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Making Electronic Music

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Mauricio
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Re: Making Electronic Music
« Reply #2100 on: Feb 20th, 2010, 4:17pm »

Can someone help me out how to wire this into Ableton?

http://www.yk.rim.or.jp/~kamide/music/chordhelper/index_e.html

It can be downloaded as a java app. I enabled the MAC OS IAC driver. I just do not understand how to set up the MIDI Chord Helper to output properly.



I'm trying to find a quicker way to map out chord progressions while I'm on the go, working at a coffee shop and away from my keyboard. Just test out fast real fast, piano isn't my strongest instrument, I play the guitar.

Thanks guys
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Mauricio
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Re: Making Electronic Music
« Reply #2101 on: Feb 20th, 2010, 7:26pm »

on Feb 19th, 2010, 11:11am, The_IRA wrote:
Thanks for the info once again. Everything you mentioned that you want/have/recommend is all on proaudiotorrents, which is where I got that Froamo video (as well as many other producer masterclass videos).

If you dont have an account i can hook you up, and if you want i know how to get a huge ratio in no time.

Edit: Also your freq specific sidechain what plugin do you use? I haven looked into this yet, just know about normal sidechaining when one activates.


What's your huge ratio trick? I'm on PAT.

I set up a chain in ableton with EQ8 with narrow band pass filters and compressors... but I'm looking for a plug in that will do it. So a frequency specific - multiband compressor with sidechain. If you know of any let me know. Or a good dynamic EQ I'd be into that too.

EDIT: Anyone use this:

http://www.elevayta.net/product4.htm
« Last Edit: Feb 20th, 2010, 7:31pm by Mauricio » Logged

The_IRA
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Re: Making Electronic Music
« Reply #2102 on: Feb 21st, 2010, 12:22am »

on Feb 20th, 2010, 7:26pm, Mauricio wrote:
What's your huge ratio trick? I'm on PAT.



The PAT Ratio Guide:
Step 1) Go to "Browse" -> click the size column twice (this will show the lowest size files from the top)

2) Download as many small files as you desire (i suggest at least 100, you will still be in the 150kb range)

3) Seed all of them (doesnt even matter if you cap your speed to the lowest possible, as long as they are "active")

You get 0.5 karma points per torrent per hour for active seeding torrents. With 100 tiny files thats 50karma points an hour and it only took off a tiny amount of your ratio. Save up to 1150 (with 100 youll be doin that in 23hrs of seeding) you can exchange it for 5GB seeded.

Also another tip to this process is on the browse page just click on the down arrows next to the name and SAVE the torrent link in a separate folder. This way with tons of torrent links you can just highlight a ton and say "Open" all at once. I also suggest making a separate folder for all these crap torrent files (I personally called mine PAT Crap Torrents)

Ive been on PAT for just over month and half and im up to 216GB seeded...
« Last Edit: Feb 21st, 2010, 11:25am by The_IRA » Logged

IRA
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Re: Making Electronic Music
« Reply #2103 on: Feb 21st, 2010, 01:52am »

Hey Mauricio, i noticed that you always find really great plug-ins like that future audio workshop vst 'circle' ever since you told the forum about it, i downloaded it and have used it every single day since.

My question to you is, do you go to a certain forum/website to find all of the plug-ins/vst's you use, or is it just reading a bunch of different forums and building a collection over time?
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Mauricio
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Re: Making Electronic Music
« Reply #2104 on: Feb 21st, 2010, 03:41am »

on Feb 21st, 2010, 01:52am, zigzagg wrote:
Hey Mauricio, i noticed that you always find really great plug-ins like that future audio workshop vst 'circle' ever since you told the forum about it, i downloaded it and have used it every single day since.

My question to you is, do you go to a certain forum/website to find all of the plug-ins/vst's you use, or is it just reading a bunch of different forums and building a collection over time?


Yeah it's just digging around for stuff. It's a combination of magazines, books, forums, websites and really just Google. Whenever I'm burnt out on making music I just shoot the focus to something else related. So either sampling, or organizing, or googling for stuff, finding plug-ins i dream about/wish for, reading articles whatever...


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Re: Making Electronic Music
« Reply #2105 on: Feb 21st, 2010, 12:02pm »

on Feb 20th, 2010, 01:25am, soulfrost wrote:
hai

Here's an idea how about you sample your self doing the limited pitch bend and then change the transpose.. jus sayin'.. or use that ableton delay that you can change the delays pitch (i forget which one it is off the top of my head).

kbye



oh hai!

