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Messages - Aerithos

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1
Mixing/Mastering / Re: High End
« on: December 09, 2016, 04:51:01 pm »
Think outside the synth plugin. You can use an EQ to sculpt the sound between the filter and effects.
e.g. Sylenth (Dry) -> Parametric EQ -> Delay -> Reverb
This way, you can soften the top frequencies with a High Shelf set to a very low resonance/bandwidth. Use it as a nice gradual roll-off of the upper frequencies.

When setting up this EQ, make sure to have the synth's filter fully open and turn the volume down. Then, while looping a test pattern (preferably the longest one from your song), adjust until you've found a value you're satisfied with and turn the volume back up to verify that it still sounds pleasing.

2
I didn't hear a guitar in either song...
The first song is running a pluck of some kind through a cabinet impulse response. You can find a bunch of free cabinet IR samples around, and there are several free Convolver plugins out there.
The second song sounds like a RhodesEP-ish sound running through distortion.

Nonetheless, a guitar is still useful to have in the production process. Buying an electric guitar and an audio interface might be your best solution. You can get a relatively cheap version of both (guitar, interface), and it's an intuitive instrument to play. That was my solution to the problem (I had never played guitar before). Ended up using it in my next song for a slow melody that took at least 100 recording attempts. There are a ton of Youtube tutorials out there on learning to play the guitar that I need to do here at some point (learning chords and techniques).

For amp simulations, there is the fantastic LePou Amp Sim Pack, and if you can find them somewhere, the entire series of free plugins from Ignite Amps (I can provide them since the site seems to be down).
And for cabinets, this is a good start.

3
This KVR thread has some possible solutions that you may already know about. Specifically Voxengo Deconvolver, which isn't super expensive.

This thread looks like exactly what I was looking for, thanks/


No problem, glad to help!

4
This KVR thread has some possible solutions that you may already know about. Specifically Voxengo Deconvolver, which isn't super expensive.

5
Samples/Plugins/Software/Gear / Re: Free Autotune Plugins?
« on: June 30, 2016, 05:02:08 pm »
I only know of GSnap.

6
Samples/Plugins/Software/Gear / Re: Visuals -- how do they work?
« on: June 29, 2016, 01:47:34 pm »
This is an interesting video from Armin van Buuren about how he syncs his visuals when DJing. Can't remember where I saw it originally...

7
I use a symbolic directory link to move project, preset, and data folders to Google Drive. It requires a bit of setup on each new system, but it keeps everything backed up and versioned. Of course, Google Drive isn't always so great at handling large batches of changed files, so it gets a little messed up whenever I have my DAW scan for new plugins.

8
Sound Design / Re: How to go about making this pluck?
« on: May 25, 2016, 03:43:29 pm »
It's deceptively simple.

Start with a sin wave.
Use amp envelope with almost no attack and a short decay.
Use pitch envelope with a tiny decay and one octave range.
Add a keytracking lowpass filter that is 3 octaves above the note.
Portamanto/Glide that is less than 20ms.
Delay.
Reverb.

9
Sound Design / Re: Cormak - Meraki LFO Sound
« on: May 24, 2016, 05:56:52 pm »
Sounds like a lowpass filter using an LFO with speed decreasing over time to control the cutoff. Also sounds like the LFO's waveform morphs from Sawtooth to Triangle as it slows down.

10
Also make sure to record a sine sweep or impulse using stereo mics, and then generate an IR for it. That way, you can "re-use" the space as frequently as you want with a Convolver plugin.

11
Sound Design / Re: Haywyre Bass
« on: May 13, 2016, 02:30:37 pm »
I've seen tutorials on doing these techniques with FM and Harmor Bass Resampling from the incredible SeamlessR.

I'm also pretty sure some Disperser is getting used (BARELY ALIVE Example).

12
Sound Design / Re: How can I make this pluck?
« on: May 12, 2016, 03:22:38 pm »
No problem, glad I could help!

13
Sound Design / Re: How can I make this pluck?
« on: May 11, 2016, 01:58:46 pm »
It's surprisingly simple: 1x VA Sawtooth -> Lowpass Filter with Filter Env (150ms Attack, 450ms Decay).

Using Serum:
OSC A
    -Single smooth sawtooth wave (Analog -> MB Saw)
        -Unison 1
FILTER
    -MG Low 24
    -Cutoff 106hz
    -Res 7 %
    -Map Env 2 to Cutoff
        -36%
ENV 2
    -182ms Attack
        -45% Curve
    -446ms Decay
        -67% Curve,
    -Sustain 0%
    -446ms Release

Play around with Filter Cutoff and ENV 2 Amount. The key here is the attack on ENV 2.

14
Mixing/Mastering / Re: Question About Headroom
« on: May 10, 2016, 12:58:04 am »
I think I was expecting the logarithmic scale of dB to relate directly to sample values, but yeah, that's probably not the case beyond values of -1.0 to 1.0.

I have no clue how much the SSE/AVX instructions affect the math, but I was under the impression that they were there purely for acceleration purposes, i.e. fewer AVX instructions required for vector tasks. Maybe they do use double precision internally or something...

I was thinking more along the lines of values losing decimal precision as they grow in size. The extreme example being that single precision floating point can only represent even integer values between 224 and 225.

15
Mixing/Mastering / Re: Question About Headroom
« on: May 09, 2016, 10:46:59 pm »
I just tested this in FL Studio (Sine -> 300db Boost -> 300db Cut -> Waveform Display), and there was no loss of precision, visible or otherwise. So at least for FL Studio, my expectations were wrong. So that probably means samples aren't directly mapped to a floating point value, but maybe some form of "linearizing" curve/function is used? I don't know.

What I do know, is that my previous post is useless...

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