This is a fantastic drum plug-in - not only in sound quality, but playability, flexibility and options. I put OWD up against two other drum libraries, and OWD was my first choice hands down.
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Introduction
If you haven't heard of Ocean Way Recording, then perhaps a quick read of some recording industry history would be in order. Ocean Way, owned by Allen Sides, is legendary, not just as a studio, but for it's long client list of legendary artists as well. Sonic Reality partnered with Allen to create the Ocean Way Drum plug-in, and while some may ask "what is the advantage of recording at Ocean Way?" The answer? Expertise, and sound quality. No doubt the extra marketing cache of the name doesn't hurt. This library was recorded by Allen Sides and Steven Miller at Ocean Way, through their Studio B custom console. It's not everyday you get a sample library recorded by multi-Grammy winning engineers, in a legendary studio, with some of the best gear out there.
Installation
Ocean Way Drums Gold has a 40G library recorded in 24 bit at 48k. The Platinum library (not reviewed here) is the 96k version, and includes 7 additional kicks. The Gold library comes on 6 dual layer DVDs, with a video tutorial/overview DVD, pdf manual, and Kontakt 2 Player. The installer installs the player and library, but you can choose not to install Kontakt Player if you already have a copy. You are prompted for a serial number for the library itself, and in addition, if you install the Kontakt Player, you will also need to authorize it within 30 days via the Native Instruments Service Center (Service Center included and can be installed as well if needed). This is a painless process, other than waiting for DVD data to copy (allow a few hours to install any large library). The Platinum library is 120G and comes on an external hard drive (a nice option that more sample library developers seem to offering now).
There is an updated version of the manual available on the website. The manual on the DVD set I reviewed had low resolution graphics in some spots, making I-MAP impossible to read. The updated manual not only corrects that issue, but adds an extended I-MAP section with close up views of I-MAP, a FAQ section, and some other enhancements - all welcome additions, so downloading the new manual is highly recommended.
Overview
Once installed, you can either run the Kontakt 2 player standalone or within your DAW. The library can also be run from a full version of Kontakt (I used both Kontakt 3 and the Kontatk 2 player during this review). The Kontakt 2 Player includes a list of instrument and multi presets for quick loading. Of course if you have the full version of Kontakt, you can make use of Kontakt's editing, effects, and programming options to tweak, alter or mangle the kits as you wish (though many libraries are going proprietary with their players, I still prefer Kontakt libraries to allow me more flexibility).
With OWD Gold, you get a total of 19 multis or preset kits, with versions already configured to use either the AKG C12 on the snare, or the SM57, and with snares on or off for the toms and kick. According to Dave Kerzner at Sonic Reality, these kits are made up of about 20 different kicks, 14 different snares, 11 sets of toms, etc, and the kits were mixed and matched to sound musical and playable for a variety of drum uses, rather than just putting up a specific brand of kit and recording it (hence you won't see "DW Snare" in instrument listings, but "Snare 1, 2, 3, etc). You can of course alter, mix and match these for your own kits if you like - the preset Kontakt multis start you with a kit but the mic choices are up to the user. Each piece in each kit is a separate Kontakt instrument, so of course it is simple to mix and match, say Kick 4 with Snare 9 with Hat 11, etc. You'll find up to 32 velocity levels within these kits, so they sound dynamic.
Most kicks have options to use/mix in an AKG D12, Neumann U47, "Thwack" (a compressed signal), overheads, three room mics, and an RMX reverb. The snares are configured similarly, most with options for an AKG C12A mic, SM47 (both top), a bottom mic (Sony 55P), the three room mics, overheads and RMX reverb. Toms and hi hat include close, overhead and the 3 room mics; cymbals and rides use overheads and 3 room mics. (The included videos give nice overview of the recording setup, miking, etc - highly recommended to learn more about Ocean Way, the kits, I-MAP, V-Drum use, etc).
Some instruments have fewer mic options (mainly kicks) - my assumption would be that these just didn't need, or benefit from the additional mic/mics as not all kicks, snares, etc sound great on every mic.
A general note on using multiple mic positions - you can drastically alter the sound of a snare by changing the mix of mics, top and bottom, room mics, etc, which is one feature that sets this library apart. The best way to explore the possibilities of this library is to turn off all mics for a snare, kick, etc, and bring up one at a time to hear each individually, then mix variations to taste. There is far more to work with here than just 19 preset kits, and simply mixing in more or less room sound as with most drum libraries. Most users would be hard pressed to be able to record their own kits with drums that sounded this good as a whole.
Up and Running
Kits are rather large and will take a few seconds to load. OWD kits utilize Kontakt's customizations to provide you with OWD graphics for each instrument, as well as a customized layout to give you quick access to each relevant mic level, as well as a preset list of mic placements. Once a kit is loaded, you have access to levels for each mic used for that drum - whether you want more mostly D12 on the kick with a little D112 for punch, or a full on room sound with little direct mic'ing the option is there. The RMX reverb adds a characteristic plate reverb sound that some may like - it isn't my taste or need for most projects, but it's great to have the option. If you want to run your kit dry and add reverb - you can easily do just that.
