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Messages - Mussar

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481
Inspiration/Creativity/Motivation / Re: Dumb question lol
« on: January 17, 2016, 04:41:47 pm »
Concerns over correct pronunciation aside, Kevin Séguin sounds fine as a DJ name to be tbh. I'm not a fan of picking a DJ name out of arbitrariness or a sense of obligation, so if you're dead set on using an alias, try to find something that you'll be fine using for the rest of your career (Though if you're just starting out, it's honestly fine to change your name to something that you like better or that feels more professional or comfortable).

Just look up origin stories for the names people use and see how you can take from that. e.g. Music theory references, animals, historical figures, etc. It doesn't have to be anything really deep. If you have to think about what your name should be, imo you're thinking too hard. The best ones just sorta come to you.

482
I've usually understood it as if there's no "FMaj/FMin" labeling, "F" would mean F major and Fm would mean F minor. It's always good to listen to the sample and try to identify the notes being played too, whenever you're not sure.

483
Sound Design / Re: The "How do I make this sound?" thread
« on: January 16, 2016, 06:59:27 pm »
Anyone have any ideas on the bass growl type stuff in Val -Shapeshifter? Seems like it shouldn't be hard to do in serum but I'm having a bit of trouble reproducing it.

Sounds like a growl that's under a band pass or two, and the LFO on the growl itself sounds like a quarter note in a triangle or sine curve. I think I hear a flanger as part of the modulation but I'd need to mess around to try and recreate it. Mess around with a few different filter combinations and automating their cutoffs in a few different directions, and see how they sound when they're moving in the same vs. opposite directions.

If you check out SeamlessR on youtube, he does a lot of neuro tutorials and you should be able to get an idea of where to go from there.

484
Sound Design / Re: Best Reverb Plugin?
« on: January 16, 2016, 03:49:10 am »
We have a different forum for plugin discussions, and a thread on this subject too! Feel free to browse through those to look for some recommendations. :)

485
Samples/Plugins/Software/Gear / Re: Favourite paid sample packs
« on: January 16, 2016, 03:24:50 am »
I swear by Splice Sounds now. If I need a sample I just search for it, audition until I find one (or three) that I like, and I buy them without needing to get the other samples. It works on a credit based system, and if you use presets or like deconstructing them you can buy those too!

486
Samples/Plugins/Software/Gear / Re: Changing the key of a sample loop?
« on: January 16, 2016, 03:02:56 am »
If you go into FL Studio's sampler, there should be a pitch knob you can change, so just turn it in semitones until you get to the correct key. (If you're unsure, the relative major of F minor is A-flat Major, so just pitch the sample up three semitones).

487
Sound Design / Re: Remaking Madeon
« on: January 13, 2016, 09:31:25 pm »
It actually sounds like a really fast arpeggio, not portamento or pitch automation. Listen carefully for the attack. I think it's a regular square wave with some reverb. The audio on that video is kinda distorted because cell phone microphones + giant speakers outputting massive dBSPL = crunchy city, so it's really hard for me to make out the tones.

488
Inspiration/Creativity/Motivation / Re: How to protect your own music
« on: January 13, 2016, 09:00:04 pm »
I've used a few different soundcloud rippers before and you can hear the difference between them and the beatport mp3 or the itunes m4a (and definitely between it and the uncompressed wav) - specifically in the high end. I think if you're a DJ, it's important to go for the highest quality files because the bigger the speaker, the more obvious the degradation.

That being said, as long as there is a culture which says artwork is inherently less valuable because it is pure aesthetics or entertainment there will be people who pirate music. As long as there are people who despise the concepts of capitalism and/or privacy/secrecy/personal ownership ("You can't own land, man."), there will be people who ignore trademarks and copyrights. You'll have to work within the culture, or work to change it.

So I think your real worry is more what OP mentioned about being ripped off by labels, and about having your music stolen by other producers trying to make it.

The way to avoid being screwed over by a publisher or label is to read your contracts BEFORE you sign them, and brush up on some contract law and what rights you have. Labels have a goal: making money. You having everything go your way does not accomplish that goal. Them having total control over you and your content does. Be aware of that, and look at your options.

The best way to avoid getting your music ripped off is 1. Don't share WIPS and finished but unreleased tracks with people you don't know or people you don't trust! That includes on this forum, by the way. 2. Have records that your work is YOUR work, with verifiable pieces of timestamping. Email the project or the wav file to yourself, have it posted on multiple media platforms that you can prove are really you, put it on a CD or a thumb drive and mail it postmarked to yourself and leave it sealed, etc. 3. Start archiving and versioning your projects, and be really anal about your file management. If you can show the multiple iterations of your song leading into the final product, you'll have a much better case than the person who just reposted the .wav and called it something else.

489
Sound Design / Re: Vocal processing techniques
« on: January 13, 2016, 08:03:09 pm »
If you're working with your own vocalist (also works great with guitars), I suggest double tracking when you want things to be super wide - record two separate passes for each line, and hard pan them left and right. Since they're singing the same notes everything is gonna glue together, but since each pass is going to have minor variations due to the natural imperfections of live performance, they won't phase cancel when you compress to mono.

