The Real Life Latency In E-Drums
The Real Life Latency In E-Drums – From the moment the tip hits the mesh head to the sound in your ear
I know, I know, you want to see numbers and don't want to read all the boring stuff, I'll get it …
I promise I try to make this whole endeavour as short as possible, so let's get started !
Q: Why I am doing this ?
A: Because I was fed up with all the misinformation circling around the internet myself
Q: Why do I think I am qualified to do this ?
A: I am a 50+ years old electronics and audio engineer, who plays several instruments
Q: Do I know everything ?
A: Absolutely not !
Q: Should we get started ?
A: I think so !
! ! ! W A R N I N G ! ! !
As I said, I try to get this whole thing done as quickly as possible, but it'll take me maybe up to two weeks.
I'll write this entire thing in chapters, so feel free to jump to the raw numbers at the end if you want to.
If there is no chapter called „RAW NUMBERS“ at the end, I am not finished jet !
I honestly hope you find the answers you were looking for here.
I did this, because I was not satisfied with what I found, so here we go ...
1. The whole „E-Drum-Latency-Chain“
When the tip of your stick hits the surface of a mesh head or a cymbal pad,
a chain of events is set in motion.
At the end, you'll hear the sound you triggered in your ear.
Maybe a snare or a kick drum sound, who knows.
But what actually affects the total latency of your system ?
Here is the whole „E-Drum-Latency-Chain“:
A.). the drum pad – hard or soft and / or the „tuning“ of the pad
B.). the connection – digital or analogue
C.) the drum-module – manufacturer and model
D.). the setup of the drum-module – keyword „scan time“
E.) the MIDI-connection – USB or DIN 5-pole
F.) your computer system, and it's optimization – the great Win vs Mac debate ...
G.) your software-setup – what kind of drum-sampler or DAW you use
H.) the buffer-settings inside your software
I.) your audio-interface
I know this sounds like a lot !
But if we tackle every aspect separately, this is not too hard to understand.
2. Latency is measured in milliseconds, but what exactly is a millisecond ?
A millisecond is a thousandth of a second, in other words, a second consists of 1,000 milliseconds.
Good news, it's just a thousand of a second.
That' nearly nothing !
If it's just a thousand, I'll take one or two dozen.
Who cares, right ?
WRONG! (watch Schwarzenegger-meme on YouTube, please ;)
The problem is, a thousandth of a second sounds like nothing, but in reality it's quite a lot.
At least compared to the first assumed „nearly nothing“ to be precise.
So let me enlighten you with an example here …
The speed of sound equals 343 meter per second in air at 20° Celsius,
or 1,125 feet per second in air at 63° Fahrenheit.
I'll round things up a little bit, and use a real life example here:
Imagine you're a guitar player in a band.
Imagine you are 2 meters or 6.5 foot away from your amp.
The sound travelling from your speaker cabinet to your ear takes approximately 6 milliseconds.
If you are playing with a latency of 12 milliseconds, it's like being 4 meters or 13 feet away from your rig.
Have you ever tried to play with an amp that far away ?
I mean really tight and in time with other musicians at a professional level ?
That's no fun at all, at least not for latency sensitive people.
#4
Zitat von Telmar im Beitrag #1
...the misinformation circling around the internet...
Zitat von Telmar im Beitrag #2
D.). the setup of the drum-module – keyword „scan time“
Yeah, the only list of module latency for various e-drum modules available on the internet to date unfortunately makes a crucial error in reasoning, at least with regard to the “scan time” factor:
Some of the listed modules (such as those from Efnote (This was confirmed in the main Efnote group on Facebook ...but prove me wrong!), and certain Chinese modules, for example) do not have any settings for “scan time” - so it does not make sense to say that the scan time has been reduced to 0. And how much 0 is "0" anyway?! Some modules have a positive value in their minimum scan time setting (e.g., ChatGPT tells me that the Alesis Strata Prime module starts at 0.4 ms). And how much 0 is “0” in technical detail??
So, there's some inconsistency here, especially when you specify exact decimal places in the millisecond range...
I advised the author of that list to always include the manufacturer's “default scan time” in the test result for a module model (since it can be assumed that a manufacturer has optimized their “default scan time” for pad type "X") – anything else makes little sense.
