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Messages - Marrow Machines

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556
Inspiration/Creativity/Motivation / Re: Procrastination, Anyone?
« on: February 26, 2016, 12:13:10 am »
there's an article about precrastination, and how procrastination tends to work well in creativity and creative problem solving.

You obviously have to put in the work, but letting your mind chill out and then going back to work is a nice way to let things sink in.

#balance

557
Mixing/Mastering / Re: Loudness metering
« on: February 26, 2016, 12:09:56 am »
This depends on the meter. Some of them have -24 (or -23, I believe it got changed in one edition of R128) set as 0. (Those should, in theory, measure in LU, not LUFS.)
...so simply grab any meter that can show LUFS correctly. (Like https://www.meldaproduction.com/plugins/product.php?id=MLoudnessAnalyzer) reset it, play the whole track from beginning to the end and the integrated value should stay on -23 LUFS at the end. (I think there is -+1db tolerance) If not, compensate the difference and run it again.

I believe there are some off-line tools for that, but I haven't searched for them yet.

EDIT: Oh, I'm sorry, wrong info. M-Loudness Analyser is by default also -23 = 0. ...but there's a LUFS preset ... or you can target that zero. :)

There's a preset that says: LUFS EBU R 128

My target range for -24 LUFS is to be the -24 on that scale?

Could I mix my song to be in decibels and then drop my volume, after a master render, to have an RMS at -24 LU?

Should mix at that level and then bring every thing up?

558
Mixing/Mastering / Re: Headroom
« on: February 25, 2016, 03:12:11 pm »
I'd start off small and then gradually work your way up.

You might want to consider using your volume knob on your interface to compensate for the lower volumes when mixing or creating initially.

You can always go over it and start making it bang at lower levels of the interface later, when you've had more time to decide on the music and the mix.

saves for headache and hearing fatigue.

559
Mixing/Mastering / Re: Loudness metering
« on: February 25, 2016, 03:09:40 pm »
I work at TV broadcast company, you can trust me on this:
It's "recomandation" by EBU (European Broadcasting Union) called R128. It's targeted especially at commercials being much louder than the actual content at tv/radio.

That paper dercsibes three main things:

1) It defines LUFS. They are essentially full scale decibels, but with a twist. For meaturing LUFS manufacturers need to build precisely described high-shelf filter into their meters, that compensates ear's sensitivity around 3-5k. So if you measure 1k sine with LUFS, it will return same value as dBFS meter would. If you measure 5k sine of the same volume, it fill go up by I believe 4LUFS.

2) It defines integration times and measuring gates. That means it tells you (and meter's manufacturers) how to measure average Loudness across whole "program" you're making. ...leaving silent parts out of the measurement and so on...

3) It says that the recommandation is, for all TV's and radios, to normalize all their content to -24 LUFS. That way, in theory, you shouldn't have those huge volume jumps when commercial spot goes on.

...problem that I have with R128 is, that it's far from perfect, but engineers tend to praise it. It's totally useless for certain types of content (classical music, some football matches etc...). Lot of engineers (I guess including the one you spoke to.) think it'll save the world and they require everyone and everything to target at -24LUFS. But in music bussines, as far as I know, nobody gives a damn about R128, so you would end up with intentionally quiter mix than everyone else. ...I'd say, just leave this to radio station engineers. It's essentially their problem. :)

EDIT: If you're interested, here's the R128:
https://tech.ebu.ch/docs/r/r128.pdf
...and here's the ITU paper it refers to for definition of LUFS measurement:
https://www.itu.int/dms_pubrec/itu-r/rec/bs/R-REC-BS.1770-4-201510-I!!PDF-E.pdf
Thank you. If i were to send it to him, would I have to lower my volume to the reference of LUFS -20K weighted and get about -4 on that scale before sending it in to him?

Hey,

It's great to start a topic about this, I virtually don't know much about it.

I found this site though, it explains a lot:

http://www.r128audio.com/

I never encountered music that's mastered @ -23 LUFS but that's probably because it's a system for broadcasting, not mastering.

I bought this plugin (Hornet ELM128) and it can normalize your music to -23 LUFS and believe me, music that's normalized that way is almost inaudible in comparison to music that isn't normalized. But it's a great tool to compare different songs at the same loudness. Great to compare a mix and a master of the same song to each other, for example.

http://www.hornetplugins.com/plugins/hornet-elm128/
Thanks, can you normalize it to other reference points?

http://www.mzuther.de/en/software/kmeter/

i picked up this guy last night, and it was pretty interesting to use. I couldn't seem to get it to work when i had my plugs in activated, but i rendered out a master stem and popped it on my master channel and lowered the stem's volume to where it was -4 in the LUFS -20K range on the RMS level.

Would that be the equivalent to normalizing to -24 LUFS? (I know LUFS is a K weight.

560
Mixing/Mastering / Loudness metering
« on: February 25, 2016, 02:06:15 am »
I had a conversation with an engineer for the local college campus i attend, and he said that my songs should be metered with -24 LUFS.

