***
Drum 6 decrescendo rolls***
Drum 1 RH HITS
Drum 2 RH HITS
Drum 3 RH HITS
Drum 3 LH HITS
Drum 4 LH HITS
Drum 5 LH HITS
Drum 6 LH HITS
Unison RH hits
Unison RH rims
Unison muted w/LH
Unison crush
Unison decrescendo rolls***
Unison dread rolls on drum
Drum 1 RH rim/shot/dread/rod****
Drum 2 RH rim/shot/dread/rod****
Drum 3 RH rim/shot/dread/rod****
Drum 3 LH rim/shot/dread/rod****
Drum 4 LH rim/shot/dread/rod****
Drum 5 LH rim/shot/dread/rod****
Drum 6 LH rim/shot/dread/rod****
Unison RH dread
Unison sticks-in
Drum 2 sticks-in
Drum 4 sticks-in
Drum 6 sticks-in
Vocal “duts”
KEYSWITCH TO PUFFY MALLETS
KEYSWITCH TO REGULAR MALLETS
BassLine Manual (MW KS) is the largest, most complete mapping of the VDL basslines. It’s one of the largest VDL instruments and will load a very high number of samples.
BassLine Manual LITE (MW KS) is the same as the full “Manual” instrument except it uses fewer layers for its sounds. For most purposes, this instrument will sound just fine, load more quickly, and use less of your computer’s resources than the regular “Manual” instrument.
Enhanced Controls
Mod-Wheel (CC1)
**IMPLEMENTS
• 0-64 = implement 1
• 65-127 = implement 2
***LENGTH
• 0-42 = short roll
• 43-85 = medium roll
• 86-127 = long roll
****SOUNDS
• 0-32 = sound 1
• 33-64 = sound 2
• 65-95 = sound 3
• 96-127 = sound 4
Keyswitch (Bold Listings)
MALLET SELECTION
• C0 = reg mallets
• D0 = puffy mallets
BassLine VDL1 (MW)
Drum 1 Sustained Roll
Drum 2 Sustained Roll
Drum 3 Sustained Roll
Drum 4 Sustained Roll
Drum 5 Sustained Roll
**Drum 1 RH Hits Reg./Puff.
**Drum 2 RH Hits Reg./Puff.
**Drum 3 RH Hits Reg./Puff.
**Drum 4 RH Hits Reg./Puff.
**Drum 5 RH Hits Reg./Puff.
**UNISON RH HITS Reg./Puff.
UNISON RH RIMS
Drum 1 RH Dread
Drum 2 RH Dread
Drum 3 RHDread
Drum 4 RH Dread
Drum 5 RH Dread
Middle C
Drum 1 Short Cresc.
Drum 2 Short Cresc.
Drum 3 Short Crecs.
Drum 4 Short Cresc.
Drum 5 Short Cresc.
Drum 1 Crush
Drum 2 Crush
Drum 3 Crush
Drum 4 Crush
Drum 5 Crush
Drum 1 LH Hits Reg./Puff.**
Drum 2 LH Hits Reg./Puff.**
Drum 3 LH Hits Reg./Puff.**
Drum 4 LH Hits Reg./Puff.**
Drum 5 LH Hits Reg./Puff.**
UNISON LH HITS reg./puff.**
UNISON LH RIMS
UNISON CRUSH
UNISON SHORT decresc../cresc.**
UNISON MEDIUM decresc../cresc.**
UNISON LONG decresc../cresc.**
UNISON SUSTAINED ROLLS
Drum 1 LH Dread
Drum 2 LH Dread
Drum 3 LH Dread
Drum 4 LH Dread
Drum 5 LH Dread
Unison sticks-in
BassLine VDL1 (MW) uses VDL:2 recorded sounds but is mapped identically to the bassline instrument from Virtual Drumline 1. This will be handy if you wish to play back older scores that use VDL1 mapping.
Enhanced Controls
Mod-Wheel (CC1)
**SOUNDS
• 0-64 = sound 1
• 65-127 = sound 2
CymbalLine 16in/18in/20in/All (MW)
Note: VDL:2 offered some extra sounds that were not in VDL1. However, this hasn’t affected the mapping. Therefore, there is no separate “VDL1” version of the CymbalLine as it’s already backward compatible.
Whale Call
Tremolo
Circular Roll
Scratch In Crunch Choke
Scratch Out Tap Edge
Hi Hat Choke
Sizz/Suck B
Flat Roll Fast Zing Tap Halfway
Ding Click Slow Zing Tap Choke Sizz/Suck
Sizzle
The individual CymbalLine instruments (20in, 18in, or 16in) will consume far fewer resources than the Cymbal Line All (MW) version and won’t utilize the enhanced Mod-Wheel functions (see below) since there’s only one size cymbal line in each of those versions. The “All” version can be very handy in cases where you want instant access to differentsized cymbals within the same loaded instrument.
Flat Crash
Orchestral Crash
Sizz/Suck A Port Crash
Crash Choke Fat
Crash Choke Secco Vacuum Suck
Enhanced Controls
Mod-Wheel (CC1)
Scratch In Crunch Choke
Scratch Out Tap Edge
Hi Hat Choke
Sizz/Suck B
Fast Zing Tap Halfway
Ding Click Slow Zing Tap Choke Sizz/Suck
Sizzle
***SIZES
• 0-40 = 20” cymbals
• 41-80 = 18” cymbals
• 81-127 = 16” cymbals
Flat Crash
Orchestral Crash
Sizz/Suck A Port Crash
Circular Roll
Crash Choke Fat
Crash Choke Secco Vacuum Suck
Flat Roll
Tremolo Whale Call
Crotales (MW)
3-octaves of tuned cowbells
Crotales have been mapped to the pitches they are WRITTEN for. This is important to note since crotales sound two octaves higher than they are written. Some notation programs will automatically handle this transposition, but it is unnecessary when using VDL since the transposition is handled in the live recording of the samples.
Enhanced Controls
Mod-Wheel (CC1)
**SUSTAIN
• 0-64 = sustaining
• 65-127 = muted after attack
Glockenspiel (All)
Extended range
Standard range for 2.5-octave glockenspiel**
Extended range
Glissando up
Glissando down Random glissandi
Chimes (All)
Chime Rake - descending (fast)
Chime Rake - descending (slow)
Chime Rake - ascending (fast)
Chime Rake - ascending (slow)
Chime Rake - both directions
Extended range**
Extended range**
Standard range for 1.5-octave chimes**
Glockenspiels have been mapped to the pitches they are WRITTEN for. This is important to note since glockenspiel sound two octaves higher than written. Some notation programs will automatically handle this transposition, but it is unnecessary when using VDL since the transposition is handled in the live recording of the samples.
Note: We’ve extended the low range of the Glock for groups that use these specialty instruments.
Enhanced Controls
Mod-Wheel (CC1)
**SUSTAIN
• 0-64 = sustaining
• 65-127 = muted after attack
Extra range from Adams Low Extension Chimes**
Since chimes are often played with a sustain pedal, VDL offers different ways to play these instruments depending on your situation. You can either load the (MW) instruments, which allows you to dampen the chimes with a Mod-Wheel controller change, or you can use the (PED) versions to add sustain via the sustain pedal itself.
Note: (PED) chimes use the sustain pedal (MIDI controller 64) to set the dampened state of the instrument. This can be beneficial for live playing with a Mallet KAT or when using piano-style pedal markings that will play back in scores.
Enhanced Controls
Mod-Wheel (CC1)
**SUSTAIN
• 0-64 = sustaining
• 65-127 = muted after attack
4-octave Vibes (All)
Sus.Cym. endless sustain**
Sus.Cym. crash choke (fat)
Sus.Cym. crash choke (short)
Sus.Cym. crash w/mallet
Sus.Cym. crescendo long**
Sus.Cym. crescendo medium**
Sus.Cym. crescendo short**
Each 4-octave vibraphone instrument allows you to control whether to play the instrument sustained (vibe pedal down) or dampened (vibe pedal up). Also, each vibraphone contains a collection of suspended cymbal sounds above the instrument’s normal range, giving easy access to these commonly used sounds.
Enhanced Controls
Mod-Wheel (CC1)
**SUSTAIN (Vibes)
• 0-64 = Vibe bars ring
• 65-127 = Vibe bars are muted
**RELEASE (Suspended Cymbal)
• 0-64 = Release with full decay
• 65-127 = Muted release
Range for 4-octave vibraphone**
All Vibraphone instruments contain knob controls for affecting motor control. Visit page 14 for details.
3.5-octave Vibes (All)
Sus.Cym. endless sustain**
Sus.Cym. crash choke (fat)
Sus.Cym. crash choke (short)
Sus.Cym. crash w/mallet
Sus.Cym. crescendo long**
Sus.Cym. crescendo medium**
Sus.Cym. crescendo short**
Standard range for 3-octave vibraphone**
Each 3.5-octave vibraphone instrument allows you to control whether to play the instrument sustained (vibe pedal down) or dampened (vibe pedal up). Also, each vibraphone contains a collection of suspended cymbal sounds above the instrument’s normal range, giving easy access to these commonly used sounds.
