Instrument

Dr. Tape Drums

From a clean electronic box to a drum with a stretched head and buzzing wires.

Dr. Tape Drums in the studio

Nothing in the Drums is a recording. Each voice is calculated when it is hit: a sine with a pitch sweep for the kick, noise bursts for the clap, a bank of metal partials for the hats. Several voices offer a choice of character, from the Classic electronic model to physical ones: a snare with a modeled head whose pitch drops as it stretches on a hard hit, and wires that leave the bottom head and slap back. Velocity changes the sound, not only the volume.

When to use it

Start with a kit preset: Studio uses the Crack snare, Classic box and Tight circuit stay electronic, Wood room puts a Skin snare with Buzz wires and Skin toms in front of Alloy hats. Each pad has its own Level and Pan, and the Preset browser can swap a whole kit or one drum at a time. Fit the hits to the pocket with Groove.

Controls

Kick

Tune, Tone (the attack click), Decay and Level. Sweep depth is how far above the base pitch the hit starts and Sweep time how quickly it falls: short is a tight attack, long is an audible drop. Envelope chooses the Classic exponential fade or Shaped, which adds Attack, Hold and a Curve for long, sustained kicks.

Snare

Body chooses the model. Classic is two electronic partials. Crack layers two distorted partials with a pitch drop, bright held noise, a click and compensated Drive; its Body, Snap and Punch set ring time, noise length and how far the hit starts above pitch. Skin is a modeled membrane: Diameter and Tension set pitch and overtone spacing, Damping shortens ringing, Strike position moves from centre to edge, Stick makes soft hits rounder and hard hits brighter, Pitch drop lets hard hits start sharp and settle, and Body weight adds a low thump. Wire character picks Classic or Resonant noise, Rattle, or Buzz, where Wire tension and Contact decide how easily the wires chatter and Snare head tunes the bottom head. Wires balances them against the body; Sizzle adds the coils’ shimmer.

Clap

Spread goes from a tight handclap to a wider group of hands, with Tune, Tone and Decay.

Closed hat and Open hat

Metal character is Classic or Alloy; the open hat adds Bell, a struck bank of decaying resonances. Metal sets how much of the metallic generator you hear against the noise, Tone moves it dark to bright, Decay sets the length. The two hats choke each other.

Low tom and High tom

Body is Classic or Skin. Skin shares the snare’s membrane with Diameter, Tension, Damping, Strike position and Stick; Punch is the Classic pitch sweep or, on Skin, how far a hard hit starts sharp.

Rim and Kit

The rim has Body, Tone, Tune and Decay. Output trims the kit before the track’s effects.

Tips

  • Changes to a model’s geometry apply to the next hit, so a sounding tail is never cut while you turn a knob.
  • On a Skin snare, start with Pitch drop around 0.4 and Buzz wires, then set Wire tension by how loud a ghost note has to be before the wires answer.
  • A hit never shortens with the MIDI note; use Decay for length.

Control ranges

Kick

ControlRangeWhat it does
Tune-12 to 12 st, starts at 0 stPitch of this drum voice.
Tone0 to 1, starts at 0.5Dark to bright. Harder hits also brighten the transient.
Decay0.03 to 3 s, starts at 0.24 sWire noise tail length for Classic and Resonant characters.
Sweep depth0 to 12 ×, starts at 4 ×Initial pitch rise above the tuned base frequency. Zero gives no pitch sweep; 4 starts at five times the base frequency.
Sweep time0.001 to 0.15 s, starts at 0.021 sTime constant of the pitch drop. Short is a quick attack; long gives an audible falling pitch.
EnvelopeClassic · ShapedClassic exponential fade or an attack/hold/decay envelope for sustained kicks.
Attack0.001 to 0.5 s, starts at 0.001 sTime for the shaped body to reach full level. The click stays independent.
Hold0 to 2 s, starts at 0 sTime the shaped body stays at full level before decaying.
Curve0 to 1, starts at 0.5Contact activity fade: left is closer to linear; right drops faster at first with an exponential tail. Shapes the wire punch without adding a second volume envelope.
Level-60 to 6 dB, starts at -8 dBPer-drum level; −60 dB mutes this pad.
Pan-1 to 1, starts at 0Left to right, with constant-power panning.

