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Messages - Mussar

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166
Listen twice as often as you speak.

167
Something that's under control can't be bad. :)

This is a great point to keep in mind.

168
They're telling you to avoid clipping because you really don't want to lose information or introduce unwanted distortion. You want you signal to come in at a decent level, but you don't want them to get too hot. Once that clipping is baked into the audio file, it's there forever. So when recording audio or mixing in anything lower than 32-bit floating point, where going over 0 = Gone Foreverâ„¢, you should heed their advice and not let your master fader ever go above 0 dB.

This is different from purposefully clipping something because of the sound it produces, and the perceived loudness increase that results. Anything that someone says "Always Do X" or "Never Do Y" should have a giant qualifier after it that says "Unless you WANT that effect." Adding a clipping plugin like Kazrog's KClip to your drums bus, for example, can increase the apparent loudness without damaging the sound quality or increasing the signal level, because there isn't that much critical information to lose and the distortion is often masked by how short and percussive drum hits tend to be. Here's a pretty good example of what I'm referring to.

I personally have KClip sitting on my master channel as part of my loudness chain, and usually get get it between 3-6 dB of loudness increase without any audible degradation of sound quality. Keep in mind that these do not make the OUTPUT clip, because then there will be distortion when it's sent to my speaker cones and I don't want that. This clipper is sitting before my master limiter, which has a ceiling of -0.3 dB. That way the only clipping I have is the clipping I chose to put there.

169
Suggestions / Re: Regarding Spam Accounts & Subforums
« on: August 03, 2016, 06:54:25 pm »
Thanks guys, I appreciate it.   :D

170
Pretty much anything by Noisia. I'd check out their newest release, Outer Edges.

171
WIPs / Re: Brighter Future, weird sad boy trap? *shrug*
« on: August 02, 2016, 01:11:27 am »
I think you have a lot of good ideas in this track, but I think you have a bit too many ideas that you're trying to put into this track. There's a general arrangement, but there's not really much cohesion between them and the sections sort of start and stop without any kind of warning.

I would look for 1 or 2 songs that you think feel similar to your song - i'm sure there are some R&B or chill trap tracks that have the vibe you're going for - and bring them into your DAW in the same session as this project. Take some time to examine how those songs are put together, and compare them directly with your own track. Ask yourself what they're doing that you like that you're currently not doing. Ask what they're doing that you like that you are doing. Ask what they're not doing that you are doing, and what you're doing that they're not doing. Most importantly, ask yourself why those things are different or the same.

These questions can apply to any part of the track, from the composition to the instrumentation to the arrangement to the mixdown and the mastering. That feedback will honestly help you out just as much as having a second person listening and telling you what they think, because the other person in this scenario is the guy or girl who wrote the song you're referencing.

172
Samples/Plugins/Software/Gear / Re: New Sample Pack Plugins Software
« on: August 01, 2016, 02:39:36 pm »
I appreciate you posting this, but looking through the link you posted I'm very concerned about the legality of those downloads and the potential security risks from all those shortened links on the site. I'm going to remove the URL and lock this thread, but if you think that it's not dangerous feel free to PM me and we can probably open the thread back up. :)

173
I use LFOTool for all my ducking; it's on par with VolumeShaper imo.

174
Light percussion (congos and hand drums, shakers or maracas, and brushed snares or side sticks are some good examples) playing a simple pattern with a lot of reverb and/or delay can provide space and atmosphere, while continuing to drive your track forward through the softer sections.

175
Samples/Plugins/Software/Gear / Re: Focusrite 2i2?
« on: July 31, 2016, 05:20:42 pm »
Of course there are benefits! The higher your sample rate, the more information you capture, the less antialiasing you encounter, and you could argue the cleaner the final signal sounds.

But if you're working in 96K, you'll find that anything recorded lower is either missing a ton of information or will just have a bunch of imperceptible noise added that might become perceptible after a bunch of processing. Inversely, rendering for publishing means you're placing a super duper steep high cut right at 22.05 kHz so it works on other playback systems.

176
Suggestions / Regarding Spam Accounts & Subforums
« on: July 31, 2016, 05:13:24 pm »
Hi everyone!

You might have already noticed, but earlier this week I was appointed as a new moderator of the forum! Most of the other moderators and the site administrators are all kind of busy being professional musicians doing cool things right now, so there are certain things that can and cannot be done until things start to slow down. I'm still in school, so I have some spare time to make this site a bit cleaner.

I'm not allowed to ban any users, so I cannot prevent spam accounts from posting as of right now. I've been checking the reports consistently, and have removed all the spam posts I've found so far - if you see any new ones, please report them!

I'm also not allowed to create new subforums, so even though I know there are certain areas we'd like to see added that might take a bit of time. In the meanwhile, please let me know if there's anything else I can do to make your time on the forum easier.

177
I understand the desire, but unfortunately that goes against the original intent of this forum. There are tons of platforms out there where you can discuss marketing, advertising, and promotion, and Mat Zo started this forum with the desire that we would only focus on the creative aspects of music production - hence the title of "The Producer's Forum", not "The Music Career Builder's Forum."

178
Sound Design / Re: Pitching Big Kicks Effectively
« on: July 25, 2016, 02:37:00 pm »
Don't pitch kicks, IMO. Either use a kick that's already pitched, or layer some high passed topkicks over a pure sine wave sub, or a super lowpassed square or a triangle if you wanna get really crazy. Also be aware of what key you're in - certain sub bass frequencies are perceived better than others.


Once you hit D#1 or E1 on this chart, a lot of the audible tone of the sub itself starts to fade and become harder to hear - anything lower you'll also be struggling with controlling that sub bass when mixing. When you get to A#1 or B1, you're pushing the upper limits of the sub bass range and are losing a lot of that weight and power that you're looking for. Keep that chart in mind, both for your kick and for your sub bass.

179
Sound Design / Re: How do i make this sound?
« on: July 21, 2016, 05:11:53 am »
Definitely some sort of vocal sample being pitched around. Just look for some female vocal acapella, find a section of a word that has the same sort of "Ahhh" vocal quality to it, and load it into your sampler of choice. Play with note lengths and release times and you'll start to hear how it comes together.

180
Mixing/Mastering / Re: Loudness, Am I on to something?
« on: July 19, 2016, 04:44:52 pm »
I'm not a huge fan of clippers, mostly because I haven't found one that I like.

Kazrog's KClip is probably one of the best clipping plug-ins I've seen under $100. It's only $20, and buying it now gets you pre-orderered for the next version that's coming out later this year.

EDIT cuz I forgot to respond to OP:

A good way to not crush your dynamics while still improving loudness is to stack multiple compressors, limiters, and clippers that nudge the perceived loudness up little by little.

In traditional sound engineering, you're taught that it's better to have multiple compressors working a little bit than to have one compressor working a lot to be as transparent as possible in your processing. Two 2:1 compressors with differing attack/release times will function just like one 4:1 compressor in how it affects the dynamic range of the sound, while leaving half the footprint because neither is really doing all that much to the sound and they're not stacking on top of each other.

The same works for limiters, which are just brickwall compressors. Having three limiters (or two limiters and a clipper) pushing 2 dB of loudness will give you the equivalent of one limiter pushing 6 dB, and retains a lot more of the original signal.

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