Chopping and organizing the sampled synthesized audio into blocks...I dont know.. Sounds kinda silly considering its 2010 yo!!! I'll probably just get a few better synths but I'll def check out the delay pitch thing you were talking bout when i get home for sure..that could srsly help!

tks!
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Re: Making Electronic Music
« Reply #2106 on: Feb 21st, 2010, 2:50pm »

hi everyone,

does anyone know how to make a synth effect like this? similar to the synth "scratching". here are two examples. http://www9.zippyshare.com/v/90516411/file.html
thanks, all.
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Re: Making Electronic Music
« Reply #2107 on: Feb 21st, 2010, 6:26pm »

on Feb 21st, 2010, 03:41am, Mauricio wrote:
Yeah it's just digging around for stuff. It's a combination of magazines, books, forums, websites and really just Google. Whenever I'm burnt out on making music I just shoot the focus to something else related. So either sampling, or organizing, or googling for stuff, finding plug-ins i dream about/wish for, reading articles whatever...




Yea totally, my mind is always focused on music in some way or another....thanks for the info man. Oh, and just keep posting those badass plug-ins you find because you really found some goodies
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ttime
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Re: Making Electronic Music
« Reply #2108 on: Feb 21st, 2010, 7:07pm »

on Feb 21st, 2010, 2:50pm, boba threat wrote:
hi everyone,

does anyone know how to make a synth effect like this? similar to the synth "scratching". here are two examples. http://www9.zippyshare.com/v/90516411/file.html
thanks, all.


you can do make that by messing with the LFO settings and the pitch bend range.
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Re: Making Electronic Music
« Reply #2109 on: Feb 22nd, 2010, 1:25pm »

on Feb 21st, 2010, 12:02pm, goldbluntz wrote:
oh hai!

Chopping and organizing the sampled synthesized audio into blocks...I dont know.. Sounds kinda silly considering its 2010 yo!!! I'll probably just get a few better synths but I'll def check out the delay pitch thing you were talking bout when i get home for sure..that could srsly help!

tks!


oh hai bk!

I think you're silly and don't realize that you can record your synth audio to another audio track within ableton all in real time. Maybe you'll still think it's silly to do that.. I don't know.. but i don't.. jus sayin'

kbye
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Mauricio
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Re: Making Electronic Music
« Reply #2110 on: Feb 23rd, 2010, 12:01am »

do any of you guys process samples that you're gonna use before you make a track? like go through and add compression, and eq and saturate etc etc then export the samples and load them back in?

Wondering if this has an advantage over tweaking every time. I'm trying to develop a better workflow to work quicker, I'm getting better but since I'm still new to DA game I'm still pretty slow.

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ttime
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Re: Making Electronic Music
« Reply #2111 on: Feb 23rd, 2010, 02:46am »

on Feb 23rd, 2010, 12:01am, Mauricio wrote:
do any of you guys process samples that you're gonna use before you make a track? like go through and add compression, and eq and saturate etc etc then export the samples and load them back in?

Wondering if this has an advantage over tweaking every time. I'm trying to develop a better workflow to work quicker, I'm getting better but since I'm still new to DA game I'm still pretty slow.



i always process my samples within the track...i like doing this better because then when i listen to the (almost) finished product i can go back and tweak things really easily, sometimes samples can sound good by themselves but when you hear them as part of a complete song you realize that the EQing or something for example doesn't work at all and you need to revamp it. i dont know if this is what you meant, but yeah..i think it's definitely worth it even if it takes longer. and as to the quality/efficiency tradeoff, i'd rather spend a month making one really amazing track that I'm proud of than say, 2 or 3 decent tracks. you know?
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Mauricio
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Re: Making Electronic Music
« Reply #2112 on: Feb 23rd, 2010, 4:29pm »

on Feb 23rd, 2010, 02:46am, ttime wrote:
i always process my samples within the track...i like doing this better because then when i listen to the (almost) finished product i can go back and tweak things really easily, sometimes samples can sound good by themselves but when you hear them as part of a complete song you realize that the EQing or something for example doesn't work at all and you need to revamp it. i dont know if this is what you meant, but yeah..i think it's definitely worth it even if it takes longer. and as to the quality/efficiency tradeoff, i'd rather spend a month making one really amazing track that I'm proud of than say, 2 or 3 decent tracks. you know?


Yeah I think there is a fine line between releasing really good stuff, and releasing tons of stuff... hopefully you can find the right balance and do both. I found that my processing get's complicated enough that I really start to bog down my CPU after I have my song almost done... And then there's the problem of actually stickin' to something. Committing that this bass line is the one, or this structure is it. I tried it last night and exported a lady gaga song i'm working on as tracks... Then I reloaded the project and starting mixing it... man what a world of difference. Something happens when you have the track bounced out to audio... i mean mentally that is, for me it was like ok now I can "see" it better... I could see all the peaks, etc... the little imperfections... I Mono the lows and spread the stereo on the highs... etc etc...

