Tuesday 4 December 2012

Paper 35- 99 Tips You Cant Live Without


99 Tips You Can't Live Without

Keyboard 24. 12 (Dec 1998): 32-34, 36, 38, 40, 42, 44, 46.



Abstract (summary)


Provides tips and advice for keyboard players on the following: ways to "humanize" your sequences; things to check when your hardware won't sync properly; tricks for equalizers; fresh ways to market your music; unexpected ways to use FX; do's and dont'ts of hard disc recording; ways to make sampled instruments sound real; how to survive the road; sampling techniques; synthesizer programming shortcuts; home studio techniques; ways to overcome songwriter's block; tips for improving studio acoustics; sequencer edits. Notes that tips were provided by "Keyboard"'s regular contributors.

Full Text


Octavio Diaz

Ever wish you could watch over the should of a seasoned pro while he or she works a little of that patented magic with a sampler, hard disk recorder, secret tricks. ''Tell us how you get more music out of your gear, how you eliminate headaches, how you save time, how you stretch your studio to the limit.'' They didn't just respomd, they outdid themselves. Enjoy.

7 ways to humanize your sequences

  • [squf ] Don't use straight quantization unless you want a particularly stiff feel. Most sequencers have a ''percentage'' or ''strength'' quantization option that moves a note closer to the selected rhythm by a certain percentage. For example, if a note is 10 clocks behind the beat, applying 50% quantization will move it to 5 clocks behind the beat. Try applying 50% quantization for your first pass; if the timing is still too loose, apply 50% again. --CA
  • [squf ] Not quantizing works especially well with crash cymbals, ride cymbals, hi-hat parts, and other high-end percussion parts, where the underlying kick/snare pattern has been strictly quantized. Your sequences will feel more like a band is playing instead of a computer. -DB
  • [squf ] Randomizing timings will not humanize a sequence; it will simply make it sound as if the drummer had too many beers. Randomization seems to work better with velocities. For example, if you have a sixteenth-note hi-hat part, change velocity randomly within a 15-value range (e.g., velocity values of 80 to 95). This adds just enough variation to humanize the part. --CA
  • [squf ] Rather than keeping your drum pattern confined to a single track in your sequence, try splitting each instrument off to its own separate track. This makes it easier to edit the overall velocity of each track to balance the drums, but more importantly, you can make quick timing shifts. If the beat feels a bit too uptight, select the snare track and nudge the notes forward a few clicks at a time until the pocket loosens, and vice-versa if the groove feels too lazy. --GR
  • [squf ] Tempo changes are essential to allow a composition to breathe. Small changes make a big difference -- increase the tempo by 1 bpm during the solo to push things a little, or pull back by 1 bpm during the chorus to make it more deliberate. Real drummers push and pull the beat; your sequences should do the same. --CA
  • [squf ] Whenever possible, use real instrumentalists playing alternate controllers to lay down MIDI parts. Have a guitar player enter guitar parts with MIDI guitar, a drummer enter parts with MIDI drum pads, and a wind controller hotshot do the wind parts. --CA
  • [squf ] When sequencing drum parts, consider recording real cymbals into an audio track. Cymbals are often the least realistic sound in drum machines and synth drum programs, and recording the real thing can sometimes feel the ear into thinking that all the drums are real. --CA



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things to check when your hardware won't sync properly

  • [squf ] Before wasting time thinking the problem is due to your error, go to the manufacturer's Web site and check to see if there's a new software revision to download. The same goes for any drivers for your hardware. For whatever reason, sync seems to be one of the aspects of software that gets cleaned up in updates. --CA
  • [squf ] If you're using SMPTE sync (or MIDI Time Code) to lock up MIDI sequenced tracks, check to make sure you haven't changed the tempo of the sequence. These are realtime, not tempo-dependent, formats, so the playback tempo can be altered, causing the music to fall apart, even when the sync is working properly. --JA
  • [squf ] Software programs often have little check boxes stuck under Preferences, Setup, etc., and there may be a control panel for your sync box that has redundant settings. You have to make sure that all software that accesses the hardware is set consistently. Once everything is syncing correctly, write out a ''cheat sheet'' that tells you where (and what) the crucial settings are. If you have to re-install the software or update it, or have a hard disk crash, you'll be able to re-create these important settings. --CA

