THE INSTRUMENT SERIES / 01

THE OFFICIAL USER GUIDE 2026

USER
MANUAL.

Drum synthesis. Sequencing. Sound design.

DRUMR

NINE VOICES. ONE POWERFUL INSTRUMENT.

SCAVENGER AUDIO
USER GUIDE / V1.0
SCAVENGER AUDIO / DRUMR00 / USER GUIDE

CHAPTER 00THE FIELD GUIDE

BEFORE YOUBEGIN.

DRUMR is built for turning an idea into a rhythm — and a rhythm into something unmistakably yours. Start here, then explore the instrument in detail.

DRUMR’s nine drum pads above its sound and sequencer controls

DRUMR is a nine-voice drum synthesizer and step sequencer by Scavenger Audio, available for macOS as an Audio Unit (AU), VST3 instrument or standalone application. Design kicks, snares, hi-hats, claps, toms and cymbals using oscillators, noise, filters and textures. Create expressive rhythms with separate step lengths for each drum voice, polyrhythms, swing, ratcheting, tuplets and step subdivisions. Save an entire composition, only the kit or individual drum voices, or just the sequence itself.

In this guide↗

Throughout the guide, capitalised words indicate labels in DRUMR’s interface. Some controls, options and playback behaviour depend on the selected voice, mode and DAW.

SCAVENGER AUDIO / THE DRUMR FIELD GUIDE

CHAPTER 01 / USER GUIDE

Getting started

01

Build a rhythm and shape your first drum sound in minutes.

Your first beat↗

01Open DRUMR as an instrument in your DAW, or launch the standalone application.
02Choose SEQUENCER in the lower editor and make sure the playback mode is SEQ.
03Find the Kick lane. Click empty steps to place hits; click an active step again to remove it.
04Add Snare, HH or Clap hits in their lanes to build a basic groove.
05Start playback using the host transport or DRUMR’s internal play control when it is available.
06Click the Kick pad, switch to SOUNDS, and adjust its PITCH, FILTER and PUNCH controls while the rhythm plays.
07Save the result as a PATCH to preserve both the drum sounds and the sequence.

Two ways to play↗

SEQ modeMIDI mode
DRUMR plays the internal step pattern when its transport or a moving host transport runs.Incoming mapped MIDI notes trigger the nine drum voices; the internal pattern is not played.
Edit hits, timing, velocity, pitch and rolls in the grid.Write notes in your DAW piano roll or play them using a MIDI controller.

SCAVENGER AUDIO / THE DRUMR FIELD GUIDE

CHAPTER 02 / USER GUIDE

Finding your way around

02

The upper controls stay available while the lower section changes between sound design and sequencing.

Browsers & global controls Nine drum voices Sounds | Sequencer toggle Randomise & save tools
DRUMR SOUNDS view: the nine voice pads, browser strip and sound-design sections.1234
FIG 01DRUMR SOUNDS view: the nine voice pads, browser strip and sound-design sections.

The browser and voice pads↗

1 The top strip provides access to PATCH, KIT, the selected DRUM and SEQUENCE. Patch arrows move through patches; click the relevant browser field to browse and load assets of that type. A patch is the broadest snapshot: it combines the kit and sequence.

2 A row of nine pads represents Kick, Snare, HH, HH Open, Clap, Tom 1, Tom 2, Tom 3 and Crash. Clicking a pad selects that voice for editing and auditions it. The selected voice remains selected when you switch between SOUNDS and SEQUENCER.

Shared controls↗

ControlWhat it does
SOUNDS / SEQUENCERSwitch the lower editor between voice sound-design controls and the pattern grid.
TIME/TEMPOSet internal tempo from 40 to 240 BPM, unless the DAW is supplying timing.
TIME SIGChoose 4/4, 3/4, 6/8, 2/4, 12/8, 5/4 or 7/8.
SEQ LENGTHChoose a one-bar or two-bar pattern.
SWINGShift selected rhythmic subdivisions away from straight timing.
DYNAMICSEnable kit-level velocity shaping and open its settings.
Global VOLAdjust DRUMR’s overall output level.
MUTATE / resetGenerate a variation of the selected voice, or restore its stored version.
RANDOM / CLEARGenerate a pattern or clear the current bar as applicable.
EXPORTChoose MIDI, one stereo WAV file, or individual WAV stems.

SCAVENGER AUDIO / THE DRUMR FIELD GUIDE

CHAPTER 03 / THE SYNTHESIS ENGINE

BUILD THE IMPACT.

03

The Kick is the clearest introduction to DRUMR’s common sound engine. These controls recur across the other voices, with some voice-specific variations.

DRUMR sounds workspace
THE SOUND DESIGN WORKSPACE / FIGURE STUDY
01 / SOURCEBuild

Oscillators, noise and texture.

02 / SHAPESculpt

Movement through filters and envelopes.