I've done a bit of reading, and the LUFS are directly proportional to decibels in terms of measurements.

I was wondering, why -24 LUFS in order to be heard on the radio?

Do they have their own "normalization" that is best optimized for radio projection?

Is this LUFS range only viable for radio?

How do I incorporate this into my mixing/self mastering?

Perhaps an expansion on the topic might be in order, since it is quite hot.

561
Composition/Arrangement/Theory / Re: Dubstep break?
« on: February 24, 2016, 11:43:30 pm »
maybe take a break and come back to it.

Just like managing how you create, you have to manage yourself.

You might get the idea when you step away from your work to clear your mind and have it process the information at hand.

Xan also has some suggestions that would work, once you figure out what you're going for.

562
In my own experience i find that a lot of problems can be solved/avoided musically instead of using all kinds of mixing techniques. If you keep layering and layering instruments and when they all have to fight for the same space then the sounds can get lost and it will sound like a hotchpotch. Same goes for the kickdrum check if its in key with your song, maybe you need a kick with more harmonics in order to punch through your mix. You can add parallel distortion to your kick in order to add harmonics. If your happy with the sound of your mixdown but the kick doesnt stick out very distinctly then maybe Dynamic EQ/Multiband Expansion will help to get the result you're looking for.

this is an important idea, but some of the suggestions might make your kick weaker depending on how your process the signal chain.

But the thing that rings with me is the over abundance of layers in your mix and not treating them with eq properly.

I actually cut back on a lot of my layering when i realized that, the more simple my sounds are the easier it is to process them in the mix and to make them sound cool.

It's weird, now that i think about it, i think that if you just focus on one piece of any sort of sound design you eventually build upon the original content as the mix develops. You have to become satisfied with a certain amount of elements to actually have a song. each component should have a purpose, and if you don't know why it's there, no matter how loud it is, then you should consider removing it.

You also could have a tendency to "make every thing as good as you can", which by making every thing awesome, you've made nothing awesome. kind of like how you make things so stereo it's summed to mono.

If you do a really honest self evaluation of yourself, by yourself, and with your peers, you could find the root of the problem and probably learn a new research topic or point of conversation.

I am also not a big fan of multiband, i'd rather stick with the more basic tools like eq, compression, and volume. but if that's a route you want to take, go ahead and take it.

Also, check your gain staging. If you want big banging drums, then actually allow the mix to have that as you want it. You have to prioritize.

563
I end up making piano music if i start my song with a piano.

For me, the most challenging part was actually creating the sounds to not make them sound so cheese. I spent quite a few years trying my hand at different techniques in sound. from growl basses to more analogue inspired, i kind of lost myself in that part of electronic music.

I've been circling back with my new chops and started to realize the music again.

If you know what you're bad at, work on that for a while until you realize "oh i am not making music any more" lol. it might take you some talking to with friends to realize that.

If you have the musical chops down, then the sounds might be getting in the way. Because, dance music doesn't haaaave to be that complicated.

but the sound from an instrument is, to me, just as important as the notes you choose to play with that sound.

564
Hmm I see, yeah I've read a lot of these. I mean if I heard the 20,000HZ range once before and many other times, then I guess I'm all gud right? I just don't know why other times I couldn't hear that high, + I don't want to test again bcz I'm pretty sure its bad for my hearing and such even if I can't hear it. So yeah, I'm good?

just understand the limitations of human hearing, and understand the fault in your own ears.

You will have hearing loss as you get older, so protect them as much as you can.

Know this, the guy who did the beach boy was deaf in one ear....

That should tell you something.

do a once over with that tone generator, but keep it in perspective of what you can hear comfortably rather than 'YEA I CAN GET TO 20KHZ ALL DAY ERRY DAY". That wasn't a shot, but, you could be forcing yourself to hear something that's on the cusps of the range that humans hear.


lol, you definitely get dull after age, but you gain better ways of listening.

565
A few things: Make sure there is no filter on the pure sine wave you're using, whether in the synth or in the DAW.  Make sure your headphones are rated for 20kHz+. Otherwise, it won't matter how high the synth emits sounds.  Use a frequency analyzer (Spectrum in ableton) to visualize the sound to help your ears and confirm the sound. 

Hopefully this helps.
it's not a synth, they have a tone generator in the option window.

You do need to increase the volume to hear the higher frequencies, just because they have a faster vibration and aren't as prominent as the lower frequencies.

Check out waves and amplitudes.

If you're really concern, go to a doctor, but it seems like it's pretty normal.

http://plasticity.szynalski.com/tone-generator.htm

I used this thing and at like 9760hz, my right ear picks up more than the left.

14132hz is where my left ear picks up more than my right ear.

past the 9760hz, on it's way to 14132hz, the tones shift to the middle then at around 11686hz, is when i get both ears to sound relatively the same volume.

Probably a little biased towards the right.

I was also at volume level of 9% the whole time. 16134hz is where i have to crank up the volume 100%. I think that's also my tinnitus range.

the volume percentages were based off the site.

