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 - Mussar

Pages: 1 ... 24 25 [26] 27 28 ... 44
376
The best way to learn the techniques you wanna learn would be to listen to the songs you think of as the best trap songs you know of and dissect them. Write down how their song is arranged, what instruments are in which sections, what each instrument is doing - the rhythm, the melodic content if it changes pitch, what FX are going on in the background and when, how loud the different elements are.

Go look up the Ill Gates Methodology video on youtube (i've probably linked it in this forum a half dozen or so times), and follow his instructions on how to analyze songs. If you can follow the homework assignment he gives you in the middle/end of the video, you'll probably know more about trap than any youtube tutorial or forum post could tell you.

Here are some good tips to get you started in the right direction, though:

  • You're on the right track with the tempo: 100 BPM and 200 BPM are identical, depending upon how you are writing the beat. A 1 bar 100 BPM loop where you alternate between the kick on the 1 & 3 and the snare on the 2 & 4 will sound indistinguishable from a 2 bar 200 BPM loop where you alternate between the kick on the 1 and the snare on the 3. You can leverage this to your advantage by writing a song in half-time at something like 150 BPM, then for the second drop you can "double time" your drop and give it that much more energy while never changing the tempo.
  • If you have trouble thinking of an arrangement when you have a 4, 8, or 16 bar loop (or whatever), duplicate it out to be however long you think the song should be (3-4 minutes is a good range for trap but in no way is a hard line), and start putting down arrangement markers for the different sections. Then just delete any clips that should not be in those sections. So your intro might not have your drop lead or any sub bass, but it probably will contain some of the melodic content you've thought up and maybe some percussion. Your breakdown obviously isn't gonna have most or all of your percussion, so you can just remove it from there. As you clear away the unnecessary clips, even though you haven't changed anything a fully completed song is already beginning to form. Just start consolidating clips and making changes as necessary.
  • You can either have a complicated sound or a complicated melody, not both. As you study the songs you like, you'll start to notice how the notes move - falling over and octave or rising over an octave, jumping between the tonic and the octave, or staying within 2 or 4 semitones. A simple melody is not a bad one, and if you can hum or sing the melody with your mouth you're on the right track.

377
Sound Design / Re: Layering synths.
« on: March 20, 2016, 02:55:57 pm »
While it might seem obvious when stated, it's important to remember that layering should be about combining multiple different sounds that play the same tone and in the same rhythm - don't pick layers that sound too similar! A piano is a very pure sound because it's a relatively small number of sine waves building the fundamental frequency and the harmonic overtone series (i.e. hitting middle C on the piano will play C, but also lightly produce the C above it, the G above that, the C above that, the E and G above that, etc., etc.). Other sine-wave based sounds might not stick out as much. So when thinking about your layers, consider looking for a sound that has a drastically different character, or a related sound in a different octave.

378
Inspiration/Creativity/Motivation / Re: What Motivates You?
« on: March 20, 2016, 02:40:57 pm »
Music answered the one question that has persisted in my life ever since I was old enough to actually contemplate it: "What do I want to do with the rest of my life?"

I don't care what I end up doing within the music industry, as long as I can make a living off of my work. That's what keeps me motivated - the commitment to myself that I will survive off my art, and the courage to radically change part of my life for something that has no guarantee of success no matter how scary or uncertain the outcome may be.

379
Inspiration/Creativity/Motivation / Re: Art Inspires art
« on: March 20, 2016, 02:33:03 pm »
Read "Steal Like an Artist" by Austin Kleon, then go watch "Everything is a Remix."

The idea of creating "original art" when your understanding of art is based entirely upon the art that you have been subjected to throughout your life - unless you've been living in a cave and just learning through trial and error - is a fatalistic and self-defeating one.

For example, I've been working on a Moombahcore remix lately, and when I went to go find the Moombahcore tracks I have for inspiration, I realized that my drop shared similar qualities to SeamlessR's "Deathblow" feat. Celldweller. I haven't listened to that song in probably like a year (not for any particular reason of course), but that song was a major influence on me because of how it blended a lot of styles that I'm a fan of and that obviously influenced me in a subconscious way.

Now is my song a rip-off, or identical? Not in any way, shape, or form. Are the drops going to have the same feel? Probably not, even with a slightly similar rhythm and almost identical tempo. So it's still my song, and my creation.

380
Inspiration/Creativity/Motivation / Re: Thoughts on "Over" sampling?
« on: March 20, 2016, 03:02:36 am »
Who cares? Everything's a remix anyways. The idea of "original" creative content is a misnomer. What you make as a musician is directly influenced by what you heard as a music consumer, and you will make things that sound similar to things you like even without realizing it.