Enhanced Controls
Mod-Wheel (CC1)
**SUSTAIN (Vibes)
• 0-64 = Vibe bars ring
• 65-127 = Vibe bars are muted
**RELEASE (Suspended Cymbal)
• 0-64 = Release with full decay
• 65-127 = Muted release
Sustain Pedal (CC64)†
SUSTAIN†
• 0-64 = Sustain Pedal up (dampened)
• 65-127 = Sustain Pedal down (ringing)
† The (PED) vibraphones use the sustain pedal (MIDI controller 64) to set the dampened state of the instrument. This can be beneficial for live playing with a Mallet KAT or when using piano-style pedal markings that will play back in scores.
Random ascending gliss
Random descending gliss
Random strokes all over
Rubbing glissandi 2
Rubbing glissandi 1
Random strokes ascend/descend (faster)
Random strokes ascend/descend (slower)
Xylophones (All)
C4
Standard range for 3.5-octave xylophone****
All xylophones in VDL are standard 3.5-octave instruments. In addition to the regular hits, these instruments have been programmed to give you access to more sounds without having to switch instruments simply by applying the Mod-Wheel.
Enhanced Controls
Mod-Wheel (CC1)
****SOUNDS
• 0-35 = Regular strokes
• 36-64 = Glissando Down (B4 is highest pitch)†
• 65-90 = Glissando Up (C3 is lowest pitch)†
• 91-127 = Rolls (tremolo)
†Not available on rubber mallet xylo instruments.
Sus.Cym. endless sustain**
Sus.Cym. crash choke (fat)
Sus.Cym. crash choke (short)
Sus.Cym. crash w/mallet
Sus.Cym. crescendo long**
Sus.Cym. crescendo medium**
Sus.Cym. crescendo short**
Marimbas (All)
All marimbas in VDL are full, 5-octave marimbas. In addition to the regular hits, these instruments have been programmed to give you access to more sounds without having to switch instruments. Accessing these extra sounds is as simple as applying the Mod-Wheel. Also, each marimba contains a collection of suspended cymbal sounds above the marimba’s normal range, allowing easy access to these commonly used sounds.
Enhanced Controls (MW)
Mod-Wheel (CC1)
****SOUNDS (Marimba)
• 0-32 = Regular strokes
• 33-64 = Dead strokes
• 65-95 = Birch shaft strokes
• 96-127 = Rolls (tremolo)
**RELEASE (Suspended Cymbal)
• 0-64 = Full release
• 65-127 = Muted release
Standard range for 5-octave marimba****
(Lowest note on a standard 4-octave marimba)
(Lowest note on a standard 4.3-octave marimba)
(Lowest note on a standard 4.5-octave marimba) (Some 4.5-octave marimbas may go down to E)
Timpani Hard/Med/Soft/LITE (All)
Enhanced Controls
Mod-Wheel (CC1)
SOUNDS
• 0-32 = Regular strokes
• 33-64 = Muffle w/hand after attack
• 65-96 = Hits in center of head
• 97-127 = Rolls (tremolo)
Timpani FX
23" Bowl RH 26" Bowl RH
29" Bowl RH
Bowl RH
Fast downward gliss hit 2
Fast downward gliss hit 1
Cymbal on Timpani Head 2
Cymbal on Timpani Head 1
23" Spooky glissandi rolls
26" Spooky glissandi rolls
29" Spooky glissandi rolls
32" Spooky glissandi rolls
This instrument contains a variety of extra effects on timpani.
Timpani Glissandi
23" Spooky glissandi rolls
26" Spooky glissandi rolls
29" Spooky glissandi rolls
32" Spooky glissandi rolls
Fast downward gliss hit 2
Fast downward gliss hit 1
Descending glissando rolls
Fast ascending glissando (single hit)
This instrument contains a variety of ascending and descending glissando effects on timpani.
Slow ascending glissando (single hit)
Steel Drums (All)
Included ranges for steel drum instruments in Virtual Drumline**
This keymap shows the various ranges included in the VDL steel drum instruments:
• Steel Drum Lead (MW) C3 to E5
• Steel Drum Double 2nds (MW) F2 to C5
• Steel Drum Triple Guitar (MW) B1 to D#4
• Steel Drum 6 Bass (MW) A#0 to F2
Enhanced Controls
Mod-Wheel (CC1)
**SOUNDS
• 0-64 = Regular strokes (Auto RL)
• 65-127 = Rolls (tremolo)
Bass Guitar
Available bass guitar range in Virtual Drumline
Electric Guitar
C0
Available electric guitar range in Virtual Drumline*
The Electric Guitar instrument contains knob controls for affecting distortion and chorus. Visit page 15 for details.
KEYSWITCH TO MUTED NOTES
KEYSWITCH TO SUSTAINED NOTES
Enhanced Controls
Mod-Wheel (CC1)
*TREMOLO
• 0-127 = increase or decrease tremolo
Keyswitch (Bold Listings)
SUSTAIN
• C0 = sustained notes
• D0 = muted notes
Standard 88-key range for piano
2 Concert Bass Drums
Crescendo roll long 2
Crescendo roll long 1
Crescendo roll short 2
Crescendo roll short 1
ROLL sustained
Dampened w/staccato mallet
Open hit w/staccato mallet
Hit with muffled head
Dampened w/warm mallet
Open hit w/warm mallet
Crescendo roll long 2
Crescendo roll long 1
Crescendo roll short 2
Crescendo roll short 1
ROLL sustained
Dampened w/staccato mallet
Open hit w/staccato mallet
Hit with muffled head
Dampened w/warm mallet
Open hit w/warm mallet
Concert Bass Drum
Crescendo roll long 2
Crescendo roll long 1
Crescendo roll short 2
Crescendo roll short 1
ROLL sustained
Dampened w/staccato mallet
Open hit w/staccato mallet
Hit with muffled head
Dampened w/warm mallet
Open hit w/warm mallet
Concert Bass 2
Concert Bass 1
4 Snare Drums (AutoRL)
Roll - Snares off
Hits - Snares off
Rims
Rim Shot
Snare Roll
Snare Hits
Roll - Snares off
Hits - Snares off
Rims
Rim Shot
Snare Roll
Middle C
Snare Hits
Roll - Snares off
Hits - Snares off
Rims
Rim Shot
Snare Roll
Snare Hits
Roll - Snares off
Hits - Snares off
Rims
Rim Shot
Snare Roll
Snare Hits
Concert Snare / Field / Piccolo Snare / Rope Drums
This mapping includes manual RH/LH attacks (great for playing in “live”) as well as mapping that uses the “Auto RL” feature (for quick notation). The Auto RL mapped notes are assigned to correspond and appear on the spaces of a treble clef staff.
4 Snare Drums Manual
Hit (snares off) RH
Rim RH
Snare Hit RH
Hit (snares off) RH
Rim RH
Snare Hit RH
Hit (snares off) RH
Rim RH
Snare Hit RH
Hit (snares off) RH
Rim RH
Snare Hit RH
Firecracker Drum
Roll - Snares off
Hit (snares off) LH
Rim Shot
Rim LH
Snare Hit LH
Snare Roll
Roll - Snares off
Hit (snares off) LH
Rim Shot
Rim LH
Snare Hit LH
Snare Roll
Roll - Snares off
Hit (snares off) LH
Rim Shot
Rim LH
Snare Hit LH
Snare Roll
Roll - Snares off
Hit (snares off) LH
Rim Shot
Rim LH
Snare Hit LH
Snare Roll
Rim Shot
Rims
Snare Hits
Snare Roll
RH Rimshot
Rim RH Hit
Snare RH Hit
LH Rimshot
Rim LH Hit
Snare LH Hit
Snare roll
This mapping includes manual RH/LH attacks (great for playing in “live”) as well as mapping that uses the “Auto RL” feature (for quick notation). The “Auto RL” mapped notes are assigned to correspond and appear on the spaces of a treble clef staff.
Concert Toms (All)
RH
This mapping includes manual RH/ LH attacks (great for playing in “live”) as well as mapping that uses the “Auto RL” feature (for quick notation). The “Auto RL” mapped notes are assigned to correspond and appear on the spaces of a treble clef staff.
Enhanced Controls
Mod-Wheel (CC1)
IMPLEMENTS • 0-64 = Sticks • 65-127 = Mallets
Note: The individual Concert Tom Mallets and Concert Tom Sticks instruments only include one implement, so MW control isn’t utilized on those. Roll sounds only affect toms played with sticks.
