FAQ STICKY

 
0 1 2 3 4 Last Next
6 years ago
Barry Scott
joeaudio Pic3556 Posts
United KingdomGood As New
Music Style Penny Cleaning

I'll start the ball rolling - here's an excellent guide to perfecting your kick and bass by Eufex.

 

Kick and Bass Mastering


The first step in getting your bass mix right comes from choosing the right sounds to use in the first place, don't be tempted to try and fix it in the mix. If you want more bass in your track it isn't simply a case of turning up the bass EQ but if you want to make a pigs-ear of it then by all means do.

The Kick.
Years ago the 909 kick was de-rigueur but these days one of those straight out of the box sounds weedier than a gnats fart. Hard dance music is just that, HARD. The kicks need to be huge. How do you go about getting a huge kick? One way is to simply sample somebody else's (naughty) but that isn't being very creative. Over the years there have been literally thousands of different kick drums made and the sound is constantly being refined and reinvented. Whenever you buy a new record or get a new CD, always sample the kick drums to store in your library for later use.

Some may need cleaning up - random noise or cymbals may need to be removed. I'm not going to tell you how to do that because I want to make you think but I will give you a pointer: noise reduction is not the answer on a single kick, it will ruin the sound.

When you come to start writing a new track the first thing you will need to do is create a NEW kick. You already have your huge library of kicks to hand so you can start by getting several kicks that you like the sound of and that you think will fit together and then start experimenting layering those kicks together in various amounts. You may only need to use two or three kicks to get the sound you want. The sound can then be further refined with the use of compression, EQ and distortion or any other effect (careful!).

At this point you are using EQ creatively to alter the sound's character significantly. Extreme boosts don't tend to work well in the bass area, as you will find that you have problems when it comes to the mixdown. Compression can be used to tighten the kick, lengthen the decay or to add pop to the attack; again this is using compression as a creative tool. Always save your layered kicks and make new kicks with those too - your library will constantly grow and your 'depth of sound' will get greater.

The Bass

You've got your kick, now you need a bass to go with it. It's a good idea to just sit in the studio for an afternoon every now and again and program bass sounds on whatever synthesisers you have available, sample them off and store them away for later use - it is much easier to have a library of bass sounds to hand than to try and program a sound that will fit with your kick drum. Again your bass sounds can be layered together to create new ones. You can also significantly change the character of your bass sounds with EQ and/or filtering. Again we are being creative at this point and trying to make the character of the sound how we want it so anything goes.

Mixing the two together

The mixdown is usually the last thing that gets done to a track, after all the programming, writing, arranging etc. Mute everything apart from the kick and the bass (which incidentally must have their own separate mixer channels), you are going to be listening to this for quite some time and at high volume so your neighbours are going to hate you if you aren't sound-proofed. Don't be tempted to try and mix anything else in your track until you have your foundations in place, you will be wasting your time.

There is a minimum of facilities that are required to be able to get that pro sound in the bass on every track that you mix. It can be done with less equipment but much more time needs to be spent when you create the kick and bass sound in the first place (as will become apparent).

An absolute must is a decent pair of monitor speakers, positioned correctly and with you sitting in the correct position. Your room needs to be well damped and you will find from time to time, if you are in a small control room or project studio, that depending on what frequencies are in the sounds you are using different items in the room will buzz or vibrate - you need to damp or shield these so you can hear what is coming from the speakers and nothing else.

Also required is a mixing desk or facility (could be in your PC) where you can group tracks together, a compressor and decent EQ. If you are using an analogue desk you will probably not have enough EQ to do the job and will need to insert extra parametric (preferably) or graphic EQ on both the kick and bass channels.

So, first things first - listen to any hard dance records and you notice that the kick and the bass are at roughly the same volume level. So, presuming that your desk is normalised, solo the kick and adjust the volume so that it is peaking at around +3 to +6 DB on the main output meter (if your mixer goes to +15). You want the maximum amount of volume coming from the kick channel (if you are in software you can set this to slightly below maximum) while leaving enough headroom on the main outputs to fit the rest of your mix in. Why is the kick so loud? We want to get the best signal to noise ratio possible and to use the full bandwidth available on the mixer.

The same process is then done with the bass, solo it and set it to the same (or just slightly less) level on the main meters.

Listen to the two sounds together and note what the main meter is now doing - depending on what parts you have written the output will be moving around somewhat. Ideally you want the volume level in the bass end to be fairly constant otherwise headroom will be used up for no reason and bass 'power' will be lost. Compression needs to be used to smooth the levels out. This has the effect of increasing the average volume whilst using no more headroom. Both the kick and the bass need to be compressed together so the two channels need to be grouped and a compressor placed on the insert of the group. How the compressor is set very much depends on the material and there are several articles on compression out there. A good starting point would be to use 6:1 compression with a fast attack (to let the peaks on the kick to come through) and a release of around 150ms. The amount of gain reduction again depends on the source material.

