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Old 12-14-04, 06:28 PM   #16 (permalink)
DJ^3
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Quote:
Originally Posted by Anomaly
Good post.



I wish you could show me I understand the concept and the result, I need to figure out how to make it happen.

It's really easy and you'll probably notch it -way- too much to start out with... But you'll hear exactly what I'm talking about when you start tweaking... First it'll sound like there's a gaping whole in your bassline... As you drop that Q down you'll hear it slowly start to fill in... More and more until the two nest right next to each other... It's such a good feeling... =)

Let's see... Other suggestions:

I like my Strings like I like my girls... Flat? - If you're going to use long flowey pads or strings... Make sure you add a little LFO to the filter on top of them. Dry strings make baby jesus cry. Even the slightest LFO will give them a little movement, adding to your enviroment.

I gotta jump, jive and wail! - This a long standing argument: To quantize or not to quantize. Personally, I quantize with a 5-20% swing depending on the element I'm working with. Swing can help give your track some ass to shake. Straight (Over) Quantizing tends to make your track -too- structured, thus sounding fake and lifeless. Any sequencer worth it's weight in salt should allow you to quantize with swing.

More to follow.
 
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Old 12-14-04, 09:00 PM   #17 (permalink)
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keep em comin! this thread is actually useful.
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Old 12-14-04, 09:15 PM   #18 (permalink)
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I have yet to produce dance music, but these principals have applied in other music that I have been involved in producing (typically rock, pop type stuff).
They are really simple ideas but are often overlooked in my experience.

1. have a plan: This is more about efficiency than anything. But really, it is hard to accomplish something if you don't know HOW you are going to get it accomplished.

2. edit: how many things do you do right the first time? take some time to critique what you've done. It won't hurt. If it really was inspired by genius, you will surely recognize that upon further scrutinization, eh?
 
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Old 12-14-04, 09:49 PM   #19 (permalink)
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Quote:
Originally Posted by Stefan Anion
3. Basslines: If it's big, keep it mono, you don't wandle the needle to skip. A little bit of Chorus can do wonders to a boring Bass Sound.
Uh a quick question...

Are you saying,if you've got a big Bassline and it's stereo,it will make the needle on you record skip?
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Old 12-14-04, 09:51 PM   #20 (permalink)
 
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Quote:
Originally Posted by tekloid
more cowbell

'I gotta have more cowbell'

here's a good tip: LISTEN to what you are doing. Study and know the parameters of your hard/software. Take your time. It's real easy to sit down and make a Todd Terry Album(beendunX1000000) Put some effort into personalizing your tracks(especially drums, lots of good info in this thread). You can make incredible music without even turning your soundcard on. Or you can make absolutely mind-blowing music with the right sampler and good effects. Or you can just make it easy on yourself and record live.

Last edited by tiNo; 12-14-04 at 09:58 PM.
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Old 12-14-04, 11:17 PM   #21 (permalink)
 
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i'm not saying it will, but there's a good chance it can. it really depends on the sound and the dynamics of the bass sound. i've seen many records skip because the bass was just too big and yes, stereo.

Quote:
Originally Posted by FINFIN
Uh a quick question...

Are you saying,if you've got a big Bassline and it's stereo,it will make the needle on you record skip?
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Old 12-14-04, 11:22 PM   #22 (permalink)
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Quote:
Originally Posted by Stefan Anion
i'm not saying it will, but there's a good chance it can. it really depends on the sound and the dynamics of the bass sound. i've seen many records skip because the bass was just too big and yes, stereo.
Thanks,I did'nt know that this sort of thing had an effect on the needle riding a record...
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Old 12-14-04, 11:34 PM   #23 (permalink)
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sub bass frequences get mono cuts in most mastering houses. I tend to disagree, some electro basses and reso bases loose quality by converting to mono and tend not to sound quite the same.

My quick secrets:

1. Compress pretty much everything (differently of course), even on a pad Ill use some light compression and limiting to make it drive a little more.

2. Spatial placement on pads, stereo widening and eqing can really make a huge difference.

3. Cutting basslines of frequencies 12 db and lower as they are unaudible and thend to muddy down the mix.

4. Only lightly compress the master channel, the mix should speak for itself.

5. Filters, reverbs, and delays with very low wet/dry settings. Many times effects can seem overwhelming when you only want to create a little color on top of the sound try setting your wet/dry or mix setting very low to give it just some good overall sound quality.

6. Work your EQ, High passes and low passes are your friends
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Old 12-15-04, 02:54 AM   #24 (permalink)
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I keep this by the computer:

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 - exteremly 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

FREQUENCY:
USES:

50Hz
1. Increase to add more fullness to lowest frequency instruments like foot, toms, and the bass.
2. Reduce to decrease the "boom" of the bass and will increase overtones and the recognition of bass line in the mix. This is most often used on loud bass lines like rock.

