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Welcome to my software drum production
mini course. If you've struggled getting
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your programmed drums to sound real and
sound good and sound inspiring, then
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this course is going to be right up your
alley. The idea of this course is to
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walk you through every part of the
process in programming, performing,
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capturing, and tweaking and mixing the
sound of your programmed and software
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drums. So this will not touch on
electronic drums.
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electronic this is going to be acoustic
sounding drums so drums that sound like
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a real drum kit recorded live that's
what this course is there's four main
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sections of this course and each section
gives you a very specific goal and
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something you'll learn along the way
number one is thinking like a drummer so
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getting in the right mindset before you
start recording and committing things to
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midi learning how to approach drum
programming as an actual drummer would.
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is going to give you insane levels of
realism and way better overall feel of
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your drums. Number two is performing,
programming, and editing your MIDI.
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So this is the bulk of the execution of
getting those drums out there. Part
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number three talks all about drum
software tweaking and everything you
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do within the sample library to make it
sound its best and work the way you want
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it to. Number four is going to be drum
mixing, and so we're going to cover all
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of the audio side, EQ and compression,
and getting them to actually sound how
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they should in the final mix and sit the
right way amongst the other
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instruments. My goal is to make this
course as general as possible, so
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I am using Logic Pro and Addictive
Drums, I'm going to be bouncing back and
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forth between stock drums and library
drums just to give you an idea of how
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can apply to different drums, different
DAWs, different workflows.
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So nothing I'm doing is logic specific
or addictive drum specific.
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The idea here is...
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Take the general knowledge and concepts
and apply it to your setup and your
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learning situation.
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If you would like to download all these
assets and follow along with me as I go
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through the course, I have them all
available for purchase on my website.
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This course is completely free, so in
you purchasing those assets, you're
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actually helping me to offset the cost
of creating this and provide it to you
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free of cost. So thank you for those of
you who do go and buy that and help
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support me.
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With all that said, let's dive into
episode one. Lesson one is thinking like
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drummer. So mindset before MIDI. Before
you even start putting in notes and, you
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know, crafting your performance, you
need to be able to think like a drummer
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behave like a drummer, you know, be the
drummer. So the idea of this section is
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let you understand kind of how drummers
think, how they perform, what are the
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limitations that drummers have.
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because there's so many instances where
I see other people's MIDI that just
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doesn't sound real and it's because
they're not programming it in a way that
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drummer could actually perform it. It's
not just, hey, we want to record this in
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a way that it can be recreated live. It
needs to go the other way in a sense of,
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you know, if we want this to sound like
a real drummer, it has to be done in the
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way that a real drummer would do it. So
I have my session here and I have some
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bad MIDI in there.
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bad MIDI.
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I just programmed four different grooves
that I thought represented some of the
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most common issues in MIDI and mindset
type of things that I see. So I'm going
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to pop over to the screen and we will
play some of it and I'll start to break
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down why these grooves aren't working
and why a drummer would not.
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do this, if that makes sense. Let's hop
over to screen and I will show you. So
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I'm just going to hit play.
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I have two different songs in here, kind
of different styles, two different drum
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kits loaded up, so there's some variety
and just proof of concept that this
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works across any genre regardless of...
yeah, it just works across the board. So
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here's my first example here. Here's the
song.
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And here's some drums coming.
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Okay, these sound okay. This isn't the
worst drum thing ever, but this is not
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what a drummer would actually do on a
number of levels.
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So number one, a drummer only has four
limbs, right? They have their two arms
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and their two legs, their two hands, two
feet, and all of your drum patterns and
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things that you program need to stay
within those four limbs.
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I don't know how else to say that. If
you have something happening, where they
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would need three arms to play it that's
that's not it you can't do that same
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thing with feet you have a kick pedal
and you have a hi -hat pedal that's all
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that they can do with their feet start
thinking in that mindset so if i pull up
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this midi here first of all here's our
kick and snare down here and then up
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we have some toms but if you'll notice
this is a hi -hat here The hi -hat is
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still going when the toms happen, and I
know this is an issue people do because
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I used to do this when I was in a band
and then my drummer got mad at me
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hey, I can't actually keep playing the
cymbal when I'm doing a drum fill.
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So let me play it again so you can
really hear what I'm saying.
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Same thing right here.
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A quick, easy way to fix this would just
be to pull out that MIDI.
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So that way the drummer actually has the
hands available to play it.
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Same thing here.
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Okay, that's the start.
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I'll play the next example and we can
continue down this process. So here we
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Okay, so I'm sure now that I've pointed
out the four -limb thing, you'll notice
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there's way too much happening here, and
there's a lot of issues.
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Okay.
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Number one, aside from the obvious of,
like, we have eight things happening at
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once, this is just too busy. It doesn't
support the song.
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It doesn't sound good.
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So what I would actually do is maybe
just remove all of these drop fills.
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Okay, next thing that's an issue, I do
want this fill here.
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No, I don't.
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Get rid of that.
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And now we actually have two cymbals
playing here the whole time, so that
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be both hands being occupied, so you
need to pick between...
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where you want the groove to be riding
on.
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I will get more into how to put together
the drum groove in the second episode.
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So this is more overview mindset things.
So don't get freaked out that you don't
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understand what any of this means. I'm
going to walk through all that later. I
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just want you to understand the core
concept of not doing too much and that
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of thing. So right here, we have two
cymbal crashes and a hi -hat.
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That can't happen. At most you can have
two things happening, but I'm just going
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to stick with one here.
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I'm going to get rid of a hi -hat and
just keep one pressed.
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Okay, we're getting better.
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Another issue this has, and all of them
have, is that these velocities are all
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the same, they're all all the way full,
and it's all 100 % locked in on time.
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What this causes is a robotic sound and
seal to the drums, because the real
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drummer is not just 100 % all the time.
They're going to ebb and flow, and
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things will be louder and softer, and
even individual notes in between them,
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different volumes and stuff like that.
This is where the way you capture the
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drums and the performance is important,
and it's a lot easier to fix that going
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in and to try to build it in afterwards
so i'm not even going to fix it in this
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example we're just going to move on to
the next one bad midi number four so
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is a different song and this second
example is stock drums just to you know
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the concept flow across multiple things
so here we go
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Okay, so this one is kind of my example
of someone who doesn't know how a drum
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beat should be made, kind of how a
drummer is going to play. The issue
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I'm not making fun of anyone who
programs drums like this, like we've all
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there. The issue here is that number
one, it's not consistent, and number
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it has no groove. It does not feel good,
nothing. And so what I would do in this
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situation is really focus on drums
always have a strong backbeat.
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and the backbeat is what's happening on
two and four, or it's kind of the
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response. So if your downbeat is here,
you know, one, then the snare, the
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backbeat, whatever's playing opposite of
that gives it a nice push -pull
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feeling, if that makes sense. So one,
snare, snare, kick, snare, snare, right?
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That kind of thing. So the issue with
this is that we have snare happening all
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the time, kick happening occasionally,
but it's not consistent.
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And so what I'm actually going to do,
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And I know someone out there is going to
get mad because a snare on all the
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beats is a drum beat that can happen,
but you need to be intentional about it,
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and your kick needs to support it in
other ways that help it sound good.
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So for now, we're going to just do a
simple 1 -2 -3 -4 kind of thing.
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So that means all of these, all my 1s
and 3s, need to go down to the kick.
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It just feels a lot better than it did
before, if that makes sense. And a lot
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drum programming is feel.
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It's like, how does this groove make me
feel? How does it fit into the song?
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You know, you want to support what's
happening, and you don't want to step on
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it, and you just want to deliver that
pocket groove.
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If you don't know what pocket is, it's
just when the drums sit right in this
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sweet spot that just feels good, that's
the pocket.
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Okay, my final example here. Here we go.
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Hopefully at this point you're starting
to see issues, because there's some
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repeating issues across the board. So
the problem with this...
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Again, we have multiple things
happening.
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When we go for this drum fill at the
end, there's two sets of cymbals going.
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It either needs to be a crash or a hi
-hat open or something.
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So I'm actually going to do the ride
here.
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And then the second set here, I don't
want a hi -hat happening.
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along with the ride because again a
drummer can't do that. So I'm going to
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these and also put them on the ride.
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If you'll notice I pulled the velocity
down on all those secondary notes
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when a drummer plays they're not going
like the same level all the time.
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a little bit of give to it so they
probably accent certain notes in the
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So in this instance it's one and two and
three and four and where all those
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ands, those upbeats are
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softer. Now it's something like 1 and 2
and 3 and 4 and, where all of those
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ands, those upbeats, are softer and the
downbeats, the main beats, are accented.
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So I'll show you what that sounds like.
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Nice. Another thing a drummer will do is
set up the start of a phrase with a
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cymbal craft.
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We can do something like that to start
the phrase.
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So another thing a drummer could do is
like a mid -phrase fill just to keep the
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energy going. With these two kicks, I'm
gonna have different cymbal splashes.
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Other things that might happen, the
drummer would likely not hit a kick when
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he's starting a fill unless the kick was
intentionally part of the fill.
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And then just for the sake of proving my
point about repeating velocities, I'll
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pull these down a little bit.
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And then make sure that each note in the
phrase is a little bit different.
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I know that's really subtle, but that
kind of thing adds up across your whole
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track and will really make a difference
in the level of realism that your drums
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have. Another thing that's important
about drumming is you have to consider,
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number one, what you're playing, when
you're playing, but also negative space
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when you are not playing, because
there's something to be said about
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space in your drum parts for other
things to happen. This will be an
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not a lot of negative space, so I'm
going to intentionally fill a lot of
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with little drum hits and things.
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That's cool, it's fun, but it's worth
considering, you know, is that necessary
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or... Can I get away with doing less?
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What would it sound like if I do less?
So here's an example of the same thing,
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but with a lot less going on.
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Very different.
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overall feel. And the second one left a
lot more room for you to hear the
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instruments and kind of enjoy the other
things that are happening.
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So things like that are important to
think about.
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You know, how can I tweak this? How can
I add things or subtract things to
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ultimately make it more groovy, make it
sound better? Stuff like that. So
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another thing I want to mention is
what's called ghost notes.
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And if you ever watch a drummer play or
listen to isolated drums, there's often
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more happening than your main loud hits.
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I'm gonna go back to my other song real
quick.
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And I'll just put something in here.
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Okay, so that's what you're used to
hearing, kind of the accents, the louder
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parts.
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What I like to do is go back and add in
ghost notes.
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And I'll kind of show you. They're hard
to just explain, but hopefully the more
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you hear it, you'll start to understand
what's happening. So the way I do this,
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because I am part drummer, I'll tap one
hand kind of on the desk, and then the
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other hand, kind of the offbeat hand,
which would be my left hand, is going to
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play in those ghost notes.
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so
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okay
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so it's not even something you notice
all the time it's very subtle but it
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keep that groove moving it keeps the
rhythm feeling good and so stuff like
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is super important to getting realistic
sounding drums that sound, you know,
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lifelike and like a real person
performed them. So I'm sure at this
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of what I covered is still a little new
or a little confusing or you have more
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questions or you're like, how do I
actually take this weird little bit of
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knowledge and make full drum
performances for my song?
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That's what the next episodes are for.
So if you're watching this all in one
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sitting, it'll be the next section,
module two, episode two, whatever you
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to call it, and I will cover...
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the actual performing, the programming,
getting all of it out of your head into
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the MIDI. If that is interesting to you
and you want to continue learning, stick
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around or go down below in the
description or in the comments and find
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episode. I'll have it in a playlist.
I'll put it all over so it's really easy
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for you to find. Thank you so much for
watching this portion, and I will see
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very shortly, hopefully, in the next
module.
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Welcome back to my software drum
production mini course part two. In this
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this is the real life application of
performing programming and editing your
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MIDI, getting it out of your head into
the DAW and coming out with good
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realistic MIDI performances for us to
then go tweak and mix and do all the
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things to in a later episode. If you did
not see episode one talking all about
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MIDI mindset and how to think like a
drummer, make sure you go check that
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I'll have it above.
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If you want to download all of the
assets of this course, I have those
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on my website for a small fee.
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This whole course is entirely free, and
so thank you for going over there and
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supporting me by purchasing those
assets.
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Let's get right into the drum
programming. The very first thing I need
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in this section is programming versus
performing.
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So programming, this is where you take
your little pencil tool in your DAW and
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you draw in all the little dots, and
then you hit play and you hear drums.
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is programming.
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because you're just going in very
methodically drawing out your drum
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There's nothing wrong with that. That's
an effective way of doing things.
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However, I really recommend performing
your drums.
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This is a little more hardware
dependent. You need something that you
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perform on, like a keyboard, the little
drum pads, something like that, that you
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can actually input your data, your human
data into, if that makes sense. This is
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going to do a huge number of little
variances in your performance.
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and then you can clean those up and
tighten them up later, but it's a lot
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to program in those human errors and
variances than it is to just have them
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clean them up. So if you have some sort
of little keyboard, this is your sign,
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this is your call to figure out how to
use it to record your drums on.
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I cannot stress that enough.
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I don't want to say you'll never get
good sounding drums programmed, because
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100 % can, but it's way, way easier to
just play it.
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Even if you have to do one piece at a
time, you might not be keyboard drummer
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virtuoso and that's okay, but just start
getting used to that because it'll
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super help you in the long run. And
along those same lines, it's actually
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important to have a good feel and a good
rhythm and groove than it is to be
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actually perfectly in time. So this was
a mistake I made a lot when I was
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starting is that I thought the most
important thing was for drums to be
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time. And while they do need to keep
time and be kind of in time, it's more
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important that they feel good and they
support the groove and the rhythm of the
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song than it is to actually be 100 %
locked into the grid. Let me find a
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of the song here.
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This is fine. This will work.
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So we'll start with performing, and then
I'll show you how to program if you
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want to.
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There's a lot to cover here, right?
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So we need to be able to perform
realistic performances, but you also
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basically write the drum parts into your
head.
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And the best way I've found to do this
is to just sit at your keyboard, let the
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music play, tap around on some drums,
and see what you like.
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This is a basic.
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Okay.
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I kind of like that.
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Keep doing that until you get something
that just feels good. Eventually you'll
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land on that groove, that part, and
you're like, yes, that.
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So I almost always start with kick and
snare, and then I come back and start to
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add in the other embellishments.
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because it's really hard to play the
entire thing how you want it here we go
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cool
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that feels like a good little section so
now i'm going to open up the midi this
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is going to be different you know
depending on what you're working in and
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going to quantize these So I'm going to
select all of them.
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And quantize might be a different phrase
in your DAW, but just try to find
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whatever time correction thing there is.
And now depending on how fast you play
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this, quarter notes are right on the
beat. So if our beat is here,
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quarter note is right on the beat.
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Left quarter note.
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Eighth note would be double that.
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16th note would be double that, so even
faster.
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So depending on where your pieces of
your groove fit in, that's the level
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need to quantize to.
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I know for this that it's all eighth
notes.
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And now the default is strength at 100,
and we don't want that because it's
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already just going to ruin the groove.
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So I'm going to just pull that back to
like 70 or 80.
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Depending on how well I played it and
how tight I want the final, I will move
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that strength anywhere from like 20 all
the way up to 90. Generally for more
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polished genres like rock, pop, or
country, you're going to want that a
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tighter. And then if you're getting more
into like a vintage, old school, indie,
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anything like that, I usually aim a
little looser on the timing. You'll also
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notice this song has a bit of a shuffle
to it.
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It's not your regular straight groove.
And when I quantized it to this regular
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straight groove, it doesn't feel quite
right.
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This is something called swing.
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And this basically pushes your second
eighth note back.
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So instead of a straight, like... You
instead get this kind of a
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shuffle feel. It's called a swing feel.
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So hear the difference?
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It's not quite a different note. It's
its own little thing, so you kind of got
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to get used to swing. If you're in a
situation where your straight notes just
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don't feel right, it could be a swing
situation.
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You just need to experiment that and
figure it out. Generally, a good rule of
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thumb is if your song has a three feel,
like if you can count threes in amongst
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the fours, then that could be swing.
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So if I hit play, You can actually hear
very distinct 1, 2, 3, 1, 2, 3, 1, 2, 3.
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Here we go.
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So songs don't always have that, and if
your song does have that, then you are
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in swing zone and you need to account
for that. Logic has the swing control
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right here, and the more you push this
back, you'll see these eighth notes get
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delayed a little bit.
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So let me try it now.
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Now I'm going to listen specifically to
the bass and kind of the more rhythmic
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00:26:00,580 --> 00:26:01,580
stuff in this mix.
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So right here, the bass moves and we
don't have a kick supporting it. And now
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you don't always need a kick supporting
your bass, but when you do have bass and
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00:26:18,820 --> 00:26:21,900
kick together, it just feels really
good. So let me play this back.
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That just feels a little better.
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00:26:31,510 --> 00:26:36,030
Now that we've done a pass of kick and
snare, now it's time to add in a little
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more of what's called subdivision, which
is those in -between -the -beat things
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happening. You don't always need to do
this, but the majority of drum beats
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00:26:45,030 --> 00:26:51,410
this, and it's usually represented in
some sort of cymbal or tom and some
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00:26:51,410 --> 00:26:52,820
notes. if applicable.
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00:26:53,060 --> 00:26:57,080
So those are your tools to kind of make
subdivision happen. I like to start by
327
00:26:57,080 --> 00:27:01,920
experimenting around with the different
symbols in the kit and see what I like
328
00:27:01,920 --> 00:27:03,200
the sound of for that section.
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00:27:18,380 --> 00:27:21,620
I think for this I like the hi -hat, and
so I'm going to find a hi -hat position
330
00:27:21,620 --> 00:27:24,420
that works well and just sounds the way
I want it to.
331
00:27:24,640 --> 00:27:29,120
If you're not familiar with the hi -hat,
it's the little thing that's like two
332
00:27:29,120 --> 00:27:34,100
cymbals, and they kind of stack
together, and the drummer can control
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00:27:34,100 --> 00:27:39,320
left foot how open or closed these are.
So a really closed one sounds like this,
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00:27:39,400 --> 00:27:45,100
and then as the pedal gets lifted and
those get opened, the sound kind of
335
00:27:45,100 --> 00:27:46,100
up.
336
00:27:50,620 --> 00:27:54,180
I know you've heard that before
somewhere. So just figure out which one
337
00:27:54,180 --> 00:27:57,360
like. You don't have to be an expert on
what all these actually are.
338
00:27:57,680 --> 00:28:00,500
Just find what you like.
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00:28:01,880 --> 00:28:05,300
So I kind of like this one. So I'm going
to go ahead and hit record again and
340
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get that in there.
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00:28:23,400 --> 00:28:28,300
I'm going to highlight these and
quantize again to what I have set up.
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And usually once I get this dialed in,
the swing and the strength, I don't
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00:28:32,440 --> 00:28:34,300
change it. That way it kind of feels
cohesive.
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If you start changing your swing, not
even in different parts of the song, but
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00:28:39,940 --> 00:28:43,120
the same section of the song, if you
change the swing, you're going to get
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00:28:43,120 --> 00:28:47,120
weird tearing and stuff happening in
your drums that you're probably not
347
00:28:47,120 --> 00:28:48,120
to like.
348
00:28:54,090 --> 00:28:58,550
It's important to note, too, when I
recorded this, I did not hit it as hard
349
00:28:58,550 --> 00:29:01,010
could every time. So it was not one of
these.
350
00:29:04,030 --> 00:29:08,870
It was, I pulsed and I pushed the
downbeats, so the main accents.
351
00:29:14,770 --> 00:29:17,570
And that gives it more of this kind of
push -pull feel.
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00:29:29,000 --> 00:29:32,980
Okay, so next, if I was a drummer, I
might be having a good time doing this,
353
00:29:32,980 --> 00:29:37,300
likely, knowing myself, I'd be a little
bit bored. So my right hand would start
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00:29:37,300 --> 00:29:41,820
to move, sorry, this hand, my left hand,
would start to move in between big
355
00:29:41,820 --> 00:29:44,940
snare heads. Because there's a lot of
down time, this hand's just doing that.
356
00:29:45,160 --> 00:29:49,460
And so I'm going to start to record in
some ghost notes where I naturally
357
00:29:49,600 --> 00:29:54,220
If you're thinking of a real kit, your
right hand is generally playing the hi
358
00:29:54,220 --> 00:29:56,400
-hat or the cymbal or something like
that.
359
00:29:56,990 --> 00:30:01,590
and your left hand is on the snare. So
typically you'd have something like
360
00:30:01,890 --> 00:30:03,910
Hi -hat and snare.
361
00:30:06,610 --> 00:30:09,690
And that leaves a lot of downtime for
the left hand.
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00:30:10,030 --> 00:30:14,290
So what a lot of drummers do is fill in
on those offbeats.
363
00:30:28,400 --> 00:30:30,520
that stuff a little bit there, but
hopefully you get the idea.
364
00:30:30,860 --> 00:30:36,520
So what I like to do is come back and
record those those little ghost notes on
365
00:30:36,520 --> 00:30:37,660
separate lane.
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00:30:37,900 --> 00:30:41,960
So what I mean by lane is a different
midi note here.
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00:30:42,720 --> 00:30:48,620
So our main hits have been on this D1,
and depending on your drum library these
368
00:30:48,620 --> 00:30:53,900
are all going to be different things,
but I know that I also have a softer
369
00:30:53,900 --> 00:30:55,080
of edge of drum hit here.