Impact Drums
Roto Toms
This mapping includes manual RH/LH attacks (great for playing in “live”) as well as mapping that uses the Auto RL feature (for quick notation). The Auto RL mapped notes are assigned to correspond and appear on the spaces of a treble clef staff.
Drum Set (AutoRL) (KS)
8" K Splash
15" A Custom Crash
Ride Cymbal Bell
Hi Hat Open
Snare crush
Rim of snaredrum
Rim of high tom
Rim of mid tom
Rim of floor tom
19" K China cymbal
17" Dark K Crash
Ride Cymbal w/tip
Hi Hat Closed*
Cross Stick
Snare Roll
Snare Rimshot
Snare Drum
High Tom
Mid Tom
Floor Tom
Bass Drum 1
Hi Hat w/foot pedal
KEYSWITCH FOR SNARES OFF
KEYSWITCH FOR SNARES ON
Drum Set Manual (KS)
Snare Rim RH
High Tom Rim RH
Mid Tom Rim RH
Floor Tom Rim RH
15" A Custom Crash
Ride Cym w/tip toward crown
Hi Hat Open RH
Hi Hat Closed RH*
Snare crush (snares on only)
Snare Rimshot RH
Snare Drum RH
High Tom RH
Mid Tom RH
Floor Tom RH
Bass Drum 2
Snare Rim LH
High Tom Rim LH
Mid Tom Rim LH
Floor Tom Rim LH
8" K Splash
19" K China cymbal
17" Dark K Crash
Ride Cymbal Bell
Ride Cymbal Tip
Hi Hat Open LH
Hi Hat Closed LH*
Snare crush (snares on only)
Snare Roll
Snare Rimshot LH
Snare Drum LH
Cross stick
High Tom LH
Mid Tom LH
Floor Tom LH
Bass Drum 1
Hi Hat w/foot pedal
KEYSWITCH FOR SNARES OFF
KEYSWITCH FOR SNARES ON
The Drumset AutoRL instrument makes use of VDL’s “Auto RL” feature. By entering repetitive notes on the same key, the sound will automatically alternate between right and left hands.
Enhanced Controls
Mod-Wheel (CC1)
*OPEN/CLOSED (Hi Hat †)
• 0-12 = Closed very tight
• 13-24 = Closed pretty tight
• 25-36 = Closed but not as tight
• 37-48 = Still closed but relaxed
• 49-60 = Kind of loose
• 61-72 = Pretty loose
• 73-84 = Loose
• 85-96 = Open but still touching
• 97-108 = Open mostly, still some buzz
• 109-127 = Open completely
Keyswitch (Bold Listings)
SNARES ON/OFF††
• C1 = snares ON
• D1 = snares OFF
†These values give you a specific definition, but hi hat open/close nuance is generally easier to play by simply improvising with the Mod-Wheel and “feeling” it.
††Not only does this turn the snares off, but it also prevents other toms and kick drum from creating extraneous snare buzz.
The Drumset Manual instrument includes some basic drumset sounds which can be played manually with RH and LH hits.
Crash Cymbals (All)
Zing (scrape)
Sizzle Crash
Crash Choke
Crash
This keymap is compatible with each individual crash cymbal instrument in the Cymbals (hand) folder.
Chinas (All)
***Choke w/stick
***Choke w/mallet
Muted cresc. med***
Muted cresc. short***
Roll crescendo long***
Roll crescendo medium***
Roll crescendo short***
Crash w/stick***
Crash w/mallet***
In addition to the Chinas (All) instrument, this keymap is compatible with the following individual China instruments:
• China Cym 14in
• China K 19in
• Oriental Trash 18in
Enhanced Controls†
Mod-Wheel (CC1)
***SOUNDS
• 0-44 = 19” K China
• 45-88 = 18” Oriental Trash
• 89-127 = 14” Chinese
† Enhanced Controls only apply to Chinas (All) instrument
Ride Cymbal
Shoulder of stick on bell
With tip of stick further in
With tip of stick near edge
Hi Hat Manual
RH completely open
RH on HH stand w/SHOULDER of stick
RH very tightly closed
RH completely open
RH very tightly closed
LH on
RH on closed HH bell LH very tightly closed
Hi Hat (MW)
*RH hit w/shoulder of stick
*LH hit w/shoulder of stick
LH completely open LH completely open
very tightly closed
foot splash 2
foot splash 1
closed w/foot 3
HH closed w/foot 1 HH closed w/foot 2
RH hit on HH stand
LH hit on HH stand
RH hit on closed bell
LH hit on closed bell
RH hit with tip of stick*
LH hit with tip of stick*
Close HH w/foot Foot Splash
Enhanced Controls
Mod-Wheel (CC1)
*OPEN/CLOSED†
• 0-12 = Closed very tight
• 13-24 = Closed pretty tight
• 25-36 = Closed but not as tight
• 37-48 = Still closed but relaxed
• 49-60 = Kind of loose
• 61-72 = Pretty loose
• 73-84 = Loose
• 85-96 = Open but still touching
• 97-108 = Open mostly, still some buzz
• 109-127 = Open completely
†These values give you a specific definition, but this instrument is generally easier to play by simply improvising with the Mod-Wheel and “feeling” it.
Splash Cymbals
Choke w/stick
Strike w/stick
Strike w/mallet
Choke w/stick
Strike w/stick
Strike w/mallet
Choke w/stick
Strike w/stick
Strike w/mallet
Choke w/stick
Strike w/stick
Strike w/mallet
SusCyms All (MW)
Coin scrape long
Coin scrape short
K Splash { 10" A Splash { 8" A Splash {
As seen here, a variety of different splash cymbals were sampled. Each cymbal and articulation is available within the same instrument.
Short choke w/stick
Fat choke w/stick
Strike w/stick
Shoulder of stick on Bell
RH w/tip of stick
LH w/tip of stick
Sustained Roll - mute release
Sustained Roll - natural release
Short choke w/mallet
Fat choke w/mallet
Loud hit w/ mallet
Soft hit w/ mallet
Loud crescendo long
Loud crescendo medium
Loud crescendo short
Crescendo MUTE long
Crescendo MUTE medium
Crescendo MUTE short
Soft crescendo long
Soft crescendo medium
Soft crescendo short
Enhanced Controls
Mod-Wheel (CC1)
SIZES
• 0-44 = 20” Constantinople
• 45-88 = 18” Constantinople
• 89-127 = 15” K Zildjian
Note: This keymap diagram pertains to all SusCym instruments. Since the 15”, 18”, and 20” individual SusCym instruments only contain one cymbal size, they do not have MW controls.
Sizzle Cymbal
C C3
Sustained roll w/mallet 2
Sustained roll w/mallet 1
Struck louder w/mallet
Struck softly w/mallet
Struck softly w/finger
Swish Knockers (MW)
Middle C
High Swish Knocker** Low Swish Knocker**
Enhanced Controls
Mod-Wheel (CC1)
**DECAY
• 0-64 = Long decay after release
• 65-127 = Quick decay after release
Zil-Bells
Roll - let ring
Roll w/quick release
Muffled hit
Choke after hit
RH hit
LH hit
Roll - let ring
Roll w/quick release
Muffled hit
Choke after hit
RH hit
LH hit
Bowed Gong
Bowed gong 5
Bowed gong 4
Bowed gong 3
Bowed gong 2
C3 Middle C Bowed gong 1
Chinese Gongs (All)
(not in Fuyin 15”)
This keymap is compatible with the following individual Chinese gong instruments:
• Chinese Gong 12in
• Circus Gong
• Fuyin Gong 15in
• Jing Gong
• Opera Gong 10in
• Pasi Gong 12in
Wind Gongs (All)
Stick rubato
Scrape long*
Scrape medium*
Scrape short*
Triangle beater hit RH
Triangle beater hit LH
Wood stick hit RH*
Wood stick hit LH*
Regular Hit dampened*
Tam Tam regular hit*
Dampened cresc. (long)
Dampened cresc. (medium)
Dampened cresc. (short)
Loud crescendo (long)*
Loud crescendo (medium)*
Soft crescendo (long)*
Soft crescendo (medium)*
Hit (loud)
Hit (mezzo)
Hit (soft)
Forte cresc. roll (short)
Forte cresc. roll (medium)
Forte cresc. roll (long)
Piano Roll (*22” wind gong only)
This keymap is compatible with the two main Tam Tam (unpitched gong) instruments in VDL:
• Tam Tam 34in Zildjian
• Tam Tam 30in European*
Note: Only sounds with an asterisk are contained within the 30in European instrument. 34in Zildjian instrument includes all sounds listed.