Speaking of pad types: I would always use a rubber pad for testing module latency and write down the pad type and the default scan time specified for that particular pad in the test results.
...And there is another point about that list of module latency results: an app was used for the tests ➜ So how trustworthy is that app and how does that particular app exactly work? (can we get any detailed technical information about the principle of function of that app?) - I would only trust my method: How to measure software drumming latency with a mic 👉
You are absolutely right !
The scientifically correct method is to measure the E-drum-kit under real life playing conditions.
I'll cover that "scan-time-thing" later, when I am at that point with my explanations !
3. Latency and note values
If you start a new song in a DAW, chances are good your app suggests 120 bpm as a starting point.
120 bpm are 120 quarter, 240 eights or 480 sixteenth notes per minute.
Divide this by 60 seconds, and you get 8 sixteenth notes per second.
Or, in other words, one sixteenth note every 125 milliseconds.
Just as a reference, ZZ Tops "Gimme All Your Lovin" and "Sharp Dressed Man" are in that ballpark.
I've heard about some entry level e-drum-modules,
with a reported latency of about 10 to 12 milliseconds.
I think that's very interesting, if you consider the note values I talked about earlier.
A latency of 12 ms, when playing 16th notes at 120 bpm, would force you to compensate
a 10% delay, in relation to the note values you have to play.
Just to make this clear.
I don't say it's impossible to do so,
I just think that a latency this high (10 to 12 ms)
is not a good point to start, that's all.
4. Latency and the duration of a sound
Just to make this clear, I don't want to mock entry level drum modules.
I just want to raise your awareness about a certain value of latency !
A while ago, when I was thinking about note values and how much latency might throw you off,
I came up with the idea to look at a wave form, and see how long a drum hit actually lasts.
For this example, I am using a free snare sample from this website:
https://www.themetalkickdrum.com/free-stuff/freestuff.html
You can download it for free, the file name is: TMKD_SNARE1_BB14x6_L8_06
It's a sample of a Ludwig Black Beauty snare 14 x 6 inch, with a good ring to it.
The drum is tuned to approximately G sharp at 209 Hz.
Here are some screenshots of the snare waveform.
The play cursor (green) is placed at the exact position in milliseconds,
counting from the start of the sample.
1000ms:
500 ms:
250 ms:
125 ms:
12 ms:
Two periods (waveform up and down movements) gone within 12 milliseconds,
when the snare drum is tuned to 209 Herz.
I don't say it's a total drama, but I think it's good to know what's happening during a given period of time.
I think it's "dangerous" to talk about things, without knowing what you are actually exactly talking about.
This should help to estimate how impactful a certain delay approximately is.
.
#8
Well, to simplify things for VST e-drummers and get to the point for them, here are a few things to consider:
Make sure your total latency does not exceed 10 milliseconds! Anything less than 10 ms is fine. The lower the latency without the following points (and therefore the greater the headroom towards 10 ms that can be used for these points, which should always be taken into account), the better!
Point 1: Sloppily cut drum samples do occur, so one should not categorically assume that there is no silence (or near silence—or, for our purposes, wasted pre-time) before relevant audio material. I have seen hihat pedal “Chick” samples that wasted 3 ms, for example.
Point 2: “Hidden buffers”, e.g., from MacOS “Core Audio” (*), which are not specified in the latency report of an audio app or DAW.
Point 3: Possible latency caused by the virtual drum instruments themselves:
∙ through resampling (i.e., when the native sampling rate of the drum samples is not used as the audio setting),
∙ through latency-inducing DSP audio effects,
∙ or even due to a general fixed latency of a VSTi / AUi (such as the recent latency deterioration of Toontrack drum samplers (SD3 and EZ3) with a general latency of 16 samples since v3.4.1 for SD3 and v3.1.1 for EZ3 in the plug-in versions).
Point 4: Use of DSP audio effects that introduce slight latency in the DAW, independent of the drum sampler/drum instrument. Example: I want to make the sound cooler and louder by using a good-sounding clipper in oversampling mode (SubMission Audio's ”Flatline2” adds approx. 1.5 ms at 16x oversampling (at 44.1 or 48 kHz) -> I have to factor this additional latency into my headroom for this extra sound).
