Audio Production
EQ
Equalization (EQ) can be used to modify the frequency spectrum of a sound. It is the bread and butter of the mixing and mastering process. EQ can be used subtly or creatively and in simple terms, it consists on augmenting or reducing the sound of certain frequencies. Many EQs allow to affect multiple bands, for example we may want to increase the volume around 200 Hz and reduce it around 1 kHz, or we may want to cut all sound after 10kHz.
Imagine each EQ band as a filter and generally will have available the parameters of frequency, gain and Q. There are many types of filters, and while internally may be built differently, the basic types are:
- Low pass filter: Cuts all sound after a certain frequency.
- High shelf filter: Reduces or boosts the sound after a given frequency.
- High pass filter: Cuts all sound below a certain frequency.
- Low shelf filter: Reduces or boosts the sound below a given frequency.
- Band pass filter: A combination of both a low-pass and high-pass filter, creating a frequency range around which the sound will be kept.
- Notch filter: An inverse of the band pass filter, where all sound around the central frequency will be removed.
- Bell curve filter: The selected frequency acts as the center of a Gaussian curve that will boost/attenuate around the region of influence. The Q parameter controls the bandwidth (width) of the bell curve.
In general we want to balance our frequency spectrum to our liking and sometimes this involves making space for instruments. For example, if we have a guitar and a piano playing at the same time, both will have a good amount of mid frequencies, and when they are playing together they may sound muddy. By removing some highs from the guitar and some low-mids from the piano, we can make them sit more harmoniously in the mix. Something I do quite often is to fully remove (high pass) the frequencies above 200-300 Hz for many instruments to make space for the bass and the kick drums. If we have many elements in the mix, I may even low-pass the bass instruments, which will change their character, but at the same time, if we crowd a given frequency range, that sound wouldn’t be easy to distinguish.
Another use of EQ is to do sound design, shaping samples or instruments to create more appropriate sounds for a given track. In this chart you can find a reference of a few instruments and some characteristic frequency ranges. For example, we may want to increase the attack of a snare drum (by boosting around 900 Hz) or reduce the boominess of a kick drum (reducing the gain around 60 Hz). This chart is to be used only as a guideline reference to where certain characteristics are frequently found, factors such as tuning, the notes being played, the style of music we are going for, the instruments or recording conditions, etc. will change these reference points. Use your ears to determine where something is missing or where there is too much of!
Compression
Compressors can be used to reduce the dynamic range of a signal. Commonly used to control peaks but they have many applications. When a signal goes past the threshold it will be attenuated. Usually compressors will have the following parameters:
- Threshold: The limit at which the signal intensity will be attenuated if crossed.
- Ratio: The amount of attenuation. A 3:1 ratio means that for each 3dB that goes over the threshold, only 1dB will go through.
- Attack: Determines how fast a compressor starts working.
- Release: Once the signal goes below the threshold, how fast the compressor will keep working until its released. In other words, how quickly the compressor stops working. A fast release can help create a pumping effect.
- Knee: Changes the shape of the compression curve. It can soften or make more aggresive the signal reduction.
Glue compression
We use glue compression when we want to integrate different mix elements together in a bus (or master). There are different ideas on the parameters for setting up glue compression, for example, some go for short attacks and long releases, some for fast attack and long releases. It may depend on the type of effect that we want to achieve, sometimes we can get pumping effects or artifacts when attempting to do so. In any case the goal is to aim for 1-2 dB of reduction (and makeup gain to compensate for it). If you want to time the release time perfectly, we can use the following formula, which will give us the time in milliseconds:
release = 60000 / bpm * 4 - attack
Shorter attack times will affect the transients of the signal more, which may not be desired, wherease longer attack times will preserve them.
Resources
Pads
We don’t want to overcompress, but if we want to control the dynamics a little bit we can set up a compressor with a relatively long attack and release and around a 3:1 ratio. It can be useful to avoid high discrepancies in volume, specially when automating volume fades.
Drums
- Kick/snare/clap/toms: Quick attack/release, 3-4:1 ratio and hard knee. The idea is to let the attack pass through but control the boominess and keep a more even volume.
- Hi-hats/rides/shakers: Short/medium attack, medium release, 3-4:1 ratio. We probably don’t want the pumping effect on HHs.
- Drum bus: Grouping drums together and applying compression to this bus we may be able to glue them together, creating a more homogeneous sound. Use a compressor with a very fast attack, medium slow release and low ratio (2:1), increasing the threshold until we can hear the effect. In Bitwig you can also use the transient control for this purpose, increasing the amount of gain for the non-transient part.
