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Messages - Marrow Machines

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106
that could be dependent on the software at hand.

I've experienced similar effects when using reason, and it emulates analogue circuitry.

That being said, and with a little bit of digging into the analogue world, oscillators weren't always in pitch 100 percent of the time. they get out of tune over time.

I don't know if serum has certain wavetables that emulate that or if it's the synthesizer itself.


I don't think you should be to concerned with it, and if you do, bounce to audio because that's a surefire way to keep the sound exactly like it is.


or there's something wrong with your synth....not sure, it could go either way.

I figured it out!

On the phase area under the both OSC I had the random set to max. Put those to zero and the sound stays constant. Derp.


nice, remember what you did. it could be a cool effect if you're looking for something experimental.

107
that could be dependent on the software at hand.

I've experienced similar effects when using reason, and it emulates analogue circuitry.

That being said, and with a little bit of digging into the analogue world, oscillators weren't always in pitch 100 percent of the time. they get out of tune over time.

I don't know if serum has certain wavetables that emulate that or if it's the synthesizer itself.


I don't think you should be to concerned with it, and if you do, bounce to audio because that's a surefire way to keep the sound exactly like it is.


or there's something wrong with your synth....not sure, it could go either way.

108
Mixing/Mastering / Re: Keep FX/Delay/Reverb When Bouncing to Audio or No?
« on: September 06, 2016, 11:47:11 am »
I typically tend to keep my rhtymic and stereo effects separated into one bus.

But, i also have busing going on inside my of my channels before i hit the main buss effects.


in all honesty, it depends on the sound you're working with. If you've managed to get a good mix on the sound and you're ok with making it more concrete, then go ahead and bounce it with what ever effects you have on it.


But you have to understand that those effects will be there, at the mix that you placed them for ever and until you decide to rebounce or change.



I use fade ins and outs to make sure my audio clip doesn't clip and pop.

When you bounce audio, you have to consider the sound tails and allow for the render to capture that audio, unless you're dealing with ableton. Ableton handles the tails a little differently.



Just see what works man, you can always go back and change things if you keep multiple files and are unsure of what to do.

109
Mixing/Mastering / Re: The thought process of mixing for EDM productions?
« on: September 01, 2016, 10:09:59 pm »
Interesting, I think i'll stick to mixing on the go. it's hard to imagine people not mixing on the go and just laying down the track raw and straight. I mean the reason I do EQ, panning, and volume automation on the go is because otherwise the song sounds like trash midway. Say I have a nice drum loop for 8 bars, then a bassline hops in, that suddenly drowns out the kick. I hear it instantly.

I can't simply ignore it and keep working on my beat because to me that sounds off already. So i'll start doing some volume automation, here and there. EQing to remove muddyness and have clarity with all frequencies to breath. Also gives that headroom for my master (further down the line). By the end of it I have a decently mixed track, and then I assume would be the time to finetune that perhaps, I panned this kick to much at this part of the track, or the volume is too high here. Or I didn't EQ something enough, so I add a bit more.

At least that's the logic I see behind it, I see the reason why for live recording it works fine to separate the two, it's hard to imagine an EDM producer not do it on the fly as you can hear the imperfections and sounds out of balance if you leave all your gains at the same place in the bus and if you never slash any frequencies.

It's a pretty decent way to go if you're fixing things in the moment. the alternative is to make a list of things that need to be fixed.


If you take care of the problem right away in terms of the sound source and it's processing, you have a better reference point to base your mix off of when you actually complete the song content and start the mixing procedure.

110
Mixing/Mastering / Re: The thought process of mixing for EDM productions?
« on: September 01, 2016, 04:56:05 pm »
the thing about mixing EDM(and other more computer based genres) is that you have absolutely complete control over the sound that you want.

that being said, you can run into several avenues in regards to philosophy on the process.

There's still applicable knowledge to live recording when it comes to getting certain sounds in EDM.


to me, i feel it's important to understand past procedure in order to apply movement towards the future.

There's honestly no "mindset" when it comes to mixing EDM, as many artist and people will probably just say to do what you want to get the sound to be good.

And the "having no way" way, is exactly what EDM came from. obviously there's some considerations to the hearing threshold and taste, but for the most part if you have an understanding of how to balance a live recording/perspective, then you have more than enough tools for the job in the studio.

the main differences is that you can spend more time in the moment with the material, as you've captured it in some fashion, and spend an infinite amount of time processing it.