Depending on the speed of the track the compressors release setting can cause 'pumping' - that is where the overall volume pumps up and down in time with the track. You may want this effect or you may not. If you are going to make the mix pump be very subtle otherwise it just sounds naff. The compressor type will affect the character in the bass end so use the right one - you might want to use a fairly transparent compressor or you might choose to go with a very hard compressor for a more noticeable and aggressive effect. One thing to notice is that on notes where both kick and bass coincide, the volume of the kick will lessen if too much processing is applied.

Volume and compression are now set. Already the bass mix will seem to have much more energy than when you started out. Now comes the difficult part.

EQ'ING THE BASS
Previously creative EQ has been used to make new sounds (art). Now EQ is going to be used in a much more technical way to perfect the bass mix (craft).

A couple of notes before we start, if the bass sound is bass light don't try to simply boost the low end EQ - it makes for a muddy mix. Always remember that if you cut one end of the frequency spectrum comparatively you are boosting the other end. So to boost that bottom end you would roll off the top end and increase the volume level back to where it was previously. EQ cuts sound much better than boosts when mixing down, especially in digital systems.

To get a tight mix you need to be very accurate with your Eqing so be warned, this is going to take time, especially for a start. If it means spending a couple of hours just to EQ the bass then put the work in, the results will be worth it.

Every kick and bass you mix together will be different so there is no point in having or using the same 'magical' EQ settings unless you use the exact same sounds every time. I would recommend sitting down and listening to the bass end in some really well produced tracks. What do you notice? The kick and the bass don't interfere with each other, they sound 'tight' and they don't bloat out the whole mix. They 'sit' right.

Now we are going to get our bass to sound like that. This is where the decent monitors come in, without them you will really struggle to do the job.

CRANK UP THE VOLUME
That's right really crank it up! If you are using near-fields you should be around 3- 4 feet away from the speakers, you need to be monitoring loud enough so that you are really 'inside' the sound. Don't monitor so loud that your ears start to hurt, go numb or ring - if you do you are monitoring too loud to be able to hear things properly and you will be doing yourself some damage. Don't try and mix the bass by monitoring quietly - what you have already probably sounds great when listened to at those volumes. It isn't! This is heavy music that is played loudly in clubs, not on tiny home stereos.

A quick note on 'harmonics'.
All sounds are made from a combination of sine waves. If you want to see the maths behind this look on the web for 'Fourier Analysis'. In any sound there is a fundamental (or root) pitch plus a combination of harmonics. A harmonic is simply a multiple of the root pitch, i.e. the second harmonic is a sine wave at twice the pitch of the fundamental. So a square wave for example is made from a root sine wav plus every other odd harmonic going upwards in diminishing amounts.

Listen carefully to the bass. If it sounds bass light in comparison to the kick, use a high cut EQ (or the lo pass filter in your sampler) to reduce the high frequencies and thus boost the bass. The frequency to cut to depends very much on the bass sound itself. If it is almost pure bass you could get rid of everything above 500-750 HZ. If the bass has a clanky attack you may want to keep that clank in and cut at a higher frequency - 1000 to 2000 Hz maybe. It's all relative to the sounds you are using.

After each EQ change check the volume of the bass on its own again to make sure it is still at the correct level. If it has changed alter the volume accordingly.

You will notice that as you progressively EQ the bass that it will start to sound very different to the sound you started with, this is normal and nothing to worry about, you've just got used to hearing the sound in its' unaltered state. Don't get into the mindset where you can't EQ the sound in a certain way because it makes it different to how it 'should' sound. It has got to sound that way to work with the kick.

EQ'ING THE BASS - CONTINUED
Listen very carefully at the lower end of the frequency spectrum. Does it sound like there is a constant hum or note down there that runs through the notes that are being played. If there is then that is a 'ringing' harmonic - in other word one that isn't needed, all it is doing is using up valuable headroom and bloating the mix out. If you listen again you will also perhaps note that it makes the mix sound too fat and interferes with the kick, frequencies around 110-115 Hz are the usual culprits.

The frequency needs to be isolated and reduced until things sharpen up. The best EQ to use for this is a parametric as specific frequencies can be isolated but a graphic can be used at a pinch. The results will never be as sharp though. You now need to listen elsewhere for harmonics that ring out or whistle - these can be anywhere in the frequency spectrum. You might want to keep one or two of them in there if they are in tune with the bass notes playing (a-la Klub bass) but be careful what you leave. If you leave the wrong harmonics, especially as you start to move into the 200Hz region they will start to interfere with the lower-mids of the sounds in the rest of your mix. Again when you get a handle on where the 'bad' harmonics are, isolate them with a band of parametric EQ and reduce them until they no longer ring out.

