Aerodrums
aerodrums.com
aerodrums.com
Here is a detailed list of the drums, cymbals and percussion that are sampled in the subset of the Natural Drum Kit library that Aerodrums uses:
Nobody cares! Seriously - nobody cares. Actual drummers who would be fussy about particular models of drum are certainly not going to be using your product - they'll either drum with practice pads or with a compact piece of hardware like the Wavedrum or Nord Drum pads.
Non-drummers who care about drum sounds (like myself) will either use a quality software emulation like Spark of Jamstix or some dedicated hardware driven via MIDI. Your expertise is in the video analysis, your sample playback software and sample library is frankly just taking up space on the hard disk and is probably less good than the cheapest VST/AU plugin.
Wannabe drummers/gamers are more likely to use hardware like the toy sets that come with Rock band or Guitar hero software (which make a lot of sense for drums rather than guitar). This class of people simply do not care about which drums sounds, they just want the option to select between a few different kits like rock, pop, jazz, electronic etc.
You would do much better to partner with an existing vendor of drum or music sequencing software that will have a recognizable brand and some marketing muscle to go with it, as well as deal with tech support and so on. My heart sinks as soon as I see 'built in sound library!' because it's invariably crapware. You are charging a pro price - $100 is not a lot of money for the work you've put in but that's the reality of the music market these days. So ditch the sample playback engine which nobody needs and concentrate on delivering low-latency MIDI and OSC output.
If I'm worried about low-latency MIDI, I'm probably going to be using some other drum trigger, pads, vdrums, etc.
Personally, I think it's a toy and not much else, so I don't see why pushing the MIDI aspect matters.
The advantages here is that you can build a complex virtual kit plus it's totally lightweight. A lot of musicians are interested in using and abusing gestural control for a variety of reasons, from convenience to spectacle, so I do think there's a market - but the musicians most likely to be interested are the least likely to want static sample playback or need another bunch of drum samples. I don't think low-latency output is impossible given the high frame rates the Playstation Eye is able to deliver, I'm just saying they need to concentrate their efforts on the advanced features.
There isn't that much overlap between drummers/drums learners and music tech people. No reason to abandon ones for the others when both can be served.
For the record, I have tried very similar things. It's also physics...you know that science that plays an important role..., sorry but you can't break the laws of physics with a stupid toy.
EDIT: I realize you play in a jam band with friends and have fun. I'm talking about professional drumming. Nobody in the crowd of drunk grandmothers watching your jam band gives a damn about your accuracy. In that case, have fun...
The first part is true, the second is not. Open rolls use double strokes, where you hit the drum twice with one wrist motion. That's not possible if the stick isn't rebounding.
Playing single strokes at high speed wouldn't be possible here either. You're doing twice as much work if you have to pull the stick back up after each stroke.
It's not really a common thing to practice, and I only speak from my own experience as a drummer. But after a short while it's trivial to simulate an open roll fairly simply.
Anything high-performance is definitely out, though.
The CEO was a 22 year old kid and instead of telling the team to work like normal citizens, he countered the situation by bringing a 200w ghettoblaster. Playing Slayer and Napalm Death while he worked.
Surprisingly, the company survived to this day. But we all would have benefited big time from something like AeroTennis, AeroDrums and AeroBlast at that time.