Component-Modelled Snare Drum

Rivet Gun

A snare is two things. This is the knob between them.

A kick is one circuit. A snare is two - a body, and the wires lying against it - and what makes it a snare is how the one drives the other. Every classic snare circuit is one fixed answer to that question. Rivet Gun makes it a knob. Around that: three bridged-T resonators behind a real pitch capacitor and an op-amp's rail, a germanium crack, five notes that play it the way a drummer does, a class-A stage, the iron, a gated steel plate - and an LFO with a switch under every knob, because a real snare is never the same drum twice.

VST3 · Windows 64-bit·No activationmacOS VST3 and Audio Unit are in development.

The Rivet Gun front panel: cream enamel with an oxblood nameplate reading RIVET GUN, COMPONENT-MODELED SNARE DRUM, and oxblood silk on every label. Top right, an amber display showing 139 HZ - THE MAP FROM D2 over the preset name CONVEYOR. THE SHELL box holds eight knobs - TUNE, INTERVAL, RING, DROP, SNAP, DECAY, RAIL and BODY - each with a small LFO switch under it. THE MAP box lists five notes with a lamp beside each: D2 CENTRE the head, D sharp 2 RIM the hoop as well, E2 GHOST barely, F2 FLAM a grace note then the hit, F sharp 2 ROLL for as long as the key is down. THE WIRES box holds WIRES, COUPLE, TENSION, WIRE DECAY, SWEEP and CUT, with COUPLE pointing at GATED. Beside it THE COUPLING: a schematic behind amber glass with boxes marked SHELL and NOISE feeding an amplifier, two meters labelled SHELL and PORT, and BESIDE, GATED and THROUGH printed underneath with GATED lit. THE ROOM holds ROOM, PLATE and GATE. THE STRIKE holds CRACK, RIM, RIM TUNE, GHOST, FLAM and ROLL. OUTPUT holds WARMTH, IRON, LEVEL and VEL SENSE, and a TRIGGER NOTE panel reads D2, MIDI 38, THE MAP - D2 TO F SHARP 2. Along the bottom, THE LFO with RATE and DEPTH knobs and SYNC, SINE, TRI, RAMP, S+H and STRIKE buttons, a live scope of the drum showing a strike, a lit HIT lamp, and a POWERED BY PHONON badge.

The knob between them

A snare is two things

A body, and the wires lying against it. What makes it a snare is how the one drives the other, and every classic snare circuit is one fixed answer to that question. Here it is a knob, and it does not click between three settings - it runs. Measured a quarter second after the strike, on a 60 millisecond body under 600 millisecond wires:

The rectified shell holds the wires open, so they speak while the head moves and stop when it stops.

The wires, a quarter second in

below -120

The shell's 186 Hz line

Not measured here

The head stopped, so they did. This is the one thing that is only true here.

THE WIRES box - WIRES, COUPLE, TENSION, WIRE DECAY, SWEEP and CUT, with COUPLE turned to GATED - beside THE COUPLING, a schematic behind amber glass: a box marked SHELL above a box marked NOISE, both feeding an amplifier symbol, with a rectifier on the path from the shell and two lit meters labelled SHELL and PORT. BESIDE, GATED and THROUGH are printed under the glass, GATED lit.

The schematic on the panel is not a picture of the idea. Its three paths light by where COUPLE stands, and the two meters beside it - the rectified shell, and the amplifier's control port - are read off the engine while it plays.

A threshold, not a gate

What makes a ghost a ghost

TENSION is a threshold on the wires' control, whoever is holding it. Slack wires answer anything and tight ones only crack: the wires alone fall 40 dB in 318 milliseconds slack, and in 36 tight.

It is also the reason a ghost note sounds like one. Going from a full hit to a ghost, the drum does not simply get quieter - the wires leave faster than the hand does, and that is TENSION doing it rather than any gate.

SWEEP swells them in after the strike, a brush rather than a stick, and it reaches them whoever holds their port: gated, the wires' first 8 milliseconds against 60 milliseconds in read +16.6 dB struck and -3.7 swept. CUT is their colour, 800 Hz to 9 kHz.

Centre hit to ghost, what falls

The body

14 dB

The hand's own arithmetic: a softer hit is a smaller hit.

The wires, slack

11 dB

They follow the hand and nothing else, so they fall with it.

The wires, at the shipped TENSION

19 dB

Beside the body. The threshold is already taking them off the soft hit.

The wires, gated by the body

23 dB

And the body's own envelope takes them the rest of the way.