Parallel compression (NY compression)
The idea is to overcompress a track (low threshold, medium-fast attack and release and large ratio) and blend the overcompressed signal with the original one. If your compressor has a wet/dry mix, you can achieve this effect quite easily. Works specially well for drum loops, providing a more aggressive sound.
Mixdown tips
- Use pink noise to tune your eq in a horizontal line, this will give you a more accurate visual representation of the perceptual audio spectrum.
- Shorter sounds tend to sound higher in pitch.
- Use an instrument as your anchor to mix things around. For example start with the kick and have a hierarchy for the mixing process.
- With the basics of kick, snare and high-hats, we can cover the entire frequency spectrum, so starting with these essential elements we can balance our music around it.
- Some EQs can use an extra signal to monitor multiple inputs. This comes handy for example when we want to balance two midrange instruments and we want to know where to cut in one of them.
- Using transient control on a drum bus (kick/snare/hh) and increasing the gain of the sustain have a similar effect to using a gluing compressor.
- When looking at a full album, don’t only look at LUFS or true peak but also loudness range, otherwise some songs may feel off with regard to others.
- For drums, instead of using limiters, we can use a hard clipper to obtain a cleaner and louder sound.
- In Bitwig we can use the transient detector to put reverb/delay only in the non transient part of a sound, cleaning it up quite a bit.
- Check your mix in mono to spot frequency buildups and phase cancellations.
- Check your mix in phone earbuds, speakers, mono bluetooth boomboxes, the car, etc.
Pink noise mixing
Pink noise have the same amount of energy across all octaves. If we mix to a pink noise reference, it will make it so our music can sound louder, since limiters will not slam the lower frequencies first.
Setup your EQ/spectrum analyzer balanced to pink noise and set a reference volume to balance around. Pure pink noise mixing can sound a bit too bright so setting a slope of 4.5dB instead of 3dB (pink noise) can mixing to the horizontal line can help deal with this issue. On the master bus, you can use an EQ set up just before the limiter for this purpose, instead of track by track. You can also use something like Ozone to dynamically adjust this stuff for you. In Bitwig you can use a multiband fx-3 (MBFX3) to split you frequency ranges and use limiters and compressors in each band independently, this is useful for drums. With MBFX3 and a limiter in each band you can raise the limiter until it is just starting to hit the ceiling.
The reference is mostly arbitrary but give enough headroom. For example select -45dB, balance the kick to peak at that line, the snare a bit lower than that, the melody a bit above, etc. These are stylistic choices.
You can do this by ear by setting a pink noise generator or wave file and then, with all faders set to -inf, slowly raise each individual track until you can hear it above the noise and then decrease the volume until is barely audible. Some people mention that is better to do this in mono for more accurate results. You can do this channel by channel by muting the rest or just adding all elements as you go. Either way, this is not a silver bullet, just a tool that can be used to get a quick mixing balance, but ultimately you need to use your ears to set your levels.
Resources
- Polarity: how i mixdown tracks - quick, simple, loud and clean mastering
- Polarity: Mixing: How to Start - Bitwig Tutorial
- Polarity: why your mixdown is shit - tonal balance, brightness equals loudness
- Venus theory: How To Get Balanced Mixes Every Time | Pink Noise Mixing
Scopes and mastering
Before a final release, you likely want to master your music so that it sounds as best as it can on as many listening environments and distribution platforms as possible.
The first thing to consider is the frequency balance, which is technically part of the mixing process, but the two are intertwined. If you want your music to sound loud, you want a balanced frequency spectrum as previously described. Typically I would have a final EQ or multiband compressor on my mastering chain to correct for overall signal imbalances. In Bitwig/Ableton I use a spectrum analyzer for this purpose, with a 4.5dB tilt in slow and/or freeze mode. This lets me know how the spectra evolves around time and which moments emphasize certain frequencies.
Having a balanced spectrum makes it so that the second step, loudness, is more easily achievable. A compressor and/or limiter are used to raise the level of the input signal. If you have an imbalanced signal, the limiter will be hit the ceiling earlier in some frequencies, which will make it so either we have distortion or we can’t push the overall signal as loud as we would like. I may use a combination of a compressor plus a limiter in some cases to lightly reduce some peaks before going to the limiter device. The loudness wars are mostly over, but it is worth trying to make your music as loud as possible according to the distributor’s specifications. For streaming services, I will tend to master to Spotify’s specs, which are shared by other services (-14LUFS with a max true peak of -1dB). I use the freely available Youlean loudness meter or dpMeter5 to monitor these metrics across the entire song and adjust my limiter as needed to achieve these specs.