So that's the bass Eqed. Well, not quite. The sub end of things needs to be looked at, if there is too much sub in there the mix may sound great on your small speakers but when you play it on something larger you could max out the amps or blow the cones out. A nice little check is to listen to the mix through headphones. For a few seconds crank the headphone volume right up and listen to the kick drum - it will be making the headphones buzz quite a lot. Now listen to the bass, if it's making the headphones buzz about the same amount then things are OK in the sub department. If it's REALLY making the headphones buzz then you have too much sub on the bass. Another check is to look and see how much the bass sound makes your speaker cones flap in comparison to the kick - if it looks like your cones are about to blow with the power then, again there is too much sub in there. If your speakers are larger or you have a sub box then you are laughing. I bet the neighbours love you! A low shelf at 49Hz with about 2-3 DB of reduction will suffice if you have too much energy in that region.

It's almost there now. It's now a good idea to add an open hi hat, set a rough volume level for it and then listen to see if there are any harmonics that shouldn't be there between the 'real' bass and the hats. If there is, again, using parametric, get hold of those frequencies in the bass and EQ them out. That's the bass Eqed.


Now go back to listening to just the kick and the bass. Listen with more of an emphasis on the kick. Mostly you don't need to do any EQ work on the kick but sometimes there will be just the odd harmonic that seems to 'ring' out on top of the kick and the bass. If it's too much and clouds things up, reduce it, again with a parametric.



Along with this article are two samples using the kick and bass from Ravage 4 'Resident 4 President' so you can hear before and afterwards. Please "RIGHT CLICK and SAVE AS" to download the sample.

Unprocessed Sample
Processed Sample

The EQ settings on this example were as follows:
Bass
Lo Shelf @ 49Hz 2.5db cut
Parametric @ 112Hz 10.4db cut Q on max
Parametric @ 279 Hz 2.5db cut Q on max
Hi Cut at 1500Hz
Kick
No EQ used

Compressor settings:
Ratio 7:1
Attack 10ms
Release 142 ms
Threshold -28db

If you apply these EQ setting one at a time to the un-EQed sample you will be able to hear the 'ringing' harmonics in the bass (remember in real life you would be Eqing the kick and the bass separately)

And that is it. Job done. The track should now have a tight and punchy bottom end that will rock on any sound system. There are now just the other 50 sounds to sort out.

AUTHOR - Eufex - http://www.eufex.co.uk

Eufex is widely regarded to be in the 'super league' of hard dance producers, his own productions have appeared on over 20 labels including Nukeluz, Ravage and Vicious Circle, he Djs throughout the UK and has engineered albums for Storm and Sundiisential amongst others

 

6 years ago
Barry Scott
joeaudio Pic3556 Posts
United KingdomGood As New
Music Style Penny Cleaning

Another tutorial I found:

 

how to get that massive dance sound

It's quite evident from surfing around the web that many musicians are making dance music. And a common concern amongst these musicians is that their tracks don't sound as big, loud, and punchy as tracks by their favourite artists. Though many forum participants appear to believe that there is a single reason for this, such as the model of compressor they're using, the real answer is actually a combination of factors. If you're going to get your music sounding as loud and punchy as possible, you have to look at the sound sources themselves, the use of processing and effects, and the way in which the track is mastered.

Fixing It In The Arrangement

Many problems with a track's apparent size can be traced back to the arrangement, and problems such as these aren't easy to solve if you leave them until the mixdown stage. For a start, it's worth realising that creating a 'big' track is about having tonal contrast, so it's no use combining big kick and bass sounds with big snare drums, big pianos, big pads and big vocals. Each instrument you add to a mix will wrest a portion of the available headroom and bandwidth from each of the other instruments, making everything a little smaller. If you feel that you want to add another part to make your track more interesting, why not resist this temptation and concentrate on making your existing parts more interesting instead. Your track will almost certainly sound bigger for it.

It's not just how many parts you put into an arrangement that makes a difference to the perceived size of the track, it's also important where you put them, both in the time and frequency domains. For example, it's no accident that many powerful dance tracks alternate a four-on-the-floor kick drum with an off-beat bass sound. These two parts would have to compete for the low-frequency headroom if they occurred together, so programming them to always happen in different sections of the bar means that they can both be mixed much higher in level.

Similarly, it's worth choosing the individual sounds in your arrangement so that they occupy distinct, and separate, regions of the audible frequency spectrum. If you want a bass sound, a rhythm guitar sample and a lead monosynth part to co-exist within your track, it's worth making sure that they occupy different frequency ranges

6 years ago
Simon Parkes - FrozenUK
sjp Pic8960 Posts
WalesLlanidloes
Music Style Melodic
In reply to

http://www.modcam.com/emusic/

Nice page with a bit of everything!!

There are shitloads already within past threads....I hope K goes through some of them to add?

OR

to help him out, if he lets us know when he has the time to add the new menus we can look back for him and bring them to the top of this forum again?

