<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:blogger='http://schemas.google.com/blogger/2008' xmlns:georss='http://www.georss.org/georss' xmlns:gd="http://schemas.google.com/g/2005" xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-41874489061145419</id><updated>2024-09-28T20:57:31.382-07:00</updated><title type='text'>Sound Production</title><subtitle type='html'>Sound Production, Sound Engineering, Sound Design ..what ever you want to call it, THIS is my guide to all things audio. &#xa;I will be writing for everyone from the absolute beginer to the bonified Audiophile or enthusiast.&#xa;&#xa;Sampling, Synthesis, Sound Design,&#xa;Akai, Emu, Korg, Ymamaha, Roland, Linn, Esoniq, Fairlight, &#xa;Sampler: S20, S900, S950, S1000, S2000, S2800, S3000, S3000, S5000, S6000,&#xa;MPC60, MPC500, MPC2000, MPC2500, MPC3000, MPC4000, MPC5000, Z4, Z8&#xa;SP404, SP555, SP606, SP808, SP1200</subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://creative-sound-production.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/41874489061145419/posts/default?redirect=false'/><link rel='alternate' type='text/html' href='http://creative-sound-production.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><link rel='next' type='application/atom+xml' href='http://www.blogger.com/feeds/41874489061145419/posts/default?start-index=26&amp;max-results=25&amp;redirect=false'/><author><name>Unknown</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>26</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>25</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-41874489061145419.post-2577664765199016545</id><published>2012-02-03T07:36:00.000-08:00</published><updated>2012-02-03T07:52:48.463-08:00</updated><title type='text'>Digital Audio (formats)</title><content type='html'>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;
In this section I will be focusing on Digital Audio and what happens when an analogue signal is converted to a digital format, the factors that should be considered when choosing the correct format for your particular needs.&lt;br /&gt;
I will also look at how digital formats differ, and try and give you an idea of how there differences are going to effect your audio...&lt;br /&gt;
&lt;br /&gt;
the subjects I will be starting on are:&lt;br /&gt;
&lt;strong&gt;Popular Digital Formats&lt;/strong&gt;:&lt;br /&gt;
A quick look at the most popular formats, their typical usage.&lt;br /&gt;
&lt;ul&gt;
&lt;li&gt;Lossless (wav)&lt;/li&gt;
&lt;li&gt;compressed (MP3, OGG, WMA etc)&lt;/li&gt;
&lt;/ul&gt;
&lt;strong&gt;DA/AD Processes&lt;/strong&gt;&lt;br /&gt;
&lt;ul&gt;
&lt;li&gt;overview &amp;amp; notes on fileaize.&lt;/li&gt;
&lt;li&gt;Bitrate&amp;nbsp;&amp;amp; Frequencey&lt;/li&gt;
&lt;li&gt;Encoding stage (with regards to hardware)&lt;/li&gt;
&lt;/ul&gt;
&lt;strong&gt;Format Comparrison&lt;/strong&gt;&lt;br /&gt;
&amp;nbsp;MP3 vs WMA (compressed vs. compressed).&lt;br /&gt;
WAVvs MP3&amp;nbsp; (lossless vs compressed)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*check back soon for this part - I&#39;m still in the middle of writting it*&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://creative-sound-production.blogspot.com/feeds/2577664765199016545/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://creative-sound-production.blogspot.com/2012/02/digital-audio-formats.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/41874489061145419/posts/default/2577664765199016545'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/41874489061145419/posts/default/2577664765199016545'/><link rel='alternate' type='text/html' href='http://creative-sound-production.blogspot.com/2012/02/digital-audio-formats.html' title='Digital Audio (formats)'/><author><name>Unknown</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-41874489061145419.post-5526141447489411910</id><published>2012-02-01T00:18:00.001-08:00</published><updated>2012-02-01T00:43:10.863-08:00</updated><title type='text'>Sound Design for Video Games</title><content type='html'>I was originally going to call the section &#39;recording vocals for video games, however I realised most of the main points of interest also ralate to other sources of audio ...so...&lt;br /&gt;&lt;br /&gt;At first glance sound design for games might not seem any different from that of film, music production or even for TV/radio however vdeo games place a set of unique contraints on the sound designer that can either hinder or help the creative process.&lt;br /&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;First thing to consider if the playback medium and its capabilities, namely what &lt;strong&gt;bitrate/frequency &lt;/strong&gt;formats can the system (or console) handle?&lt;/li&gt;&lt;li&gt;Secondly is there a limit on the number of simultanious sounds that can be played back (&lt;strong&gt;polyphony range&lt;/strong&gt;).&lt;/li&gt;&lt;li&gt;&lt;strong&gt;How is the sound output&lt;/strong&gt;? Is it a device that uses headpones or proprietory speakers?  Is the device likely to be plugged in to a larger amplified system such as home surround sound playback system?   ...and &lt;strong&gt;how will all of these factors affect the gaming back experience&lt;/strong&gt;?&lt;/li&gt;&lt;/ul&gt;&lt;p&gt;To use an extreme example; &lt;/p&gt;&lt;p&gt;Imagine creating a score for LOTR for the Playstation 3 (or PC), now Imagine trying to transfer that gameplay experience to a gameboy (original) with all its polyphonic and format related limitations.&lt;/p&gt;&lt;p&gt;Each consol (or playback medium) will offer up its own set of contraints with regards to what audio formats are acceptable and this should be taken in to account as early on as possible to avoid wasted time/effort. ..For example it may not be worth while recording a vocal (eg shout) using an ultra-precise microphone at high resoltion if the format used to play back is limited to 22.05Hz .  Each situation should be assesed to see what is possible and what is not, especialy where console gaming is concerned (or portable devices).  ...&lt;strong&gt;memory &lt;/strong&gt;allocation may also be limited!&lt;/p&gt;&lt;p&gt; &lt;/p&gt;&lt;p&gt; &lt;/p&gt;&lt;p&gt; &lt;/p&gt;</content><link rel='replies' type='application/atom+xml' href='http://creative-sound-production.blogspot.com/feeds/5526141447489411910/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://creative-sound-production.blogspot.com/2012/02/sound-design-for-video-games.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/41874489061145419/posts/default/5526141447489411910'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/41874489061145419/posts/default/5526141447489411910'/><link rel='alternate' type='text/html' href='http://creative-sound-production.blogspot.com/2012/02/sound-design-for-video-games.html' title='Sound Design for Video Games'/><author><name>Unknown</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-41874489061145419.post-7578730687260160506</id><published>2012-01-31T23:47:00.000-08:00</published><updated>2012-01-31T23:54:13.874-08:00</updated><title type='text'>Abstract Theory</title><content type='html'>&lt;div align=&quot;center&quot;&gt;&lt;strong&gt;The Abstract Theories&lt;/strong&gt;&lt;/div&gt;This section doesn&#39;t really come under guide/tutorial, its more of a collection of ideas, or food for thought relating to music and how it effects the people that hear it, either intentionally or unintentionally.&lt;br /&gt;&lt;br /&gt;A selection of phenomena and pequliar side effects of sounds, alot of it has to to with psychology, some of it is a mater for philosophers and the rest is a result of evelution and the way the human body interperated the audable feedback we get during the course pf our lives.&lt;br /&gt;&lt;div align=&quot;center&quot;&gt; &lt;/div&gt;&lt;div align=&quot;center&quot;&gt;&lt;strong&gt;*time for me to sleep - I will continue this when I wake*&lt;/strong&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://creative-sound-production.blogspot.com/feeds/7578730687260160506/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://creative-sound-production.blogspot.com/2012/01/abstract-theory.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/41874489061145419/posts/default/7578730687260160506'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/41874489061145419/posts/default/7578730687260160506'/><link rel='alternate' type='text/html' href='http://creative-sound-production.blogspot.com/2012/01/abstract-theory.html' title='Abstract Theory'/><author><name>Unknown</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-41874489061145419.post-6023282303238773738</id><published>2012-01-18T00:52:00.000-08:00</published><updated>2012-01-18T08:46:55.699-08:00</updated><title type='text'>Compression (a complete guide to)</title><content type='html'>&lt;strong&gt;What Is A Compressor&lt;/strong&gt;?&lt;br /&gt;A compressor just is a device used to regulate the dynamics (volume) of a source signal (audio).&lt;br /&gt;It works by effectivly stopping the signal exceeding a value (maximum volume) determined by the operator (you).&lt;br /&gt;If you were to classify compressors in regards to effects units, it would belong to the &lt;strong&gt;dynamic processor &lt;/strong&gt;family as opposed to time-based effects processor (such as reveb, delay, flangers).&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Setting Up Your Compressor&lt;/strong&gt;:&lt;br /&gt;Before you start ensure you have connnected your compressor/limiter to mixer via the inserts.&lt;br /&gt;- Begin by adjusting the compressor&#39;s threshold until the peaks start triggering compression.&lt;br /&gt;- Now &lt;strong&gt;adjust the Ratio as desired &lt;/strong&gt;(depending on what your recording) ...we have now found our starting points, now you want to adjust (fine tune) ratio &amp;amp; threshold together until you have the sound your after.&lt;br /&gt;- Time to move on to the &lt;strong&gt;attack and release&lt;/strong&gt;... The attack will change how long it takes before the compressor kicks in (each time it is triggered by exceeding the threshold), and release controls shape how the compressor &#39;feels&#39; after it has kicked in (the release will determin now long the compression effect will last before the cycle ends).&lt;br /&gt;- Finaly &lt;strong&gt;adjust the output gain&lt;/strong&gt; to compensate for any difference in volume that has occured due to the compression effect.&lt;br /&gt;- Make use of your &lt;strong&gt;bypass &lt;/strong&gt;buton (if you have one) to check the original level, your looking to have created a &lt;strong&gt;new average volume&lt;/strong&gt;, so now you want to bring it up/down to aproximatly the same level you started with.&lt;br /&gt;&lt;strong&gt;&lt;/strong&gt;&lt;br /&gt;&lt;strong&gt;&lt;/strong&gt;&lt;br /&gt;&lt;strong&gt;Things Worth Knowing&lt;/strong&gt;:&lt;br /&gt;The following are just a few suggestions (starting points even) to put you in the right direction, ofcourse what music/sounds you record will effect how the compressor reacts and thus how the final sound will be so keep that in mind. Also dont forget to keep an eye on your output gain control (if you have one) when dealing with harsh compression.&lt;br /&gt;- &lt;strong&gt;Compressors can be&lt;/strong&gt; set up to act as &lt;strong&gt;limiters&lt;/strong&gt;, the only difference between the two devices being that the limiter will have faster responses (shorter attacks = more effective limiting), if you want to set your compressor as a limiter make sure your settings are as follows: Inputgain=zero, threshold=zero(or or -1db ), ratio=10-15:1(or as high as it goes), attack=short,release=short-to-mid, output gain=zero.&lt;br /&gt;- &lt;strong&gt;Suggested ratios&lt;/strong&gt;:  bass guitars around at 4:1, soft vocals around 2:1, heavy vocals around 4:1, acoustic guitar 2:1, electric guitararound  5: 1, percussion (shakers etc) around 2:1., synth lead (with reverb) around 5:1.&lt;br /&gt;- &lt;strong&gt;Fast attack &lt;/strong&gt;would be more prefferable for anything that has &lt;strong&gt;sudden peakse&lt;/strong&gt;,&lt;br /&gt;-  &lt;strong&gt;Slower attack&lt;/strong&gt; is good for sound sources that require a a little &lt;strong&gt;punch  &lt;/strong&gt;before  the compressor begins flattening flatening the sound (such as kicks when you want a little ckick at the begining or more impact), I also find a really slow attack nice on bassline or synth pads when reverb unit is used via inserts (not send/return).&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Common Compressor Types:&lt;/strong&gt;&lt;br /&gt;- &lt;strong&gt;FET,&lt;/strong&gt; Compressors attempt to emulate valve compression characteristics but more reliably than valves can. FET compressors are apparently nice on drums. (but i havent checked).&lt;br /&gt;- &lt;strong&gt;Optical&lt;/strong&gt; (opto), as the name suggests they implement light sensitive circurtry. They have slower response times than alternatives - this can be for the better or worse depending what you are recording.  If your looking for a dedicated compressor for vocals or anything that needs slow attacks you may find an Opto compressor;&#39;s characteristic &#39;sound&#39; better for your needs.