This keymap is compatible with the two Wind Gong instruments in VDL:
• Wind Gong 22in
• Wind Gong 30in*
Bongos (Auto RL)
High Bongo roll
Low Bongo roll
High Bongo finger
High Bongo open
High Bongo mute
Low Bongo finger
Low Bongo open
Low Bongo mute
High Bongo
High Bongo hit
Low Bongo
Bongos Manual
Congas (AutoRL)
Rubato bending
Roll
Muted Slap
Open Slap
Open Stroke
Muted Stroke
Bass Tone
Heel/Toe hits
Muted Slap
Open Slap
Open Stroke
Muted Stroke
Bass Tone
Heel/Toe hits
Roll
Rubato bending
High Conga mallet hits
with
Roll w/mallets High Conga
Low Conga mallet hits
Roll w/mallets Low Conga
Congas Manual
Muted Slap
Open Stroke
Bass Tone
Bass Tone
Open Stroke
Muted Slap
Open Stroke
Bass Tone
Bass Tone
Open Stroke
Rubato bending
Roll
Open Slap
Muted Stroke
Heel/Toe hits
Heel/Toe hits
Muted stroke
Open Slap
Muted Slap
Open Slap
Muted Stroke
Heel/Toe hits
Heel/Toe hits
Muted stroke
Open Slap
Muted Slap
Roll
Rubato bending
Djembe 14in
Open flam
Open Slap
Muted Bass Tone
Muted Bass Tone
Open Slap
Dampened Slap
Djembe Big
Soft Taps
Open Slap
Muted Bass Tone
Muted Bass Tone
Open Slap
Open Fingers
Bending rubato 2
Bending rubato 1
Roll 2
Roll 1
Light,airy finger roll
High finger harmonic
Dampened Slap
Muted Slap
Open Bass Tone
Low Pat
Low Pat
Open Bass Tone
Muted Slap
Open flam
High finger harmonic
Up and Down Roll
Bending rubato 2
Bending rubato 1
Loud Roll
Soft Rol1
Light,airy finger roll
High finger harmonic
Open Fingers
Muted Slap
Open Bass Tone
Low Pat
Low Pat
Open Bass Tone
Muted Slap
Soft Taps
High finger harmonic
Doumbek
Slap RH (muted) Muffled hit 1
Bass tone RH (open)
Bass tone LH (open)
Slap LH (muted)
Log Drum (AutoRL)
Muffled hit
Flam (open)
Slap (muted)
Slap (open)
Bass tone (open)
Bass tone (muted)
Flam 1 (open)
Slap RH (open)
Bass tone RH (muted)
Bass tone LH (muted)
Slap LH (open)
Flam 2 (open)
Muffled hit 2
High (hard)
High (soft)
Med-high (hard)
Med-high (soft)
Medium (hard)
Medium (soft)
Med-Low (hard)
Med-Low (soft)
Low (hard)
Low (soft)
Taiko Drum
This instrument simulates a Log Drum played with soft or hard mallets. Soft mallets are mapped to treble staff lines (E, G, B, D, F), and hard mallets are mapped to staff spaces (F, A, C, E, G).
Timbales
C
Timbales Manual
Cymbal crash
Cymbal bell
Cymbal
ChaCha Bell tip
ChaCha Bell mouth
Mambo Bell tip
Mambo Bell mouth
Roll
Stick on shell
Dead stroke w/stick
Rimshots
Regular hits
Roll
Stick on shell
Dead stroke w/stick
Rimshots
Regular hits
RH Rimshot
RH hit
RH Rimshot
RH hit
Cymbal crash
Cymbal bell
Cymbal
ChaCha Bell tip
ChaCha Bell mouth
Mambo Bell tip
Mambo Bell mouth
Roll
Stick on shell
Dead stroke w/stick
LH Rimshot
LH hit
Roll
Stick on shell
Dead stroke w/stick
LH Rimshot
LH hit
VDL:2 Keymap - Agogo Bells
Agogo Bells
Tip stroke Roll
Open stroke
Muted stroke
High Agogo
Clasp Bells together
Tip stroke
Open stroke
Muted stroke
Roll
Low Agogo
Cabasas Hi and Low
Spin Roll
Shake Roll
Tap RH
Tap LH
Middle C
Scrape In Scrape Out
Shake Roll Spin Roll Medium Cabasa
Tap RH
Tap LH
Scrape In Scrape Out
Rattle Shake Long spin
Shake Out
Shake In
Tap RH
Tap LH Spin 3 Spin 2 Spin 1
Low comp shake out
Low comp shake in
Bass Tone
Shakerines
Ankle Bells
Bell Tree
Plastic slow
Plastic mallet ascending
Plastic mallet descending
Brass slow
Brass mallet ascending
Brass mallet descending
Aluminium slow
Aluminium mallet ascending
Aluminium mallet descending
Strike individual bells w/mallet
Brake Drums
Brake Drum 3 RH
Brake Drum 2 RH
Brake Drum 1 RH
Brake drum 3 LH Manual
Brake drum 2 LH
Brake drum 1 LH
Brake drum 3
Brake drum 2
Brake drum 1
Castanets (All)
Claves (All)
Finger Cymbals
RH Hit
LH Hit
RH Flam Roll Hand Castanets (Epstein Rosewood)
LH Flam
Roll w/paddle castanets on machine castanets
Roll
RH 4-stroke ruff
RH Flam
RH Hit
LH Hit
LH Flam
LH 4-stroke ruff
Castenet Machine (plastic)
Hits Rubato 1 Rubato 2 Quasi Roll (rosewood claves only)
Edge against Bell
Edge against Edge Clasped Scrape Muted Clap
This keymap illustrates the mapping for each Castanets instrument in VDL. The Castanets (All) instrument simply combines both of the other Castanets instruments into one patch.
This keymap illustrates the identical mapping used for the two individual Claves instruments in VDL:
• Claves Pearl Synthetic • Claves Rosewood
Cowbells
Short Scrape 2
Short Scrape 1
Medium Scrape 2
Medium Scrape 1
Long Scrape
Flam Long Scrape
Shaken fortissimo
Shaken loud
Shaken soft
Flam stroke 2
Flam stroke 1 Stir shake
One stroke OUT
One stroke IN
Average
Rainsticks (All)
This keymap illustrates the mapping for each rainstick instrument in VDL. The Rainsticks (All) instrument simply combines both of the other rainstick instruments into one patch.
Ratchet
Shakers (All)
Back/forth shake (Auto RL)
Continuous shake (roll)
One shake OUT
One shake IN
Rubato
Back/forth shake (Auto RL)
Continuous shake (roll)
One shake OUT
One shake IN
Back/forth shake (Auto RL)
Continuous shake (roll)
One shake OUT
One shake IN
Back/forth shake (Auto RL)
Continuous shake (roll)
One shake OUT
One shake IN
Slapsticks
This keymap is compatible with each individual shaker instrument as well.
Chrome Sleighbells { Brass Sleighbells
Tambourine Orchestral (All)
Diminuendo roll SHORT
Diminuendo roll MEDIUM
Diminuendo roll LONG
Crescendo roll LONG
Crescendo roll MEDIUM
Crescendo roll SHORT
ROLL (smooth shake)
ROLL (shaken)
PALM on head
Fist/Knee UP
Fist/Knee DOWN
Thumb roll w/heel of hand release
Thumb roll w/fingertip release
FIST on head
FINGERTIP on head
Thumb roll LONG
Thumb roll SHORT
Thumb roll short crescendo
Fingers on shell RH
Fingers on shell LH
Tambourine Rock
Strike w/stick RH
Strike w/stick LH
Roll Lite
Roll Shaken
Strike with hand
Backbeat Accent
Groove shake IN
Groove shake OUT
This keymap illustrates the mapping for each sleighbell instrument in VDL. The Sleighbells (All) instrument simply combines both of the other sleighbell instruments into one patch.
This keymap illustrates the identical mapping used for each of the orchestral tambourine instruments in VDL:
• Tambourine Orch Bright
• Tambourine Orch Dark
• Tambourine Orchestral
Triangles (Abel 6”/Grover 6”/Grover 9”)
Roll - dampened on release
Roll - let ring on release
Dampened after attack w/no overtones
Open hit w/no overtones
Muffled hit
Dampened after attack w/overtones
Open hit w/overtones
Triangles (All)
**6” Alan Abel
**6” Grover
**9” Grover
Roll - dampened on release
Roll - let ring on release
Dampened after attack w/no overtones
Open hit w/no overtones
Muffled hit
Dampened after attack w/overtones
Open hit w/overtones
Roll - dampened on release
Roll - let ring on release
Dampened after attack w/no overtones
Open hit w/no overtones
Muffled hit
Dampened after attack w/overtones
Open hit w/overtones
Roll - dampened on release
Roll - let ring on release
Dampened after attack w/no overtones
Open hit w/no overtones
Muffled hit
Dampened after attack w/overtones
Open hit w/overtones
This instrument combines all three triangles in Virtual Drumline into one handy patch with a variety of triangle sounds at your fingertips.