Hows that sound?

biggrin
6 years ago
Zero
zeromus Pic13276 Posts
CanadaSW6
Music Style d(-_-)b
The Secret of the Big Red Button

One of my favourite articles : http://www.soundonsound.com/sos/jul04/articles/synthsecrets.htm

Why there's no substitute for hitting the books thumbsup


The Books

http://www.soundonsound.com/sos/allsynthsecrets.htm

Tons of gearhead synthesis tips on how to make any synth do tons of things. Invaluable and transcendental reading thumbsup
6 years ago
WONGA!
jonnyboy Pic23549 Posts
Australia
Jay, any ideas whether K was still interested in the fancy pants version that we were going to do for this - this thread will become way too disjointed and full of crap in the long run if we don't plan it out thumbsup
6 years ago
JayTranzmit
jaytranzmit Pic15292 Posts
United Kingdom
I was surprised to see this up today in all honesty, first thing I thought was 2 days & it will be a shambles yawn I'll speak again with Kristian as he was really interested in getting this implemented when we last spoke. Needs a proper drop down navigation layout with locked content to be effective .

6 years ago
WONGA!
jonnyboy Pic23549 Posts
Australia
Definitely, the fact that I can't even read it on a white background isn't going to help lol - basically it needs to be a hard coded page rather than a thread as such - might have to wait a week or 2 while I get my new computer, but we'd need at least that long to compile all the reviews and info.
6 years ago
Scuba Steve
loadspeed Pic490 Posts
New Zealand
Music Style baby making music
from before:

i would suggest something like this

what computer do i need?

What sequencer should I use?
-cubase
-reason
-logic
-fruityloops
- other



VSTs & patches

monitors

headphones

keyboards

soundcards - what to get and avoiding latency/stuttering

Where can I find the acapella

Where can I get a MIDI?

Where can I find good and/or free samples?

How do I make a good bassline

how do you make a good lead sound

How do I make good kick

How do I EQ my track?

How do I master my track?

where do you post your track for feedback?

Where should I send my track to when finished?
5 years ago
Simon Parkes - FrozenUK
sjp Pic8960 Posts
WalesLlanidloes
Music Style Melodic
In reply to
from before:

i would suggest something like this

what computer do i need? - A fuckin fast one with lots of ram and a hard drive thats as big as the computer on star treks USS enterprise!

What sequencer should I use?
-cubase - thumbsup ye man!
-reason - thumbsup good for learning
-logic - thumbsup second in my book laughing
-fruityloops - thumbsdown dont like it personally
- other
to be honest, try them all out if you can until you find one that suits. Understant the basic functions of an Audio/Sequencer package. Learn to play some chords etc... it all helps!


VSTs & patches - whatever you can get ya hands on! or get yourself on the KVR forum and have a look at their full VSTi list.

monitors - flat ones with an amp! - Alesis, M-Audio, Mackie...too many to mention and since its a personal choice you need to evaluate them!

headphones - For recording or just basic monitoring? I wouldnt use headphones for mix downs though

keyboards - 49note? 61note? 88note? what ever you can fit into your room! A USB one with sliders and knobs...Midi controllers that is!

soundcards - what to get and avoiding latency/stuttering - I have a EMU 1212M which uses top Digidesign Protools mastering chips and built in DSP chips for non CPU effects!

Where can I find the acapella - of what? Do a google!

Where can I get a MIDI? Midi what? Do a google!

Where can I find good and/or free samples? GOOGLE!

How do I make a good bassline - Move ya fingers to a beat on the USB/MIDI keyboard!

how do you make a good lead sound - Play around with the filters on a Plug-in VSTi! Sharp, cutting and high in the octaves! Bend it, Modulate it, effect it and treat it as a vocal singing the harmony!

How do I make good kick - sample a decent one, compress it so its punchy! Layer it if you need to fatten the frequency of it.

How do I EQ my track? - Try not to, less is better, only tweak what you need to! If you find that you are trying to BOOST too many frequencies then use the fight sound in the first place!

How do I master my track? - On a good flat pair of monitors, pull back ALL faders and start from scratch! try not to boost the levels too much! if you are then pull it all back and start over! if it happens again, go take a break and come back to it! Good mastering is down to using the least dynamics effects and just good levels! Remember, the Bass on your sysytem aint gonna be like a club! If you boost too much it will sound boomy in a club!

where do you post your track for feedback? - get youself paid for web space, create a site or just upload via FTP to your space and paste the link within the Feedback Forum on BT, you can also use Soundclick or something similar but if its a site that required the listener to always sign up and login then you will lose listeners!

Where should I send my track to when finished? - depends on the track and what you want? There are label owners on here that may like to sign it up? Find out who they are and make sure they know your link is on the feedback forum. If you get a massive response then you should concider emailing it to a radio DJ!