03 / FINISHTransform

Punch, layered dirt and final balance.

Each drum combines synthesis sources, shaping envelopes and character processing. Start with the sources, balance them in BLEND, sculpt their frequency and movement, then finish with DIRT and MASTER. The diagrams below use the Kick as a reference; the following chapter explains the additional controls found on other voices.

SOUND SOURCES — build the initial tone↗

DRUMR 3 sound control panel

OSCILLATOR 1↗  Creates the main pitched body of the kick. Select SAW, SIN, SQR or TRI, then use OSC 1 to set its frequency. Sine produces a smooth sub-bass foundation; triangle adds gentle harmonic detail; square and saw provide progressively richer, harder-edged starting points.

OSCILLATOR 2↗  Adds a second pitched layer or acts as the modulation source for oscillator FM. Its waveform and frequency are independent of OSC 1. Close tuning can add thickness, while contrasting frequencies make the sound more complex or metallic. OSC 2 still influences FM when its direct BLEND level is low.

NOISE↗  Choose WHITE for a brighter, sharper attack or PINK for a softer, darker character. Noise can help a deep kick cut through a dense mix without requiring a louder low-frequency body.

TEXTURE↗  Opens the browser for recorded audio textures. A loaded texture becomes another source in the synthesis engine and can be shaped using the same filters and envelopes. The button changes from LOAD to EDIT after a texture has been selected.

HARD SYNC↗  When ON, OSC 2’s phase restarts as OSC 1 completes a waveform cycle. This introduces additional harmonics and can make a kick feel harder or more synthetic, particularly when the oscillators use different pitches.

FM↗  Controls frequency-modulation depth. Use the OSC / NOISE selector beneath the knob to choose the source being edited. OSC uses Oscillator 2 to modulate Oscillator 1; NOISE uses noise-based modulation for rougher, more irregular tones. Their amounts are retained separately, so you can switch sources without losing their settings.

OSC / NOISE↗  Switches the FM control between oscillator FM and noise FM. It selects the amount you are editing; it does not simply mute the other modulation path. This is useful for combining pitched complexity with gritty, noise-driven attack.

FIG 03Kick SOUND SOURCES: waveforms, noise, texture, synchronisation and two FM sources.

BLEND — set the balance of sources↗

DRUMR 4 sound control panel

OSC 1↗  Sets how much of the first oscillator is heard in the kick’s source mix. Raise it for a stronger pitched foundation; reduce it to give the other sources more space.

OSC 2↗  Sets the direct level of the second oscillator. It can reinforce the body or add a contrasting tone, while its oscillator-FM role remains independent of this direct blend level.

NOISE↗  Balances noise against the pitched oscillators. A little noise adds articulation; higher settings lead to gritty, industrial or deliberately hissy attacks.

TEXTURE↗  Sets the contribution of a loaded sample texture. Low values add subtle recorded detail; high values make the texture a dominant part of the hit. This level control is relevant after loading a texture.

FIG 04BLEND: independently balance the synthesized and recorded source layers.

FILTER — shape tone and motion↗

DRUMR 5 sound control panel

CUT OFF↗  Sets the filter cutoff frequency. In LP mode, lowering it reduces upper harmonics for a rounder kick; HP removes more bass as cutoff rises; BP focuses the sound on a narrower frequency region.

RES↗  Emphasises frequencies near the cutoff point. Low settings sound smoother; higher settings can add a tonal peak, definition or synthetic resonance.

ENV AMT↗  Sets the depth and direction of cutoff movement from the FILTER envelope. The centre position has no envelope modulation; positive and negative settings move the cutoff in opposite directions.

LP / HP / BP↗  Selects Low Pass, High Pass or Band Pass filtering. Use LP for warmth, HP to thin a sound or BP for resonant percussion. ENV AMT and the SCULPT FILTER envelope can animate the chosen filter.

FIG 05FILTER: cutoff, resonance, envelope amount and filter type.

SCULPT — amplitude, filter and pitch envelopes↗

The SCULPT display changes with the selected target. AMP and FILTER each offer Attack, Decay, Sustain and Release (A/D/S/R). PITCH instead uses Amount, Decay and Curve (A/D/C). These stages determine how the sound evolves after every trigger.

AMP — control the hit’s volume shape↗

DRUMR 6 sound control panel

A — ATTACK↗  Sets how quickly the sound reaches its peak. Very short settings deliver immediate impact; longer settings soften the leading edge.

D — DECAY↗  Sets the fall from the initial peak towards sustain. Short settings tighten the kick; longer settings preserve more of its initial weight.

S — SUSTAIN↗  Sets the level maintained after decay while the envelope remains active. Lower settings let the body fall away more completely; higher settings retain more volume.

R — RELEASE↗  Controls the final fade after the release stage begins. Short release sounds abrupt; longer release allows the remaining signal to trail off more gradually.