I think that's pretty ok, i mean, i don't know how symmetrical my ears should be, with some digging i found that each ear picks up different things. Right is more speech oriented and left is more musically oriented.

our faces aren't symmetrical, so i am not sure other than to go see a doctor if you're concerned.

http://www.healthyhearing.com/report/43310-Ten-signs-of-hearing

i've also seen quite a few of these things pop up over the search.


566
Music production is 100% something you can learn "in your bedroom." I myself studied Audio Engineering at school which I would highly recommend to anyone wanting to get into making music. I think the most important part of music production is being able to write actual music. People like Deadmau5 and porter robinson never studied music a day in their lives and yet they can write beautiful music. Once you can put some good melodies and chord progressions together, the sound design part of things just comes with time.

deadmau5 worked in a studio and sold jingles to commercials and stuff. He said this in one of his video streams.

So he may not have went to school, but he definitely dedicated the time on several aspects to get to where he is now.

And i bet with in that time frame, he had professional help as well.

School just speeds up the process just because of the time restraints that are placed on the student and the school. If you want to take classes, make sure you're a serious student. I can't tell you how many times i want to throw up when ever i heard a music major complaining about practice, and i am sitting there getting my balls punched in by physics and calculus problems. Like for real dude and or dudette?

Either way you're gonna have to hustle. You can't half ass life and you can't half ass yourself, other wise you'll end up dealing with some of the more unpleasant aspects of decisions, both physically and psychological.

567
Composition/Arrangement/Theory / Re: How Many Instruments In Mid Section?
« on: February 24, 2016, 12:42:52 am »
I like to have there as little stuff as possible. The mud lives there. ...but also "warmness", so I take most "warm" instrument I have there and let it be possibly the ony one speaking to that range. ...or one of very few.

The mud I've found exists mainly in the 200z region. It's hard for me to intentionally leave it with as little instruments as possible because that's where I tend to place all my harmonic and melodic content.
Imho the trick to this are shallow filters, but higher in frequency than you'd actually give them otherwise. It doesn't break frequency ballance of the instrument too much as steep cut at 200hz would, but it pushes the low mid-end back quite nicely. You essentially don't get rid of that mud, but push it back, so "brighter" parts can shine a bit more.

I might have made mention of this before, you're eqing and mixing of the signals comes from a balance of subtractive and additive eq. Your signal chain is incredibly important here.

there's a few things that i do to all of my channels, and that's a pre eq, filters, mix eq.

the pre eq is subtractive with a gentle slope of a low cut and maybe a slight high cut (i hate really high frequencies), then comes the filter part, low cut and high cut.

the filtering process and mix eqing comes from the same reverb unit. The low and hi cuts are typically more exaggerated (be careful of inscreasing the resonance with your bandwith on the low cut. You can adjust this by setting the Q or band with to where it doesn't bump up past 0). Then you can hunt around to see where things need to be boosted, but don't over do this because it messes things up really quickly.

Some tips on subtractive and additive eq; i read some where online that it's suggested to have a small band width when taking away, but using a wide band width when adding. I don't know the reason, but i tried it and it seems to work for me. I personally think that this is so just because of the inherit nature of taking things away and adding things. You'd hope for a small pay cut but a bigger bonus right?

MSCLS, but when he was LeDoom, said the same thing about making subtractive eq. A discussion we had outside of a club in san antonio a few years ago.

So you have to kind of control the beast when it comes to where things are in the mix. But not control it to a point where IT HAS TO BE HERE OR I CAN'T WORK WITH IT.

Understand the natural tendency of yourself, the sound, and the frequency at which things happen with any help at all. That should best help you when you're stuck on something.

A walk also helps....

568
Samples/Plugins/Software/Gear / Re: Solid Acoustic Drum Samples
« on: February 24, 2016, 12:25:53 am »
https://www.drumdrops.com/ I use these.

pretty good price for the one shots, no more than like 5-7 bucks.

the problem is that they're stereo which is alright, but i end up putting them in mono when ever i layer.

569
Composition/Arrangement/Theory / Re: How Many Instruments In Mid Section?
« on: February 23, 2016, 05:12:10 am »
nah.

You're being pretty specific, and i think for most the creation process isn't that specific.

I think you can be as specific or unspecific as you want to be, or what you knowledge allows you to be.

I will say that if you do have a range of frequency that your layers are being applied at, you have a better chance of placing them in the mix.

But how sound works is that, you're going to have little pieces of every thing that's more prominent during application. That's why you filter out any thing below or on top of other element's space.

I will say that, i did try to make sure to cut out any thing specifically that would be in the way of other things, but that didn't quit work out. It's like holding the door for every one else with out actually walking through the door.

When ever i do subtractive and additive eq, i really listen to what the sound needs in order to best benefit the mix. It's not how can i make room for others, but how can this be best projected in the mix. and what can i do to enhance the aural content.




570
Samples/Plugins/Software/Gear / Re: Organizing Track Colors In Your DAW
« on: February 23, 2016, 05:05:40 am »
I make the colors so that i can see the grid....

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