Whether loaded into Kontakt player or the full version, each kit is configured with separate output mapping for kick, snare, hat, toms, overheads, and ambience (room mics). This affords the user independent control over the mix in your DAW even after any mixing you might do within Kontakt. You will likely have to click "Reset Output Map" in Kontakt (player and full version) when loading a kit to make all outputs active (esp. in Nuendo/Cubase 4 after you have your outputs activated in the VSTi rack). Until you do, all instruments are mapped to the first output ("Kick").
A couple of minor issues I noticed both when running OWD in Kontakt 3 and the Kontakt 2 Player - the audio level meters for each instrument do not work, but Sonic Reality says this is because the instruments are mapped directly to the Kontakt outs. Other Kontakt instruments work fine when loaded into the same instance, and the Kontakt output section meters are still active, so this is not a significant issue - just something to be aware of in case you are expecting it. Also, since instruments are hard-mapped to outputs, this seems to preclude any manual remapping of instruments to another output, such as rerouting the kick to the "Snare" output. However, other than for creative and non-standard uses, I can't see reassigning outputs being necessary for most users as the kits are already split into multiple outputs for maximum effectiveness from the start.
Mapping
Sonic Reality developed their own mapping called I-MAP (no, it isn't a Google Earth map of all known iPod users). I-MAP lays out the kit with alternate hits and variations for each instrument in a way that most users should adapt to easily enough (any "playable" drum library mapping takes some practice to make the most of). In general, mapping is setup to separate the sounds you might want to play with more than one hand, rather than grouping each instrument on consecutive notes only. Some of this may fit or defy a user's preference, but I found it to make sense and be easy enough to learn effectively.
I-MAP's mapping fits within a 61-key keyboard, so you don't have to have an 88 key controller to access everything (mapping starts an octave lower than a 61-key controller, so you will want to transpose your controller or midi input channel to access the lower control keys, though this seems to be typical of many drum libraries).
At the lowest end of the keyboard, C0 to D0 are mapped to Kontakt preset switch controllers assigned to step through the six presets for mic mixes for the whole kit (these are preset close/room mic mixes, though you can of course create your own mixes instead). This makes it simple to both audition, and use different presets for different songs or even song sections without manually altering each instrument, or mic mix. The manual suggests not switching presets during playback due to potential crashes with Kontakt, but I ran into no problems switching presets using Kontakt 3 - still wise advice to only switch once Kontakt voices have ended. A nice forethought in the snares is that the sidesticks are all at the appropriate level for a mix - so you don't have to automate the sidestick from the snare output channel, as I've had to do with other library kits.
Kicks are usually mapped to 4 consecutive notes from C1 down with alternate hits for more realistic performances. Snares are split between consecutive and near notes for left and right stick, edge, ghost, rolls, etc. There are two roll notes designed to be used to create your own rolls - i.e. these aren't rolls with set lengths, but programmed with envelope, release and velocity to allow you to create your own roll lengths with crescendo or decrescendo, etc. How realistic these rolls sound is up to you and your performance - they aren't magic, but they are much more performance-friendly than most libraries' rolls.
Toms have left and right hits split by two octaves. Hats have alternate hits (pings, edge, open, closed, foot, etc) mapped to consecutive notes (ping is mapped lower so it could be played with the left hand, as is the ghost snare note). Foot/pedal hi hat is set to mute the open hat as it should be.
The rides and cymbals also have alternate mappings split by an octave so you can create multiple hit performances with variations in where the cymbal is hit, and without doubling up on the same sample mapping. The cymbal levels seemed a bit low compared to the rest of the kit in the preset multis, but with control over room levels for each, that is easily adjusted.
I didn't have a V-Drum setup to test OWD with, but from the video demo, it appears the V-Drum setups are quite nicely matched to the hardware, with hits such as edge, center, left right, bell/cup (ride, cymbals) mapped to the corresponding location on the V-Drum kit. OWD comes with separate folders for V-Drum configs, with snares on and off for the kick and tom mic samples.
Summary
This is a fantastic drum plug-in - not only in sound quality, but playability, flexibility and options. Sure, there are less expensive drum libraries, but I put OWD up against two other drum libraries, and OWD was my first choice hands down. Certainly there are quite a few options of libraries with multiple outputs, the ability to mix room, ambience, etc, but I know of no other that also offers multiple mics and mic positions readily adjustable for snares and kicks - allowing the user to choose the recording approach, not only adjusting the drum's placement in the room. I had the opportunity to use OWD on a couple of projects and it worked beautifully. I found it to sit perfectly in the mix with barely any tweaking, and only then to accommodate the specific needs of the song, not adjust for anything lacking in the drums. There is a reason Sonic Reality went to Ocean Way, Allen Sides and Steven Miller to record this project, and the result speaks for itself.