FIG 06SCULPT / AMP: A, D, S and R govern loudness over time.

FILTER — shape the movement of the cutoff↗

DRUMR 7 sound control panel

A — ATTACK↗  Controls the rise of the filter envelope. A short attack places the tonal change near the hit’s beginning; a longer attack delays its peak.

D — DECAY↗  Sets how quickly filter movement falls from its peak toward sustain. Short decay makes the attack and body sound more distinct.

S — SUSTAIN↗  Sets the filter envelope level after decay. The actual cutoff change depends on ENV AMT, including whether the modulation is positive or negative.

R — RELEASE↗  Sets how quickly the filter envelope returns toward its resting state during release. The sound of this stage depends on how much amplitude remains.

FIG 07SCULPT / FILTER: a separate four-stage envelope for timbral movement.

PITCH — create the kick’s downward sweep↗

DRUMR 8 sound control panel

A — AMOUNT↗  Sets how far above the base pitch the sweep begins, from no movement up to 48 semitones. Small movements add thump; larger movements create dramatic electronic attacks.

D — DECAY↗  Sets how quickly the pitch returns to the base frequency, from about 5 to 500 milliseconds. Short values feel punchy; longer values make the downward bend more audible.

C — CURVE↗  Changes the shape of the descent without changing the sweep amount. Use it to fine-tune whether more of the pitch change is heard early or later in the decay.

FIG 08SCULPT / PITCH: Amount, Decay and Curve (A/D/C).

DIRT — transient weight and harmonic character↗

DRUMR 9 sound control panel

PUNCH↗  Boosts the initial transient after the main filtering and dirt stages. It adds definition without significantly extending the tail and works independently of PRE / POST.

CRUST↗  Introduces digital degradation through progressively stronger quantisation and sample holding. Subtle settings add grain; heavier settings become rough, coarse and lo-fi.

DISTORT↗  Adjusts whichever distortion character is selected for editing. Low levels provide light harmonic colour; higher levels give denser and more aggressive distortion. FUZZ and DRIVE can both be active at once.

FUZZ / DRIVE↗  Selects the distortion amount controlled by DISTORT rather than forcing only one character to play. FUZZ is the more heavily coloured path; DRIVE adds saturation. They retain separate values and may be combined: FUZZ feeds DRIVE in the dual dirt chain, producing richer, more complex harmonics.

PRE / POST↗  Places the dirt chain before or after the filter and amplitude shaping. PRE allows the filter to tame added harmonics; POST keeps more of the distorted edge after filtering.

FIG 09DIRT: PUNCH, CRUST and combinable FUZZ/DRIVE character processing.

MASTER — final balance and placement↗

DRUMR 10 sound control panel

PITCH↗  Shifts the selected voice’s tuning from −12 to +12 semitones. Unlike the PITCH envelope, this changes the overall pitch; sequencer per-step pitch edits can add another layer of variation.

VOL↗  Sets the selected voice’s output level without changing the level of the whole kit. Adjust after adding distortion or layers to restore a balanced mix.

PAN↗  Moves the voice between the left and right channels. The centre position is often a useful starting point for kicks, while more extreme settings suit experimental stereo placement.

OUTPUT METER↗  Shows DRUMR’s combined output after master processing, rather than acting as a dedicated meter for the selected drum. Use it with the global VOL control to check overall level.

FIG 10MASTER: per-voice pitch, level and pan, plus the combined output meter.

TEXTURE — combine samples with synthesis↗

DRUMR 11 sound control panel

BROWSE↗  Open TEXTURE to browse compatible factory or user audio files. DRUMR supports WAV, AIFF/AIF and FLAC textures on Kick, Snare and Toms.

PREVIEW↗  Auditions an available texture before it is loaded, helping you evaluate its attack, grit or mechanical character.

LOAD↗  Assigns the chosen audio texture to the drum. Once present, the corresponding BLEND control determines how strongly it contributes.

CLEAR / CANCEL↗  CLEAR removes the texture selection without deleting the underlying audio file. CANCEL closes the browser without completing another selection.

FIG 11TEXTURE browser: audition, load and clear a source file.

External texture audio is referenced by the patch or session rather than embedded in the plugin state. Keep user texture files available when moving projects between computers.

SCAVENGER AUDIO / THE DRUMR FIELD GUIDE

CHAPTER 04 / USER GUIDE

The nine voices: what changes

04

Every DRUMR voice uses the same general approach to shaping a hit, but some voices provide their own synthesis or filtering tools.

Kick and Tom 1–3 share the oscillator, texture, pitch envelope and dirt approach described in chapter 03. The following pages concentrate on the differences that matter when editing Snare, Hats, Crash and Clap. Unless noted otherwise, BLEND, SCULPT, DIRT and MASTER behave as described in the Kick reference.