And be critical of latency reports from audio apps, as these can be very generic mathematically and completely ignore DA converter latency (then the audio app is the culprit) or there can be audio interfaces that do not report reliably (then the audio interface is the culprit).
An example of a hardware/software combination for reliable and authentic report: RME ASIO driver + Cockos Reaper DAW + Toontrack Superior Drummer 3 drum sampler
-----
(*) This is what ChatGPT tells you about the additional hidden latency from Apple computers:
my question:
Is, for example, an “RME Babyface Pro FS” with identical audio settings (sampling rate
(e.g. 44100 Hz) and buffer size (e.g. 32 samples)) under Core Audio overall
equally fast compared to the native RME Windows ASIO driver? I’ve read somewhere
that Core Audio has a small hidden safety buffer.
ChatGPT answer:
No – in practice, an RME interface under Windows with the native RME ASIO driver is slightly faster than under macOS/Core Audio, with identical buffer sizes. The difference is very small, but real, and it is caused by an internal safety buffer of Core Audio that does not exist in the same way under Windows ASIO.
You read this correctly somewhere – this additional buffer really exists.
Why is ASIO a few milliseconds faster than Core Audio?
Core Audio has a built-in safety buffer
macOS uses a software safety buffer in addition to the configured hardware buffer, typically:
1× additional buffer length or
a fraction of it depending on the device/host
This safety buffer exists for stability so that plug-ins have time to process and no
dropouts occur.
This buffer is not shown in the DAW, meaning you set e.g. 32 samples, but in reality
Core Audio processes 32 + additional internal samples.
Windows ASIO does not have to do this, because ASIO gives full audio control to the driver.
Therefore:
Under Windows, the actual roundtrip latency is smaller with the same buffer size.
RME ASIO drivers are extremely optimized
RME is known for delivering especially low latencies on Windows. Measurements (e.g.
from DAWbench) show:
Babyface Pro FS @ 44.1 kHz
32 samples ASIO: ~3.9 ms roundtrip
32 samples CoreAudio: typically ~4.7 – 5.2 ms roundtrip
The difference is about 0.7 – 1.3 ms, depending on the DAW.
macOS can be very stable, but not quite as “raw low-latency” as ASIO + a good
manufacturer driver.
Here is a table that compares only the output latency (D/A conversion + driver/system buffer) at
32 samples buffer size — exactly what matters if you play e-drums → VST and only listen to the audio output.
These values are typical measured output latencies of the RME Babyface Pro FS under:
Windows (ASIO)
macOS (Core Audio)
with identical buffer sizes.
Note: These values are extremely realistic (derived from DAWbench/RME tests).
They show only the output side, i.e. without the input path and without roundtrip overhead.
Audio Output Latency – RME Babyface Pro FS
(in milliseconds, based on real typical measurements)
44.1 kHz sampling rate:
Buffer________Windows ASIO_____macOS Core Audio_____Difference
32 Samples______~1.6 ms__________~2.1 – 2.2 ms_________~+0.6 ms
48 kHz sampling rate:
Buffer________Windows ASIO_____macOS Core Audio_____Difference
32 Samples______~1.5 ms__________~2.0 – 2.1 ms_________~+0.5 – 0.6 ms
✅ Essential insights:
1. Core Audio is always a bit slower
The additional internal safety buffer of Core Audio consistently produces +0.5 to +0.6 ms
more output latency.
2. ASIO is slightly more direct
At 48 kHz, 32 samples (typical e-drum setup):
ASIO output: ~1.5 ms
Core Audio output: ~2.1 ms
→ ~0.6 ms difference
#9
Zitat von Martin Trommler im Beitrag #4
the only list of module latency for various e-drum modules available on the internet to date
It would be nice if that list (that is available at digitalDrummer.com) could be updated, so that e-drummers can find out about their actual and consistent* module sound latency.
VST e-drummers can then use such a list to draw conclusions about the MIDI latency of a module/trigger device (the time from hit to MIDI data ready to be transmitted at the device's midi output): for high-quality devices, you can then subtract an average of approx. 1 ms converter latency.
* very important: Leave the module/trigger device set to its default scan time for the test! + with information about the pad used for the test (rubber pad vs. mesh pad)!
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