5 years ago
Simon Parkes - FrozenUK
sjp Pic8960 Posts
WalesLlanidloes
Music Style Melodic
The Complete Cubase SX3 - the Book

http://www.auxbuss.com/cubase/cubase-sx-tutorial.htm - free PDF download

Fruity Loops Resources:

http://fruity--loops.blogspot.com/2006_04_23_fruity--loops_archive.html


Various Audio tutorials:

http://www.computermusic.co.uk/tutorial/features.asp

Optimise Pc for Audio

http://www.jakeludington.com/ask_jake/20050225_optimize_your_pc_for_audio_and_video.html

www.tascam.com/Products/US-428/W2k_XP_Optimize.pdf

Setting up an Audio PC:

http://www.pcrecording.com/


Mixdown in 5.1 Surround sound:

http://www.warehousestudio.com/site_index_files/surr_sound.html



http://www.tweakheadz.com/surround_sound_studio.htm


All About 5.1 surround Sound:

http://www.5dot1.com/links.html


The Music Industry Resources:

http://bubl.ac.uk/LINK/m/musicindustry.htm

Dance Music Directory:

http://www.trugroovez.com/record-label-a.htm

http://www.offitsface.com/c-labels.html

http://www.djmag.com/links_labels.php

PC Components:

http://www.misco.co.uk/

http://www.ebuyer.com

http://www.dabs.com/

http://www.aria.co.uk/Products.asp

http://www.bigpockets.co.uk/

http://www.microdirect.co.uk/home.aspx

http://www.it-buy.co.uk/

Second Hand Music Equipment:

http://www.soundonsound.com/adverts

Music Equipment:

http://www.dv247.com/

http://www.dolphinmusic.co.uk/

http://www.turnkey.co.uk/web/homeAction.do?dispatch=homePage

http://www.thomann.de/thoiw2_index.html?sn=3481ffd0cfb906bea6a28b429715b52b


Music Equipment Manufacturers:

http://www.electricbluesclub.co.uk/ebcequipment.html

Home Studio Setup:

http://www.soundonsound.com/sos/dec04/articles/studiolayout.htm

http://www.soundonsound.com/search?url=%2Fsearch&Section=6&Subject=79&Summary=Yes

http://www.blueflux.com/bfstudio.htm

Home Studio Acoustics:

http://arts.ucsc.edu/EMS/Music/tech_background/TE-14/teces_14.html


www.auralex.com/literature/budgetacoustics.pdf

http://www.audioholics.com/techtips/setup/acoustics/HomevsStudioAcoustics.html

http://www.ethanwiner.com/acoustics.html


http://www.soundprooffoam.com/Quick_Guide_to_Building_a_Home_Recording_or_Practice_Studio.html

http://www.bothner.co.za/articles/acoustics1.shtml

http://www.petethomas.co.uk/home-soundproofing.html


Mixdown Help:

http://www.recordingfreaks.com/articles

http://www.mio.co.za/article.php?cat=&id=360



More to come soon biggrin
5 years ago
Simon Parkes - FrozenUK
sjp Pic8960 Posts
WalesLlanidloes
Music Style Melodic
Old Synth Manuals / Service Manuals

HERE
5 years ago
Don't Cry
logic7heaven Pic4520 Posts
United Kingdom
Music Style any

Here you go some nice tasty little synths and fx for free with out the music police getting ya 

http://www.infinite-dimensions.co.uk/free_vsti_soft_synth.php

http://www.bostreammail.net/ers/polyiblit.html

http://www.greenoak.com/crystal/

http://www.nubi3.com/downloadLE.htm

http://www.karmafx.dk/

http://users.tkk.fi/~ajhuovil/vst.html

http://antti.smartelectronix.com/

http://www.bostreammail.net/ers/ersdrums.html

http://www.izotope.com/products/audio/vinyl/

http://www.linplug.com/Products/FreeAlpha/freealpha.htm

http://www.trippler.net/music/Download/Synth1/synth1.html

http://www.rgcaudio.com/triangle_II.htm

http://www.audiodamage.com/index.php?cPath=2

http://www.camelaudio.com/news.php?nID=105

http://www.ohmforce.com/UseFreeSoftware.do?action=listFreeNonStandalones&productId=6

http://www.ultimatesoundbank.com/demo.html

http://magnus.smartelectronix.com/

http://www.refx.net/?page=!_Claw

http://alex.smartelectronix.com/

http://www.kotkasuniverse.com/paax_index.htm

 

full and free DAW

  • 16 audio tracks
  • 32 Bit floating point audio engine
  • 44.1 to 192 kHz sample rate
  • 3-band parametric EQ &
  • 2 VST insert slots per channel
  • 3 VST master effect slots
  • ASIO low latency audio driver support
  • 4 KRISTAL PlugIn slots

http://www.kreatives.org/kristal/index.php?section=download

 