370
00:30:57,420 --> 00:30:58,960
And I like how that sounds.
371
00:30:59,220 --> 00:31:03,020
So what I'm going to do, I've already
played this, so I'm just going to tap
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00:31:03,020 --> 00:31:09,200
for my own mental sanity, and then play
the offbeats on this hand. So basically
373
00:31:09,200 --> 00:31:15,300
what we're going to have is that this
hand is going to be up.
374
00:31:21,160 --> 00:31:23,200
I'm going to go ahead and hit record and
get that down.
375
00:31:41,000 --> 00:31:43,240
Okay, this wasn't perfect, and it never
is.
376
00:31:44,040 --> 00:31:48,600
What I'm going to do is quantize these
to the same groove as once I did a
377
00:31:48,600 --> 00:31:51,680
triplet here, so I'm going to switch
this over to triplet.
378
00:31:52,960 --> 00:31:54,860
And I'm going to turn these up so you
can hear what I did.
379
00:32:10,890 --> 00:32:13,830
This sounds a little messy. I'm not a
fan of this. A couple issues.
380
00:32:14,570 --> 00:32:21,530
Your ghosting should not hit when the
main snare does or right before the main
381
00:32:21,530 --> 00:32:22,329
snare does.
382
00:32:22,330 --> 00:32:26,050
Most people, they don't have the chops
to do that. I'm going to get rid of this
383
00:32:26,050 --> 00:32:27,090
one because it's on a snare.
384
00:32:27,990 --> 00:32:28,990
This is on a snare.
385
00:32:31,670 --> 00:32:32,710
This one's on a snare.
386
00:32:33,350 --> 00:32:35,910
I hope you're seeing, you know, they're
lining up on this grid here.
387
00:32:45,070 --> 00:32:47,910
So I'm going to get rid of this little
triplet because it gets a little too
388
00:32:47,910 --> 00:32:48,910
close to the main snare.
389
00:32:55,490 --> 00:32:56,630
And I don't like that either.
390
00:33:03,930 --> 00:33:05,750
Same thing, this is too close to the
snare.
391
00:33:10,250 --> 00:33:11,250
It's on the snare.
392
00:33:16,360 --> 00:33:20,380
And then here I'm not going to do
ghosting because I actually did a little
393
00:33:20,380 --> 00:33:21,380
thing in the hi -hat.
394
00:33:24,240 --> 00:33:27,200
And I'll turn these up so these actually
sound a little better.
395
00:33:31,920 --> 00:33:34,680
And that's an important thing I want to
make note of that I just did.
396
00:33:35,280 --> 00:33:40,720
You can mix your drums before you get to
mixing based on just your velocities.
397
00:33:40,900 --> 00:33:45,580
So velocity is how hard or soft the note
is, and that's represented in MIDI.
398
00:33:47,220 --> 00:33:52,020
And so depending on how loud or soft you
want the drum to be played, you can
399
00:33:52,020 --> 00:33:53,120
adjust that in velocity.
400
00:33:53,380 --> 00:33:56,280
That's actually going to get you more
mileage than adjusting the volume
401
00:33:56,280 --> 00:34:00,460
the velocity is actually sample drums
recorded at different volumes.
402
00:34:05,500 --> 00:34:06,880
Take the snare for instance.
403
00:34:09,960 --> 00:34:14,520
You can tell if I play it really softly,
it's just barely tapping that drum.
404
00:34:14,909 --> 00:34:18,090
But the louder I get, it has more crack,
it has more impact.
405
00:34:26,409 --> 00:34:27,810
Same thing with the hi -hats.
406
00:34:35,370 --> 00:34:40,770
So when you're adjusting the velocity,
you're telling the drum program,
407
00:34:40,770 --> 00:34:47,139
you're using, hey, we want... the loud
samples here or we want the soft samples
408
00:34:47,139 --> 00:34:52,400
here and that actually makes it more
realistic it's more complex than simply
409
00:34:52,400 --> 00:34:56,080
volume control for the drum if that
makes sense so let me play it again
410
00:34:56,080 --> 00:35:02,780
also those times that i hit the kick
twice
411
00:35:02,780 --> 00:35:09,100
likely the drummer would not also be
ghosting because it's just a lot um and
412
00:35:09,100 --> 00:35:11,720
that's going to vary depending on the
drummer so you have to figure out what
413
00:35:11,720 --> 00:35:16,090
kind of drummer you are in your head But
this is not for me, so I'm going to
414
00:35:16,090 --> 00:35:17,090
take it out.
415
00:35:17,810 --> 00:35:22,170
So anywhere we have a double kick
happening, not a double kick, but a
416
00:35:22,170 --> 00:35:24,730
little kick there, I'm going to take
those off.
417
00:35:45,520 --> 00:35:49,680
so now these ghost notes are they're
just a little too loud for my taste so
418
00:35:49,680 --> 00:35:54,080
going to highlight them all and turn the
velocity down even more and a lot of
419
00:35:54,080 --> 00:35:57,580
times i'll have them up when i'm working
on them so i can hear but then blend
420
00:35:57,580 --> 00:35:59,240
them down to the full sound of the kit
421
00:36:24,080 --> 00:36:30,000
So that has way more groove and interest
to it than it did before we added those
422
00:36:30,000 --> 00:36:33,000
ghost notes and things like that.
Another thing a drummer does at the
423
00:36:33,000 --> 00:36:37,020
the phrase, I mentioned this a little
bit in episode one, but they hit some
424
00:36:37,020 --> 00:36:41,780
of symbol, some sort of way to let
people know like, hey, this is, boom,
425
00:36:41,780 --> 00:36:45,660
section. This first hi -hat, instead of
doing the hi -hat, I'm going to go find
426
00:36:45,660 --> 00:36:46,660
a symbol.
427
00:36:48,580 --> 00:36:52,160
And I know on addictive drums, they
start way up here at F4.
428
00:36:54,730 --> 00:36:57,350
That's a little loud, so I'll pull it
down just a bit.
429
00:37:09,510 --> 00:37:13,130
Another little tip and secret for this
is I like to put my ghost notes on a
430
00:37:13,130 --> 00:37:16,950
different channel, so if I need to bring
them all up or down, it's really easy
431
00:37:16,950 --> 00:37:17,950
to highlight them.
432
00:37:18,030 --> 00:37:22,130
But if they're all on the same thing,
like these hi -hats for instance, it's
433
00:37:22,130 --> 00:37:23,390
really hard to just get...
434
00:37:24,870 --> 00:37:28,190
the quiet ones, if that makes sense. So
by keeping them on a different note,
435
00:37:28,350 --> 00:37:31,390
you're able to quickly get in there and
change things. Important note there.
436
00:37:53,070 --> 00:37:56,390
So I'm going to do another example on a
different drum kit for a different song.
437
00:37:57,030 --> 00:38:03,230
So we're going to use the Logic Drums
for this on my Swamp Jelly Jamboree
438
00:38:08,070 --> 00:38:11,470
Cool, so that's a good section. I'm
going to do the same method as before.
439
00:38:11,470 --> 00:38:14,410
going to start with a kick and snare,
then we'll do hi -hat and ghost note
440
00:38:14,410 --> 00:38:16,390
stuff, and then any accents.
441
00:38:16,870 --> 00:38:17,970
Exciting stuff, I guess.
442
00:38:19,070 --> 00:38:20,070
Okay, here we go.
443
00:38:41,670 --> 00:38:47,050
Cool. That's a pretty basic groove, but
I wanted to spice up the straight back
444
00:38:47,050 --> 00:38:50,890
and forth with some other little things
happening, so that's why I added some
445
00:38:50,890 --> 00:38:52,270
excitement there.
446
00:39:12,180 --> 00:39:15,360
Okay, so next we will do some symbols.
447
00:39:19,540 --> 00:39:20,980
And a hot hat. So here we go.
448
00:39:40,810 --> 00:39:44,070
If you hear this sound and you're
wondering what's happening, it's an open
449
00:39:44,070 --> 00:39:48,650
-hat followed by a closed hi -hat. What
a lot of these drum libraries will do is
450
00:39:48,650 --> 00:39:52,890
they'll simulate the hi -hat actually
closing and getting snaps shut. So that
451
00:39:52,890 --> 00:39:53,890
kind of sounds like this.
452
00:40:00,610 --> 00:40:03,710
So that's what I was doing there, and a
lot of times drummers will put that in
453
00:40:03,710 --> 00:40:05,250
to spice things up.
454
00:40:21,960 --> 00:40:24,220
Alright, one more time. I want that hi
-hat to close sooner.
455
00:40:45,960 --> 00:40:47,760
So I will highlight everything again.
456
00:40:48,990 --> 00:40:52,590
Tighten it up just a bit. If you'll
notice, my strength is still not at
457
00:40:52,670 --> 00:40:57,230
kind of about 67 right now. And then if
I zoom in, you'll notice that these are
458
00:40:57,230 --> 00:40:59,990
not perfectly on the grid. And that's
what we want to see.
459
00:41:01,250 --> 00:41:02,250
Not perfect.
460
00:41:24,590 --> 00:41:28,090
So I want to put a better fill in this
section. And now if you haven't heard
461
00:41:28,090 --> 00:41:32,250
word fill before, it's basically
something a drummer does, a little
462
00:41:32,250 --> 00:41:36,950
embellishment. At the end of the phrase,
they'll either pick up the energy, like
463
00:41:36,950 --> 00:41:41,690
help you get somewhere, or bring down
the energy. Say, hey, the next section's
464
00:41:41,690 --> 00:41:44,830
going to be down. It's a signal to both
the band and the rest of the audience,
465
00:41:44,930 --> 00:41:48,390
like, hey, this is where we're going,
you know, up or down or whatever it may
466
00:41:48,390 --> 00:41:49,390
be.
467
00:41:56,170 --> 00:41:57,690
So I have an idea for that kind of fill.
468
00:42:00,250 --> 00:42:01,330
So I'm going to do that.
469
00:42:08,770 --> 00:42:13,890
Nice. So I'll tighten those up. Next I
want to put in the ghost notes. I found
470
00:42:13,890 --> 00:42:16,610
this little snare edge right here. So
here's center.
471
00:42:17,810 --> 00:42:18,810
Here's the edge.
472
00:42:19,250 --> 00:42:20,250
Really similar.
473
00:42:21,410 --> 00:42:23,610
But they're just different enough that
you can kind of get.
474
00:42:24,110 --> 00:42:25,630
a difference there same thing again
475
00:42:25,630 --> 00:42:46,510
this
476
00:42:46,510 --> 00:42:52,010
song is a little less conducive to the
ghost notes just because of the feel of
477
00:42:52,010 --> 00:42:56,380
kind of the groove it doesn't really
need it as much, but I'll still put them
478
00:42:56,380 --> 00:42:57,680
there and just keep them really low.
479
00:43:13,280 --> 00:43:19,860
So right kind of halfway through this, I
kind of want another little fill going
480
00:43:19,860 --> 00:43:20,860
on. So again,
481
00:43:22,640 --> 00:43:27,040
I'm just going to record over it, and
then I'll delete the notes that are kind
482
00:43:27,040 --> 00:43:30,440
of conflicting and taking us out of the
four -limb rule there.
483
00:43:36,740 --> 00:43:37,740
That's simple enough.
484
00:43:46,160 --> 00:43:50,120
Cool, all of these need to go, because
we have one, two, three, so we will pull
485
00:43:50,120 --> 00:43:51,120
these out right here.
486
00:43:52,460 --> 00:43:53,460
And these.
487
00:43:58,160 --> 00:44:01,940
And a lot of times what I'll do to set
this up is I like the hi -hat to kind of
488
00:44:01,940 --> 00:44:05,480
throw a little splash, just so you still
hear it while that fill is going on.
489
00:44:06,960 --> 00:44:07,960
So let's try that.
490
00:44:10,940 --> 00:44:13,100
That was in the wrong spot, so we fix
that too.
491
00:44:17,520 --> 00:44:20,060
And then it'd be cool to have a little
crash coming out of this.
492
00:44:22,320 --> 00:44:25,400
Maybe the other one there we go
493
00:44:25,400 --> 00:44:33,520
Okay
494
00:44:33,520 --> 00:44:41,860
here
495
00:44:41,860 --> 00:44:44,220
so here's the whole groove so far
496
00:45:04,220 --> 00:45:07,880
Cool. That, again, just adds to the
groove. More and more going on.
497
00:45:12,680 --> 00:45:15,860
So the other half of entering the notes
in is programming.
498
00:45:16,160 --> 00:45:20,540
So for whatever reason, you cannot lay
hands on a keyboard or a little drum pad
499
00:45:20,540 --> 00:45:24,820
thing, but you have to get your drums
out. You have to program it. You don't
500
00:45:24,820 --> 00:45:25,678
really have an option.
501
00:45:25,680 --> 00:45:27,040
So let me find another spot.
502
00:45:27,320 --> 00:45:28,780
Bounce back to my first song here.
503
00:45:36,170 --> 00:45:38,790
Okay, so I will create a new MIDI region
here.
504
00:45:39,150 --> 00:45:41,390
That's going to be different depending
on what you're doing.
505
00:45:43,390 --> 00:45:44,690
And get the pencil tool.
506
00:45:45,550 --> 00:45:48,730
And I like to start at full velocity and
just change it from there.
507
00:45:53,910 --> 00:45:54,910
There, there.
508
00:46:08,810 --> 00:46:11,150
The importance is consistency here.
509
00:46:28,170 --> 00:46:31,390
Set up that note that comes back down
from the band.
510
00:46:49,700 --> 00:46:51,780
So I kind of want to change the feel a
little bit here.
511
00:46:56,500 --> 00:46:58,320
And just kind of go a little straighter.
512
00:47:04,380 --> 00:47:05,380
Cool.
513
00:47:05,400 --> 00:47:09,400
So I know these are not swung, so I'm
going to add some swing now.
514
00:47:12,100 --> 00:47:13,100
Here's the note.
515
00:47:13,180 --> 00:47:14,180
Swing it.
516
00:47:29,149 --> 00:47:31,010
I'm going to make them a little softer
on the velocity.
517
00:47:39,290 --> 00:47:40,810
Next, I like these two.
518
00:47:43,250 --> 00:47:44,770
I'm going to go back and forth between
them.
519
00:47:56,970 --> 00:47:57,970
Put them all on the red.
520
00:48:00,940 --> 00:48:03,500
But I'm going to make the first ones a
little bit louder.
521
00:48:08,780 --> 00:48:10,100
We'll need that the whole time.
522
00:48:14,020 --> 00:48:15,340
Pick it off with a craft.
523
00:48:31,180 --> 00:48:35,880
Something else you can do, because we're
only using three of our four limbs at
524
00:48:35,880 --> 00:48:36,880
the moment.
525
00:48:37,100 --> 00:48:40,020
We have the kick, which is the right
foot. We have the snare, which is the
526
00:48:40,020 --> 00:48:43,680
hand. And the cymbal is the right hand.
But we still have a left foot.
527
00:48:43,920 --> 00:48:46,700
And the left foot cannot do much because
it's on the hi -hat.
528
00:48:46,920 --> 00:48:52,400
However, it can either close or do
what's called a splash.
529
00:48:52,680 --> 00:48:57,000
So the splash is like a quick tap and it
makes the cymbals jangle together.
530
00:48:57,460 --> 00:49:02,860
So you can 100 % put one of these in
there with it. And I'll kind of show you
531
00:49:02,860 --> 00:49:03,860
what that sounds like.
532
00:49:06,120 --> 00:49:07,300
Get a bunch of them here.
533
00:49:19,620 --> 00:49:21,120
It's actually hard to hear those at all.
534
00:49:28,320 --> 00:49:30,640
If I mute the ride you'll hear it
better.
535
00:49:41,920 --> 00:49:44,860
So I'll move it to the splash now so you
can hear the difference.
536
00:49:59,050 --> 00:50:02,990
And that's actually a totally acceptable
drum part and I've seen drummers play
537
00:50:02,990 --> 00:50:04,990
this. It's not that challenging for
them.
538
00:50:25,410 --> 00:50:27,310
Putting in a little bit of...
539
00:50:28,600 --> 00:50:35,460
additional interest there actually
forget that i'm going to do a ghosting
540
00:50:35,460 --> 00:50:41,400
instead so same kind of concept
541
00:51:03,020 --> 00:51:04,040
Something like that.
542
00:51:04,860 --> 00:51:05,860
Unquantize them.
543
00:51:12,880 --> 00:51:13,880
Right there.
544
00:51:17,820 --> 00:51:18,920
Get rid of that one.
545
00:51:27,580 --> 00:51:30,500
Have a little more ghosting in here
because we don't have the double kick
546
00:51:35,530 --> 00:51:39,010
And then at the end, I feel like we need
a fill, so I'll just clear out what we
547
00:51:39,010 --> 00:51:40,010
have.
548
00:51:49,570 --> 00:51:52,690
It's a good time to mention rim shots
versus regular hits.
549
00:51:53,030 --> 00:51:57,610
A rim shot is a weird combination of the
edge of the drum with the center of the
550
00:51:57,610 --> 00:52:00,350
drum that actually makes a more powerful
crack sound.
551
00:52:00,610 --> 00:52:05,050
So that's kind of some edge of the drum.
552
00:52:05,440 --> 00:52:12,120
right there you're basically combining
those but it gets a really powerful
553
00:52:12,120 --> 00:52:16,100
for this fill i think i want it instead
of a regular hit i want the rim shot
554
00:52:16,100 --> 00:52:29,400
cool
555
00:52:29,400 --> 00:52:34,200
great so let's listen to that so far
556
00:52:50,660 --> 00:52:56,840
Great. The final thing I like to do if
I'm strictly programming is highlight
557
00:52:56,840 --> 00:53:00,720
them all. And this is a logic thing, but
I'm sure whatever you're using has
558
00:53:00,720 --> 00:53:01,880
something similar.
559
00:53:02,340 --> 00:53:06,880
So it's called humanize. And what this
does, if you have to look for it in your
560
00:53:06,880 --> 00:53:12,400
own situation, is randomize the
velocities, starting position, and
561
00:53:12,400 --> 00:53:13,400
different notes.
562
00:53:13,520 --> 00:53:15,540
So I'm just going to run it by the
default here.
563
00:53:15,760 --> 00:53:18,460
I've already selected the notes I want,
and I'm going to hit operate.
564
00:53:19,509 --> 00:53:23,070
And it's hard to see, but they all
slightly moved.
565
00:53:23,850 --> 00:53:27,910
And so I'll hit it a couple more times
just to kind of nudge them a bit more.
566
00:53:28,730 --> 00:53:32,250
And now if we do it, there's some slight
differences.
567
00:53:42,570 --> 00:53:44,130
My cymbals are a little loud.
568
00:53:44,490 --> 00:53:47,650
I'm going to mix it a little bit with
the velocity, pull them all down.
569
00:53:51,560 --> 00:53:55,340
And the standard snare head isn't
cutting it, so I'm going to make that a
570
00:53:55,340 --> 00:53:56,340
shot.
571
00:54:10,420 --> 00:54:15,960
Nice. Although the humanized tool is
really helpful, it's still not the same
572
00:54:15,960 --> 00:54:19,160
a human playing it. So again, if you
can...
573
00:54:19,830 --> 00:54:20,830
play it on something.
574
00:54:21,110 --> 00:54:22,790
Even if you have to do the on -screen
keyboard,
575
00:54:23,130 --> 00:54:30,090
it's not
576
00:54:30,090 --> 00:54:33,770
going to do velocity, but at least it'll
do timing to give you one element of
577
00:54:33,770 --> 00:54:37,370
variation. That would still be better
than nothing. Final thought for this is
578
00:54:37,370 --> 00:54:41,370
that, you know, we've made a bunch of
little sections, and that's great, but
579
00:54:41,370 --> 00:54:44,850
need to make it into a full song now.
There's a few strategies for this. You
580
00:54:44,850 --> 00:54:48,630
either piece your way through it, or you
could try to perform something.
581
00:54:49,180 --> 00:54:54,440
So what I'll do because I've had my
share of practice actually playing it,
582
00:54:54,440 --> 00:54:55,440
me make a new track here,
583
00:54:56,020 --> 00:55:02,800
is I'll start at the very beginning
584
00:55:02,800 --> 00:55:06,380
and figure out what I want to do right
off the bat.
585
00:55:11,310 --> 00:55:14,110
I wrote this song, so I kind of know
what's coming. But listen to the whole
586
00:55:14,110 --> 00:55:16,550
thing and figure out, what do you want
going on there? So I'm going to start
587
00:55:16,550 --> 00:55:21,290
with what's called a flam. That's when
basically one stick is close to the drum
588
00:55:21,290 --> 00:55:24,610
and the other is far away, and they come
down and hit the drum at the same time.
589
00:55:24,910 --> 00:55:28,950
That's what gives it that extra little
flam. I don't know.
590
00:55:29,170 --> 00:55:33,310
Flam is a building block of how I
describe things. So, you know, a single
591
00:55:33,310 --> 00:55:34,310
sounds like this.
592
00:55:35,630 --> 00:55:37,590
But a flam has a little bit more of a...
