KickDrum 2.5

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really enjoying how deep the OSC pitch-envelope system is

One workflow improvement I’d love to see is a way to quantize or key-snap all selected OSC pitch nodes in one action.

At the moment, Key Snapping works well when moving individual nodes, but if a pitch envelope has many analyzed nodes with small cent offsets — for example +16 cents, -22 cents, +30 cents, etc. — it would be very useful to select multiple nodes and apply snapping/quantization to them all at once.

Suggested behavior:

Select multiple OSC pitch nodes.
Use a command such as “Snap selected nodes to nearest chromatic note”.
Each selected node keeps its timing position.
Only the pitch value changes.
Cent offsets are removed by snapping each node to the nearest chromatic note.
Optional: allow snapping to a chosen key/scale in the future, not just chromatic notes.

This would be especially helpful when using KickDrum’s analysis/rebuild workflow, where the generated pitch curve can contain many useful points but some of them sit slightly off exact notes. It would make it faster to clean up the stable body/tail of a kick or 808 without manually nudging every node one by one.

A related optional feature could be:

Snap all OSC nodes
Snap selected OSC nodes
Snap only tail/sustain nodes
Preserve transient nodes / ignore first X ms

The last option would be great because early kick transients often benefit from being wild or non-musical, while the body and tail usually need accurate tuning.

Thanks for considering it. KickDrum 2 is already extremely powerful, and this would make the pitch-editing workflow much faster for sound design and kick reconstruction.

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Hi Trev!
that exact feature is hidden in the context menu of the osc curve - you can select osc node points with the lasso and then right click (context menu opens) and then click keysnap (🎹) - works for whatever amount of nodes you have selected.
"allow snapping to a chosen key/scale in the future, not just chromatic notes" - that's a neat idea, noted!
Makes me eternally happy to hear you find it so powerful!

speaking of which...

KickDrum 2.8 is just released - It's a massive overhaul that spanned several month of work, laying the foundation for version 3.0 - getting rid of 4 years accumulated technological dept - improving and solidifying all core systems.
I ran an analysis comparing 2.7.2 against 2.8 and it's 70+ improvements and fixes, touching more than 30k lines of code - that's roughly 1/3 third of the whole plugin that now is reworked :phones:

https://audija.com/changelog/1

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Jan_Audija wrote: Thu May 07, 2026 5:24 pm Hi Trev!
that exact feature is hidden in the context menu of the osc curve - you can select osc node points with the lasso and then right click (context menu opens) and then click keysnap (🎹) - works for whatever amount of nodes you have selected.
"allow snapping to a chosen key/scale in the future, not just chromatic notes" - that's a neat idea, noted!
Makes me eternally happy to hear you find it so powerful!

speaking of which...

KickDrum 2.8 is just released - It's a massive overhaul that spanned several month of work, laying the foundation for version 3.0 - getting rid of 4 years accumulated technological dept - improving and solidifying all core systems.
I ran an analysis comparing 2.7.2 against 2.8 and it's 70+ improvements and fixes, touching more than 30k lines of code - that's roughly 1/3 third of the whole plugin that now is reworked :phones:

https://audija.com/changelog/1
Thank you very much, Jan!

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22 Euro now (-50%) :o

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Igro wrote: Fri May 08, 2026 2:53 pm 22 Euro now (-50%) :o
YES!!! Get it and support and it will reward you back, it's the bees knees.

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Jan_Audija wrote: Thu May 07, 2026 5:24 pm Hi Trev!
that exact feature is hidden in the context menu of the osc curve - you can select osc node points with the lasso and then right click (context menu opens) and then click keysnap (🎹) - works for whatever amount of nodes you have selected.
"allow snapping to a chosen key/scale in the future, not just chromatic notes" - that's a neat idea, noted!
Makes me eternally happy to hear you find it so powerful!

speaking of which...