Full audio editor and mp3 converter

http://audacity.sourceforge.net/

 

remember not all of these are totally free but the owners are only asking for small donations. so why not get them now before some big software company picks them up and slapps on a

5 years ago
Zero
zeromus Pic13276 Posts
CanadaSW6
Music Style d(-_-)b
JD??! Irn Bru?!? Big Tits Castle??!?! yawn yawn yawn Jay, could you possibly be straying from answers which answer frequently asked questions about audio production looking munted yawn
5 years ago
JayTranzmit
jaytranzmit Pic15292 Posts
United Kingdom
Well, you've got to be prepared. A little snack inbetween & a tipple..studio basics really smile
5 years ago
Aphlex Penn
15193 Posts
USAPenn State

Alex Penn's Fruityloops Bass Tips:

  • Lower all the channels/volumes and raise them to a level where the bass can dominate or loom over the tune. Basically lower everything but the bass.
  • Create two versions of the bass. Play one as normal and play the other with a heavy low end filter on it. You can then have a bubbly bass looming over your bassline. If you want to lower the overpowering bass effect, put a trancegate VST over it set at 1/16 or 1/32 with some subtle delay.
  • If you are familiar with compressors run your bass through one, but if you are not sure use a master mix preset and make sure the gain isn't too far up.
  • I would also recommend EQing your bass. Try lowering the volume, lowering some mid range and releasing more bass frequencies. This can be done straight from the fruity mixer's EQ.
  • Try adding some distortion with Fruity's Blood Overdrive, which is a distortion for digital sounds. You can give your bass an extra punch with this, but make sure the gain is not set too high (or low!)
  • To give your bass more character, open the VSTi 3xOsc and emulate your bassline there. you can quickly add more bass with a pulse Osc or more spike with a square one.
  • If you really want to get your bass heard, clone your bassline twice and pan one left and the other right. put them through the same effect channel, insert Fruity Stereo Enchancer (i think it's called) and use the 'Subtle' preset. Keep both these clones channels filters with a lowpass filter and lower their volumes slighly lower than the original.
  • Some reverb on cloned bass channels is also a good trick..

Hope this helps dudes

beer

5 years ago
One for the doctor...
rob_b Pic19298 Posts
USA
FROM MR. PARKES:



Here are some tips for when you need to use a compression like MP3 on your audio for uploading on the net etc..

Preparing Audio for the Internet with Sound Forge
In addition to video files, I also talked about how to save audio files in the RealAudio, MP3, and Windows Media formats in Chapter 4. But I didn't talk about how to actually process your files before saving them to these formats. Because the RealAudio, MP3, and Windows Media formats all use compression to reduce the size of audio data so that it's easier to download over the Internet, they can affect the sound of your audio. You can compensate for these unwanted changes in quality by following a few simple processing procedures before you convert your files.

Remove DC Offset
As I mentioned in Chapter 8, it's always a good idea to remove any DC offset that may be present in your audio data before doing any processing. Otherwise, you can add unwanted anomalies. To remove DC offset:

1. Select all the data in your audio file by choosing Edit > Select All (or pressing Ctrl + A on your computer keyboard).
2. Choose Process > DC Offset to open the DC Offset dialog box.
3. Choose the Remove DC Offset (Scan Entire Sound File) Preset.
4. Click OK.

Apply Equalization
Equalize your file while keeping in mind that most of the high-end and extreme low-end content might be lost when you save the file to one of the compressed file formats. It may take some experimentation, but cutting the low frequencies (below 60 Hz) and the high frequencies (above 10 kHz) is a good place to start. This helps in reducing any of the anomalies that can occur during the file format compression. To compensate for the frequencies being cut, you can boost some of the low frequencies that are still intact around 200 Hz. You can also boost the mid-range frequencies around 2.5 kHz. This emphasizes the more important content in your audio, such as vocals, if there are any. What's great about Sound Forge is that it accomplishes all of this equalization with one process. Here's how it's done:

1. Select all the data in your audio file by choosing Edit > Select All (or pressing Ctrl + A on your computer keyboard).
2. Choose Process > EQ > Paragraphic to open the Paragraphic EQ dialog box.
3. Activate the Enable Low-Shelf option. Set its frequency to 60 Hz. Then set its gain to -Inf. Doing this cuts out any frequencies below 60 Hz, as I mentioned earlier.
4. Activate the Enable High-Shelf option. Set its frequency to 10,000 Hz. Then set its gain to -Inf. Doing this cuts out any frequencies above 10 kHz, as I mentioned earlier.
5. Set the gain on the first parametric band to +3.0 dB. Then set its Center Frequency to 200 Hz. This boosts the low frequencies around 200 Hz. You can experiment with how much the frequencies are boosted, but I wouldn't go any higher than +6.0 dB. Also, set the Width to 1.0.
6. Set the gain on the second parametric band to +3.0 dB. Then set its Center Frequency to 2,500 Hz. This boosts the mid-range frequencies around 2,500 Hz. You can experiment with how much the frequencies are boosted, but I wouldn't go any higher than +6.0 dB. Also, set the Width to 1.0.
7. Leave all the other parameters set to their defaults.
8. Click the Preview button to audition your file before making any changes. If you hear any clipping or distortion, try lowering the gain on one or both of the parametric bands.
9. Click OK.