Three resonators and a capacitor

The shell

TUNE is where the drum lands, INTERVAL is the second mode, and RING is the third - the one nobody taped down. DROP and SNAP are a pitch capacitor, and RAIL is how early the op-amp runs out of swing, so a hard hit ducks and blooms instead of just getting louder.

Set TUNE to 186, and the drum lands at186.0 Hz
Set it to 300300.0 Hz
An octave of DROP with a 300 ms SNAP, over the first 30 ms312 Hz
The same hit, from 40 to 70 ms230 Hz
And where it lands186.0 Hz
Snap it at 8 ms instead, and it already reads189 Hz
A full hit against a soft one, RAIL at zero10.6 dB
The same pair with RAIL up8.0 dB

The exciter is scaled against the tuning, so the drum is as loud at 110 Hz as it is at 400.

Velocity reaches the circuit

The hand

Not just the level. A soft hand is a rounder pulse, so it lights the shell differently: its upper modes sit 13.3 dB under the fundamental under a hard hit, and 16.3 under a soft one. The same hand sets how far the wires open, how far into the rail the shell goes, and how hot the germanium CRACK runs.

The shell's upper modes, hard hit-13.3 dB
The same modes, soft hit-16.3 dB
Velocity 1 against 0.5, from 4 to 12 kHz in the first 5 ms10.7 dB
The shipped drum at the output-0.4 dBFS

Rivet Gun is voiced loud, and only a full-velocity hit ever meets the output rail.

One drum, five notes

Played the way a drummer plays it

Five notes up from the trigger note, and every other note on the keyboard is someone else's drum. Move the trigger note and the map moves with it, exactly as the panel prints it.

Trigger note

D2MIDI 38

D2CENTREThe head.Strikes at -0.4 dBFS as it ships
D#2RIMThe stick on the hoop as well: a short high resonator beside a harder strike.1100 Hz at -17 dBFS, against -38 on a centre hit
E2GHOSTBarely. The wires hardly wake.18.7 dB under the centre hit
F2FLAMA grace note, then the hit, landing on a body that is still ringing.28.0 ms apart as it ships, 8 to 80 on the knob
F#2ROLLStrikes on a tempo division, hand to hand, for as long as the key is down.8 strikes a second at 1/16 and 120 BPM, 16 at 1/32, and a free buzz at the top
Default D2, MIDI 38, and the map runs D2 to F#2. Every other note on the keyboard is ignored, and the pitch wheel bends the tune.
THE MAP box on the panel: five rows, each with a lamp, a note name and a description. D2 CENTRE, the head. D sharp 2 RIM, the hoop as well. E2 GHOST, barely. F2 FLAM, a grace note then the hit. F sharp 2 ROLL, for as long as the key is down. The lamp beside CENTRE is lit.

Nothing here resets. A flam lands on a body that is still ringing, because every capacitor charges from where it sits rather than from zero.

Twenty-four switches

Never the same drum twice

A snare is over in a fifth of a second, so a slow LFO does not wobble it - it makes every backbeat a slightly different drum. One oscillator, and a three-way switch under each of the twenty-four knobs it can reach: dark, amber for plus, red for minus. A lit knob swings a share of its own travel either side of where it stands, and carries a bead on its rim showing where the LFO has it now.

STRIKE is the shape that is not an oscillator: it throws the dice once per strike and holds them. With the transport running the dice are read off the song position, so the same hit in the same bar is the same drum - played from the top or from bar 3, the difference is 0.0 Hz. The bounce is the playback.

TUNE at 186 with DEPTH at 50, lit for plus263.5 Hz
The same knob, lit for minus132.0 Hz
A three-bar sine over eight backbeats6 different drums
A 23 Hz triangle on WIRES, heard inside the strike29 dB up
Played from the top against played from bar 30.0 Hz apart
Every switch offBit-identical

RATE syncs to twelve divisions from 8 bars to 1/32, three of them chosen because they do not divide the bar. And with every switch off the LFO touches nothing at all: the drum is the unmodulated drum to the last bit.

The bottom strip of the panel: THE LFO with RATE and DEPTH knobs and buttons for SYNC, SINE, TRI, RAMP, S+H and STRIKE, with SYNC and SINE lit; a wide amber scope labelled THE DRUM - LIVE showing a strike and its decay; a lit red HIT lamp; and a POWERED BY PHONON badge.

After the drum

The room and the iron

WARMTH drives a class-A stage and IRON drives a transformer, so the two thicken the drum from different ends. ROOM is a steel plate, and GATE shuts it.