593
00:55:40,080 --> 00:55:46,920
so it's a very traditional drumline kind
of sound very concert snare type
594
00:55:46,920 --> 00:55:53,280
of thing right but if you put it in this
context
595
00:55:53,280 --> 00:55:57,540
you'll actually hear the similarities to
things you hear in like country or rock
596
00:56:07,820 --> 00:56:10,080
actually really like that. I'm going to
start the song with that.
597
00:56:27,420 --> 00:56:34,280
Okay, so that's good. I'll do a quick
quantize and keep moving. So this is
598
00:56:34,280 --> 00:56:39,090
quantize can really start to mess you up
because all these slams i did get rid
599
00:56:39,090 --> 00:56:45,550
of those all these slams i did they're
not different enough now if i play it
600
00:56:45,550 --> 00:56:45,770
back
601
00:56:45,770 --> 00:56:54,390
they
602
00:56:54,390 --> 00:56:57,470
actually don't sound good in fact they
actually start to bump into each other
603
00:56:57,470 --> 00:57:01,010
and cause like a pseudo phasing issue so
i'm going to go ahead and highlight
604
00:57:01,010 --> 00:57:04,850
these and take the strength down to zero
605
00:57:05,730 --> 00:57:08,310
Now you can see a little more of that
magic that's in there.
606
00:57:08,650 --> 00:57:13,350
And I'm going to take my stick that was
the lower stick, the quieter one, which
607
00:57:13,350 --> 00:57:16,410
I put on the regular hit, not the rim
shot.
608
00:57:16,910 --> 00:57:18,090
I'm going to pull those down.
609
00:57:19,510 --> 00:57:20,870
And play that unless you hear it.
610
00:57:28,530 --> 00:57:32,650
My main hit, I want to quantize maybe to
like 50%.
611
00:57:33,770 --> 00:57:39,490
And the secondary hit, I'll do like low
20s or something just to bring them a
612
00:57:39,490 --> 00:57:40,490
little closer together.
613
00:57:47,710 --> 00:57:48,710
Okay.
614
00:57:59,980 --> 00:58:02,820
We're at the end of the phrase. We need
a fill to build into the next section,
615
00:58:02,960 --> 00:58:04,720
so I'm just going to play a little tom
thing.
616
00:58:13,700 --> 00:58:14,940
All right, I'm going to quantize these.
617
00:58:15,780 --> 00:58:19,720
I did not like... Whoops, we need to get
back up here.
618
00:58:23,000 --> 00:58:24,260
Let's put those on the same drum.
619
00:58:28,180 --> 00:58:29,180
All right, now we're in.
620
00:58:29,480 --> 00:58:30,480
Big crash.
621
00:58:38,380 --> 00:58:42,100
So I don't want to pull open hi -hat,
but I feel like a closed is not enough
622
00:58:42,100 --> 00:58:43,100
energy.
623
00:58:45,920 --> 00:58:50,160
It's got to be big Home Depot energy, so
I'm going to do the open hi -hat.
624
00:58:50,740 --> 00:58:52,200
Semi -open, not a pull.
625
00:58:54,200 --> 00:58:55,200
Kind of like that one.
626
00:58:56,420 --> 00:58:57,560
All right, I'm going to play it.
627
00:58:58,380 --> 00:58:59,380
Start with a symbol.
628
00:59:15,620 --> 00:59:16,620
Cool.
629
00:59:16,900 --> 00:59:17,900
That's good.
630
00:59:22,760 --> 00:59:25,000
Untie all that. Tighten it up. Get rid
of that.
631
00:59:25,440 --> 00:59:26,440
Mishit there.
632
00:59:30,020 --> 00:59:31,680
These are kind of loud. I'll pull them
down.
633
00:59:40,100 --> 00:59:41,660
Let me put some ghosting in there.
634
01:00:02,880 --> 01:00:03,880
Quantize these.
635
01:00:13,940 --> 01:00:16,600
Where are the ones that are on pics or
on snares?
636
01:00:18,020 --> 01:00:19,020
This one.
637
01:00:19,200 --> 01:00:20,600
That one's too close to the snare.
638
01:00:35,850 --> 01:00:37,610
So I have an idea for a fill here.
639
01:00:49,310 --> 01:00:53,810
So when you're going for a fill, try to
feel it out. Figure out what works. How
640
01:00:53,810 --> 01:00:58,890
can you set up the groove in the best
way? It's all about setup and delivery
641
01:00:58,890 --> 01:01:01,110
pocket and all those buzzwords.
642
01:01:12,400 --> 01:01:14,500
Let me put that in, and then I'll try to
connect it here.
643
01:01:26,580 --> 01:01:32,880
It's like right here. Two snares sounds
okay, but like a snare and a rim shot
644
01:01:32,880 --> 01:01:33,880
snare sounds better.
645
01:01:36,140 --> 01:01:37,580
Here's snare, snare.
646
01:01:38,840 --> 01:01:39,840
Here's rim shot.
647
01:01:41,180 --> 01:01:43,380
But two rim shots is not good.
648
01:01:44,580 --> 01:01:45,580
Whoops.
649
01:01:48,660 --> 01:01:50,040
I'll do all three back to back here.
650
01:01:55,700 --> 01:01:58,360
Just those tiny little variations that
make the biggest difference.
651
01:02:20,859 --> 01:02:23,300
There we go. A little simpler is the
trick.
652
01:02:26,680 --> 01:02:28,940
One more hi -hat because we don't want
to stop it too soon.
653
01:02:32,820 --> 01:02:34,240
And this needs to be triplets.
654
01:02:36,420 --> 01:02:37,720
And no swing on the triplet.
655
01:02:42,440 --> 01:02:45,180
So basically you would do that the
entire song.
656
01:02:45,480 --> 01:02:48,200
You know, build it up, bring it down,
all that kind of thing.
657
01:02:48,720 --> 01:02:54,700
It does take time. If you're feeling
lazy, you've got to deal with it. It's
658
01:02:54,700 --> 01:02:56,640
something you have to do to get it to
sound real.
659
01:02:57,020 --> 01:03:01,480
But it's way faster than recording live
drums, number one, and you don't have to
660
01:03:01,480 --> 01:03:05,640
deal with a lot of the issues and things
associated with live drums.
661
01:03:05,860 --> 01:03:12,320
So it's still faster in the long run,
but you do have to really get in there
662
01:03:12,320 --> 01:03:13,320
dial it the way you want.
663
01:03:18,240 --> 01:03:22,900
Diving into drum plugin tweaking, I
guess we'll call it. I'm going to use
664
01:03:22,900 --> 01:03:27,580
Addictive Drums and Logic Drum Designer
as my two drum plugins of choice.
665
01:03:27,780 --> 01:03:31,780
I know there's tons of drum plugins out
there, so the hope of this part is just
666
01:03:31,780 --> 01:03:35,240
to teach you the concepts and teach you
the things you need to look for so that
667
01:03:35,240 --> 01:03:38,800
you can find them in your own drum
plugin and apply it. But if you happen
668
01:03:38,800 --> 01:03:42,420
have Addictive Drums or Logic Drummer,
that's just going to help you dial
669
01:03:42,420 --> 01:03:44,600
in faster and know exactly where to
look. Okay.
670
01:03:45,020 --> 01:03:48,860
So I will start with Addictive Drums and
then move to Logic Drums after, and
671
01:03:48,860 --> 01:03:52,100
we'll do the same process twice so you
really make sure you get a handle on it
672
01:03:52,100 --> 01:03:55,100
and understand what's going on. I'm
going to open up the drum plugin. The
673
01:03:55,100 --> 01:03:59,660
I do it in this order is because I like
to have the drum part first so I can
674
01:03:59,660 --> 01:04:02,900
just set it on loop while I tweak the
drums. It's just an easier workflow than
675
01:04:02,900 --> 01:04:06,200
trying to, like, play the drums, tweak
the drums all at the same time. Here's
676
01:04:06,200 --> 01:04:07,760
what we currently have going on.
677
01:04:15,720 --> 01:04:19,480
So most drum plugins will have somewhere
you can go to swap out the kit pieces.
678
01:04:19,780 --> 01:04:23,840
And by kit pieces, I mean, you know,
kick drums, snare drums, toms, cymbals.
679
01:04:23,840 --> 01:04:27,740
can actually swap out these elements
with different ones to quickly make big
680
01:04:27,740 --> 01:04:29,140
changes to the sound of your drums.
681
01:04:29,340 --> 01:04:32,300
So in Addictive Drums, that's over here
on the kit tab.
682
01:04:36,280 --> 01:04:39,520
You can solo up certain elements. So
this is just what the kick sounds like.
683
01:04:42,190 --> 01:04:46,970
And we can start to cycle through or
pick different ones. If you know kind of
684
01:04:46,970 --> 01:04:52,310
roughly what types of drums you like,
like you know you like a 24 -inch kick
685
01:04:52,310 --> 01:04:56,870
you like maple or things like that, you
can kind of start to guess with some of
686
01:04:56,870 --> 01:05:02,250
the names here, but usually I find it
helpful to just start swapping stuff out
687
01:05:02,250 --> 01:05:03,970
while it's playing and figure out what
you like.
688
01:05:10,450 --> 01:05:11,450
Not that one.
689
01:06:02,759 --> 01:06:09,060
So, alright, I think it's between this
Gretsch round badge, the
690
01:06:09,060 --> 01:06:10,620
Lydie and Ludwig.
691
01:06:11,100 --> 01:06:12,100
I like that.
692
01:06:12,380 --> 01:06:15,540
And then this, uh, orc pie down here.
693
01:06:19,980 --> 01:06:22,520
Honestly, I like the, uh, not the
Ludwig.
694
01:06:23,600 --> 01:06:24,600
This one.
695
01:06:25,580 --> 01:06:26,580
I'm gonna roll with that.
696
01:06:29,460 --> 01:06:30,460
Alright, snare time.
697
01:06:50,860 --> 01:06:54,540
When I'm doing this, I like to go back
and forth between just soloing out the
698
01:06:54,540 --> 01:06:58,400
element I'm tweaking and hearing it in
the context of the whole kit, and even
699
01:06:58,400 --> 01:07:02,800
the context of the whole song, if you're
able to. This just helps to give you a
700
01:07:02,800 --> 01:07:06,020
better perspective on what it's going to
sound like in context.
701
01:07:51,930 --> 01:07:54,170
I'm gonna roll with that one. I like
kind of the ringy sound.
702
01:07:54,750 --> 01:07:58,010
I'm gonna keep doing this with all the
kit pieces, and I'm gonna tweak the hi
703
01:07:58,010 --> 01:07:59,010
-hat.
704
01:08:40,720 --> 01:08:41,720
I like that one.
705
01:08:42,180 --> 01:08:46,680
For toms, to me it's important that it's
all the same set of toms.
706
01:08:48,620 --> 01:08:50,100
That way you get a cohesive sound.
707
01:08:50,359 --> 01:08:54,899
But you can mess with tweaking toms, but
you didn't hear it from me.
708
01:08:56,100 --> 01:08:59,060
So let me skip to this end here where I
have a little tom fill.
709
01:09:03,560 --> 01:09:05,020
It's a little annoying, I apologize.
710
01:09:05,359 --> 01:09:07,120
So I'm going to switch out whole tom
sets here.
711
01:09:10,160 --> 01:09:11,160
That was pretty nice.
712
01:09:11,899 --> 01:09:18,460
Nope. I like the...
713
01:09:45,800 --> 01:09:49,580
I think I like these Fairfax ones.
714
01:09:51,540 --> 01:09:52,979
Let's hear it with the whole track here.
715
01:09:58,480 --> 01:10:01,940
Cool, that's feeling good. Let me check
on cymbals real quick, although I'm not
716
01:10:01,940 --> 01:10:03,280
doing too much with cymbals.
717
01:10:07,580 --> 01:10:08,580
We're using that one.
718
01:10:09,180 --> 01:10:10,180
This is this one.
719
01:10:15,560 --> 01:10:17,940
I usually prefer darker, bigger symbols.
720
01:10:18,220 --> 01:10:22,580
So like 16s are too small for me.
Something like 18 or 20 is usually what
721
01:10:22,580 --> 01:10:23,580
like.
722
01:10:33,680 --> 01:10:35,520
Where is that?
723
01:10:38,120 --> 01:10:39,120
Let's try that one.
724
01:11:02,800 --> 01:11:07,080
Cool. Next, I want to look at tuning.
I'm liking how stuff is sounding, but
725
01:11:07,080 --> 01:11:10,560
next logical step is to just tweak the
tuning of the drums to see if we can get
726
01:11:10,560 --> 01:11:12,400
something that hits a little more how we
want.
727
01:11:15,300 --> 01:11:18,380
For addictive drums, that's over on the
Edit tab, and you're going to turn on
728
01:11:18,380 --> 01:11:19,580
Pit Piece Controls.
729
01:11:20,560 --> 01:11:23,000
And the thing we're going to mess with
here is the pit.
730
01:11:24,000 --> 01:11:27,000
And now we want to look at this main
knob.
731
01:11:27,420 --> 01:11:31,800
The overhead room offset is going to
change the tuning of the drum just in
732
01:11:31,800 --> 01:11:37,300
room, and I do not like that because to
me if you tune a drum it needs to be
733
01:11:37,300 --> 01:11:40,740
that same tuning everywhere, but I'm a
little old school like that.
734
01:11:50,200 --> 01:11:52,180
I'm going to try tuning this kick down.
735
01:12:06,890 --> 01:12:07,890
I kind of like that.
736
01:12:09,890 --> 01:12:11,050
So let me tune the snare now.
737
01:12:28,630 --> 01:12:34,770
I want ringy, but I want it to still be
deep and powerful. So I think that's a
738
01:12:34,770 --> 01:12:35,770
good blend right there.
739
01:12:50,300 --> 01:12:51,300
Great.
740
01:12:52,560 --> 01:12:57,240
The next thing I like to look for is any
sort of mic blending and that type of
741
01:12:57,240 --> 01:12:58,240
thing that is available.
742
01:12:58,260 --> 01:13:02,780
Not all drum plugins have this. It just
depends what you have. If you're using
743
01:13:02,780 --> 01:13:06,520
something like Superior Drummer, you
have a ton of different options and you
744
01:13:06,520 --> 01:13:08,140
blend different mics individually.
745
01:13:09,000 --> 01:13:12,560
If you are in Addictive Drums, there's
this little blend thing right here
746
01:13:12,560 --> 01:13:15,780
that'll let you blend between two mics.
The kick and the snare both have that
747
01:13:15,780 --> 01:13:19,580
for addictive drums. Other libraries
like the Logic Drummer does not have as
748
01:13:19,580 --> 01:13:24,400
much of this, so you know, just check
and see what your plugin has and tweak
749
01:13:24,400 --> 01:13:25,400
taste as you can.
750
01:13:28,120 --> 01:13:33,180
So traditionally with multiple mic
setups on a kick, you have the front mic
751
01:13:33,180 --> 01:13:37,180
a beater mic or the inside mic or
whatever you want. Basically the front
752
01:13:37,180 --> 01:13:39,020
going to get the low end and the power.
753
01:13:39,530 --> 01:13:43,170
And then the beater mic or the kick -in
mic is going to get more of the attack
754
01:13:43,170 --> 01:13:44,170
and snap.
755
01:13:44,290 --> 01:13:46,850
So you can simulate that with this blend
ray here.
756
01:13:49,150 --> 01:13:51,950
If I go front, it's got a little more
power.
757
01:13:54,050 --> 01:13:55,550
And then beater has a little more click.
758
01:13:59,110 --> 01:14:01,430
And you can blend it. So I usually like
more of the front.
759
01:14:05,350 --> 01:14:07,870
Snare, same thing. You have a top mic
and a bottom mic.
760
01:14:08,220 --> 01:14:11,980
the top is going to be more of the
impact and the power, and the bottom is
761
01:14:11,980 --> 01:14:13,620
to be more of a splash and a sizzle.
762
01:14:20,780 --> 01:14:22,560
And I like a little more of the top.
763
01:14:29,200 --> 01:14:33,900
It's also important to look for what's
called snare buzz or bleed, and this is
764
01:14:33,900 --> 01:14:36,860
the sound of the other drums vibrating.
765
01:14:37,600 --> 01:14:41,040
drums that aren't being played. So
Addictive Drums addresses that with this
766
01:14:41,040 --> 01:14:45,080
little send to snare buzz right there.
Other libraries like Superior Drummer,
767
01:14:45,200 --> 01:14:48,740
they have what's called bleed that you
can enable for certain channels.
768
01:14:49,040 --> 01:14:52,840
And although this is counterintuitive
because it's going to make your drums a
769
01:14:52,840 --> 01:14:57,100
little more dirty and unclean because
it's not just the source you're
770
01:14:57,100 --> 01:15:01,960
to, this actually makes them sound more
realistic because a real drum kit, if
771
01:15:01,960 --> 01:15:05,660
you hit the tom, you're going to hear
that tom rattle the other drums.
772
01:15:06,110 --> 01:15:10,270
and it's actually part of what makes
live -sounded acoustic drums sound live.
773
01:15:11,910 --> 01:15:18,230
If you listen to this, you actually hear
the kick playing in the snare.
774
01:15:20,690 --> 01:15:24,470
If I turn this off, you do not hear it.
775
01:15:27,610 --> 01:15:31,510
So that's an important little note. When
I hit the kick here, you actually hear
776
01:15:31,510 --> 01:15:33,230
a little bit in the snare. You can see
it coming in.
777
01:15:35,390 --> 01:15:36,710
Same thing with the toms.
778
01:15:40,010 --> 01:15:44,830
It's hard to hear, but it's there a
little bit, and it just, it makes it
779
01:15:44,830 --> 01:15:48,090
more real. So if you have the option for
that, turn it on. The next thing I like
780
01:15:48,090 --> 01:15:51,490
to look at is the overhead and the room
signals.
781
01:15:52,310 --> 01:15:56,410
Depending on, again, depending on your
library, it's going to look a little
782
01:15:56,410 --> 01:16:02,430
different. Addictive Drums has separate
mic blends for overheads and room, and
783
01:16:02,430 --> 01:16:06,920
if you're not used to live drums, This
might actually feel weird to you. You
784
01:16:06,920 --> 01:16:11,540
might be wanting just a volume for every
symbol and every thing, but that's
785
01:16:11,540 --> 01:16:14,960
generally not how acoustic drums are
recorded and handled.
786
01:16:15,200 --> 01:16:20,460
So your overhead microphones, these are
usually mics above the drum kit that
787
01:16:20,460 --> 01:16:24,340
capture the picture of the kit as a
whole. It's usually a little more high
788
01:16:24,760 --> 01:16:30,160
It's going to capture more of that
sizzle and sparkle and transient attack,
789
01:16:30,160 --> 01:16:31,600
it's really going to highlight your
cymbals.
790
01:16:32,080 --> 01:16:35,680
So let me solo that up so you can hear
just what overheads should sound like.
791
01:16:40,180 --> 01:16:44,340
So you get some snare, you get some
cymbals and stuff like that.
792
01:16:45,000 --> 01:16:46,540
Kick is there, but not a ton.
793
01:16:46,780 --> 01:16:47,780
Here's Tom's.
794
01:16:49,840 --> 01:16:56,600
So it's a very top -end, both in
geographic location and sonically, like
795
01:16:56,600 --> 01:17:01,460
picture of your drums. The room is a mic
or set of mics.
796
01:17:01,800 --> 01:17:06,540
further away from the drums like across
the room and this is actually as a
797
01:17:06,540 --> 01:17:11,920
person who listens to drums you're used
to hearing a room sound of the drums
798
01:17:11,920 --> 01:17:16,460
because you're not sticking your ear
right up on the drum you're standing
799
01:17:16,460 --> 01:17:21,900
some distance and that is what the room
mics actually simulate they simulate a
800
01:17:21,900 --> 01:17:24,580
picture of the drums in the room like as
an ensemble
801
01:17:35,370 --> 01:17:39,630
So again, you still hear everything, but
it's a little rolled off, a little
802
01:17:39,630 --> 01:17:43,410
contained, a little distanced. And when
you blend that in with the whole kit,
803
01:17:43,630 --> 01:17:46,330
you get a really nice full picture.
804
01:17:47,310 --> 01:17:48,690
So here's without the rooms.
805
01:17:51,450 --> 01:17:52,710
I'll put it in the track too.
806
01:17:55,010 --> 01:17:56,370
It just kind of sounds small.
807
01:18:04,130 --> 01:18:09,130
So that's... huge if you don't have
individual control over the room i'm
808
01:18:09,130 --> 01:18:14,090
you can kind of simulate this with
reverb but being able to adjust the room
809
01:18:14,090 --> 01:18:20,350
really important it's also worth looking
around in your drum library for the
810
01:18:20,350 --> 01:18:25,510
amount that each drum goes to the room
so addictive drums has this little knob
811
01:18:25,510 --> 01:18:29,690
up here for each element let's take the
snare for example and you have a total
812
01:18:29,690 --> 01:18:33,730
snare volume but you also have controls
for how loud it is in
813
01:18:34,470 --> 01:18:36,490
the overheads and how loud it is in the
room.
814
01:18:36,710 --> 01:18:39,630
So if I take this overhead level, let me
fill it up.
815
01:18:42,590 --> 01:18:49,490
So right now we have the snare mic, the
close mic, we have the room,
816
01:18:49,630 --> 01:18:52,390
or sorry, we have the overhead, and we
have the room mic.
