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Messages - dslyecix

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Sound Design / Re: Seven Lions' Growls/Stutters
« on: April 11, 2016, 04:05:52 pm »
The chops you're referring to around 2:40 sound like some of the default Grossbeat effects, or at least wouldn't be any more complicated than that would be. 

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Sound Design / Re: What is Granulizing?
« on: March 04, 2016, 07:00:23 pm »
when you play a sound, it's a series of individual grains played in succession. imagine each individual grain is a snapshot of the sound - it will play the frequencies of the sound at that given point in time. when you stretch a sound but keep the pitch the same, the reason why it has that metallic resonance type sound (called an audio artifact) is because the sound is trying to not leave space (silence) inbetween the grains. if you stretch a sound waaaaaaaaaay out, you can really hear each individual grain of it.

This really interests me. How does Paulstretch stretch samples without creating artefacts?
Some method of interpolation between the sample points.

3
Just don't listen to the entire 'set' of bars on repeat while you tweak the sound.  Say you have an 8 bar section and you're changing the tone of a single synth in subtle ways.  Solo the synth while you tweak it, checking often (but not constantly) against the whole track.  Or rather than even looping the soloed synth, just tweak it while playing your midi keyboard, and check the actual melody and context of it after you settle on what you think the change should be.  You want to lessen the amount of time your brain is just hearing the exact same thing over and over again, so just break it up!

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Sound Design / Re: How did you learn sound design?
« on: February 17, 2016, 06:17:52 pm »
Once you realize that 50% of the sounds out there are some sort of variation of a saw wave or a square wave you've already won half the battle.
That, and what ADSR is and how to use it.  I'm still such a noob at production, but it even blows *my* mind that people ask "how do you make this pluck" or "how do you make these wobbles"... IMO those people should not be given the direct answer or patches, but instead directed towards an understanding of what makes a pluck a pluck, etc.

If you know what ADSR is and have watched a couple examples being made you don't NEED anyone to tell you how to make the pluck.  You understand (or can figure out) what's happening to make them sound that way.  Then you go to your favourite synth, you make a pluck-shaped envelope, and you experiment with the filters, tweak the envelope shape, effects etc.

Basically people, stop treating sound design as if it's magic. 

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Composition/Arrangement/Theory / Re: No Music Background...Thoughts?
« on: February 17, 2016, 06:05:40 pm »
I mean, look at it this way:  Would you ever say "I don't need to know anything about how a compressor works... I just use my ears and that's good enough for me!"?

Sure, you COULD say this, and use a compressor and still make things that sound okay.. but you won't actually even know what you're doing besides "this knob makes it quieter somehow; this knob makes it punchier".  Knowing *what* the threshold actually is, *what* the ratio is, etc is so valuable in helping you *use* a compressor!  Basically, knowing what you're doing will only help you to use what tools you have available.

The trap of "music theory will restrict me" CAN be true, but only if that's your starting point and you become afraid to explore and branch out.  If you're taught that I - IV - V - vi is a chord progression from the start, you will not understand how you can deviate from that.  If you're already used to exploring and messing around, it can't hurt to learn what a I - IV - V - vi progression is so you can start to identify its use.

6
You can use FL on the SP3 and be just fine.  I used it on my SP2 when I was *just* getting into it, but I quickly migrated to my desktop (like after 2 days).  The biggest problem IMO is it's too small.   You'll be hardpressed to navigate around FL (especially, it's got a pretty large footprint in terms of windows/plugins etc) on a tiny screen.  You'll have to constantly open and close the mixer, channel window, plugins etc.  It's a pain, but i suppose you could get used to it and if you had a proper mouse (I was using a travel mouse, on a plane) it wouldn't be as bad as my experience.

Spec-wise it will be fully capable, unless there are some sort of audio driver issues I don't know about out there.

7
MarrowMachines said it best (or at least, resonated the most with my experiences).  Essentially you are going to be staring at a giant puzzle, where many parts connect to many other parts, and you're going to need knowledge of all of it before you really feel comfortable creating music: 

How can you write a song if you don't know how to use your DAW?  Or know some theory, at least enough to get started?
How can you start using your DAW if you don't know how the plugins work? 
How can you know how the plugins work if you don't know what the functions they're performing accomplish? 
How can you learn about the various functions without knowing what's out there, and why you'd want to use them?