4 fresh ways to market your music

  • [squf ] Work from the top down. Try to get your music to the director, artist, or producer, thereby bypassing the usual red tape and insuring that your music is heard by someone with their heart and soul into the project. --CJV
  • [squf ] You know that secretary who answers the phone at the record company or publisher? They wield more power than almost anyone in the biz when it comes to relaying your message. If these people care about you, it's an immeasurable plus. The secretaries, second engineers, personal assistants, and such make this world go 'round. --CJV
  • [squf ] Harpist Georgia Kelly worked out an arrangement with several local realtors to have her music playing while houses were being shown. From the realtors' perspective, the music set the right mood (she plays very beautiful harp music), and she received exposure she wouldn't have gotten otherwise. --CA
  • [squf ] If you're looking for in-store play from smaller stores (the chains will be much more inflexible about what gets played, as well as more influenced by politics), go into the store just before or during lunch hour to plead your case. There won't be as much foot traffic then. --CA

4 tricks for better EQ

  • [squf ] Boosting can increase distortion and decrease headroom. If it's possible to achieve the effect you want by cutting, you'll generally get a cleaner sound. For example, if you want to boost both the high and low ends of a single, trying adding a gentle midrange cut instead. --CA
  • [squf ] Using EQ can desensitize your ears so that over time, you add more EQ changes than you really need. After boosting or cutting by what seems like the right amount, pull back by 1 or 2 dB. Listen to the audio with this new setting for 15 to 20 minutes before deciding how much boost or cut you really need. --CA
  • [squf ] It's very easy to over-EQ a sound or mix. For best results, constantly compare the un-EQ'd version with the EQ'd version. In particular, our ears quickly become accustomed to high-end boosts. Take frequent breaks, then come back and compare dry to EQ'd sounds. --MG
  • [squf ] If you're EQing a synth at the board, check to make sure the patch you're using doesn't already have its own EQ programmed. If you're using the board to compensate for the programmed EQ, you'll only be adding noise. --JA



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9 unexpected ways to use FX

  • [squf ] No one believes that this is a cool effect until they try it: Parallel a bandpass filter with the vocal, at a center frequency of about 3.5kHz. Control the filter's resonant frequency with the vocal envelope over a narrow range, for example between 3 and 4kHz. Mix the effect in subtly behind the main vocal -- enough so that you notice if you take it out, but not enough so that the effect stands out. The filtering adds modulation in the range most responsible for vocal intelligibility, and produces a sort of ''organic animation'' that makes the vocals sound more close-up. --CA
  • [squf ] Distortion is only good for guitars, right? Wrong. Distortion can add punch to an electronic drum set like you wouldn't believe. Drums have strong initial transients, which, when clipped, add a significant amount of harmonics and make the drum really stand out. --CA
  • [squf ] Dedicate one mixer aux bus to feeding a vocoder's carrier input, and a second bus to feeding the vocoder's modulation input. This way any instrument can modulate any other instrument, which produces some wonderful effects-modulate bass with drums, guitar with drums, keyboard with kick drum, you name it. --CA
  • [squf ] If you're using distortion pedals, make sure you reduce your synth programs' release times to almost instantaneous, as they will be exaggerated by the compressive nature of the distortion. --DF
  • [squf ] If your reverb doesn't sound world-class, add a different make and model reverb in parallel. Program the second reverb to be as close as possible to the first one -- similar algorithms, decay times, etc. Because it's a different model, the sound won't be exactly the same. Instead, there will be just enough differences so that the second reverb ''fills in the cracks'' on the first reverb, creating a more lush, convincing sound. --CA
  • [squf ] If you use an envelope-following filter, especially with bass, run it in parallel with the instrument's straight signal. (Split the instrument into the filter and into a spare mixer input.) The filter will often ''thin'' the sound; mixing in some of the straight signal preserves the filtering effect, but leaves the signal's low and high frequency ranges intact. --CA
  • [squf ] Try the totally wrong one. It may be the right one! --CJV
  • [squf ] It happens all the time: You're experimenting with a stompbox (or any effect, for that matter), twisting knobs like a mad scientist, and something magical happens. But when you try to re-create it with the recorder running, it doesn't measure up to the original. A good habit to get into is to pop a DAT tape in at the beginning of each session, hit Record, and let it run. --GR
  • [squf ] Experiment with different effect routings. Take, for instance, a volume pedal and a delay box. Put the delay first, and the volume pedal will control the dynamics of both the echoes and the original signal. Put the volume pedal before the delay and you'll be able to control the original signal's dynamics separately, so that the echoes of individual notes can be emphasized. --MV

