View Full Version : How RB's drum code works
AdamWill2
01-09-2008, 12:52 PM
I kinda figured this was obvious, but it seems from some other threads it isn't, so I figured it was worth posting about it for the benefit of anyone who didn't know. :)
People often seem to assume that, when you're playing drums in Rock Band, it actually triggers sounds directly based on you hitting the pads. It does not.
It might be easiest to explain this with a comparison to the other major drum rhythm game - Drummania.
Drummania does trigger sounds directly based on you hitting the pads. How it works on DM is like this:
* The writers create a drum chart based as closely as possible on the original song's drum track.
* Code is then written to make it sound as good as possible when triggered by the game's pads. Things like what sound a given pad should trigger at a given time and how loud it should be are coded in: the stuff the player can't actually control.
* When you play at the highest difficulty level, this is generally all that's played back for the percussion track of the song. On lower difficulty levels, the game automatically (and perfectly) plays the notes that are left out of the chart.
So every hit, when you're playing DM, is actually triggered by the pad directly. If you hit a little late or a little early, you'll hear the beat a little late or a little early. If you have a particular style of playing a roll, you'll hear that style from the game.
RB *does not work this way*. RB uses a much simpler system.
* HMX writes a chart based on the original song's drum track, as closely as possible (usually) for expert, or simplified for the lower difficulty levels. There is no code to actually translate your hits into a good sounding drum track; this is not what RB does. It simply checks that your hits fall within the acceptable parameters for 'matching' the chart, then basically throws them away.
* When you play the game, it simply plays back the master drum track for the song. If you miss a beat, RB will cut a beat out of the master track a split second later, or throw in a stick clack, or both. What's being played back is not triggered by your hits; if you're a little late or a little early you won't hear it, and you'll never hear your own personal style of playing any fill except in the freeform sections, where it simply triggers one given sound per pad.
Each approach has advantages and disadvantages. The disadvantage of the DM approach is that it does not sound exactly like the original song; even if they base the sounds triggered by the pads on samples from the original master track, they don't sample *every single hit separately*, and the cod-electronic-drumkit code can never quite match what the original drummer for any given song did. The advantage is that you actually hear what you play. If you're fast, you can hear it, and adjust, before you get too far outside the boundaries to trigger a miss. Ditto if you're slow. If you screw up, you *hear* what you screwed up.
The RB approach is the opposite. The advantage is that what you hear *is* the original song. If you get 100%, you hear the master drum track in its entirety (minus the freeform fills, and the big rock ending). The disadvantage is that you get no audible feedback on what you're doing. If you're a little fast, but within the boundaries of a 'miss', the game doesn't play back the track fast, so you can't *tell* until you get so fast you trigger a miss. Ditto if you're slow. If you miss a beat, you still hear that beat on the master track, but then a *different* beat is dropped out. This is particularly infuriating if you mess up, for instance, a tough bass triplet, and the game drops out a hi-hat hit a split second later. It makes you think what you missed was the hi-hat hit, when it wasn't.
Personally I prefer the DM approach, but I can see that others would disagree, and I can also see that in a way the RB approach is better suited to the game. You'd lose a lot by not hearing the actual master track for some of the iconic and very well-known songs in the game.
But I thought it was worth clarifying this for anyone who didn't realize it, and I guess it'd be nice to know what other people's opinions are.
Tenshi
01-09-2008, 09:39 PM
Thanks for the info, that was interesting :)
I havent played DM but it sounds more realistic and therefore also more fun.
tombrady
01-09-2008, 10:00 PM
ok?
ten characters
Parodygm
01-09-2008, 10:14 PM
ok?
ten characters
Is that a less outwardly trite way of saying "so what?" Hey, I found it informative even though I was already aware of it. Nicely put together if you ask me.
blueruckus
01-09-2008, 10:25 PM
Yup, same holds true of all of Harmonix's music based games. Amplitude and Frequency back on PS2 worked in the same exact.
I really don't see a problem with this because I get to fully enjoy the master track if I do well.
Still, nice explanation.
ibender
01-09-2008, 10:25 PM
ok?
ten characters
you're a tool
AdamWill2
01-09-2008, 10:45 PM
missed one drawback of DM - kinda a funny one. One way it simplifies songs for the lower difficulty levels is to drop out half the beats in a roll, or change sixteenth notes on the hi-hat into eighths. as I mentioned, the game then automatically plays the notes that are dropped out. if someone quite bad is playing and they don't quite have the timing right, this sounds like absolute ass - instead of a clean roll, you get duh...DUH.duh..DUH...duh.DUH..duh..DUH.duh ...it's nasty to listen to.
kaspar
01-09-2008, 11:10 PM
The good thing about the HMX drum method is that it get's us songs much faster because it is easier to develop.
