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Messages - Zenkrey

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Sound Design / Re: The official growl bass thread.
« on: January 08, 2016, 06:45:15 pm »
https://clyp.it/llt4t03i

here's a few serum basses i'm pretty proud of!

A little suggestion, that can benefit others too, use 2 voices instead of 1 and phase them to make them wide, while checking for the mono compatibility and stay in control of possible phase cancellations.

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WIPs / Re: How do I make my leads sound more smooth and not so raw?
« on: January 08, 2016, 10:17:37 am »
OTT your main chord stack/ distort them to taste with fabfilter saturn

the synths playing chord notes could be raised in level/made stereo.

if you're using nexus the LD angel one preset is airy enough to occupy your mid-top end. space it with valhallaverb.

you could definitely flesh out a more interesting bassline with regards to midi -  try going up an octave with portamento in the last 1/4 of each bar.

don't underestimate using a distorted saw bass instead. it adds meat to the mix

although OTT is very efficient and fast/intuitive - i think manual multiband compression is a more effective and precise method for controlling lead sounds, for example fabfilter pro-mb is very surgical and even allows upwards multiband compression

Definitely. OTT gives the sound a very metallic accent. Also, it's really bad when the sound has some reverb on it, because it distorts it a little bit.

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WIPs / Re: How do I make my leads sound more smooth and not so raw?
« on: January 08, 2016, 08:49:05 am »
Another important thing: smooth down peaks around 3-5 kHz because those are the most sensible frequencies for the human ear. I always cut a little bit aroind there with a wide gentle bell on my supersaws or leads, and, to compensate the cut, I add sparkle with a gentle high shelf after 10kHz, so they sound cleaner and less unpleasant to the ears.

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I'm sorry guys, but so much high frequencies are not good for your ears. I think I'm gonna aim to a more pleasant 1kHz, but I must admit I'm feeling really good as a sub bass, so, I'm gonna keep a low profile for now

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I usually use Shreddage 2 for metal guitars (layered and widened Linkin Park's style), Symphobia for Orchestral Dubstep atmospheres and to build tension, Alicia Key's Piano almost everywhere because pianos are always cool, Damage for creating immersive drum patterns cinematic style. What do you guys use and for which genre/style?

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I envy you guys. I can't even bother to make a photo, because what I use is a mid-low range acer laptop (I stem a lot of stuff because of CPU hunger!) and a pair of cheap 40€ Studio Reference Headphones. Don't judge me. I live in a family where no one wants to be disturbed and I don't have a personal room where to build my gear. What bothers me is that I have enough money to buy stuff for a really good setup, but for now I'm good enough producing in my living room, sitting at a table  8)

This:


And this:


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Yeah, nexus can be a great tool for layering pads, leads, even plucks, but the sound themselves are usually meh.

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I use FL 12 and it's really good, but what I find it lacks is a good "track manager" like in the other DAWs, especially Ableton's. I used Ableton a little bit, but I don't like the imprecision of the automations and the lacking of snapping capabilities, which is handled perfectly by FL. Also, Ableton has an objectively kind-of-bad piano roll, which is instead delivered really well by FL. As always, everyone has his own preference.

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Sound Design / Re: What is going on in this song?
« on: January 07, 2016, 10:31:21 pm »
http://soundcloud.com/matzo/castrated-ft-kenta-koie-2

Specifically the bass and the metal sounding guitar echo?

What is going on is that you must hope that the creator reads your question and answers it  8)

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Sound Design / Re: What's your opinion on Presets ?
« on: January 07, 2016, 10:29:07 pm »
I wouldn't be getting anywhere without presets. I don't want to spend time on sound design right now, because I want my songs to be better structurally, and making songs would take me forever if they didn't exist. However, I do tweak them a little bit so I get the sound I want.

You are correct about the consideration of time, not everyone has a lot of time to create an original sound from scratch. However, this isn't always the case, because a lot of good presets are really simple and based on always the same simple concepts (for example how to make an arp). The real struggle is present when you have a complex sound idea in your mind and don't really know how to realize it in practice. In that case, searching for a preset, at least similar to the one you think you need, is better than realizing it from scratch, simply to reduce the time needed to get things done quickly and jot down ideas fast. Remember that reinventing the wheel is not always a good idea.

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Sound Design / Re: The official growl bass thread.
« on: January 07, 2016, 10:07:17 pm »
I thought I'd detail how I made the STATIC DRAGON sound.

Mostly because I used Logic's Sculpture and I'd love to connect and share ideas with other people who use Sculpture.

