How it works
- Three small single-headed drums hang in a V-slot frame, each on its own vertical axle, at high, low and high heights. We started with 8 inch Rototoms; the choices below cover the alternatives.
- One head per drum faces the audience. The axle runs just behind the head, so the head pivots in place and its left and right edges swing toward and away from the audience.
- Two beads give two hits a rock. Each bead hangs on a cord from a small standoff clipped on the hoop, just in front of the head near one edge. Rocking one way swings that edge forward into its bead; rocking back swings the other edge into the other bead.
- The head does the hitting. The bead hangs still, the head swings into it, and the bead bounces off and swings back by itself. It hits cleanly, once a rock, only when the drum rocks faster than the bead would swing on its own, so the cord’s length sets the range of tempos it plays well. Slower than that, each hit becomes a soft double tap.
- The crank sets the swing. Each drum’s stepper turns a crank, and a short rod with a ball joint at each end rocks an arm clamped to the axle. One turn of the crank is one rock and two hits, so motor speed is tempo. The hole the rod uses on the crank sets how far the drum swings, and so how hard the beads hit.
- It plays softly. With the middle hole at 150 turns a minute, each drum hits five times a second and the beads strike at about 0.6 m/s, as hard as dropping one from 2 cm. Snare wires and a ringing head carry it.
- Different beads, different hits. A wood bead on one side and a steel one on the other give each rock a tok and a tick. Sliding the standoffs up the hoop moves the hits toward the middle of the head, for a fuller sound.
- Snare wires press against the back of the head in two printed holders, so every hit has a sizzle under it.
- When a motor stops, its beads swing on and trail off, with a few last soft hits. No reset is needed.
- Each drum keeps its own time. An ESP32-S3 listens for the shared wireless signal and drives the three steppers through quiet drivers. A magnet in each crank passes a hall sensor once a turn, so the code knows where each crank is and can lock each drum’s hits to the beat. It runs from the shared power-tool battery.
Layout
The three drums sit in one rectangle at two heights, high, low and high. The height offset and the side clearance keep each drum’s beads clear of its neighbors. Each drum has its own motor, so each can run its own tempo, drift and lock.
Ways to play
- Lock them together. All three play one tempo, rocking in step, or with the middle drum half a turn behind the outer two so their hits interleave.
- Give each its own tempo. Three speeds at once drift against each other and lock back into step.
- Swell. Speed up through the clean range and the hits come faster and harder, up to about 190 turns a minute with 60 mm cords.
- Flutter. Below the clean range, the double taps blur into a soft roll.
Notes
- This is a first design. Expect one round of fitting.
- The beads’ motion in the 3D model is simulated from the physics, with guesses for how much bounce the head gives back and how much the cord damps the swing. A test build will give the real figures.
- The Rototom in the model is a generic stand-in. Measure your drum’s hoop before printing the clamps; its size is at the top of the CAD script.
- Costs in the parts list are rough estimates for budgeting, not checked prices. They add up the version we started with.
References
- Pellet drums (damaru and others). A two-headed drum twisted back and forth so beads on cords strike the heads. The model for this unit.
- Small snares and parts, prices checked October 2026: