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Old 02-15-08, 12:20 PM   #121 (permalink)
 
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Quote:
Originally Posted by Kelle Marie View Post
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

What kind of devices can I use to edit these frequencies? I would assume eq and filters. What's the difference between the top list and the bottom list where it say frequency uses and has a numbered list? It sounds like you can use these frequencies for bringing out certain notes or pitch range like bass , mid and , treble. It also sounds like you can do a lot more to a sound.

Are there absolute separate functions or applications for editing frequencies. Or is it a global type thing. It seems like there are 2 very different uses for frequencies.

I'm not sure if my questions even make sense.
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Old 02-15-08, 12:35 PM   #122 (permalink)
 
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Location: N Dallas
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Quote:
Originally Posted by Kelle Marie View Post
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

perfect, good to know thanks!!!
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Old 02-23-08, 01:46 PM   #123 (permalink)
 
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Frequency Range Chart

I know others have posted similar charts but this one is really good and easy to read.

Frequency Range Chart
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Old 02-24-08, 10:55 AM   #124 (permalink)
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Old 03-08-08, 04:37 AM   #125 (permalink)
 
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buy gear. don't settle for just a laptop with ableton or whatever the fuck. sure it's easier to produce music with everything at your immediate disposal, but there is something about using the limitations of synthesizers and hardware drum computers that makes it seem more tangible and like you're using a real instrument. not to mention live performances with gear are much more fun to watch. and it takes much more skill.

and when you get a new synth, don't just pick the first tone you like and fuck with cutoff and patch an lfo to mod and leave it at that and go "wow look at the awesome tone i just made!" because it's still a preset and if you use it in a track everyone will know and be like "hey that's the factory default for A.45 on the MicroKorg, what an asshole"
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Old 04-03-08, 11:49 AM   #126 (permalink)
 
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I wouldn't make anything with a preset. I'm obsessed with creating sounds. What's crazy is I do hear tunes with preset samples, instruments, and drum loops.
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Old 04-27-08, 11:43 AM   #127 (permalink)
 
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as an old school hip-hopper on a budget i basically take all my samples from records. i can make all kinds of sounds through my mixer and go from there. i work on a fairly strict code of what i sample and dont. you cant beat the recording method of like '76 and before. it just sounds better, real. i use very very simple tactics after i get a recording of the sample i want, recorded at PROPER LEVELS. i go through and chop it all up and roll it like a blunt. like i said im on a budget. i like my sound and thats why i do it. check recent beats here

http://www.myspace.com/theundergrowthprofile



any critism is great
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Old 05-09-08, 02:19 PM   #128 (permalink)
 
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can anyone help me please!!

ok, I love to make music its my passion and i will be heard one day!!

I USE FLSTUDIO 5 AND I AM STILL LEARNING BUT I CAN NOT FIGURE HOW TO GET REAL DRUM AND BASS SOUNDS!!

ANYONE GOT SUGGESTIONS?

HERE IS MY MUSIC

www.myspace.com/stevosk24

thank you for anyone with help
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Old 05-14-08, 08:51 AM   #129 (permalink)
 
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Want to join separated audio tracks?

This Mac application is great for joining several audio tracks. Perhaps you did a continuos dj mix and rendered the final tracks into multiple files... Although this is great for identifying where the track changes to the next, it does not always work properly when burning to disk. SOme people forget to change the 'time settings between songs' to ZERO. Joining your tracks ensures smooth transitions and a 'single file download'. Enjoy it bitches.

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Old 05-20-08, 12:46 AM   #130 (permalink)
 
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not sure if this has been mentioned and if so how many times but KEEP ORGANIZED. You will save time and energy. If you aren't organized yet take the 6hours of stress and boredom and straightn your work enviorment. not just your physical "studio" but everything from you samples/songs/sound effects/drum hits/programs/favorite links/plugins/patches/notes that you have been taking from this forum.

trust me. you will sleep easier. work faster. not be upset with your setup. I mean listen to everyone of your 40gigs of samples and make 25 different folders, then make sub folders. you know. get real straight with this. that is if you are serious.

oh yeah. and stop looking at porn. set a limit to the kids you kill. it will also save you time with laundry.
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Old 05-20-08, 06:19 PM   #131 (permalink)
 
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100% Spot on!

EQ Shelving your tracks brings depth and clarity to your mix. I try not to put anything but my Kick drum under 90hz. My basslines dip down there sometimes, but only offbeat. Low mids are my trouble spot.

Also test out your tracks on as many systems as you can. Everything sounds good in your headphones, but thats a bad way to mix. Some tracks that sound great in my car suck on the club's system.

Good reference monitors with a flat response are also key to finding the sweet spot in your mix.

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Quote:
Originally Posted by DJ^3 View Post
Aite... Here we go:

Roll off freq's that do not add to your track. That really thick pad doesn't need to dig down to 30Hz. Roll it off right as the bassline is starting to become audible. Lots of stuff sounds -really- good right at 2Khz. Make sure your not stacking everything in this frequency range, pan it out filter it down a little. Drawing with too many 'colors' in one area tends to make black mud.

I'll write more later... =)
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Old 05-25-08, 05:40 AM   #132 (permalink)
 
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stay chill dudes, smoke a blunt

wow, every one of these pages throughout this thread is full of pure gold in advice!!

i learned cubase 3 SX in school - took a whole semester but I finally started to feel like I had some control over what music I could make, how to create my own samples from recorded sounds, how to blend all my different creations together from different softwarez.....

anyways, guess what!! I actually BOUGHT Cubase 4!! yea, its the academic version, but so what!! i'm a legit producer now ;P I have an Axiom 25 key MIDI controller with analog knobs and drum pads along with years worth of random sample collecting.........

here's my question: does anyone here have direct experience with the newest version of Cubase (not the cheap studio version but the full all-out version 4)? Is there anything amazing in Cubase 4 that was completely left out in 3? Anything I should check out immediately that will blow me away ? or is it mostly just an improved workflow..? I think in any case, I'll have a full bag of goodies to play with. Nay, i know that already. Just looking for ... exciting hints & tips about the newest version vs. the one i learned in school 2 years ago (cubase sx 3)!!
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Old 05-26-08, 03:42 PM   #133 (permalink)
 
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Quote:
Originally Posted by Stefan Anion View Post
oh and one more:

make sure to have a window in your studio. fresh air r gud for creativity
Couldn't agree with you any more. I've always worked with my desk against a window. :-)
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