Paradiddle

Paradiddle

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s7v7n Dec 27, 2017 @ 9:19am
Does it teach you how to drum?
I was watching some vids and it seems like most players already know how to drum. Is there a learning mode, where the drums light up to indicate what to hit?

Thanks
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Showing 1-12 of 12 comments
ET  [developer] Dec 30, 2017 @ 3:39am 
If you save and play back a recording (or anyone else's recording) in Paradiddle, there are expanding rings on the drums that show you when to hit the drums. You can also change the playback speed to slow a recording down and better understand how a piece was played. This feature still isn't fully developed though and I'm still working on improving it. If you'd like to get a sense of what this looks like, take a look at http://paradiddleapp.com , one of the gifs on the home page shows this.

Let me know if you have any other questions! I really believe in the power of a VR tool like this in teaching poeple how to play the drums, so I'll be adding more and more features and improvements for this throughout the Early Access stage.
Laiden Nov 14, 2018 @ 10:43am 
Lets say I start out with the vanilla game, have a working setup with paddle, arranged some drums, tweaked them and know a song that i would like to train. Whats the way of getting there with paradiddle at this current state? (I own a VIVE).
ET  [developer] Nov 15, 2018 @ 10:25am 
Great question! What you can currently do is load the song file into the app so that you can pause/play/loop it to your own liking in VR, create a metronome in the app, and start practicing. If you're asking whether there's a Rock Band type note highway system implemented in the app, the work on that has started but will likely take a few months until there's a working version of it. In the meantime, you can use the MIDI output of the app to connect it to another program like Phase Shift and achieve the same effect. Here's a user practicing Californication in Paradiddle by doing that exactly: https://www.youtube.com/watch?v=udqt3JYtc6k&index=7&list=PLIE76wDmoW5GOS4msS5tq58HnHIZqPun2 . Let me know if you have any other questions, I'm always happy to help.
Laiden Nov 18, 2018 @ 1:25pm 
I've seen exactly that video before and wondered how its done. So Virtual Desktop was used - i have that app too, but im not aware how it can display a window into another VR application (as VD itself runs in the vive) o.O Im confused. Apart from that, a chain like this does the trick: paddle/ virtual sticks -> control mapping -> Paradidle -> midi output -> local midi server/loopback -> phase shift ?

About loading the song - do i have to convert it to wave and put it into the folder where the other samples are?

Edit: I found out how to get a window of Phase Shift into Paradiddle, like that other user did. Its possible with Virtual Desktop Dashboard. Idk if Steam's own dashboard can do the same.
Last edited by Laiden; Nov 20, 2018 @ 9:15am
ET  [developer] Nov 21, 2018 @ 8:31pm 
Sorry about the late reply, looks like you ended up figuring out the VD question. If you're on Vive I don't know of a different way to achieve this other than using some intermediary virtual desktop software such as Virtual Desktop. (For anyone on an Oculus reading this, Oculus Dash works perfectly fine and you don't need to go through another program.) But I also wanted to share this in case a more in-depth guide would be helpful: http://dwsk.proboards.com/thread/2661/midi-drums-phase-shift-guide

As for loading songs - if you're using Phase Shift then I think the song is just loaded on the PS side. If you want to load songs from within Paradiddle, you can place your song (pretty much any audio format should work, but let me know if it doesn't) under the Saved/AudioFiles folder in your installation directory. So for me, this looks like: C:\Program Files (x86)\Steam\steamapps\common\Paradiddle\Paradiddle\Saved\AudioFiles\. You should see the built-in audio files in there already if they haven't been deleted; once you place your new audio files, they should come up the next time you launch the app.

Let me know if you have any other questions!
Laiden Nov 24, 2018 @ 3:37pm 
Great, thats exactly the information i needed. It's good that paradiddle is able to read music other than wave. Haven't tested the music player yet, but i was able to put the MIDI chain together. However, with Phase Shift I found out that i totally suck with the drums, so I went for a more casual arcade approach: Paradiddle + Osu! I'm bad at that too, but it works :>
https://youtu.be/XH3ZAZ-0l7w

On the way, I had some minor problems with Paradidle - I seems the BP_Ride17_C plays only a MIDI note when hit in the center. The border does nothing (has ingame setting for two notes).

Also in Osu is a combination where you have to press two buttons at the same time. I learned MIDI works in messages, but does Paradiddle send the notes so, that it would be possible to play two notes together (polyphonic)?

Somehow the MIDI note off signal is pretty delayed. Is that a problem with either loopMidi, Win10, the mapping application or is that a limitation of Paradiddle?

One time some kind of debug text appeared above the drums in Paradiddle. Position and other data. Did i hit some button or why was that?

Oh and one annoying thing in Steam VR - when I close paradiddle with the steam dashboard, it shuts down but hangs up while at it. This blocks everything else on SteamVR too and I need to reset it. Whats the proper way to exit Paradiddle?
ET  [developer] Nov 25, 2018 @ 1:05am 
Woah, that video is so cool! I can't thank you enough for actually testing out the MIDI integration like this, your feedback is incredibly helpful. As for the points you brought up:

I'll double-check the 17 Inch Ride MIDI notes, but the edge should be playing MIDI note 51 by default. I'll post here again if I find that there is a bug - should be pretty easy to fix if so.