5 hard disk recording do's and don'ts

  • [squf ]Always arrange to a vocal. Get a scratch vocal ''on tape'' with at least the click or one instrument, and mute the instrument. Let the vocal guide you through the arrangement. --CJV
  • [squf ] Defragment periodically. For the Mac, Norton Utilities is a good choice. Windows includes a disk defragmentation utility that will do the job, but most computer gurus agree that Norton Utilities for Windows outperforms the Microsoft utility. Defragment before closing down for the day so you'll be ready to go next time you start up. --CA
  • [squf ] When assembling a composite vocal track from several takes, use uninterrupted chunks that are as long as possible. The continuity of the feeling is more important than the minutiae of pitch and pronunciation. --JA
  • [squf ] Don't apply unneeded DSP, especially with 16-bit systems. Each time you process, round-off errors occur that can accumulate and eventually add fuzziness to the sound. This is less of an issue with programs that use 24, 32, or 64-bit internal processing, but is still a consideration. If you're going to normalize, do so only after all other DSP has been applied. --CA
  • [squf ] Turn off waveform overviews or select less precise waveform calculations, if your program allows you to. This really speeds up the recording process when tracking, as the computer doesn't have to stop to compute an image for each new waveform. When it's time to edit, turn waveform overviews back on. --CA



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5 Lifesavers for surviving on the road

  • [squf ] If you have to ship a computer by airline, odds are that the hard disk will be the first item to be trashed due to excessive handling or dropping. As a safety precaution, remove the internal hard drive. (If you're not comfortable inside a computer, get some advice on how to do it correctly.) Stuff the hard drive in a padded briefcase and bring it onboard as carry-on baggage. Another advantage: If the computer is lost or trashed, you can rent a computer, pop in your hard drive, and be ready to go. --CA
  • [squf ]For outdoor gigs:
    • [check ] Pack mosquito repellent, sunglasses, sunblock, a warm coat, and a towel. Wear rubber-soled shoes or sneakers for electrical insulation.
    • [check ] Carry reflective space blankets to protect electronic gear from the sun. Since duct tape won't hold blankets down in the wind, use curtain clips, which you can buy in a hardware store. Beware of black front panels. They can practically fry an egg alter absorbing a few minutes of direct sunlight.
    • [check ] Mount all footswitches in pedalboards. Snake all cables with twisties and/or Velcro strips, but keep MIDI and audio cables separate from power lines. Don't run cables on the floor or ground; elevate everything you can.
    • [check ] Make sure all racks are closed up with blank rack panels. Rackmount power strips or multi-output power conditioners inside each rack so that only one AC cable powers the entire rack. Install multipin MIDI and audio patch points into rack panels, so that interconnections between racks and controllers are simple. You shouldn't have to reach inside the rack to make any connections, and the entire box should essentially be sealed to keep out dust and dirt. Install a magnetically shielded drawer in the rack to carry disks and other small items.
    • [check ] If the gig will be powered by generators, specify that they be high-quality with built-in cycle convertors. The latter is necessary in case the generator doesn't run at the American standard of 60Hz. The Hammond B-3 gets its pitch from the cycles, so it will play flat if the power cycles at 50Hz.
    • [check ] Don't expect to see much on a computer monitor in direct sunlight. Even under a blanket, it can be almost impossible to make out what's being displayed.
    • [check ] If you see lightning, either delay or cancel. Don't get killed; no gig is worth dying for. --JG
  • [squf ] Many of you who gig with keyboards that are at least partly RAM-sample-based know the constant fear of losing power in the middle of a set. For us, even a fraction of a second is long enough to make our finely honed instruments deadly silent.