I also like to monitor the overall stereo spectrum using the free MStereoScope plugin. Sometimes it’s worth considering to widen or pan certain tracks and individual channels. I also monitor the final mix in mono to ensure is sounds OK.
It’s a good idea once we have a final version to print the different stems or parts of a song if desired (vocal vs instrumental). Often we want to revisit or remix a song and can’t load the original project due to unavailable plugins, samples or something else entirely. Having the stems available makes this much easier.
As a final note, don’t forget to set up the metadata in all the tracks, it will save a lot of time when sending them to distribution.
Transitions
Here are some ideas that can be used to create smooth transitions between sections of our songs or when we want to introduce a new instrument to the mix. Often can be combined so try a few and see what feels right!
- Crash & snares hits after the transition point. Sometimes I will layer multiple samples to create the appropriate intensity for the crash.
- Transient elements in the next section can be duplicated, have reverb applied and rendered. Reversing this element and putting it before the transition and sometimes cutting up the transient point of this clip can help smooth out transitions. Works very well with crash, snares, kicks, pianos, even vocals. You can also apply more reverb or delay to these tracks to see if it fits better.
- Silence certain sounds, keeping only some of the existing elements.
- Drum fills or other glitchy or percussive elements. Works nicely with tom or snare fills and rolls (or both!).
- Risers. Can be created in a multitude of ways, and some of these can
be combined together in creative ways.
- White noise with a low pass filter that progressively opens up.
- An LFO for a sound is modulated increasing/decreasing its speed. This LFO can control volume, pitch or other parameters to create unique sounds.
- Use pitch automation on a sound.
- Swipe an eq with a high boost notch and a small Q to create audible effects.
- FX automations:
- Increasing the reverb of an element.
- Opening/closing up the low/high pass filter of an element.
Ear candy
To keep the listeners engaged throughout the song, we can sprinkle noises, instrument hits, effects, glitches, textures and many other details. These need to be subtle and secondary to the main arrangement, but they can really help bringing a song together. Sometimes we can repurpose existing material (such as vocals) processed for different sounds. Drum or bass fills could also be considered part of ear candy, specially when not used in transitions.
Voice
Compression
Voice love compression, but specially if we are doubling vocals, we want to compress those even more to reduce the dynamic range and make mixing easier. Double vocals in general tolerate much better overdoing it on effects, like reverb and delays.
Reverb/Delay + Compressor
Reverb and delay and vocals are really important for bringing a sense of space and otherworldliness but this can often overwhelm the sound and remove a lot of clarity from the lead vocals. A very useful trick is to put the reverb and delay as send buses and add a compressor to each of them, which will be used to sidechain the FX with the lead vocal signal. This allows the reverb/delay to be heard when the voice is not playing, but they will duck when it is giving us a much more clear signal. We can set the compressors with a fast attack, slow-medium release, 6-7:1 ratio and adjust the threshold until we achieve around 5-8dB of gain reduction. Make sure to remove makeup gain for this to work.
Other
Genres
Sound structure
In all music genres there is some amount of structure to a song. Even the lack of structure (for example an ambient track or a generative patch) is itself structured as a single part song. There are classical and common musical forms (sonata, rondo, AABB, AABA, ABA, 12-bar blues, etc.) but in popular music different sections are given other names and arranged according to musical genre. Note that even within each genre, there is a wide amount of variation, ultimately structure is a creative decision, but it is useful to know common conventions.
In addition to the following section types, it is also worth considering the overall energy of the track. Even with common progressions (verse-chorus-verse) the emphasis of energy can be set at different points (last chorus is the most energetic, similar energy all around except in some spots, etc.). Ways of changing a track’s energy is via adding/removing instruments, parts or textures, increasing melodic/harmonic rhythm, variations in drum patterns, melodic lines reaching higher pitches.
- Glossary:
- Intro (I), introduces the song by building up the main melody, harmony and/or rhytmic structure often unique but also can be mirrored in the outro. Sometimes the introduction is (re)used as a “turnaround” to return to the verse or A section of a song. Commonly instruments are “faded in” with volume swells, filters or other transitions.
- Verse/breakdown (V), can have a main melodic theme, but also used to develop the songs harmony and establish the key center. When there are lyrics, each verse can have different sets of lyrics and primarily is used to support the chorus.