Enhanced Controls
Mod-Wheel (CC1)
**POLYPHONY
• 0-64 = Polyphonic (sounds may ring together)
• 65-127 = Single voice limited† (only one voice may trigger at a time
†This MW setting is useful for music which requires quick open/mute techniques.
Vibra Slaps
Rubato ascend/descend 1
Rubato ascend/descend 2 Grover {
Rubato ascend
Rubato descend
Single descend/ascend
Single descend
Single ascend
Rubato ascend/descend 2
Single descend/ascend continuous Abel {
Rubato ascend/descend 1
Vibraslap wood/metal together
Vibraslap metal
Vibraslap wood 2
Vibraslap wood 1
Patio Chimes
Small patio chimes
Large patio chimes
Wind Chimes (All)
Slow descend
Ascending and Descending
Descending
Ascending
Treeworks single row chimes
Ascending and Descending
Descending
Ascending
Ascending and Descending
Descending
Ascending
Treeworks double row chimes
This keymap represents the mapping for all Treeworks Wind Chime instruments in VDL (except patio chimes). In this diagram you’ll see the Treeworks WChimes All mapping which contains all individual wind chime recordings.
Double-row chime bars struck with Xylo mallet
Treeworks "echo" chimes
Granite Blocks (AutoRL MW)
Block 1 (stick)**
Block 1 (mallet)**
Block 2 (stick)**
Block 2 (mallet)**
Block 3 (stick)**
Block 3 (mallet)**
Block 4 (stick)**
Block 4 (mallet)**
Block 5 (stick)**
Block 5 (mallet)**
Individual hits (Auto RL)
Jam Blocks
Wacky random
Block 1 accel-dim.
Block 1 swell
Block 2 accel-dim.
Block 2 swell
Block 3 accel-dim.
Block 3 swell
Block 4 accel-dim.
Block 4 swell
Block 5 accel-dim.
Block 5 swell
Rubato Effects with mallets
Enhanced Controls
Mod-Wheel (CC1)
**SOUNDS
• 0-64 = Regular Hits (Auto RL)
• 65-127 = Rolls
Temple Blocks (AutoRL MW)
Block 1 (stick)**
Block 1 (mallet)**
Block 2 (stick)**
Block 2 (mallet)**
Block 3 (stick)**
Block 3 (mallet)**
Block 4 (stick)**
Block 4 (mallet)**
Block 5 (stick)**
Block 5 (mallet)**
Wacky random 2
Wacky random 1
Block 1 rit-dim.
Block 1 swell
Block 2 rit-dim.
Block 2 swell
Block 3 rit-dim.
Block 3 swell
Block 4 rit-dim.
Block 4 swell
Block 5 rit-dim.
Block 5 swell
Woodblocks Three
RH Hard Mallet Hit
LH Hard Mallet Hit
RH Soft Mallet Hit
LH Soft Mallet Hit
RH Hard Mallet Hit
LH Hard Mallet Hit
RH Soft Mallet Hit
LH Soft Mallet Hit
RH Hard Mallet Hit
LH Hard Mallet Hit
RH Soft Mallet Hit
LH Soft Mallet Hit
Individual hits (Auto RL)
Rubato Effects with mallets
Enhanced Controls
**SOUNDS
• 0-64 = Regular Hits (Auto RL)
• 65-127 = Rolls
Rubato dim-rit. w/hard mallet
Hard Mallet Hits AutoRL
Rubato dim-rit. w/soft mallet
Soft Mallet Hits AutoRL
HIGH Block
Rubato dim-rit. w/hard mallet
Hard Mallet Hits AutoRL
Rubato dim-rit. w/soft mallet
Soft Mallet Hits AutoRL
Rubato dim-rit. w/hard mallet
Hard Mallet Hits AutoRL
Rubato dim-rit. w/soft mallet
Soft Mallet Hits AutoRL
Block
Air Raid Siren
Bell Plates
RH hit w/xylo mallet
LH hit w/xylo mallet
Hit w/acrylic hammer
Birds Meinl
bell plate
RH hit w/xylo mallet Low bell plate
LH hit w/xylo mallet
w/acrylic hammer
Shaken loudly 1 Shaken loudly 2
Shaken softly 2
Shaken softly 1
Earth Plate
Middle C
LH Hit
Scratch IN Scratch OUT Plastic Mallet
LH Hit RH Hit Fast Scrape Slow Scrape
RH Hit Brass Mallet
Energy Chimes
Enhanced Controls
Mod-Wheel (CC1)
**SUSTAIN
• 0-64 = Fully Ringing
• 65-127 = Dampened after strike
High Flexatone tremolos (low to high)
High and Low Flexatones (random)
High Flexatone random bends (fast)
High Flexatone random bends
Low Flexatone random bends
Low Flexatone tremolos (low to high)
Garden Weasel
Hand Claps
Solo Clap (dry)
Solo Clap (ambient)
Group Clap 2
Group Clap 1
Marching Machine
Metronome
Accents Clicks
Propane Tank
Random crazy
Dim/rit. on edge
Dim/rit.
Accel/rit/cresc/dim. on edge
Accel/rit/cresc/dim.
Tremolo on edge
Tremolo
Middle C
Ribbon Crasher
Thundersheet
Waves (extreme)
Waves (mellow)
Roll w/mallet (forte)
Roll w/mallet (mezzo piano)
Shaken (violent)
Shaken (mezzo forte)
Shaken (mezzo piano)
Shaken (piano)
VibraTones
“Auto” key 4
“Auto” key 2
“Auto” key 1
Roller 2 “Auto” key 3
Roller 1
Type
Type keystroke 1
Spacebar 2
Spacebar 1
Waterphone is bowed at various lengths and pitches on indicated notes.
Parade block whistle long
Parade block whistle
Staccato 3
Staccato 2
Staccato 1
Long sustain 2 (looped)
Long sustain 1 (looped)
Drum Major
C4 "Ten!" "Band!" "Corps!" Drum Major hand claps "One!" "Two!" "Four!" "Mark!" "Time!" "Hut!" "Three!" "Front!" "Ready!" "Go!" "Resume!"
C
Slide Whistle
C3 C4
Vocals
1
Middle C
Random “wacky”
Random “spacey”
Random “queasy”
Descending slide short
Descending slide medium
Ascending slide short
Ascending slide medium
Ascending slide long
3
2
2
2
BD and Tam Tam
Long crescendo mezzo
Medium crescendo mezzo
Long crescendo forte
Medium crescendo forte
Tam Tam hit
Regular mallet full
Regular mallet dampened
Bass Drum w/towel muffling
Staccato mallet dampened
Staccato mallet full
Bass Drum sustained roll
Crescendo roll long 2
Crescendo roll long 1
Crescendo roll short 2
Crescendo roll short 1
Concert Band Combo
Thumb roll (short cresc.)
Thumb roll (short)
Fingers on shell (Auto RL)
Block 2 (Auto RL)
Block 4 (Auto RL)
High (stick)
Medium (stick)
Low (stick)
On Bell w/shoulder of stick
Sustained roll (muted release)
Muted crescendo (long)
Muted crescendo (medium)
Muted crescendo (short)
Choke w/stick
Choke w/mallet
Roll (quick release)
Dampened after hit
Rolls w/snares off
Hits w/snares off (Auto RL)
Crash Choke
Rolls w/snares off
Hits w/snares off (Auto RL)
Drum 1 (Auto RL)
Drum 3 (Auto RL)
Drum 5 (Auto RL)
Muted crescendo (medium)
Muted crescendo (short)
Dampened hit
Chamois muted (Auto RL)
Regular muted (Auto RL)
Roll (shaken)
Thumb roll
Fist/Knee (Auto RL)
Fingers on head (Auto RL)
Block 1 (Auto RL)
Block 3 (Auto RL)
Block 5 (Auto RL)
High (mallet)
Medium (mallet)
Low (mallet)
Coin scrape (long)
Coin scrape (short)
Hit w/tip of stick (Auto RL)
Sustained roll (natural release)
Crescendo (long)
Crescendo (medium)
Crescendo (short)
Hit w/stick
Hit w/mallet
Roll (ringing)
Muted hit
Regular hit
Rim shot
Rim (Auto RL)
Rolls
Hits (Auto RL)
Scrape (zing)
Sizzle crash
Crash
Rim shot
Rim (Auto RL)
Rolls
Hits (Auto RL)
Triangle
This combination instrument includes the most common unpitched instruments found in the typical concert percussion section. Using this instrument gives you handy access to most common sounds on these instruments, all within one patch.