&lt;br /&gt;-&lt;strong&gt; Valve&lt;/strong&gt;, Every one is familiar with the term valve compressor even if they dont know exactly what a valve is.. but you dont need to know how it works all you need to know is they are tempremental (the longer its on the more pronounced the effect), pronce to breaking if transported alot and generally more expensive... But for some reason they just seem to sound a little warmer, this is most likely due to their higher noise levels. (FET compressors can have higher S/N ratio)&lt;br /&gt;- &lt;strong&gt;VCA, &lt;/strong&gt;Voltage Controlled Amplifier compression is very precice and its another one of those does what it says names that well... does what it says ^_^.&lt;br /&gt;Its internal circutry has less noise/colour and responses are very high making them very precice and therefor flexable devices all round.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Additional controls etc:&lt;/strong&gt;&lt;br /&gt;The following functions/controls are not nessesary in a compressor but worth while knowing about, if you have them.&lt;br /&gt;&lt;strong&gt;Bypass - &lt;/strong&gt;Bypass often gets forgotten completely and results in a lot of scratching of heads when at a later point and asking questions like &#39;why is that track so quiet when it was so loud an hour ago&#39; or &#39;why is this acoustic guitar distorted? ..I thought I had lilited it.  The bypass function lets you compare what it sounded like before and what it sounds like now (post effect), if you didnt have bypass function you would be constantly plugging then unplugging they compressor or repeatedly reserting the controls.&lt;br /&gt;Bypass also means you can permanantly connect your compressor to your mixer if used alot and not have to worry about damaging the socets through wear.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Side-Chain - &lt;/strong&gt;Side-chaining is a technique that is widely used in music production, especialy electronic music. Sidechaining is basically getting one source to control another. so it could be compressor#1 tells compressor#2 when to trigger,  or it could be oldskool synthesizer#a tells compressor#b  when to trigger.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Warmth etc -&lt;/strong&gt; these are not really anything to do with the actual compressor just additional things to add a little character to the sound...  it could be a valve emulating transistor circut, or a subharmonic exiter effect process, it really depends on what you own.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Gate&lt;/strong&gt; - If your lucky your compressor will have a built in gate, which will help clean up your recording (at least the dead air).  ^_^ ...The gate will completely halt any sounds that do not exceed its threshold from passing (being heard), if it has varible controls (attack release) they work in the same way as the compressors attack and release do but they are unlinked (work independently of each other).</content><link rel='replies' type='application/atom+xml' href='http://creative-sound-production.blogspot.com/feeds/6023282303238773738/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://creative-sound-production.blogspot.com/2012/01/compression-complete-guide-to.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/41874489061145419/posts/default/6023282303238773738'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/41874489061145419/posts/default/6023282303238773738'/><link rel='alternate' type='text/html' href='http://creative-sound-production.blogspot.com/2012/01/compression-complete-guide-to.html' title='Compression (a complete guide to)'/><author><name>Unknown</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-41874489061145419.post-4812842643582280408</id><published>2012-01-17T22:37:00.000-08:00</published><updated>2012-01-18T00:11:23.407-08:00</updated><title type='text'>Patchbays</title><content type='html'>Midi &amp;amp; Audio patchbays are generally only found in &lt;strong&gt;studios&lt;/strong&gt; where either there are&lt;strong&gt; issues with space or time&lt;/strong&gt;.  Using a patchbay allows for quick re-routing of signals in situations where you have more equipment than there are available channels to plug them in to...   or if you have a selection of effects units some of which that are not used frequently.&lt;br /&gt;Some midi patchbays also allow for midi thu - allowing you to effectivly split the midi output from one device to multiple devices (this can be handy for things like layering drums using multiple sources).&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Connecting to your patchbay:&lt;/strong&gt;&lt;br /&gt;&lt;strong&gt;Midi patchbays&lt;/strong&gt; predictably relly on standard midi socketing (5pin DIN).&lt;br /&gt;&lt;strong&gt;Audio patchbays&lt;/strong&gt; come in a couple of variations... the most common (and cheapest) patchbays use  1 1/4&quot;&lt;strong&gt;TRS jack &lt;/strong&gt;(with regards to front side patching) but some may use old style &lt;strong&gt;Bantam jack &lt;/strong&gt;(bantam jacks are the old manual telephone system patching architecture, which use small brass jacks that look similar to mini-headphone jacks).&lt;br /&gt;With regards to the rear side patching of the audio patchbay, it may be designed to accept &lt;strong&gt;microphone cables&lt;/strong&gt;, TRS cables or bantam cables - although bantam cables require manual soldering/adapting as the as the technology its self is no longer produced).</content><link rel='replies' type='application/atom+xml' href='http://creative-sound-production.blogspot.com/feeds/4812842643582280408/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://creative-sound-production.blogspot.com/2012/01/patchbays.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/41874489061145419/posts/default/4812842643582280408'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/41874489061145419/posts/default/4812842643582280408'/><link rel='alternate' type='text/html' href='http://creative-sound-production.blogspot.com/2012/01/patchbays.html' title='Patchbays'/><author><name>Unknown</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-41874489061145419.post-4626730304346791332</id><published>2012-01-17T12:36:00.000-08:00</published><updated>2012-01-17T19:14:00.904-08:00</updated><title type='text'>Oscillators (an introduction to)</title><content type='html'>The Oscillator (VCO) is the part of the synthesizer that generates the initial tones that are shaped (envelope) to form sounds as desired.. the number of oscillators, the type of wave they are generating, combined with the way in which the tones are combined determines the type of sound that is produced.&lt;br /&gt;&lt;br /&gt;It is the most important module in the synthesizer as the final sound produced is primarily determined by the way you set up your oscillators. The common controls found on your oscillator are:&lt;br /&gt;&lt;strong&gt;Wave Type &lt;/strong&gt;-Simple waveforms (wave/sine/saw/tri/square), complex waveforms (pulse, noise etc).&lt;br /&gt;&lt;strong&gt;Octave Select &lt;/strong&gt;- Primarily used to fatten up sounds.&lt;br /&gt;&lt;strong&gt;Semitone Select&lt;/strong&gt; - Useful for creating small chords, especially on monophonic synthesizers.&lt;br /&gt;&lt;strong&gt;Detune Pitch&lt;/strong&gt;  - Useful for creating more realistic sounds.</content><link rel='replies' type='application/atom+xml' href='http://creative-sound-production.blogspot.com/feeds/4626730304346791332/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://creative-sound-production.blogspot.com/2012/01/oscillators-introduction-to.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/41874489061145419/posts/default/4626730304346791332'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/41874489061145419/posts/default/4626730304346791332'/><link rel='alternate' type='text/html' href='http://creative-sound-production.blogspot.com/2012/01/oscillators-introduction-to.html' title='Oscillators (an introduction to)'/><author><name>Unknown</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-41874489061145419.post-2145277800057440504</id><published>2012-01-17T11:47:00.000-08:00</published><updated>2012-01-17T12:23:41.303-08:00</updated><title type='text'>Hardware Sequencer(s)</title><content type='html'>&lt;strong&gt;A guide to the basic features of a hardware sequencer.&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Recording Modes&lt;/strong&gt;: (&#39;Grid&#39;, &#39;Step&#39;, &#39;Overdub&#39; or &#39;Replace&#39;).&lt;br /&gt;&lt;strong&gt;Grid &lt;/strong&gt;mode is your standard mode for recording rigid beats etc, each note recorded on a keyrange basis (as in select the not the sound is on, then select when the note is triggered).&lt;br /&gt;&lt;strong&gt;Step &lt;/strong&gt;mode is the traditional method of entering notes, by selecting the order the notes are played , manualy keying them in via built-in or external midi keyboard.&lt;br /&gt;&lt;strong&gt;Overdub &lt;/strong&gt;mode records over any previous midi data.&lt;br /&gt;&lt;strong&gt;Replace &lt;/strong&gt;mode overwrites your patern as it plays through the sequence.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Quantizing + Note Editing.&lt;/strong&gt;&lt;br /&gt;Essential for getting your grooves or riffs just right or correcting mistakes.&lt;br /&gt;&lt;strong&gt;Song/Pattern Sequencing&lt;/strong&gt;&lt;br /&gt;Songs are built up by chaining together individual phrases/patterns in to a larger sequence.&lt;br /&gt;&lt;strong&gt;Mixer&lt;/strong&gt;&lt;br /&gt;Volume of each track, panning position, automations and effects.&lt;br /&gt;The mixer may also allow routing/grouping of midi/audio to specific midi/audio outputs allowing for greater control of the final mix (eg route all drum tracks to midi out1 and melody to midi out2).&lt;br /&gt;&lt;strong&gt;Effects&lt;/strong&gt;&lt;br /&gt;Not all sequencers will come with built-in effects but if it does it is likelt to include compression, reverb, delay, and chorus/flange.&lt;br /&gt;Some sequencers may also be able to introduce things like midi delay in to the midi data.&lt;br /&gt;&lt;br /&gt;&lt;div align=&quot;center&quot;&gt;*all of the above are expanded upon in my other posts*&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://creative-sound-production.blogspot.com/feeds/2145277800057440504/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://creative-sound-production.blogspot.com/2012/01/hardware-sequencers.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/41874489061145419/posts/default/2145277800057440504'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/41874489061145419/posts/default/2145277800057440504'/><link rel='alternate' type='text/html' href='http://creative-sound-production.blogspot.com/2012/01/hardware-sequencers.html' title='Hardware Sequencer(s)'/><author><name>Unknown</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-41874489061145419.post-2965773908526377296</id><published>2012-01-17T10:50:00.000-08:00</published><updated>2012-01-17T11:40:09.614-08:00</updated><title type='text'>Creative Sampling</title><content type='html'>&lt;strong&gt;This section covers basic sampling and assumes a basic understanding of your hardware/software sampler, if there is anything you dont understand I suggest reading the following intro first:&lt;/strong&gt;&lt;br /&gt;&lt;a href=&quot;http://creative-sound-production.blogspot.com/2011/12/technology-sampler.html&quot;&gt;http://creative-sound-production.blogspot.com/2011/12/technology-sampler.html&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;Being that we have already established what a sampler is and how we can use one to capture a sound then use it to create a new more complex sound using the samplers internal shaping abilities its time to start using it a little more creatively.&lt;br /&gt;There are two ways to get creative with a sampler; the first is to play around with the way the sounds are shaped when sounds are triggered and the second is to capture some interesting sounds... in this section I will be focusing on the later.&lt;br /&gt;&lt;br /&gt;Required items: &lt;strong&gt;Sampler+Mixer+Imagination.&lt;/strong&gt;&lt;br /&gt;&lt;strong&gt;&lt;/strong&gt;&lt;br /&gt;&lt;strong&gt;&lt;/strong&gt;&lt;br /&gt;Ideas:&lt;br /&gt;&lt;strong&gt;Multi-Sampling &lt;/strong&gt;- Multi-Sampling has become something of a lost art these days, but its one of the simplest and quickest way of building up more realisting sounds.  Unlike a  re-pitched one-shot sample that the multi-sample patch will sound more realistic as each key will effectivly have its own unique characteristic, difference becomes obvious when listening to acoustic sampled patches. You dont actually need to sample every single note but the more notes you sample the more realistic it the patch will sound.   &lt;br /&gt;&lt;strong&gt;Abstract Kits &lt;/strong&gt;- The temptation to relly on pre-made kits is great but there is nothing stopping you from compiling your own kits, making use of your own machines... try sampling the kits on your keyboards or drum machines, or if you really want to get creative try recording the sounds you get when hiting things like boxes (wooden/cardboard/plastic) or home-made shakers.