- Pre-chorus/buildup (PC), used to build energy and connecting the verse with the chorus. Sometimes adds harmonic variation and can be used to modulate from a key (in the verse) to another (chorus).
- Chorus/drop (C), generally contains the main idea or hook of the song. Choruses tend to be all very similar in a song, with little variation.
- Post-chorus/pre-verse (PV), a section that comes after the chorus and typically before the verse but is not a part of neither. Sometimes is an extension of the chorus (with some variations) or a second chorus with a distinct flavour.
- Bridge/Middle 8 (B), a variation of the chorus/verse often used to contrast the previous pattern.
- Outro/coda (O), the conclusion of a song. It sometimes repeats the introduction but mirroring a fade out instead of the fade in. Ocasionally ideas from the song are re-mixed in the outro (for example chorus rhythm with verse harmony) and other ending devices, such as tempo slowdown or audio fx (e.g. tape modulation) can be added to the outro.
Synthwave
Characterized for a modern interpretation of 80s sounds, with heavy emphasis in simplicity and synth sounds. Some staples of the genre are:
- Gated reverb snares: Snare with reverb applied (often quite heavily) that is shortened in the DAW or via some volume gating mechanism. Snares can be layered with a bit of white noise for flavour.
- Tom/snare fills: Used for transitions with different pitch variations, often with some panning to add stereo interest and reverb. Can be paired with reverse crash sounds to smooth out the transitions even more.
- Drums are generally unsurprising and follow a 4-on-the-floor disco pattern.
- Harmonies: In general anything goes, but tend to use simple triads,
7th chords and smooth voice leading, sometimes with chord extensions. In
terms of chord progressions, you can use pop music cliches or a
I-VIm-V-IVprogression, but anything can work as long as its not overly complex. - Common use of arpeggios and obstinato patterns.
- Melodies are often simple, diatonic or minor pentatonic and emphasize the chord tones of the underlining harmony.
- Bass sounds tends to have a good amount of variations, but commonly it will consist on a plucky (No attack, low decay), round (sine and/or saw based) playing repeating 16th note figures, sometimes generated with an arpeggiator. A chorus effect can be used on bass, creating a slight widening effect and adding some flavour.
- Vocals: 80s vocals tend to have some chorus added to them. Sometimes paired with a short slapback delay (no feedback, short time) and reverb.
- Use of gates to clean up drum loops. Drum loops extracted from break or drum loop compilations or sampled from a recording can sound noisy. We can clean them up with the use of gates, which will add a peculiar sound to the drum loop whilst reducing the amount of noise.
- Structure: There is some variation in structure within the genre,
but they to follow pop, edm or nu-disco patterns. In general try add
some form of interest or variation every 8 bars to keep people
interested:
- Pop: I V PC C V PC C B C (O): Energy peaks on each chorus, with the last one having the largest amount. Energy dips on the 2nd verse and bridge.
- EDM: I V PC C B V PC C C (O): Energy increases to the highest level on each chorus and dips to the lowest on the bridge.
- Nu-disco: V V V/C C C B V V: Energy initially grows but its kept on a medium level throughout the song, with the bridge having a dip in energy, normally done by filtering some instruments. Can be a challenging to keep interest.
Famous artists
Resources
- Synthwave sessions by Ste Ingham
- Synthwave Song Structure And The 8 Bar Rule by Orpheus Audio Academy
- How to make awesome synthwave / 80s drums by Eliana D’Angelo
Glitchhop
Resources
Elektron
Digitakt
- Humanize percussions with a random LFO on sample position, filter or attack envelope.
- You can copy names as well, not only patterns and the like. Useful when sampling!
- Making hats/shakers.
- Start with a noise source and use a short envelope.
- Find a sweet spot on the noise sample.
- Use a high pass filter, maybe with a bit of resonance.
- Use an LFO for modulation. Some possibilities:
- Env Decay time.
- Env Attack time.
- Sample start.
- Tuning.
- Filter frequency.
- Panning.
- Conditional trigs can be cool here to generate variations.
- Trig locks on panning and tuning can be cool to create a cool groove.
- Making kicks.
- Start with a noise or an existing kick sample in a position that has a bit of attack.
- Have a short decay in the envelope.
- Use a high pass filter with a lot of resonance and a bit of filter envelope to shape the sound.
- Add a bit of overdrive.
- Recording using the left/right outputs can change the sound vs using Overbridge so it may be interesting to track that separatelly..
