Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - ajsharp

Pages: [1]
1
WIPs / Re: GTA - Red lips
« on: January 14, 2016, 10:22:20 pm »
I think drum rhythm is cool -- I'd really focus on the mix though. When the drums come in around 1:10 (in addition to previous comments), the snare is way too quiet in the mix and doesn't hit hard enough. Play with EQ / compression to get it a lot bigger. Also, it sounds like you need to EQ the hats (take all the low-end out). Another mix note I'd make is that I think you're getting a lot of muddiness in the chorus/drop section b/c of reverb-tail. Filter some of the real low stuff out, and control the tail a bit.

Rhythmically and compositionally though, I think it's going in a really cool direction.

2
WIPs / Re: GTA - Red lips
« on: January 09, 2016, 03:04:47 am »
Cool remix man, I like what you're doing with it. A few technical notes I had while listening:

1. I'm not wild about the filtering/EQ-ing on the snare that comes in at 1:05. I think it'd sound better with the higher freqs that I think you're rolling off.
2. The lead that comes in at 1:17 just does sound quite right to me. It dunno if it's too much low-end or a stereo issue, but it doesn't sound as clean and crisp as I want/expect it to. It might be a simple levels issue (e.g. just make it louder), but you might also try rolling off some of the really low frequencies, scooping some low-mids, and boosting a tad in the higher frequencies.
3. I think the kick sounds a bit muddy. In a track in this genre, I'm expecting a kick that's just a little cleaner and punchier.

So, pretty much all of my comments have to do with the low-end of the mix. ;) Otherwise, great work man!

P.S. Was listening in my studio on KRK 8's.

3
WIPs / Re: Housey track WIP
« on: January 08, 2016, 09:39:36 pm »
Like the general direction it's going in, found myself head-bobbing :)

Some notes (disclaimer -- I listened on earbuds):

* Thicken up the sidechained pipe sound in the intro
* Try adding a bass to add texture at bar 17 (0:30)
* I like the build leading up to the 1:00 mark. I'd consider adding a few elements to it (though having a bass underneath may help).
* At/after the 1:00 mark it wants to hit harder, try adding something in there (even if just one note on every 3 or something). Maybe slowly open the filter on it leading up to the 1:30 mark where you bring more stuff in.
* Let the track breathe for a moment at 2:00. Maybe try a downlifter, maybe a ping-pong delay to fade out the other elements before you bring the hats back in for the next breakdown.
* I'd cut this breakdown / build down by 8 bars, maybe 16. Try not starting the riser until 8 bars after you do currently.
* I like the screamy riser leading into the drop at 3:00.
* The drop at 3:00, like the previous, feels like it's missing something, like it needs another element to really hit harder.

Really like the direction this is headed, hope this is helpful.

4
Yea, in "children", sounds like resampling a small piece of the vocal, pitching it up (I think I've read skrill uses Celemony for vocal pitching), maybe adding some time on the attack, fairly aggressive high-pass filtering, and some distortion/saturation to give it that buzzy sound. Another thing to experiment with might be jumping around in the original sample when you're re-sampling. You can do this in Ableton fairly easily (though the jumps end up random) with the max 4 live LFO device and assigning it to the sample's start position.

Pages: [1]