7DeadlySnares – Communication assets

Here are the official sources for the image of the products developed by Druw Audio under the Brand BEATSURFING.
Please review our Terms of Use before using them.

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Vidéos

7DeadlySnares – V1 – 16:9 – 33 sec.

Sharing link: https://youtu.be/y2yj8es2s5Q

7DeadlySnares – V2 – 16:9 – 55 sec.

Sharing link: https://youtu.be/x-a4PrlqoBw

7DeadlySnares – V3 – 16:9 – 37 sec.

Sharing link: https://youtu.be/K-gMnKb-rN4

7DeadlySnares – V3 – 4:5 – 53 sec.

Sharing link: https://youtube.com/shorts/3ZueLPBFdeo

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System requirements

[icon name=”windows” prefix=”fab”] Windows

  • Windows 7 or later
  • 2GHz Pentium IV processor or equivalent
  • A host that supports 32-bit or 64-bit VST
  • Au moins 335 Mo d'espace disque libre
  • Formats: VST, VST3

[icon name=”apple” prefix=”fab”] macOS

  • macOS 10.13 High Sierra or later
  • Intel or Apple Silicon processor
  • A host application that supports 64-bit VST or AudioUnit
  • Au moins 335 Mo d'espace disque libre
  • Formats: AU, VST, VST3

Features

7DeadlySnares comes with 7 engines. Each of them has its own grain. Click on the picture below to download the image. The text underneath explain each engine particularly.

you can tailor-make and parameterize creating infinite possibilities.

1st engine / Sloth

Based on classic analogue rhythm box style snares. This snare sound has a distinctive, snappy attack and a long decay that gives it a characteristic “booming” quality. Prized for their warmth, character, and ability to cut through a mix,
Tweak it to your delight with 4 macros. Macro A changes the noise to body fm amount. Macros B/C/D then adjusts the Transient/Decay/Tone brightness.

2nd engine / Gluttony

We created this engine around Foley samples, which are commonly used to add ambient sounds or real world noises to a track to enhance the sounds. Engine 2 is great for adding depth and texture to your beats.
The macros change the body amount (A),  Transient and Decay brightness (B/C) and last Macro D introduces a slight noise change with every hit.

3rd engine / Wrath

Caisses claires de style boom bap à l'ancienne.
A= noise amplitude modulation
B= Transient brightness
C=Decay brightness
D= room brightness

4th engine / Lust

Water type snares
A = modulates between a long low pass filter and short high pass filter to a short low pass filter ad a long high pass filter.
B = water type (river, ect)
C = droplet amount – adds more droplet sound after the main hit
D = introduces a slight change with every hit.

5th engine / Envy

A= low noise
B = middle noise
C = high noise
D = sustain

6th engine / Greed

Melodic snare type
A= reverb level
B = reverb time
C= bright content decay curve
D = body decay curve

7th engine / Pride

Noisy,
A = amplitude curve distribution
B = Amplitude stretch
C = Impact duration (work together with impact knob)
D = Tail

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