As long as you're not purposefully plagiarizing someone else's work as if it's all your own content, and you're not breaking the law and getting caught, whatever sounds come into your ears and out of your brain is your music. Someone can turn a 2 second loop from an old Super Nintendo game and make some crazy things with it.

382
Sound Design / Re: Confusion around EQ'ing terminology.
« on: March 17, 2016, 04:02:01 pm »
When people say they're putting a low pass at 1 kHz, they're talking about the frequency where the band sits; the Q value and/or falloff slope of the filter determines the frequencies that get filtered out above that. Usually the filter will star to fall off a little before the cutoff point (unless you're pushing the resonance of that band) like this:



A steeper slope means the falloff is much faster and you lose much more information above/below, depending upon the type of filter.

383
I also finally started trying this as a way to juggle all the things in my life right now, and I can definitely attest to how much it can keep you on track to get the work done that you need done. I've been using it for piano practice and ear training, homework and studying, and even worked on some music and sound design! I've been tracking my time with the Focus Productivity Timer app because I can start/stop the timer from both my phone and my computer.

For a fun challenge, see if you can complete an entire song within one Pomodoro cycle. Hard Mode: Move on to a different section after each break. Sound design for 25 minutes, compose for 25 minutes, arrange for 25 minutes, mix and finish in 25 minutes.

384
Inspiration/Creativity/Motivation / Re: Online Courses?
« on: March 17, 2016, 03:12:51 pm »
Short answer: Formal education in music or audio engineering is necessary only if you think you need guided education. You will know more than you would without one, but it doesn't mean you'll be better than someone who doesn't have one. It's all based on you as an individual!


Long answer: The benefit to learning music production (i.e music theory & audio engineering) through a school like ADSR, Point Blank, ICON, or a more traditional art school or college is one of structure. Like Lydian said, all the information you'll actually need to be a successful music producer is available online - what brings you over the edge is how much work you put into becoming that successful music producer. There are risks to self-education, of course: There's a ton of misinformation (rarely intentional, of course), it's hard to know what to learn and when, it's very easy to get overwhelmed, and for most of it you are completely on your own. But there are plenty of people with no formal education in either music theory or sound design that learned enough to make a living off their tunes, so it's not impossible!

When you go to a school of any sort, you'll receive a degree planner that will show you exactly what you're going to learn and the possible orders in which you can learn them. You'll be given a syllabus with all the material you're going to learn in each class as you take them listing what that class is gonna go over and in what order, completely free of extra information that might confuse you. You'll have not only a teacher who is now being paid to pay attention to you and help you with what you're confused about between classes, but a bunch of peers all learning the same material along the same timeframe who you can feel comfortable asking questions to. If you attend a physical school, you get access to equipment and resources that you wouldn't have on your own (for example, places like ICON and Pyramind have labs where students can come in and use their studio equipment). Of course, all the formal education in the world means nothing if you can't put it to practical use, so it's not like going to one of these places is a guarantee of success.

There are three things you should consider before applying to any school offering a music production program or going to college for music/audio engineering:

  • Is the school reputable? Does the school have accreditation and/or success stories? What kind of classes am I going to be taking? What kind of teachers do they have? What resources do I get for tuition? Does it look like they're trying to take me for a ride?
  • How important is it for me to have the rigidly controlled learning experience in order to learn? Would I flourish better there, or would I work better learning at my own pace and studying things in the order I decide? Do I need a teacher, or should I just try to find a mentor?
  • Can I afford the education the school is offering, or take out loans without putting myself in severe financial risk? Would I be better served saving my money and learning the material on my own? Do I want to pay money for what is essentially experience steroids, or do I want to spend that money on other things and rely on my own willpower to learn?

385
Inspiration/Creativity/Motivation / Re: Is it done yet?
« on: March 17, 2016, 02:38:39 pm »
I've been taking to the ill Gates methodology of workflow in terms of working on and finishing tracks lately: Set a guillotine timer for working on a sound or effect, and another one for the project. As an example, ill Gates has said he has a "5 minute rule" and a "20 hour guillotine": If it takes longer than 5 minutes for him to get something to fit with the track, he abandons the idea and moves on to something else. If it takes longer than 20 hours for him to finish the song, he'll gut all parts from the song for use in later projects and scraps the entire project.