The list goes on, and I didn't even touch on things like programming drum patterns (a genre-specific web of knowledge of its own) or sound design and synthesis.

The main takeaway though is *don't get discouraged*.  Over time, as you absorb more and more information, even more information will become just a little bit more accessible to you.  The trick is to wade in there and accept that you will feel lost.  Don't give up.  Google everything you don't understand. Look at the manuals for plugins/DAWs to get the explanation for how things work, and then google those things again when you inevitably don't understand.  Get used to hunting for tutorials, articles and videos to explain concepts, and searching for even more to clarify the parts of those that elude you.

Eventually it starts to come together.  I've been doing this for 3 months now, just as a hobby outside of my fulltime job, probably averaging less than an hour a day to be honest.  I've already reached a pretty solid understanding of a whole variety of topics just from eagerly consuming every bit of information I can find.

Good luck!

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Composition/Arrangement/Theory / Re: No Music Background...Thoughts?
« on: February 04, 2016, 06:12:34 pm »
As most people have said here... don't let it stop you, but don't make it your motto.  You don't know it *now*, so learn it! It's not really anything scary or difficult, although it might seem so. To encourage someone to pursue production and willingly remain ignorant just seems ass-backwards to me.

Would you encourage a painter to never learn about colour theory or how to mix paint?  I mean sure, they *could* just trial-and-error their way to great paintings eventually, but how much faster and better would their craft/process/results be if they know that theory well? 

9
Sound Design / Re: FM Synthesis
« on: January 28, 2016, 06:18:33 pm »
http://www.amazon.com/How-Make-Noise-Frequency-Modulation-ebook/dp/B008H7CEQG

I highly recommend buying this book to understand some of the basics about FM synthesis. It's a great way to understand how deep the modulation and parameters you can shape to have a really dynamic sound. It's only like $3.

I also hope I don't get kicked off the forum for really liking this book.

I found this online: http://www.pirot.org/phpmyboard/uploads/c7/f5/Simon_Cann_-_How_To_Make_A_Noise.pdf

Not sure what's legal or not, if this was a free version released by the author or what... but it does contain a wealth of information.   Ond something I've never seen before: someone going systematically through combinations of all the major waves and how they sound together.  Check out around page 26, and 56.  Crazy amounts of detail on all sorts of combinations.  An interesting approach..

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Composition/Arrangement/Theory / Re: What exactly is a "counter melody"?
« on: January 28, 2016, 06:02:48 pm »
One way to write melodies that work together this way is to keep each voice playing different lines of the same chords.  The most basic example would be to have two melodies, one playing the 3rd and the other playing the 5th of the chord.  Now of course, those would just be the exact same melody, but if you start swapping notes between the two or choosing out of chord notes to pass between, then you'll have two melodies that generally work together.  Basically you're taking chords and various inversions of chords, and ripping up the 'chord voices' into melodies.  I can try to elaborate if that's not clear.

11
Sound Design / Re: ClariS - Irony(Porter Robinson Edit) synth
« on: January 28, 2016, 05:41:39 pm »
^ Not sure what you mean.  The directions are the same.  It's a detuned saw, put a low pass filter on it and decay it with an envelope to make it plucky.  Follow his steps for detune and volume balance and you're done, no?

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Sound Design / Re: Madeon Arp
« on: January 21, 2016, 04:22:32 pm »
Yes!! That's exactly what I was looking for!
I would be so glad if you can do that for me.
Thanks!
Perfect! So right off the bat, a lot of this sound's power is in the processing. The initial source signal isn't as important! You need something with some natural width and lots of harmonics.

...

Wow, I'd love to read anything and everything you have to say about sound design.  Feel free to provide tutorial articles or whatever because that is just top notch!  The "why" behind everything is so valuable and not enough people explain that aspect of their sound design.

13
I'm still a noob so maybe this isn't the best way, but I would start by linking a peak controller with an EQ to duck the appropriate frequencies of the sound.  Then you won't have to worry about your split audio sounding different from your original when recombined.

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