AdamWill2
01-09-2008, 11:13 PM
that's a good point, and I hadn't thought about it before. DM releases once a year with around 30-50 new songs. They could probably do more than that per year, but probably not a *lot* more.
WoodroweBones
01-09-2008, 11:13 PM
I prefer the DM way you explained as well (same for guitar). I find it hard when I cant hear if I'm playing too fast or too slow.
CENACHAINGANG54
01-09-2008, 11:19 PM
AdamWII2 thanks for the info. I have to admit I did not know how this worked so thanks for letting us know. Honestly I like the RB way because you can hear the master track. Very Informative!!
White_Rider
01-10-2008, 01:28 AM
Good explanation.
You do, however, get some audio feedback from the hits on the drum pads themselves which alert you when you are playing too fast or slow. If you have your audio system turned up loud enough, you should be able to hear the dissonance between the hits of your pads and the drum sounds from the master track. I've been able to correct myself in this way many times (that and just hearing the tempo, of course).
I can definitely imagine that hearing yourself actually play the drum sounds would be quite fun as well. But as you noted, it probably wouldn't be right for this game. I think Harmonix actually has it nailed pretty well if they can just get their act together with these hardware problems.
DesiredFX
01-10-2008, 01:33 AM
Also, realize that Harmonix determined that the "driving the master track" approach was necessary for online play, since there is too much lag to transmit what you actually play.
This is also why you don't hear the vocalist or people's drum fills when you play online.
AdamWill2
01-10-2008, 01:47 AM
well, the game could simply autoplay the expert track on remote machines, dropping out a note when the drummer misses, as it does now.
white_rider: this is true to a point, but then I play with headphones, so I can't hear myself hitting the pads very well :\. DM also has another advantage in this area, which is the 'grading' of notes - it's not 'hit' or 'miss', it's perfect, great, good (all 'hits', although they have different implications for final grading and score), poor, miss (both 'misses'). This combined with the audio feedback makes it much easier to tell exactly how you're going wrong. However, that's a little off-topic.
Conner_Malvecino
01-10-2008, 02:02 AM
I just wish that somewhere down the line, they'll have dynamic features, that it'll actually at least know if you're playing the pad soft, or hard. THUS, people who are actually playing the accents on the snare pattern of "Ballroom Blitz" would get a better score than someone who's merely hitting the pad.
DesiredFX
01-10-2008, 02:06 AM
well, the game could simply autoplay the expert track on remote machines, dropping out a note when the drummer misses, as it does now.
Yeah, but with the approach it takes, it can use the same game engine to handle the remote machines as the local ones.
I just wish that somewhere down the line, they'll have dynamic features, that it'll actually at least know if you're playing the pad soft, or hard. THUS, people who are actually playing the accents on the snare pattern of "Ballroom Blitz" would get a better score than someone who's merely hitting the pad.
At that point the drumming becomes real drumming rather than a drum simulator.
velvetjones
01-10-2008, 02:35 AM
speaking of codes. does that cheat code work for ps2? i tried it with no luck.
AdamWill2
01-10-2008, 04:12 AM
conner: that would raise the expense of the game considerably. part of the reason the RB drums can be made a lot cheaper than a real electronic kit is they do not need pressure sensitivity. a simple "on / off" pad is a hell of lot electronically simpler - and thus less likely to break and easier to manfacture - than a pad with velocity sensitivity.
edit: FWIW, I play the Ballroom Blitz pattern with the proper strength hits. I can't actually do it right if I *don't*. :)
LtDansNutz
01-10-2008, 09:40 AM
you're a tool
I 2nd that motion :D
Liger_Trainer
01-10-2008, 09:36 PM
I just wish that somewhere down the line, they'll have dynamic features, that it'll actually at least know if you're playing the pad soft, or hard. THUS, people who are actually playing the accents on the snare pattern of "Ballroom Blitz" would get a better score than someone who's merely hitting the pad.
Thats exactly where my big problem is in missing notes. I'm playing a crescendo to match the song or accenting and the dang pads don't give me credit for it.
I'm adapting my playing style to be less "musical" and more "precise" to compensate...
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