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BFD Converter Manual
BFD Converter Manual
Installation
Installation of the converter is identical on both Mac and Windows systems. Simply extract the downloaded .zip file to the desktop or any other temporary location. This process will result in a folder named BFD Converter. Copy this folder to any location you choose: for example /Applications on Mac or C:\Program Files on Windows.
Serial Number: click here to enter your serial. You cannot run the conversion process before doing this!
A guide to the conversion process 1. Choose the DFHS Path: this is the folder which contains the Toontrack library you want to convert. For instance, if you want to convert DFHS Drummer, choose C:\Superior\Drummer (this is just an example - the location of the Drummer folder can vary). 2. By default, the BFD Path is set to the Data path specified in the BFD Options panel. However, if you wish to write to another folder (if you dont have enough space on your existing BFD drive, for example), you can browse for another folder. To use the sounds from this other folder in BFD, you will need to set up a second Data path to this location in the BFD Options panel, using the Data Path 2 setting. Please see the BFD documentation for further details on how to do this. 3. S pecify the library to convert using the Convert from setting. This must match the library contained within the DFHS Path you selected in step 1. If this does not match the library contained within the specified DFHS Path, the sounds will not be converted properly! 4. Choose the Conversion Type. This tells BFD Converter whether to convert all the contained sounds, or only individual Kit-Piece types, like the kick drums or the hihats. Please note that this option is not applicable when converting the Percussionist sounds. These must be converted in their entirety. 5. Click the Do It! button and put the kettle on! The conversion process can take a very long time (a full C&V conversion on a G5 Mac takes around 1 hour or more). 6. Once the progress bar has reached 100% and the log window displays the message < -- Job Complete -- >, the process has finished. You can now use the converted sounds within BFD!
Shaker o ShakerOnBeat o ShakerOffBeat o Beat o Shakings Tambourine o OpenHit o MutedHit o Crescendo o OnBeat o OffBeat
Percussion Hit Alt Hit2 Shakings Percussion Hit Alt Crescendo OnBeat OffBeat
Wood Blocks o Block1 o Block2 o Block3 Triangle o OpenHit o MutedHit Cricket o Strokes o Crescendo Bell o Strokes o Crescendo SoftShell o Strokes o Crescendo Guiro o GuiroR o GuiroLong Cymbals o Hit o Crescendo
Percussion Hit Alt Alt2 Percussion Hit Alt Percussion Hit Alt Percussion Hit Alt Percussion Hit Alt Percussion Hit Alt Cymbal Hit Alt
Udu o Open Tone High o Open Tone Low o Mute Slap o Flam o Ghost Note L o Crescendo Open o Crescendo Slap o Ghost Note R o Open Slap Bongo o Left Open o Right Open o Left Heel o Right Heel o Flam o Crescendo Cajon o Slap Mid L o Slap Norm L o BasTone L o SideStick L o BrushHit L o Brushed R o Flam o Ghost Stroke L o Ghost Stroke R o BasTone R o Slap Norm R o Slap Mid R o SideStick R o BrushHit R o Brushed L o Crescendo
Snare Hit Rim Drag Flam SS Crescendo Open Crescendo Slap Ghost Note R Open Slap Snare Hit Drag Rim SS Flam Crescendo Snare Hit Rim Drag SS Hit Hit Flam Ghost Stroke L Ghost Stroke R DragAlt RimAlt HitAlt SSAlt HitAlt RimAlt Crescendo
Conga Snare o Left Open Hit Rim o BasTone Left o Left Close Slap SS o Flam Slap Flam o Flam open Drag o Right Open HitAlt LeftMute o Left Mute o Right Mute RightMute o BasTone Right Rim Alt o Left Open Slap Left Open Slap o Right Open Slap Right Open Slap SSAlt o Right Close Slap Left Heel o Left Heel Right Heel o Right Heel o Open Crescendo Open Crescendo o Slap Crescendo Slap Crescendo o Bend FX Bend FX
This library contains a mono direct channel, with the other channels implemented as below:
This library contains a mono direct channel, with the other channels implemented as below:
DFHS Percussionist Pieces mapped to snares These contain two microphones mapped to Snare Bottom and Snare Top, with the other channels implemented as below:
Note that congas have a third microphone and this is mapped to the Kick In bleed channel. Pieces mapped to percussion These all have a mono direct channel, with the other channels implemented as below:
Note that the original Percussionist cymbal sounds do not contain any direct channel information: only overhead microphones were used. We have retained this mapping because it is stereo (direct channels in BFD are mono only), and thus the converted sounds only have a single stereo channel of audio data coming through the overhead channel for any cymbal.