817
01:18:54,330 --> 01:18:59,010
You can actually control how much of
each one is going where, if that makes
818
01:18:59,010 --> 01:19:03,470
sense. So if I pull down overhead
completely, it's now not going to the
819
01:19:03,470 --> 01:19:09,770
overhead. If I turn it up, now it is.
Same with room. I get less room, more
820
01:19:09,770 --> 01:19:10,770
room.
821
01:19:12,950 --> 01:19:17,470
Generally, I leave these all flat, you
know, at unity, at zero, whatever you
822
01:19:17,470 --> 01:19:21,890
want to call it. And I only tweak if I
feel it's needed. But usually, I just
823
01:19:21,890 --> 01:19:24,370
want a full picture balance between all
the drums.
824
01:19:24,750 --> 01:19:28,510
And then if I want more or less of a
drum, you can adjust the total amount
825
01:19:28,830 --> 01:19:30,230
This goes everywhere.
826
01:19:30,450 --> 01:19:31,970
Every drum library is going to be
different.
827
01:19:32,380 --> 01:19:39,140
But usually the higher end ones will
have controls for the overall level of
828
01:19:39,140 --> 01:19:41,900
drum, not the level of the close mic
fader.
829
01:19:42,220 --> 01:19:47,320
This right here is the close mic fader.
And if I turn this up, you will hear
830
01:19:47,320 --> 01:19:51,700
more snare, but it's not completely
more. It's not relative to all the
831
01:19:51,700 --> 01:19:52,700
locations.
832
01:19:53,760 --> 01:19:57,020
If I pull it down, you still hear it in
the other places.
833
01:20:01,160 --> 01:20:02,160
Just a close thing.
834
01:20:14,260 --> 01:20:18,380
Sometimes the drum libraries will have
some sort of envelope control or decay
835
01:20:18,380 --> 01:20:24,020
control or attack, sustain, release, all
of those kind of words. I'll briefly
836
01:20:24,020 --> 01:20:28,260
explain what those do and when I would
tweak them. Envelope is basically a path
837
01:20:28,260 --> 01:20:32,540
that the sound follows that adjusts the
dynamics of the sound.
838
01:20:32,940 --> 01:20:37,020
Sometimes that can be applied directly
to volume, other times it's applied to
839
01:20:37,020 --> 01:20:41,940
things like pitch. And so in drum world
it usually almost always handles either
840
01:20:41,940 --> 01:20:46,980
the pitch of the drum or the volume
intensity of the drum. You can turn both
841
01:20:46,980 --> 01:20:48,800
these on in Addictive right here.
842
01:20:52,840 --> 01:20:55,520
You can actually adjust things like
release.
843
01:20:55,760 --> 01:20:56,760
Let me fill up the snare.
844
01:21:28,460 --> 01:21:32,020
If I wanted it slightly less ringy, I
could do something like this to kind of,
845
01:21:32,020 --> 01:21:37,820
you know, we have the initial attack
here, and then it drops off and then
846
01:21:37,820 --> 01:21:42,680
off again. And the longer these drop
-offs are, the longer the tail of the
847
01:21:42,680 --> 01:21:43,680
is going to hang around.
848
01:21:46,240 --> 01:21:49,120
And the more we shorten these, it's
almost like you're throwing a wallet or
849
01:21:49,120 --> 01:21:51,040
something down on the drums to kind of
dampen it.
850
01:21:57,370 --> 01:22:01,190
And just play with it until you get a
feel that you like, and also play it
851
01:22:01,330 --> 01:22:04,850
you know, in the context of the whole
kit, and make sure it sounds how you
852
01:22:07,610 --> 01:22:08,610
And the whole track.
853
01:22:11,610 --> 01:22:14,990
I don't like that. I like kind of the
ringiness that it had.
854
01:22:18,150 --> 01:22:19,150
Sounds bigger.
855
01:22:22,250 --> 01:22:23,250
Okay.
856
01:22:27,600 --> 01:22:31,780
So now I've moved over to my second song
with the Logic Drum Kit Designer. This
857
01:22:31,780 --> 01:22:35,480
is all stock stuff in Logic that we're
going to be messing with now. So if you
858
01:22:35,480 --> 01:22:39,560
have a stock drum plugin, this might be
a little bit closer aligned to some of
859
01:22:39,560 --> 01:22:43,380
the options you have. If you're using
Logic, great. It's one for one, follow
860
01:22:43,380 --> 01:22:47,700
along. The problem with the default drum
designer is there's actually more
861
01:22:47,700 --> 01:22:49,760
options hidden that you cannot access.
862
01:22:49,980 --> 01:22:54,300
So you need to load this up in a
different way. Close this out and come
863
01:22:54,300 --> 01:22:55,620
here to Drum Kit.
864
01:22:56,060 --> 01:22:56,959
in the library.
865
01:22:56,960 --> 01:22:59,800
If this is not open, you can click it
right here. I think there's a hotkey. I
866
01:22:59,800 --> 01:23:02,080
think it's Y for library.
867
01:23:02,520 --> 01:23:06,760
Go to drum kit, go to multi -channel
kits, and you want the ones with the
868
01:23:06,760 --> 01:23:08,640
sign. So I'm going to click Liverpool
Plus.
869
01:23:08,960 --> 01:23:12,340
And now that's going to open what's
called a track stack. It's a folder.
870
01:23:12,840 --> 01:23:15,740
And you might notice now you cannot find
the plugin.
871
01:23:16,000 --> 01:23:19,360
You need to open this up and go to the
first channel, which is overheads.
872
01:23:19,580 --> 01:23:24,300
And this is kind of your master that
handles the whole drum kit. And then
873
01:23:24,300 --> 01:23:25,440
gives you way more things.
874
01:23:25,950 --> 01:23:29,430
way more channels for everything and
this might be a little overwhelming and
875
01:23:29,430 --> 01:23:32,710
we'll cover this more in mixing but what
you need to know right now is just go
876
01:23:32,710 --> 01:23:38,050
to this first channel here overheads and
open this up and now if you click on
877
01:23:38,050 --> 01:23:43,030
each drum you have way more controls you
have leap which is the drum bleeding
878
01:23:43,030 --> 01:23:46,030
into other things you have overheads you
have everything you'd expect
879
01:23:59,790 --> 01:24:00,850
So we click through here.
880
01:24:01,070 --> 01:24:04,110
You'll notice it's really similar to how
addictive drums is. You have your
881
01:24:04,110 --> 01:24:05,110
overhead sound.
882
01:24:06,650 --> 01:24:08,010
You have a kick in sound.
883
01:24:09,330 --> 01:24:10,650
You have a kick out sound.
884
01:24:13,490 --> 01:24:14,790
Those sound really similar.
885
01:24:15,090 --> 01:24:16,090
Snare top.
886
01:24:16,950 --> 01:24:17,950
Snare bottom.
887
01:24:20,610 --> 01:24:21,610
Hi -hat.
888
01:24:23,470 --> 01:24:25,190
All your toms. You have your room A.
889
01:24:26,410 --> 01:24:27,410
Or room B.
890
01:24:32,670 --> 01:24:37,390
You have lead, which is the bleed of all
the drums in the other mics, which is
891
01:24:37,390 --> 01:24:38,390
nice.
892
01:24:41,110 --> 01:24:43,990
And all together it gives you a pretty
good full -sounding kit.
893
01:24:44,830 --> 01:24:47,990
So now I'm going to go ahead and start
tweaking the kit pieces. So let's start
894
01:24:47,990 --> 01:24:48,990
with the kick.
895
01:25:10,960 --> 01:25:11,960
I like that one.
896
01:25:25,240 --> 01:25:26,240
That's kinda nice.
897
01:25:42,410 --> 01:25:47,390
This is where you can really start to
shape the vibe of your song. You know,
898
01:25:47,390 --> 01:25:51,350
we want something a little more old
school, I might grab one of these
899
01:25:51,350 --> 01:25:52,950
felt or vintage puns.
900
01:26:00,450 --> 01:26:03,190
But if we want it to sound a little more
modern, maybe something like the Tight
901
01:26:03,190 --> 01:26:04,510
Maple or the Studio Deep.
902
01:26:09,070 --> 01:26:10,190
I did like that one.
903
01:26:10,890 --> 01:26:11,890
70s pun.
904
01:26:29,610 --> 01:26:32,370
I move on to snare and I might come back
and make more tweaks.
905
01:26:33,870 --> 01:26:34,910
We don't want breathes.
906
01:26:36,830 --> 01:26:38,050
A lot of options here.
907
01:26:48,560 --> 01:26:52,320
If you click this little eye, you'll see
a little bit more information about the
908
01:26:52,320 --> 01:26:56,940
drums. So if you're like, oh, I want
coated heads or something weird like
909
01:26:57,000 --> 01:26:58,000
you might be able to find it.
910
01:27:14,080 --> 01:27:15,080
Kind of like that one.
911
01:27:46,120 --> 01:27:52,720
Like that one For Tom's they have full
sets here.
912
01:27:53,520 --> 01:27:57,840
Let me see if I have a Go right here
913
01:27:57,840 --> 01:28:05,480
Not
914
01:28:05,480 --> 01:28:06,480
that one
915
01:28:30,920 --> 01:28:34,500
I like those the best. Next, let's see
what these controls over here do and how
916
01:28:34,500 --> 01:28:37,460
they can kind of help you. Here's the
tuning again, like we mentioned before.
917
01:28:38,060 --> 01:28:43,100
Gain is an overall volume for that drum
that goes everywhere, and dampen is
918
01:28:43,100 --> 01:28:46,160
their version of envelope controls.
919
01:28:46,380 --> 01:28:50,060
So this will kind of dampen, deaden up
the response of the drum.
920
01:28:54,940 --> 01:28:57,060
Let me get you a bigger section here.
921
01:29:02,120 --> 01:29:03,360
So it's completely dead.
922
01:29:04,980 --> 01:29:06,340
A little more response.
923
01:29:07,120 --> 01:29:08,520
Let's turn up the kick a little bit.
924
01:29:11,860 --> 01:29:15,740
And then the two rooms here, this is
just a weird logic thing. You have two
925
01:29:15,740 --> 01:29:20,060
different drum rooms you can send this
to. A is usually like a stereo one and B
926
01:29:20,060 --> 01:29:23,820
is a mono one. I generally prefer
everything on the stereo one.
927
01:29:36,590 --> 01:29:40,010
I just like how that room sounds better,
and I like stereo information. That
928
01:29:40,010 --> 01:29:43,630
just personally makes the drums feel
bigger when you have more stereo
929
01:29:43,630 --> 01:29:44,630
information coming.
930
01:29:49,010 --> 01:29:50,590
Let's see if I tune it down a little
bit.
931
01:29:56,350 --> 01:30:00,490
Some people tune their drums to specific
frequencies in the song.
932
01:30:00,770 --> 01:30:02,670
I don't do that. I just do it by ear.
933
01:30:03,150 --> 01:30:06,110
and tweak it until it feels good i don't
know sending it to the song just feels
934
01:30:06,110 --> 01:30:10,570
like a lot of work all the time i'm sure
it's good but for me i just like to do
935
01:30:10,570 --> 01:30:11,010
it right here
936
01:30:11,010 --> 01:30:23,790
great
937
01:30:23,790 --> 01:30:24,790
let me check this next
938
01:30:44,590 --> 01:30:49,950
The toms in Logic, they have controls
for the individual toms and then the
939
01:30:49,950 --> 01:30:53,670
of toms as a whole. I almost always
tweak the group as a whole so it stays
940
01:30:53,670 --> 01:30:57,990
sounding more consistent, but if you
want to get into really tweaky stuff,
941
01:30:57,990 --> 01:30:59,230
can start adjusting individuals.
942
01:31:14,280 --> 01:31:19,620
like to me that high tom could use a
little more volume a little more
943
01:31:19,620 --> 01:31:27,020
it
944
01:31:27,020 --> 01:31:28,320
might be the middle tom i'm hearing
945
01:31:28,320 --> 01:31:35,740
yeah
946
01:31:35,740 --> 01:31:36,740
okay
947
01:31:46,320 --> 01:31:50,500
And then I'll dampen all the toms just a
little bit. I like ringy toms, but I
948
01:31:50,500 --> 01:31:53,140
don't like it to where they ring so much
that it starts to get in the way of
949
01:31:53,140 --> 01:31:54,140
everything.
950
01:31:57,980 --> 01:31:58,980
Great.
951
01:32:00,380 --> 01:32:04,020
And those are all going to room A. I
have overheads in room turned on for
952
01:32:04,020 --> 01:32:05,140
everything, which is what I want.
953
01:32:06,420 --> 01:32:07,420
Symbols we can also tweak.
954
01:32:08,160 --> 01:32:09,360
So let's do that now.
955
01:32:20,880 --> 01:32:23,040
Sometimes I'll turn it up just so I can
hear when I'm tweaking.
956
01:32:46,100 --> 01:32:47,100
I don't like that one.
957
01:32:54,990 --> 01:32:56,010
Yeah, I like that.
958
01:33:05,230 --> 01:33:06,410
I like that one better.
959
01:33:11,310 --> 01:33:13,070
Symbols, we got two crashes and a ride.
960
01:33:13,690 --> 01:33:15,630
Let me try just modern.
961
01:33:19,010 --> 01:33:20,110
Now modern darts.
962
01:33:25,900 --> 01:33:29,300
So these are going to room B, but I'd
rather them go to room A.
963
01:33:36,020 --> 01:33:38,360
And then I'll just switch this ride to
Modern Dark.
964
01:33:40,120 --> 01:33:43,680
So it's in the same family as the other
cymbals. This does get borderline into
965
01:33:43,680 --> 01:33:47,280
mixing because we're going to look at
the faders and levels a little bit, but
966
01:33:47,280 --> 01:33:51,040
this is just blending the different mics
like we did in the previous section
967
01:33:51,040 --> 01:33:52,040
with Addictive Drums.
968
01:33:52,340 --> 01:33:54,200
So let me just click through this real
quick.
969
01:34:00,650 --> 01:34:01,650
I like all that.
970
01:34:07,510 --> 01:34:10,370
I'm not a fan of that snare bottom, so
I'm going to pull it down and put snare
971
01:34:10,370 --> 01:34:11,370
top a little bit more.
972
01:34:27,330 --> 01:34:29,250
I'm going to turn up the room, too. I
like roomy.
973
01:34:34,670 --> 01:34:40,670
I mean... I like that.
974
01:34:42,650 --> 01:34:43,650
Overhead.
975
01:34:45,110 --> 01:34:46,230
A little more there, too.
976
01:34:58,330 --> 01:35:01,870
I hope you're kind of getting what I'm
trying to say. You want it to sound more
977
01:35:01,870 --> 01:35:03,290
close, more intimate, dead.
978
01:35:03,760 --> 01:35:07,060
pocket, whatever you want to call it. So
I'm going to pull down a little bit of
979
01:35:07,060 --> 01:35:08,320
overheads and a lot of room.
980
01:35:19,120 --> 01:35:20,300
Now it's right in that pocket.
981
01:35:22,520 --> 01:35:24,380
You can even pull down leak a little bit
too.
982
01:35:29,960 --> 01:35:33,040
If you have any questions about this,
let me know down in the comments below.
983
01:35:33,220 --> 01:35:35,140
I'll do my best to answer and get back
to you.
984
01:35:40,020 --> 01:35:43,540
Alright, so starting with Addictive
Drums, we're going to be the same
985
01:35:43,540 --> 01:35:45,700
song, I apologize, but they keep things
simple.
986
01:35:49,940 --> 01:35:54,880
So I'm going to start with making it
sound as good as I can just within the
987
01:35:54,880 --> 01:35:58,720
plugin, and then bouncing out to Logic
to do some additional things.
988
01:35:59,070 --> 01:36:01,490
So I'm going to start in Addictive Drums
in the plugin.
989
01:36:01,750 --> 01:36:05,730
And then for the Logic Drums, we'll mess
with more of the multi -output, mixing
990
01:36:05,730 --> 01:36:08,830
the channels directly in Logic. And
hopefully that'll give you two good
991
01:36:08,830 --> 01:36:12,130
scenarios that you could choose from on
how you want to approach this. The very
992
01:36:12,130 --> 01:36:16,570
first thing I do is a lot of times I'll
pull all my faders down and just get a
993
01:36:16,570 --> 01:36:17,610
good blend of the drums.
994
01:36:23,070 --> 01:36:25,730
I'm not using any flex beads, so I'm not
going to worry about those.
995
01:36:26,250 --> 01:36:27,830
And we'll pull all this stuff down.
996
01:36:28,490 --> 01:36:31,270
So I just start by balancing the kick
and the snare.
997
01:36:35,770 --> 01:36:41,130
I'll also pull this drum fader up to
unity and make sure my master is around
998
01:36:41,130 --> 01:36:43,150
dB. It's already too loud.
999
01:36:51,280 --> 01:36:52,780
This is an important section.
1000
01:36:53,020 --> 01:36:57,140
Making sure this hits around 12 dB, your
whole total of your drums, is important
1001
01:36:57,140 --> 01:36:58,140
for gain staging.
1002
01:36:58,340 --> 01:37:04,020
And gain staging is basically managing
the levels of your song as you go so it
1003
01:37:04,020 --> 01:37:08,580
doesn't get way too loud or way too
quiet. If you've ever, like, have worked
1004
01:37:08,580 --> 01:37:11,700
a song and you're just clipping your
master all the time and it's just
1005
01:37:11,700 --> 01:37:15,000
everything's way too loud, that's
probably a result of not gain staging
1006
01:37:15,000 --> 01:37:19,460
properly. So I just enter everything in
the mindset of I'm going to manage these
1007
01:37:19,460 --> 01:37:20,460
levels as I go.
1008
01:37:20,560 --> 01:37:23,220
because i can notoriously just keep
making things louder we're going to keep
1009
01:37:23,220 --> 01:37:29,660
this around the minus 12 for my entire
drum mix a
1010
01:37:29,660 --> 01:37:34,460
little more kick let's get some
overheads in there
1011
01:37:34,460 --> 01:37:41,380
see it's already getting
1012
01:37:41,380 --> 01:37:44,280
loud room
1013
01:37:55,790 --> 01:37:56,790
Get some toms in there.
1014
01:38:10,730 --> 01:38:14,270
A little more toms. Toms like a lot of
volume. For whatever reason, they just
1015
01:38:14,270 --> 01:38:15,270
sound better louder.
1016
01:38:22,170 --> 01:38:24,830
The other thing I start to adjust at
this point is the panning.
1017
01:38:25,200 --> 01:38:27,100
And that's how left or right a drum
sounds.
1018
01:38:27,520 --> 01:38:33,980
And basically, I like to solo up the
overheads and listen to where things are
1019
01:38:33,980 --> 01:38:35,580
I know that I'm panning things
correctly.
1020
01:38:35,920 --> 01:38:39,340
And then you can kind of exaggerate the
panning to make it sound bigger. But you
1021
01:38:39,340 --> 01:38:43,800
want to make sure if the high tom is
over on the left in the overheads that
1022
01:38:43,800 --> 01:38:46,900
pan it over on the left in the close
mic. Let me solo this up.
1023
01:38:50,040 --> 01:38:51,140
Snare is always in the center.
1024
01:38:53,300 --> 01:38:56,600
And then it sounds like the tom is on
the left and the floor tom is on the
1025
01:38:56,600 --> 01:38:57,600
right.
1026
01:39:01,280 --> 01:39:03,520
So we're going to mimic that with these
toms here.
1027
01:39:08,520 --> 01:39:12,060
So I'm going to pan tom 2 a little more
to the left, tom 4 a little more to the
1028
01:39:12,060 --> 01:39:14,380
right, because I like a big wide spread
on the toms.
1029
01:39:19,340 --> 01:39:20,740
Let me un -solo everything.
1030
01:39:28,620 --> 01:39:31,980
These toms are ringing a little long, so
I'm going to open and get piece
1031
01:39:31,980 --> 01:39:35,440
controls and turn down the sustain a
little bit.
1032
01:39:40,720 --> 01:39:44,540
Something here, because we don't want
those kind of rolling and bleeding into
1033
01:39:44,540 --> 01:39:45,540
the next phrase.
1034
01:39:45,680 --> 01:39:47,720
We just want them to kind of get done
with quickly.
1035
01:40:05,450 --> 01:40:08,070
We still want them to ring, but just not
too long.
1036
01:40:23,550 --> 01:40:28,330
Now let's dive into all the effects. EQ,
compression, and saturation.
1037
01:40:28,750 --> 01:40:31,910
If you don't know anything about this,
I'm going to go really slow on the first
1038
01:40:31,910 --> 01:40:33,710
drum and start to speed up as I
progress.
1039
01:40:34,200 --> 01:40:39,480
So I'm actually going to start on the
snare and turn this on, and now a lot of
1040
01:40:39,480 --> 01:40:42,660
things have popped up. Whatever you're
using, it's going to be different, but
1041
01:40:42,660 --> 01:40:44,820
you'll be able to find similar things.
1042
01:40:45,100 --> 01:40:46,360
So I'm going to start with EQ.
1043
01:40:48,300 --> 01:40:51,380
With drums, there's a couple things that
are really important to manage.