SNARE — tuned body, noise and separate filtering↗

DRUMR 12 sound control panel

OSCILLATOR 1↗  Provides the snare’s main pitched body. Choose SAW, SIN, SQR or TRI and adjust its frequency. Smooth waveforms favour a rounder body; more harmonically rich shapes support sharp electronic snare sounds.

OSCILLATOR 2↗  Layers another pitched element or drives oscillator FM. Close tuning reinforces body; contrasting pitches make the snare more inharmonic. Its FM role is independent of its direct blend level.

NOISE↗  WHITE gives a bright, crisp snare-wire or snap character; PINK gives a softer, darker texture; LOOP uses prepared repeating noise for more repeatable, synthetic rattles and attacks.

TEXTURE↗  Loads an external sample texture into the snare source. Useful for recorded rattles, mechanical hits and acoustic details; set its contribution in BLEND.

HARD SYNC↗  Restarts OSC 2 as OSC 1 completes a cycle, introducing a sharper or more synthetic tonal response.

FM↗  Controls either oscillator modulation or noise modulation according to the OSC / NOISE selector. Oscillator FM adds pitched harmonic complexity; noise FM adds rougher, more irregular texture and is linked to the snare’s wire character.

OSC / NOISE↗  Changes which FM amount is being edited. Both amounts are stored separately, so you can move between a tuned buzz and a noisy snare-wire character without losing either setting.

FIG 12Snare SOUND SOURCES: including WHITE, PINK and LOOP noise.

Snare FILTER — MIX, OSC and NZ↗

The Snare adds a TARGET selector so its pitched and noisy ingredients can have independently retained filter settings. This is useful for preserving a full low-mid body while cleaning up, brightening or narrowing the noise component.

DRUMR 13 sound control panel

CUT OFF↗  Sets the cutoff of the currently targeted filter. Use a lower oscillator cutoff for a rounder body or a higher noise cutoff to keep crisp snare-wire attack.

RES↗  Emphasises frequencies close to the selected filter’s cutoff, from gentle definition to a more focused tonal or noise-band peak.

ENV AMT↗  Sets the bipolar depth of filter envelope modulation. The centre position is neutral; positive and negative settings move cutoff in opposite directions.

TARGET: MIX / OSC / NZ↗  MIX edits the shared filter controls; OSC edits dedicated oscillator filtering; NZ edits dedicated noise filtering. The oscillator and noise settings are retained separately, allowing focused adjustment without overwriting the other stored settings.

TYPE: LP / HP / BP↗  Choose Low Pass, High Pass or Band Pass for the currently targeted section. For example, low-pass the oscillator body and high-pass the noise to keep snap without unnecessary bass.

FIG 13Snare FILTER: shared, oscillator-specific and noise-specific shaping.

HH, HH OPEN and CRASH — cymbal sound sources↗

DRUMR 14 sound control panel

OSCILLATOR 1↗  Supplies a pitched source for cymbal harmonics. Choose SAW for a rich buzz or SQR for a more hollow, angular tone; use OSC 1 to tune it.

OSCILLATOR 2↗  Adds a second pitched source and provides the oscillator-FM signal. Deliberately mismatched pitches can create complex, clangorous partial relationships.

NOISE↗  Select WHITE for bright hiss, sizzle or splash, or PINK for a softer and darker noise contribution. Balance its level in BLEND.

HARD SYNC↗  Restarts OSC 2 relative to OSC 1, creating sharper and more tightly coupled harmonics when enabled.

FM↗  Uses OSC 2 to modulate OSC 1. Small amounts create subtle metallic edge; stronger settings yield buzzy, aggressive and inharmonic sounds. Hats and Crash do not expose the OSC / NOISE FM selector.

FIG 14Shared HH / HH Open / Crash SOURCES: two oscillator waveforms and oscillator FM.

TIMBRE — metallic partials and OLD / NEW modes↗

DRUMR 15 sound control panel

METALLIC↗  Sets the prominence of DRUMR’s dedicated cluster of inharmonic metallic components. Lower amounts let noise and the conventional oscillators dominate; higher amounts bring more clang and complex partials. Its character also changes with the selected synthesis mode.

OLD↗  The brighter, sharper cymbal character. Its pronounced “tss” attack evokes classic electronic and early analogue drum-machine hats; useful when the sound needs to cut through a mix.

NEW↗  A somewhat darker, clangier attack, arguably closer to a real metallic hat or cymbal. Its newer synthesis path separates the attack, metallic body, tonal body and tail, giving them distinct internal shaping.

MODE↗  Switch OLD / NEW to compare two different synthesis characters using the same voice controls. Neither is objectively better: choose OLD for sharper hiss and NEW for a more resonant, clang-like response.

FIG 15TIMBRE: metallic content and the bright OLD / clangier NEW character.