- Once a beat has been tracked and/or saved, messing up with modify
all parameters (
Track+Encoders) can make for interesting sounds, textures or even tonal samples. - The Digitakt doesn’t have time stretching or slicing, but there are
workarounds around this. Say that we have a sample loop that lasts 8
bars, if we want the loop to stay synced to the BPM while we adjust the
tempo or tuning samples, we can follow the following workflow:
- Setup the sample start point to the middle (60).
- Get a sawtooth LFO with sample start destination, 60 depth and -8 speed. This gives us a ramp that covers the entire sample range synchronized to the beat. Adjusting the multiplier has an effect in how many bars are covered by this repeat.
- Set up a bit of attack and decay just to prevent clicking.
- Add two triggers on the 1st and 2nd steps and make the 2nd play at the same time at the first (using microtiming). The first trig is used to reset the LFO by parameter locking the mode on retrigger (F encoder). The second trigger is set to retrig mode with a length greater than 16. The retrigger rate will change the resolution of the “grains” for time stretching.
- Once this is setup, loops should be synchronized with our sequencer. The second LFO can then be used, for example to scan different samples with the sample choice destination.
- A tape stop effect can be achieved with an exponential sample tune LFO. Set the speed to -8, which, with the BPM16 multiplier would make it so the LFO cycles throughout a bar. Set the depth to a negative value (e.g. -50). We can use an automation trig set to fill mode to activate this.
- Digitakt can TIME STRETCH & BEAT SLICE just like vintage samplers
Octatrack
Live resampling
We can use a record trig in combination with a flex track to live resample audio coming in from one of the inputs or some internal playback buffer. By default, a record trig + playback trig on the first step allow us to pitch down the incoming audio live, but pitching up or reversing is not possible this way. If we micro-time the record trig forward one or two clicks we can’t no longer pitch down, but we should be able to pitch up the incoming audio. Note that in this case we may need to retrigger the sample with an additional play trig. For example, if we pitch up an octave, in addition to the play trig on the 1st step, we should also use a play trig on the 9th. This isn’t really “live”, though, instead we are playing the last recorded loop in the buffer. In case of “live” reversing, the same process as with pitch up applies, only the “sample start” position should be adjusted. For the first trigger the start should be set at 1 and on trigger 9 it should be 64.
Using a “source 3” recording instead of AB/CD, we can pitch up a sample without micro-timing. For example, we can set a live recorded on track 5 from AB and use track 6 to record from track’s 5 via source 3. Another advantage of doing so is that audio can be routed to more than one track, for example track 7 could also be sampling from track 5 and process the effects differently.
Other
- Octatrack’s Manual
- Octatrack 64 breakbeat x 16 slices megabreak of doom
- Merlin’s thoughts on Elektron’s Octatrack
- Dawless Lofi Sample Mangling with the Octatrack
- Octatrack Mk2 Tutorial: A Crash Course in Arrangements
Production Resources
- How to use Compression (10-hour course)
- How to use Equalization (9-hour course)
- How to use Reverb (7-hour course)
- The Secret of Maximum Loudness (Dan Worrall)
- How to mix in stereo… without sucking in mono (Dan Worrall)
- Beginner’s Guide to EQ (Dan Worrall)
Mid-side processing
- Mid side eq tricks
- How To Fix A Muddy Mix : Mid Side EQ Mixing Techniques
- Spectrum Analyzer | Audio Mixing Tips | How To See Your Problems
Headphone calibration
I mix pretty much entirely on headphones, given that on my home studio I don’t have access to good monitors or a properly conditioned room. This has some caveats, and even though I know my headphones pretty well, the mixes don’t always translate to other systems. Recently I discovered a simple method to calibrate headphones for a more truthful response, which works system wide and can be implemented in pretty much any DAW and operating system. For example, I mostly use Bitwig on Linux and works like a charm there, no need for external plugins or other software like Sonarworks!
The idea is to try to match your headphone’s frequency response to the “Harman curve”, which seem to have become a standard for audio mixing on headphones. This curve tends to match the preference of a multitude of people from different demographics. Instead of a totally flat response, it tries to mimic the response of flat speakers in a treated room and gives a closer approximation to what a studio environment sound like.
Ideally you will be starting with a good pair of headphones, but you don’t need to break the bank for the most expensive pair. There is massive diminishing returns here, and some 100 buck cans are probably more than enough for most people. I personally use a set of Beyerdynamic DT 990 Pro (250 ohm) and while I like the sound and comfort, I had some issues with the build construction so I wouldn’t necessarily recommend them. Just find something that works for you within your price range and try to keep them as long as possible.