1044
01:40:51,600 --> 01:40:55,460
So we want to watch out for low -end
build -up, but we need to make sure we
1045
01:40:55,460 --> 01:40:59,580
the fundamental low -end, which is where
the drum hits the hardest. It's like
1046
01:40:59,580 --> 01:41:04,410
the bass of the instrument, and then
there's always some stuff in the mids.
1047
01:41:04,410 --> 01:41:05,810
gets out of control.
1048
01:41:06,170 --> 01:41:10,510
Some mud or boxy or papery sounding
sounds we need to take out. And then
1049
01:41:10,510 --> 01:41:14,810
details on the top that we want to make
sure we accentuate. I know that's a lot.
1050
01:41:14,830 --> 01:41:16,330
I'm going to explain it one thing at a
time.
1051
01:41:19,350 --> 01:41:26,330
Okay, if you look at this, right here is
our fundamental low end. If I boost
1052
01:41:26,330 --> 01:41:32,290
this, that sounds good. That has nice
punch and power.
1053
01:41:32,780 --> 01:41:33,980
Below that is not good.
1054
01:41:37,520 --> 01:41:40,880
It's more airy, woofy, and that's going
to get in the way of the kick.
1055
01:41:45,220 --> 01:41:49,280
It actually makes the snare kind of
sound like a kick. So what I like to do
1056
01:41:49,280 --> 01:41:53,300
is pull the low roll off. This is called
a high pass, low cut filter.
1057
01:41:53,820 --> 01:41:56,580
And we're going to pull it up until this
point.
1058
01:41:57,700 --> 01:42:00,500
And some of you might be upset that I'm
mixing with my eyes right now.
1059
01:42:00,940 --> 01:42:05,660
but I'm doing this so that you see and
can put a visual with the things we're
1060
01:42:05,660 --> 01:42:06,660
hearing.
1061
01:42:07,140 --> 01:42:10,060
Generally, I recommend just listening
and using your ears.
1062
01:42:13,160 --> 01:42:16,160
So I'm going to move this up. Some high
-pass filters have what's called a
1063
01:42:16,160 --> 01:42:21,200
resonant hump, and you can actually pull
them up by adjusting the Q, and this is
1064
01:42:21,200 --> 01:42:24,000
going to boost right before you cut.
1065
01:42:24,280 --> 01:42:28,460
And I really like to do this because
it's one move that handles the low
1066
01:42:28,460 --> 01:42:29,460
and boost.
1067
01:42:29,630 --> 01:42:31,870
that low end that we want to add more
of.
1068
01:42:33,450 --> 01:42:34,730
So I'm going to pull this to here.
1069
01:42:38,350 --> 01:42:43,750
So now we have dual control over making
sure the super lows aren't getting in
1070
01:42:43,750 --> 01:42:48,890
the way, and we have a nice area we can
adjust to add more or less of the good
1071
01:42:48,890 --> 01:42:49,890
lows.
1072
01:42:53,730 --> 01:42:54,730
Here's without it.
1073
01:42:57,370 --> 01:42:58,370
Here's with it.
1074
01:42:59,260 --> 01:43:00,139
It's subtle.
1075
01:43:00,140 --> 01:43:03,960
A lot of what we're going to do here, we
just want to add a little bit, and if
1076
01:43:03,960 --> 01:43:05,360
it's good, we'll do a little bit more.
1077
01:43:05,600 --> 01:43:12,160
Another note is the bigger these
mountains and valleys are in the EQ, the
1078
01:43:12,160 --> 01:43:13,340
modern it's going to sound.
1079
01:43:13,580 --> 01:43:18,020
So if you want something to sound smooth
and vintage and a little more old
1080
01:43:18,020 --> 01:43:22,600
school, keep these moves less
aggressive, smaller.
1081
01:43:22,860 --> 01:43:27,080
But if you want this to sound really
modern and polished, like a metal or...
1082
01:43:27,370 --> 01:43:31,570
or rock or like cutting edge country
then you're going to make these bigger
1083
01:43:31,570 --> 01:43:34,130
that makes sense. Third thing we want to
look for because we handled the low
1084
01:43:34,130 --> 01:43:38,350
build up and the good lows is the
nastiness in the middle of the mud.
1085
01:43:38,670 --> 01:43:43,750
To do this I grab another band and we
want kind of a wider cue to start.
1086
01:43:44,270 --> 01:43:48,470
The wider this is the more frequencies
you're affecting and the smaller it is
1087
01:43:48,470 --> 01:43:49,990
the less frequencies you're affecting.
1088
01:43:50,210 --> 01:43:54,290
So I like to start wider and then I can
adjust the taste from there. But what
1089
01:43:54,290 --> 01:43:58,900
we're going to do is boost and check
around this mid area as low as 500 up to
1090
01:43:58,900 --> 01:44:01,020
1kHz and find the stuff that just sounds
awful.
1091
01:44:01,740 --> 01:44:05,580
Any drum close mic has this, I guarantee
it, and you just need to find where it
1092
01:44:05,580 --> 01:44:06,580
is and pull it down.
1093
01:44:11,340 --> 01:44:12,340
That's not good.
1094
01:44:13,740 --> 01:44:14,740
That's not good either.
1095
01:44:16,600 --> 01:44:19,000
That kind of stuff is just awful. So
we're going to pull it out.
1096
01:44:23,390 --> 01:44:27,530
And again, the more of this we pull out,
it's going to sound more modern, more
1097
01:44:27,530 --> 01:44:28,530
polished.
1098
01:44:32,870 --> 01:44:36,210
And the more we leave it, the more kind
of open, old school it's going to sound.
1099
01:44:36,290 --> 01:44:38,430
So just find the balance for what you're
going for.
1100
01:44:44,970 --> 01:44:45,970
Like something like that.
1101
01:44:46,390 --> 01:44:50,110
The last thing we want to do is find
some good top end and enhance it. With
1102
01:44:50,110 --> 01:44:51,110
Stair specifically,
1103
01:44:51,640 --> 01:44:55,380
There's usually something good between 2
and 4k, and then there's usually
1104
01:44:55,380 --> 01:44:58,620
something good on top between like 8 and
10k. I'm going to search those two
1105
01:44:58,620 --> 01:45:00,820
areas with kind of a medium cue here.
1106
01:45:11,600 --> 01:45:13,820
That sounds pretty good. Let me also
check the top.
1107
01:45:19,860 --> 01:45:20,860
Pull that down.
1108
01:45:25,070 --> 01:45:26,070
So let me turn this off.
1109
01:45:28,770 --> 01:45:29,770
Turn it back on.
1110
01:45:34,950 --> 01:45:39,470
Okay that's the first step. So next I'm
going to move on to compression and
1111
01:45:39,470 --> 01:45:43,190
distortion. Compression is more
important than distortion but this
1112
01:45:43,190 --> 01:45:45,390
both so we're going to tweak them both a
little bit. Turn it on.
1113
01:45:45,610 --> 01:45:46,610
Turn on compression.
1114
01:45:47,650 --> 01:45:51,410
Ratio I always like to do either three
or four to one. I'll do three to one
1115
01:45:51,410 --> 01:45:56,300
today. Ratio is basically When the sound
exceeds the threshold, how much is that
1116
01:45:56,300 --> 01:45:58,040
sound going to be reduced? By what
ratio?
1117
01:45:58,540 --> 01:46:03,140
3 to 1 is just a good natural sounding
one, and since these are software drums,
1118
01:46:03,260 --> 01:46:07,580
we're not dealing as much with the
inconsistencies of a real human, so we
1119
01:46:07,580 --> 01:46:09,500
need to be aggressive with our
compression.
1120
01:46:09,780 --> 01:46:14,600
It's more to add that powerful snap kind
of sound that we're used to hearing.
1121
01:46:14,700 --> 01:46:17,260
The attack control is really important,
but often misunderstood.
1122
01:46:17,840 --> 01:46:22,040
The lower the control is set, the faster
the attack is.
1123
01:46:22,440 --> 01:46:26,600
and so this means when the sound comes
in and exceeds the threshold how quickly
1124
01:46:26,600 --> 01:46:31,100
is that compressor going to engage and
clamp it back down the slower we set
1125
01:46:31,100 --> 01:46:34,940
attack the more snap we actually get in
the sound so i'm going to pull the
1126
01:46:34,940 --> 01:46:39,000
threshold down until we start getting
some compression and then i'll open up
1127
01:46:39,000 --> 01:46:41,460
slow down the attack so you hear that
start to come through
1128
01:46:53,870 --> 01:46:58,570
My ear always hears this start to come
in around 16 to 20 milliseconds.
1129
01:46:59,050 --> 01:47:01,190
Slower than that, you're not quite
getting enough of it.
1130
01:47:03,850 --> 01:47:05,510
Hear how it kind of sounds scoped out?
1131
01:47:05,870 --> 01:47:12,510
And then if I turn this up, we start to
get more.
1132
01:47:12,810 --> 01:47:14,670
Release does the opposite of attack.
1133
01:47:14,910 --> 01:47:19,390
So attack is handling the start of the
note, the punch, the transient, and
1134
01:47:19,390 --> 01:47:21,050
release is handling the end.
1135
01:47:21,470 --> 01:47:26,430
and so the longer we set this release
the longer the compressor is going to
1136
01:47:26,430 --> 01:47:31,410
on to that gain reduction that
compression generally i like to set this
1137
01:47:31,410 --> 01:47:36,150
like the compressor to be fully released
and done before the next hit happens
1138
01:47:36,150 --> 01:47:45,270
so
1139
01:47:45,270 --> 01:47:49,850
up here it's almost too much it's kind
of choking out the note but if we have
1140
01:47:49,850 --> 01:47:50,850
faster
1141
01:47:55,440 --> 01:47:58,020
it kind of gets in and out in time.
1142
01:48:02,640 --> 01:48:06,940
All right, next I'm going to engage this
distortion, and now I don't love the
1143
01:48:06,940 --> 01:48:10,720
term distortion for this because I'm not
looking for a distortion sound, but
1144
01:48:10,720 --> 01:48:16,040
rather I'm looking for color. So color
is really some sort of saturation or
1145
01:48:16,040 --> 01:48:20,660
sauce you can add to your drums to help
them pop and be more exciting. Addictive
1146
01:48:20,660 --> 01:48:24,350
Drums has different things here. I
really like tube pair or transformer.
1147
01:48:24,670 --> 01:48:28,950
These are a little more give you that
analog sound where some of these like
1148
01:48:28,950 --> 01:48:32,110
heavy are just a lot. I'll show you what
heavy sounds like.
1149
01:48:34,690 --> 01:48:38,410
If you want to get experimental you can
do that but I prefer a little more
1150
01:48:38,410 --> 01:48:39,410
natural sounding here.
1151
01:48:45,290 --> 01:48:49,350
So there's an amount and a mix and I'm
just going to mess with these until we
1152
01:48:49,350 --> 01:48:50,430
get something that sounds cool.
1153
01:48:52,460 --> 01:48:53,460
That's not cool.
1154
01:48:55,220 --> 01:48:58,900
And just because it doesn't sound good
where the amount's at doesn't mean you
1155
01:48:58,900 --> 01:49:00,820
can't use it. You might just need to
pull the mix down.
1156
01:49:01,140 --> 01:49:05,980
Having the mix at 0 means you're getting
0 % of that sound, and having it at 100
1157
01:49:05,980 --> 01:49:08,720
means you're getting 100 % of the
transformer sound.
1158
01:49:15,000 --> 01:49:16,000
Here's without it.
1159
01:49:17,000 --> 01:49:18,000
Here's with it.
1160
01:49:20,360 --> 01:49:21,880
Just kind of gives it a little something
extra.
1161
01:49:23,920 --> 01:49:28,340
Next is tape and shape. So these are two
other things I like to do to drums.
1162
01:49:28,580 --> 01:49:32,780
Tape is going to give you that hitting
tape sound.
1163
01:49:33,020 --> 01:49:35,960
I know that's hard to describe, but
that's a popular sound. Just I would
1164
01:49:35,960 --> 01:49:39,640
recommend messing with it and seeing if
you like it. And then shape is going to
1165
01:49:39,640 --> 01:49:43,720
be a transient designer, so I'll explain
that in a second. So for tape, I
1166
01:49:43,720 --> 01:49:44,980
usually just like to add a little bit.
1167
01:49:46,940 --> 01:49:49,560
Too much, and it gets to be too much.
1168
01:49:51,390 --> 01:49:54,470
You can mess with bottom, but this is
going to start to mess with your low end
1169
01:49:54,470 --> 01:49:55,470
here.
1170
01:49:57,870 --> 01:50:00,290
I just like to put a little bit on
there. Here's without it.
1171
01:50:03,110 --> 01:50:04,110
Here's with it.
1172
01:50:06,790 --> 01:50:08,310
Just like a little extra sauce.
1173
01:50:08,830 --> 01:50:13,870
And then here's shape. So a transient
designer works similar to how a
1174
01:50:13,870 --> 01:50:15,550
does when you have it dialed right.
1175
01:50:16,010 --> 01:50:20,110
and you can adjust the individual like
how much smack on the attack of the drum
1176
01:50:20,110 --> 01:50:24,650
do i want and how much sustain how much
ringing out do i want it to have so i'll
1177
01:50:24,650 --> 01:50:28,430
really exaggerate these so you can hear
what it's doing so here's the attack so
1178
01:50:28,430 --> 01:50:30,690
pay attention to right when the drum
hits
1179
01:50:30,690 --> 01:50:37,630
it's that
1180
01:50:37,630 --> 01:50:41,310
powerful smack sound if i pull it the
other way it's going to start to suck
1181
01:50:41,310 --> 01:50:42,310
out
1182
01:50:48,460 --> 01:50:50,160
I usually just like to add a little bit.
1183
01:50:53,500 --> 01:50:57,020
Sustain will do the opposite, and this
is going to affect the tail or the
1184
01:50:57,020 --> 01:50:58,020
ringing of the drum.
1185
01:50:58,100 --> 01:51:01,940
So if you push this higher, it actually
extends it, which I don't really care
1186
01:51:01,940 --> 01:51:04,020
for. So I'm going to pull this back a
little bit.
1187
01:51:08,760 --> 01:51:09,940
Kind of tightens things up.
1188
01:51:16,810 --> 01:51:19,910
So let me turn all this off and turn it
back on so you can hear.
1189
01:51:24,850 --> 01:51:25,850
Here's with it.
1190
01:51:27,950 --> 01:51:31,810
The last thing that Addictive Drums has
that I enjoy is called saturation.
1191
01:51:32,150 --> 01:51:36,530
And what this is basically doing is soft
clipping. And if you're not familiar
1192
01:51:36,530 --> 01:51:41,130
with soft clipping, it's when a sound
gets too loud on the levels, it actually
1193
01:51:41,130 --> 01:51:43,130
gently just rolls off that top.
1194
01:51:44,270 --> 01:51:47,870
It makes me think of slicing off cheese,
like a slice of cheese. It just kind of
1195
01:51:47,870 --> 01:51:50,130
cuts the top, but it does it in a
pleasing way.
1196
01:51:50,690 --> 01:51:54,890
So the more I pull the threshold down,
it's actually going to clip the top of
1197
01:51:54,890 --> 01:51:56,570
this drum and keep it from getting too
loud.
1198
01:52:07,230 --> 01:52:08,910
So you'll notice when this is off,
1199
01:52:12,140 --> 01:52:13,860
we're hitting close to minus nine.
1200
01:52:16,600 --> 01:52:19,880
I'm going to turn this on, pull it down
some.
1201
01:52:27,420 --> 01:52:31,280
It's actually pulled our peak back down
to minus 12 where we wanted it, and it's
1202
01:52:31,280 --> 01:52:36,260
not losing any perceived volume because
you're still getting that aggressive
1203
01:52:36,260 --> 01:52:39,920
impact. It's just kind of, it's soft
clipped a little bit. So I really enjoy
1204
01:52:39,920 --> 01:52:41,140
that. Here is nothing.
1205
01:52:44,330 --> 01:52:45,330
Here is everything.
1206
01:52:47,950 --> 01:52:52,370
That sounds way better to me. The reason
I did it all on one is because now we
1207
01:52:52,370 --> 01:52:56,810
can copy and paste this and tweak it and
it'll be a much faster setup and a more
1208
01:52:56,810 --> 01:52:58,510
consistent sound between all of our
drums.
1209
01:52:58,750 --> 01:53:04,990
So I'm going to copy all channel insert
effects settings and come over to kick
1210
01:53:04,990 --> 01:53:07,810
and paste all channel insert effects
settings.
1211
01:53:08,560 --> 01:53:12,140
And now we are like ready to go. We
already have our starting point. We just
1212
01:53:12,140 --> 01:53:15,080
need to tweak some of these to match the
drum we're now mixing.
1213
01:53:20,740 --> 01:53:25,940
The fundamental of kick, the bass, is
way lower. So we need to find that and
1214
01:53:25,940 --> 01:53:27,120
adjust it.
1215
01:53:28,300 --> 01:53:30,880
Sometimes it sounds just terrible. Let
me turn these off.
1216
01:53:40,080 --> 01:53:42,160
To me this sounds really good right
around 50.
1217
01:53:43,800 --> 01:53:45,480
Let's check the mud.
1218
01:53:51,140 --> 01:53:52,160
There's a lot in there.
1219
01:53:53,660 --> 01:53:57,240
I'm also going to check a little bit
lower and just make sure there's nothing
1220
01:53:57,240 --> 01:53:58,340
muddy that we don't like.
1221
01:54:00,700 --> 01:54:03,200
Like that's quite suitable.
1222
01:54:05,140 --> 01:54:06,760
Check these top points.
1223
01:54:14,440 --> 01:54:15,440
I like that.
1224
01:54:15,500 --> 01:54:20,060
Let's engage this distortion way too
much, so we're going to really pull this
1225
01:54:20,060 --> 01:54:21,060
back down.
1226
01:54:22,060 --> 01:54:27,040
Not all distortion or color plugins have
this, but there's a focus, and this
1227
01:54:27,040 --> 01:54:28,860
will actually tell it where to distort.
1228
01:54:29,080 --> 01:54:34,900
So by pulling this above about 100
hertz, which would be around right here,
1229
01:54:34,900 --> 01:54:38,820
basically saying, hey, we're going to
distort above this point, but we're not
1230
01:54:38,820 --> 01:54:42,040
going to mess with this, because this is
what's making that yucky distorting
1231
01:54:42,040 --> 01:54:43,040
sound.
1232
01:54:51,790 --> 01:54:53,830
Now we can go over to tape, add that
drive.
1233
01:54:56,230 --> 01:54:59,550
Now is where the bottom on the tape is
really nice because it'll fatten up the
1234
01:54:59,550 --> 01:55:00,550
bottom of the kick.
1235
01:55:02,370 --> 01:55:03,370
And check tape.
1236
01:55:05,410 --> 01:55:06,410
And saturation.
1237
01:55:08,970 --> 01:55:10,590
Great. Let's hear it with the snare.
1238
01:55:23,440 --> 01:55:26,980
Great. At this point, now that you kind
of understand what's going on, I'm going
1239
01:55:26,980 --> 01:55:29,920
to open up the whole kit and start to do
this a lot faster. The other only
1240
01:55:29,920 --> 01:55:34,560
important elements to do this much
processing to are the toms, and then
1241
01:55:34,560 --> 01:55:37,460
stuff like the hi -hat and the overheads
and room we're going to do a lot less
1242
01:55:37,460 --> 01:55:39,240
and be a little more gentle with.
1243
01:55:51,880 --> 01:55:53,320
Let me find the toms here.
1244
01:55:55,320 --> 01:55:56,320
Let me paste.
1245
01:55:58,940 --> 01:55:59,940
Oh, that's awful.
1246
01:56:00,480 --> 01:56:03,900
Pull this focus up, mixing the amount
down.
1247
01:56:06,380 --> 01:56:08,360
So same thing, we need to find the
bottom here.
1248
01:56:10,800 --> 01:56:11,800
Right about here.
1249
01:56:12,500 --> 01:56:14,700
If it's too low, it's going to get
thumpy.
1250
01:56:16,800 --> 01:56:19,380
If it's too high, it won't have the
right bottom.
1251
01:56:21,230 --> 01:56:22,850
So just try to find that sweet spot.
1252
01:56:26,330 --> 01:56:27,470
Somewhere in there, that's not good.
1253
01:56:29,490 --> 01:56:30,490
We'll check this top.
1254
01:56:34,910 --> 01:56:37,550
I actually don't like that, so I'm not
going to boost it. And then the very
1255
01:56:41,510 --> 01:56:42,510
Something like that.
1256
01:56:43,410 --> 01:56:45,970
Everything else can stay how it is. Let
me copy this.
1257
01:56:47,170 --> 01:56:50,150
Move to tom4, which is the only other
one we're using. Paste all.
1258
01:56:51,090 --> 01:56:52,210
and make adjustments.
1259
01:57:04,410 --> 01:57:07,310
Something sounds like a basketball on
this, Tom, so I'm going to try to find
1260
01:57:07,310 --> 01:57:08,310
that and get rid of it.
1261
01:57:14,970 --> 01:57:19,350
Sounds like those dodgeballs from gym
class that just, oof, I don't like it.
