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Messages - Esk4pe

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I've noticed there is a "window" for most non-performance art. That window is the sense of excitement (adrenaline) you produce when you make art. This window can close rather abruptly.

If you keep going and get your production skills to a good level, you'll be able to conquer most of the big issues within that window, so that by the time the window closes, you are at the tail end of arrangement and beginning the mix. Ideally, you could ship the track off to someone else at that point... but i feel the world of "do it all yourself" *Which is fine* can cause this, as you may dread the idea of what may come next if the track works. The mix, master, and self-doubt.

During the sandbox phase, you do not have these issues. The trick is to trick yourself into feeling that the sandbox phase isn't over simply because you nail down the sounds and arrangement's first cut. The sandbox continues into the mix.... but it doesn't stay there. The mix is time to go from play to work... hence the problem.

If you are in this sandbox phase and moving to a legit sequence you want to build on, use reference tracks that you love (not necessarily the ones in your Stream), but ones you love that do the things you want the track to do. I find it is in the details that i tend to abandon a track. I don't have the right fills, energy, glitch, mood.... the track doesn't have that life. That life comes from the initial sandbox process, and over time you are whittling away the spirit of the track and filling it with doubt.

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Finished Tracks / Re: Gamusa (Original Mix) - Roonie
« on: January 07, 2016, 02:00:46 am »
I like this a lot. It has a lot of energy and passion, as well as a lot of interesting creative choices to give the track originality. The only issue i had with it was that the low end (snare/drums mainly) did not have a ton of presence, and it seem a little out of balance. I feel this is a mix issue.

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Sound Design / Re: The Kick Designing Thread: Click, Punch, Thump!
« on: January 07, 2016, 01:10:45 am »
Am I the only one that thinks tuning a kick (apart from big room or trap kicks) is pointless? Like, I understand the reason, but for me keeping the kick tuneless makes it just a punch, rather than another melody in a way

No I very rarely, but do, run into this. There are times I am wondering... does this kick need to be in tune? The answer is usually no. Because the character of a kick drum is more important than exactly what frequency it lives at, from a sound perspective, not a mix perspective. Like you said when you tune a kick to the track it seems to gel with things and that is not always what you want. Usually you want it to be the foundation on which everything else exists... you chose the kick for how it sounds, and changing that for the benefit of the track's key will generally ruin the kick.

And snares, other drums are different though.

That being said, it's not ideal to have a kick that's so far out of key that it sounds flat or sharp. I think if you are playing withing 3 transpositions you are ok for some kicks. Some kicks will not tolerate even 1 transposition. Because, even though changing the kick to the tracks key may not be ideal, that doesn't mean the kick won't benefit from *some* transposition.

Granted, every case is completely different, this is just a rough response based on my experience. When I feel like i need to tune the kick, its usually because I am not getting the punch I want and I feel like maybe that had something to do with the key. It never has.

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Sound Design / Re: The Kick Designing Thread: Click, Punch, Thump!
« on: January 07, 2016, 01:08:25 am »
Am I the only one that thinks tuning a kick (apart from big room or trap kicks) is pointless? Like, I understand the reason, but for me keeping the kick tuneless makes it just a punch, rather than another melody in a way

No I very rarely, but do, run into this. There are times I am wondering... does this kick need to be in tune? The answer is usually no. Because the character of a kick drum is more important than exactly what frequency it lives at, from a sound perspective, not a mix perspective. Like you said when you tune a kick to the track it seems to gel with things harmonically and that is not always what you want. Usually you want it to be the foundation on which everything else exists... you chose the kick for how it sounds, and changing that for the benefit of the track's key will generally ruin the kick.

And snares, other drums are different though.

That being said, it's not ideal to have a kick that's so far out of key that it sounds flat or sharp. I think if you are playing withing 3 transpositions you are ok for some kicks. Some kicks will not tolerate even 1 transposition. Because, even though changing the kick to the tracks key may not be ideal, that doesn't mean the kick won't benefit from *some* transposition.

