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In the last video we had a look at
saturation and using it to create little
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pockets of frequency density to allow us
to rebalance sounds and almost use it
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in the same way as we'd use EQ to try
and separate things out, declog areas
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create kind of little areas of
frequencies and sounds to help the mix
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of the speakers and be a bit more full
of life.
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Now we're going to have a look at
another use of saturation which is
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it's just another by -product of
saturation really.
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We're going to do that in context of
this Tech House style track. Now, this
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track I made for the Producing Tech
House series on Groove3. So if you like
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kind of music and you like the sound of
the track, then definitely go and check
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that out.
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So what we're going to do now, we're
going to use Decapitator again to create
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sound which has a higher RMS versus
peak.
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Now, this is especially important for
drums because obviously we have really,
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really loud transients and loud peaks in
our drum sounds.
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Then we're going to hit our... ceiling
of 0 dB full scale quicker than if those
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peaks are slightly tamed and the RMS is
higher.
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So the tail, the sustain of the sound is
louder in comparison to the peak.
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That's how compression works. We all
know that. If you're not sure what I'm
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talking about in terms of compression,
then read up on that because that's an
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important principle to understand.
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But in the same way as compression
allows us to bring down the peak, bring
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the sustain, or it could allow us to
actually increase the peak or the
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transient. and bring down the sustain,
but a lot of time with compression we're
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trying to tame peaks and bring up RMS.
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Saturation can have the same effect and
can actually do it in a more transparent
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way in some ways, or maybe not even
transparent, in some ways it actually
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the sound bigger, fuller, larger than
life in the same ways we saw in the last
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video, but it has the byproduct of also
taming the transient and bringing up the
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sustain. Let me demonstrate.
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Now let's have a quick blast of the
track.
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So let's have a look at this clap sound.
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So I'm going to bring in Decapitator.
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Now what I'm going to do with this, or
what Decapitator is going to do is
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some kind of audio magic for me, because
we're going to be able to increase the
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perceived volume of this clap without
actually increasing the peak volume of
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Let me demonstrate what I mean. So I'll
just dial in some parameters. I'm going
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to put the punish mode on, so this is
going to be quite extreme overdrive.
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low cut it a little bit, increase a bit
for the brightness.
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because it's a clap sound we want that
to come through a little bit now i'm
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going to mix this in in parallel i'm
going to keep the output quite low okay
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let's just bypass it
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okay so let's have a
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look at our peak level here
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So with decapitator in, we're peaking at
minus 15.
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And with it off,
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we're
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peaking at minus 13. Once again, minus
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15,
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minus 13.
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Okay, so now focus on how much louder
the clap feels.
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So that means to say that this clap
sound is now in terms of peak level two
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decibels quieter than it was but in
terms of perceived level it's far far
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so we could actually kind of bring this
down even further
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we're actually losing some of our kind
of compression or suppression of the
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transient because I'm bringing down the
mix control.
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Now we're even higher, minus 16.
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So it's 3 dB quieter, but obviously much
louder in terms of perceived level. Now
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this is an extreme setting, so I don't
have to have the punish on.
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But listen to all that extra level I've
got without there actually being any
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extra level. So the next challenge is to
fine tune this so it isn't too hard,
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you know, and it kind of works in the
context of the track. Now, it's good to
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this in parallel a lot of the time
because that means you can maintain the
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transient as it is. So what you're
really doing is just dialing in a load
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extra sustain energy, which allows the
track to come through more in the mix.
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that's just a fantastic demonstration of
that.
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Let's have a look at the hat sound here.
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Actually, let's choose this hat because
that one already sounds quite crunchy.
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So you can hear, again, that hat is
coming out of the mix so much more, but
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there's no real change in level. I think
it was slightly louder, maybe a dB, but
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if I actually gain match that, or volume
match that exactly, then I'm sure
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you'll find, again, we'll be saving
ourselves peak energy.
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Okay, so let's try taking all our drums,
and we'll put them to a bus,
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and let's try a little bit of bus
processing for this.
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Let's just try...
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using radiator so again this is going to
be saturating the
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drums I'll do it with the mix control
down and bring it in
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So we're getting it a little bit louder
but all that extra volume we're getting
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out
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I mean it is louder so it's going to
come out a little bit more but it's not
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just volume it's adding extra harmonic
to the drums creating life and vibe in
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the drums
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because I've EQ'd this again taking that
little bit of bass and boosting
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slightly the treble I'm kind of tilting
the drums or tilting the radiator output
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which we're mixing in to be favoring the
high frequency slightly so it's kind of
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bringing out and decluttering again that
low mid area helping kind of the bass
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sit a little bit better because the
drums are being taken away from there a
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little bit so you can see again another
use of saturation different style of
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music but still works perfectly so
enabling us to tame our transients,
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our sustains, increase our RMS.
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When you come to mastering your track at
the end of it, you're going to thank
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yourself if you try and do this as much
as possible.
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Subtly, a little bit goes a very long
way. You don't want to overdo saturation
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because the mix will just fall apart.
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So you've got to be really, really
mindful when you're doing it. Just
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bits here and there. And by the end of
it, you'll have a mix which has got a
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really nice, warm kind of feel to it.
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And I don't mean that in a kind of
negative way. If you're looking for a
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kind of punchy mix, that's fine.
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But it's going to have that kind of
density to it that you get with analog
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emulations and saturation.
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And this is why when digital first came
in, in the kind of 80s and 90s, all the
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engineers hated it because they didn't
get anything back from it. It was just a
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true representation of sound.
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Whereas when we had analog gear before
that, and obviously now we're still
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analog gear now, these plug -in
emulations, they bring in extra
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from the kind of degradation of the
signal. It's the limitation of the
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itself. But actually our ear likes the
fact that it brings in these slight
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imperfections to the sound and that's
what saturation is. So what we're trying
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to do is inject a little bit of that
principle using these plugins to create
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extra harmonic, tame transients, create
nice big fat waveforms. And as I said,
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when it comes to mastering, it's a far
easier job than trying to limit the hell
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out of everything at the end because
you've got all these crazy transients
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very low RMS.
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Okay, so that's saturation.
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In the next video, we're going to have a
look at some of the spatial effects in
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the sound toys bundle.
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Thanks for watching.
11150
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