I'm thinking this might be the way to work for me. Having two stages to the production of it. And then if I'm unhappy with something going back and changing it then just exporting the track.



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Re: Making Electronic Music
« Reply #2113 on: Feb 24th, 2010, 1:36pm »

Found this on another Forum:

20 Hz and below - impossible to detect, remove as it only adds unnecessary energy to the total sound, thereby most probably holding down the overall volume of the track
60 Hz and below - sub bass (feel only)
80(-100) Hz - feel AND hear bass
100-120 Hz - the "club sound system punch" resides here
200 Hz and below - bottom
250 Hz - notch filter here can add thump to a kick drum
150-400 Hz - boxiness
200 Hz-1.5 KHz - punch, fatness, impact
800 Hz-4 KHz - edge, clarity, harshness, defines timbre
4500 Hz - extremly tiring to the ears, add a slight notch here
5-7 KHz - de-essing is done here
4-9 KHz - brightness, presence, definition, sibilance, high frequency distortion
6-15 KHz - air and presence
9-15 KHz - adding will give sparkle, shimmer, bring out details - cutting will smooth out harshness and darken the mix
60Hz with a Q of 1.4 -- Add fullness to kicks.
100Hz with a Q of 1.0 -- Add fullness to snare
200Hz - 250Hz with a Q of 1.4 -- Adds wood to snares
3Khz with a Q of 1.4 -- Adds atack to snare.
5Khz with a Q of 2.8 -- Adds attack to Kicks
7Khz with a Q of 2.8 -- Adds Sharpness to snares and percussion
10Khz with a Q of 1.0 -- Adds brightness to hats and cymbals
SNARE:
fatness at 120-240Hz
boing at 400Hz
crispness at 5kHz
snap at 10kHz

Voice: presence (5 kHz), sibilance (7.5 - 10 kHz), boominess (200 - 240 kHz), fullness (120 Hz)
Electric Guitar: fullness (240 Hz), bite (2.5 kHz), air / sizzle (8 kHz)
Bass Guitar: bottom (60 - 80 Hz), attack (700 - 1000 Hz), string noise (2.5 kHz)
Snare Drum: fatness (240 Hz), crispness (5 kHz)
Kick Drum: bottom (60 - 80 Hz), slap (4 kHz)
Hi Hat & Cymbals: sizzle (7.5 - 10 kHz), clank (200 Hz)
Toms: attack (5 kHz), fullness (120 - 240 Hz)
Acoustic Guitar: harshness / bite (2 kHz), boominess (120 - 200 Hz), cut (7 - 10 kHz)
Bassdrum:
EQ>Cut below 80Hz to remove rumble
Boost between 80 -125 Hz for bass
Boost between 3 - 5kHz to get the slap

Snaredrum:
EQ> Boost above 2kHz for that crisp edge
Cut at 1kHz to get rid of the sharp peak
Boost at 125Hz for a full snare sound
Cut at 80Hz to remove rumble

Hi-Hatz:
EQ> Boost above 5kHz for sharp sparkle
Cut at 1kHz to remove jangling
PROCESSING> Compression use high ratio for high energy feel
Reverb: Looser than Bass n Snare allow the hats and especially the Rides to ring a little
Instrument Frequencies
Kick drum Bottom Depth at 60-80 Hz, slap attack at 2.5 kHz
Snare drum Fatness at 240 Hz, crispness at 5 kHz
Hi-hat/cymbals Clank or gong sound at 200 Hz, shummer at 7.5 kHz to 12 kHz
Rack toms Fullness at 240 Hz, attack at 5 kHz
Floor toms Fullness at 80-120 Hz, attack at 5 kHz
Bass guitar Bottom at 60-80 Hz, attack/pluck at 700-1000 Hz, string noise/pop at 2.5 kHz
Electric guitar Fullness 240 Hz, bite at 2.5 KHz
Acoustic guitar Bottom at 80-120 Hz, body at 240 Hz, clarity at 2.5-5 kHz
Electric organ Bottom at 80-120 Hz, body at 240 Hz, presence at 2.5 kHz
Acoustic piano Bottom at 80-120 Hz, presence at 2.5-5 KHz, crisp attack at 10 kHz
Horns Fullness at 120-240 Hz, strill at 5-7.5 kHz
Conga/bongo Resonance at 200-240 Hz, presence/slap at 5 kHz
Vocal Fullness at 120 Hz, boominess at 200-240 Hz, presence at 5 kHz, sibilance at 7.5-10 kHz

