MIDI mapping in AR drums.

phillip2637
phillip2637 Member Posts: 15 Member

Sometimes I find myself working with MIDI files that are generated by other software and I use GM mapping on output. I then choose GM mapping in AR drums and end up with a mess.

The main problem is that for any note number where the MIDI-specified instrument doesn't exist, the libraries insert their own choice of replacement...without much obvious logic.

Q1) Is there a drum/percussion library available for Kontakt that implements the full GM MIDI drum map from notes 35 through 81?

Q2) Is there a way of creating custom maps for the AR series that doesn't involve stepping through each note, change and confirm, one at a time? (Like, display a sheet of available instruments and articulations and allow a number to be assigned.)

Answers

  • Uwe303
    Uwe303 Moderator Posts: 2,553 mod
    edited November 19

    Hello,

    from what source do you use the midi files? There are so many different mappings, for many different good reasons, so it is in practice not easy and as you already found out you have to manually correct the instruments if you play some drum midi files from different sources. Kits also don´t consist always of all the instruments\drums in the gm drum map so you would end up with empty notes. But i´m not the greatest expert with gm drum mapping so maybe someone else can help here with a good solution other than to make your own kit save it and reuse it as you need.

    but maybe the smithULTD\EvilDragon kit from that website bigcat Instruments: GM Midi Instruments for Kontakt is something for you but i´ve not tried it myself

  • phillip2637
    phillip2637 Member Posts: 15 Member
    edited November 19

    I'll look for the kit you mentioned. Thanks.

    The core mapping is fairly standard. The only real deviation I've encountered is a "brushes" kit. This specifies a standard kit, with provision for extras outside the range, if you're interested: https://computermusicresource.com/GM.Percussion.KeyMap.html

    I think empty notes would be the best way of handling instrument references that don't exist in the selected kit. It would be much less confusing that hearing unexpected percussion and trying to detect where it comes from. As I suggested, even being able to see and edit the whole map would be a big advantage, compared to clicking through each note individually.

  • Jeremy_NI
    Jeremy_NI Customer Care Posts: 7,799 mod

    You have a few different mapping options inside these drum libraries, maybe one of them would suit your needs, have you tried the GM one?


  • phillip2637
    phillip2637 Member Posts: 15 Member
    edited November 24

    From my original post: " I then choose GM mapping in AR drums and end up with a mess".

    It isn't really GM mapping, but rather an "enhanced subset". That is, partial mapping with a bunch of extra unwanted, non-matching stuff tossed in.

  • Jeremy_NI
    Jeremy_NI Customer Care Posts: 7,799 mod

    @phillip2637 I'm sorry, I oversaw that point, unfortunately I can't offer much more help here.

  • Uwe303
    Uwe303 Moderator Posts: 2,553 mod

    have you tried the smithULTD\EvilDragon kit? And the gm drum map is a nice idea but in practice it´s not that easy as i already said. Alone not every real kit would fit the gm drum map + other percussions. You really have to correct the stuff if you use midi files. But if those midi files are consistent with the mapping you only have to do it once. But also different midi files will have some differences - not ideal but it is what it is. That´s where native keyboards and maschine really shines, everything is pre mapped and not only the instruments to the notes, parameters too.

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