Recipe
Drums that hit, from zero
The full Superior Drummer 3 path: from an empty kit to drums that sound played and hit in the mix. Programming, mixing and mastering on one page.
This recipe is the complete map of virtual drums, end to end. It doesn’t explain everything in depth (that’s what the linked guides are for): it tells you the order, what to nail at each stage and what not to chase yet. It’s the path to finished drums in an afternoon instead of three weeks.
Step 1: MIDI is your DI
The equivalence that organizes everything
On guitar and bass you keep the DI so you can change the tone without playing again. On drums, MIDI plays that role: as long as you have it, you can change the entire kit, the internal balance and the routing without redoing anything.
Never delete the MIDI. Audio is a result; MIDI is the source, and it’s also where you’ll fix, for free, things that would cost a re-record on a real kit.
Step 2: Programming, the only critical part
What you DO nail
- The kit: a genre preset, chosen with the riff playing, in 15 minutes. The kick should have a click and the snare should cut over the guitars.
- The groove: kick and snare first, with the kick landing where the riff’s accents land. That coincidence is what makes the song heavy.
- The velocities: hi-hat with accents (±15 to 25) and 2–3 snare ghost notes per section. It’s 80% of sounding played rather than programmed.
- The transitions: a fill in the bar before each section change, with a crash together with the kick on the way in.
What you DON'T decide yet
- Humanized timing: in rock/metal, square is fine. Moving notes at random sounds badly played, not human.
- The ambience and size: those are mixing.
- The fine balance between pieces: also mixing.
- How many outputs to open: it gets decided when mixing, and changing it is free.
The groove and how it locks with the riff are the only things in virtual drums that plugins can't fix. The kit, balance and routing all stay open thanks to the MIDI.
Step 3: Routing, 6 channels and no more
The set that's enough for any song
Kick · snare · toms · hi-hat · overheads · room, all to a DRUM bus.
And a rule that matters: leave the bleed as it comes. The leakage between mics is what makes six channels sound like a kit played in a room. Gating everything is the most common mistake when mixing virtual drums.
Step 4: Mixing, balance first, then plugins
4.1: Balance with the faders, no plugins
Kick and snare up front, overheads dosed, room from zero going up. A lot gets fixed with this alone, and many “EQ problems” were balance problems.
4.2: Kick (40% of the result)
- Wide cut of 3–6 dB at 200–400 Hz: the adjustment that most cleans up the foundation.
- Boost of 2–5 dB at 2–5 kHz: the click that cuts through the guitars.
- Sharing with the bass, decided with kick and bass alone.
- Compressor with a medium attack (10–20 ms) and fast release.
4.3: Snare (the other 40%)
- Gentle high-pass at 80–100 Hz.
- Snap at 4–8 kHz, but first try cutting that zone on the guitars: the snare often doesn’t need more brightness, it needs room.
- The compressor’s release decides whether the snare is dry or long. That’s the character decision.
4.4: Context, touching as little as possible
- Overheads: high-pass at 300–500 Hz (the most cost-effective adjustment of this part).
- Hi-hat: high-pass at 200–300 Hz and level. Nothing more.
- Toms: only if they sound like cardboard or ring too much.
- If the kit lacks brightness, raise the overheads before boosting highs piece by piece.
4.5: Size, room and parallel
- SD3’s room first (it’s real ambience, recorded in the room). Bring it up little by little.
- If it’s not enough: reverb on an aux with a pre-delay of 20–40 ms (keeps the attack sharp) and a high-pass at 300–400 Hz.
- Parallel compression: send to an aux, high-pass at 100 Hz, ratio 8:1, 10 dB or more of reduction, fast attack. Blend it in underneath: density without losing attack.
4.6: Bus and fit
- DRUM bus: 2–4 dB of glue, ratio 2:1, medium-slow attack.
- Check kick + bass alone: a single hit, each in its zone.
- If the drums can’t be heard over the guitars, the problem is usually the density of the guitars (high-pass at 80–120 Hz), not the drum level.
Step 5: Mastering, protecting the transients
The drums are transients, and a limiter is a transient-trimming machine. Everything that matters at this stage comes from that.
What you deliver
- No stray hits sticking out: fixed by lowering their velocity in the MIDI. Free.
- 2–4 dB of bus compression, and whatever parallel you used (it helps loudness without touching the peaks).
- Just right on cymbal brightness: mastering brings it out.
- Main bus peaks at −6 dBFS, no limiter, WAV 24/48.
Anti-perfectionism, summed up
If you have to choose, choose in this order
- The groove and how it locks with the riff (programming). The only irreparable thing.
- The velocities (programming). They define whether it sounds played or like a machine.
- Kick and snare (mixing). 80% of what the listener hears.
- Kick/bass sharing (mixing). It conditions the whole foundation.
- Room and parallel (mixing). What makes it big.
- Everything else: toms, hi-hat, gates, rhythm bus, stereo width. Optional.
Quick path: drums from zero
Quick path
- Load a genre preset with the riff playing. 15 minutes, no more.
- Program one bar of kick and snare, with the kick on the riff's accents.
- Add hi-hat, duplicate for the section, repeat for the chorus.
- Velocities: accents on the hi-hat, ghost notes on the snare, an even kick.
- A fill before each section change, with a crash together with the kick on the way in.
- Open 6 outputs to a DRUM bus. Leave the bleed.
- Balance with faders, no plugins.
- Kick: cut at 200–400, click at 2–5 k, share with the bass, medium-attack compressor.
- Snare: HPF 80–100, snap at 4–8 k (or make room on the guitars), release = snare length.
- Overheads: HPF 300–500. Hi-hat: HPF 200–300. Toms: only if they bother you.
- SD3 room until it breathes; parallel with 10 dB of reduction blended underneath.
- Bus: 2–4 dB of glue. Check kick + bass alone.
- Checks: mono, phone, low volume, two references.
- Deliver at −6 dBFS, no limiter, WAV 24/48.
Expected result
Expected result
Drums that sound played and hit in the mix: with a groove that talks to the riff, velocities that make them believable, a kick and snare heard on any speaker, the size of the room and parallel, and intact transients so mastering can lift the song. If you’ve made it here, your song’s drums are solved, and together with the bass, the whole rhythm section.