Apply Dynamic Processing
In addition to altering the frequency content of your audio, converting to RealAudio, MP3, or Windows Media can reduce the dynamic (amplitude) range, making your audio sound flat or dull. Adding a bit of dynamic processing before conversion gives you some control over your final signal levels, rather than leaving them to chance. To accomplish this, you need to use Sound Forge's Graphic Dynamics function:

1. Select all the data in your audio file by choosing Edit > Select All (or pressing Ctrl + A on your computer keyboard).
2. Choose Effects Dynamics Graphic to open the Graphic Dynamics dialog box.
3. Choose the 2:1 Compression Starting At -18 dB Preset. You can experiment with the Ratio parameter if you want. A good ratio range is between 2:1 and 4:1, but it may vary with some audio material, so you have to use your own judgment. But be careful, because too much dynamic processing can add unwanted artifacts and make your audio sound dull and lifeless.
4. Click the Preview button to audition your file before making any changes. If you hear any clipping or distortion, try lowering the Output Gain parameter.
5. Click OK.

Normalize
The last step is to normalize your audio. As I talked about in Chapter 8, normalization raises the amplitude of an audio signal as high as it can go without causing clipping or distortion. This guarantees that your file uses the maximum amount of digital resolution and amplitude available. It also ensures that you use the highest possible volume when converting your file for the Internet, which helps in masking low-level noise and possible compression artifacts. To accomplish this, use Sound Forge's Normalize function:

1. Select all the data in your audio file by choosing Edit > Select All (or pressing Ctrl + A on your computer keyboard).
2. Choose Process Normalize to open the Normalize dialog box.
3. Choose the Maximize Peak Value Preset.
4. Click the Scan Levels button to find the highest amplitude level in your audio data.
5. Set the Normalize To parameter to anywhere between -0.50 dB and -1 dB. In this case, you don't want to normalize to 0 dB (or 100 percent) because the RealAudio, MP3, and Windows Media conversion processes don't always handle 0 dB signals very well. They can sometimes "choke" on such a high amplitude signal, so it's best to leave a small amount of dynamic room for the conversion process to work its magic.
6. Click the Preview button to audition your file before making any changes. If you hear any clipping or distortion, try lowering the Normalize To parameter.
7. Click OK.


Post edited by owner 12/7/2006 6:45:10 PM

5 years ago
Barry Scott
joeaudio Pic3556 Posts
United KingdomGood As New
Music Style Penny Cleaning

Psy Kick Tutorial by Zero

 

An envelope is a general word for a functional bit of a synth which can change a parameter with time with four key values.

ATTACK - defines the time for the parameter to rise from its baseline to the peak (defined by a parameter usually called "amount", "amt", "depth", etc)

DECAY - defines the time for the parameter to fall from its peak to the SUSTAIN value while the note is being held

SUSTAIN - defines the value the parameter will DECAY to while the note is being held.  A setting of zero means the DECAY will decay to the baseline value.

RELEASE - defines the time for the parameter to return to the baseline value after the note is released (key-up on a keyboard).


Now, we have to think about what makes a drum sound.  A drum is just a skin stretched across an empty cylinder.  Like a string, it has a fundamental pitch at which it will vibrate if you perturb it - the tighter the membrane, the higher the pitch.  When we hit it with a hammer, the impact very rapidly stretches the membrane and, likewise, rapidly (and temporarily) increases the fundamental pitch of the drumskin.  As the hammer comes away from the drum, the pitch quickly drops as the membrane relaxes and the stored, elastic energy slowly disipates as the drum vibrates and makes a sound.  We need to recreate this with a synth and an envelope is the perfect way to do it.


Example :

In Cubase (and as a caveat, I've never used cubase, but most people seem to so I'll use it as an example) load up the Monologue synth - it comes free so everyone should have it. It looks like this :

http://www.mkzwo.de/home/images/MKZWO_70/Cubase/Monologue_612x447.jpg


Set "noise" and "osc 2" to zero in the mix section as we'll only use Osc 1.   Forget the LFO, forget the filter, forget the FX section.  Pick a triangle wave in Osc1 leave the coarse and fine pitch adjustments at zero.  At this point, it may be helpful to have a loop play a half-note on-beat where you would normally put a kick drum - set it to a bass-to-subbass note and just let it play over and over again as we build the drum.  You could also just use a keyboard, but since you won't likely hit the key with the same velocity each time it may be trickier to tweak later on.  At any rate, it's good to hear what everything does as we go.  The velocity setting for the note can be whatever is default since we won't change it for the kick.

