Paradiddle July Update: Improved Drum Sounds, New Cymbals, Stick Calibration, Better WMR and Index Support!

Paradiddle

So much more than a VR drum kit. Learn to drum step by step, flex your skills with the built-in rhythm game, and build your own custom kit from a library of 60+ percussive instruments without the limitations of money or physical space. Fun, intuitive drumming for pros and newcomers alike!

Hey everyone! It's been a little while since the last major update, and I'm super excited to finally release this one. Here's what's new: [h1]Improved and Processed Drum Samples[/h1] All of the drum samples in the app have been processed to sound less raw, and more mix-ready. The goal with this was to make sure the built-in sounds are ready to be recorded and shared without requiring additional processing or effects to make them sound better. For those who'd like to know more about the actual processing done, all of the drums now have EQ's applied to them, with compression and reverb effects applied to certain drums. As a result the drums should sound fuller and louder overall. The panning of each sample was adjusted a bit to make sure all the samples sounded clearer when played at the same time. In addition, the snare and tom sounds were improved to have better dynamic range across velocities. The hi-hat open sounds were also made louder overall to differentiate it more than the closed sounds. A lot of this work was done by none other than ElNeax, who was also behind the [url=https://youtu.be/PCKRFRlxMLs]American Idiot[/url] and [url=https://youtu.be/C0dRoPk5jDw]Bring Me to Life VR[/url] covers that were released recently! We're still trying to get more out of the audio samples and make sure all the drums sound great together within the app, so if you have any suggestions or comments on this, please make sure to let us know. Here's a quick comparison below between the old samples vs. the new: https://youtu.be/171n3vMBbV0 [h1]New Cymbals[/h1] This update introduces two new cymbals: the 13" Crash Cymbal and 15" China Cymbal! These are the first instruments to be added to Paradiddle since early access launch. Here's a quick video showcasing the sounds you can get out of them: https://youtu.be/jARgtRIp0uc I've recently licensed a lot more instrument samples so you can expect to see more instruments get added to the app over the next several months. Some of these new instruments will include: the bongos, triangle, cowbell, gong, tambourine, xylophone, marimba and glockenspiel. I can't wait to make these all available to the community! [h1]Stick Calibration[/h1] Another addition I'm really excited about - you can now calibrate how your sticks are placed relative to your controllers! Simply click on Stick Calibration in the Options tab, and the calibration window will pop up. You can move and place the window anywhere you want, and hit and play on any of the drums in the environment while you're calibrating. When you're happy with the new calibration, simply hit "Apply" to make sure the new offsets take effect. These settings are automatically saved and loaded, so you won't have to change them every time you launch the app. I've limited the positional and rotational offset ranges to specific amounts to make sure the sliders are easy to adjust while still offering a reasonable range, but feel free to let me know if you think any of these ranges are too limiting for your use case. Here's a quick demonstration: https://youtu.be/cN76OsVKcGM Also, if you have any other ideas on how to improve this feature, I'd love to hear them! I'm going to expand the calibration settings further in the future by allowing users to scale the collision box of the sticks, but if there are any other stick settings you'd like to be able to tweak, let me know. [h1]WMR and Index Support/Improvements[/h1] As existing Windows Mixed Reality users and any testers using the Index/Knuckles controllers probably noticed, up until now the app was still showing the Vive controller models on your hands even if you weren't using them. This is now fixed, so WMR and Index users should see their own controllers in Paradiddle. The default placement of the drum sticks were also adjusted to better suit these controller types, so you should have a more comfortable time playing now. A couple of quick notes on what's still missing: [list] [*]The controller materials currently don't match the Vive or Oculus Touch materials, which are mostly dark gray with purple trim lines along the controller edges. This also means that the correct buttons currently don't light up during the tutorial if you're using WMR or Index controllers, but both of these will be fixed in a future update. [*]Index users: The A buttons currently don't work properly. This was a somewhat frustrating realization, but Unreal Engine doesn't properly receive some of the Index controller button presses and thinks they're different buttons. Looks like it's possible to fix this using the SteamVR Input Unreal plugin that Valve has recently released, but that also doesn't seem to play nice with the Oculus plugins if they're active, so I'm currently investigating and trying to figure out the best way to resolve this. [/list] [h1]Other Changes and Fixes[/h1] [list][*][b]Grip to Grab:[/b] The grip button can now be used to grab drums (including dragging new drums out from the menu) or moveable windows. The trigger button still works the same way it used to in previous versions, where you can use the trigger to click UI elements as well as grab moveable objects. [*]Introduced a color change to the hi-hat when moving between open and closed states. [*]Fixed a minor issue with the Controls menu dropdowns where the action names weren't fitting properly into the button. [/list] [h1]Coming Up[/h1] As always, more changes are coming! Here's a list of what's coming over the next few months: [list][*]2nd annual Paradiddle VR Drum Cover Contest [*]Drum velocity curve controls [*]UI quality of life improvements (including the ability to move drum sets as a whole) [*]Additional percussion instruments [*]Note highway system [/list] [h1]Oculus Quest Test Build Release[/h1] As some of you probably already know, I was spending some of my development time over the past couple of months to get Paradiddle running on the Oculus Quest. If you have a Quest or know someone with one, feel free to forward them to the [url=https://discord.gg/paradiddle]Discord[/url] or the [url=https://drive.google.com/open?id=1J3j1uw_3bM5rPkCKlkG-RyaTBrmOA42YrqqCq-GrWB8]release notes[/url] for the first testable version of Paradiddle on Quest! As the release notes will make clear, not all of the features from the PC version work on the Quest yet, and I'm mostly using this initial release as a way to get some early feedback as I prioritize tasks. [b][i]If you're enjoying your VR jam sessions in Paradiddle and excited about upcoming features and improvements, I would really appreciate it if you wrote a review on Steam. It doesn't have to be long - any review helps in showing that Paradiddle is trying to be the most flexible, responsive and user-friendly VR drumming app out there. The more we can get the word out, the more support I'll be able to get in realizing that goal.[/i][/b] - Emre emre@paradiddleapp.com Join us on Discord!: https://discord.gg/paradiddle Twitter: https://twitter.com/ParadidleVR [url=https://www.youtube.com/watch?v=cZKheiV1n4c&list=PLIE76wDmoW5GOS4msS5tq58HnHIZqPun2&index=1]Paradiddle drum covers Youtube playlist[/url] (your cover could be on here too!) Official Paradiddle website: http://paradiddleapp.com FAQ: http://paradiddleapp.com/faq Reddit: http://reddit.com/r/paradiddle