&lt;br /&gt;&lt;strong&gt;Strange Sounds - &lt;/strong&gt;rustling paper, tin cans, springs, breaking glass, ambient sound... all very interesting sounds even more so if you play around with the pitch and ADSR. Your only limitation is your imagination.&lt;br /&gt;&lt;strong&gt;Tones and Blips&lt;/strong&gt; - A good solid sine/saw/square/tri wave is worth its weight in gold, even more so if your creating your own synthesized bass or pads.</content><link rel='replies' type='application/atom+xml' href='http://creative-sound-production.blogspot.com/feeds/2965773908526377296/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://creative-sound-production.blogspot.com/2012/01/creative-sampling.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/41874489061145419/posts/default/2965773908526377296'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/41874489061145419/posts/default/2965773908526377296'/><link rel='alternate' type='text/html' href='http://creative-sound-production.blogspot.com/2012/01/creative-sampling.html' title='Creative Sampling'/><author><name>Unknown</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-41874489061145419.post-2045349254813124440</id><published>2012-01-17T10:05:00.000-08:00</published><updated>2012-01-17T10:42:15.200-08:00</updated><title type='text'>Mixing (an introduction to)</title><content type='html'>In this section I aim to outline in the most basic concepts of sound production (mixing) using terminology that will be understandable to a complete newcomer.&lt;br /&gt;&lt;br /&gt;Within the realms of sound production the term mixing is the process of balancing sounds.&lt;br /&gt;When mixing all were basically doing is deciding how loud something is and where &#39;in the mix&#39; the sound is to be positioned.&lt;br /&gt;When mixing we control the &lt;strong&gt;volume&lt;/strong&gt;, &lt;strong&gt;panning&lt;/strong&gt; and &lt;strong&gt;EQ&lt;/strong&gt; of each channel. A channel may be an individual sound or it may be a number of sounds grouped together.&lt;br /&gt;&lt;br /&gt;In addition to these basic controls you may also be able to&lt;strong&gt; apply fx via the send/return&lt;/strong&gt; channels. The effects send works by diverting the audio through whatever device you insert in to the send/return signal path, this is then mixed back in to the recording.&lt;br /&gt;&lt;br /&gt;Actual design of mixers may vary but what they do remains the same and the same fundamental idea remains, basically you want to record as &lt;strong&gt;loud as possible&lt;/strong&gt; (without risking distortion), as &lt;strong&gt;clean as possible&lt;/strong&gt; (minimum noise), as &lt;strong&gt;faithful &lt;/strong&gt;as possible (record as it was heard, no unintentional clicks/distortions etc) and hopefully create &lt;strong&gt;a sense of space&lt;/strong&gt; within the mix.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;there are basically &lt;strong&gt;3 types of mixing&lt;/strong&gt; with regards to spacialisation.&lt;br /&gt;&lt;strong&gt;Mono&lt;/strong&gt; - all sounds are placed dead center, effectivly no left/right.&lt;br /&gt;&lt;strong&gt;Stereo&lt;/strong&gt; - 2 channel output. Left and Right spacing.&lt;br /&gt;&lt;strong&gt;Surround-sound &lt;/strong&gt;- more than 2 channels (eg. left/right/center, left-front/left-rear/right-front/right-rear etc).</content><link rel='replies' type='application/atom+xml' href='http://creative-sound-production.blogspot.com/feeds/2045349254813124440/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://creative-sound-production.blogspot.com/2012/01/mixing-introduction-to.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/41874489061145419/posts/default/2045349254813124440'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/41874489061145419/posts/default/2045349254813124440'/><link rel='alternate' type='text/html' href='http://creative-sound-production.blogspot.com/2012/01/mixing-introduction-to.html' title='Mixing (an introduction to)'/><author><name>Unknown</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-41874489061145419.post-8936221068898337240</id><published>2012-01-12T16:12:00.000-08:00</published><updated>2012-01-12T17:20:08.515-08:00</updated><title type='text'>Monitors - And how to get the best out of them.</title><content type='html'>The following only applies to professional studio quality monitors, it is aimed at noobs and audiophiles alike:&lt;br /&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;&lt;strong&gt;First thing you must ensure you do is correctly set up your monitors&lt;/strong&gt;&lt;/li&gt;&lt;/ul&gt;&lt;p&gt;- The speakers have been tested in thousands of ways and the manufacturer has provided you with the optimum set up for that particular monitor, if you &lt;strong&gt;align them correctly&lt;/strong&gt; to start with many problems will never develope to start with.&lt;/p&gt;&lt;p&gt;- Another thing that gets over looked if the &lt;strong&gt;optimum or suggested operating level&lt;/strong&gt; (volume in dB) some speakers are designed to work at specific volumes, if you drop bellow this level the sound will be coloured or masked by natural accoustic effects,&lt;/p&gt;&lt;p&gt;- you want to stay away from corners,  &lt;strong&gt;corners+bass=problems&lt;/strong&gt;.&lt;/p&gt;&lt;p&gt;- &lt;strong&gt;Correct amp power&lt;/strong&gt;. If your monitors are unpowered (no amp built in) ensure that the amp output (power *watts) matches the monitors power ...in other words if your amp goes to 150watts your combined pair of monitors should be 150watts (or 75watts each).  If your amp exceeds your monitors capacity and you push them past their operating capacity you are going to overdrive them and this will damage the speakers ability to reproduce sound accuratly  ...and thats a problem.&lt;/p&gt;&lt;p&gt;If are in the position where the amp exceeds the monitors capacity you should place a limited between your monitors and amp, this will protect your speakers.&lt;/p&gt;&lt;p&gt;If however your monitors are 50watt each (100watt combined) and your amp is 75watt there is no problem, your monitors will just be limited to 75watt maximum volume (37 watt to the left, 37watt to the right.&lt;/p&gt;&lt;p&gt; &lt;/p&gt;&lt;ul&gt;&lt;li&gt;&lt;strong&gt;Second thing on the list is absorsion&lt;/strong&gt;.&lt;/li&gt;&lt;/ul&gt;&lt;p&gt;- its a good idea placing soft items around the &lt;strong&gt;walls and roof&lt;/strong&gt; to diffuse or minimise standing waves (or black spots) appearing.&lt;/p&gt;&lt;p&gt;- absorbtion blocks are mistakenly placed in (for lack of a better word) mirror image positions from each other, but &lt;strong&gt;sporadic positioning &lt;/strong&gt;is best as it helps the diffusion of the standing waves,&lt;/p&gt;&lt;p&gt;- you may need to &lt;strong&gt;place foam behind &amp;amp; directly in front of your monitors &lt;/strong&gt;(on the wall behind your head), if your on a budget pillows towels and duvets will do. You may want to invest in a pad for the monitor to sit on.&lt;/p&gt;&lt;p&gt;- things to bear in mind = the denser the material the more bass it will absort, but if its too dense its gonna reflect (so wood, metal and glass are out of the question), some people carpet their roof or one of their walls. Denser(as in foam duvet) materials also work better when dealing with bass traps (the nastyness that happens when bass hits the corners I mentioned earlier).&lt;/p&gt;&lt;p&gt; &lt;/p&gt;&lt;ul&gt;&lt;li&gt;&lt;strong&gt;Third thing is find the sweet spot:&lt;/strong&gt;&lt;/li&gt;&lt;/ul&gt;&lt;p&gt;- The sweetspot is the perfect position to sit stand in in the room, it is located directly infront of and between the monitors. If your unsure of where it is check your manual, but its generally about an arms lengh(arm and a bit) distance from the monitor in a small space however as the room increases in size you will find it moves towards the center of the room, with a little amplification thrown in (to compensate for the room size ^_^)&lt;/p&gt;&lt;p&gt; &lt;/p&gt;&lt;ul&gt;&lt;li&gt;&lt;strong&gt;And last Signal flow: &lt;/strong&gt;&lt;/li&gt;&lt;/ul&gt;&lt;p&gt;- at the start of a session/mix zero your desk/mixer and ensure that the levels are correct (with regards to bus channels and monitor/output levels). It wont in anyway affect what you hear unless your right in the red to start with, but if your mulittrack(mix out) channel is lower than your monitor level (depending on what hardware you use) you can end up recording quieter than you hear/think ..and this can result in noise being introduced into the next stage of the mix when the lower (mix out) recording is amplified to compensate.- If you are going to use EQ (inserted between mixer and monitor) make sure you remember that you may not be hearing what is being recorded. and if possible take notes of the EQ configuration/settings.&lt;/p&gt;&lt;p&gt; &lt;/p&gt;&lt;strong&gt;If your wondering what standing waves are:&lt;/strong&gt;&lt;br /&gt;Standing waves are like voids of dead air that cause strage things to happen, giving you the impression stff if there when it is not or that there is too much bass when the bass is perfectly fine. - this results in use incorrectly mixing or mastering our tracks.</content><link rel='replies' type='application/atom+xml' href='http://creative-sound-production.blogspot.com/feeds/8936221068898337240/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://creative-sound-production.blogspot.com/2012/01/monitors-and-how-to-get-best-out-of.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/41874489061145419/posts/default/8936221068898337240'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/41874489061145419/posts/default/8936221068898337240'/><link rel='alternate' type='text/html' href='http://creative-sound-production.blogspot.com/2012/01/monitors-and-how-to-get-best-out-of.html' title='Monitors - And how to get the best out of them.'/><author><name>Unknown</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-41874489061145419.post-843942311912294179</id><published>2012-01-12T01:59:00.000-08:00</published><updated>2012-01-12T02:16:13.137-08:00</updated><title type='text'>Equalisation/Tone-control</title><content type='html'>Tone control can be as simple or complex as you want it to be, but as with most elements of sound creation there are no stict rules,&lt;br /&gt;At different stages of a mix or sound creation certain frequency ranges will reqiure a little tweekery, you will notice quite soon that different pieces of hardware or software will have more control over the sound than others.&lt;br /&gt;One application may give you 2 bands to play with where as another may offer 32 bands to cut or boost as required, to the uneducated observer it may seem only logical that a 4 band EQ module may offer twice the control of its 2 band counter part and therfor a 32 band EQ if &#39;16times better&#39; than the 2 band module howver this is not the case...&lt;br /&gt;&lt;br /&gt;Its all about where the bands are split and how sever a kill each band will perform, not to mention the characteristics of the hardware (or software).&lt;br /&gt;&lt;br /&gt;To get the most out of your EQ its best to take alook at the manuals/specification sheet to see exacly where for example low/mid/high frequencies are divided,  this will allow you to identify what meathod of equalisation is best situated for your current recording situation.&lt;br /&gt;&lt;br /&gt;Its quite common for engineers or producers to use specific pieces of equipment to take advantage of good tone control.  ...infact a whole mastering industry has grown out of it.</content><link rel='replies' type='application/atom+xml' href='http://creative-sound-production.blogspot.com/feeds/843942311912294179/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://creative-sound-production.blogspot.com/2012/01/equalisationtone-control.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/41874489061145419/posts/default/843942311912294179'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/41874489061145419/posts/default/843942311912294179'/><link rel='alternate' type='text/html' href='http://creative-sound-production.blogspot.com/2012/01/equalisationtone-control.html' title='Equalisation/Tone-control'/><author><name>Unknown</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-41874489061145419.post-4724518248759762366</id><published>2012-01-11T18:28:00.000-08:00</published><updated>2012-01-11T19:47:26.074-08:00</updated><title type='text'>Software Synthesizers</title><content type='html'>This section is basically a quick rundown of the basic merits and drawbacks of todays current software synthesizers in comparisson with their analogue counterparts...&lt;br /&gt;&lt;br /&gt;Over the past decade software synthesizers have become more and more powerful and accesable to amatures and professionals alike, but when comparing software to hardware in general I notice the following limitations:&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;&lt;strong&gt;Character/Warmth. (analogue vs digital)&lt;/strong&gt;&lt;/li&gt;&lt;/ul&gt;&lt;p&gt;- assuming you are recording to a high standard (clear of noise) the first thing that becomes clear is the low end that you hear when an analogue synthesizer is used, generally speaking the standard components used in home computers cannot physically recreate the full frequency content and alot is lost in the process of converting this analogue sound into something that can be stored digital (your wav file).  