Drum 6 (Auto RL)
Scrape (long)
Scrape (short)
Triangle beaters (Auto RL)
Sticks (Auto RL)
Crescendo (medium)
Crescendo (short)
Regular hit
Sustained roll
Drum 2 (Auto RL) C0
Chamois mallet hit (Auto RL)
Regular mallet hit (Auto RL)
Drum 4 (Auto RL) Concert
Crescendo long 2
Crescendo long 1
Crescendo short 2
Crescendo short 1
Cymbal Rack Combo
Muted crescendo (longer)
Muted crescendo (short)
Choke w/stick
Choke w/mallet
Choke w/stick (fat)
Choke w/mallet (fat)
On Bell w/shoulder of stick
Sustained roll (muted release)
Muted crescendo (long)
Muted crescendo (medium)
Muted crescendo (short)
Choke w/stick (short)
Choke w/mallet (short)
Splash choke w/stick
Shoulder (open)
Shoulder (loose)
Shoulder (closed)
High (quick release)
Low (quick release)
High choke after hit
Low choke after hit
Crash choke
Crescendo (long)
Crescendo (medium)
Crescendo (short)
Hit w/stick
Hit w/mallet
Coin scrape (long)
Coin scrape (short)
Hit w/tip of stick (Auto RL)
Sustained roll (ring release)
Crescendo (long)
Crescendo (medium)
Crescendo (short)
Hit w/stick
Hit w/mallet
Splash w/stick
Splash w/mallet
Crash w/stick
Stick on bell
Stick further in
Stick near edge
Closed w/foot pedal
Tip (open)
Tip (loose)
Tip (closed)
High
Low
High roll
High hit (Auto RL)
Low roll
Low hit (Auto RL)
Zing (scrape)
Sizzle crash
Crash
This combination instrument includes nearly every cymbal sound available in Virtual Drumline. As a result, it consumes more memory and will encounter longer load times than individual cymbal instruments. It can be a handy way to access a vast selection of cymbal samples without having to load multiple patches. Enhanced Controls
Mod-Wheel (CC1)
***CYMBAL SELECTION
• 0-44 = Low
• 45-88 = Medium
• 89-127 = High
Finale Marching Perc Map
Whistle (short)
Triangle (muted)
Congas open tone (high)
Cabasa
Vibraslap
Agogo Low (Auto RL)
China cymbal crash w/stick
Tenorline rims (high)
Tenorline Spock rimshot (Auto RL)
Tenorline Drum 2 sustained roll
Tenorline Drum 2 rimshot (Auto RL)
Tenorline Drum 3 rimshot (Auto RL)
Tenorline Drum 4 rimshot (Auto RL)
Snareline on Hi Hat (open)
Snareline on cymbal bell
Snareline stick shot
Snareline rim clicks RH
Snareline crush (wet)
Snareline RH rimshots
Snareline LH rimshots
Cymbal Line Hi Hat
Cymbal Line sizzle
UNISON Bassline sustained roll
UNISON Bassline hit
UNISON Bassline rim click
Tam Tam (gong)
Whistle (long)
Triangle (open)
Concert Bass Drum
Congas open tone (Low)
Congas muted slap (High)
Tambourine
Claves
Agogo High (Auto RL)
Cowbell (Auto RL)
Suspended cymbal crash w/stick
Tenorline shell hits
Tenorline rims (low)
Tenorline Spock hits (Auto RL)
Tenorline Drum 1 rimshot (Auto RL)
Tenorline Drum 1 hits (Auto RL)
Tenorline Drum 2 sustained roll
Tenorline Drum 2 hits (Auto RL)
Tenorline Drum 3 sustained roll
Tenorline Drum 3 hits (Auto RL)
Tenorline Drum 4 sustained roll
Tenorline Drum 4 hits (Auto RL)
Snareline on Hi Hat (closed)
Snareline on ride cymbals
Snareline buzz roll (sustained)
Snareline stick click
Snareline rim knock
Snareline rim clicks LH
Snareline crush (secco)
Snareline ping shot
Snareline RH hits
Snareline LH hits
Cymbal Line crash choke
Cymbal Line crash
Bass Drum 1 (Auto RL)
Bass Drum 2 (Auto RL)
Bass Drum 3 (Auto RL)
Bass Drum 4 (Auto RL)
Bass Drum 5 (Auto RL)
This combo instrument offers a special benefit for users of Finale 2005+. The mapping here corresponds to that of the marching percussion layout in Finale 2005 and higher. This will enable you to automatically play back scores written with Finale marching percussion mapping using the added realism of VDL sounds.
Load this instrument into Kontakt Player and set it to Channel 10, which is most likely what your previous Finale score had percussion staves set to.
Note: This combo instrument is merely provided as a convenience for people who are already comfortable and familiar with the Finale marching percussion mapping or to play back older scores that were entered with that mapping. Finale users are not required to use this map with VDL.
General MIDI Set
Muted Triangle
Claves
Short Guiro Scrape
Maracas
Low Agogo
Low Timbale
Open
High Conga
Low Bongo
Vibraslap
Cowbell
Tambourine
Ride Cymbal Tip 1
Crash Cymbal 1
Open Hi Hat
Pedal Hi Hat
Closed Hi Hat
Hand Clap
Cross Stick
Open Triangle
Low Wood Block
High Wood Block
Long Guiro Scrape
Long Whistle
Short Whistle
Cabasa
High Agogo
High Timbale
Low Conga
Mute High Conga
High Bongo
Ride Cymbal Tip 2
Crash Cymbal 2
Splash Cymbal
Ride Cymbal Bell
Chinese Cymbal
High Tom
High-Mid Tom
Low-Mid Tom
Low Tom
High Floor Tom
Low Floor Tom
Snare Drum rimshot
Snare Drum
Bass Drum 2
Bass Drum 1
General MIDI is a widely used standard in the world of computer music. It conforms to a universal set of sounds and mapping which enables users of GM equipment to achieve a suitable playback. For easy compatibility with music written for GM percussion mapping, load this General MIDI Set from VDL to take advantage of VDL’s added realism.
Latin Combo (AutoRL)
Claves
Ganza Shaker
Bongo bell tip
Bongo bell muted
Bongo bell
High Bongo slap
High Bongo muted
High Bongo open
Low Bongo slap
Low Bongo muted
Low Bongo open
Guiro short scrape
Guiro long scrape
Cymbal crash
Cymbal bell
Cymbal tip
Cha cha bell tip
Cha cha bell mouth
Mambo bell tip
Mambo bell mouth
High drum shell
High drum rimshot
High drum regular hit
Low drum rimshot
Low drum regular hit
Low drum shell
Roll
Muted Slap
Open Slap
Open Stroke
Muted Stroke
Heel/Toe taps
Roll
Muted Slap
Open Slap
Open Stroke
Muted Stroke
Heel/Toe taps
Shekere taps
Shekere spin
Shekere back/forth
Shekere comping
Shekere bass tone
Shaker/Claves
Metal Combo (AutoRL)
Thundersheet
Earth Plate scrape
Earth Plate hit
Trash Can
Sus cym roll SUSTAINED
Sus cym cresc roll LONG
Sus cym cresc roll MED
Suspended cymbal bell C7
Sus cym cresc roll SHORT
Suspended cymbal crash
Ride cymbal bell
Ride cymbal w/tip
Sizzle cymbal
Splash cym choke
Splash cymbal
China cym choke
China cymbal
Hi Hat open
Hi Hat closed
Zil-Bell
Sleigh Bells roll
Sleigh Bells single
Bell Tree Scrape
Finger Cymbals clasped
Metal Guiro short scrape
Metal Guiro long scrape
Ankle Bells strike
Agogo High
Agogo Low
Small Cowbell
Large Cowbell
Triangle roll
Triangle closed
Triangle open
Ribbon Crasher
Propane Tank
Brake drum 1
Brake drum 2
Double-row mark tree
Tam Tam scrape (med)
Tam Tam strike
Triangle Beaters on Tam Tam
Bell Plate
This Metal Combo is comprised of a collection of only metal sounds taken from other instruments within VDL.
Rack Combo A (AutoRL)
Sus cym roll (sustained)
Sus cym cresc roll (long)
Sus cym cresc roll (medium)
Sus cym cresc roll (short)
Suspended cymbal bell
Suspended cymbal crash
Ride cymbal bell
Ride cymbal w/tip
Sizzle cymbal
Splash cymbal choke
Splash cymbal
China cymbal choke
China cymbal
Hi Hat open
Hi Hat closed
Tenor drum hits
Tenor drum roll
Concert snare rim shot
Concert snare hits
Concert snare roll
Concert tom 1
Concert tom 2
Concert tom 3
Concert tom 4
Concert tom 5
Impact Drum
Large Cowbell
Synthetic temple block 1
Synthetic temple block 2
Synthetic temple block 3
Synthetic temple block 4
Synthetic temple block 5
Brake drum 1
Brake drum 2
Double-row mark tree
Shaker
22" Wind Gong
Crash cymbals choke
Crash cymbals
This Rack Combo is made up of some common auxiliary instruments that might be used in a typical rack setup. Using this instrument can be very convenient in that it consolidates several instruments into one multipercussion instrument.
