Discuss the various methods you use in music production, from compressor settings to equipment type.

By Roswell Thu Nov 21, 2002 10:17 pm
whatsup all --

I just got a sample CD from BanginBeats.com, and although some of the sounds are dope, i feel i got hella ripped off in the bass drum department cause none of them at all are very punchy, or low end... when i put it in with my tracks they're not that distinctive... and they all have this fuzz to em ( i guess cause they're all sampled )...

Should i be layering with bottom end kick?
I really want some clear punchy kicks...

Im sure the sampled bass drums would sound good with old samples maybe... but im using some sounds from the Triton and the bass drum just sounds outdated and nonexisting with it....

Any advice would be dope..

Or if anyone has some kicks they'd like to share as well that'd be cool too..


Roswell

By lex horton Fri Nov 22, 2002 12:05 am
layers, layers, layers

thats all he wrote

lex horton[/color]

By Roswell Fri Nov 22, 2002 1:09 am
Can you explain layers a bit more for me?
Just so i don't make some wack sound...
Do i layer it on my MPC, how many layers, etc..[/color]

By steve3607 Fri Nov 22, 2002 6:07 am
You can interlock 2 sounds so when you hit one kick it will trigger another sound at the same time. Basically you need to experiment. Maybe your best sounding kick will be made up of two actual kicks, a tom, and a cymbol. just keep trying new things. Sometimes I lose patience because I know exactly what sound I want, but it takes a lot of time to create it, but if you keep at it you will get it.[/color]

By lex horton Fri Nov 22, 2002 3:55 pm
trigger 2 other pads off the main kick.
if you want to be well organised then assign to the correct note number on bank A and then put the kicks into the same pad for bank B and Bank C.
Make the pad on A trigger the other two.
Basically take your main kick sound and add an 808 or scimilar sound to give it some meat and then layer another kick to create your full & desired sound, keep switching the kicks til' you get what you want. Its good to load everykick you have get a sequence going and keep switching the sounds til' you get what you need

lex[/color]

By Kenfen Sat Nov 23, 2002 11:07 pm
Maybe layer a point in there, so that you have some click in there so it will cut through?? What I mean by a point is a kick sample with lots of high end.... the other sample will take care of the lo end of the kick, the shell sound[/color]

By lex horton Sun Nov 24, 2002 2:29 pm
agreed on that
if you layer a load of scimilar samples it doesn't help alot, if i'm taking a kick from a drumbreak it's often not that meaty but has great presence at the top end, i'll just then look for something meaty to underpin it. It's interesting to cut a drum machine kick out of a rick james or roger troutman record and hear how little bass it's actually got yet it still sounds fat. When you've got bass like that i suppose you don't need the deepest kicks.

lex[/color]
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By turn Sat Dec 07, 2002 11:07 am
another thing that can be useful with kicks is to turn the frequency down a little bit and add a suttle distortion to it.sometimes this does the job[/color]

By Whereabouts_Unknown Thu Dec 19, 2002 12:39 am
Take two bass drum samples.  One with a lot of snap and high freqs.--a short, quick hit.  The other, a deep, low, bass sound.  
  Filter each to isolate their respective good qualities, snap from the first sample, bass from the second.
  Set each sound to trigger at the same time.
(via the program) set the snappy sample to have a quick (0) attack and fast decay.  Set the bassy sample to have a slower, delayed attack (3-7).   This will "make room" for each of the two sounds so that they won't interfere with each other's good qualities.  (time vs. amplitude)  The snap will have more headroom to sound-out since the bassier sample is silenced by the delayed attack.  Once the snap decays, the bassier sound sounds-out.  The trick is adjusting the cross-fade between the two sounds to shat the max. effect is heard.  So they sound like one phat-ass drum.  
This is just the basic idea I use, mix as many samples as you like, experiment with decay times.[/color]
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By lank Thu Dec 19, 2002 3:58 am
you could also splice them together using the attack of one kick and the tail end of another. can't say i've tried it...[/color]
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By EdwardSakamura Thu Dec 19, 2002 8:26 pm
ahem, ok all peeps here are on point in a major way, just wanna add, the way I found works best for drums, and I found out like 6 months later that dan the automator does his simmilarly,
#1 layer drums, then compress 'em to bring out the meat.
then layer a clean, uncompressed set of 'em over that, then layer a set with some light distortion and mix these all together, keeping the compressed sound in the middle, the distorted sound low volume and the clean drums at the highest volume.  This REALLY gives drums a BOOOM sound, without being overpoweing (you know when the drums really boom, but the other sounds in the song get muddy, this allows the drum to boom without muddying up other sounds (a common problem programming drums)[/color]
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By cybernaga595 Sun Dec 22, 2002 7:57 pm
How does one go about "compressing".  Is that a function performed in the MPC2000XL?  I understand the layering part, but what do you mean by compressing them?  Thanx for any help[/color]

By KoolSha78 Mon Dec 23, 2002 8:31 pm
This stuff aint rocket science, trust your ear and play around.
Play with the velocity, attack, and using 2-3 kick drum samples will do the job in most cases. One high and one low.

Compression IS NECESSARY TO KEEP THINGS FROM GETTING MUDDY. This is usually done externally.

Most mixing boards have an EQ or bass filter cutoff, that can do some light compression before recording. Dont think you can get that edge with raw audio straight out the MPC.[/color]

By jonny808 Fri Jan 03, 2003 10:27 pm
well.... to get some bottom end another old trick is to use a delay effect unit on what you sample, with the delay time set pretty short. (experiment with times and feedback with every kick you sample)
i cant remeber the maths in it but the delay time is related to the frequency that gets emphasized.
larger amounts of feedback with lenghen the kick to.

Watch those speakers though!

By lex horton Mon Jan 06, 2003 3:42 am
what i read was the automator compresses his aux send this in turn layers the compressed version with the original crisp one and it's nice.

If anyone know how compression makes something less muddy fill me in.

lex[/color]