However this being that these frequencies occur outside the threshold of human hearing this usually isnt a problem,&lt;/p&gt;&lt;p&gt; &lt;/p&gt;&lt;ul&gt;&lt;li&gt;&lt;strong&gt;Character/Warmth. (software vs software)&lt;/strong&gt;&lt;/li&gt;&lt;/ul&gt;- Although the processed implemented could be the same all synthesizers, even software ones, will have their own character.  This can be because of things program-unique algorythms that do the same things but in different ways/orders or the actual analogue to digital conversion processes that take place when exporting a portion of audio.&lt;br /&gt;- Another 2 main factors that contribute the a synth&#39;s character are the number of oscillators and the way they are combined/subtracted etc (subtracive synthesis vs additive etc etc).&lt;br /&gt;&lt;strong&gt;&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;&lt;strong&gt;Output (analogue vs software)&lt;/strong&gt;&lt;/li&gt;&lt;/ul&gt;- the best part about Software is that you never leave the digital domain, meaning that quality remains the same and does not deterierate while editing ..and in theory no noise should enter the recording over time or through editing unless intentionally.&lt;br /&gt;- Another bonus with some software synthesizers is the ability to export sound at multiple formats/bitrate etc,  this will ofcourse colour or distort the output (wav) content producing variations of an initial sound that can useful in lots of creative ways when producing music or sound design.&lt;br /&gt;- If live performance is a big factor in how the synthesizer is going to be used it must be said that its always good to have a dedicated rotary or botton/pad to tweek or punch when you need to turn something on/off or alter a parameter.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;&lt;strong&gt;Output (software vs software)&lt;/strong&gt;&lt;/li&gt;&lt;/ul&gt;- The most important factor in recording is to capture sound at as high quality as possible so output format will by default be wav file. The higher resolution the better. As synthesizers and computers get more powerful were able to capture our sounds at higher and higher resolution, with this in mind its always a good idea to take a look at what output options each program has to offer.&lt;br /&gt;-&lt;br /&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;&lt;strong&gt;Analogue vs Software in general&lt;/strong&gt;&lt;/li&gt;&lt;/ul&gt;&lt;p&gt;- Not really a fair comparison when you think of it, on one hand you have something that you can touch that in some cases can be unreliable in the most fun ways and on the other hand you have something that is FAR more reliable, portable and accessable (availablity and price).&lt;/p&gt;&lt;p&gt;- Another good thing software has to offer is its ability to practically store an infinite variation of sounds as presets, which can then be automated at a later point.&lt;/p&gt;&lt;p&gt;- ability to export audio at high resolution is another bonus software has over analogue as you dont need external gear to record a sound.&lt;strong&gt;&lt;br /&gt;&lt;br /&gt;&lt;/strong&gt;&lt;/p&gt;&lt;strong&gt;&lt;/strong&gt;&lt;div align=&quot;center&quot;&gt;&lt;strong&gt;*unfinished*&lt;/strong&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://creative-sound-production.blogspot.com/feeds/4724518248759762366/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://creative-sound-production.blogspot.com/2012/01/software-synthesizers.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/41874489061145419/posts/default/4724518248759762366'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/41874489061145419/posts/default/4724518248759762366'/><link rel='alternate' type='text/html' href='http://creative-sound-production.blogspot.com/2012/01/software-synthesizers.html' title='Software Synthesizers'/><author><name>Unknown</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-41874489061145419.post-6132142873894122772</id><published>2012-01-05T17:13:00.000-08:00</published><updated>2012-01-05T17:32:14.875-08:00</updated><title type='text'>Microphones - Vocals</title><content type='html'>&lt;strong&gt;Frequency Response:&lt;/strong&gt;&lt;br /&gt;- Frequency response of a microphone is good to bare in mind as this determines what you will record. If your choice of microphones is limited take in to consideration the characteristics of the voice.. is it a high pitched female or a deep booming male? ...some hiphop producers use bass drum mics to capture deep voices.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Type of Microphone:&lt;/strong&gt;&lt;br /&gt;- As a general rule condensor microphones will give the best quality, however there require a mixer that powers the mic or a bit of jiggery pokery with a DI box or mic preamp.&lt;br /&gt;- In live situations (dependiing on style of music) a dynamic mic may be the better option.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Compression:&lt;/strong&gt;&lt;br /&gt;- Ideally all vocals should be recorded with a some level of compression, as I general rule I start with 5:1 ratio and tweek till it sounds and looks right but every recording is different so there are no real rules.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;EQ:&lt;/strong&gt;&lt;br /&gt;- I recomend not applying any EQ to vocals while recording (fix it in the mix) unless there are problems with noisy mics or mixer. Its much easier to fix a vocal at a later point than to try and reintroduce bass/mid to a weak recording.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Effects:&lt;/strong&gt;&lt;br /&gt;- If recording a vocalist with effect, if possible, also record the untreated vocal... processed vocals might sound good now but at some point in the mix you might want to use another effect. (reverb, delay, vocoder etc)</content><link rel='replies' type='application/atom+xml' href='http://creative-sound-production.blogspot.com/feeds/6132142873894122772/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://creative-sound-production.blogspot.com/2012/01/microphones-vocals.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/41874489061145419/posts/default/6132142873894122772'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/41874489061145419/posts/default/6132142873894122772'/><link rel='alternate' type='text/html' href='http://creative-sound-production.blogspot.com/2012/01/microphones-vocals.html' title='Microphones - Vocals'/><author><name>Unknown</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-41874489061145419.post-6689218804548588551</id><published>2012-01-05T16:13:00.000-08:00</published><updated>2012-01-05T17:09:09.529-08:00</updated><title type='text'>Technology - The Synthesizer (an introduction to)</title><content type='html'>&lt;div align=&quot;left&quot;&gt;&lt;strong&gt;What is a synthesizer?&lt;/strong&gt;&lt;br /&gt;&lt;strong&gt;Why would I need to know about my synthesizer?&lt;/strong&gt;&lt;br /&gt;&lt;strong&gt;Who uses synthesizers these days?&lt;/strong&gt;&lt;br /&gt;&lt;strong&gt;What types of synths are available to me these says?&lt;/strong&gt;&lt;br /&gt;&lt;strong&gt;&lt;/strong&gt;&lt;br /&gt;&lt;strong&gt;&lt;/strong&gt;&lt;br /&gt;&lt;strong&gt;What is a synthesizer?&lt;/strong&gt;&lt;br /&gt;- A synthesizer is an electronic device that produces sound, though design and techniques implemented differ all synthesizers are capable of producing sound at specific frequencies by either combining, dividing or multiplying waveforms/tones produced by their oscillators.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;What would I need to know about my synthesizer?&lt;/strong&gt;&lt;br /&gt;- Its pretty easy to get a sound out of a synthesizer however if your after a specific kind of sound a little tweeking in the right places is all you need ..however this requires a basic idea of what each module is actually doing.  So first up its a good idea to identify each section of the synth and see/hear how it effects the sound produced.&lt;br /&gt;&lt;br /&gt;it will basically break down into:&lt;br /&gt;SOUND(VCO/oscillators) --&amp;gt; SHAPING(ADSR) --&amp;gt; AMPLIFICATION-(VCA)&lt;br /&gt;- so its a good idea to read up on the basics of Oscillators and ADSR. Once you have a basic grasp of what each module is doing its safe to read up on the LFO ...this module allows you to create wobble effects, gating pads, turn things (effects) on and off and basically automate other parts of the synthesizer.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Who uses synthesizers these days?&lt;/strong&gt;&lt;br /&gt;- Who doesnt? Right accross the board it seems like every mainstream (rock) band is using synthesizers, not to mention electronic music that is dependent on synthesizers.&lt;br /&gt;But from a creative perspective people I would say really made/make the most of their synthesizers are... (in no particular order):&lt;br /&gt;George Duke, Frank Zappa, Squarepusher, Venetian Snares, Brian Eno, Tangerine Dream, Rhyuchi Sakamoto, Aphex Twin, Herbie Hancock, Vangelis, Kraftwerk...&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;&lt;/strong&gt;&lt;br /&gt;&lt;strong&gt;What types of synths are available to me these says?&lt;/strong&gt;&lt;br /&gt;- in a nut shell ...software synthesizers or hardware synthesizers.&lt;br /&gt;- *see my synthesizer section for full explanation of what types of synthesizers are out there (FM Synthesis etc).&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://creative-sound-production.blogspot.com/feeds/6689218804548588551/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://creative-sound-production.blogspot.com/2012/01/technology-synthesizer-introduction-to.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/41874489061145419/posts/default/6689218804548588551'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/41874489061145419/posts/default/6689218804548588551'/><link rel='alternate' type='text/html' href='http://creative-sound-production.blogspot.com/2012/01/technology-synthesizer-introduction-to.html' title='Technology - The Synthesizer (an introduction to)'/><author><name>Unknown</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-41874489061145419.post-3025820260684712337</id><published>2012-01-05T15:49:00.000-08:00</published><updated>2012-01-05T16:05:51.392-08:00</updated><title type='text'>Noise</title><content type='html'>At some point in the mix some level of noise will be present, if your using analogue gear the effects will be more pronounced...&lt;br /&gt;If You are using software and rendering to a compressed format such as mp3 noise will be produced that was not present in the higher quality original...&lt;br /&gt;&lt;br /&gt;Noise is basically unwanted random frequency occuring from distortion of amplification of background sound already present. But noise can also be used to hide/mask other problems if deliberatly introduced in to the mix in the right way.&lt;br /&gt;Another interesting thing about noise is that for some reson it makes us &#39;believe&#39; what we are hearing is more real - as in that a song completely free of noise does not sound as pleasing as an iidenticle recording with a little noise introduced.&lt;br /&gt;&lt;br /&gt;Noise is also used during sound rendering stage or file conversion ..the process known is as Dithering.</content><link rel='replies' type='application/atom+xml' href='http://creative-sound-production.blogspot.com/feeds/3025820260684712337/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://creative-sound-production.blogspot.com/2012/01/noise.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/41874489061145419/posts/default/3025820260684712337'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/41874489061145419/posts/default/3025820260684712337'/><link rel='alternate' type='text/html' href='http://creative-sound-production.blogspot.com/2012/01/noise.html' title='Noise'/><author><name>Unknown</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-41874489061145419.post-677284459683488042</id><published>2012-01-05T14:50:00.000-08:00</published><updated>2012-01-05T15:36:33.426-08:00</updated><title type='text'>Frequency</title><content type='html'>&lt;div align=&quot;center&quot;&gt;&lt;span style=&quot;font-size:180%;&quot;&gt;Frequency&lt;/span&gt;&lt;/div&gt;&lt;br /&gt;Frequency range problems constantly crop up throughout every stage of sound creation, so I always try and visualise what is going on behind the speakers...&lt;br /&gt;The main area of concern is the frequency range of the speakers of headphones use as if their frequency response is poor /severely restricted this will not give a true idea of what is being recorded.  Many producers use a variety of speakers or devices to test their recording to ensure they have a solid idea of what it will sound like nomatter what device is used for playback.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;So what areas do frequency ralated problems arise and what kind of problems are they?