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Sound Design / Re: What are your "good enough" sounds you use to sketch out ideas?
« on: May 11, 2016, 03:47:32 am »
Piano
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oh wow, didn't expect so many replies! well to clarify some things: i mainly want to upgrade because the stereo image is kinda wonky at low volumes(ie. the right is much louder than the left). I don't really like using headphones for a long period and I have to turn it down at night. also upgrading my equipment always inspires me to work on more music haha
yep. great stuff. probably the coolest thing i have seen posted on this forum to date. keep up the great work
I've always been around music,
2007 was when i first learned about the dubsteps, and i wanted to make the dubsteps
so i started to learn how to make the dubsteps.
I forgot. Were you the one that goes to school for audio engineering?
Yeah! The workflow I use was mentioned by three separate teachers I've had so far, though I haven't had any dedicated mixing classes yet. I like ErikF's idea of working up the frequency spectrum, since the highest frequency sounds are going to be the ones that require the least amount of level to be heard.
I'm also a huge advocate of working in cycles of analysis and action using "fix sheets" - a physical piece of paper that you keep with you when you're working (so it applies to every step of the process): Before doing anything, listen to the project start to finish. Write down every single thing that you think you need to fix, remove, add, or otherwise change. Once you've gotten to the end of the song, start fixing problems on the list top to bottom. If you notice new errors, add 'em to the bottom of the list. Start broad, and work your way in. By the time that list is including things like "change the decay time on the reverb by .3 seconds" you've reached the point of diminishing returns and should call it complete.
I personally mix as I go, so I usually have a progress mix version and a detached mix version to compare. So before I get ready to mix the track, I'll version it out as Project_ProgressMix and Project_PreMix, then just version out the premix to Mix_1/2/3 as needed and use those to prevent messing with the earlier project files.
The way I was taught (which isn't necessarily the best) was to disable all non-sound design mixing effects, reset all pan pots and pull all faders to -Inf dB. Start ranking your sounds by importance, and bring up their volume to a clearly audible level one by one until it's all forming a nice gel based on levels alone. Then you repeat the process with pan pots, then with EQ to whatever needs it, then with compression to whatever needs it, and only then do I start worrying about creating the physical space all the instruments are in with stereo imaging and delay and reverb and all that fun stuff.
Since I didn't delete the old effects and just bypassed them I can test to see if my new attempt was better or worse than the old one, and if I wanna see if my level balance is better I can just A/B the two projects.
hmm yeah. but dont think too much about that @lydian i don't think you would have mastered your craft in your 20's
dont forget there are still very older producers in the game who are very experienced, these guys are really smart
I know an experienced producer in the electronic business (100+ releases) and he's aint in the 20 bracket
but yeah there are lots of kids with ableton or FL studio
So it wont sounds weird with a chord progression that is undiotonic under a melody in a certain key?