FFXIV Drum Split FFXIV Drum Split

The FFXIV Drum Split tool turns a General MIDI drum track into FFXIV percussion tracks with one click. A typical imported MIDI packs the whole drum kit - kick, snare, toms, hi-hats, cymbals - onto a single track on the drum channel (channel 10). This tool splits that track into separate, correctly named FFXIV instrument tracks, and can optionally transpose the drums onto the pitches of a community drum kit so the percussion is instantly playable in game.

💡 Find it in: Toolbar button FFXIV Drum Split or menu Tools → FFXIV drum split


How It Works

1️⃣ Select the drum track

The tool works on the current edit track (the track selected in "Add new events to"). It scans the track's notes on the drum channel.

2️⃣ Preview

A dialog shows each FFXIV percussion group with the number of notes it will receive from this file. Untick any group you want to leave alone.

3️⃣ Split

One click creates the new tracks right below the source track and moves the drum notes onto them. The whole operation is a single undo step.

FFXIV Drum Split preview dialog
The preview dialog - pitch mapping selector, per-group note counts, and include checkboxes

The Percussion Groups

FFXIV bard performance has five percussion instruments: Bass Drum, Snare Drum, Cymbal, Bongo and Timpani. The drum split groups the General MIDI drum notes into matching tracks (Timpani is a tonal instrument with its own track and channel, so it is not part of the drum-channel split):

New TrackReceives (GM drums)
Bass DrumKick drums and all toms (FFXIV has no dedicated tom - the toms live on the Bass Drum's pitch range)
Snare DrumSnares, side stick, hand clap
CymbalHi-hats, crash, ride, splash and china cymbals
BongoBongos, congas, timbales
Other PercussionEverything without an FFXIV equivalent - tambourine, cowbell, agogo, woodblocks, whistles, triangle, shakers and friends. Kept on its own track so you can decide what to do with it.

The new tracks keep all events on the drum channel - the split only changes the track layout. Because the track names match the FFXIV percussion instruments, playback and audio export automatically use the matching FFXIV sound for each track when the FFXIV SoundFont is active.


Pitch Mapping Kits

The Pitch mapping selector at the top of the dialog controls what happens to the note pitches:

SelectionWhat It DoesBest For
Keep GM drum notes
(default)
Pure track split - every note keeps its GM pitch. The FFXIV sound comes from the track name. Tidying up a drum track, preparing a file for further manual editing
MidiEditor AI (Happy Tunes) The app's house kit: kicks and toms shifted up onto the Bass Drum's range, snares onto the Snare Drum's upper range, crash cymbals anchored on an editing convention - low crashes on C5, china on F#5, high crashes on C6 - and bongos/congas on the Bongo instrument. Hi-hats and rides are deliberately left unmapped and land in "Other Percussion", because rhythm cymbals rarely translate 1:1 into FFXIV - decide per song what to keep. A ready-to-play starting point that leaves the song-dependent decisions to you
Mog Amp
Bard Forge 1
Bard Forge 2
Bard Metal
Splits and transposes every drum onto the selected kit's target pitch - kicks and toms are tuned across the Bass Drum's range, snares, cymbals and bongos land on their kit notes. Drums the kit does not map (hi-hats and rides, for example) stay untouched in "Other Percussion". Making the percussion instantly playable in game with a community drum kit

🎵 The tracks stay on the drum channel in both modes. In FFXIV playback the track name picks the percussion instrument, so the note pitch is free to carry the kit's tuning.

Kit Note Tables

Click a kit to see its complete GM-drum-to-pitch mapping:

MidiEditor AI (Happy Tunes) - full note mapping
FFXIV TrackGM Drum (source)Target Pitch
Bass Drum35 - Kick 2 (Acoustic Bass Drum)60 (C4)
36 - Kick 1 (Bass Drum 1)60 (C4)
41 - Low Floor Tom65 (F4)
43 - High Floor Tom67 (G4)
45 - Low Tom69 (A4)
47 - Low-Mid Tom71 (B4)
48 - High-Mid Tom72 (C5)
50 - High Tom74 (D5)
Snare Drum38 - Snare 1 (Acoustic)72 (C5)
40 - Snare 2 (Electric)72 (C5)
Cymbal49 - Crash 172 (C5)
52 - China Cymbal78 (F#5)
57 - Crash 284 (C6)
Bongo60 - Hi Bongo70 (A#4)
61 - Low Bongo67 (G4)
62 - Mute Hi Conga72 (C5)
63 - Open Hi Conga65 (F4)
64 - Low Conga74 (D5)

Not mapped (stays in "Other Percussion" on the drum channel): hi-hats (42/44/46), rides (51/53/59), splash (55) and all remaining GM percussion - rhythm cymbals are a per-song editing decision.