1262
01:57:25,680 --> 01:57:28,380
and now these are way too loud so i'm
just going to turn them down a little
1263
01:57:28,380 --> 01:57:30,800
and let's hear it in contact
1264
01:57:30,800 --> 01:57:37,800
and i'm going to pull the sustain down
on both of these just so they
1265
01:57:37,800 --> 01:57:44,480
get out of the way faster nice okay hi
-hat
1266
01:57:44,480 --> 01:57:48,200
some drum plugins give you an option for
a hi -hat close mic which is what this
1267
01:57:48,200 --> 01:57:52,400
is other times you just have to deal
with what you hear in the room but
1268
01:57:52,400 --> 01:57:56,600
the hi -hat close mic can be really
abrasive and can be too much so let me
1269
01:57:56,600 --> 01:57:57,580
this on you can kind of hear
1270
01:57:57,580 --> 01:58:06,540
they're
1271
01:58:06,540 --> 01:58:09,760
too loud and it actually feels like it
pulls it out of the room and puts it
1272
01:58:09,760 --> 01:58:11,120
right in your face which i don't like
1273
01:58:14,390 --> 01:58:18,070
And then I also want to solo up the
overhead and hear where this is panned
1274
01:58:18,070 --> 01:58:19,070
placed in the overhead.
1275
01:58:21,610 --> 01:58:22,610
Over there.
1276
01:58:26,190 --> 01:58:29,670
I just try to balance it between the two
so it has a little bit of enhancement
1277
01:58:29,670 --> 01:58:32,750
from the close mic, but it's not
anything crazy in the way.
1278
01:58:37,990 --> 01:58:41,310
And now you might think I'm crazy, but
all I do here is just get rid of lows.
1279
01:58:47,150 --> 01:58:48,850
This is not doing anybody any favors.
1280
01:58:56,250 --> 01:59:00,210
I don't compress it, I don't saturate,
it's just it's such a small source it's
1281
01:59:00,210 --> 01:59:01,350
not worth spending time on.
1282
01:59:02,110 --> 01:59:03,110
Overheads.
1283
01:59:06,150 --> 01:59:10,330
I like to control low end because it's
important for all that low end to just
1284
01:59:10,330 --> 01:59:11,430
come directly from the kick.
1285
01:59:14,030 --> 01:59:15,630
We don't want to boost much of that.
1286
01:59:16,810 --> 01:59:20,050
And actually roll off a little bit of
highs here, just to keep it a little
1287
01:59:20,050 --> 01:59:22,830
contained, and it'll help it sit better
in the rest of your mix.
1288
01:59:24,310 --> 01:59:26,470
And that's all I do there. Maybe some
compression.
1289
01:59:35,210 --> 01:59:39,230
Actually keep the attack really fast
here, because I want the main smack and
1290
01:59:39,230 --> 01:59:42,450
transient to come from the close mic,
not the overheads.
1291
01:59:46,570 --> 01:59:49,030
And now I'm moving on to the room. It's
going to be a really similar process.
1292
01:59:51,490 --> 01:59:52,750
Clean up the low end a bit.
1293
01:59:56,110 --> 01:59:57,330
Clean up the high end a bit.
1294
02:00:13,550 --> 02:00:17,370
I just want some gentle compression for
kind of control and give it some vibe.
1295
02:00:17,490 --> 02:00:18,870
So let me un -silo everything now.
1296
02:00:23,850 --> 02:00:25,150
Now let's put it in the track.
1297
02:00:33,070 --> 02:00:35,490
Kick is actually a little too boomy, so
let's tweak that.
1298
02:00:41,840 --> 02:00:45,860
It needs a little more top so I'm going
to do this and I'm going to leave that
1299
02:00:45,860 --> 02:00:47,200
with a little more of these.
1300
02:00:53,320 --> 02:00:54,760
My bass is too loud.
1301
02:01:08,720 --> 02:01:11,620
The hums are still too loud, we'll pull
them a bit more down.
1302
02:01:12,700 --> 02:01:16,220
Now is when you can play with your room
mic again and figure out how big you
1303
02:01:16,220 --> 02:01:17,220
want the kit to sound.
1304
02:01:37,980 --> 02:01:43,920
talk about drum buss now. Drum buss is
your total sound of your drums mixed and
1305
02:01:43,920 --> 02:01:47,860
processed, and it's an additional layer
of processing that happens on top. So in
1306
02:01:47,860 --> 02:01:52,800
addictive drums, all of these close
mics, all of these overhead room and
1307
02:01:52,800 --> 02:01:53,779
they go to the master.
1308
02:01:53,780 --> 02:01:56,100
So I'm going to do a very similar
process again.
1309
02:01:58,940 --> 02:02:02,560
Turn this on. We could be a lot gentler
now because think of it as doing it to
1310
02:02:02,560 --> 02:02:04,000
every single piece of the drums.
1311
02:02:25,100 --> 02:02:27,260
That made it louder so I'm going to pull
down this output trim.
1312
02:02:32,960 --> 02:02:35,040
We can put just a little bit of tape on
here.
1313
02:02:43,520 --> 02:02:47,040
And I might just boost a little bit of
highs to give it some sparkle.
1314
02:02:55,340 --> 02:02:57,100
That's probably all I'll do. It's really
gentle.
1315
02:02:57,900 --> 02:03:01,200
We're doing what we can to get just a
little more out of our drum sound.
1316
02:03:04,280 --> 02:03:05,800
It's actually adding a ton of volume.
1317
02:03:12,360 --> 02:03:13,360
Okay.
1318
02:03:25,500 --> 02:03:29,960
bus. This is where I like to do parallel
compressing. So if I can set it up
1319
02:03:29,960 --> 02:03:32,080
within the drum plugin, sometimes I'll
do that.
1320
02:03:32,360 --> 02:03:38,200
Other times I'll have to either do multi
-output or apply it to the actual panel
1321
02:03:38,200 --> 02:03:42,040
within the DAW. I'll show you a
different way to do this on the second
1322
02:03:42,040 --> 02:03:46,720
Drum Mix. So I'm going to turn all these
on, and the goal of this, let me send
1323
02:03:46,720 --> 02:03:53,400
kick, snare, toms, I think we're only
doing two and four, and then less of the
1324
02:03:53,400 --> 02:03:54,400
hi -hat.
1325
02:03:54,740 --> 02:03:58,460
overhead, and room, and I'll show you
why in a second. And the goal here is
1326
02:03:58,460 --> 02:04:03,240
to make it hit really hard. We're going
to use compression, color distortion,
1327
02:04:03,580 --> 02:04:07,080
and tape, maybe saturation, to make this
hit you in the face.
1328
02:04:12,040 --> 02:04:13,060
All right, compression.
1329
02:04:13,680 --> 02:04:17,540
I'm going to do probably a four to one
so it's a little more aggressive, and we
1330
02:04:17,540 --> 02:04:19,920
want enough attack for that smack to get
through.
1331
02:04:32,110 --> 02:04:37,170
And see how this is making the cymbals
just get crazy loud? So I'm going to
1332
02:04:37,170 --> 02:04:40,550
the hi -hat back, pull the overhead and
room back some more, because we don't
1333
02:04:40,550 --> 02:04:41,870
want to get those out of control.
1334
02:04:47,890 --> 02:04:49,930
In fact, I might just pull them out.
1335
02:04:55,470 --> 02:04:56,470
Just a little bit.
1336
02:04:57,930 --> 02:04:58,930
Let me do distortion.
1337
02:04:59,270 --> 02:05:01,650
I want to find something that just
sounds fun
1338
02:05:01,650 --> 02:05:22,370
cool
1339
02:05:22,370 --> 02:05:25,090
i'm not going to do anything with eq
let's add some tape
1340
02:05:40,560 --> 02:05:42,640
All right, let me mess with saturation
too.
1341
02:05:47,260 --> 02:05:51,020
You can kind of see this light up when
we're hitting that ceiling, and it's
1342
02:05:51,020 --> 02:05:52,020
rolling off the top.
1343
02:05:58,620 --> 02:06:01,940
I know this sounds extreme, this doesn't
sound good, and so what you need to do
1344
02:06:01,940 --> 02:06:05,560
is pull the fader all the way down, play
your drums, and then just bring it back
1345
02:06:05,560 --> 02:06:06,560
in a little bit.
1346
02:06:17,580 --> 02:06:22,540
here's without it here's with it
1347
02:06:22,540 --> 02:06:28,680
here's in the context of the track
without the parallel compression
1348
02:06:28,680 --> 02:06:32,460
here's with it
1349
02:06:53,800 --> 02:06:58,500
So you can see how big of a difference
that makes for that. The last thing for
1350
02:06:58,500 --> 02:07:00,880
drum mix is dealing with space as far as
reverb.
1351
02:07:01,200 --> 02:07:05,200
We get some space from the room, but I
like to additionally add more space with
1352
02:07:05,200 --> 02:07:08,760
reverb just because it gives it
additional colors and interest within
1353
02:07:08,960 --> 02:07:13,060
So Addictive Drums has two send effects,
and that's generally all I'll use if
1354
02:07:13,060 --> 02:07:15,920
I'm mixing outside of Addictive Drums as
well. These are weird because they
1355
02:07:15,920 --> 02:07:16,920
could be delay and reverb.
1356
02:07:17,440 --> 02:07:21,960
but I almost always just use the reverb.
The first one I like to be as much of a
1357
02:07:21,960 --> 02:07:28,520
regular room sound as I can. So I'm
going to send it to all of these and
1358
02:07:28,520 --> 02:07:34,080
send these. And the goal is to make this
sound, like I said, as much as like the
1359
02:07:34,080 --> 02:07:36,060
room as you can. So solo up the room.
1360
02:07:39,560 --> 02:07:42,840
We want something that sounds kind of
like that. So I'm going to solo this up.
1361
02:07:48,010 --> 02:07:49,010
And let's see, room.
1362
02:07:52,070 --> 02:07:54,170
We can mess with things like pre -delay,
decay.
1363
02:07:54,550 --> 02:07:57,010
We're just going to tweak it until we
get something that sounds cool.
1364
02:08:00,530 --> 02:08:04,550
And again, the bigger you want your
drums to sound, the bigger this room
1365
02:08:04,550 --> 02:08:09,310
be. And if you want to go for more of a
dialed back, you know, lo -fi kind of
1366
02:08:09,310 --> 02:08:11,030
sound, then you want a smaller room.
1367
02:08:11,870 --> 02:08:13,770
Because this will get up to like a Reno
Rock.
1368
02:08:18,920 --> 02:08:20,140
So something like this is good.
1369
02:08:20,720 --> 02:08:24,180
Damp is the control that'll roll off the
highs, so that kind of helps it to sit
1370
02:08:24,180 --> 02:08:25,460
better under the original drums.
1371
02:08:34,840 --> 02:08:39,220
The takeaway here, you know, I'm just
reaching for controls and turning them,
1372
02:08:39,400 --> 02:08:42,720
and if I like how it sounds, I add more.
If I don't like how it sounds, I do
1373
02:08:42,720 --> 02:08:44,720
less. It's not as much of a...
1374
02:08:45,440 --> 02:08:48,820
I mean, some of it is knowing, you know,
what I want, but a lot of it is
1375
02:08:48,820 --> 02:08:52,200
experimentation and using your ear. Does
that sound better? Does that sound
1376
02:08:52,200 --> 02:08:53,500
worse? And going from there.
1377
02:08:55,400 --> 02:08:59,440
One thing that is more of a non
-negotiable on reverbs is to roll off
1378
02:08:59,440 --> 02:09:01,820
because you don't want that conflicting
with your kick drum.
1379
02:09:05,560 --> 02:09:07,700
And I'll also roll off the highs a
little bit here.
1380
02:09:10,820 --> 02:09:13,660
And now, same thing we did with the
buss, I'm going to turn it all the way
1381
02:09:13,660 --> 02:09:14,660
and blend it back in.
1382
02:09:25,130 --> 02:09:29,250
Sometimes I'll even send less kick to
this because it can muddy up your kick
1383
02:09:29,250 --> 02:09:30,250
drum if you're not careful.
1384
02:09:40,490 --> 02:09:45,430
All right, next I'm going to dial in a
second one and usually my second reverb
1385
02:09:45,430 --> 02:09:49,750
like to be bigger and use it just for
snare and maybe toms. So I'm going to
1386
02:09:49,750 --> 02:09:53,070
snare there and a little bit of these
toms and that's it.
1387
02:10:29,300 --> 02:10:32,880
So same thing, I'll turn this down and
blend it back in. The idea of this
1388
02:10:32,880 --> 02:10:35,340
reverb is just to make this snare sound
massive.
1389
02:10:46,340 --> 02:10:47,580
So here's without those effects.
1390
02:10:52,060 --> 02:10:53,060
Here's with them.
1391
02:11:14,320 --> 02:11:19,520
That is everything I would do to mix
completely in the software The nice
1392
02:11:19,520 --> 02:11:24,820
about this is it it's done now. It is
completely You have one channel in your
1393
02:11:24,820 --> 02:11:29,260
DAW to deal with the volume of your
drums and other than that you're done so
1394
02:11:29,260 --> 02:11:34,540
depending on your level of Like how much
control you want on it this you might
1395
02:11:34,540 --> 02:11:36,780
really enjoy this because it's done. You
don't have to worry about it
1396
02:11:46,260 --> 02:11:47,260
beginning here.
1397
02:12:16,590 --> 02:12:21,430
So hopefully that gives you an idea of
how to mix completely within the drum
1398
02:12:21,430 --> 02:12:22,430
plugins you have.
1399
02:12:22,510 --> 02:12:26,870
If you have addictive drums, again, this
will be available in my asset pack on
1400
02:12:26,870 --> 02:12:30,930
my website. I will remove the kit pieces
so you can just load up all of the
1401
02:12:30,930 --> 02:12:33,190
processing and go from there.
1402
02:12:38,040 --> 02:12:41,320
If you have not seen the previous parts
of these videos, I'll put them up here
1403
02:12:41,320 --> 02:12:44,920
so you can get caught up and up to speed
with where I'm at. If you'd like to get
1404
02:12:44,920 --> 02:12:48,420
the asset pack for this course, I have
that available on my website for a small
1405
02:12:48,420 --> 02:12:52,240
fee, and that just goes to help support
me in providing this course to you free
1406
02:12:52,240 --> 02:12:55,160
of charge. So thank you to those of you
who have purchased it, and if you're
1407
02:12:55,160 --> 02:12:58,760
considering purchasing it, thank you. To
get you up to speed with where I'm at
1408
02:12:58,760 --> 02:13:02,980
in the session, if you've been following
along, I had opened the Liverpool Plus
1409
02:13:02,980 --> 02:13:05,240
Kit from the Logic Library.
1410
02:13:05,520 --> 02:13:10,210
So if you don't have this, go over to
the Logic Library, and you want to go to
1411
02:13:10,210 --> 02:13:14,350
Drum Kit, Multi -Channel Kits, and load
up Liverpool.
1412
02:13:14,590 --> 02:13:18,830
The problem that arises with this, if
you hit X to open the mixer on this
1413
02:13:18,830 --> 02:13:23,010
Liverpool Plus, you get a whole bunch of
mixing that's already done for you. So
1414
02:13:23,010 --> 02:13:27,190
if you're newer, maybe you'd consider
leaving all this because it is a good
1415
02:13:27,190 --> 02:13:31,330
starting point, but I don't personally
like the way this is set up. So what I
1416
02:13:31,330 --> 02:13:36,130
did is removed all the plugins, all the
sends, and some extra things so if you
1417
02:13:36,130 --> 02:13:42,130
want to follow along exactly go ahead
and highlight from liverpool plus open
1418
02:13:42,130 --> 02:13:48,070
stack come all the way over here select
all of them and we're going to start
1419
02:13:48,070 --> 02:13:54,670
taking these off no plugin no plugin
we're just pulling out rows of plugins
1420
02:13:54,670 --> 02:13:59,250
same thing on the send so we're going to
click these two arrows no send
1421
02:13:59,250 --> 02:14:02,090
no send
1422
02:14:03,280 --> 02:14:04,720
Always having a hard time with that one.
1423
02:14:06,320 --> 02:14:11,980
No send. No send. We're also going to
remove kick, snare, sub, attack, crunch,
1424
02:14:12,180 --> 02:14:16,800
punch, and plate. I'm just going to come
over here, options, nope, edit, delete.
1425
02:14:17,560 --> 02:14:21,140
It's going to say something, delete
tracks and content, and then these
1426
02:14:21,140 --> 02:14:25,800
right here, kick in, kick out, snare
top, snare bottom, we want to change the
1427
02:14:25,800 --> 02:14:29,000
bus output to match whatever this number
is.
1428
02:14:29,220 --> 02:14:34,960
So your main track here has been pre
-assigned to a bus it's probably not 38
1429
02:14:34,960 --> 02:14:38,160
it's probably different for you but if
you notice everything else in here is
1430
02:14:38,160 --> 02:14:41,780
going to 38 except for these these were
going to a couple other things that we
1431
02:14:41,780 --> 02:14:47,380
deleted so we're just going to set these
back to the liverpool plus 38 right
1432
02:14:47,380 --> 02:14:52,120
there oh also i'm going to get rid of
tambourine shaker and hand claps we're
1433
02:14:52,120 --> 02:14:56,460
doing anything with those and i like to
keep it clean once you've done that
1434
02:14:56,460 --> 02:15:00,520
you're caught up to what i did in prep
for this which is i have my logic drums
1435
02:15:00,520 --> 02:15:04,480
here And I'm just going to delete what I
was working with. And then I have my
1436
02:15:04,480 --> 02:15:08,340
MIDI that I programmed earlier on here.
It should be somewhere sounding like
1437
02:15:08,340 --> 02:15:09,340
this.
1438
02:15:15,020 --> 02:15:19,020
All right. At this point, I'm going to
work mostly in the mixer window now. So
1439
02:15:19,020 --> 02:15:22,060
we're going to use the hotkey X for
that. We're going to use it a lot
1440
02:15:22,060 --> 02:15:23,060
this process.
1441
02:15:23,080 --> 02:15:26,560
I'm going to start just like I did on
the other one. Start treating my snare,
1442
02:15:26,680 --> 02:15:29,580
specifically snare top, if you're in a
multi -mic situation.
1443
02:15:30,440 --> 02:15:34,320
and then start to apply that processing
to the other channels. So let's just
1444
02:15:34,320 --> 02:15:39,060
pull up snare top here and see where
we're at. I'm going to set this, make
1445
02:15:39,060 --> 02:15:42,280
this main one is at zero so we can keep
an eye on the volume overall.
1446
02:15:45,160 --> 02:15:48,460
Before I start EQing, I'm going to take
a quick second to just make sure this is
1447
02:15:48,460 --> 02:15:50,260
all gain stage because I feel like it's
too loud.
1448
02:15:51,800 --> 02:15:52,800
It is.
1449
02:16:09,670 --> 02:16:11,990
Okay, now let's dive into some snare.
1450
02:16:12,350 --> 02:16:15,670
These processes are going to be really
similar to what we did when we mixed
1451
02:16:15,670 --> 02:16:16,710
within Addictive Drums.
1452
02:16:16,930 --> 02:16:20,230
These things are going to be in
different places, and I'll show you when
1453
02:16:20,230 --> 02:16:23,570
use third -party plugins and that kind
of thing if you have them. So my go -to
1454
02:16:23,570 --> 02:16:27,030
for this is an SSL -style channel strip.
1455
02:16:28,750 --> 02:16:33,110
If you do not have this, I'll also
recreate it with regular EQ and
1456
02:16:33,290 --> 02:16:36,410
That's all we're using from this. I just
like how this sounds, and it has
1457
02:16:36,410 --> 02:16:38,350
exactly what I need and nothing more.
We're going to start.
1458
02:16:38,650 --> 02:16:45,129
rolling off the low end here so right
there it's been
1459
02:16:45,129 --> 02:16:53,809
we
1460
02:16:53,809 --> 02:16:59,049
got that low end back we cannot control
the q or the that little resonant hump
1461
02:16:59,049 --> 02:17:04,170
on our high pass here so i have to use a
low band to add that in so i'm going to
1462
02:17:04,170 --> 02:17:09,420
switch it to bell mode shelf mode boost
at the frequency all the way down for
1463
02:17:09,420 --> 02:17:14,900
the low and bell is just a specific hump
so i'm going to hit bell and try to
1464
02:17:14,900 --> 02:17:20,160
find that that oomph of the snare i'm
going to boost it sweep around until it
1465
02:17:20,160 --> 02:17:27,080
sounds good i like
1466
02:17:27,080 --> 02:17:32,920
that right there just add a little bit
of it next we're going to remove our mud
1467
02:17:32,920 --> 02:17:33,920
in the mid range
1468
02:17:45,870 --> 02:17:46,789
pretty good.
1469
02:17:46,790 --> 02:17:50,410
Next we're going to look for the two
spots I like to boost in the highs.
1470
02:17:53,650 --> 02:17:56,750
So that would be somewhere kind of in
the high mids.
1471
02:18:13,230 --> 02:18:14,549
Just a little bit there.
1472
02:18:15,330 --> 02:18:16,690
and a little bit on the top.
1473
02:18:22,230 --> 02:18:25,549
If you look over here we already have
some compression happening but I'll show
1474
02:18:25,549 --> 02:18:28,889
you how I like to get it dialed in and
that type of thing. So I always like
1475
02:18:28,889 --> 02:18:31,250
ratio of three to one because it's just
a good balanced thing.