If your sample reload time is measured in minutes, consider making an emergency program bank that can load quickly and get you running until the next break. If your keyboard has onboard ROM, spend an evening creating a ROM-only version of your programs that will at least put an approximate sound into each program location. Keep this file on a floppy that sits in your floppy drive during the gig.

If you run completely on RAM samples, try paring your bank down until you've got an alternate miniature version that can load in under a minute. Use that tiny piano you hate and any other small instruments that will get you by until break time. If you just can't deal with alternate samples, consider purchasing an uninterruptible power supply just for your samplers that will last at least five minutes. --DF

  • [squf ] You've packed your instruments, clothes, first-aid kit, and (ahem) STD protection for the tour, but never underestimate the importance of extension cords, power strips, fuses, duct tape, spare universal wall warts, and extra cables and power cords. (And speaking of wall warts, take note of the voltage, amperage, and tip/ring polarity of each unit's power input, so you'll be able to plug in the universal adapter without frying anything.) It sounds like common sense, but I'm always amazed at how many bands find themselves in major binds deep in the heart of Nowheresville, USA, because they forgot to pack the essentials. --GR
  • [squf ] Always carry a voltage tester. Older clubs often have lousy wiring, and there could be a major voltage drop. Furthermore, the outlets might not be properly grounded. Use an uninterruptible power supply on all microprocessor-controlled gear, not just to get you through brownouts but to protect your gear horn spikes and surges. --CA

4 ways to make sampled instruments sound real

  • [squf ] Tie velocity to filter cutoff so that louder dynamics create a somewhat brighter sound. This is characteristic of many sounds -- percussion, guitar, piano, vibes, etc. -- which sound brighter when hit harder. You don't need much of a boost to make a difference; even a slight boost will add the proper psycho-acoustic effect. --CA
  • [squf ] Learn about orchestration. (The library of your local community college will probably have some excellent textbooks on the subject.) And think about phrasing. With wind lines, pay attention to where the player will need to breathe. With steel-string guitar, always spread out the notes of a chord to emulate strumming. If your writing is more idiomatic, the sampled instruments will sound much more authentic. --JA
  • [squf ] Program slight pitch variations at the beginning of wind and voice samples. Wind players and vocalists almost never hit a note dead on pitch, but start slightly sharp or flat and glide down or up from there. A slight bit of upward pitch-bend at the beginning of a sax note can add realism, with layered choir patches, have one layer bend up slightly and the other bend clown slightly. This makes a far more human, less machine-like sound. --CA
  • [squf ] If you're sampling vintage synths, use velocity to add very slight amounts of pitch change (just a couple of cents). Analog synths were notorious for slight pitch drifts, whereas digital instruments have no drift at all. Adding occasional, slight pitch changes gives more of an analog synth feel. --CA



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11 awesome sampling techniques