To obtain the calibration curve you can go to the AutoEQ website and type down your headphones model on the search bar. You will be greeted with a scary graph, for which we only really care about the Raw, Target and Equalized plots. On the left you can click “show advanced” and select different target profiles or make any desired adjustments, but by default the appropriate Harman curve should be selected. In the “Select equalizer app” dropdown you can select a variety of options if you want to add this curve to several equalizers (iTunes, Spotify, Rockbox, etc), but for my purposes I use the “Convolution Eq”. You should be able to see the Equalized graph very nicely matching the target curve. Click the “download” button (arrow pointing down) and wave the wav file to your desired folder.
In Bitwig (or your DAW of choice), add a convolution loader in your master and load the equalizer file as an impulse response. Make sure the mix is set to 100%, wet gain is set to 0dB and Width is set to 100%. I like to add a tool device afterwards to gain match the before/after signal. You can group these two together and save the chain as a preset. But wait, we are not done yet, you could disable this chain if you are mastering or measuring your track, but instead, I like to create an FX bus and move the chain there. Disable your master output and set the input of the calibration channel to Master (POST). Don’t forget to turn on monitoring! Lastly, set the output of the calibration track to your headphones output in your audio interface. You should now have headphone calibration directly on your DAW.
Any IR loader will work for this process, and if your DAW doesn’t have one available, there are plenty of free VSTs for this purpose.
You could potentially apply these equalization settings globally, but if you work with multiple headphones this may become a hassle. Furthermore, in that case, you can just add as many FX tracks with their respective calibration IRs and route the audio as needed.
I don’t claim this is the only or best method for headphone mixing, but seems to work for me, and hopefully it may work for you too. In any case, you should always listen to your mixes in a variety of different listening environments: different headphones and earbuds, different speaker systems, your car, mono systems, etc.
Mixing/Mastering
Loudness
Nowadays, music is most likely going to be consumed from streaming and digital platforms. These services have started to normalize the percieved loudness so that no longer music that sounds louder appears as sounding “better”. This means we no longer have to suffer from the Loudness War and we have some more headroom in dynamic range when mixing and mastering a song.
The loudness is typically measured in LUFS/LKFS (Loudness, K-weighted, relative to full scale). Different streaming services will reduce the volume of the music until is in their selected ranges. For example, at the time of writing, the following list show an example of the target LUFS in each platform:
- Youtube: -13 LUFS
- Spotify: -14 LUFS
- iTunes: -16 LUFS
- Tidal: -14 LUFS
To measure LUFS in a Digital Audio Workstation software (DAW), there are fantastic free plugins available, such as Youlean Loudness Meter.
Some people recommend mixing with a target of -23 LUFS with 6dB of headroom and then mastering for the target platform. Of course, we can always mix a bit louder (-12 to -10 LUFS depending on how much compression we are OK with) than we need to target all platforms. Beware of not overdoing it, otherwise we risk losing dynamic range.
Resources
Miscellaneous
How to create a reverse reverb effect on a hit
From Mr. Bill’s video on Ableton Reverse effects (Source)
- Isolate and bounce the audio track we want to apply the effect. Short hits work better.
- Reverse the bounced audio track.
- Apply a reverb and/or delay to the rev. bounced track.
- Freeze, flatten and consolidate the audio track with the effect.
- Reverse the track back.
- Put it back in time with the original hit.
Note that if the track was not reversed prior to consolidation, we obtain a fade-in effect instead when reversing the processed track.
How to set the gain of your microphone
Try to set the gain so that the average audio peaks at around -12dB to have plenty of headroom to play with.
Noise gate
On OBS, set the close threshold and open threshold 5 apart (Open should be smaller), e.g. ct 55, ot 50.
Compression
The effect of compression can still be heard even at lower volumes. The attack of a compressor can help us control the transients. Longer attacks left the transient through, and the faster the attack will shorten the transient. Long attacks and high compression can make for punchier attacks and faster attacks can smooth out harshness. Playing with the release can be used to play with the swing/groove. For example blending overcompressed drums with a slow release will highlight the higher frequencies. Playing around with the release can help shape high-hats. Additionally, the release can be used to create texture. Slower releases will reduce some “growl” smoothing the sound and faster releases can make the transients more obvious.
Resources
Software
- SunVox is an amazing cross platform modular synth and tracker. Works on Windows, macOS and Linux.
- ORCA is platform designed for livecoding music and experimentation.
- Noise Engineering free plugins
- Vital Synthesizer
- Surge xt
- OB-XD
- Valhalla Plugins