1476
02:18:31,650 --> 02:18:34,870
Release is all the way fast which is at
about 100 milliseconds.
1477
02:18:40,490 --> 02:18:45,730
Release is as fast as it can go for
whatever this plugin has as fast as I
1478
02:18:45,730 --> 02:18:46,349
picked that.
1479
02:18:46,350 --> 02:18:50,510
And then for threshold we just want
about three decibels of gain reduction.
1480
02:18:50,770 --> 02:18:56,750
So this is kind of starting to hit six
so we're gonna raise this threshold so
1481
02:18:56,750 --> 02:18:57,750
it's just about three.
1482
02:18:58,190 --> 02:19:01,389
So we just want to be tapping that first
light. You want to make sure fast
1483
02:19:01,389 --> 02:19:05,170
attack is off because if you turn fast
attack on you're going to kill that
1484
02:19:05,170 --> 02:19:06,170
transient.
1485
02:19:16,800 --> 02:19:19,540
Finally, I like to just turn it off,
turn it back on, make sure I'm not
1486
02:19:19,540 --> 02:19:20,540
too much sound.
1487
02:19:22,940 --> 02:19:25,280
So I'm adding a little bit. I'll just
pull this down a hair.
1488
02:19:26,600 --> 02:19:28,559
This is the main output gain level
there.
1489
02:19:32,860 --> 02:19:36,400
Cool. I'm going to show you how to do
the same thing with stock plugins now.
1490
02:19:36,400 --> 02:19:38,920
we're going to click right here to just
open up a regular channel EQ.
1491
02:19:39,500 --> 02:19:41,780
Same process. We're going to treat the
lows.
1492
02:19:43,020 --> 02:19:44,020
Roll them off.
1493
02:19:44,780 --> 02:19:46,040
Little resonant hump there.
1494
02:19:51,380 --> 02:19:53,760
Gonna get rid of the muddy mids.
1495
02:20:01,700 --> 02:20:05,840
We're gonna boost some high mids, find
like the the snap of the drum.
1496
02:20:09,780 --> 02:20:11,160
And boost some top end.
1497
02:20:15,660 --> 02:20:18,540
For compression, I will load just a
regular compressor.
1498
02:20:21,760 --> 02:20:27,300
My personal favorite with Logic is the
Studio VCA, but you can use whatever you
1499
02:20:27,300 --> 02:20:30,500
have, and we'll just need a tweak to
taste.
1500
02:20:30,820 --> 02:20:35,460
So same thing, ratio 3 to 1, attack
we're going to play with, release is set
1501
02:20:35,460 --> 02:20:37,480
pretty fast, and we'll just go from
there.
1502
02:20:39,060 --> 02:20:40,960
About 3 decibels of gain reduction.
1503
02:20:41,180 --> 02:20:44,590
So if your meter looks kind of like
this, and you have a 5, then you want to
1504
02:20:44,590 --> 02:20:47,890
just count, you know, 1, 2, 3. So right
around this area is where we want to be
1505
02:20:47,890 --> 02:20:49,150
compressing, give or take.
1506
02:20:52,070 --> 02:20:55,090
So again, too fast, it eats the
transient.
1507
02:20:57,270 --> 02:21:04,210
But as we open this up, right around 16
or 18, we can start to hear it.
1508
02:21:09,070 --> 02:21:10,070
Something like that.
1509
02:21:15,830 --> 02:21:19,910
And something, again, with release, you
just don't want it holding on so long to
1510
02:21:19,910 --> 02:21:24,030
where it's not done compressing before
the next note starts, if that makes
1511
02:21:24,030 --> 02:21:27,750
sense. So you want this to be all the
way back to zero before the next note
1512
02:21:27,750 --> 02:21:28,750
hits.
1513
02:21:30,010 --> 02:21:34,310
See, that's too much. So somewhere in
here, just in and out.
1514
02:21:35,830 --> 02:21:40,530
If it's too fast, it just doesn't work
right. So somewhere 50 to 100
1515
02:21:40,530 --> 02:21:41,570
milliseconds is great.
1516
02:21:45,870 --> 02:21:46,930
So here's without those.
1517
02:21:49,730 --> 02:21:50,730
Here's with them.
1518
02:21:52,830 --> 02:21:53,950
Here's my SSL channel.
1519
02:21:56,890 --> 02:21:57,890
Really similar.
1520
02:21:58,330 --> 02:22:00,690
They're, you know, they're slightly
different because different flavors, but
1521
02:22:00,690 --> 02:22:02,230
that's the gist of it there.
1522
02:22:02,450 --> 02:22:05,570
Next I'm going to go ahead and apply
that EQ and compression to everything,
1523
02:22:05,910 --> 02:22:09,630
start to get it tweaked, and then we can
mess with the color and saturation and
1524
02:22:09,630 --> 02:22:10,630
some of those other fun things.
1525
02:22:11,430 --> 02:22:12,730
So we're going to go to pick next.
1526
02:22:20,680 --> 02:22:22,300
Definitely going to get rid of this low
cut.
1527
02:22:23,640 --> 02:22:24,820
Flatten all these back out.
1528
02:22:25,100 --> 02:22:26,320
I'm using option click.
1529
02:22:26,760 --> 02:22:32,760
That's generally a hotkey to just reset
something to its default. So you could
1530
02:22:32,760 --> 02:22:36,220
just go around and click knobs and
option click them and they'll go back to
1531
02:22:36,220 --> 02:22:37,220
their default.
1532
02:22:40,320 --> 02:22:41,360
Compressing is the right amount.
1533
02:22:43,020 --> 02:22:44,680
We want to find the good low end.
1534
02:22:55,440 --> 02:22:56,700
I'm going to get rid of some mids.
1535
02:23:07,260 --> 02:23:09,460
Listen to some high mids, see what we
want to do.
1536
02:23:17,780 --> 02:23:21,000
I'm actually going to cut here. I'm
going to go more of a narrow cue and cut
1537
02:23:21,000 --> 02:23:23,320
because this has a texture I don't like.
1538
02:23:26,870 --> 02:23:27,610
and then
1539
02:23:27,610 --> 02:23:34,430
find a good
1540
02:23:34,430 --> 02:23:36,270
spot to add some ties back in there
1541
02:23:36,270 --> 02:23:45,330
without
1542
02:23:45,330 --> 02:23:51,270
it with it the same thing i'll show you
how to do this with regular EQ and
1543
02:23:51,270 --> 02:23:56,030
compression that
1544
02:24:03,820 --> 02:24:05,740
Might mess with some of these low mids.
1545
02:24:07,140 --> 02:24:10,120
Have a lot going on there and we'll
boost some highs.
1546
02:24:15,920 --> 02:24:17,660
Same thing we're going to compress next.
1547
02:24:26,640 --> 02:24:30,460
Maybe you noticed that right when I
opened this up it was perfect.
1548
02:24:30,760 --> 02:24:32,760
Everything was right kind of where I
wanted it.
1549
02:24:33,070 --> 02:24:38,290
and so that's a little pro tip for you
is if there's a certain set of settings
1550
02:24:38,290 --> 02:24:43,210
you know you always go for go ahead and
dial them in and then most DAWs in
1551
02:24:43,210 --> 02:24:46,730
software can do this where you save it
as a default for me i always know i like
1552
02:24:46,730 --> 02:24:49,930
ratio at 3 to 1 and attack at 15 and
release around 50.
1553
02:24:50,410 --> 02:24:54,890
it's a really close starting point and
so then i'll go up here and save this as
1554
02:24:54,890 --> 02:24:58,070
default and then every time you open it
up it's right there ready to go it saves
1555
02:24:58,070 --> 02:25:00,630
so much time and helps you get a more
consistent sound
1556
02:25:09,580 --> 02:25:10,820
Here's the SSL channel.
1557
02:25:14,680 --> 02:25:15,800
Here's stock.
1558
02:25:20,720 --> 02:25:23,900
Just to prove that you can. Either way,
you can do it either way.
1559
02:25:24,860 --> 02:25:28,200
Okay, next we have a snare bottom and a
kick in mic.
1560
02:25:28,700 --> 02:25:33,700
These to me are more supportive, more
auxiliary, extra sound sources rather
1561
02:25:33,700 --> 02:25:37,240
bread and butter. So your kick out and
your snare top, that's bread and butter.
1562
02:25:37,340 --> 02:25:38,340
That is...
1563
02:25:38,640 --> 02:25:41,000
If you only have one mic on each of
those, that's what you want.
1564
02:25:41,200 --> 02:25:45,320
The other two, they're more for extra
color and flavor and taste and that kind
1565
02:25:45,320 --> 02:25:47,960
of thing. We're going to do the same
process but it's not going to be quite
1566
02:25:47,960 --> 02:25:50,240
intense because they are more of an
extra sound source.
1567
02:25:58,120 --> 02:26:00,200
So I'm just going to copy over what I
have here.
1568
02:26:01,760 --> 02:26:06,400
And for snare bottom, in my opinion, you
don't need to get the lows.
1569
02:26:06,780 --> 02:26:09,380
from this the low frequencies because
you're already getting them from the
1570
02:26:09,380 --> 02:26:14,260
top the thing that the snare bottom adds
is that sizzle that kind of splash of
1571
02:26:14,260 --> 02:26:20,560
the snares on the bottom i'm going to
get rid of this low boost we're just
1572
02:26:20,560 --> 02:26:27,240
to make sure there's nothing nasty
happening like that
1573
02:26:27,240 --> 02:26:32,100
pull that out and then i'm going to just
be a little more aggressive with my
1574
02:26:32,100 --> 02:26:33,260
boost here on the top
1575
02:26:36,870 --> 02:26:38,830
So we've got a little more splashy fun
happening.
1576
02:26:39,990 --> 02:26:40,990
That's about it.
1577
02:26:44,770 --> 02:26:45,910
Kick in, kick out.
1578
02:26:46,210 --> 02:26:50,250
Relationship is similar. The kick in is
just aiming to give you more click and
1579
02:26:50,250 --> 02:26:51,250
definition.
1580
02:26:51,370 --> 02:26:52,990
So the same thing, I'm going to copy
this over.
1581
02:26:53,450 --> 02:26:56,570
And similarly, I don't need low end from
this one.
1582
02:26:59,730 --> 02:27:02,570
So I'm not going to boost it. I'm not
going to roll it off, but I'll just
1583
02:27:02,570 --> 02:27:03,570
it how it is.
1584
02:27:16,960 --> 02:27:19,580
And it is best practice to listen to
these together.
1585
02:27:32,520 --> 02:27:34,380
I'm going to press this one just a
little more.
1586
02:27:45,580 --> 02:27:47,000
Alright, here's without any of those.
1587
02:27:50,220 --> 02:27:51,220
Here's with them.
1588
02:27:53,660 --> 02:27:55,540
Tightens it up, adds that magic and
polish.
1589
02:27:56,220 --> 02:27:58,100
Let's start bringing in all the kit
pieces now.
1590
02:28:03,640 --> 02:28:05,300
Alright, first order of business.
1591
02:28:05,500 --> 02:28:08,240
Let's listen to the overheads and make
sure things are panned right.
1592
02:28:11,220 --> 02:28:12,500
This is actually opposite.
1593
02:28:13,120 --> 02:28:17,960
from what you'd expect. So this is
called listener perspective, where it
1594
02:28:17,960 --> 02:28:22,260
as though you're looking at the drums.
So if you are looking at a drum kit, the
1595
02:28:22,260 --> 02:28:25,880
hi -hat's going to be on this side,
because you're playing over here. And if
1596
02:28:25,880 --> 02:28:27,420
you're the other way, that side.
1597
02:28:27,620 --> 02:28:30,280
And then your toms and stuff are going
to go down that way.
1598
02:28:30,500 --> 02:28:32,180
That is listener perspective.
1599
02:28:32,760 --> 02:28:37,420
Drummer perspective is the other way,
where you're looking down at the drum
1600
02:28:37,420 --> 02:28:38,600
and your hi -hat's over here.
1601
02:28:39,480 --> 02:28:42,880
toms, rides, stuff like that. Let me
tell you this, the only people that care
1602
02:28:42,880 --> 02:28:47,560
about the panning perspective of drums
are drummers. I usually just do drummer
1603
02:28:47,560 --> 02:28:52,740
perspective because I've never had a non
-drummer say, hey, that's not the right
1604
02:28:52,740 --> 02:28:56,000
way. But all the time the drummer's
like, hey, the hi -hat shouldn't be over
1605
02:28:56,000 --> 02:28:57,000
there, it's over here.
1606
02:28:57,040 --> 02:29:00,060
But for the sake of this, we'll leave it
listener perspective because I don't
1607
02:29:00,060 --> 02:29:03,620
want to go deal with all of that. If you
do want to deal with all of that, you
1608
02:29:03,620 --> 02:29:10,460
can simply add a game plugin on this
whole Logic Drum Master here and swap
1609
02:29:10,460 --> 02:29:11,460
left and right.
1610
02:29:11,800 --> 02:29:16,280
That'll just completely reverse
everything if you need to do that. Most
1611
02:29:16,280 --> 02:29:18,180
should have a way to reverse left and
right.
1612
02:29:18,520 --> 02:29:22,120
But listen to this. The hi -hat's over
on the right, so we're going to pan our
1613
02:29:22,120 --> 02:29:23,120
hi -hat a little more that way.
1614
02:29:32,640 --> 02:29:35,100
Big difference there on the toms. Let's
listen.
1615
02:29:45,020 --> 02:29:49,140
Okay, so the high tom is pretty far on
the right, and the low tom goes way over
1616
02:29:49,140 --> 02:29:50,140
to the left.
1617
02:29:52,920 --> 02:29:55,380
Here's without the close mics for listen
for placement.
1618
02:29:58,960 --> 02:29:59,939
Here's with them.
1619
02:29:59,940 --> 02:30:01,820
I usually like to place these really
wide.
1620
02:30:05,280 --> 02:30:06,280
Cool.
1621
02:30:08,080 --> 02:30:12,160
And high tom, if we use it, is going to
be further to the right than the mid
1622
02:30:12,160 --> 02:30:13,160
tom.
1623
02:30:27,370 --> 02:30:31,490
I do want to say right now, you know,
you might be thinking, man, that snare
1624
02:30:31,490 --> 02:30:35,950
really thick and chunky and, you know,
maybe that's not the sound you want for
1625
02:30:35,950 --> 02:30:36,929
your track.
1626
02:30:36,930 --> 02:30:39,450
That's where I would point you back to
drum selection.
1627
02:30:39,910 --> 02:30:43,630
It's important in the mix that we're not
trying to reinvent the sound of any of
1628
02:30:43,630 --> 02:30:44,549
the kit pieces.
1629
02:30:44,550 --> 02:30:47,690
We're just trying to enhance them, make
them sit better in the mix, just sound
1630
02:30:47,690 --> 02:30:48,529
better overall.
1631
02:30:48,530 --> 02:30:55,370
If you want maybe a high ringy snare,
it's near impossible to mix this snare
1632
02:30:55,370 --> 02:30:59,350
to sound like that. If that's the case,
you just need to switch out the snare. I
1633
02:30:59,350 --> 02:31:02,850
would recommend before you even get into
mixing, and that's why I covered it in
1634
02:31:02,850 --> 02:31:05,090
part three instead of now, switch the
kit pieces.
1635
02:31:05,570 --> 02:31:08,690
Just get the drum sounding how you want
before you mix anything.
1636
02:31:11,330 --> 02:31:12,610
All right, let's add some room in there.
1637
02:31:19,130 --> 02:31:20,150
And some leak.
1638
02:31:39,750 --> 02:31:43,170
Okay, hi -hat like I did before. I'm
just going to roll off some low end.
1639
02:31:46,870 --> 02:31:51,490
No sense using expensive CPU -heavy
plugins for this. Just grab whatever you
1640
02:31:51,490 --> 02:31:55,850
have, get rid of the lows. Toms, we're
going to use the same strategy we did.
1641
02:31:56,130 --> 02:32:00,730
I'm just going to copy over the snare EQ
and the snare compression, and we'll
1642
02:32:00,730 --> 02:32:01,730
tweak from there.
1643
02:32:25,369 --> 02:32:26,650
compression it's a little much
1644
02:32:26,650 --> 02:32:33,490
great usually when i'm
1645
02:32:33,490 --> 02:32:37,370
mixing i like to once i mix one of the
toms you can take that exact processing
1646
02:32:37,370 --> 02:32:41,070
and copy it to the next one and just
lower the frequencies i found that's the
1647
02:32:41,070 --> 02:32:44,090
fastest most consistent all the good
things
1648
02:33:00,620 --> 02:33:02,100
Get that compression over there.
1649
02:33:08,880 --> 02:33:10,900
Great. Let's hear that.
1650
02:33:19,320 --> 02:33:20,920
Hold that down. I'm getting loud.
1651
02:33:31,720 --> 02:33:32,720
Alright, overheads.
1652
02:33:33,260 --> 02:33:35,960
I'll pop back to using the SSL channel
strip for this.
1653
02:33:37,380 --> 02:33:39,900
It doesn't super matter what you use,
this is just my preference.
1654
02:33:42,220 --> 02:33:43,560
We're going to clean up lows here.
1655
02:33:49,140 --> 02:33:51,860
And we're going to compress, but we're
going to do the fast attack this time.
1656
02:33:52,240 --> 02:33:55,300
I'm already letting the attack through
on the close mic, so I want to just keep
1657
02:33:55,300 --> 02:33:57,640
things nice and clean, so I'll close
that up.
1658
02:34:10,350 --> 02:34:13,810
One of the other benefits to compressing
the overheads with a fast attack like
1659
02:34:13,810 --> 02:34:18,130
this is we're actually pulling down
those really smacky things like the
1660
02:34:18,130 --> 02:34:22,010
and the toms, and that'll let our
cymbals kind of breathe a little more
1661
02:34:22,010 --> 02:34:25,590
they're not kind of competing for space
as much, if that makes sense.
1662
02:34:32,270 --> 02:34:36,750
I'm going to pull down highs a little
bit and just see if there's any mud here
1663
02:34:36,750 --> 02:34:37,750
that I don't like.
1664
02:34:38,920 --> 02:34:43,520
Symbols usually have a frequency between
like 3 and 500. It's just awful.
1665
02:34:45,120 --> 02:34:46,120
That kind of thing.
1666
02:34:46,420 --> 02:34:51,500
Sounds like an Antarctica documentary of
like wind rushing or something.
1667
02:34:56,920 --> 02:35:01,300
Alright, similar processing to room.
This time I'll do it with stock stuff
1668
02:35:01,300 --> 02:35:02,059
so you can see.
1669
02:35:02,060 --> 02:35:03,060
It's all the same.
1670
02:35:13,200 --> 02:35:19,260
some highs bring some of that up
1671
02:35:19,260 --> 02:35:24,740
and compression we're going to go fast
attack so i'm going to do something
1672
02:35:24,740 --> 02:35:30,200
like six this time slow this down just a
bit
1673
02:35:30,200 --> 02:35:39,540
leak
1674
02:35:39,540 --> 02:35:41,080
all i'm going to do is roll off lows
1675
02:35:43,980 --> 02:35:49,480
You usually don't have a channel for
leak like this usually it's in the
1676
02:35:49,480 --> 02:35:55,100
Channel processing so I don't want to do
anything crazy to this because it'll
1677
02:35:55,100 --> 02:35:56,100
just start to get weird
1678
02:36:19,150 --> 02:36:20,610
Let me thumbs up a little bit.
1679
02:36:33,470 --> 02:36:39,170
Okay, next thing I'd like to add some
sort of color and saturation as well as
1680
02:36:39,170 --> 02:36:41,270
transient enhancement. We'll pop back to
our snare.
1681
02:36:42,130 --> 02:36:45,890
I go back and forth on tools for this,
but my favorite third -party one is
1682
02:36:45,890 --> 02:36:46,890
FabFilter Saturn.
1683
02:36:49,580 --> 02:36:53,500
This, if you're not familiar with it, it
is a multi -band saturator. So you can
1684
02:36:53,500 --> 02:36:56,820
actually come in and create different
sections that you saturate differently.
1685
02:36:57,060 --> 02:37:01,260
I like to do one crossover at about a
thousand and then another one around
1686
02:37:01,260 --> 02:37:02,260
thousand.
1687
02:37:02,480 --> 02:37:05,320
And this will let you leave your low
band completely alone.
1688
02:37:05,640 --> 02:37:11,060
I use warm tape and then band two and
three I'm going to increase drive to add
1689
02:37:11,060 --> 02:37:12,100
more texture and color.
1690
02:37:16,840 --> 02:37:18,000
That's top sizzle.
1691
02:37:18,760 --> 02:37:20,300
This is going to be mid -sizzle.
1692
02:37:26,740 --> 02:37:29,880
I'll apply that to a couple different
things, maybe like snare bottom.
1693
02:37:34,480 --> 02:37:35,480
Kick.
1694
02:38:05,640 --> 02:38:07,040
I'm going to turn them off.
1695
02:38:10,020 --> 02:38:11,020
Okay, put them on.
1696
02:38:14,480 --> 02:38:19,140
My stock plugin recommendation would be
the Chromaglow.
1697
02:38:20,700 --> 02:38:21,700
Logic's Chromaglow.
1698
02:38:22,120 --> 02:38:25,040
A really similar thing. Let me see, I'll
start with it on snare.