HH OPEN — choke behaviour↗

DRUMR 16 sound control panel

CHOKE: ON↗  Allows a triggered closed hat to stop the currently ringing open-hat voice, helping produce a tight, believable interaction between the two hats.

CHOKE: OFF↗  Lets the open hat continue according to its envelope, even when the closed hat is struck. Useful for long washes or deliberately overlapping electronic patterns.

FIG 16HH Open CHOKE: closed-hat interaction on or off.

How to use the three cymbal voices↗

HH (Closed Hi-Hat) — Choose a fast amplitude envelope and a focused balance of noise and metallic partials for precise ticks and crisp repeated hats. More FM can introduce industrial bite.

HH Open — Extend the envelope so the metallic body and noise can develop. Use CHOKE ON for natural closed/open interplay, or OFF for overlapping tails.

Crash — Longer decay and release let the metallic components and noise wash develop. Compare OLD for a brighter splash and NEW for a darker, clangier attack.

CLAP — four bursts, body and ringing tone↗

DRUMR 17 sound control panel

SNAP↗  Controls the sharpness and impact of the initial clap bursts. Lower settings give a broader, softer hit with more overlap; higher settings make the attack faster, tighter and more pronounced, adding a brighter crack.

SPREAD↗  Sets the timing between the clap’s four bursts. Low values bunch them into a compact hit; higher values separate them for a group-clap or flam-like effect. This changes timing, not stereo width.

BODY↗  Adds oscillator-derived weight beneath the noise clap. Increasing BODY gives a fuller, thicker and slightly darker low-mid sound; lowering it produces a lighter, more noise-focused clap.

TAIL↗  Sets the prominence of the bright, filtered noise that follows the main hit. Low settings sound dry and abrupt; high settings add air and trailing grit. The AMP envelope still governs the overall duration.

NOISE↗  WHITE, PINK and LOOP offer different noise characters for the clap’s bursts and tail. Choose a brighter, softer or more repeatable noise texture, then shape the result with the other clap controls.

FIG 17Clap SOURCES: SNAP, SPREAD, BODY, TAIL and selectable noise.

DRUMR 18 sound control panel

RING↗  Sets the level of a pitched oscillator in the clap’s body. Higher values add resonant or metallic tone, moving toward electronic or bell-like percussion; low values keep the clap drier and more noise-based. The ringing component follows the clap’s pitch and envelope rather than acting as a separate effect.

FIG 18Clap BLEND: RING increases the pitched component.

All three Toms use the Kick-style oscillator and noise engine, texture loading, filter and sculpt controls. They also support the OSC / NOISE FM selector and the combinable FUZZ / DRIVE dirt characters. Rather than introducing different control names, the three voices give you independently tunable sources for high, mid and low drum parts.

A musical starting point is to tune Tom 1 higher than Tom 2, and Tom 2 higher than Tom 3. Increase the PITCH sweep amount for more pronounced attack, use FILTER to darken the body and vary per-step pitch in the sequencer to turn a fill into a melodic phrase.

Nine-voice summary↗

VOICESDISTINCTIVE SOUND-DESIGN OPTIONS
KickTwo oscillators, noise, texture, selectable FM source, pitch envelope and layered dirt.
SnareWHITE / PINK / LOOP noise, selectable FM source and MIX / OSC / NZ filtering.
HHSAW / SQR oscillators, metallic partials, OLD / NEW cymbal modes.
HH OpenShared hat engine, longer-tail possibilities and CHOKE OFF / ON.
ClapSNAP, SPREAD, BODY, TAIL, RING and WHITE / PINK / LOOP noise.
Tom 1Kick-style synthesis, texture and FM; independently tuneable higher tom.
Tom 2Kick-style synthesis, texture and FM; independently tuneable middle tom.
Tom 3Kick-style synthesis, texture and FM; independently tuneable lower tom.
CrashShared cymbal engine with METALLIC and OLD / NEW modes.

SCAVENGER AUDIO / THE DRUMR FIELD GUIDE

CHAPTER 05 / BUILDING RHYTHMS

GIVE IT A PULSE.

05

The sequencer is designed for quick pattern entry and detailed per-hit edits.

All nine DRUMR sequencer lanes
THE NINE-LANE STEP SEQUENCER / FIGURE STUDY

Lanes, steps and bars↗

There are nine drum lanes, one for each pad. In 4/4 there are 16 steps per bar. The number of steps follows the selected time signature: for example, 6/8 uses 12, 12/8 uses 24 and 7/8 uses 28 steps per bar. Patterns can contain one or two bars; the editor shows one bar at a time and follows the playhead.

Each lane has its own cycle LENGTH control and MUTE and SOLO controls. Multiple lanes may be soloed at once. A lane can use fewer steps than the overall pattern, making polyrhythmic-style interactions possible.

