2019 Free Vst Drum Machine With Step Sequencer

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2019 Free Vst Drum Machine With Step Sequencer 9,1/10 7266 reviews

Last week, a coworker and friend challenged me to create a drum machine. The grand goal being to build an online DAW for people to collaborate on as a community. That goal is a bit far off yet, but what isn’t is getting started right away exploring what can be done using web based music making tools people can play with.

  1. Free Vst Drum Sequencer
  1. Size 2.13 MB Ocet is an EKO Computerythmanalog drum synth emulation. 6 sound modules with independent load/save option, and random button. 16 step sequencer, with 16 patterns, load/save option, random.
  2. Software Drum Machine and Audio Sequencer in Java. Create songs, use Drum Kits and give creative automatic compositions features, step sequencer, drumkit manager, midi import/export, wav import/export, soft synth, piano roll.

MiniSpillage is a drum machine VST that is fully capable of putting all your tracks through its high-resolution 64-bit DSP processing to ensure every sound and track comes out sounding professional and clean. This is by far one of my favorite free drum plugins for Mac users.

I took that a step further beyond the usual MPC style drum machine that you will find across the internet, due to the challenge being officially part of the project curriculum of freecodecamp.org These drum machines are usable if you have impeccable timing and dexterous fingers. After a few novel minutes, they tend to lose my interest, and probably yours too. I wanted more than simply playing a sound on event.keyCode

I’m a hobbyist electronic musician. I’ve always loved experimenting with hardware synthesizers, drum machines, and midi controllers. Naturally, I wanted to create a fun, creative, web based sequencer that might serve as a gateway for others into developing a love for creating electronic music.

Ideas Begin to Take Shape

I had a basic idea of what I wanted, but not much else. I had experience using sequencers to make music, but I had no idea how this sort of thing was implemented. I gestated on this for a few days and all of a sudden, the implementation came to me in the shower.

Yes in the shower, as cliche as that is. The mind is a funny thing and sometimes works on the problem for you in the background processes of your brain.

In a flurry, I took to my white board before I was even fully dry from the shower and started scribbling out what had been bestowed upon my conscious mind so suddenly.

After scratching down my preliminary ideas, I opened VS code and got down to coding it while the ideas were loaded into my head and ready to fly out of my fingers. Little did I know I was about to fall into a rabbit hole and entire universe of web audio, and the limitations of Javascripts single thread model.

I’ll try and lay out my initial thought process as it slowly occured to me in the eureka moment.

  1. sequencer needs ability to play samples that overlap on the same tick (note)
  2. sequencer engine needs to loop at any length and tempo set by user
  3. volume needs to be independently adjustable per sound
  4. UI should be dynamically adjustable to the amount of bars set by user
  5. UI should have full CRUD functionality in order to be useful.

Sequencer Needs Ability to Play Samples That Overlap

What data structure needed to be used? It seemed obvious I needed to use an array list of objects.

The naive approach would be to set a string representing the sample to be played and use a hash map to find the sample and play it. If I did this than for each sample, I would have to have one loop running for each sample used. That seemed like a lot more orchestration than I was willing to keep track of. Instead, I chose to use a factory to create the object that gets pushed to each index of an array that represents the sequence. As the play head or needle passed over the index, it would check the properties of this object and read if the sound was set to true or false. If it was set to true, it would then play that sound.

Below is my first attempt at sketching out something that would prove to myself that I was on the right track . The first stab at this was done in node and not the browser.

The DrumMachineState constructor function is the meat of the sequencer engine. It serves as a sort of factory for creating objects with the properties checked on each tick as the playhead passes over each note in the sequence.

I then used another constructor function to dependency inject the DrumMachineState as a property of the sequence. I then initialized the sequence by instantiating a DrumMachineState object into each index of the sequence array thus creating a complete playable sequence to loop over. I think this was a much better solution than trying to sync up multiple loops for each drum sound.

First requirement was complete! Now how do I get this darn thing to actually play something and loop? setInterval!

It wasn’t the best solution in hind sight due to setInterval being pretty inaccurate. Some of you JS audio programming geeks know the pitfalls of setInterval sharing the single thread javascript runs on but gimme a break it’s my first try at a project like this. We get into this in part 2 and explain why my approach will be different on version 2.

Sequencer Engine Needs to Loop at Any Length and Tempo Set by User

Enter the setInterval loop. Good old setInterval – the trusty tool for long polling data from REST endpoints to make it look like an open websocket! I had a much more fun plan for setInterval this time. It was going to be the heartbeat of the sequencer. I had a few problems to solve first though.