Granted, every case is completely different, this is just a rough response based on my experience. When I feel like i need to tune the kick, its usually because I am not getting the punch I want and I feel like maybe that had something to do with the key. It never has.

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Sound Design / Re: The Kick Designing Thread: Click, Punch, Thump!
« on: January 07, 2016, 12:59:05 am »
I've tried it all... from using a kick straight out of a sample pack, to hand-creating my own using white noise / FM / Kick audio content and topping & tailing. Recently i purchased Kick from Sonic Academy / Nicky Romero. I have not yet used it to any effect, I haven't had the chance, but i am eager to. I feel like my kicks could use more personality.

If you do spend time in the area of "I want to recreate that drum/snare by Noisia/Koan/Prydz/Ford/Xilent", then you'll be inspecting some incredible audio. The high frequency content they add in the first transient is such a huge part of the magic, it can make your head spin. This is a very clever art form.

Sample packs like Leviathan and VR can take you so far, but you will fall prey to standard sample pack fatigue. I tend to avoid these for that reason *except* drums like kick, snare etc... You can use them if you want, but there's no room to do parallel compression on them, or to do just about anything to them without distortion. These are finalized, finished sounds that take away any flexibility you may want. Still, these are good tools to making your own, as companies like Black Octopus are wizards in their own right and know how to make punchy, attractive drums.

I've spent some time and $ at WarpAcademy with Vesper's tuts on creating your own drums. Incredible information there, and an insight into the industry I never thought i would get. Vespers is up in BC where Black Octopus is (And Monstercat, etc...) and they have some level of interaction, so the info he gives about those experiences is priceless.

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Sound Design / Re: Dealing with "emptiness"
« on: January 07, 2016, 12:37:10 am »
^ Agree with virtually all responses... and i will add depending on the genre you are making, what you decide to fill the empty space with may change. If i threw a dart at an EDM dartboard and it landed on progressive house, I might fill the space with pads, white noise, reverb tails, delay, etc... Trap maybe different... etc.

Also this might happen to me because I have nothing really powerful in the mids 600 down to 300 or so. This might be the lower octave of a synth chord or a lower voice on a melody. This is if it feels empty in its core guts. If it feels empty in the surround, or the air around it, then take a look at the reverb/delay of any stabs or pads you might have. Those tails can exist if you chain them a bit, even if the chaining isn't audible, it will allow them to exist in the track's mix without causing mud.

*P.S. Also, if you feel it is "missing something", not to be confused with "It feels empty", then it usually (in my personal experience) is the bottom end (sub to low bass OR a bass octave on your leads or stabs (which will be higher). Perhaps the bass and kick were not mixed first, or you have done something to the dynamics of the track that promote the mids and highs and washes out any bass, or you have phasing that is canceling the low end. Or, maybe you moved your room around and forgot to align your monitors and seat in the correct spots, and all that omnidirectional content is being canceled.

The three space related concepts that I am bumping around are:
1. "Feels Empty" - investigate pads, reverb/delay, stabs, octaves.
2. "Something is missing" - Investigate bottom end, consider adding vocals.
3. Emptiness as content: The use of emptiness in your art is a powerful device. But this is not a problem, but a tool.

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Mixing/Mastering / Re: Reverb on the entire mix?
« on: January 07, 2016, 12:09:54 am »
The reverb modules themselves often have EQ. You can throw on the entire mix, sure, but just like mastering reverb bands you may want to exclude entire chunks of the signal, such as below 300~150 hertz and above 18khz, whatever you want. You can use the eq settings right in the reverb, or add an EQ module after.

Also consider that the reverb won't chain with the synths unless you ask it too... you can get a lot of poppiness and dynamic if you chain the reverb. Choose a chain compression setting that gives you the snap you really want without sacrificing dynamic or sustain.

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