Enter and edit notes↗

01Choose the SEQUENCER view and select the lane you want to edit.
02Click an empty step to add a hit; click an active step to remove it. Drag horizontally to paint more hits.
03Choose VELOCITY and edit how hard a step plays; direct editing will not reduce an active hit below the minimum editing strength.
04Choose PITCH and drag vertically on a hit to retune that step. Each drum type has its own pitch range.
05Choose STEPS for subdivisions, grouped steps and timing variations. Vary the number of steps in individual DRUMR lanes to build polyrhythms: different drum voices can cycle over different lengths, creating evolving patterns as they overlap.
Velocity / pitch editing in the step grid; hit height communicates edited values.
FIG 20Velocity / pitch editing in the step grid; hit height communicates edited values.

Step editing: Add ratcheting, tuplets, stutters and subdivisions by slicing and gluing steps.↗

In STEPS mode, choose SLICE to subdivide a hit into 1×, 2×, 3×, 4×, 6×, 8× or 16× events. GLUE joins 1, 2, 3, 4, 6 or 8 steps where there is room. STRAIGHT / SWING changes a roll’s timing feel. Roll settings are saved in your patterns, but they are not exposed as separate DAW automation parameters.

EDIT STEPS dialog: GLUE, SLICE and STRAIGHT / SWING.
FIG 21EDIT STEPS dialog: GLUE, SLICE and STRAIGHT / SWING.

Per-step pitch limits↗

DrumStep pitch range
Kick±12 semitones
Snare±5 semitones
HH / HH Open / Crash±2.5 semitones
Clap±4 semitones
Tom 1 / 2 / 3±8 semitones

SCAVENGER AUDIO / THE DRUMR FIELD GUIDE

CHAPTER 06 / USER GUIDE

Timing, dynamics and playback

06

Choose whether DRUMR follows your DAW or runs from its own internal clock.

Host and internal transport↗

In SEQ mode, DRUMR follows host transport and host timing when the DAW provides it. You can also start internal playback when the host is not playing and the internal play control is available. The internal play control is not offered in MIDI trigger mode or while the DAW transport is running.

The TIME/TEMPO setting spans 40–240 BPM when DRUMR is providing its own clock. The selectable internal time signatures are 4/4, 3/4, 6/8, 2/4, 12/8, 5/4 and 7/8. Note that some hosts may impose their own time signature or timing behaviour.

SWING↗

SWING creates a musical, more human-feeling groove by moving selected subdivisions away from perfectly straight timing. Different drum voices can be offset by different amounts rather than every hit shifting uniformly, helping kicks, snares, hats and percussion sit naturally together. The straight-time reference is centred internally; check the visible knob position against your installed build and current preset. The result also depends on the time signature and the pattern itself.

DYNAMICS↗

DYNAMICS ON introduces kit-wide velocity shaping. The settings view includes an overall amount and individual weightings for different drum groups. This makes the pattern respond with more musical emphasis while preserving your authored step velocities.

Dynamics settings: overall amount plus drum-group weighting sliders.
FIG 22Dynamics settings: overall amount plus drum-group weighting sliders.

MUTATE, RANDOM and CLEAR↗

MUTATE introduces a variation of the selected drum sound; its hold/release gesture increases the strength of the change. The nearby reset action recalls the stored drum. RANDOM generates pattern content and CLEAR removes steps from the relevant visible bar. Save a favourite version before experimenting extensively.

MUTATE — press, hold and release

MUTATE progressively strengthens the variation while held.

MUTATE progressively strengthens the variation while held.

RANDOM and CLEAR

RANDOM regenerates the pattern; CLEAR resets the relevant visible bar.

RANDOM regenerates the pattern; CLEAR resets the relevant visible bar.

SCAVENGER AUDIO / THE DRUMR FIELD GUIDE

CHAPTER 07 / USER GUIDE

Presets and textures

07

Save an entire composition, only the kit or individual drum voices or just the sequence itself.

Four kinds of asset↗

AssetWhat it containsUse it when…
PATCHCombined kit and sequence stateYou want a complete sound and rhythm ready to recall.
KITNine drum soundsYou want to swap an entire palette of percussion.
DRUMOne voice’s soundYou want to reuse a great Kick or Snare in another kit.
SEQUENCEPattern and rhythm dataYou want to try the same beat with a different kit.

DRUMR has a factory browser and a user library. The inspected source includes 38 visible curated factory patches, plus a separate hidden asset used to construct INIT. INIT is a saved starting state, not necessarily an empty pattern or the engine’s underlying factory defaults.

Patch browser: FACTORY / USER categories, preview and load.
FIG 23Patch browser: FACTORY / USER categories, preview and load.

Saving and loading↗

01Choose PATCH, KIT, DRUM or SEQUENCE in the appropriate browser or save area.
02Use SAVE or SAVE AS to capture the corresponding content.
03When a saved asset is already linked to the current state, follow the dialog to update it or create a separate copy.
04To reuse your work, browse user assets of the matching type, preview as available, and load the chosen item.