Another difference in the EDM style, is that you have consider the commercial accessibility of your music.

If you're interested in competing with the top dogs, then you have to reference yourself in that perspective.

What you should be asking yourself in terms of the mixing philosophy process, is if you want to compete on the level of the industry leaders.

if your answer is a no to that question, then you have more enough tools, resources, and research power to find your own answer as an artist.


PS; i also think that the whole EDM genre is more so driven by consumption of sample packs and presets on specific synths and vst. The homogenization of EDM, is easily marketed as that. So if you want to consider things in that way, then your answer might lie in the sample packs more so than how to mix things. Certain components of the mixdown require you to have that sound as a source. the rest feels like a slight augment, as you're not really "creating" from a blank canvas as the frame work is already there.

111
Mixing/Mastering / Re: Send vs Insert
« on: August 26, 2016, 12:35:39 am »
You can have multiple instances of reverb with many different points.

They key, is to understand how to make all of it sound cohesive to the frame of reference that you're looking for.


You can make a reverb bus to a snare, that's being routed to the snare group, then take that snare group and have it routed to the main reverb buss channel for your mix.


Get creative with your routing, once you know the basics in the signal chain, and you can get some pretty interesting results. Just contain them with respect to the overall picture.

112
Inspiration/Creativity/Motivation / Re: I gave up
« on: August 25, 2016, 11:38:52 am »
Thanks for taking the time guys, it really is very kind of you
 I´m not quitting music, but it seems necessary to realize that the career plan won´t go forward as I´ve hoped.  It stings a bit right now, but it will be OK in the end.


just keep making music man, man's gotta eat.

113
Samples/Plugins/Software/Gear / Re: Headphones or Speakers ?
« on: August 25, 2016, 11:36:52 am »
you're gonna need both to get a good frame of reference.


I bought 300 dollar headphones and continued to use some logitech speakers (100usd) before i bought yamaha hs8's, three years after (six years total).


a good pair of headphones and time spent learning them are a great investment.

114
Mixing/Mastering / Re: Where do YOUR drums sit on the stereo field?
« on: August 25, 2016, 11:35:04 am »
Depends on if I'm going for a realistic drumkit or something more synthetic.

For realistic drumkits, I stick to the "traditional" mixing mindset where you pan the drums like a physical drumkit - kick is center, snare is slightly to the left of that, hi hats are slightly to the left of that, hi tom is between the snare and the kick drum, low tom is to the right of the kick drum, the floor tom is even further to the right, and then you have your ride cymbal on the right and a crash cymbal somewhere (traditionally on the left, above or next to the hi hat and hi tom). Then I'll decide if I want the listener's perspective to be up on stage with the band (so the drums would be panned the way I just mentioned) or in the crowd looking up at the band on stage (so the drums would be panned inverted to the way I just mentioned).

If I'm making some synthetic drum machine beat or something very unnatural in composition, the kick and snare tend to remain centered and mono, though elements of the snare might be processed to be wider. I play with the panning on hi hats a lot either manually through automation or with an autopanning effect - same with shakers, tambourines, and other percussion; otherwise they get pushed super wide (i tend to make liberal use of the haas effect, which might not be a good thing  ;D). Rides get panned and crash cymbals tend to get spread super wide, so they're kind of out of the way of everything and just tingling the edges of your ears.

As long as you don't have everything sitting on top of each other (no matter where they are in the stereo field) and your decisions follow a consistent pattern, you can pan things however you want. I've been listening to a lot of early 00's hardcore and post-hardcore lately and the way they mix their drums can get really crazy. On one record I was hearing  every element of the drumkit except for the kick and the snare hard panned left or right! In the context of the mix as a whole, however, it made sense.


Tradition and experimentation.


My electronic drums typically have kick and snare mono, and my hi hats (open and closed)panned in the same sense of direction and area.

I rarely use toms, but but i tend to spread them out wider than what is suggested in the traditional way noted in the quote.

crash and rides are typically panned hard left and right respectively.