Here is the Main Sculpture Panel.  - From Left to Right (ish): All three objects are active. The first two objects are both Bowed. The Bow object functions like an oscillator to excite the string. So when it is pitched way down it begins to act like an LFO. Decreasing Object 1's strength makes the synth more breathy and gaspy. Increasing Object 1's strength makes the synth more rattly and snorty. Decreasing Object 2's strength makes the synth mellow and purr. Increasing Object 2's strength makes the synth shout and honk. The Disturbed object is like placing the string near a piece of metal (like guitar frets). Object 3's strength starts at Zero. Increasing the strength adds a rattly mechanical feel. Pickups are placed on either edge of the string. - The center Material Ring has both the Waveshaper / Distortion turned on, and a Peak Filter turned on. -Material is placed close to Wood - ADSR is self explanatory - Stereo Pickup has been widened - A Cello profile has been applied to the EQ.

First LFO - Two parameters are affected: Pickup A's Location and Waveshaper Variation. Looking closer; Pickup A actually does not oscillate unless activated by Control B (foot pedal). The Waveshaper is in constant oscillation. Adjusting Waveshaper and LFO levels can make the sound cut in and out, or sound like static interference.

Second LFO - Object 3 Strength starts at Zero. But this LFO gently introduces a mechanical disturbance.

Vibrato is technically turned on, but is not used in the sound sample. Increasing the Vibrato strength creates a gasping, laughing hyena effect.

Evelope - Turning off the Envelope produces an even mouthier, organic, formant sound.

Then the synth gets passed through an instance of Camel Phat. (Rest in Peace) - Some distortion here. But the main detail is the MM High Pass Filter settings and it's Depth Rate modulated at a 1/32 Bar LFO (114 BPM). - I think I sent the sound to an Exciter Bus as well…

CONTROLLING THE SYNTH - Here is where I got sloppy with Sculpture's internal controls. - Control A is turned on and mapped to the Mod Wheel. But I never used it. :( - Control B is mapped to a Foot Pedal. It simultaneously adjusts Media Loss and Pitch.

Pitch Bending - Earlier I mentioned the Bow Object works like an oscillator. I've got two Bow Objects activated. So messing with the pitch actually has a huge effect on the overall behavior of the synth. The 'gasp' at the beginning is achieved by the sharp pitch jump from 0 to 39. Keeping the Pitch in the 25 - 40 range introduces snarly, snorty animal growls. On the second midi note, the Pitch jumps around and then kinda tops out in the 50 - 60 range. This produces a wet, gaspy sound.

Foot Pedal - This is simultaneously mapped to a heavy Media Loss, a slight increase in Pitch, and the variation of Pickup Location on LFO 1. It appears in the second midi note as a calm humming or purring sound. You should hear the sound pan closer to one side.

And that's about it!

In the movies "How to train a dragon" they actually recorded a donkey as foundation to make the "voice" of the black dragon character, but usually for movies, they resample lions growls layering them with other sounds from nature pitched up, to have as much as possible something that rensembles a natural sound.

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Sound Design / Re: The official growl bass thread.
« on: January 07, 2016, 09:59:59 pm »
This is a drop I put together with custom growls/basses/patches I made from scratch with Serum and with some post-processing. They may sound a little too much mainstream, but I like those types of organic basses. I simply made them using some bend+ or bend- automation with some vowely reeses here and there. As background I have a simple arp made with massive and envelope manipulation on the amp.


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Sound Design / Re: What's your opinion on Presets ?
« on: January 07, 2016, 09:52:32 pm »
Presets are good as the sounds you make, both are good ways, the real challenge is to arrange them in meaningful ways and correctly. Of course, don't jump at presets blindly but know how to tweak them as needed. However, I feel certain sounds should not come from presets. In dubstep, for example, I think every producer should make his own basses/patches, maybe imitate other existing sounds, but don't just download and use patches from sample sites, because in dubstep, especially in the drops, sound design is key. This is only my opinion tho, then everyone does whatever wants.

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Mixing/Mastering / Re: Let's talk clipping
« on: January 07, 2016, 09:41:21 pm »
So is there a particular kind of distortion that is better than another? If I just crank up the channel mixer, it seems like it'll be a lot different that if I use Saturn to beef the sound up until it touches the red.
Not sure about cranking up the channel mixer, because inside your DAW the sound information is represented as it is and will always be, so no software clipping will appear ever, unless a sort of limiting is applied by default (on FL Studio 12 there is no clipping while you are inside the DAW). Clipping appears when you render sounds which are over 0Db, and the simple action of rendering generates a compressed file, which means you lose the information above 0Db, which means that information missing is now become clipped sound.

Edit: didn't see it while I was writing this, but the post above explains this concept correctly.

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WIPs / Re: How do I make my leads sound more smooth and not so raw?
« on: January 07, 2016, 09:33:56 pm »
My suggestion is layer it with other sounds and also add reverb for wideness.

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