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Messages - Marrow Machines

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631
Inspiration/Creativity/Motivation / Re: What Makes Music Worth Your Time?
« on: February 12, 2016, 12:36:08 am »
Something to consider

It's worth my time because i like to do it, and I get better at it. Would i like to get paid a livable wage making music? sure. But, as a touring musician (nothing big), I've come to realize that being on the road kinda sucks, and you need stable people around you to make it happen.

I couldn't quite fit in with the dead lines that might have happen if i were to do this professionally. So I keep it as a very serious hobby. If and when the time comes for me to change my career path, I'll be ready. But, I just have to make sure I take care of my initial life investment first before I would have to entertain the thought further outside of just making siqq beats.

Interesting perspective. I found your link to be a good read. Thanks for that. Even though you say you like to do it have there have been times when you've gotten any sort of creative burnout?


Yes. It happens every now and again, and i just go do something else. You can't be creative 100% of the time, that's just unproductive as a person.

Let the time pass, and eventually you'll come back with ideas. You just can't completely abandon it. It's like waves man, eventually you'll peak and eventually you'll trough. Just know when it's time to work, and know when it's time to go to bed.

632
Mixing/Mastering / Re: Training your ears (EQ). Any suggestions?
« on: February 11, 2016, 03:29:36 pm »
I am interested to see responses in this thread.

I also did a quick google search in regards to your topic and found this website

careful of the volume you have at play back.

It has instructions that are pretty nifty to play the game or guess and check, or just get familiar with the frequencies.

633
Inspiration/Creativity/Motivation / Re: What Makes Music Worth Your Time?
« on: February 11, 2016, 01:14:05 pm »
Something to consider

It's worth my time because i like to do it, and I get better at it. Would i like to get paid a livable wage making music? sure. But, as a touring musician (nothing big), I've come to realize that being on the road kinda sucks, and you need stable people around you to make it happen.

I couldn't quite fit in with the dead lines that might have happen if i were to do this professionally. So I keep it as a very serious hobby. If and when the time comes for me to change my career path, I'll be ready. But, I just have to make sure I take care of my initial life investment first before I would have to entertain the thought further outside of just making siqq beats.

634
Samples/Plugins/Software/Gear / Re: Effectively using samples
« on: February 11, 2016, 01:03:42 pm »

Okay, so I want to get more creative with my audio samples & from what I'm reading, I lack the tools, since my only tools as of now are just splicing and hoping I get something cool, so what I'm trying to do is get my audio splices to have effects like, Andrew Bayer, Skrillex, Flume etc. sorry I don't mean to sound cliche but that's the only way I can describe the sound I'd like to get lol I'd also like to learn to splice better so I can have another sound to carry along the song to to have a solo with you know?

You have to treat it like any other audio source.
Apply effects, time stretch, pitch bend.

Trust me, if you have any of the daws, you should be able to do things with them. you just have to know how and what to use with in your environment.

I don't know what it is you want, you have to decide that for yourself man. This is just a simple suggestion as to what may be your problem. We can try to help more if you know more about the problem you are having, and can actually articulate it well enough to get the message across.

But like i said, you have literally every thing you could need. And if you find out you might need more of you don't have what you need, go find it.

research, research, research. then apply.

635
Samples/Plugins/Software/Gear / Re: Effectively using samples
« on: February 11, 2016, 12:38:10 am »
The cool thing about audio is that you can manipulate it in ways that would be really hard for a plug in to do efficiently(please correct me if i am wrong). I know there's some glitch plug ins, but eventually it would be best to bounce those suckers to audio so you can break them even more.

It really depends on whats in your tool box, and how you use those tools for the required sample.

Like, you can literally do any thing you want to the audio stem. If it sounds good or not, it doesn't matter.

Most of the time when i start mangling my samples, they end up as sound effects. As by that time i've already been done thinking about the musical context and i start thinking "ok, how can i get silly with this but still be tasteful and creative?".

But you can do as much or as little with the audio stems you create inside of your daw. It's just an understanding of your tool box, tools in the box, and how to use the tools.

636
I think separating sound design and composition is a very good practice if you can keep a strict timetable.

If you think about it, sound design during composition just doesn't make sense. You don't tune your guitar halfway through the track. Traditional composers don't pore over counterpoint theory while writing their cantata. Should we really add the stress of sound design into the composition process when it's already so difficult to stay in that 'flow' - that cerebral zone you don't want to be dragged out of when you have to spend thirty minutes designing a decent sub or pluck, making the notion of a full track in any reasonable length of time seem impossible?

Although, if you do decide to cut the umbilical cord between the two elements of producing, you need to take care that they don't fall away completely. However you plan on storing your patches, you need to be able to access the right one at the right time. If you have to spend thirty minutes looking for the preset you made earlier, what's the point?