Alternately playing with reverbs, delays, chorus, or just simple harmonizing can often add extra weight to a vocal track without having to overly process them.

490
Sound Design / Re: Remaking Madeon
« on: January 13, 2016, 07:53:02 pm »
Formant filters and bitcrushing are your friends.


Try taking a saw wave, putting an EQ on it where you cut out the low end, bump up 300 and 1400 Hz and a small dip in between them, then play around with dry/wet value and the position of the peaks.

491
Mixing/Mastering / Re: Headroom in Mixdown
« on: January 13, 2016, 06:55:57 pm »
This is a bit of a tricky question, to be honest. Digital audio is processed based on it's sample rate (frequency range) and its bit depth (degrees of difference between zero amplitude and full amplitude). Currently, digital audio can have three bit depth options: 16, 24, and 32-floating point. When analog audio is converted into digital samples, it quantizes the fluid motions into rigid steps of volume. For example, 4-bit audio has 16 different layers of volume:



16 bit and 24 bit audio have an upper limit on the decibel level of information they can contain, which is considered 0 dB. Any information processed above that limit is cut off, and is not reproduced by speakers or on a bounce of the processed audio. So when you are working in 16 or 24 bit audio resolution, it is incredibly important to properly gain stage everything and avoid redlining without specifically looking for that distorted sound. So the rules on headroom came about as a preventative measure against unwanted digital distortion.

The difference in steps of loudness between bit depths is not linear, it's exponential. There are 65,536 possible quantization points in 16-bit audio, and there are 16,777,216 for 24-bit audio.

32 bit floating point audio treats things differently. At its maximum, 32 bit audio has over 4.2 billion steps of quantization. But not everything needs that much. So it starts at 16.7 Million, and it adds on more points as needed. This allows it to process not just information that is recorded at redline, but information that goes over zero decibels. If you rendered out a 32-bit wav file that went over 0 dB and normalized it, the file would actually get quieter as it brought the highest peak to 0. You wouldn't lose that information.

What this means is that if you are working in a DAW that utilized 32-bit floating point audio processing, you can have audio that clips without it necessarily being a problem. You're not LOSING the information... inside your DAW. Your interface is 24-bit (there are 32-bit interfaces out there but they are still fairly rare). Your speakers are 24-bit. Compressed audio files are 16 or 24 bit. So as soon as that clipped audio goes out of your master channel, it is subjected to the same sort of problems as if you were working in a lower bit depth. As long as you are in some way preventing the master output from going over 0 dB, you have nothing to worry about.


Personally, I take this as a sign to just get in the habit of accounting for headroom and trying to make sure my track plays well, while giving me much more wiggle room while I'm working towards that point.

492
Sound Design / Re: The official growl bass thread.
« on: January 13, 2016, 06:17:06 pm »
Make sure you're not going too low into the bass range any pitch modulation, and make sure you're not OVERmodulating. A few big modulations or a bunch of very small modulations forming one main modulation can often achieve the effect better than a bunch of wild and crazy movements. Other than that, try taking a peak EQ and cutting a few dBs around the 200 Hz range (sweep around in that area to find the right frequency point) to remove that clutter.

493
Mixing/Mastering / Re: Understanding Compression
« on: January 13, 2016, 04:02:36 pm »
To expand on what has already been said, it's often better to have 2 or 3 small compressors working gently in sequence than to have one compressor slamming the hell out of your audio. Gentler ratios, gentler thresholds, and overall a lighter touch can multiply together to achieve the same effects while preserving much more of your original sound.

494
Inspiration/Creativity/Motivation / Re: Pointlessness and music
« on: January 13, 2016, 03:42:39 pm »
For example, if I just told you my position on gay marriage, you'd say "Well that could fit on a bumper sticker" but if I could stay out of thought-police-jail long enough to explain my reasoning you'd see that it doesn't.)

As a non-heterosexual man, I don't think if I want to know your opinion on gay marriage or your reasoning if it's something that is "thought-policed".  :-X

Quote
Maybe there's a hidden variable though: how nuanced an idea can your audience handle? No two groups of people will ever have the same intelligence profile, so people who listen to genre A will have a different capacity for handling nuanced political messages than people who listen to genre B.

It's an interesting question, but not one I think should be tested in a realm as contested as politics. There are plenty of complicated concepts and ideas that would be much less polarizing and much more enlightening we could use. Inspiring intellectual curiosity, for example. Or hell, just teaching people math and physics. :P

495
R&A Graveyard / Re: Soundcloud track in signatures - please no
« on: January 13, 2016, 03:07:00 pm »
Flea markets and thrift stores are usually pretty easy to navigate, but I personally enjoy shopping at places with a little more class.

You sound like a real thrill at parties.



To be honest, I don't think it's a big deal. I have this really cool thing called a mouse and I use it to scroll past the soundcloud links that I don't want to listen to. It doesn't hurt me, and if someone posts something that's really insightful I'd be more likely to listen to it.

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