Author Topic: Atmospheric noises, buildups, crashes, etc. Do you guys sample or create?  (Read 22950 times)

LARKSPVR

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Hey everyone :)

First post here! I've been listening back on some of my projects lately and wondering why so many of them sound so flat and simplistic compared to professional quality stuff and I've realized that (among many other things), my tracks are pretty heavily lacking in the subtle details in the background. I've got a few soundpacks from Vengeance and so-forth with sweeps, crashes and such that I pull from for my tracks but in general most of them end up sounding kind of generic and out-of-place.

I don't have a good handle on how to engineer those sorts of sounds myself other than just your super basic white noise sweeps.

So my question I guess is...what do you all use for atmospheric effects? Do you create your own? Do you buy samples and then edit? Are there good tutorial resources for this somewhere? Most of the tutorials that I've found on production seem to focus on more forward elements like writing leads, creating pads, basslines, drums, etc. I've had trouble finding good info on essentially building tension and adding depth via effects.

Thanks!

ocularedm

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They're really not all that hard to make on your own. One thing I like to do is export a sound I'm using in a tune and then run it through Paulstretch and clip a little bit of the resulting sound out to use as a transition. It can make some really cool atmospheric sweeps if you do it right. Another thing to try is to play with pitch bends and LFO speed automation.

daydreamer

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i do a mix of both! there are some really great finds in really obscure sample packs all over the internet. but also i like to pull out my phone sometimes and just record something i just heard somewhere that i really like and then edit it later. also you can create some really interesting rises and falls within any vst. reverbs and lfos are your friends when it comes to stuff like that. just experiment with anything and everything!

techn1cal

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Either. I make my own sub sweeps and white noise risers/falls layered with a cymbal or kick. Depends on the production and what I want to achieve. You can use a pad or a distant lead and automate the pitch, add some reverb and a whole lot of other effects like a phaser and just play around with it.
« Last Edit: January 06, 2016, 08:35:25 pm by techn1cal »
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Babasmas

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White noise are easy so it's stupid to sample.

Atmospheric is more difficult so I use most of the time sample.

Technicolor Type

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Valhalla shimmer + Edison for the best atmospheric stuff ever. :D
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ocularedm

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Valhalla shimmer + Edison for the best atmospheric stuff ever. :D
Seconding valhalla shimmer :) really great for making pads and stuff

Mussar

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I like using the Granulator Max for Live plugin instrument for anything really atmospheric. Metallic sounds and vocals are pad city.

DiscoShit

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I also have this same problem. In addition to the sounds themselves, what would be a good way to fit these sounds into your mix since a lot of these sounds have heavy reverb and occupy similar frequency ranges?

Rolypoly

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ValhallaFreqEcho for the win. You can do some math with http://www.seventhstring.com/resources/notefrequencies.html to figure out how many hertz to change with each echo to reach an octave in 4 bars, 8, whatever.

Austin K

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Re: Atmospheric noises, buildups, crashes, etc. Do you guys sample or create?
« Reply #10 on: January 10, 2016, 11:07:58 am »
I just came to the same realization (lack of atmosphere in tracks).

As a result, I've been making a lot of FX/atmosphere sounds in Serum, I honestly just pick a waveform or two (often one I haven't even used before), decide what shape I want the amp/filter envelopes to be, and start playing with modulating everything in Serum with the LFOs. And then take the same approach adding a bunch of effects after the sound. Don't be afraid to go overboard.

Often these I highpass fairly high so they can just sit on top of everything in spots where the mix doesn't have the high end filled.

delfia

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Re: Atmospheric noises, buildups, crashes, etc. Do you guys sample or create?
« Reply #11 on: January 14, 2016, 04:29:03 am »
scraps. scraps scraps scraps scraps and more scraps.

Scraps are literally any sample which you slapped as many effects on as possible and twisted in different ways; reverb, phase, delay, chorus, granulation, more verb, pitch automation, etc.. go wild with the reverb. Seriously, go to town.  Make those suckers 3 minutes long.  Put a spectrum analyzer on it to check the key, save it with the key for future reference. 

I use these for dark atmosphere or even I'll even shape them further in my techno tracks to make trippy vocal shots. The idea is to overtime build a library of these things so that way you just have a whole bunch of different sounds to choose from which you can further shape to better fit the style of your music :)

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Re: Atmospheric noises, buildups, crashes, etc. Do you guys sample or create?
« Reply #12 on: January 14, 2016, 05:11:02 am »
For me the fx in my songs depend how big of an element it plays in the current part of the song. If the riser cuts through the mix and is meant to really build energy ill create it myself. Meanwhile if im just using noise and reverb to create suttle transitions ill slap on any sample that I think fits well.
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Re: Atmospheric noises, buildups, crashes, etc. Do you guys sample or create?
« Reply #13 on: January 15, 2016, 01:31:50 am »
I could never fathom using a sample pack for sweeps and impacts. First of all, they sound out of place unless you build the song around them.

Impacts - it all depends on if it's a naked impact (nothing else going on), you can drop a huge bomb here, but if it's placed in the middle of a mix you aren't going to hear the full effect unless you clear out some space. And it all depends on what's going on around it or where it is in the song, because sometimes a tom drenched in reverb is more appropriate than a kick, sometimes percussion does the trick when all else fails. The standard is using a kick from your track and using a huge hall setting with 50-100% wet, adjusted to taste. The tail could be timed to the track (60,000/BPM for quarter notes), this allows you to have the tail trail off appropriately according to the number of measures or bars you need it to. Or sometimes you just go by ear and bounce down to audio and then time-stretch that shit, which can be an effect in its own right. Man I could go on for days. Don't be afraid to layers well. One thing to note is that if you stack reverbs on top of one another it can get messy, even with surgical eq'ing, so best to try and group them all to a bus and apply reverb there, but again I suggest you experiment.

Sweeps - white noise is pretty standard. You can sweep the frequencies through it using a band pass, bounce it to audio and modulate the pitch. Do a combination of both, or whatever you want to do. If you can do elementary synthesis you can program a pitch riser in damn near any synth. Once you get better at it the sky is the limit, including looping vocals and making the pitch rise, or increasing the cut off filter on a plucky synth. Could go on for days

All in all I would suggest you critically listen to tracks you love and try and figure out what the supporting rise/impact/downlifter elements are, why they are there, and what role they have. Trying to imitate is always the best way. The most organic way to make these sounds is using elements already present in the track but if you can manipulate a sample pack to work, all power to you. I just find that they are drenched in reverb that may or may not be in line with your track. That's my gripe with most sample packs actually (zenhiser, vandalism, vengance). Or maybe I'm just a control freak.