Procrastination is as always a problem. That's why a 'timetable', whatever that may mean to you, is important. For example, you might work on tracks during the day (i.e. when you could potentially finish the track in one sitting) and work on sound design during the night, when you only have an hour or two to spare. You might work on sound design and other associated production elements during the week, and then on the weekend sit down and say to yourself "Right, this week I have prepared everything I need, I MUST write something now, good or bad."

It's hard in the beginning because you presumably won't have many presets to work with, but it will pay off in the long run as you will not run out of steam on sound design and lose inspiration, and you will also be able to spend more time perfecting synth patches.

I think this is more of an ego thing than any thing. Your brain also needs rest after you've done something for a long time.

Real life example is this, I can do a heavy home work assignment for the entire day, and go to bed completely drained. I've gotten better at it, but for the most part i can't continue to just slam myself during one day and expect to have it be a meaningful experience.

That's what some starting producers do with out knowing. "oh i gotta do all these things now because if i don't i won't get signed to spinnin records by the age of 13" or w/e.  I think i've mentioned this some where or on this topic, that you do neeeeed to distance yourself after you've spent time working on any thing. it's not a break for 15 mins, it's knowing when to call it a day and come back the next. You're not loosing any progress. In fact, the time that you spend away from your project will be more beneficial for the next session. It'll also help reduce burn out.

My computer science teacher, before i changed majors, said that you some times need to step away from the computer to get those "aha" moments. That's when you come back to your computer and go "this is what needs to happen." and then you get a new found vigor and inspiration. Then you work and get tired, and feel more accomplished.

You have to understand and respect that these ideas will be here longer and have been here longer than you've been alive. You're not gaming the system by working hard at this, you gotta work smart.

I've worked hard, and it's tiring and fatiguing. i work smart, and i get better results and still work just as hard.

637
Inspiration/Creativity/Motivation / Re: Do you have a partner in crime?
« on: February 10, 2016, 05:37:28 pm »
I have a round table so to speak. The problem is we're all kind of even in terms of production equipment and set up, we can't really bust each other's balls like we use to.

But I think we went through each other's production technical skill set so much so that, now we're more focused on actually writing good music.

It's amorphous and ambiguous concepts that we're tackling now, but it's cool because we get to explore each other's identities and creative processes.

The round table is rather small and only two, but that's because most of the people that i've had experience with, just don't seem to be as wanting of a conversation and would rather "do their own thing". But they got other things going on, i am just glad i have these two dudes as my main stay.

638
Mixing/Mastering / Re: Mixing at incredibly low levels
« on: February 10, 2016, 03:11:06 am »
Whenever someone says they use volume plugins to hike the sound down i feel as if that will do something to the overall mix. Is it safe to put utility (ableton) and hike it down to -20dbs on the master chain? What about simply putting the overall master volume down?

Also, whats the safest way to bring the volume back up?

In the end of it all that probably won't make much a difference if your levels aren't right, but I think what "they" are getting at; is hike it down for each track individually. -12,13 - 20 db for your first track down and just match everything to that could be a good starting point. I know it's said all the time, and I don't 100% believe in it, or follow it - but try to avoid putting things on your master until you are at the last 80-95% leg of your track.

You can put things on your master if they aren't actually doing any thing.

But unless you have separate software for your interface, which i recommend researching individually, then you might not have access to the tools that would be beneficial  to mix at these lower than low volumes.

All you're doing is just turning down the signal, so that you still retain the information of the track that's being played back normally, but you get to observe from an entirely different volume perspective.

i don't know how it works with a limiter (only check for clipping) and then pushing the volume down after the limiter (chain is limiter then volume plugin). But my dim mode on my scarlett's software makes it pretty easy to pop it in and change from stereo to mono quickly and with out any fuss on the master.

I'll also suggest routing things to a pre master so that it would offer the same level of volume control. Hell you can even send it to two pre masters, the one will capture all of the signal and the next one will have it set to where it's -20dbs (dim mode). That way you still retain the original signal but are listening at a lower volume. So you can mix and pump up your interface's volume to compensate, but you can see if you're clipping things to much in the new perspective.

639
Composition/Arrangement/Theory / Re: [Q] Composition & Workflow
« on: February 10, 2016, 02:30:52 am »
I've always struggled with making the parts around the drop.

then i've taken a step back and said to myself, "it's ok if i have elements that aren't even in the main part of the song and their sole purpose is for the intro or for effect."

You might come to a conclusion that it's not a bad way to go because it does in fact evolve your sound because you're using different components. Just depending on how you want to connect the parts of the song determines how it evolves. Either way you're evolving. It just depends on how much modulation you have in that evolution.

I will also say, utilize silence between parts, but make it with in the 2,4,8,16,32,64 bar idea. or multiples of two ( think  it's multiples of two -_-).

I've also started songs in different modes and have different chordal aspects from the main part of the song.

A good friend said to me "you've got to write a story." meaning it has an intro, build up, climax, resolution, ending. You can be rigid, but, typically if you have that journey to the end it's not that bad of a composition or a written song.

Don't be afraid to take a step back and look at the entirety and not do any more creating, but rearranging is necessary as much as creating.