1699
02:38:33,180 --> 02:38:34,400
Let's see the model here.
1700
02:38:35,310 --> 02:38:37,870
do retro tube or analog preamp might be
good
1701
02:38:37,870 --> 02:38:44,530
i
1702
02:38:44,530 --> 02:38:51,830
like
1703
02:38:51,830 --> 02:38:58,350
that i'm going to bypass below a certain
point maybe about 120 is good keep that
1704
02:38:58,350 --> 02:39:00,630
low end clean if this isn't here you
start to get that like
1705
02:39:02,640 --> 02:39:06,160
It's almost like an oscillating type of
sound. It's not really pleasing.
1706
02:39:09,740 --> 02:39:12,180
Cleans it up a little bit, and I'll pull
this fix down a bit as well.
1707
02:39:14,100 --> 02:39:16,980
And without it, with it.
1708
02:39:19,000 --> 02:39:23,600
And this is also doing a little bit of
that soft clipping or saturation, as
1709
02:39:23,600 --> 02:39:29,500
Addictive Drums called it, where it's
actually helping with that peak from not
1710
02:39:29,500 --> 02:39:31,200
getting too high, kind of rolling off.
1711
02:39:31,600 --> 02:39:32,920
slice of the cheese type of thing
1712
02:39:32,920 --> 02:39:40,920
i'm
1713
02:39:40,920 --> 02:39:42,760
going to move that to all my close mics
here
1714
02:40:09,480 --> 02:40:10,480
Here's without it.
1715
02:40:12,820 --> 02:40:13,820
Here's with it.
1716
02:40:16,400 --> 02:40:17,400
Here's without it.
1717
02:40:17,980 --> 02:40:18,980
Here's Saturn.
1718
02:40:22,060 --> 02:40:25,100
I think I like glow better than Saturn.
Look at that.
1719
02:40:36,040 --> 02:40:40,820
Let me get glow on these toms. I'll use
the same exact processing I did for the
1720
02:40:40,820 --> 02:40:41,820
snare.
1721
02:40:46,940 --> 02:40:52,880
Ooh, that wasn't... Okay, it's just a
one -time thing.
1722
02:41:08,200 --> 02:41:09,820
Alright, transient control.
1723
02:41:10,140 --> 02:41:14,120
So my favorite, Native Instruments makes
one called the Transient Master.
1724
02:41:14,460 --> 02:41:21,000
I also like to use, Waves has one called
TransX Multi, and it's also a multi
1725
02:41:21,000 --> 02:41:25,640
-band processing, but it's for transient
design.
1726
02:41:26,600 --> 02:41:31,940
I'm going to go with the Native
Instruments one, though, because it has
1727
02:41:31,940 --> 02:41:33,400
attack and sustain.
1728
02:41:42,060 --> 02:41:46,580
So push the attack a little bit, pull
the sustain back a little bit. If you
1729
02:41:46,580 --> 02:41:49,860
to use stock stuff, I'd recommend the
Enveloper.
1730
02:41:52,400 --> 02:41:57,120
Basically, you have your attack amount
here and your release here.
1731
02:42:28,780 --> 02:42:30,520
I'm going to stick with my transient
master.
1732
02:42:30,740 --> 02:42:35,180
I just prefer that. It's easier to use
and sounds better to my ear than the
1733
02:42:35,180 --> 02:42:36,180
envelope.
1734
02:42:40,440 --> 02:42:44,720
I'm definitely going to put this on the
toms because they are getting out of
1735
02:42:44,720 --> 02:42:46,280
control on the ringing.
1736
02:42:58,300 --> 02:43:01,100
Also where we could go and change the
damp level in the plugin.
1737
02:43:43,769 --> 02:43:47,450
There's a constant balancing struggle
between the close mics and the room, and
1738
02:43:47,450 --> 02:43:51,390
once you add the band in there, that
kind of changes the relationship. So
1739
02:43:51,390 --> 02:43:54,890
just got to keep tweaking it until it
feels like it's the right size to your
1740
02:43:54,890 --> 02:43:55,890
ear.
1741
02:44:17,520 --> 02:44:21,260
Okay, next we're going to do the drum
master processing, and then we're going
1742
02:44:21,260 --> 02:44:23,400
get into parallel compression and
reverb.
1743
02:44:23,660 --> 02:44:28,260
Drum master, that would be this guy
here, the track stack, folder, whatever
1744
02:44:28,260 --> 02:44:32,720
want to call it, that all your drums are
living in, not the overhead channel.
1745
02:44:33,060 --> 02:44:36,960
I know this is where your plugin lives,
but that is not the drum master. Once
1746
02:44:36,960 --> 02:44:40,880
you commit to multi -output mode, that
original plugin is just, in this
1747
02:44:40,880 --> 02:44:43,120
instance, the overheads. I like to do
two things here.
1748
02:44:43,340 --> 02:44:44,340
Number one,
1749
02:44:44,880 --> 02:44:45,880
compression.
1750
02:44:46,120 --> 02:44:51,340
I like the SSL comp, and I'll show you a
stock solution as well in a second.
1751
02:44:51,580 --> 02:44:57,920
I like 30 to 1, fast release, ratio 4 to
1, click to taste.
1752
02:45:01,820 --> 02:45:05,240
If the attack is too fast, it eats all
the impact of your drum.
1753
02:45:20,650 --> 02:45:22,490
I'm hearing something weird. Hmm.
1754
02:45:23,110 --> 02:45:24,110
What is that?
1755
02:45:36,110 --> 02:45:37,690
Something ringing right there
1756
02:45:52,769 --> 02:45:55,670
Okay, next I like some sort of color EQ.
1757
02:45:55,910 --> 02:45:57,430
My favorite is Shep 73.
1758
02:45:59,010 --> 02:46:02,910
It's like a Neve -style three -band with
a low roll -off, which I'm going to
1759
02:46:02,910 --> 02:46:05,850
use. And it has a preamp, so we can
juice this preamp to get a little more
1760
02:46:05,850 --> 02:46:06,850
color.
1761
02:46:10,110 --> 02:46:11,110
It's subtle.
1762
02:46:11,350 --> 02:46:12,350
Definitely subtle.
1763
02:46:16,910 --> 02:46:18,270
It's getting a little loud here.
1764
02:46:25,000 --> 02:46:26,620
I'm just going to add a little bit of
color on top.
1765
02:46:28,260 --> 02:46:30,460
I also like this 10k right here.
1766
02:46:34,720 --> 02:46:36,360
Maybe 7k sounds better here.
1767
02:46:43,340 --> 02:46:47,980
I would also at this point do an
additional layer of saturation, so glow
1768
02:46:47,980 --> 02:46:49,220
be a fun one to do again.
1769
02:46:54,760 --> 02:46:59,200
Less is more here, so we're gonna be
careful That
1770
02:46:59,200 --> 02:47:02,880
sounds really good though
1771
02:47:21,610 --> 02:47:24,070
Do that. I'm going to bypass below 120.
1772
02:47:25,250 --> 02:47:26,250
Oh, colorful.
1773
02:47:29,570 --> 02:47:30,870
Oh, that's good right there.
1774
02:47:31,090 --> 02:47:34,450
I'm going to pull this mix down
something crazy like 20, way lower.
1775
02:47:38,970 --> 02:47:39,970
Without it.
1776
02:47:41,070 --> 02:47:42,070
With it.
1777
02:47:52,200 --> 02:47:57,720
If you wanted a third -party thing that
does that, I'd probably do like Magma BB
1778
02:47:57,720 --> 02:47:58,800
tubes by Waves.
1779
02:47:59,260 --> 02:48:04,120
It has two different saturation
controls, Beauty and Beast, and then
1780
02:48:04,120 --> 02:48:08,420
bass relief to kind of do that same
bypass below function where we're not
1781
02:48:08,420 --> 02:48:09,980
distorting bass off of the low end.
1782
02:48:33,900 --> 02:48:35,660
I'm liking glow today.
1783
02:48:39,520 --> 02:48:41,740
All right, next is parallel compression.
1784
02:48:42,120 --> 02:48:47,160
So we're going to create a new bus, send
all the drums there, and then really
1785
02:48:47,160 --> 02:48:48,160
smash that bus.
1786
02:48:48,820 --> 02:48:54,740
Oh, before I go there, I want to show
you some stock alternatives for the bus
1787
02:48:54,740 --> 02:48:56,120
and compression I did on these drums.
1788
02:48:56,380 --> 02:49:00,380
So for compression, again, Logic
Compressor will work great.
1789
02:49:01,290 --> 02:49:07,110
But the Vintage VCA model is what I like
to use, and I match it exactly to how I
1790
02:49:07,110 --> 02:49:08,470
set up the SSL bus compressor.
1791
02:49:08,810 --> 02:49:11,390
So attack around 30, release around 100.
1792
02:49:12,050 --> 02:49:13,050
Again,
1793
02:49:17,990 --> 02:49:21,370
I'm aiming for like 2 to 3 decibels of
gain reduction here. Not much, just
1794
02:49:21,370 --> 02:49:22,730
taking the edge off.
1795
02:49:28,650 --> 02:49:35,650
And an alternative to step 73 for Logic
would be the console EQ, vintage console
1796
02:49:35,650 --> 02:49:36,650
EQ.
1797
02:49:36,690 --> 02:49:40,350
It's actually the same emulated EQ,
which is nice.
1798
02:49:41,030 --> 02:49:43,030
And we have a drive knob too.
1799
02:49:48,470 --> 02:49:52,750
This one has some sort of mid quality
that just punches right through.
1800
02:50:06,920 --> 02:50:11,280
So either of those will work just fine
for you. I'm going to stick with what I
1801
02:50:11,280 --> 02:50:12,280
know it's like here.
1802
02:50:14,820 --> 02:50:17,080
Okay, let me check it in the mix before
we move on.
1803
02:50:21,140 --> 02:50:25,720
Okay, the snare has this issue which I
can only refer to as sneezy.
1804
02:50:25,960 --> 02:50:29,220
It's like a kind of sound.
1805
02:50:31,220 --> 02:50:34,200
And it's in the high end, so I might
just not boost there.
1806
02:50:47,370 --> 02:50:50,790
No, we're just going to do a tiny bit,
but not much.
1807
02:50:54,650 --> 02:50:58,230
If you want more top end, you can always
get there by adding more snare bottom.
1808
02:50:58,490 --> 02:51:01,770
That's one of the nice things once you
start to have multiple mics, you can
1809
02:51:01,770 --> 02:51:04,510
add more of the mic that gives the
character you want.
1810
02:51:17,900 --> 02:51:21,080
Okay, now I'm going to send all of these
to a bus. So I'm going to highlight all
1811
02:51:21,080 --> 02:51:22,080
of this.
1812
02:51:22,160 --> 02:51:26,740
Come here and just pick bus one.
1813
02:51:27,500 --> 02:51:30,320
And I'm going to option click to send
them all at Unity.
1814
02:51:30,700 --> 02:51:33,820
That might be different depending on
what you're using. But now we have a new
1815
02:51:33,820 --> 02:51:34,820
bus over here.
1816
02:51:35,880 --> 02:51:37,420
And we'll call this Para.
1817
02:51:38,600 --> 02:51:41,580
And now if we solo this up and hit play,
we should hear our full kit in there.
1818
02:51:43,300 --> 02:51:46,400
Great. Now we can smash it, destroy it.
1819
02:51:46,730 --> 02:51:52,430
make it hit really hard my go -to for
this is the distressor from uad because
1820
02:51:52,430 --> 02:51:53,430
just hits
1821
02:52:30,760 --> 02:52:35,520
I turned on this. This is the detector
high -pass filter, so it's not going to
1822
02:52:35,520 --> 02:52:39,420
compress based on the low end that it
hears, which I like. And then I just was
1823
02:52:39,420 --> 02:52:41,180
playing around with these and added some
distortion.
1824
02:52:43,680 --> 02:52:44,680
A lot of sound.
1825
02:52:48,040 --> 02:52:53,600
I'm going to pull down my overheads, hi
-hat, room, and leak, because I don't
1826
02:52:53,600 --> 02:52:55,740
like those being too strong in the
parallel compressor.
1827
02:53:00,490 --> 02:53:04,730
Pull up my good friend Chromaglow and
we're going to smash it again.
1828
02:53:38,950 --> 02:53:43,610
So I actually like this squeeze model
here because it is emulating even more
1829
02:53:43,610 --> 02:53:46,870
compression. So I'm just going to put
that on there too, but maybe not a ton
1830
02:53:46,870 --> 02:53:47,870
it.
1831
02:53:56,430 --> 02:53:58,070
Maybe not. Maybe retro tube is it.
1832
02:54:12,460 --> 02:54:14,600
Here's with none of those effects on
there.
1833
02:54:17,260 --> 02:54:18,260
Here's with all of them.
1834
02:54:22,600 --> 02:54:24,540
Just every single one is hitting you.
1835
02:54:24,880 --> 02:54:25,880
That's what you want to hear.
1836
02:54:26,020 --> 02:54:29,560
Okay, turn it back on, pull this down,
and we're going to blend it into taste.
1837
02:54:50,189 --> 02:54:55,410
Great. Basically, the goal here is to
make another source that sounds like the
1838
02:54:55,410 --> 02:54:58,330
room mic, but different. I'm going to
send a little less kick there because I
1839
02:54:58,330 --> 02:55:00,670
think it makes it muddy. Maybe like a
minus five.
1840
02:55:01,670 --> 02:55:06,970
And then over on broom, my favorite for
this is true verb from waves.
1841
02:55:16,010 --> 02:55:20,770
shorten that decay done perfect
1842
02:55:20,770 --> 02:55:31,330
and
1843
02:55:31,330 --> 02:55:37,690
that sounds big one thing i forgot to
mention was a stock plug -in alternative
1844
02:55:37,690 --> 02:55:44,150
for this uh distressor so i'll do that
for you real quick i would just use any
1845
02:55:44,150 --> 02:55:48,320
any stock compressor you want is fine
but something aggressive if you have a
1846
02:55:48,320 --> 02:55:52,220
studio fat model great if not whatever
you have is fine and we just want it to
1847
02:55:52,220 --> 02:55:56,780
hit hard so slower attack faster release
you can push the ratio all the way up
1848
02:55:56,780 --> 02:55:58,100
to like eight to one if you want
1849
02:55:58,100 --> 02:56:09,680
and
1850
02:56:09,680 --> 02:56:10,860
that'll do the same thing
1851
02:56:17,100 --> 02:56:18,580
That's a stock alternative for you.
1852
02:56:34,460 --> 02:56:36,580
Stock alternative for the room reverb.
1853
02:56:36,820 --> 02:56:41,440
You can do anything Logic has really. I
really like the chroma verb.
1854
02:56:46,350 --> 02:56:52,550
and we'll just go to rooms and start i
like that
1855
02:56:52,550 --> 02:56:55,130
shorten it down
1856
02:56:55,130 --> 02:57:06,150
and
1857
02:57:06,150 --> 02:57:11,070
we just don't want the lows getting out
of control on either one so i'll usually
1858
02:57:11,070 --> 02:57:15,590
come in here and roll off some lows take
some highs out
1859
02:57:29,040 --> 02:57:32,560
Great, next I'm going to do another
reverb. This is kind of a bigger one,
1860
02:57:32,560 --> 02:57:37,380
for the snare and the toms, exactly like
I did it on the other version as well.
1861
02:57:38,500 --> 02:57:43,440
So here we go, sending to bus 3, and
send it.
1862
02:57:44,420 --> 02:57:45,980
And we'll call this Hall.
1863
02:57:50,880 --> 02:57:54,960
This one, you can do multiple things to
get it there.
1864
02:57:55,280 --> 02:57:56,280
I always...
1865
02:57:56,720 --> 02:58:03,320
just poke around and play with stuff. I
really like Super Plate from... what are
1866
02:58:03,320 --> 02:58:04,079
they called?
1867
02:58:04,080 --> 02:58:05,080
Sound Toys.
1868
02:58:14,480 --> 02:58:15,480
I like that.
1869
02:58:25,870 --> 02:58:26,870
Sorting it down some more.
1870
02:58:34,790 --> 02:58:38,370
You got to be careful because this will
get you into like 80s drums territory
1871
02:58:38,370 --> 02:58:41,870
really fast, so less is more when you're
doing this kind of thing.
1872
02:58:54,270 --> 02:58:59,530
Other alternatives, I've been enjoying
the Big Sky from Strymon lately, so we
1873
02:58:59,530 --> 02:59:01,210
could probably get more of a Hall sound
with this.
1874
02:59:01,410 --> 02:59:02,490
Just click on Hall.
1875
02:59:05,910 --> 02:59:07,050
No pre -delay.
1876
02:59:07,510 --> 02:59:08,510
Shorten this down.
1877
02:59:38,160 --> 02:59:42,580
Other stock alternative for logic,
again, chroma is great. You can't go
1878
02:59:42,580 --> 02:59:43,580
with chroma verbs.
1879
02:59:43,920 --> 02:59:47,520
And we'll just find something that's a
little more hall sounding.
1880
02:59:48,940 --> 02:59:51,360
Hall or plate. I go back and forth on
what I want here.
1881
02:59:51,580 --> 02:59:55,700
I'll also use a gated verb sometimes if
I do want that 80s sound. This is really
1882
02:59:55,700 --> 02:59:57,120
just experiment and find what you like.
1883
03:00:01,760 --> 03:00:03,360
That's like reverb -y.
1884
03:00:11,060 --> 03:00:12,060
I don't like that one
1885
03:00:44,510 --> 03:00:47,550
Another good Logic one is the Phase
Decider.
1886
03:00:47,810 --> 03:00:49,190
There's a lot of good ones in here too.
1887
03:00:52,330 --> 03:00:53,970
Like that one already sounds better than
Chroma.
1888
03:00:54,210 --> 03:00:56,150
We'll just do a medium hall, nice hall.
1889
03:00:58,950 --> 03:01:00,490
Great. Shorten this length a bit.
1890
03:01:08,510 --> 03:01:11,110
This is why, right here, why I like to
roll off the highs.
1891
03:01:11,410 --> 03:01:12,410
To me...
1892
03:01:12,680 --> 03:01:17,700
the highs just catch my ear and it makes
me hear that it's like a an artificial
1893
03:01:17,700 --> 03:01:24,480
reverb kind of thing so i try to roll
those off as best i can i
1894
03:01:24,480 --> 03:01:27,720
think my favorite though is this big sky
1895
03:01:41,000 --> 03:01:45,860
We're getting loud again, so I'm going
to grab this guy and just pull him down
1896
03:01:45,860 --> 03:01:46,860
bit.
1897
03:02:02,720 --> 03:02:06,460
So real quick, I'm going to turn
everything off so you can just hear the
1898
03:02:06,460 --> 03:02:07,460
difference that we've done.
1899
03:02:17,130 --> 03:02:18,230
and turn it all back on here.
1900
03:02:38,710 --> 03:02:40,770
Here we found a little too top -end
heavy.
1901
03:02:52,810 --> 03:02:55,730
Overall I think it's just a little wet,
so I'm going to pull down my two reverbs
1902
03:02:55,730 --> 03:02:56,730
here.
1903
03:03:14,220 --> 03:03:17,940
That wraps up part four and a half or
four B or five or whatever you want to
1904
03:03:17,940 --> 03:03:22,120
call it of my MIDI drum production
series. I really appreciate you for
1905
03:03:22,120 --> 03:03:25,620
and sticking around this whole time to
those of you who have and to those who
1906
03:03:25,620 --> 03:03:29,380
have purchased the assets on my website.
Thank you so much. That really helps me
1907
03:03:29,380 --> 03:03:32,900
to offset the cost of creating this and
being able to provide it to you for
1908
03:03:32,900 --> 03:03:36,600
free. If you have any questions about
the topics covered in this course or
1909
03:03:36,600 --> 03:03:40,240
like me to go into more detail for
certain things, you can also email me at
1910
03:03:40,240 --> 03:03:43,660
at woodyardmusic .com. I would also like
to hear your thoughts about this
1911
03:03:43,660 --> 03:03:47,300
course. If you enjoyed it, please let me
know. If you have things you'd like to
1912
03:03:47,300 --> 03:03:50,840
see changed or done differently in the
future, I'd love to hear from you. My
1913
03:03:50,840 --> 03:03:55,700
goal is to make courses as accessible
and helpful as possible, so your
1914
03:03:55,700 --> 03:03:59,420
really does help me there. I genuinely
hope that what I've covered in this
1915
03:03:59,420 --> 03:04:01,440
will help you get better sounding MIDI
drums.
1916
03:04:02,110 --> 03:04:04,650
from A to Z all the way along the
process.
1917
03:04:04,950 --> 03:04:10,070
You know, there's many different places
that can hurt and help your MIDI drums,
1918
03:04:10,210 --> 03:04:14,450
and hopefully by taking this course and
watching it, you've learned at least one
1919
03:04:14,450 --> 03:04:17,610
thing about MIDI drums and how to make
them sound more lifelike.
1920
03:04:17,870 --> 03:04:18,970
Thanks again for watching.
1921
03:04:19,170 --> 03:04:22,510
I'd really appreciate it if you hit like
and subscribe and share this with other
1922
03:04:22,510 --> 03:04:23,409
music producers.
1923
03:04:23,410 --> 03:04:25,550
Thanks so much for your time, and I'll
see you on the next one.
172733
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