KickDrum 2.8 is just released - It's a massive overhaul that spanned several month of work, laying the foundation for version 3.0 - getting rid of 4 years accumulated technological dept - improving and solidifying all core systems.
I ran an analysis comparing 2.7.2 against 2.8 and it's 70+ improvements and fixes, touching more than 30k lines of code - that's roughly 1/3 third of the whole plugin that now is reworked :phones:

https://audija.com/changelog/1
Audija KickDrum is the plugin of the year for me, personally.
It's now solidly part of my workflow, as much as other features such as bounce/freeze in my DAW is.

Quick question, do you plan on making a mode where 'kicks' - or whatever else we're making - playable across keys? I seem to remember it being a mode in an early version...

Congrats on 2.8.0
Just downloading now

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Nice update but, version 2.8.0 has some big GPU consumptions for no reason (I assume) on preset menu. Graphic ventilators are on full when I am in preset menu and temperature arise around 60 degree until I leave this menu. Sometimes it arise for few seconds when I manipulate with Kicks, but is acceptable as opposite constant full ventilator speed and hot GPU.

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I don't know if I'm doing something wrong (I'm new to this pluginl, but when I resample a kick sample, then there is always a "click" at the end of the tail. The kick stops abruptly.

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Also, when selecting an ordinary ADSR envelope and increasing the attack slowly (and releasing it), the envelope doesn't update. Only if you do a drastic move, then MAYBE it does a favor and updates the envelope.
Also, in some cases the amp envelope produces weird crackly sound. This happens when the attack is not zero and the Decay is quite short.

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Igro wrote: Sat May 09, 2026 11:12 am I don't know if I'm doing something wrong (I'm new to this pluginl, but when I resample a kick sample, then there is always a "click" at the end of the tail. The kick stops abruptly.
Hi Igro!
that happens if the work area is shorter, then the sample added / analyzed.
In the sampler there's an option at the bottom, "work area length on select": set that to fit or extend, so it adapts the workspace length if the sample is too long (same option is available in the up right corner in the pop up, when you drag & drop a sample) or you can set the work area length in the lower left corner whenever needed.
Last edited by Jan_Audija on Mon May 11, 2026 6:59 pm, edited 1 time in total.

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Oberheim 8000 wrote: Sat May 09, 2026 11:06 am Nice update but, version 2.8.0 has some big GPU consumptions for no reason (I assume) on preset menu.
yes, there's no good reason, why that should be the case - I will check and there will be follow up update this week.

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trevdog wrote: Fri May 08, 2026 9:21 pm Quick question, do you plan on making a mode where 'kicks' - or whatever else we're making - playable across keys?
Yes - KD3!

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Igro wrote: Mon May 11, 2026 3:59 pm Also, when selecting an ordinary ADSR envelope and increasing the attack slowly (and releasing it), the envelope doesn't update. Only if you do a drastic move, then MAYBE it does a favor and updates the envelope.
Also, in some cases the amp envelope produces weird crackly sound. This happens when the attack is not zero and the Decay is quite short.
you mean the realtime Note-ADSR? on my end that works as expected could you send me a project demonstrating or screen recording via mail please?

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Jan_Audija wrote: Mon May 11, 2026 7:15 pm
Igro wrote: Mon May 11, 2026 3:59 pm Also, when selecting an ordinary ADSR envelope and increasing the attack slowly (and releasing it), the envelope doesn't update. Only if you do a drastic move, then MAYBE it does a favor and updates the envelope.
Also, in some cases the amp envelope produces weird crackly sound. This happens when the attack is not zero and the Decay is quite short.
you mean the realtime Note-ADSR? on my end that works as expected could you send me a project demonstrating or screen recording via mail please?
Hi! I mean that ADSR at the upper right corner. Is it a realtime or not? Here are two presets with a very slight difference in the decay value. One is clicking and another is not. To get that clicky sound from the first preset you have to either add or subtract just 10-20 ms.
https://limewire.com/d/6PrPI#0hm5BEJ0FC
Last edited by Igro on Thu May 14, 2026 6:37 am, edited 2 times in total.

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double

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