640
Inspiration/Creativity/Motivation / Re: Struggling With Sound Design
« on: February 09, 2016, 10:25:39 pm »
You don't need to end up a goat farmer to make drum samples or record drums, as the joke goes.

Often times, if you really want to be free to do what ever you want to do, some times you just need to be free to do what ever it is you want to do. presets or not. if you have a license to use that then use it man, it'd be stupid to not.

stealing is different, and manipulation is a grey area, but i am not talking about those two ideas. It's having proper credits to use the things available to you.

another quote is that, we stand on the shoulders of giants.

Just use what's available to you and learn from it. That's the best way you have until you learn enough and spend enough time to be able to get what you want, or close to what you want.

Like, i had to throw out ANY and ALL ideas i've had in my head in order to progress in making electronic music.

Perfection is the enemy of productivity, a quote often from my pop who does high level consulting for several companies. I think he's a Lean six sigma master black belt, but he knows he he is.

Clear your preconceptions, understand what you can use legally, use it, and take the time to get better. The last part in conjunction with the rest of the list is what will make you have experience.

641
Probably one of the most overlooked stock effects in Ableton, the grain delay. Really versatile if you know what you're doing.

Dope AF.

I use the regular delay in reason quite a bit. I also love the echo. I also love delayed reverb and echo lol. or distorted delayed reverb and echo...

I love delay and plate reverb...

642
People to me seem to make careers off making noises.

It's not a baaaaaaaad thing, but if you're versatile and want to be considered versatile, then you'll have to learn both. In terms of music. But for pure sound exploration, you don't have to do a damn thing with music.

What you can do, is literally not make any music for like......... six months, and just make some weird noises and stuff. And you'll be pretty good at that point if you attempt to make a weird noise every day. Plus you'll have a decent library to turn to.

Another way is to organize your older sounds into a folder. Go through them, organize it like; subs,bass,leads,pads,melody,sound effect, riser, wubs. Or you can go for a more descriptive approach;atmosphere, chill, RAADD, GNARLY, BANGER, horror, emotional, delayed out, reverbed out. stuff like that.

Analyze your older stuff, because that's in your tool box and is most with in your reach to study.

try to make the sound better with new knowledge or leave it as is.

BTW, song writing is composition. But the song and composition can be what ever you want it to be. you could literally string together fart noises for 4 minutes and call it a song.

643
Inspiration/Creativity/Motivation / Re: Struggling With Sound Design
« on: February 09, 2016, 02:18:39 am »
Yes, i agree with 2nd poster.

Now, what you can do is experiment with the sound design first instead of writing the midi information.

You could even just make weird noises with out any midi information being played, this works if you are using a keyboard and just mash buttons.

Another consideration is understanding where your musical notation fits in terms of frequency.



I will always use this image. It should give you some idea of how to allocate your resources in respect to the song. You might need to remove or add in certain areas.

But consider your flow, if you are able to get the music the way you want to get, you might need to do sound design first instead.

I had to work on my "sound" because i knew i can write the music easily. I just don't have the experience with a synthesizer to utilize it properly. But now i do, and i still do sound design first.

644
Sound Design / Re: Bass leads
« on: February 09, 2016, 12:34:13 am »
You're right. I didn't explain what I ment properly. I'm sorry.

What I ment was another layer consisting of different sound active in part of the spectrum, where usually some kind of lead would be. It also helps to treat this layer almost like a lead. So reverb, delay, all the different effects you'd make your lead bigger by.

Big up, you made me think of my layers a little differently just now lol.

thank you.

645
Sound Design / Re: Bass leads
« on: February 08, 2016, 11:44:32 pm »
I recommend using some busses, and multiple layers to create the total effect you want for the instance of the bass.
...which is pretty much what I said in that comment you wouldn't suggest. :)

no, you suggested frequency splitting and duplicating one signal, not creating new layers.

unless you mean something different and it didn't come across that well.

But, the idea of what you said is correct, i just don't know if the implementation was correct, even though you may have the idea in your mind.

it's like having a sub bass layer, with a mid bass layer, and a high bass layer. Rather than having one bass layer that's split between the frequency that i've described (i've done it this way and it never got me any where close to what i wanted).

*edit* the only part that you did say that you add a layer is in the "lead spectrum", the rest i took it as "just duplicate what you already have and filter".
and to my experience, you can get a much cleaner sound by creating new layers and having them fit, than just duplicating and splitting frequencies.

the differences in tone and timbre is what comes across as having a big huge layer, with many things to listen to at once.

also it's good to have some automation when making your big bass business.

*DOUBLE EDIT* my initial post was rought with assumption and didn't penetrate the truth. These posts are good advice, but still doesn't address the stereo side of things. I think the break down was that, you might need to have a filtered sound in a specific range, that isn't apart of the original idea. Like my gripe with duplication, which may work but with variables added to where it's not a duplication, you'll need to make it different sounding and still have it fit with in the context you're looking for.

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