  • [squf ] Set the sample start time several milliseconds into the sample, then modulate start time negatively according to velocity so that at lower velocities the sample starts further in, while at higher velocities it starts earlier. This is particularly useful for percussive instruments (guitar, drums, etc.), as it gives more lifelike dynamics. --CA
  • [squf ] Use an audio editor's pencil tool to draw a really crazy attack for the first 20ms or so of a drum note. This acids a percussive transient that really makes a drum sound stick out; it's particularly useful with wimpy analog drum sounds, as it adds an attack that makes them far more forceful. --CA
  • [squf ] If you have looped samples based on repeated clicking, clanking, shaking, or rainstick sounds, you can create long atmospheric programs that have an almost hypnotic effect on the listener. Assign the looped sample across the entire range of the keyboard. Use a key tracking of 20% or less so that thepitch changes subtly from key to key. Now assign a pitch envelope that goes from 100% to 0% in the longest non-infinite time you can get. If possible, set your amplitude envelope to hold the volume at least as long as the duration of the pitch envelope. (if you can't, then step on the sustain pedal for the duration.) Now play a chord. The resulting sound will be a polyrhythmic clatter that slowly and almost imperceptibly slows down until, minutes later, it becomes occasional low-pitched clanking reminiscent of a huge metal sinking ship. --DF
  • [squf ] Sometimes it's hard to know exactly where to put the start point on a sample, especially if there's low-level transient noise (scraping, breath, picking) that's inherent to the sound. One easy test is to play the note one and two octaves down from its original pitch and see if there are noticeable delays before the note starts. If the sample seems reasonably tight when played back slowly, you'll know that it will work great at its regular pitch. --DF
  • [squf ] Don't ignore the tail end of the sound. Sometimes the release portion plays a big part in the identity of the sampled instrument. Pianos have a distinctive release sound as the hammer falls back into place and the damper drops down to mute the note after you take your finger off the key. Create a keymap with just the release sounds, and set your sampler to play this as you release each note. --JM
  • [squf ] Take a rhythm loop or spoken sample and create a separate reversed version. (Many samplers allow you to do this without using extra sample RAM.) Now take a program using the normal sample and duplicate the layer, putting the reversed sample in the second layer. Assign the mod wheel to control the volume of each layer, with the first layer fading out as you increase the rood wheel level and the second layer going from silent to full on. Now you can loosely simulate stopping a turntable and spinning it in the opposite direction. --DF
  • [squf ] When sampling acoustic instruments, use more mics: Never assume that one mic (or even a pair of mics) is enough to adequately capture the sound of an instrument. Try a pair of mics close up and another out in the room for more ambience. This is great for pianos (nobody listens to pianos with their head two inches over the strings), but also works for almost any instrument from strings to woodwinds and even sound effects. If you've set up several pairs of mics for an expensive sampling session, record them all to a digital multitrack and worry about blending the signals later. --JM
  • [squf ] Always sample in stereo. Yes, it uses up RAM and polyphony, but most instruments (a solo violin, for example) only play one or two notes at a time, so polyphony may not be an issue. Stereo samples convey a tremendous amount of sonic information to the listener about the size and shape of the instrument, distance from the listener, size and shape of the room, and so on. --JM
  • [squf ] Never sample directly into your sampler; always record to DAT. You'll always have a library of raw sounds to come back to when you get more RAM or buy a new sampler. You'll also find that having more than one take of each note on tape is a great blessing when it turns out that the that sounded fine yesterday is a bit too bright (or too dark or too nasal)once you listen to it with fresh ears. --JM
  • [squf ] Although more and more samplers feature complex realtime timbre shaping, there are still many advantages to getting your samples to sound exactly right by themselves, thus freeing your parameters to do more exotic sound shaping tricks. Some samplers have internal non-realtime DSP processing tools that can permanently change the EQ and dynamics. If your sampler doesn't have these features, consider playing each sample through an external processor to DAT and then resampling it. If you have digital audio software in your computer, you can do extensive processing and never leave the digital domain. --DF
  • [squf ] One very useful application of sampling is to provide occasional background vocal harmonies. Since your drummer is probably not listening to a click track, you'll have to create the harmony samples as short segments (one to three words) that you can assign to successive keys. By walking up the keyboard at the current tempo, you'll get a convincing synchronization. If you already have live backup singers, consider putting these samples only into the monitor mix. It will give your singers a target that will make them project much more confidently. --DF



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12 synth programming shortcuts