&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;&lt;strong&gt;Initial recordings of sound elements&lt;/strong&gt;. (example kick drum)&lt;/li&gt;&lt;/ul&gt;&lt;p&gt;- What kind of microphones or devices were used &amp;amp; what was their frequency response? How does this colour the sound we hear?&lt;/p&gt;&lt;ul&gt;&lt;li&gt;&lt;strong&gt;initial mixing stage&lt;/strong&gt; (example kick and bass guitar)&lt;/li&gt;&lt;/ul&gt;&lt;p&gt;- What are the fundamental frequencies of the sounds being used? Are some sounds masking others because they share similar frequency range?&lt;/p&gt;&lt;p&gt;- What is the frequency range of your playback speakers/headphones? How much of the sound are you actually hearing?  How will this differ on another playback device/system?&lt;/p&gt;&lt;p&gt; &lt;/p&gt;&lt;ul&gt;&lt;li&gt;&lt;strong&gt;Production/rendering stage&lt;/strong&gt; (example DAW song rendered)&lt;/li&gt;&lt;/ul&gt;&lt;p&gt;- How will things like HAS Effect, Dither, and harmonic related effects affect the final rendered audio &amp;amp; how will this then sound on playback (differing from the realtime playback),&lt;/p&gt;&lt;p&gt;- How will playback differ from device to device(with regards to componant response &amp;amp; range)?&lt;/p&gt;&lt;p&gt; &lt;/p&gt;&lt;ul&gt;&lt;li&gt;&lt;strong&gt;Sound Synthesis&lt;/strong&gt; (example emulating a tone/sound)&lt;/li&gt;&lt;/ul&gt;&lt;p&gt;- When recreating a specific sound it could be useful to consider things like the frequency range of the particular sound. Also the type of filter used by the synth.&lt;/p&gt;&lt;p&gt;- Waveforms used?&lt;br /&gt;&lt;/p&gt;&lt;p&gt; &lt;/p&gt;&lt;p&gt; &lt;/p&gt;&lt;p&gt;&lt;strong&gt;The basics&lt;/strong&gt;:&lt;/p&gt;&lt;p&gt;The range of human hearing is around  20Hz and 20,000Hz, however ther frequencies outside that range are still very important.  What we record is not entirely what was initially created.&lt;/p&gt;&lt;p&gt;Frequencies below the 20Hz range can be felt in a club situation by contrast if we imagine the same song played back on a £20 cd player (with speakers) the difference is clear.  ...however if the recording had been mixed in a way so that the bass was not as heavy in the club senario and then that mix was played back on the £20 cd player difference would be dramatic.  - So its good to pay attention to the lower frequencies in the mix and have a good idea of how a little tweek to the low end eq can have a drastic effect on the track as a whole.&lt;/p&gt;&lt;p&gt;Where EQ is concerned it is sometimes a good idea to look up what the funamental frequency is for each of the pots (rotary/slide/controls/etc) this way when you turn your high EQ knob, for example, you know what frequencies will begin to be effected.&lt;/p&gt;&lt;p&gt;System noise frequency range will very depending on what you are using but if you can identify the specific area where noise occurs, you can specifically turn those frequencies down to help clean up samples, mixes or whatever is being recorded.&lt;/p&gt;&lt;p&gt; &lt;/p&gt;&lt;p&gt; &lt;/p&gt;</content><link rel='replies' type='application/atom+xml' href='http://creative-sound-production.blogspot.com/feeds/677284459683488042/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://creative-sound-production.blogspot.com/2012/01/frequency.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/41874489061145419/posts/default/677284459683488042'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/41874489061145419/posts/default/677284459683488042'/><link rel='alternate' type='text/html' href='http://creative-sound-production.blogspot.com/2012/01/frequency.html' title='Frequency'/><author><name>Unknown</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-41874489061145419.post-6161339690712427442</id><published>2011-12-29T02:52:00.000-08:00</published><updated>2011-12-29T03:44:08.555-08:00</updated><title type='text'>The LFO (Advanced Synthesis)</title><content type='html'>Well I mentioned before that I started getting interested in the LFO&#39;s specific...&lt;br /&gt;&lt;br /&gt;I started to look in to the history of the LFO ..as in how it was implimented, who made the best use of it and what kinds of sounds they were able to produce.  This also lead me in to the realms of FM and I suddenly found my self reading manuals on TB303 and other quirky pieces of gear like that.&lt;br /&gt;&lt;br /&gt;I looked at the way different instruments audio signal paths worked and where and when the LFO had been implemented. A few experiments later and I had a good idea of how certain &#39;unique&#39; sounds were produced.  After a day of two I had figured out how to produce some sounds that bewildered me for years...  Sounds you only hear in Aphex Twin albums or big budget sci-fi films.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;The &lt;strong&gt;typical uses&lt;/strong&gt; of LFO implementation generally lay in the field of amplitude modulation based effect, that basically covers anything ADSR related, gated effects panning etc.  The flip side of this is are the effects that are a result of modulated frequency, where the lfo is driving the pitch of the main oscillator(s) output.&lt;br /&gt;&lt;br /&gt;More &lt;strong&gt;advanced effects&lt;/strong&gt; can be produced when the LFO is patched elsewhere, depending on what hardware or software you have at your disposal you may even be able to use your LFO&#39;s output from one device to drive another...   for example drive your compressor from your synth.  ...or modulate the decay on your reverb.&lt;br /&gt;&lt;br /&gt;If you have a synthesizer with no LFO but that does have two or more oscilators you may be able to use one of them (but it&#39;d have to be an old synthesizer). And it IS possible to record the output of the LFO however the lfo is not designed for this and the low end tones produced will most likely wreck your sound system.&lt;br /&gt;&lt;br /&gt;If your looking for realy unique sounds then I suggest using the LFO to modify the pitch of your main oscilator(s), adjusting the LFO rate to taste starting at highest rate for most dramatic effect.&lt;br /&gt;You will soon notice the sounds being produced quickly enter into the realms of FM and ring-moddy arena.&lt;br /&gt;If you then tie the Amplitude section in (ACO) then you can get some really amazing sounds.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;div align=&quot;center&quot;&gt;**im in the process of writing this**&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://creative-sound-production.blogspot.com/feeds/6161339690712427442/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://creative-sound-production.blogspot.com/2011/12/lfo-advanced-synthesis.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/41874489061145419/posts/default/6161339690712427442'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/41874489061145419/posts/default/6161339690712427442'/><link rel='alternate' type='text/html' href='http://creative-sound-production.blogspot.com/2011/12/lfo-advanced-synthesis.html' title='The LFO (Advanced Synthesis)'/><author><name>Unknown</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-41874489061145419.post-8726765455194343174</id><published>2011-12-29T01:45:00.000-08:00</published><updated>2011-12-29T03:07:24.662-08:00</updated><title type='text'>The LFO  (Synthesis &amp; Sampling)</title><content type='html'>&lt;div align=&quot;center&quot;&gt;&lt;span style=&quot;font-size:180%;&quot;&gt;The LFO&lt;/span&gt;&lt;/div&gt;&lt;div align=&quot;center&quot;&gt; &lt;/div&gt;&lt;div align=&quot;center&quot;&gt; &lt;/div&gt;&lt;div align=&quot;center&quot;&gt; &lt;/div&gt;&lt;div align=&quot;left&quot;&gt;I&#39;ve been doing alot of experimentation lately specificaly centering around creative use of the LFO, I&#39;m not sure what started me off really...  I think it might have been because I was listening to Tangerine Dream while reading the manual for a TB303.  I started thinking about the way in which the LFO generated its signal and that lead me on to one thing and another...&lt;/div&gt;&lt;div align=&quot;left&quot;&gt; &lt;/div&gt;&lt;div align=&quot;left&quot;&gt; &lt;/div&gt;&lt;div align=&quot;left&quot;&gt;To cut a long story short this is a brief explanation of what an LFO &lt;strong&gt;is&lt;/strong&gt;, &lt;strong&gt;does&lt;/strong&gt; and why it is an &lt;strong&gt;important&lt;/strong&gt; tool for effective synthesis (or sampling):&lt;/div&gt;&lt;div align=&quot;left&quot;&gt;&lt;br /&gt;&lt;/div&gt;&lt;div align=&quot;left&quot;&gt; &lt;/div&gt;&lt;div align=&quot;left&quot;&gt; &lt;/div&gt;&lt;div align=&quot;left&quot;&gt;&lt;strong&gt;Low Frequency Oscillator&lt;/strong&gt; is one of those &#39;does what it says&#39; components found in all modern synthesizers and it does exactly what it says, it generates a tone/signal/pulse just like your main tone oscilator(s) except this oscillator is confines to stricter parameters resulting in a slower wave.&lt;/div&gt;&lt;div align=&quot;left&quot;&gt; &lt;/div&gt;&lt;div align=&quot;left&quot;&gt;The LFO will usually be lower than &lt;strong&gt;20 Hz &lt;/strong&gt;and the waveform produces will typically be sine-tri-sqr-saw waves although it will vary from instrument to instrument.  &lt;/div&gt;&lt;div align=&quot;left&quot;&gt; &lt;/div&gt;&lt;div align=&quot;left&quot;&gt;What will also vary is where you can &#39;patch&#39; its output - this determins a number othings that I&#39;ll get in to in a bit.&lt;/div&gt;&lt;div align=&quot;left&quot;&gt; &lt;/div&gt;&lt;div align=&quot;left&quot;&gt; &lt;/div&gt;&lt;div align=&quot;left&quot;&gt; &lt;/div&gt;&lt;div align=&quot;left&quot;&gt;So the LFO is basically &lt;strong&gt;another oscillator&lt;/strong&gt; that produces a slower waveform whats special about that?  -  Unlike the other oscillators its output is not an audio signal that is to be shaped the LFO is the signal that drives the components that do the shaping.&lt;/div&gt;&lt;div align=&quot;left&quot;&gt; &lt;/div&gt;&lt;div align=&quot;left&quot;&gt; &lt;/div&gt;&lt;div align=&quot;left&quot;&gt;It seems that every new piece of equipment or software if come across offer different ways to impliments its LFO (as in modular synthesis) so its best to think of it in terms of how its shape can be formed and manipulated.  With a good grasp of how the LFO is basicaly behaving in real-time and how that is then influencing whatever device/module it is driving you can open the door top a world of new possibilities when it comes to shaping sounds and creating new ones. &lt;/div&gt;&lt;div align=&quot;left&quot;&gt; &lt;/div&gt;&lt;div align=&quot;left&quot;&gt;Typical &lt;strong&gt;LFO controls:&lt;/strong&gt;&lt;/div&gt;&lt;ul&gt;&lt;li&gt;&lt;div align=&quot;left&quot;&gt;&lt;strong&gt;Waveform&lt;/strong&gt; - The actualy shape may vary. This is actually quite important but distracting so I&#39;ll skip it as it will become apparent soon enough.&lt;/div&gt;&lt;/li&gt;&lt;li&gt;&lt;div align=&quot;left&quot;&gt;&lt;strong&gt;Rate &lt;/strong&gt;- The frequency or speed of the waveform generated.&lt;/div&gt;&lt;/li&gt;&lt;li&gt;&lt;div align=&quot;left&quot;&gt;&lt;strong&gt;Amount&lt;/strong&gt; - Also known as depth.&lt;/div&gt;&lt;/li&gt;&lt;/ul&gt;&lt;div align=&quot;left&quot;&gt; &lt;/div&gt;&lt;div align=&quot;left&quot;&gt;Once the LFO has been set to produce the desired waveform it is then routed (of patched) to a secondry device/module or for that matter anywhere that allows.  The LFO signal can then be used to trigger notes, start sequences, modulate pitch/velocity, shape the ADSR anything you choose.&lt;/div&gt;&lt;div align=&quot;left&quot;&gt; &lt;/div&gt;&lt;div align=&quot;left&quot;&gt; &lt;/div&gt;&lt;div align=&quot;left&quot;&gt; &lt;/div&gt;&lt;div align=&quot;center&quot;&gt;**Read my &lt;a href=&quot;http://creative-sound-production.blogspot.com/2011/12/lfo-advanced-synthesis.html&quot;&gt;advanced LFO&lt;/a&gt; section**&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://creative-sound-production.blogspot.com/feeds/8726765455194343174/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://creative-sound-production.blogspot.com/2011/12/lfo-synthesis-sampling.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/41874489061145419/posts/default/8726765455194343174'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/41874489061145419/posts/default/8726765455194343174'/><link rel='alternate' type='text/html' href='http://creative-sound-production.blogspot.com/2011/12/lfo-synthesis-sampling.html' title='The LFO  (Synthesis &amp; Sampling)'/><author><name>Unknown</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-41874489061145419.post-8267446866668845213</id><published>2011-12-06T00:21:00.001-08:00</published><updated>2012-02-01T20:56:31.495-08:00</updated><title type='text'>FEEDBACK!!!</title><content type='html'>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;
Not sure if the title counts as a pun, but excuse it anyway ^_^&lt;br /&gt;
This post has nothing to do with that annoying phenominom that occurs when a signal repeats on its self causing and infinit loop that escalates very quickly in volume and frequency until eaither your ear, speakers, amplifier or mixing device stop working ;)&lt;br /&gt;
&lt;br /&gt;
All feedback and suggestions are appreciated,&lt;br /&gt;
anything I have missed out will be addressed if you let me know about it,&lt;br /&gt;