Native file formats are .drumrpreset (patch), .drumrkit (kit), .drum (voice) and .drumrseq (sequence). Some older voice file formats are also accepted. AU hosts may additionally use .aupreset files.

Loading external textures↗

Kick, Snare and the three Toms can load external WAV, AIFF/AIF or FLAC files. Select the voice, use TEXTURE LOAD to select a file, then adjust its blend amount. After a texture has loaded, the control changes to EDIT, where you can replace or clear the source.

Texture browser: audition factory textures before loading.
FIG 24Texture browser: audition factory textures before loading.

The package is designed to include a selection of factory texture WAV files. Custom texture files are separate resources: keep them available if you move a project or preset to another computer.

SCAVENGER AUDIO / THE DRUMR FIELD GUIDE

CHAPTER 08 / USER GUIDE

Exporting your work

08

Turn a DRUMR pattern into audio or MIDI files for editing and mixing elsewhere.

Choose an export format↗

FormatWhat you receiveUseful for
MIDI (.mid)Pattern notes with mapped drum numbers, velocities, rolls and rhythmic timing.Rearranging the groove in a DAW or feeding another instrument.
Stereo WAVA rendered stereo pattern with a tail, 24-bit at the default 44.1 kHz render rate.Quick loops, arranging and sending audio.
WAV stemsIndividual rendered WAV files for active/eligible drum lanes.Mixing drums independently, processing each sound separately.

Use EXPORT and select the desired audio/MIDI choice. The renderer uses the stored one- or two-bar pattern and includes a tail for audio. MIDI export carries the pattern, not the synthesis engine or the audio texture files.

Export entry dialog: choose AUDIO or MIDI.
FIG 25Export entry dialog: choose AUDIO or MIDI.

Before exporting↗

• Check MUTE and SOLO settings: they influence which lanes are included in an audio stem export.

• Confirm the intended time signature, one/two-bar length and tempo.

• Listen to the opening and ending of the exported audio in your DAW; rendered alignment and host-specific tempo interpretation still need release testing.

SCAVENGER AUDIO / THE DRUMR FIELD GUIDE

CHAPTER 09 / USER GUIDE

MIDI, DAWs and automation

09

Trigger DRUMR like a drum instrument, or sequence it internally and automate many of its sound controls.

MIDI note map↗

VoiceMIDI noteCommon label*
Kick36C2
Snare38D2
HH42F#2
HH Open46A#2
Clap39D#2
Tom 145A2
Tom 243G2
Tom 341F2
Crash49C#3

Throughout the guide, capitalised words indicate labels in DRUMR’s interface. Some controls, options and playback behaviour depend on the selected voice, mode and DAW.

SEQ mode versus MIDI mode↗

In SEQ mode, the internal rhythm is the sound source and incoming MIDI is not used as live drum triggers. In MIDI mode, incoming mapped MIDI notes trigger the matching voices using note velocity. Do not assume DRUMR sends a live stream of sequencer notes to your DAW: the documented way to obtain pattern MIDI is EXPORT.

DAW automation↗

Host automation is registered for master controls, individual voice synthesis and mix parameters, lane controls and each stored step’s on/off, velocity and pitch. Some parameters are contextual and may appear in a host’s list even if they are not visible on the selected voice.

Not every interface action is a host automation parameter. Examples that are saved or operated through other mechanisms include file browsing, loaded texture file paths, time-signature selection, pattern bar count, roll settings and licensing actions. DRUMR does not document a built-in MIDI-learn workflow.

Audio and plugin formats↗

The macOS project includes AU, VST3 and standalone targets. The audio processor has no audio input and one main mono or stereo output. It does not expose separate live outputs for Kick, Snare and other voices. Detailed support for specific macOS versions, DAWs and system configurations must be confirmed for the distributed installer.

SCAVENGER AUDIO / THE DRUMR FIELD GUIDE

CHAPTER 10 / USER GUIDE

Installation and licensing

10

Install DRUMR, explore the trial, then activate your serial when you are ready.

macOS installation↗

01Use the installer supplied with DRUMR and follow the onscreen prompts.
02Launch DRUMR from Applications to use it standalone, or open your DAW and scan for the AU or VST3 instrument.
03Create an instrument track, insert DRUMR and confirm it produces sound.
04If you use factory textures, confirm the installed content is available from the texture browser.

Throughout the guide, capitalised words indicate labels in DRUMR’s interface. Some controls, options and playback behaviour depend on the selected voice, mode and DAW.

Trial mode↗

DRUMR provides a 30-day trial. While unlicensed, audio is muted for approximately two seconds every 75 seconds, and up to three patch saves are allowed during the trial. After trial expiry, output stays silent until authorised.