100Hz
1. Increase to add a harder bass sound to lowest frequency instruments.
2. Increase to add fullness to guitars, snare.
3. Increase to add warmth to piano and horns.
4. Reduce to remove boom on guitars & increase clarity.

200Hz
1. Increase to add fullness to vocals.
2. Increase to add fullness to snare and guitar ( harder sound ).
3. Reduce to decrease muddiness of vocals or mid-range instruments.
4. Reduce to decrease gong sound of cymbals.

400Hz
1. Increase to add clarity to bass lines especially when speakers are at low volume.
2. Reduce to decrease "cardboard" sound of lower drums (foot and toms).
3. Reduce to decrease ambiance on cymbals.

800Hz
1. Increase for clarity and "punch" of bass.
2. Reduce to remove "cheap" sound of guitars.

1.5KHz
1. Increase for "clarity" and "pluck" of bass.
2. Reduce to remove dullness of guitars.

3KHz
1. Increase for more "pluck" of bass.
2. Increase for more attack of electric / acoustic guitar.
3. Increase for more attack on low piano parts.
4. Increase for more clarity / hardness on voice.
5. Reduce to increase breathy, soft sound on background vocals.
6. Reduce to disguise out-of-tune vocals / guitars.

5KHz
1. Increase for vocal presence.
2. Increase low frequency drum attack ( foot / toms).
3. Increase for more "finger sound" on bass.
4. Increase attack of piano, acoustic guitar and brightness on guitars (especially rock guitars).
5. Reduce to make background parts more distant.
6. Reduce to soften "thin" guitar.

7KHz
1. Increase to add attack on low frequency drums ( more metallic sound ).
2. Increase to add attack to percussion instruments.
3. Increase on dull singer.
4. Increase for more "finger sound" on acoustic bass.
5. Reduce to decrease "s" sound on singers.
6. Increase to add sharpness to synthesizers, rock guitars, acoustic guitar and piano.

10KHz
1. Increase to brighten vocals.
2. Increase for "light brightness" in acoustic guitar and piano.
3. Increase for hardness on cymbals.
4. Reduce to decrease "s" sound on singers.

15KHz
1. Increase to brighten vocals (breath sound).
2. Increase to brighten cymbals, string instruments and flutes.
3. Increase to make sampled synthesizer sound more real.

There are more great production tips on the studio forum at undergroundhouse.net
 
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Old 12-15-04, 03:05 AM   #25 (permalink)
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Here's a tip. Do it because you love the music.
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heya

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Old 12-15-04, 03:07 AM   #26 (permalink)
DJ^3
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Quote:
Originally Posted by Kelle Marie
I keep this by the computer:

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 - exteremly 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

FREQUENCY:
USES:

50Hz
1. Increase to add more fullness to lowest frequency instruments like foot, toms, and the bass.
2. Reduce to decrease the "boom" of the bass and will increase overtones and the recognition of bass line in the mix. This is most often used on loud bass lines like rock.

100Hz
1. Increase to add a harder bass sound to lowest frequency instruments.
2. Increase to add fullness to guitars, snare.
3. Increase to add warmth to piano and horns.
4. Reduce to remove boom on guitars & increase clarity.

200Hz
1. Increase to add fullness to vocals.
2. Increase to add fullness to snare and guitar ( harder sound ).
3. Reduce to decrease muddiness of vocals or mid-range instruments.
4. Reduce to decrease gong sound of cymbals.

400Hz
1. Increase to add clarity to bass lines especially when speakers are at low volume.
2. Reduce to decrease "cardboard" sound of lower drums (foot and toms).
3. Reduce to decrease ambiance on cymbals.

800Hz
1. Increase for clarity and "punch" of bass.
2. Reduce to remove "cheap" sound of guitars.

1.5KHz
1. Increase for "clarity" and "pluck" of bass.
2. Reduce to remove dullness of guitars.

3KHz
1. Increase for more "pluck" of bass.
2. Increase for more attack of electric / acoustic guitar.
3. Increase for more attack on low piano parts.
4. Increase for more clarity / hardness on voice.
5. Reduce to increase breathy, soft sound on background vocals.
6. Reduce to disguise out-of-tune vocals / guitars.

5KHz
1. Increase for vocal presence.
2. Increase low frequency drum attack ( foot / toms).
3. Increase for more "finger sound" on bass.
4. Increase attack of piano, acoustic guitar and brightness on guitars (especially rock guitars).
5. Reduce to make background parts more distant.
6. Reduce to soften "thin" guitar.

7KHz
1. Increase to add attack on low frequency drums ( more metallic sound ).
2. Increase to add attack to percussion instruments.
3. Increase on dull singer.
4. Increase for more "finger sound" on acoustic bass.
5. Reduce to decrease "s" sound on singers.
6. Increase to add sharpness to synthesizers, rock guitars, acoustic guitar and piano.