I also write these sections entirely from memory and dont consult any books or online resources so appologies for any spelling mistakes,.&lt;br /&gt;
When I get round to writting about sound production history I will be using books for refference at the moment I do not so if you spot an inaccuracy of blatant mistake please let me know so I can correct it as soon as possible.&lt;br /&gt;
&lt;br /&gt;
many thanks,&lt;br /&gt;
Leon&lt;br /&gt;
(aka Beat Scientist, formaly known as LSD in the realms of techno)&lt;br /&gt;
&lt;br /&gt;
&lt;div style=&quot;text-align: center;&quot;&gt;
&lt;iframe allowfullscreen=&quot;&quot; frameborder=&quot;0&quot; height=&quot;320&quot; mozallowfullscreen=&quot;&quot; src=&quot;http://player.vimeo.com/video/34104855?title=0&amp;amp;byline=0&amp;amp;portrait=0&quot; webkitallowfullscreen=&quot;&quot; width=&quot;400&quot;&gt;&lt;/iframe&gt;&lt;br /&gt;
&lt;a href=&quot;http://vimeo.com/34104855&quot;&gt;PositiveF5 (original)&lt;/a&gt; from &lt;a href=&quot;http://vimeo.com/beatscientist&quot;&gt;Beat Scientist&lt;/a&gt; on Vimeo.&lt;/div&gt;
&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://creative-sound-production.blogspot.com/feeds/8267446866668845213/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://creative-sound-production.blogspot.com/2011/12/feedback.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/41874489061145419/posts/default/8267446866668845213'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/41874489061145419/posts/default/8267446866668845213'/><link rel='alternate' type='text/html' href='http://creative-sound-production.blogspot.com/2011/12/feedback.html' title='FEEDBACK!!!'/><author><name>Unknown</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-41874489061145419.post-4304092649535195171</id><published>2011-12-05T22:56:00.000-08:00</published><updated>2011-12-06T00:01:05.808-08:00</updated><title type='text'>Sound Synthesis (intro)</title><content type='html'>&lt;div style=&quot;text-align: center;&quot;&gt;&lt;span style=&quot;font-weight: bold;&quot;&gt;A brief introduction to&lt;br /&gt;&lt;span style=&quot;font-size:180%;&quot;&gt;Sound Synthesis&lt;/span&gt;&lt;br /&gt;(by Leon Dawson)&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;div style=&quot;text-align: left;&quot;&gt;&lt;span style=&quot;font-weight: bold;&quot;&gt;&lt;/span&gt;Sound Synthesis is a term used to describe the process or processes involved in creating sounds or recreating sounds using electronic means.&lt;br /&gt;There are various types of synthesis and I will briefly explain what they are here before expanding upon the ideas in future sections/posts.&lt;br /&gt;With the correct tecniques each and every sound that occurs naturally or un-naturaly can be re-synthesized.  It may sound like rocket science but its actually pretty straight forward once we examine any given sound closely.&lt;br /&gt;ALL sounds are basically made up from the same base sound-elements, these elements are either tones or noise (such as static).&lt;br /&gt;&lt;br /&gt;Sound Synthesis techniques are being implimented all around you read this very sentence.&lt;br /&gt;If your reading via mobile web, then the noises your phone makes will probably have their origins in additive synthesis.&lt;br /&gt;If your using a pc, and you press the wrong button that annoying sound is synthesis.&lt;br /&gt;Your clock/alarm.  Your car alarm. Basically everything most things that produce tones/sound.&lt;br /&gt;Keyboards often use Sound Synthesis you emulate bell sounds or to create exciting pad/bass sounds.&lt;br /&gt;&lt;br /&gt;The 2 most common types of synthesis are &#39;Additive Syntheis&#39; and &#39;Subtractive Synthesis&#39;, there is a 3rd less common technique called &#39;Granular Synthesis&#39; which relies on sampling a sound then selecting parts of the sample (caputured sound) and effectivly loopng and fading those parts to create a sustained sound, a new sound out of the original sample.&lt;br /&gt;&lt;br /&gt;&lt;div style=&quot;text-align: center;&quot;&gt;&lt;span style=&quot;font-weight: bold;&quot;&gt;&lt;br /&gt;Pure Synthesis Techniques&lt;/span&gt;&lt;br /&gt;&lt;div style=&quot;text-align: left;&quot;&gt;The term pure synthesis reffers to additive and subtractive synthesis techniques which can (in theory) if used correctly can be used to re-create any sound. From the human voice to thunder and lightning.  Thunder for example is very easy to do, the human voice is a little more complicated but achievable non&lt;br /&gt;&lt;/div&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style=&quot;font-weight: bold;&quot;&gt;Additive:&lt;/span&gt;&lt;br /&gt;As the name suggests the process/technique involves creating tones by electronic means and then adding new tones/sounds until the desired sound is achieved, this final sound can then be manipulated or shaped until the desired final sound is achieved.&lt;br /&gt;Additive synthesis is the most common type of synthesis.&lt;br /&gt;&lt;br /&gt;&lt;span style=&quot;font-weight: bold;&quot;&gt;Subtractive:&lt;/span&gt;&lt;br /&gt;Yep you guessed it, the complete opposite of additive,&lt;br /&gt;instead of taking a number of tones/sounds and adding them together we start with one tone/sound and then introduce a second only mathematically subtract the second tone from the first and so on..&lt;br /&gt;&lt;br /&gt;&lt;span style=&quot;font-weight: bold;&quot;&gt;Granular (the black sheep of the family):&lt;/span&gt;&lt;br /&gt;Often overlooked or forgotten all together Granular Synthesis, it relies of a predetermined sound being loaded and manipulated.  It is fundamentally different form addative and subtractive synthesis because both addative and subtractive synthesizers will generate tones from using oscilators, where as oscilators are only used in the shaping of the sound (ADSR stage).&lt;br /&gt;Granular synthesis is essentially sampling technology.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style=&quot;font-weight: bold;&quot;&gt;FM Synthesis&lt;/span&gt;:&lt;br /&gt;Frequency Modulation Synthesis basically works by taking an initial tone (the carrier signal) and modulating that using a second (or 3rd... etc) signal.  It can result in some very dramatic sounds especially where metalic &#39;ringing&#39; sounds are required.&lt;br /&gt;In contrast to sub/add sythesis rather than thinking of it as adding or taking away its more like multiplying and dividing.&lt;br /&gt;&lt;br /&gt;&lt;span style=&quot;font-weight: bold;&quot;&gt;Physical Modeling Synthesis &lt;/span&gt;&lt;br /&gt;PM synthesis is an attempt to recreate a real sound by the use of pre-written algorythms. It is more commonly found in hardware synthesizer keyboards and some drum machines. The algorythms recreate the conditions that shaped the sounds that is to be recreated.&lt;br /&gt;This sound can then be shaped/manipulated further to create the sound desired.&lt;br /&gt;&lt;br /&gt;((unfinished))&lt;br /&gt;&lt;span style=&quot;font-weight: bold;&quot;&gt;&lt;/span&gt;&lt;/div&gt;&lt;span style=&quot;font-weight:bold;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://creative-sound-production.blogspot.com/feeds/4304092649535195171/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://creative-sound-production.blogspot.com/2011/12/sound-synthesis-intro.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/41874489061145419/posts/default/4304092649535195171'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/41874489061145419/posts/default/4304092649535195171'/><link rel='alternate' type='text/html' href='http://creative-sound-production.blogspot.com/2011/12/sound-synthesis-intro.html' title='Sound Synthesis (intro)'/><author><name>Unknown</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-41874489061145419.post-1444443457701734380</id><published>2011-12-05T22:08:00.000-08:00</published><updated>2011-12-05T22:54:34.121-08:00</updated><title type='text'>Sound Theory and Application (an introduction to)</title><content type='html'>&lt;div style=&quot;text-align: center;&quot;&gt;&lt;span style=&quot;font-weight: bold;&quot;&gt;Sound Theory and Application&lt;/span&gt; &lt;br /&gt;&lt;br /&gt;-  m&lt;span style=&quot;font-style: italic;&quot;&gt;eathods &amp;amp; techniques -&lt;br /&gt;((unfinished section))&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;div style=&quot;text-align: left;&quot;&gt;&lt;span style=&quot;font-style: italic;&quot;&gt;&lt;br /&gt;This section &lt;/span&gt;to most people will read like a list of things that most would put down to common sense, and alot of what a sound engineer or aduio producer does is exactly that ...but the second you forget any of these the quality of sounds you create or capture will suffer for it.&lt;br /&gt;&lt;br /&gt;The whole reason I am writting this particular section is because many people overlook the most obvious solutions to the problems that occur or fail to prevent quality related issues from arising in the first place.  I have also recently seen alot of misinformation circulating on sites like youtube where people offer advice that is clearly false of uninformed (in other words people talkin&#39; s**t).&lt;br /&gt;&lt;br /&gt;So here is what I have to say on the subject:&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;div style=&quot;text-align: center;&quot;&gt;&lt;span style=&quot;font-weight: bold;&quot;&gt;&lt;br /&gt;Rule #1&lt;/span&gt;&lt;br /&gt;&lt;span style=&quot;font-weight: bold;&quot;&gt;KNOW YOUR HARDWARE&lt;/span&gt;&lt;br /&gt;&lt;div style=&quot;text-align: left;&quot;&gt;One day spent reading your manuals will improve the quality of your productions exponentially and that knowlege will stay with you and inform how you use that hardware ensuring that all future recording benifit from you understanding of it.&lt;br /&gt;Follow the manufacturer&#39;s reccomendations.&lt;br /&gt;Find out what it does and try and understand how it works.&lt;br /&gt;Every piece of hardware you have ever seen/used/touched has an optimum running/recording level... find out what it is.&lt;br /&gt;Are you using a microphone? What was that particular mic designed for and how will that effect the sounds you capture? Does it have a recommended distance? etc etc&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;div style=&quot;text-align: center;&quot;&gt;&lt;span style=&quot;font-weight: bold;&quot;&gt;Rule #2&lt;/span&gt;&lt;br /&gt;&lt;span style=&quot;font-weight: bold;&quot;&gt;UNDERSTAND THE LEVELS&lt;/span&gt;&lt;br /&gt;&lt;div style=&quot;text-align: left;&quot;&gt;its actually a little more complicated than it sounds, you have to read the manuals and it requires a little legwork but its not as simple as &#39;green = good, red = too loud&#39;.  in some cases it could be &#39;green = too quiet, red = about right&#39;,  there might not even be a red/green system.&lt;br /&gt;Each piece of hardware has its operating level, if you want a clean sound free of avoidable hiss or distortion you need to know what level things need to run at...  If you want it done right you&#39;ll need something like a function generator.     ...BUT once its done its done (as in hardware setup).&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;div style=&quot;text-align: center;&quot;&gt;&lt;span style=&quot;font-weight: bold;&quot;&gt;R&lt;/span&gt;&lt;span style=&quot;font-weight: bold;&quot;&gt;ule&lt;/span&gt;&lt;span style=&quot;font-weight: bold;&quot;&gt; #3&lt;/span&gt;&lt;br /&gt;&lt;span style=&quot;font-weight: bold;&quot;&gt;LEARN COMMON PRACTICES&lt;br /&gt;&lt;/span&gt;&lt;div style=&quot;text-align: left;&quot;&gt;No matter what instruments or hardware you use there are a handfull of tried and tested meathods of getting the best sound out of them, with a little leg work (reading) you can learn them and get the best sound out of what you have available to you.&lt;br /&gt;Once you have established what you need to do to get a clear sound you can start experimenting with techniques safe in the knowledge that any problems that arise can be undone by reverting to the common practices.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style=&quot;font-weight: bold;&quot;&gt;&lt;/span&gt;&lt;/div&gt;&lt;span style=&quot;font-weight: bold;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;br /&gt;&lt;span style=&quot;font-style: italic;&quot;&gt;And now to the meat and veg of the section... &lt;/span&gt; ^_^&lt;br /&gt;&lt;span style=&quot;font-weight: bold;&quot;&gt;Sound theory and how you apply that to your production:&lt;/span&gt;&lt;br /&gt;It doesn&#39;t matter what level of knowlege you have on theory, techniques or even the hardware your using if you dont use it correctly... everyone shares the same goal and that is to get the best out of what we have.&lt;br /&gt;We dont want to record something so hot (loud) that it distorts unless we specifically want that distortion,&lt;br /&gt;We never want to record too low as this will allow noise to creep in to the mix and noise is particularly hard to remove one we&#39;ve allowed it in.