You shouldn't have any issues with sending multiple notes at the same time. This is very common when playing a song on drums, and I haven't run into any issues so far with anything like that. Let me know if you notice any problems though!

You're right about the MIDI note length, currently each MIDI note sent out lasts for 2.5 seconds, which I agree is probably a bit long. Did that cause any issues when testing it in Osu? I'm not really sure what an ideal default length would be, I might look into how electronic drum sets usually handle this. I might even consider making that note length something that could be configured under the drum options, if that would be helpful.

Oops, I think I might have accidentally left some debugging tools enabled. Can you double-check if it's what I think you're describing? If you hit Q in the app, and then start hitting some drums, you should notice text pop up above the drum. Was that what you were seeing? Either way thanks for catching that, I'll make sure to turn it off for this upcoming update.

You can close the app by pressing Escape, or if you press the home button on the Vive controller and get to Steam within VR, you should also be able to close it in there. Let me know if that helps!
Laiden Nov 25, 2018 @ 11:37am 
Sorry, I made the discussion go offtopic. This would be the time to move into another thread...

A note before I reply to your last post - I'm on the default branch of the game, no beta subscription. Some things might be fixed already.

Originally posted by ET:
...the edge should be playing MIDI note 51 by default
What would be the respective argument name in the DrumLayout file? (Like "Open MIDI Note" with the HiHat) Because I used a older Layout file from the dude who made the How-To, I didn't had these parameters. Only when resaved, I noticed some additional parameters were added, but the ride has no hint about a second note there. And ingame it said "0" by default.

Originally posted by ET:
...sending multiple notes
I've changed the tool who does the MIDI to key mapping and were able to do double presses this way.

Originally posted by ET:
...each MIDI note sent out lasts for 2.5 seconds
Ouch, yeah thats a big issue for me. When I googled for information about MIDI, most examples used a default length of 0.25 s. You're sure Paradiddle has it at 2.5 s??
This way 'NoteOn' can appear multiple times in the message queue (Which is desired) before a succeeding 'NoteOff' (only once) appears. On the reciever side, this sounds as if a kick bass monotonly vibrates for those 2.5 seconds, although it was kicked several times.

My problem is, that many games (Osu too) require key press intervalls of <250ms. And when I hook up the MIDI loopback to my keymapper, it basically does a keydown on NoteOn and hold for duration x ms. But depending on the tool/method i use, it's either not able to see subsequential NoteOn signals (state based), or can't play two notes at the same time (seperate signal callbacks).

As a workaround, I can look on the rising flank of a note state and manually send a NoteOff to the MIDI device. But that sometimes overlaps with the NoteOff from Paradiddle and effectively swallows some key presses.

Originally posted by ET:
...If you hit Q in the app, and then start hitting some drums
Yeah, exactly that. I could reproduce it. Not a big matter, as now I know how to make it go away.

Originally posted by ET:
...by pressing Escape, or if you press the home button on the Vive controller and get to Steam within VR, you should also be able to close it in there.
Good to know about the escape button, I can try that. But the other option is what i've done before and where it hangs up. However, once it went fine when I pressed the 'close application' button right at the bottom hotbar. Maybe this is different from the button on the game page site. Btw, I had the same problem with another game (VRChat), so it could be a common steam issue.

And then another small thing I found...the ingame key mapping (Space) only works as long Paradiddle is the active window. When something else is started, then the game does not react on the key press. It should behave like OBS' hotkeys, where it doesnt matter when or where a key is pressed.

Also Paradiddle seem to catch and hides the mouse once started and frees it only when the desktop window is tabbed away.
Last edited by Laiden; Nov 25, 2018 @ 11:48am
ET  [developer] Nov 26, 2018 @ 3:20pm 
Hey, just some quick updates on your points:

I loaded the drum layout file from that how-to and you're right, it messed up the MIDI notes for both of the ride cymbals. This was because of a backwards compatibility issue when loading some old drum layout files (there was only one MIDI note per drum several months back, and I added the additional MIDI notes for the ride cymbals later on). I fixed the issue, so it'll just load the default MIDI notes for the drum if it encounters a situation like this again. I'm also going to send the Phase Shift guy an updated version of the file so that he can update it on his end.

Yeah the MIDI note duration in Paradiddle was set to 2.5s until now, I know because I've put in a delay for 2.5 seconds before it sends a Note Off event haha. I thought it might be preferable for people looking to trigger piano samples for instance, so that the sound doesn't cut off immediately, but I didn't realize it'd lead to other issues. I also just checked my electronic kick pedal and looks like it has a ~250ms delay between a Note On and Note Off. I've set this note duration to 250ms for now, once I release the update could you test it out and let me know if that's better? I could set it to be shorter, but I still want people to be able to hear their samples if they're not necessarily triggering drum samples for now. And I might make the whole MIDI note duration configurable somewhere, not sure if I want to add it under the drum MIDI options as of now though.