Mog Amp - full note mapping
FFXIV TrackGM Drum (source)Target Pitch
Bass Drum35 - Kick 2 (Acoustic Bass Drum)55 (G3)
36 - Kick 1 (Bass Drum 1)57 (A3)
41 - Low Floor Tom63 (D#4)
43 - High Floor Tom66 (F#4)
45 - Low Tom70 (A#4)
47 - Low-Mid Tom73 (C#5)
48 - High-Mid Tom77 (F5)
50 - High Tom80 (G#5)
Snare Drum38 - Snare 1 (Acoustic)67 (G4)
40 - Snare 2 (Electric)69 (A4)
Cymbal49 - Crash 171 (B4)
52 - China Cymbal69 (A4)
55 - Splash Cymbal77 (F5)
57 - Crash 271 (B4)
Bongo60 - Hi Bongo70 (A#4)
61 - Low Bongo67 (G4)

Not mapped: hi-hats (42/44/46), rides (51/53/59), congas (62-64) and all remaining GM percussion.

Bard Forge 1 - full note mapping
FFXIV TrackGM Drum (source)Target Pitch
Bass Drum35 - Kick 2 (Acoustic Bass Drum)48 (C3)
36 - Kick 1 (Bass Drum 1)51 (D#3)
41 - Low Floor Tom56 (G#3)
43 - High Floor Tom58 (A#3)
45 - Low Tom60 (C4)
47 - Low-Mid Tom62 (D4)
48 - High-Mid Tom51 (D#3)
50 - High Tom53 (F3)
Snare Drum38 - Snare 1 (Acoustic)62 (D4)
40 - Snare 2 (Electric)64 (E4)
Cymbal49 - Crash 173 (C#5)
52 - China Cymbal76 (E5)
55 - Splash Cymbal79 (G5)
57 - Crash 281 (A5)
Bongo60 - Hi Bongo60 (C4, unchanged)
61 - Low Bongo61 (C#4, unchanged)

Not mapped: hi-hats (42/44/46), rides (51/53/59), congas (62-64) and all remaining GM percussion.

Bard Forge 2 - full note mapping
FFXIV TrackGM Drum (source)Target Pitch
Bass Drum35 - Kick 2 (Acoustic Bass Drum)53 (F3)
36 - Kick 1 (Bass Drum 1)55 (G3)
41 - Low Floor Tom58 (A#3)
43 - High Floor Tom61 (C#4)
45 - Low Tom65 (F4)
47 - Low-Mid Tom68 (G#4)
48 - High-Mid Tom71 (B4)
50 - High Tom74 (D5)
Snare Drum38 - Snare 1 (Acoustic)64 (E4)
40 - Snare 2 (Electric)66 (F#4)
Cymbal49 - Crash 171 (B4)
52 - China Cymbal69 (A4)
55 - Splash Cymbal77 (F5)
57 - Crash 271 (B4)
Bongo60 - Hi Bongo70 (A#4)
61 - Low Bongo67 (G4)

Not mapped: hi-hats (42/44/46), rides (51/53/59), congas (62-64) and all remaining GM percussion.

Bard Metal - full note mapping
FFXIV TrackGM Drum (source)Target Pitch
Bass Drum35 - Kick 2 (Acoustic Bass Drum)59 (B3)
36 - Kick 1 (Bass Drum 1)60 (C4)
41 - Low Floor Tom62 (D4)
43 - High Floor Tom64 (E4)
45 - Low Tom66 (F#4)
47 - Low-Mid Tom68 (G#4)
48 - High-Mid Tom69 (A4)
50 - High Tom71 (B4)
Snare Drum38 - Snare 1 (Acoustic)68 (G#4)
39 - Hand Clap84 (C6)
40 - Snare 2 (Electric)68 (G#4)
Cymbal49 - Crash 178 (F#5)
57 - Crash 281 (A5)
Bongo60 - Hi Bongo70 (A#4)
61 - Low Bongo67 (G4)
62 - Mute Hi Conga72 (C5)
63 - Open Hi Conga65 (F4)
64 - Low Conga74 (D5)

Not mapped: hi-hats (42/44/46), rides (51/53/59), china (52), splash (55) and all remaining GM percussion.

FFXIV Drum Split with a pitch mapping kit selected
A kit selected - the groups follow the kit's note tables, unmapped drums go to Other Percussion

Demo

One GM drum track on channel 10 → separate FFXIV percussion tracks, in one click

Options

FFXIV Drum Split dialog with a kit selected and the Overlapping notes option
A kit selected with the Overlapping notes option - redundant stacked hits are removed by default

Undo & Re-running


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