The theory behind this process is that we can get so bogged down with the endless array of options and possibilities presented to us and the infinite rabbit holes of sound design and audio engineering that we don't ever actually finish our work because we can waste all our time on making this one song perfect instead of making a bunch of really great songs. You put yourself on a deadline, so that you have to get your ideas out faster and don't get so bogged down by details. As you get more comfortable working within your timeline, getting it how you like it and moving on, you also increase your workflow pace which will either mean you complete more songs in the same amount of time, or you complete more detailed songs in the same amount of time.

I think it's also important to stress how important referencing is when it comes to situations like this! If you don't know what a finished song needs, go look at all the songs that have been finished and see what they contain! I bet if you dissected 10 different songs you love, you'd know a hell of a lot about what it takes to finish a record.  ;)

387
Sound Design / Re: Tutorial Vids
« on: March 14, 2016, 04:34:51 pm »
Here are some I've been collecting:

Here are all of Mr. Bill's Ableton 8/9 tutorials he has publicly available. Even if you don't make his kind of music, he is a wizard at moving around the Ableton interface and working with audio so you can learn a lot just by watching how he does what he does, even if you're not absorbing all the content. He's also done some good tutorials for Dubspot.

Here's a little playlist with all of SeamlessR's "Learn With Splice" videos about synthesis. If you have FL Studio, you can download the projects on Splice and actually mess around with what you watch him do in the video. Even without FL studio, it's a great primer on the fundamentals of subtractive, FM, and additive synthesis and will probably make your life as a beginner much less daunting.

Not a tutorial video, but I think every beginner should watch this ill Gates video about his workflow and mindset philosophies. If someone had shown me this when I first started trying to make music three years ago, I would probably have developed twice as fast as I have with my music.

Serum users should take a day to study these Serum tutorials done by Steve Duda himself from the ICON collective in LA. They go through each part of the synth section by section, so you'll hear from the creator himself how everything works.

Here's a quick Laidback Luke vlog about some good philosophies to keep in mind when writing melodies, mixing, and when trying to learn arrangements as a new producer. He also gives his personal philosophy on presets which you may or may not agree with, but as long as you're getting the sound you want, it doesn't really matter.

While not a sound design or production tutorial, here's a great seminar from Laidback Luke about DJing, song selection, and the #RealDJing thing that started last year.

388
Inspiration/Creativity/Motivation / Re: Inspirational Videos
« on: March 14, 2016, 04:13:35 pm »
Gonna bump this super old thread just so that we can try and have one "Inspirational Videos" thread. Can a mod sticky this thread, please?

And to provide content, check out this new video from Novation about finishing tracks.

389
Composition/Arrangement/Theory / Re: Producing Dubstep/Glitchhop Drops
« on: March 13, 2016, 07:20:56 pm »
This reminds me a lot of Mr. Bill's style of production, so I'd go check out his tutorials as well. The key to this highly chop-heavy stuff is really just that: there's a ton of audio chopping going on! Experiment with taking your melodic idea and looping it while recording its audio into a new track, and changing various parameters or scrolling through a large number of presets. The melodic content will stay in time, so you can start chopping and moving forward/backwards on the grid to find a different version of the same part, adding fades and repeats, moving things around, and generally distorting your original idea into something new based on the waveforms in front of you.

At the bottom of this page is a series of videos where Mr. Bill creates almost an entire track from scratch, so you could learn a lot about the kind of drops you wanna make just by studying those!

390
Sound Design / Re: SERUM Tips & Tricks
« on: March 13, 2016, 06:03:47 am »
A few things that should be pointed out for anyone looking at Serum that might not be immediately obvious:

  • You can import LFO shapes as single cycle waveforms by holding Option/Alt and dragging them to the oscillator window. Great way to get basic waveforms a few seconds faster than digging for the Analog->Basic Shapes wavetable if you have a bunch of custom wavetables, and you can do neat little tricks like drawing a waveform and applying warp modes to it based on that waveform, etc.
  • If you're not using the dropdown menu of serum often, you might have missed the Resample Osc A/B Warp and Resample to Osc A/B. Resample Osc X Warp takes one sweep of that oscillator's warp mode from 0% to 100% and creates a new wavetable out of it, and Resample to Osc X takes the entire patch you've been working on and creates a new wavetable out of it.
  • Serum's "Hyper" FX mimics a sort of global unison for your sound, so if you're making super saws instead of having a high unison value on the individual oscillators you can utilize the Hyper FX as a means of splitting per-oscillator and per-patch FX: anything you want to affect the individual voices of your synth goes before the Hyper FX module, and everything you want to affect the entire patch goes after.

Pages: 1 ... 24 25 [26] 27 28 ... 44