Also I disabled the Q debug mode - thanks again for the catch.

For capturing Space even when the app isn't in focus, I looked into this a little bit but I'm not sure if I'd be able to do it, or if it's even preferable. It looks like it's default Unreal Engine behavior to not forward input events to the app if it's not in focus. Also I don't know if everyone would want their drums to be triggering every time on a Space bar press any time the app is running, even when it's not in focus. I could have the app up but be typing out an email, and I probably wouldn't want it to be triggering the drums in that case. So for now I'm thinking both from a difficulty and usability standpoint, it might be preferable to keep this as is. Let me know if you disagree though, happy to discuss this more!

Also until you brought up the mouse, I had assumed Unreal just captured and hid the mouse by default on any app. But I should have realized I was wrong all along! So with the next update, the mouse won't be hidden and it won't be bound to the app window (it used to be). This makes it a little harder to know when the app is in focus, but I think that's okay considering the value you get from being able to see and move your mouse around while the app window is up.

Thanks for bringing all of these up once again, your feedback has been so helpful and the app has become more robust and easier to use as a result! The update with all of these fixes should go up within a week or so, let me know if you have any other questions or comments.
droneattack Dec 1, 2018 @ 5:36am 
I just tried this. pretty good but for beginners it really needs some basic exampes.
I learned to play drums on my phone using this app
https://play.google.com/store/apps/details?id=br.com.rodrigokolb.realdrum

has some great sample drum beats to follow along with. It would be nice if Paradiddle had something similar.
Laiden Dec 1, 2018 @ 9:43am 
Originally posted by ET:
I've set this note duration to 250ms for now, once I release the update could you test it out and let me know if that's better?
Sure, I'd love to. Will it be pushed to default branch or do I have to subscribe to a beta release?

Originally posted by ET:
Let me know if you disagree though, happy to discuss this more!
Hmm, well its okay. I think I can work around it, by posting space keys directly into the window manager queue of paradiddle. Or maybe its enough to just run other desktop applications windowed. Should be able to use my USB paddle for Kickdrum this way.
I understand your reason behind it, not to "hook" the space key all the time, without the user even knowing. However, there could be a explicit option for that, to activate or confirm these two buttons as global hotkeys. Its similar in OBS too.

Originally posted by ET:
...the value you get from being able to see and move your mouse around while the app window is up.
Yupp, makes handling of desktop within VR (via dashboard) alot more comfortable. I think games usually bound the mouse when in fullscreen. Only some applications have options too choose mouse behavior for windowed, fullscreen, etc.

Originally posted by ET:
your feedback has been so helpful
I'm happy that my feedback could be of help. In the end it was just a request though.


@VRheadset
That mobile app looks interesting, I might try that. Thanks for the tip. First I also expected paradiddle to have more that could be done as simple basics training/tutorial, out of the box. For now, you gotta utilize the audio sample feature and/or record function with slowmo for training purpose.
ET  [developer] Dec 1, 2018 @ 1:29pm 
@Laiden, it'll be the default version, I'm just trying to wrap up the Vive tracker support for pedal/foot tracking right now and hopefully everything will be ready tomorrow. I'll post on here and make sure to let you know when the update is up.

@VRheadset, I completely understand what you mean and this is absolutely one of the things I'd like to add to Paradiddle. My focus this year has been to make sure the app is as feature-complete and flexible as possible for all types of users. So adding support for multiple types of pedals, deep MIDI integration for people who are familiar with audio software etc. have all been necessary so that the app caters to every level of drumming/audio enthusiast. My end goal with Early Access is to record a set of drumming rudiments as well as a few songs people can learn and play along to within the app, but there are still a few core features I'd like to wrap up before that. One of these features will be to allow Steam Workshop integration with in-app recordings and drum kits, so anyone will be able to share their recordings and have someone else load it up easily into Paradiddle. I'm hoping that once that integration is up, the community can also slowly start sharing recordings, which will be a solid start to the learning aspect of the app. I'm already talking to someone who's hoping to record some online drumming classes with a jazz drummer on Paradiddle, and they're most likely planning on making their recordings available too. In the meantime if you've tried loading up any of the built-in recordings, I'd love to hear whether you have any feedback on how it could be improved/better suited to learn how to play songs. There is some level of visual feedback right now that shows you when to hit the drums, and I was envisioning that people would slow down the recordings as they tried to play along to these visuals, but I'm going to be revisiting this feature pretty soon and I'm open to suggestions.

I went on for a bit longer so I'll reply to your point about Exa more under your review, but Paradiddle has a bunch of features that might not be obvious upon first use that make it much better suited for drumming than Exa. Also, since the app doesn't have that many reviews right now, negative reviews really hurt a lot than they might seem. If the lack of examples/tutorials are your only complaint about the app, it'd be really helpful if you could possibly reconsider it. It's been a year since the initial Early Access launch and the app has improved a lot since then, and I'll keep on adding more onto it in the future too. So if you have any issues/feedback/comments etc., I'm more than willing to hear them out to see how the app can get even better. Feel free to talk to me on here or the Discord, I'm pretty active on there too, and always willing to listen. Thanks!

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