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