Set the "MOD SRC" to "MOD ENV" and crank up the DEPTH - we can fuss with the DEPTH value later.   MOD SRC defines what you want to modulate the pitch of Osc1 - in our case, we want to use the envelope, MOD ENV. 

Leave the MOD SRC here at VELOCITY.  This means that the peak value that the filter will rise to will be defined by the velocity.  Since we are using this for pitch information, this is like saying that the harder we hit the key on the keyboard will translate to hitting the drum harder - the drumskin will tighten to a higher tension and we will peak at a higher pitch. 

DEPTH can be cranked up to whatever.  We will, again, fuss with it later.  Say half to start with and you can tweak to your heart's content.  This just gives the range for the softest velocity to the hardest.

ADSR we know about.  For a drum, attack should be zero or very short - we're talking about an impact so the time is very fast.  Sustain to zero, the drumskin will relax to it's basic frequency when we're done hitting it.  Decay - shouldn't be too high, but use your ears.  Too short and you'll get a click, too long and you get a long pyyeeeooooouuuuhhh sound.  Right in the middle of those two is a fat, clean, thud.  I don't have this synth so I can't give you a rough guess, but your ears will tell you.  The depth on the ADSR/Osc1 may be too high or too low and you may still get a noisy or muffled kick noise, but make it as thudding as you can with the decay and then fuss with the DEPTHs to shape the sound later.  Release should be short or nothing.   Put the same settings on the AMP ENV and increase the sustain to about half and release to a bit. 

Bang.  We're done.  Now you can whack on a filter or compressor if you like, or use the filter on the Monologue - do whatever other production magic you want on it, but that's the basics and you should have a totally tuneable base for any psy kick you may want.  Add a bit of noise if you like or try a saw or sine wave (with the filter cutting the highs, probably, and put the MOD ENV on the filter with a small bit of depth, etc, and you can totally sculpt the psy-kick of your dreams.  Full-on commercially awesome.

5 years ago
Aphlex Penn
15193 Posts
USAPenn State

TONE ARM CALIBARATION BY ZERO

Ok, to balance the tonearm and set the antiskate it's nice to have a record with an unpressed side - if you don't, no worries, but it helps.

To balance the tonearm, twist the weight out until the needle lifts up, then twist it back until the arm exactly hovers if you leave it horizontal. At this position, twist the dial at the back without moving the weight to set the zero at the top (or anywhere, really, as long as you remember where zero is). Then you can set the weight exactly by turning the weight - when the 1 is where the 0 was at balance, you have 1g on the stylus, etc. Now, when the needle is playing , the tonearm should be horizontal - this is a separate adjustment. If it isn't horizontal, you can raise or lower the pivot by twisting the big dial at the base of the tonearm mount until it's flat.

For the antiskate, this compensates for the lateral/radial pull on the needle when the record is turning. If you have your unpressed vinyl side, this is where you use it. Put the needle on the unpressed side and let the record turn. The tonearm may either drift in to the center or out to the edge of the disc. Adjust the antiskate so that it stays put and doesn't drift. If you have a lot of weight on the stylus your antiskate won't be able to compensate so the best you can do is to run it all the way so that it drifts as little as possible. If you don't have an unpressed side of vinyl, find a record with a good amount of runoff space and a wide track between the runoff groove. Sit the needle on the flat bit between two runoff grooves and do the same drift test. You'll have to be quicker doing it this way as it's easier to have the stylus drift quickly and drop into the groove, but just keep at it and you should be able to get it set well enough. thumbsup

5 years ago
jonny sauce pants
piers Pic2864 Posts
Irelandyeah
Music Style elbow tek
http://www.northantsmusic.com/Video/videolinks.html


very good mixdown  tutorial (vid)
4 years ago
WeAzAl
weazaldj Pic2558 Posts
Englandessexstershire
Music Style Power Bounce
nice 1 for this intense read but very helpful for me thumbsupbeing a beginer cheers again evilthumbsup
4 years ago
Knockturnal
knockturnal Pic4546 Posts
United StatesHard
Music Style Suck it.

Thought this was pretty helpful explaining some stuff.

 

http://www.blisstix.com/radio/tutorial.htm

 


Post edited by owner 2/6/2008 11:26:15 AM
4 years ago
Knockturnal
knockturnal Pic4546 Posts
United StatesHard
Music Style Suck it.

 


Post edited by owner 2/6/2008 11:25:57 AM
3 years ago
Mooshoo
noonoo76 Pic15624 Posts
Did the planning for the drop down menu and that ever get looked into for this thread or has it all died a death??

Goto Top

Add This

Online Users

There are currently no registered, and 157 anonymous users online