&lt;br /&gt;...However if everything was &#39;done by the book&#39; modern music would not exist, entire genres have been created from a little bending of the rules here and there. &lt;br /&gt;Sometimes to get the sound you want you have to do the exact opposit of what tradition tells you, but if you dont know the difference your productions will suffer and problems will spring up that would have been avoided with a little knowledge about common practices, and techniques.&lt;br /&gt;&lt;br /&gt;The Creative part of sound production comes when we play around with the status quo, its always going to be a hit or miss and thats what makes it so much fun, every situation is different.&lt;br /&gt;&lt;br /&gt;&lt;span style=&quot;font-weight: bold;&quot;&gt;A few ideas/suggestions:&lt;/span&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;/div&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;/div&gt;&lt;span style=&quot;font-style:italic;&quot;&gt;&lt;/span&gt;&lt;/div&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://creative-sound-production.blogspot.com/feeds/1444443457701734380/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://creative-sound-production.blogspot.com/2011/12/sound-theory-and-application.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/41874489061145419/posts/default/1444443457701734380'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/41874489061145419/posts/default/1444443457701734380'/><link rel='alternate' type='text/html' href='http://creative-sound-production.blogspot.com/2011/12/sound-theory-and-application.html' title='Sound Theory and Application (an introduction to)'/><author><name>Unknown</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-41874489061145419.post-7608281596376369692</id><published>2011-12-05T21:17:00.000-08:00</published><updated>2011-12-05T22:05:42.773-08:00</updated><title type='text'>Beginers Guide To Music Sound production</title><content type='html'>&lt;div style=&quot;text-align: center;&quot;&gt;&lt;span style=&quot;font-weight: bold;&quot;&gt;My&lt;/span&gt;&lt;br /&gt;&lt;span style=&quot;font-weight: bold;&quot;&gt;Beginers Guide To Music Sound production&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&#39;Everything you want to know but never thought to ask&#39;&lt;span style=&quot;font-weight: bold;&quot;&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;div style=&quot;text-align: left;&quot;&gt;&lt;span style=&quot;font-weight: bold;&quot;&gt;&lt;/span&gt;This section is primarily aimed at people new to music/sound production or thinking about making their own music,  however if you already have knowlege you may find it interesting too..  I always appreciate feedback/suggestions.&lt;br /&gt;I&#39;ve spent FAR TOO MANY years of my life studying sound production, so long infact that I cant remember life before music ^_^  Its 24/7 for me,  I&#39;ve even done RT60s in my dreams lol, anyways....&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;So your thinking about making your own beats, or recording your band to save on those pesky studio bills, or you just want to try and write/record your own song for whatever reason and you dont have a clue where to start...  &lt;br /&gt;I hope to explain everything (every last factor/element) required and a few other things to bare in mind when recording audio;&lt;br /&gt;namely what you need, what it does, where to get it and most importantly how to use it correctly or atleast how to get the best out of what youve got.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style=&quot;font-weight: bold;&quot;&gt;What you need:&lt;/span&gt;&lt;br /&gt;There are different meathods of recording that relly on specific types of hardware I will skip over these and focus on the most widely available (DAW) because 99% of people will find it the easiest meathod of converting their ideas into tangable audio.&lt;br /&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt; You need a daw (please read my section/post on DAWS).&lt;/li&gt;&lt;/ul&gt;- Any PC becomes a DAW the second you install the correct software and begin using it for audio/video production.  In my section on DAWS I bang on alot about the hardware and its effect on your audio, however the high-res &#39;ideal sound&#39; quality shouldn&#39;t be of too much concern at the early stages.  One thing to remember though the better the PC/MAC the easier you will find it in the long run,  audio/video production software is very processor (CPU) intensive and requires more memory or hard disk space (storage of your tracks) than you would expect.&lt;br /&gt;But for your first recording(s) you must make do with what you have.&lt;br /&gt;&lt;ul&gt;&lt;li&gt;You need the right software (sequencer)&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;- In the field of audio we call this software a sequencer, unlike your &#39;microsoft sound recorder&#39; (or whatever macs use) a sequencer allows you control over the sound you have recorded, it also lets you layer up sounds you have recorded and if needed edit them... there are other features but at this stage you dont need to know about them.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style=&quot;font-weight: bold;&quot;&gt;Where can I get all this stuff? And How much will it cost?&lt;/span&gt;&lt;br /&gt;There are lots of large chain distrobuters of these things as well as online companies that specialise in them, however I will not give them free advertising (hehe) so you&#39;ll have to look into what is available to you (in your city/country) or online.&lt;br /&gt;Ebay however and Gumtree are a good cheap resource for people on a tight budget,&lt;br /&gt;just check (if buying software) that it is compatable with your system... believe it or not every now and then you can pick up old sequencing software for under a £pound£.&lt;br /&gt;If your unsure about compatability ask a technology savvy friend or the seller &lt;br /&gt;(if all else fails I&#39;m glad to help).&lt;br /&gt;&lt;br /&gt;As for price it depends on what you have or can afford. For example if you wanted to try your hand at making some electronic music I&#39;d say anywhere from £50-100 upwards that price covers buying a really cheap second hand PC and some free/demo software.&lt;br /&gt;If you wanted to record a band, well that is slightly more expensive, you&#39;d need a microphone or two, a PC &amp;amp; software (as above), probably a DI Box and perhaps an audio-in adapter (prices range from £30-to-£1000+)&lt;br /&gt;&lt;br /&gt;&lt;span style=&quot;font-weight: bold;&quot;&gt;Alternatives (the stuff i missed out)&lt;/span&gt;&lt;br /&gt;The modern DAW is the center of every studio, because of the level of control it gives you however there are &#39;old skool&#39; alternatives.&lt;br /&gt;&lt;br /&gt;&lt;ol&gt;&lt;li&gt;The good old Reel-to-Reel recorder&lt;/li&gt;&lt;li&gt;the multitrack cassete or DAT recorder&lt;/li&gt;&lt;li&gt;the multitracker (digital)&lt;/li&gt;&lt;li&gt;The MPC (backbone of HIPHOP production)&lt;/li&gt;&lt;/ol&gt;&lt;p&gt;Out of the 4 choices above the cheapest by far is going to be the multitrack cassette recorder, you can pick them up for as litte as £20. If you only want to record a song and have no access to a computer this might be your only cheap option,  there are millions floating around on the second hand market.&lt;br /&gt;&lt;br /&gt;&lt;/p&gt;&lt;br /&gt;&lt;span style=&quot;font-weight: bold;&quot;&gt;&lt;/span&gt;&lt;/div&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://creative-sound-production.blogspot.com/feeds/7608281596376369692/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://creative-sound-production.blogspot.com/2011/12/beginers-guide-to-music-sound.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/41874489061145419/posts/default/7608281596376369692'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/41874489061145419/posts/default/7608281596376369692'/><link rel='alternate' type='text/html' href='http://creative-sound-production.blogspot.com/2011/12/beginers-guide-to-music-sound.html' title='Beginers Guide To Music Sound production'/><author><name>Unknown</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-41874489061145419.post-4224592161910687186</id><published>2011-12-05T20:33:00.000-08:00</published><updated>2011-12-05T21:04:38.563-08:00</updated><title type='text'>Technology - DAWs (an introduction to)</title><content type='html'>The term DAWs is widely used to describle the physical hardware you have at your disposal for creating sounds, manipulating audio and most obvious.. recording your sounds and playing them back.&lt;br /&gt;DAW stands for Digital Audio Workstation (the same term applies to video).&lt;br /&gt;A DAW in its most basic form consists of a computer and some kind of sequencing software, with a number of peripheral devices attached.  The devices you use depend on your needs.&lt;br /&gt;&lt;br /&gt;&lt;span style=&quot;font-weight: bold;&quot;&gt;A typical BASIC DAW would consist of the following:&lt;/span&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;PC/MAC Computer system running a sequencer.&lt;/li&gt;&lt;li&gt;Mouse/Keyboard (possibly a midi controller).&lt;/li&gt;&lt;li&gt;Computer monitor (aka VGA monitor).&lt;br /&gt;&lt;/li&gt;&lt;li&gt;A pair of speakers (Monitors to use the correct term)&lt;/li&gt;&lt;li style=&quot;text-align: left;&quot;&gt;relevent software.&lt;/li&gt;&lt;/ul&gt;&lt;span style=&quot;font-weight: bold;&quot;&gt;in contrast my setup would read:&lt;/span&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Dedicated Audio production system (PC based) &amp;amp; Laptop running sequencers.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Mouse/Keyboard/Midi Controllers/Audio &amp;amp; Midi Patchbays.&lt;/li&gt;&lt;li&gt;Hardware Mixers (2).&lt;/li&gt;&lt;li&gt;Hardware effects/dynamics processors.&lt;/li&gt;&lt;li&gt;Samplers.&lt;/li&gt;&lt;li&gt;MID Keyboard/controller.&lt;/li&gt;&lt;li&gt;Drum Machines.&lt;/li&gt;&lt;li&gt;MPC5000 &amp;lt;-- A standalone DAW in its own right, but in this situation acting as a synth/sampler.&lt;/li&gt;&lt;li&gt;VGA monitors (multi-out).&lt;/li&gt;&lt;li&gt;pair of Monitors (amplified, no need for seperate amp).&lt;/li&gt;&lt;/ul&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt;Being that the DAW is essentially the heart of your studio (home or professional) its well worthwhile thinking in advance of how the music/videos you create will be effected/hindered by your choice of hardware software. (*see AD/DA in my section on Samplers)&lt;/p&gt;&lt;p&gt;The components of your PC will have a direct effect on the rendering process of your audio or video.  You may not realise that until you render the same audio/video on another DAW system.&lt;br /&gt;&lt;br /&gt;My personal practice/routine goes as follows...  &#39;If its a draft version it gets rendered on the laptop; byt &#39;if its important it gets rendered on the dedicated audio/studio PC&#39;.  Comparing files rendered on both systems using hi-resolution monitors will show you exactly how your rendered audio/video is being coloured by the components of your DAW.&lt;/p&gt;&lt;p&gt;Being an Audiophile I want to ensure that I get the highest qaulity I can from the sounds I create, however in practicle terms its not always nessary. Experiment, sometimes the lesser quality (coloured) sound sounds better than the ultra hi-res counterpart, its a matter of taste but always good to be aware of rather than not.&lt;br /&gt;&lt;/p&gt;</content><link rel='replies' type='application/atom+xml' href='http://creative-sound-production.blogspot.com/feeds/4224592161910687186/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://creative-sound-production.blogspot.com/2011/12/technology-daws-intro-to.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/41874489061145419/posts/default/4224592161910687186'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/41874489061145419/posts/default/4224592161910687186'/><link rel='alternate' type='text/html' href='http://creative-sound-production.blogspot.com/2011/12/technology-daws-intro-to.html' title='Technology - DAWs (an introduction to)'/><author><name>Unknown</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-41874489061145419.post-187056750302254322</id><published>2011-12-05T19:23:00.000-08:00</published><updated>2011-12-05T20:27:38.743-08:00</updated><title type='text'>Technology - The Sampler (#1)</title><content type='html'>If you have read my previous post &#39;Technology - The Sampler (an introduction to)&#39; you will have a better understanding of what I will be talking about here ..if you are new to samplers/sampling I suggest you give it a quick read before reading through this....&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;div style=&quot;text-align: center;&quot;&gt;&lt;span style=&quot;font-weight: bold;&quot;&gt;Technology - The Sampler&lt;/span&gt;&lt;br /&gt;&lt;div style=&quot;text-align: left;&quot;&gt;Now that your familiar with the basics of what a sampler is and what it is designed to do I will look at some creative uses for samplers. &lt;br /&gt;Im going to cover ALOT of ground here, but will try to keep it simple enough that a sampling newbie can follow along without a sever migrain ^_^&lt;br /&gt;I will also at this point start introducing audio, video and pictoral elements to the blog... when I&#39;m satisfied that I&#39;ve covered enough ground I will add a &#39;recommended further reading&#39; at the bottom of the page.