Rack Combo B (AutoRL)
Sus cym roll (sustained)
Sus cym cresc roll (long)
Sus cym cresc roll (med)
Sus cym cresc roll (short)
Suspended cymbal bell
Suspended cymbal crash
Ride cymbal bell
Ride cymbal w/tip
Sizzle cymbal
Splash cym choke
Splash cymbal
China cym choke
China cymbal
Hi Hat open
Hi Hat closed
Zil-Bell
Sleigh Bells roll
Sleigh Bells single
Bell Tree scrape
Finger Cymbals clasped
Concert tom 1
Concert tom 2
Concert tom 3
Concert tom 4
Concert tom 5
Woodblock
Large Cowbell
Triangle roll
Triangle closed
Triangle open
Tambourine shake
Tambourine strike
Brake drum 1
Brake drum 2
Double-row mark tree
Shaker
Tam Tam strike
Concert Bass Drum hit (open)
Crash Cymbals (ring)
This Rack Combo was made up from suggestions of VDL:2 users after the popularity of “Rack Combo A.” Several of the mappings are similar (cymbals, toms, etc.) However, this combo gives you another rack alternative to choose from.
VDL Troubleshooting
On the following pages you’ll find a listing of places you can go to get help with VDL, as well as a variety of troubleshooting tips on common scenarios you may encounter when using your Virtual Drumline library.
Getting Help with Virtual Drumline
ONLINE SUPPORT
If you find you need some help along the way while learning to use VDL, there are excellent online resources for technical and/or troubleshooting information that you can find by visiting the support area on the Tapspace website (www.tapspace.com/support).
You will find links there to different types of support including Frequently Asked Questions (FAQs), Downloads & Updates, our Users Forum, and links to the support areas of other third-party developers who develop the various software applications you’re likely to use in conjunction with VDL.
We fully stand by our product—Virtual Drumline—and will gladly provide an appropriate level of support if you run into problems. However, many of the support requests we receive have more to do with third-party applications like Sibelius, Finale, or The Write Score templates than they do with just VDL. Unfortunately we are unable to provide support for other software applications. Please consult their respective documentation and/or support resources.
• Sibelius Help Center
• Finale Support
• The Write Score Support
If you’re sure that the problem is strictly related to VDL, the fastest way to receive help will be to fill our a Support Ticket on our website. The ticket system will prompt you for your unique VDL serial number and other bits of information that are helpful in troubleshooting.
If you’re unclear about whether or not the problem deals only with VDL, a helpful test is to see if you can launch Kontakt Player (or Kontakt) in standalone mode and load/audition VDL sounds. If you can, then your library is functioning properly!
FACEBOOK VIRTUAL DRUMLINE USER’S GROUP
The VDL User’s Group on Facebook has been an invaluable source of technical support. We are very fortunate to have a broad base of “power users” who willingly donate their time and technical prowess to assist others. Please remember that courtesy and detailed explanations go a long way towards getting help quickly!
KONTAKT REFERENCE MANUAL
While Virtual Drumline is the juice that makes your music sing, Kontakt Player is the software program that gives it its voice. Learning your way around Kontakt Player is also an important component to successfully using your VDL library. You’ll find the Kontakt Reference Manual by launching Kontakt Player, then selecting Open Manual>Kontakt Reference Manual.
TROUBLESHOOTING
Samples Missing Dialog
This error may appear if your VDL library isn’t correctly installed, if you’ve moved your library folder after it was installed, or if you’ve moved certain files within your library folder.
Solution: Ensure that your library folder is intact and contains the correct contents.
Navigate to your Virtual Drumline 2.5 library and check to make sure it contains at least all the files you see in Figure B below. If it doesn’t, re-read the installation instructions. (Note: If you installed a library update, it may have come with specific instructions that are different from what you’ll see in this user guide.)
Alternatively, you can delete the entire library folder and then replace it with the latest Virtual Drumline 2.5.x library update from the Downloads and Updates page on the Tapspace website.
Library Content Not Found
When you open Kontakt Player, if your Virtual Drumline library box looks odd (see Figure C), your library folder (or contents within) may have been moved or renamed.
Solution: Click the Remove button and then click the Add Library button to navigate to your Virtual Drumline 2.5 folder as outlined in the installation instructions.
Error: The patch could not be loaded
If you receive this message, it means you’re trying to load a current VDL instrument (patch) using an older version of Kontakt Player that’s not compatible with your library version. As a reminder, Virtual Drumline library version 2.5.5 requires you to be using Kontakt 4 or later.
Solution: Load your VDL sounds into a current version of Kontakt Player rather than Kontakt Player 2.
Figure D: “The patch could not be loaded” dialog means you’re using an older version of Kontakt Player to try loading this sound. Use Kontakt Player 4 or later to load your VDL sounds.
IMPORTANT: This also means that any project files in which outdated versions of Kontakt Player were used will need to be repopulated with a more current version of Kontakt. For example, if you’re trying to open a percussion score that was written in Finale last year and it was originally set up to host plug-ins of Kontakt Player 2 as your playback device, you’ll need to replace any instances of Kontakt Player 2 with more current instances of Kontakt 5 (for example), then re-load the necessary VDL instruments.
VDL Library doesn’t appear in Kontakt Player
If, when you open Kontakt, you don’t see the Virtual Drumline library box, you may not have added the library to Kontakt, or you may have accidentally removed it.
Solution: Click the Add Library button to navigate to your Virtual Drumline 2.5 folder as outlined in the installation instructions.
Kontakt VST plug-in doesn’t appear in Finale (Windows version)
If, in the Finale VST setup area, you find that Kontakt is not available as a plug-in option, it means that the Kontakt.dll file (the VST file) did not get copied into the paticular folder where Finale expects to see it. On Macintosh computers this isn’t an issue, but on Windows computers users must copy the file here manually.
Solution: Locate the Kontakt VST file. When you installed Kontakt, this file should have been installed at C>Program Files>Native Instruments>VSTPlugins. The file will be named for your version of Kontakt (i.e., Kontakt5.dll if you installed Kontakt version 5). Then copy this .dll file and paste it into the VSTPlugins folder where Finale is trying to locate it.
Finale 2011 and later:
Windows XP: C:\Documents and Settings\All Users\Application Data*\MakeMusic\ Finale 201x\VST Support
Windows Vista/7: C:\ProgramData*\MakeMusic\Finale 201x\VST Support
Sibelius 6 and earlier:
Windows XP: C:\Program Files\Sibelius Software\VSTPlugins
Windows Vista/7: C:\Program Files\Sibelius Software\VSTPlugins
For more information on using Sibelius, consult your Sibelius documentation or visit the Sibelius Help Center.
Also, if you are using a Sibelius template from The Write Score, please review the ReadMe file that came with the template. Often people using notation templates run into problems when they don’t correctly set up their template files. For more information on using templates, or technical support, visit The Write Score
Unsure how to set up VDL inside a Sibelius score
Keep in mind that using VDL within Sibelius requires you to learn a few basics about the programs you’re using. In your Sibelius documentation, here are a few areas to become familiar with in learning how to integrate Kontakt (and your VDL library) into Sibelius:
• Playback Devices
• Sound Sets
• Instruments
• Staff Types
• Soundworld
• VST/Audio Units
Also, many Sibelius/VDL users find it beneficial to purchase a template from The Write Score. This is a set of Sibelius files (and detailed instructions) that take a lot of the percussion mapping work out of your hands, so you can get down to the good stuff…writing music! For more information on Sibelius templates for VDL, visit The Write Score.
Kontakt appears in Sibelius but doesn’t show a VDL sound set
Sibelius has an “auto-load” feature that can make it very convenient to use VDL without having to manually load your instruments into Kontakt Player. In order for this to work, you’ll need to be using a version of Kontakt that’s compatible with the version of Sibelius you’re using. You’ll know if you’re using a compatible version if, in the Playback Devices window, Kontakt appears as a “Kontakt type AU or VST.” If it doesn’t, you won’t be able to select a VDL compatible sound set when you activate Kontakt as your playback device.
Solution: Use a version of Kontakt Player that’s compatible with your version of Sibelius. Visit the Tapspace FAQ area for the latest chart outlining which versions of Kontakt are compatible with different versions of Sibelius.
Soundcard (audio interface) isn’t recognized
If you are having problems with your audio interface, it may either be a software (driver) or hardware issue. You should consult the audio interface manufacturer’s documentation. In the meantime, here are a few things to try.
Possible Solutions:
• Quit all open applications.
• Connect the device directly to the computer and not via a USB or Firewire hub.
• Open Audio MIDI Setup (Mac OS X) and see if the device shows up there. Test the MIDI setup for MIDI received.
• Update any soundcard or MIDI drivers from the manufacturer’s website.
• Deinstall and reinstall your soundcard or MIDI drivers.