WARMTH, taking the shell's second harmonic from-64.6 to -51.3 dB
IRON, taking the third from-85.5 to -64.6 dB
An open room, half a second after the strike-35 dBFS
A 150 ms gate, at the same momentbelow -120
The two of them, 80 ms inidentical

Demos

20 takes, played by us

Straight out of the plugin, no processing on the way here. The first six are the drum on its own; the rest sit in a pattern, over Pile Driver and a hi-hat out of Phonon, because there was no reason to borrow anybody else's.

The drum alone

Dry 01
Dry 02
Dry 03
Dry 04
Dry 05
Dry 06

In a pattern

Pattern 01
Pattern 02
Pattern 03
Pattern 04
Pattern 05
Pattern 06
Pattern 07
Pattern 08
Pattern 09
Pattern 10

With the LFO lit

Modulated 01
Modulated 02
Modulated 03
Modulated 04

Sixteen from the shop floor

The same drum, every time

Two copies of Rivet Gun built one after the other differ by exactly nothing, sample for sample, flams and rolls included. It runs at about twenty times faster than realtime with a 1/64 roll into the plate, and nearly that with every LFO switch lit - on the machine it was timed on, which is not a promise about yours.

HOT RIVETTIN SHEDBOILERPLATEPOP RIVETGIRDERBUCKTAILGATED PLATESHIPYARDBRUSHED STEELCOLD HEADEDPNEUMATICRIVET LINELOOSE BOLTSCONVEYORSWING SHIFTARC WELDER

The sheet

What is in the box

FormatVST3 instrument · Windows 64-bit
In developmentmacOS VST3 and Audio Unit
The drumOne snare · three bridged-T shells, noise wires, one rectifier
CoupleBESIDE / GATED / THROUGH, continuous
At a quarter secondWires -77 dBFS beside · below -120 gated
ThroughThe shell's line at -55 dBFS, against -95 beside
TensionWires fall 40 dB in 318 ms slack · 36 ms tight
The ghostBody falls 14 dB · wires 19 beside, 23 gated
Tune100 to 400 Hz · interval 1.2 to 2.4× · drop 0 to 2 octaves
Rail10.6 dB of dynamics wide open · 8.0 with it up
The mapCentre, rim, ghost, flam, roll · five notes, one trigger
Flam28.0 ms as it ships · 8 to 80 on the knob
Roll1/8 to 1/64, triplets, and a free buzz
The LFO0.05 to 30 Hz or 12 divisions · a switch under 24 knobs
Switched offBit-identical to the unmodulated drum
The roomSteel plate · gated, below -120 at half a second
Presets16 from the shop floor
The panel1280 by 812 · it fits a laptop
InstancesSample-identical, flams and rolls included
ActivationNone. No license server, no phone-home
EngineNo new core in Phonon: the drum is in the coupling

Powered by Phonon

One drum, wired two ways at once

Rivet Gun adds no new core to the Phonon engine. The bridged-T resonators, the OTA, the rectifier, the class-A stage and the plate were all already there - the drum is in how they are coupled. It is Pile Driver's sibling, in another coat.

VST3 · Windows 64-bit - macOS VST3 and Audio Unit are in development. No activation, and the plugin never asks who you are.

At a glance

Rivet Gun specifications

Technical specifications for Rivet Gun, Component-Modelled Snare Drum
FormatVST3 instrument · Windows 64-bit
In developmentmacOS VST3 and Audio Unit
The drumOne snare · three bridged-T shells, noise wires, one rectifier
CoupleBESIDE / GATED / THROUGH, continuous
At a quarter secondWires -77 dBFS beside · below -120 gated
ThroughThe shell's line at -55 dBFS, against -95 beside
TensionWires fall 40 dB in 318 ms slack · 36 ms tight
The ghostBody falls 14 dB · wires 19 beside, 23 gated
Tune100 to 400 Hz · interval 1.2 to 2.4× · drop 0 to 2 octaves
Rail10.6 dB of dynamics wide open · 8.0 with it up
The mapCentre, rim, ghost, flam, roll · five notes, one trigger
Flam28.0 ms as it ships · 8 to 80 on the knob
Roll1/8 to 1/64, triplets, and a free buzz
The LFO0.05 to 30 Hz or 12 divisions · a switch under 24 knobs
Switched offBit-identical to the unmodulated drum
The roomSteel plate · gated, below -120 at half a second
Presets16 from the shop floor
The panel1280 by 812 · it fits a laptop
InstancesSample-identical, flams and rolls included
ActivationNone. No license server, no phone-home
EngineNo new core in Phonon: the drum is in the coupling