Serial activation and status↗

01Click ACTIVATE in DRUMR.
02Enter the serial provided after purchase and complete the activation dialog.
Serial-number entry. The actual serial is deliberately omitted.
FIG 26Serial-number entry. The actual serial is deliberately omitted.
03To inspect licence status, click the DRUMR logo. An authorised installation can offer a DEACTIVATE action.

Activation uses your DRUMR serial number; this guide does not describe offline licence-file import. If your serial is rejected, double-check what was entered and use the support information provided with your purchase.

Authorisation confirmation after a successful activation.
FIG 27Authorisation confirmation after a successful activation.

SCAVENGER AUDIO / THE DRUMR FIELD GUIDE

CHAPTER 11 / USER GUIDE

Sound-design starting points

11

These short recipes are ideas to explore, not guaranteed factory preset values. Adjust by ear and save any result worth keeping.

FIELD NOTES / CREATIVE EXERCISES

1. Solid electronic kick↗

Select Kick. Start with a prominent SIN oscillator, lower-frequency body and a fast downward PITCH sweep. Increase PUNCH for extra attack, then add modest PRE DRIVE for weight. Reduce the noise blend if the transient becomes too clicky.

2. Snare with separate body and wires↗

Select Snare. Blend a tonal oscillator body with a stronger noise source. Use the OSC / NOISE FM options to add texture, then target OSC and NZ filtering separately. Keep the oscillator branch full-bodied while high-passing some of the noise branch.

3. Tight closed hats and breathing open hats↗

Use the HH and HH Open voices. Explore NEW mode, adjust METAL and NOISE, then shorten the closed-hat amplitude shape. Enable CHOKE on HH Open and listen to the way a closed-hat hit interrupts its tail.

4. Wide, layered clap↗

Select Clap. Compare ROUND and TIGHT BODY, then BLUNT and SHARP SNAP. Increase SPREAD for more separated bursts. Use TAIL for the decay character and RING for additional pitched content.

5. Melodic tom fill↗

Tune Tom 1, Tom 2 and Tom 3 to contrasting pitches. Add a small pitch sweep for impact. In the sequencer, create a short run of tom hits and use per-step PITCH to add motion. Try a loaded texture if you want a more acoustic attack.

6. Industrial percussion loop↗

Build a sparse pattern and apply CRUST to one or two voices. Compare PRE versus POST dirt placement and introduce a short ROLL near the end of a bar. Turn DYNAMICS ON and vary step velocities for a less rigid result.

SCAVENGER AUDIO / THE DRUMR FIELD GUIDE

CHAPTER 12 / USER GUIDE

Quick reference and troubleshooting

12

A compact guide to key ranges, capabilities and common questions.

Selected parameter ranges↗

ParameterRange / choices
Internal tempo40–240 BPM
Time signatures4/4, 3/4, 6/8, 2/4, 12/8, 5/4, 7/8
Sequence length1 or 2 bars; up to 28 steps per bar
OSC 1 frequencyApproximately 38–2,200 Hz
OSC 2 frequencyApproximately 32–3,000 Hz
Filter cutoffApproximately 80 Hz–12 kHz
AMP / FILTER attackApproximately 1 ms–2 s
AMP / FILTER decay and releaseApproximately 1 ms–3 s
Voice tuning±12 semitones
Pitch sweep amount / time0–48 semitones / approximately 5–500 ms
Filter typesLP, HP, BP
Audio outputsOne main mono/stereo output

Why do repeated hits sometimes cut off the previous tail?↗

Each of DRUMR’s nine voices has one live playback slot. Triggering the same voice again restarts it, while other voices can continue to play.

Why is there no sound when I play MIDI notes?↗

Check that the mode is MIDI, that your DAW sends notes to DRUMR, and that the notes match the MIDI numbers in chapter 9. Also check master volume and licence/trial status.

Why does my pattern not play when I press the internal play button?↗

The button is unavailable when DRUMR is in MIDI mode or the host transport is moving. Switch to SEQ mode, or start the DAW transport to run the pattern from the host.

Can I send each drum to a separate DAW output?↗

Not as live plugin output buses. Use EXPORT to create individual WAV stems for separate processing or mixing.

Why has a texture disappeared after reopening a project?↗

Texture audio is stored as an external file reference rather than embedded in the project. Check that the file still exists in the expected location; restore or reload it if needed.

Why is an exported MIDI groove not identical to the audio sound?↗

MIDI export carries rhythm, drum mapping and velocity, but not DRUMR’s synthesis settings or per-step pitch as MIDI note transposition. For the exact DRUMR sound, export audio.

Why does the plugin periodically go silent?↗

An unlicensed trial includes brief periodic silences; the expired trial is silent until activation. If DRUMR is already activated, inspect your audio and MIDI routing and the DAW track configuration.

Download the offline PDF ↗

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