10KHz
1. Increase to brighten vocals.
2. Increase for "light brightness" in acoustic guitar and piano.
3. Increase for hardness on cymbals.
4. Reduce to decrease "s" sound on singers.

15KHz
1. Increase to brighten vocals (breath sound).
2. Increase to brighten cymbals, string instruments and flutes.
3. Increase to make sampled synthesizer sound more real.

There are more great production tips on the studio forum at undergroundhouse.net
Fuck'n Brilliant. Amazing contribution. PRINT THIS OUT KIDS! =]
 
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Old 12-15-04, 03:15 AM   #27 (permalink)
Kelle Marie
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I have been using this lately and the sound quality of my songs has gone through the roof compared to before. I'm embarrassed that I even let people hear the ones before.
 
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Old 12-15-04, 09:24 AM   #28 (permalink)
Cacophony at it's Finest
 
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Quote:
Originally Posted by Kelle Marie
I keep this by the computer:

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 - exteremly 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

FREQUENCY:
USES:

50Hz
1. Increase to add more fullness to lowest frequency instruments like foot, toms, and the bass.
2. Reduce to decrease the "boom" of the bass and will increase overtones and the recognition of bass line in the mix. This is most often used on loud bass lines like rock.

100Hz
1. Increase to add a harder bass sound to lowest frequency instruments.
2. Increase to add fullness to guitars, snare.
3. Increase to add warmth to piano and horns.
4. Reduce to remove boom on guitars & increase clarity.

200Hz
1. Increase to add fullness to vocals.
2. Increase to add fullness to snare and guitar ( harder sound ).
3. Reduce to decrease muddiness of vocals or mid-range instruments.
4. Reduce to decrease gong sound of cymbals.

400Hz
1. Increase to add clarity to bass lines especially when speakers are at low volume.
2. Reduce to decrease "cardboard" sound of lower drums (foot and toms).
3. Reduce to decrease ambiance on cymbals.

800Hz
1. Increase for clarity and "punch" of bass.
2. Reduce to remove "cheap" sound of guitars.

1.5KHz
1. Increase for "clarity" and "pluck" of bass.
2. Reduce to remove dullness of guitars.

3KHz
1. Increase for more "pluck" of bass.
2. Increase for more attack of electric / acoustic guitar.
3. Increase for more attack on low piano parts.
4. Increase for more clarity / hardness on voice.
5. Reduce to increase breathy, soft sound on background vocals.
6. Reduce to disguise out-of-tune vocals / guitars.

5KHz
1. Increase for vocal presence.
2. Increase low frequency drum attack ( foot / toms).
3. Increase for more "finger sound" on bass.
4. Increase attack of piano, acoustic guitar and brightness on guitars (especially rock guitars).
5. Reduce to make background parts more distant.
6. Reduce to soften "thin" guitar.

7KHz
1. Increase to add attack on low frequency drums ( more metallic sound ).
2. Increase to add attack to percussion instruments.
3. Increase on dull singer.
4. Increase for more "finger sound" on acoustic bass.
5. Reduce to decrease "s" sound on singers.
6. Increase to add sharpness to synthesizers, rock guitars, acoustic guitar and piano.

10KHz
1. Increase to brighten vocals.
2. Increase for "light brightness" in acoustic guitar and piano.
3. Increase for hardness on cymbals.
4. Reduce to decrease "s" sound on singers.

15KHz
1. Increase to brighten vocals (breath sound).
2. Increase to brighten cymbals, string instruments and flutes.
3. Increase to make sampled synthesizer sound more real.

There are more great production tips on the studio forum at undergroundhouse.net


Oh hell yeah kelle thats bad ass!!
__________________
[Grey][Perfect Strangers]
-:-:-:-:-:-:-Harmonious Discord Recordings-:-:-:-:-:-
Harmonious Discord Guidance Fair Park Blunted Funk

Harmonious Discord @ Beatport

HD013 KiloWatts- Luna Rd. (w/ Molecule Mixes) OUT NOW

Bringing more SCARVE to threads in the 08'

11/26/08 *Live PA* The Cavern (Dallas)

DJ MYSPACE
GREY MUSIC MYSPACE
HARMONIOUS DISCORD DOT COM
HARMONIOUS DISCORD MYSPACE


"Cacophony at its finest"
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Old 12-15-04, 09:30 AM   #29 (permalink)
 
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Quote:
Originally Posted by Ash
Here's a tip. Do it because you love the music.

So, so true!! I believe in that...
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Old 12-15-04, 11:13 AM   #30 (permalink)
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Thanks kelle,That's some great info...
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My Latest Bassline/Electro/Tech Mix

Tech House and Booty House Mix
HIPPY CRAK

Myspace
Studio53
Dj Finle

Email
djfinle@yahoo.com

IM
skinfin53
Aim
ladjfinle
(\ /)
( . .)
c('')('')

Copy and paste Bun Bun into your signature to help him gain world domination.
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