I layer up my drums, but it typically revolves around 3 layers kick, 3-4 for snare, 2 for cymbals

115
WIPs / Re: Healing |Bassnectar and Porter|
« on: August 23, 2016, 09:48:00 pm »
Appreciate all the feedback <3 <3 I tried to incorporate it in a reposted edit.

the delay bit crushed effect was cool on the lead, i wasn't suggesting you remove the effect. I was saying in terms of arrangement that that SOUND SOURCE needs to drop out and come in at specific times.


but it seems more cohesive in your latest preview, still got a little bit of work to do.


it's pretty good for a chill song, but you should consider developing your musical themes in the context of the song.

116
Mixing/Mastering / Re: Panning. One Left, One right, One Center?
« on: August 23, 2016, 09:39:36 pm »
Another way to improve stereo width (and I think you were trying to get to) would be the concept of double tracking - recording the same performance twice and hard panning the signals left and right. If you're doing this with a singer or a person playing guitar, the minor inconsistencies between the performances will change the overall signal enough so that when you play them back at the same time with one in each speaker, you get this very wide signal that tickles your eardrums.

If you're using a synthesizer (especially a VST plugin), you can simulate that effect by removing certain oscillator retriggers or otherwise enabling a free-flowing oscillator, then recording the signal's output twice and panning them like normal.

HEY! This is kinda what I'm doing!! Thanks Mussar. Appreciated.

But pay attention to the details. You can't just take the same signal and pan things willy nilly. You'll end up with a mono signal.


You gotta change the sound character some in order to actually achieve that stereo image as Attila, Mussar, and I have said.


EDIT: my school response isn't as clear as when i am not in school.

117
Mixing/Mastering / Re: Panning. One Left, One right, One Center?
« on: August 23, 2016, 01:24:00 am »
it's not going to do any thing if you're not altering the signals that are being panned and kept center.

You're going to sum that source signal to mono if you do things like that.

what are you looking to get out of this technique you use?

118
Awesome thank you, cleared up a lot of questions for me

Continue to question and get feedback from all angles possible.


That's from the experience i know.

You're welcome.

119
I am surprised you said things and not even mention drums.


I only use parallel compression on my kick and snare.

there's other ways to making your sound pop with use of buss effects and layering, and then group compression, to make your musical instrumentation pop.

But i just tend to stick with parallel on the drums, for me that's where i feel the best results are located for that particular technique.

I left out the things I thought were obvious to use them on, I'm currently using it on my Kick, Percussion, Plucks/Piano and Leads I wrote the ones I was unsure of

Another question, am I routing it correctly? EG: I have my percussion bus sending to the parallel compression bus and both of them routed out to stereo out. Should I be routing the parallel compression bus back into the percussion bus?

Edit: I use them on my synth leads for example because I asked Alex Klingle about what he though of one of my tracks and thats what he recommended. He said my leads needed to be more "glued together" and said he uses this on some of his. I immediately noticed that the sound was definitely more focussed and powerful once I did that, I usually have 3 synth layers working together for a strong lead



SOURCE SIGNAL>PARALLEL OUTPUT INTO COMPRESSOR>MASTER OR PRE MASTER

that's the signal path. and this is designed for channel busses, not aux/send returns/effect mixer buss. probably has the same effect, but i've never used them in that way before, and it's basically the same thing.

what you would of done would probably of caused feed back if you were using any other device..... make sure your shit is going out and away from the source signal, other wise rip your ears.


I mean, using parallel compression could glue sounds together, but i'd just use group compression.

With parallel you're adding a certain layer that's subtle and is typically supposed to give some weight or punch underneath the sound.

to me it's like additive EQ, use it on the things you want the most attention towards (i've chosen my drums, and they are special to me).


if you have every thing who has it, then you have nothing at all. it's the scarcity that makes the value and the impact.

120
WIPs / Re: Healing |Bassnectar and Porter|
« on: August 22, 2016, 06:21:14 am »
This is cool, the idea is great.

You need to subtract certain elements when the drop happens, most notably that delayed bit crushed lead. it'd be better if you let it drop out during the wub part and reintroduced during the build up part 1 and 2.


Your introduction needs to be shorter. Don't make the bass line go all out with the wubs, save the entire phrase for the drop. (1 wub on the down beat, every 2 bars)

total removal of the wub on the second build up.

between the 13 and 14 second mark is where i'd bring the drop in.


There's not enough musicality in this tune to warrant it to be 4min longs, at most it should be like 3min.  With some clever musical design and better arrangement, it could be about as long as you wanted it, but you need to use silence and space (especially during intros/buildups) as a tool in your creation.

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