Virtual Drumline 2.5 User Guide (v.2.5.6)

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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.)

CC 21
CC 22
CC 26 CC 20

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

C1
C2

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

C1
C2
C3
C5
C6
C4

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

C1
C2
C3
C5
C6
C4

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.

C3
C5
C4
C2

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)

Vibe FX
Middle C C3
C5
C6
C4
C3 Middle C

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

C1
C4

Standard 88-key range for piano

C1
C2
C3
C5
C6
C4
C7
C0
C -1

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

Middle C
C2
C3
Middle C
C2
C3
C5
C4

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

Middle C C3
Middle C C3
C4

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.

Middle C
C2
C3
C5
C4
Middle C C3
C4

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

Middle C
C3
C4
Middle

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*

Middle C
C2
C3
C4
Middle C C2
C3

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

Shekere

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

Middle C
C2
C3
C5
C4
Middle C C3
C5
C4

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

Guiro
Maracas Rawhide

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

Middle C C3 C4
Middle C C3

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

C3

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

C2

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

C2
C3
C3
C4
Hit
Hit
C

Thundersheet

Waves (extreme)

Waves (mellow)

Roll w/mallet (forte)

Roll w/mallet (mezzo piano)

Shaken (violent)

Shaken (mezzo forte)

Shaken (mezzo piano)

Shaken (piano)

C3 C4

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.

C1
C2
C3
C5
C6
C4

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

Middle C
Middle

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

Middle C
C3
C4
Concert BD
Tam Tam
C2

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

C1
C2
Low Conga
High Conga
Shekere
Timbales
Bongos
Guiro

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.

Middle C
C1
C2
C3
C5
C4
C6

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.

Middle C
C1
C2
C3
C5
C4
C6

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.

Middle C
C1
C2
C3
C5
C4
C6

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.

Figure A: “Samples Missing” dialog appears when your library folder is either incorrectly installed or if it (or any of its contents) has been moved.
Figure B: Your Virtual Drumline 2.5 library folder must contain at least the files shown above. (It’s okay if there are .nkc files as well.)
Figure C: “Library Content Not Found” dialog appears when your library folder is either incorrectly installed or if it (or any of its contents) has been moved.

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.

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