Snare

ControlRangeWhat it does
BodyClassic · SkinClassic electronic body or modeled membrane. Skin geometry is captured when each hit starts.
Snap0 to 1, starts at 0.35Skin only: adds a bright strike and a brief dense initial response. Zero keeps the existing body; the later tail is unchanged.
Punch0 to 1, starts at 0.5Crack only: how far the body starts above pitch and how much extra crack the first 20 ms get. Harder hits punch more.
Drive0 to 1, starts at 0.25Crack only: compensated soft clipping on the whole snare. Zero is clean.
Amount0 to 1, starts at 0.7Audible body level. Zero isolates the wires without stopping their excitation.
Body weight0 to 1, starts at 0.35Skin only: adds a short, low body thump beneath the membrane. Zero preserves the skin alone. Diameter sets its size; wires are unaffected.
Diameter8 to 18 in, starts at 10 inSkin only: larger heads lower pitch, sustain longer and change the overtone balance for a fixed-size strike. Applies to new hits.
Tension0.35 to 3 ×, starts at 1 ×Skin only: tension changes pitch, overtone spacing and higher-mode losses. Tune can compensate the pitch. Applies to new hits.
Damping0 to 1, starts at 0.35Skin only: shortens ringing, especially higher modes. Applies to new hits.
Strike position0 to 0.85, starts at 0.3Skin only: centre to edge, changing which membrane modes are excited. Applies to new hits.
Stick0 to 1, starts at 0.5Skin only: stick contact time. Soft hits linger on the head and sound rounder; hard hits are short and bring out the upper modes. Zero keeps the fixed balance. Applies to new hits.
Pitch drop0 to 1, starts at 0.4Skin only: hard hits start sharp and settle to pitch as the stretched head relaxes. Velocity sets the depth; zero keeps the head at pitch. Applies to new hits.
Wires0 to 1.75, starts at 1Noise level. Set to zero to hear the body alone. Crack: balance from body to wires.
Sizzle0 to 1, starts at 0.4Buzz only: how much the wire coils ring after each slap, a short high shimmer over the contact noise. Zero is the plain contact sound.
Wire tension0 to 1, starts at 0.45Rattle: loose, broader contacts to tight, short, bright contacts. Buzz: how hard the strainer holds the wires to the head; loose wires chatter on faint motion, tight wires only crack on a hard stroke. Applies to new hits.
Contact0 to 1, starts at 0.55Rattle and Buzz: increases contact with the skin, allowing quieter vibrations to excite the wires.
Snare head0 to 1, starts at 0.4Buzz only: bottom head tuning relative to the batter head, from matched to well above it. Applies to new hits.
Wire characterClassic · Resonant · Rattle · BuzzClassic noise, Resonant filtered noise, membrane-driven Rattle, or Buzz: wires that leave and slap a modeled bottom head. Changes apply to new hits.
Resonance0 to 1, starts at 0.35Resonant character only: broad noise to a narrow ringing band. Tone moves the band from low to high.

Clap

ControlRangeWhat it does
Spread0 to 1, starts at 0.5Tight handclap to a wider group of hand impacts.

Closed hat

ControlRangeWhat it does
Metal characterClassic · Alloy · BellClassic or Alloy layers; Bell is a struck bank of decaying resonances. Bell Tune, Tone, Metal and decay coefficients apply to new hits; decay cutoff stays live. Metal lengthens high ringing.
Metal0 to 1, starts at 0.5Shape the balance and attack of this voice.

Kit

ControlRangeWhat it does
Output-36 to 0 dB, starts at -6 dBKit output before the track effects.

7 factory presets.

See also

Changes

  • Faster
    Lower playback load for the drum machine · 3 October 2026

    The drum machine uses less processing power during busy patterns, including modeled skins, wire snares and metallic hats. Its hits, hat choking, tuning and complete decay tails keep the same sound.