ROOM0.10

A GROOVE
WORTH STAYING IN

Tempo counts quarter notes

PERSISTENT PARTS · A CHANGING CONVERSATION

Find a groove. Stay a while.

Timing between players

Negative timing leads the pulse. Positive timing sits behind it. Shared feel keeps small timing movements together; lower values let the players move independently. Locked hits keep exact timing.

Parts repeat their own motifs. In / Out overrides the automatic arrangement; Auto follows Journey part cues, then the arrangement above. One hit cues a single accent even when a part is out. Player mutes, written notes and locks take priority. Perform timing below sets when cues land. Genre changes keep your tempo and sounds until you choose the buttons above.

THREE PLAYERS. YOUR DIRECTION.

A good groove has somewhere to go.

IN THE POCKET
0%Ready for your next move.
EIGHT IDEAS. ONE SESSION.

Play the arrangement.

Press a pad to launch. Keys 1–8 work here.

Scenes remember drums, meter, groove, mix and feel. Changes to meter launch at the next bar even when Now or Next beat is selected. Tempo and master volume stay under your control. Morph blends feel and compatible sound edits; patterns and sound sources switch at launch.

LISTEN TO EACH OTHER

A pulse. An answer. A little space.

The drummer can fill space left by the machine. Percussion answers recurring phrases and leaves room for turnarounds.

YOUR RHYTHM. A RESPONSE.

Give the players something to work with.

Guide off
TAP A PHRASE
OR BRING A LOOP

A bass line. A beat. A starting point.

Up to 30 seconds / 20 MB. Set Length to the number of bars in your loop. Attacks become an editable rhythm; this does not transcribe notes or identify instruments.

Record taps after a one-bar count-in, import a loop, or write hits below.

Your rhythm

Each row is one bar of sixteenth notes. Click to add or remove a hit. Detected and tapped hits retain their small timing offsets.

Follow reinforces your accents with hats and percussion. Answer places replies in the gaps. Leave space removes competing generated hits. Written notes and locked anchors stay protected. Use rhythm applies the guide; Detail lets you edit the resulting drum parts. Audition fits the reference to the room tempo by changing playback speed, which also changes pitch. Only the extracted rhythm is saved and exported; the source audio is an audition reference.

A DRUMMER WITH HABITS

Choose who is playing.

A recurring motif gives each player an identity. Amount controls added notes and fills; frequency sets when a variation can happen. Small timing and timbre differences continue between hits. Journey turnarounds leave space before a drop. Hold freezes phrase variation.

THREE PLAYERS. ONE POCKET.

Give the room a pulse.

PERFORM THE FEEL

A little movement goes a long way.

Changes settle in at the next bar
ACOUSTIC BODY · ELECTRONIC EDGE

Shape the contrast.

Recorded percussion · 31 performances

Shaker up/down strokes, tambourine alternates, conga articulations, woodblocks and tom-rim clicks. Multiple recordings and recorded dynamics where available.

These replace unkept support sounds. Select an individual drum below to assign any recorded instrument. VCSL recordings by Versilian Studios · CC0.

These shape unkept drums without replacing their sources. Kept sounds stay protected. Below, Attack shapes the transient, Damping shortens resonance, Room send sets each drum’s ambience, and Machine blends in a synthesized drum layer. Overall Room Size controls the shared room.

THE SOUND WORKSHOP · 23 KITS / RECORDED + SYNTHESIZED

A kit with your fingerprints on it.

SIX NEW SOUND FAMILIES

Find the sound while it plays.

MACHINE / 01

Kick

Synthesized kick
Drop your sample here · or click to browse

Choose any drum from any kit. Import WAV, MP3 or another format your browser supports: up to 8 seconds / 20 MB. Samples travel inside saved sessions and exports.

SHAPE THIS DRUM

Sound changes land on the next bar. Hit it auditions immediately. Tail limits the sound’s length with a short fade.

Recorded kit credits

ROOM Studio Samples: a selection of AVL Drumkits recordings by Glen MacArthur (2015), licensed CC BY-SA 3.0 with the author’s exception for produced music. 60 recorded hits, 12 articulations and five velocity layers. The sample collection retains its licence; music made with it can be licensed freely.

Original project · Sample licence
WRITE THE ANCHORS. LET THE REST BREATHE.

The groove, up close.

Click: add / remove a hitShift click: lock exact timing ◇Right click: return to player
MAKE IT YOURS

Keep a part. Change the conversation.

Locked hits keep their timing and strength through variations. Player mutes still apply. The drummer shares two hands between the snare, hats and tom; explicitly locked conflicts take priority. Open and closed hats choke each other.

Select or hover over a hit to inspect it.
THE LONG GAME · UP TO 64 BARS

Build tension. Leave some space.

Part entrances for each section

Set the Perform part to Auto to follow these cues. Written notes and locked hits remain audible unless you mute their player or lane.

Each card is four bars. Shape pressure, name sections and choose who plays. KICK drops only the kick; M / D / R controls each player. Global mutes still apply.

SESSION TAPE

Find the part that stays with you.

Up to 12 kept takes. The tape holds the last 64 bars.

TAKE IT INTO YOUR TRACK

Print the performance.

WAV and stems use the selected take’s original sounds, drum edits and mix. 32-bit float audio preserves export headroom. MIDI preserves its tempo, time signatures and performed timing. With no take selected, export an eight-bar preview.

Capture a passage with Keep that.

YOUR SOUNDS COME WITH YOU

Save session includes imported samples, the arrangement and all kept takes. Your current session also restores automatically when browser storage is available.

Rendering your performance…