No Sound on playback
Possible Solutions:
• If you’re accessing Kontakt in stand-alone mode, make sure that the Kontakt MIDI channel is set to receive from your MIDI device properly. They must be on the same MIDI channel. If in doubt, set the instrument channel in Kontakt to “OMNI.”
• Output routing is incorrectly set up. Click the Outputs button and set the outputs to correspond to your soundcard’s monitor (Main) outputs. Most often this is the “st.1” (stereo 1) fader, and you’d click the Conf. button to assign your soundcard’s outputs.
• Incorrect soundcard is selected. Open Kontakt’s Options/Preferences and go to the Audio tab to choose the correct output device.
• Volume isn’t turned up or headphones/speakers aren’t turned on or plugged in. (Sometimes it’s the simplest things!)
Playback sounds innacurate, jittery, or wobbly
More often than not, if you’re experiencing odd-sounding rhythms with your playback, it has something to do with your audio interface (soundcard) and its latency settings.
Solution: Adjust the output latency from Kontakt. You can quickly adjust your latency by going into Kontakt’s Options/Preferences window, then selecting the Audio tab. As you move the Latency slider left or right, you’ll notice the “processing” value (in milliseconds) below adjusts along with it. If you shoot for somewhere in the 40ms range, that’s a good starting point. This value will depend on the speed of your processer, the quality of your audio interface, the number of sounds you’re attempting to play back at once, and your available memory. Some trial and error may be appropriate.
Also, check out our Knowledge Base and do some searching for “soundcard” and “latency” there. There are some helpful articles on this topic that will shed more light.
VDL Glossary
Glossary
Virtual Drumline and Kontakt Player offer several options to help you create the most realistic percussion playback ever! To get the most benefit from these powerful tools, it’s important to understand the various features of each instrument and the terminology used along with them. Below is a listing of some important terms that all VDL users should understand.
ASIO
ASIO (Audio Streaming Input/Output) is a soundcard driver architecture developed by Steinberg. ASIO drivers are primarily available for Windows computer soundcards. They offer low latency and support multichannel audio cards. With its high performance and low latency, the ASIO driver interface is highly recommended.
AU (Audio Units)
AU has become the most widely adopted audio plug-in format for Macintosh OS X. Kontakt Player comes with an AU version for hosting in compatible host applications.
AutoRL (Automatic right/left hand alternation feature)
In some instrument names, you’ll see “AutoRL” at the end of the instrument name. This means that the instrument has been programmed to make use of VDL’s automatic right/left alternation feature. For sounds that would normally be played with two hands in an alternating fashion, each time that sound is triggered, it will rotate between right-hand and left-hand samples. This is beneficial for users who prefer not to enter their notes with separate RH/LH attacks.
Aux Send
Aux Send sends a signal to the effects loaded into Aux Return faders in the Outputs section. For example, you could insert a reverb effect into the Aux 1 channel. Using the Aux 1 Send knob, you can control how much signal from any given instrument is sent to the effect loaded on that Aux Return. This is a handy way to adjust varying levels of reverb (or any other effect loaded) on
a per-instrument basis, while only using one instance of that effect. This can greatly benefit CPU performance without needing to insert separate effects on each instrument.
Banks (aka Instrument Banks)
Instrument Banks act just like instruments in that you can load them and assign a MIDI input channel, set pan, volume, etc. However, a bank is like a container which holds multiple instruments in 128 different program slots within one channel. Instruments can be swapped in real time by sending program changes, giving you the ability to switch, for example, from timpani to crash cymbals without having to create those two separate instruments on separate MIDI channels.
Continuous Controller
This is a common term among MIDI devices and applications. Continuous Controllers (CC) send continuous amounts of data to specific areas of information to help express musical ideas. Some examples of standard continuous controllers are Breath (CC 2), Expression (CC 11), Modulation (CC 1), Pan (CC 10), Sustain on/off (CC 64), Volume (CC 7). In Virtual Drumline, CC 1 (Modulation, or Mod-Wheel) is a particularly useful controller to be familiar with since it’s often used to access certain sounds (i.e., timpani hits to timpani rolls) based on the value of the controller. Other controllers for VDL users to pay particular attention to are: CC 11 (Expression), CC 64 (Sustain Pedal), and CC 7 (Volume), but it is recommended not to automate CC 7 in multichannel projects whenever possible.
know in creating music with computers. We’ll discuss a few of the most important features in this glossary. If you’re new to this, remember that MIDI is not actually a “thing” but rather a standard that allows things to communicate.
MIDI interface
A MIDI interface is simply a device that allows MIDI data to come in and go out of your computer. Unless you’re using a USB-specific keyboard controller (which are becoming quite popular these days), you’ll need to have a MIDI interface connected to your computer. Usually these connect via a USB cable or parallel port. Then you can run a MIDI cable from the keyboard to the MIDI interface. MIDI interfaces come in a variety of configurations.
MME
MME is the standard “wave” driver in Windows. Most soundcards support this interface and work with it quite well. However, MME is even less suitable than DirectSound for real-time applications since its latency is comparatively higher. Since DirectSound is so common, using MME isn’t advised unless absolutely necessary.
MW (Modulation Wheel)
The modulation wheel (also known as the modulation controller or “Mod-Wheel”) is one of the most commonly used MIDI controllers in VDL. In the world of MIDI, all controllers are assigned a unique “Continuous Controller” (CC) number. In all instruments, software, and devices, the Mod-Wheel is defined as CC 1. This is sometimes called C1, for controller 1.
MW KS (Modulation Wheel and Keyswitch)
Instruments that are named with MW KS in their titles make use of both Mod-Wheel control and keyswitch control.
Pan Pan controls the left/right ratio of the stereo image. Each VDL instrument contains a pan control which will allow you to adjust whether the instrument should come more from the left or right speaker. Playing with pan settings can give your stereo playback a much richer sense
of space and depth. Pan is typically controlled using CC 10 in most MIDI environments.
Plug-in
Plug-ins are very common tools in the world of audio and MIDI software. They can come in many different flavors: effects like reverb, guitar amp impulses, mastering tools like noise reduction, or virtual instruments (VIs) like Kontakt Player 2. Plug-ins are often a vital part of studio rigs. Using Kontakt Player as a plug-in allows you access to all your instruments directly within the notation or sequencer file you are working on. When you open your score, your instruments load with it!
Polyphony
You’ll probably notice the word “polyphony” used quite a bit in topics related to sample playback. Polyphony refers to the number of voices or, in this case, instrument sounds that can be played back by the sampler at any given time. Since all VDL samples are in stereo, each voice technically uses two channels of audio (right/left channels). So if you trigger 8 vibraphone notes at the same time, you’re actually using 16 voices of polyphony. Furthermore, this polyphony is off limits to other instruments until the initial sounds have completely finished their sustained sound. So you’ll notice increased polyphony usage on sustained sounds such as vibes, chimes, cymbals, gongs, etc.
RAM (aka Memory)
Random Access Memory is one of those terms every computer user must know about. RAM, or memory, is a crucial part of your computer’s ability to run programs. When you load a program and process certain tasks within that program, data needs to be stored in RAM so it can be quickly accessed for you to see expected results. RAM is very important when using digial audio tools like Virtual Drumline, since many of the sounds you’re hearing have to be stored in RAM for quick access. Novice computer users often confuse RAM with hard disk storage. If you don’t know how much RAM your computer has, you can find out in the System control panel
VDL:2 (Virtual Drumline 2)
VDL:2 is the previous version of Virtual Drumline upon which VDL 2.5 is based.
VI (Virtual Instrument)
“Virtual Instrument” is a general term for any sort of software-based sound module. “VIs” have become quite common in the last few years due to computer technology continuing to improve and allow for the demands of professional audio. You are now an official user of a VI, Virtual Drumline 2.5!
Virtual MIDI Cable
This is the term we use to describe MIDI drivers that will allow your various MIDI programs to connect to one another. This will be necessary if you’re running Kontakt Player in stand-alone mode and are sending MIDI out of an earlier version of a program such as Sibelius 4 or Finale 2005. The most common virtual MIDI cables are the IAC Driver (built into Macintosh OS X) or, for Windows users, Maple MIDI Tools, or MIDI Yoke. All are available for free.
VST (Virtual Studio Technology)
VST was developed by Steinberg and is a popular plug-in format widely used in many audio programs such as Cubase, Live, Sonar, V-Stack, SoundForge, Peak, and others. Kontakt Player 2 is usable as a “VSTi” (VST instrument) within host programs that support VSTi’s. Some programs that host VST plug-ins don’t actually handle VSTi plug-ins, so it’s worth noting the difference.
WASAPI (Windows Audio Session API)
WASAPI is Microsoft’s most modern audio driver format, compatible with Windows Vista, Windows 7, and later. Similar to ASIO, it may be a better audio driver option than DirectSound or MME when supported by hardware and software devices together.