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;div style=&quot;text-align: center;&quot;&gt;&lt;span style=&quot;font-weight: bold;&quot;&gt;What the Audiophiles know that you dont:&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style=&quot;font-weight: bold;&quot;&gt;(AD/DA)&lt;/span&gt;&lt;br /&gt;&lt;div style=&quot;text-align: left;&quot;&gt;The sampler is an incredibly powerful tool when it comes to faithfully capturing a sound however the samplers real power becoms apparent when you start looking into how much ability you have over the sound.  Having used hardware and software samplers for many years &amp;amp; studied them I have learned alot about the inner working of the machines. &lt;br /&gt;Its not just a case of recording and playback  ...well to some extent it is, but the meathod of recording, the digital processes that take place. even the parts used in the samplers construction all have a subtle effect on the sound you hear when the sound is played back.&lt;br /&gt;This goes far beyond you samplers memory capacity and wether it is a mono or stereo sample.&lt;br /&gt;The process of analogue to digital conversion then converting back to an analogue sound we can hear (or AD/DA) can have a dramatic effect of the &#39;colour&#39; of the sound.&lt;br /&gt;&lt;br /&gt;To use my own hardware as example...&lt;br /&gt;My Akai S20&#39;s AD/DA process is not the same as that of my MPC5k, neither is it the same as my Akai S5k even though they are manufactured by the same company. &lt;br /&gt;Infact NONE of my samplers capture and reproduce the sounds in quite the same was as each other, yet they are all designed for the same purpose.  You may assume that the most recent sampler (in this case MPC5k) is better at AD/DA than its predecessors  ...well in the context of creative use the answer is no. not nessesarliy.&lt;br /&gt;&lt;br /&gt;Different samplers colour the samples in different way,  depending on what kind of sound you want a 20year old sampler may be prefferable compared to one that rolled off the assembly line yesterday.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;&lt;/div&gt;&lt;div style=&quot;text-align: center; font-weight: bold;&quot;&gt;(Old vs New)&lt;/div&gt;If you are considering buying your first sampler or are considering adding a new sampler to your setup I suggest firstly looking at what kind of application you are using it for and then look at who uses what, that way you can judge the kind of sound you might get out of it (if you dont have access to one to try/compare).&lt;br /&gt;&lt;div style=&quot;text-align: center;&quot;&gt;&lt;br /&gt;&lt;/div&gt;In some situations the second hand £50 sampler may be prefferable to the £2,000 sampler,  its a matter of sampler specification as well as personal taste. Although it must be said you get out what you put in. both literaly and metaphoricaly.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;div style=&quot;text-align: center;&quot;&gt;&lt;br /&gt;&lt;span style=&quot;font-weight: bold;&quot;&gt;(Software VS Hardware)&lt;/span&gt;&lt;br /&gt;&lt;div style=&quot;text-align: left;&quot;&gt;I use both, the way I see it if your a painter and you want a certain effect you need to get the right tools, different tools for different situation. saying that I have to add this..&lt;br /&gt;The hardware sampler has always been and will always be superiou to the software emulation. the software emulator only excels in one department size/portability.&lt;br /&gt;The ultimate flaw in sortware samplers is this...  Your PC/MAC no matter how carefully assembled, no matter how much attention has gone into building your DAW is a computer non the less...  It wasn&#39;t designed part by part, component by component for one specific purpose and the hardware samplers was., even taking AD/DA process colour into consideration (if thats a problem for your needs) it was build to do the job it does.  ..and your PC has been adapted to handle audio.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;div style=&quot;text-align: center;&quot;&gt;&lt;span style=&quot;font-weight: bold;&quot;&gt;(Cross format sampling)&lt;/span&gt;&lt;br /&gt;&lt;div style=&quot;text-align: left;&quot;&gt;Each sampler manufacturer has its own format/process for storing the samples you capture, even with 2 samplers made by the same manufacturer can have format incompatibility issues.&lt;br /&gt;With this in mind you might assume that it would be impossible to load samples from one sampler to another eg EMU to Akai,  depending on the age of the sampler and the format they save in it can be done with various degrees of success.  however some information (like patches) might be lost but it can be done.&lt;br /&gt;If you own 2 samplers that absolutly will not read each other format you can get round it by finding a 3rd sampler that can read the format of the first sampler and save in an acceptable format for the 2nd sampler.  &amp;lt;-- this generally wont affect the actual audio, with the exception of inherent AD/DA colurisation.&lt;br /&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;&lt;div style=&quot;text-align: center;&quot;&gt;&lt;span style=&quot;font-weight: bold;&quot;&gt;(Synthesis Can Be Achieved)&lt;/span&gt;&lt;br /&gt;&lt;div style=&quot;text-align: left;&quot;&gt;Yes that is right your sampler has atleast some level of synthesis capabilities.&lt;br /&gt;For example I can achieve granular synthesis on my dainty little S20, I can play with the ADSR on my MPC to form new sounds, or I can pull out my S5000 and do everything a moog can and more, create anything from 20second evolving pad  sounds from a 0.5sec tone(thats additive synthesis), or achieve granualar synthesis via cubase/protools.&lt;br /&gt;It depends on what you have and what it can do to start with...  the S20 was never designed for granular sythesis yet it is achievable.&lt;br /&gt;&lt;/div&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;div style=&quot;text-align: center;&quot;&gt;&lt;span style=&quot;font-weight: bold;&quot;&gt;((to be continued))&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://creative-sound-production.blogspot.com/feeds/187056750302254322/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://creative-sound-production.blogspot.com/2011/12/technology-sampler-1.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/41874489061145419/posts/default/187056750302254322'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/41874489061145419/posts/default/187056750302254322'/><link rel='alternate' type='text/html' href='http://creative-sound-production.blogspot.com/2011/12/technology-sampler-1.html' title='Technology - The Sampler (#1)'/><author><name>Unknown</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-41874489061145419.post-3950738411253321694</id><published>2011-12-05T18:27:00.000-08:00</published><updated>2012-01-05T16:21:15.674-08:00</updated><title type='text'>Technology - The Sampler (an introduction to)</title><content type='html'>In this secotion I will be talking about the sampler, this section will also spill over into Sound Synthesis, Recording Techniques and other areas.&lt;br /&gt;&lt;br /&gt;&lt;span style=&quot;font-weight: bold;&quot;&gt;What Is A Sampler?&lt;br /&gt;Why would I need to know about Samplers?&lt;br /&gt;Who uses Samplers these days?&lt;br /&gt;What types of samplers are available to me these says?&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;I currently own 5 hardware samplers, surely one is enough you may say,  well the straight answer is NO and YES.  ...They are VERY versatile machines and although they are pretty much designed to carry out the same purpose defferent samplers handle audio in defferent ways, and most importantly not all samplers allow the same level of control.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style=&quot;font-weight: bold;&quot;&gt;&lt;br /&gt;What Is A Sampler?&lt;/span&gt;&lt;br /&gt;- A sampler is an electronic device originally designed to (hopefuly) faithfull cature sound, store it and then reproduce that same sound at a latter point when required.  The history of the sampler is a lot older than you may initially assume, at this point I will be focusing on modern samplers and how you can use them creativly.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style=&quot;font-weight: bold;&quot;&gt;Why would I need to know about Samplers?&lt;/span&gt;&lt;br /&gt;- The most obvious example is that of a string ensemble..  not every one can afford to hire one, with a sampler all you need to is capture a range of notes and use those notes to recreate the sound of an ensemble where evr and whenever required.  The analogy can be applied to any instrument, or sound.  As a matter of fact all modern music is reliant on sampling technology, be it your digital keyboard, your mobile phone ..your dum and bass album  ...basically if it isnt played live by hand its probably sampled&lt;br /&gt;Samplers are also rediculiously powerful where sound synthesis is concerned, most modern samplers applying the same technigues to shape/control a sample as an analogue or digital synthesizer would.&lt;br /&gt;&lt;br /&gt;&lt;span style=&quot;font-weight: bold;&quot;&gt;&lt;br /&gt;Who uses Samplers these days?&lt;/span&gt;&lt;br /&gt;- Samplers are generally found in the studios of Film, TV/Radio and other audio/visual production apllications.&lt;br /&gt;The are also found on stage, tucked away in the racks of equipment used by bands at pretty much every recent concert of festival.&lt;br /&gt;Modern electronic genres such as HIP HOP, D&amp;amp;B/Jungle House/Techno are also dependent on samplers  ..generally hardware samplers but there is a growing trend towards software samplers recently (last decade).&lt;br /&gt;&lt;br /&gt;Producers such as Rhyuchi Sakamoto (YMO) Kraftwerk, Pete Rock, Kate Bush, Peter Gabriel, RZA, Ritchie Hawtin, etc etc ...basically EVERYONE you can think of.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style=&quot;font-weight: bold;&quot;&gt;What types of samplers are available to me these days?&lt;/span&gt;&lt;br /&gt;- the modern sampler is initaily broken into 2 categories &#39;Software&#39; or &#39;hardware&#39;.&lt;br /&gt;Software samplers attempt to emulate hardware samplers ..but it should be noted they are reliant of your pcs processing power &amp;amp; memory (and installed audio hardware) where as a hardware sampler is a dedicated machine that is built for the saoul purpse of faithfuly capturing, storing, manipulating then reproducing those sounds.&lt;br /&gt;&lt;br /&gt;The hardware sampler can be split into 2 categories: &#39;Rack Sampler&#39; and &#39;not-rack&#39;.&lt;br /&gt;-  the rack sampler is generally the more powerful of the two, being controlled by either your midi sequencer or another piece of midi hardware (anything from a drum machine to a midi controler or hardware sequencer&#39;&lt;br /&gt;&lt;br /&gt;An example of a non-rack sampler would be an Akai MPC range sampler (i.e MPC2500)as opposed to an Akai &#39;S&#39; range sampler (i.e S950)&lt;br /&gt;&lt;br /&gt;The MPC range for exaple has a built in sequencer (for playback)just like the akai S range does however it allows you to record that sequence directly into the sampler without the need of an external sequencing hard/software to create that sequence.&lt;br /&gt;In order to record a sequence into a S2000 for example you must hook it up to something like say a pc running logic/cubase, create the sequence and then trigger that sequence directly or save as midi sequence on disk and then load that sequence from disk from within the S2000.  The MPC sequencer works the same however it has alot of &#39;big-ass pads&#39;, buttons, and dials that allow the sequence to be recorded without external hardware software.&lt;br /&gt;However from my experience rack samplers are far superior to MPC style samplers where sonic manipulation/control is concerned ...you will gain the ability to record sequences directly but this is traded off against the range of power you have over the sounds you are using. &lt;br /&gt;&lt;br /&gt;&lt;span style=&quot;font-weight: bold;&quot;&gt;&lt;br /&gt;What hardware samplers do I own/use? (for general interest):&lt;/span&gt;&lt;br /&gt;&lt;span style=&quot;font-style: italic;&quot;&gt;Rack Samplers:&lt;/span&gt;&lt;br /&gt;Emu ESI-4000T&lt;br /&gt;Akai S5000&lt;br /&gt;&lt;span style=&quot;font-style: italic;&quot;&gt;Others:&lt;/span&gt;&lt;br /&gt;Akai S20&lt;br /&gt;Akai MPC5000&lt;br /&gt;Korg ESmk2</content><link rel='replies' type='application/atom+xml' href='http://creative-sound-production.blogspot.com/feeds/3950738411253321694/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://creative-sound-production.blogspot.com/2011/12/technology-sampler.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/41874489061145419/posts/default/3950738411253321694'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/41874489061145419/posts/default/3950738411253321694'/><link rel='alternate' type='text/html' href='http://creative-sound-production.blogspot.com/2011/12/technology-sampler.html' title='Technology - The Sampler (an introduction to)'/><author><name>Unknown</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry></feed>