>>717
and now I'm going to talk in more detail about things I think are important to point out
>Drummax / Drumpad
if you want realistic drums, use a sample
if you want a specific genres sound, Use a sample. Most likely it will be an 808 or a 909, which drumsynth live can handle the full kits and customize them fairly well. there are also free VSTs out there that do that.
There's also other vintage synth drums, Like the linn drum that Prince used which is pretty sweet.
But if you don't want a "real" drum, and you don't want the same, by this point stock, 808/909 sound, Drumaxx and drumpad are best. If you want "real" drums, get superior drummer or something. if you want to do DNB/breakcore, use Slicex with drumloops and a pile of effects.
If you're using Drumaxx/drumpad, to decide which to use: If you want all your drums in the same FX channel, Use drumaxx. If you want each drum to go through a different effects chain, use multiple instances of drumpad. They are identical.
>Sakura
I said it's convoluted, simply by virtue of looking at it as a synth. Normally with a synth, a knob will have a specific consistent thing that it does, for instance a lowpass filter always works the same way if it's however steep, and has whatever resonance. That's not how physical modeling works however.
Imagine it like… a character generator, for something like skyrim. Except instead of a character, you're making a physical instrument. It has a body size, there's the hole in the body and you control how big it is and what shape it is, and you control things like neck length, and string type, and all this has an effect on the sound, and all those attributes effect eachother. you have to sort of imagine in your head what changing those parts of your instrument would do to the sound, rather than think about what a random knob on a synth would do. When you go at ANY PHYSICAL MODELING SYNTH this way
>INCLUDING DRUMPAD/DRUMAXX
then you'll be able to wrap your head around what a knob does way faster. you will never understand what's happening "under the hood" it's literally pages of calculus and multiple stacked formulas in parallel.
you can get some very nice sounds, or you can get the infamous "FL Slayer" sound.
I'd like to point out, It seems that "FL Slayer" has in fact been totally removed from FL.
>FL Slayer has been removed
>FL Still has BooBass and FL Keys, but Slayer has been removed.
That should tell you how bad FL Slayer was. admittedly, you could get some good sounds out of it, but it took a lot of work, and external distortion, AND cabinet simulation, and even then it still sounded fake as shit. it can only be described as "toy guitar noises"
>autogun
autogun, is basically Ogun. it is a library of 4294967296 Ogun presets, that you cannot change.
yes.
4,294,967,296
four billion two hundred ninety four milion nine hundred sixty seven thousand two hundred and ninety six presets
to quote the store page
>If you listen to 1 preset, every second, 24 hours a day, it will take you over 136 years to complete this task.
and all but about 3 of the sounds I have EVER heard come out of it, have been "meh" at best. it is the fools errand of synths. because you literally never know what you're going to get, and it's the musical equivilent of hitting randomize on oblivion, but you can't customize it other than adding effects to the mixer channel, this plugin is garbage.
Ogun on the other hand, has a plugin browser, with sounds categorized, and you can *gasp* edit them. Harmor is better by virtue of all the things it can do that ogun can't, but ogun has… fewer things you can do to fuck up. but harmor is still easy to use.
Basically what I'm saying is, Ogun is the lazy hipster cousin to harmor. It has some decent metal sounds though. and by metal I mean the sound of things made of metal, not the genre of metal.