  1. How would I set the interval according to a beats per minute unit of time?
  2. On each tick how do you actually read all the drum hits that are set to boolean of true and then play a selected wave file?
  3. How do we ensure that it loops around no matter what the length of the sequence is?

I chose to use a plain old singleton object because we only ever needed one of these. This serves as the transport commonly referred to by Digital Audio Workstations.

How Would I Set the Interval According to a Beats Per Minute Unit of Time?

setInterval accepts as its second parameter an argument in milliseconds. Instead of making the user of the method guess at how many milliseconds 120 bpm is, I created a method to make the conversion based on a tempo and a ticks per beat. Ticks per beat selects the resolution of your smallest note value.

There are 60,000 milliseconds in a minute so if you want to know how long a beat is in milliseconds for any tempo, then follow this formula:

60,000 / BPM = one beat in milliseconds

Now I could use the ms conversion in the start method like so. start() sets up the Interval at the correct tempo and loads it into a property called playingSeq so that it can clear the interval later. It then passes triggerSounds() the sequence array, grabs the index based on where the playHead is which is then consumed by this method, and increments the play head after triggering sounds. It then does a check to see if we have reached the end of the loop. If so it reset the play head to zero and on and on looping we go until we decide we have had enough and stop the sequence.

Stopping is a pretty simple affair of clearing the interval. The funny biz with the m parameter is just me playing around with delaying the stop and starting another one after returning a promise. If you look into the commits you will see that in the original node based sequencer. The only thing that is important is that of clearing the interval using the reference to the previously set interval.

Now we come to the method that actually does the work of playing the sounds. This is where the rubber meets the road and I finally got the sequencer to loop over sounds!

This method takes in the current drum state object at current index (note) and reaches into it and finds any drums that are set to on=true and plays them at the right volumes.

The player I’m using is a node npm package called play-sound

Finally I use the setter and getter methods I put on the prototype of every drum state object to build the sequence without a UI.

Stay tuned for Part 2 where I move from a rough draft in node to the front end. I then build out all functionality in Vanilla.js.

to be continued….

TL;DR? Drum sequencer github project

33.884537-84.281850

Audio Vitamins have today announced that they give up the development of its creative random powered MIDI step sequencer plugin Stochas. Instead of new updates, the developer decided to releases the plugin (initial $50) as an open-source project and thus it becomes a free plugin for PC & Mac. It’s sad to hear that they stop it but also good that they do not let the plugin die. Better an open-source project with big support by the community than a complete disappearance.

Stochas is a MIDI step sequencer plugin that features a big amount of randomization goodies that makes every sequences more lively and exciting. Almost everything can be randomized and not only the whole piece but also only in a certain area of the sequence. For example, you can random specific notes in a sequence, random the note start times, velocity, length, and more.

Free haas effect vst. Stochas allows you to create up to four layers /up to eight patterns with different time signatures, playback speed, and number of steps per layer. Here is the official statement of Audio Vitamins:

The original idea sprang from a JSFX plugin (Reaper plugin) created by Andrew called Stochasticizer which allowed semi-random sequencing of melodic and drum lines. Andrew was contacted by Dave who suggested creating a plugin that would work on any DAW. The two worked together to design the product which was released a few months later.

Due to lack of time to devote to marketing a commercial product, in 2020, it was decided to release the software as open-source in the hope that it would be useful to music producers around the world.

Features

  • Cross platform MIDI sequencer surfaced as a VST/AU/etc. plugin
  • Allows random selection of designated notes in a sequence (random or semi-random melodic lines)
  • Allows random triggering of notes (more dynamic and varied drum patterns)
  • Adjust randomness of note start times for more humanized playback
  • Adjust randomness of note velocity and length
  • Fully MIDI-programmable interface for live performance. Mute/unmute layers, change patterns, time signature, etc. on the fly via MIDI.
  • Chain mode allows procedural programming (eg “if this note plays/doesn’t play then always/never play this other note”)
  • Adjust note start time to move sequence “off the grid”, as well as note length.
  • Record incoming midi to grid
  • Use Chord mode to quickly add chords to the sequence
  • Select from preset scales, or customize notes in grid along with note names. Save/load note names from file
  • Add swing or groove. Import groove from MIDI files
  • Create up to four layers with differing time signature, playback speed and/or number of steps per layer
  • Create up to eight patterns
Step

On the whole, it sounds like a plugin that you have to try. Since it is now free with no time limit or extra registration, all the more.

Audio Vitamins Stochas is now open source and available as a free download for Windows and Mac (VST/AU). The source is available in a GitHub repository.

Free Vst Drum Sequencer

More information: Stochas