* Kick Drum - Boost at 80 hz., cut around 350-400 hz., (removes "cardboard" sound) and beater smack is around 2-4 k.
* Snare Drum - Fatness at 240 hz., crispness at 5 k.
* Hats/Cymbals - Gong sound at 200 hz., shimmer/air between 8-12 k.
* Toms - Boom between 60 and 200 hz., scoop out 100 hz. to 4 khz., attack at 5 k.
* Bass Boost between 80 and 150 hz., to make a passive bass sound active, scoop around 350 hz., Boost 800 hz. for clarity or punch, and the slappin' poppin' thing is around 2.5 k.
* Electric Guitar - Rolloff at 80 hz., cut at 800 hz. to remove "cheap" sound, and edge is around 2.5 k.
* Acoustic Guitar - Bottom at 120 hz., body at 240 hz., clarity at 2.5 to 5 k.
* Piano/Organ - Just like acoustic guitar except piano might need a little boost around 10 k.
* Vocals - Scoop at 240 hz. if muddy, boost at 4 k for presence, and anywhere above 8 k to brighten (sibilance is between 8 and 10 k).

DRUMS

On the Bass Drum, we will try to give a good foundation for the warmth and the woumm, and we will increase the low-medium for the kick which characterize the modern sound.

Low + 4 to 6 dB at 80 Hz
Low - 2 to 4 dB at 150 Hz
Low-medium - 4 to 6 dB at 630 Hz
Medium + 6 to 10 dB at 3 kHz

On toms, we will attenuate the low-medium which sounds like "ploc" et we increase the low and high harmonics if possible, because some badly set toms resonate a lot in low frequencies, and we must cut these ones to the detriment of the sound.
Low + 2 to 5 dB at 180 Hz
Low-medium - 4 to 8 dB at 630 Hz
Medium + 4 to 6 dB at 2,5 kHz
High + 2 dB at 5 kHz




Guitar EQ Guide
@ Electric Guitar
For bottom Boost 100 Hz
For warmth Boost 250 Hz
For body Boost 500 Hz
For pick or percussion Boost 1-2 K
For "Cut" (solos, lines, etc.) Boost 3-4 K
For "presence" Boost 5 K
For "buzz" (distortion, etc.) Boost 7 K
For clarity and string decay Boost 10 K and up
To remove muddiness Cut 200 Hz
To remove harshness Cut 1-3 K
@ Acoustic Guitar
For warmth Boost 250 Hz
For body Boost 500-700 Hz
For pick Boost 1 K
For lines Boost 3 K
For brilliance Boost 5 K
For sparkle Boost 10 K and up
To remove rumble Cut 100 Hz and down
To remove finger noise Cut 7 K
%%% Bass EQ Guide
For lows Boost 80-100 Hz
For tonality Boost 800 Hz
For rhythmic attack Boost 1 K
For string sound Boost 3 K
For clarity Boost 6 K
To reduce muddiness Cut 200 Hz
%%% Synth EQ Guide
Bass sound Power 100 Hz
Muddiness Cut 200 Hz
Warmth Bottom for pads, strings 250 Hz
Tone Horns, reeds, organ 500 Hz
Transient Percussive or plucked sounds 1 K
Upper midrange Leads 2-3 K
Sibilance Distortion, buzz, string bow, esses 5-7 K
Top end Phasing, flanging; cut for noise


Drum EQ Guide
@ Kick Drum
For bottom Boost 80-100 Hz
For transient Boost 3 K
For top Boost 6 K
@ Snare Drum

For boom (tone) Boost 125-250 Hz
For bang (transient) Boost 1-2 K
For buzz (snares) Boost 5 K
@ Tom-toms
For tone Boost 250-500 Hz
For attack Boost 7 K
@ Cymbals

For top Boost 10 K
If muddy Cut 200 Hz
@ High-hat

For heavy rock Boost 500 Hz
Light Boost 5 K
For top Boost 1
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Kyran
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Re: Making Electronic Music
« Reply #2114 on: Feb 24th, 2010, 7:01pm »

Good post although the frequencies may need to be altered depending on the particular sounds themselves.
ps audio below 20 hz is audible, it's just not always able to be reproduced on some headphones and home systems. If you're making dubstep to be played on a club system with a rack of 24" subs, 7-20 hz is going to be the Satan in your sack.
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Batman uses samples.

on Mar 13th, 2009, 05:06am, TYLER wrote:
EDIT: I JUST REALIZED THIS ISN'T THE WHERE I GO ON MUSHROOMS THREAD.
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