  • [squf ] If you need your instrument to have an extremely wide and full ambience, try this simple experiment: Take your single layer and duplicate it. Pan the first layer all the way to the left, and pan the second layer all the way to the right. The serial nature of keyboards is such that the first layer will always start slightly ahead of the second layer. This slight (and somewhat random) delay between the left and right layers will create a wide aural image. Experiment with some detuning (make the first layer slightly flatter and the second slightly sharper) and you'll get an even wider spread with chorusing. If you have a layer delay parameter, you can increase this effect even more. --DF
  • [squf ] Start with a factory synth patch that has some of the characteristics of the sound you'd like to create. For example, if you're going for a synth sound with a fast attack and no release (like an organ sound), call up a standard organ patch, find the oscillator page in your synth and just start substituting waveforms. You may also want to try some random effect settings, which can produce happy accidents. --DB
  • [squf ] Have your sequencer play the synth while you program the patch. For example, if you want a new bass patch for a piece you're working on:
    • [check ] Record the bass line into your sequencer.
    • [check ] Solo that track (for now) and loop it so it plays indefinitely.
    • [check ] Now you can use both hands to select menus and change parameters on menu-driven synths or to set knobs, sliders, switches, and patch cords on your knobby synths. --ZVP
  • [squf ] Most factory patches are not programmed with a lot of controller options, in order to make them as ''bulletproof'' as possible (maybe the store doesn't have a footpedal hooked up to the synth on the showroom floor).Adding pressure, velocity, footpedal, and other controllers can give a factory patch far greater expressive potential. --CA
  • [squf ] When making minor edits in factory patches, use a consistent naming convention, such as adding your initials to the name. This way, if you should need to restore the factory patches later on, you won't accidentally overwrite any of your work. --JA
  • [squf ] MIDI aftertouch (channel pressure) is usually used to apply LFO vibrato or to modulate a lowpass filter's cutoff frequency. Here's a way to get some fresh vibrato effects: Assign aftertouch to raise the pitch slightly as you press down on the keys. With practice you'll find that you can create vibrato that exhibits your own musical personality. If your synth offers it, experiment with putting the aftertouch signal through a lag processor to smooth out the control. --DF
  • [squf ] If your synth/sampler doesn't have onboard EQ, there are still some ways to boost the treble to make a program cut through a mix better. one way is to use resonance in the lowpass filter, especially if the filter cutoff is not moving. Increase the resonance to about 50% and slowly sweep the filter cutoff frequency until the desired upper frequencies are boosted. If your synth/sampler has a highpass filter, you can duplicate the layer with a second oscillator and put the highpass on the second layer. Raise the cutoff frequency until only the desired high frequency components are left. Now make this layer louder than the first layer and you'll have plenty of treble boost. --DF
  • [squf ] In multitimbral synth setups, effects applied to individual patches are often sacrificed for a single ''global'' effect. But you can sometimes build effects into a patch by clever programming. To simulate reverb, add a slight amount of release time to sustained patches. For echo, feed two modulators into the program's final DCA: an envelope to add a slow decay, and an LFO's negative-going sawtooth wave to ''chop'' the signal in an echo-like way. For slapback delay, layer two voices and crank up the second oscillator's delay start parameter. --CA
  • [squf ] When making a program with a single waveform or multisample, you'll typically use only one layer. But sometimes it can be tricky to get the key tracking (key follow) parameters to produce the desired sound quality across the entire range of the keyboard. If you duplicate the layer (one or more times) and give each layer its own keyboard range, you can then program each area independently to get the timbres, volumes, and envelope times needed to create a satisfying instrument across the whole keyboard. --DF
  • [squf ] It has unfortunately become the de facto standard to make your pitchbend wheel modulate the pitch by exactly ±200 cents (one whole step). This makes for very predictable bend riffs that scream, ''I'm being played by a synthesizer.'' If you use a pitchbend depth of 300 cents or an octave, you'll find it difficult to learn a consistent bending technique, and you'll have problems when you try to swap programs in a sequence if they have different bend depths. As an alternative, try setting the pitchbend depth to values slightly beyond ±200 cents-say -- ±230 cents. Now you can overshoot or undershoot the target pitch with a loose feel that more closely resembles string and lip bending techniques. --DF
  • [squf ] There's nothing that says ''artificial'' quite like a boring, stagnant LFO vibrato. Try making the speed (rate) of the LFO variable. One method is to assign the mod wheel (which is already increasing the vibrato depth) to also increase the speed. This mimics the natural tendency of players to make deeper vibratos faster. An even more expressive way is to assign another controller (aftertouch is ideal) the sole job of modulating the LFO depth while the rood wheel controls the LFO speed. --DF
  • [squf ] Spend quality time -- at least a week -- with only one synth at a time; put all the others away. When you fully concentrate on one instrument, you'll learn it much better and get more out of it than when you're distracted by having multiple synths at your disposal. --MV



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6 breakfast breakthroughs

  • [squf ] Here's a great way to put your personal stamp on a generic drum loop and add some lo-fi grit at the same time: Sample a breakbeat, make a copy of it, pitch-shift the copy down to half the tempo of the original, and then layer the two loops together. For each repetition, you'll need to trigger the original beat twice so it matches the length of the pitch-shifted copy. Not every combination works, but when it does ... stand back. --GR
  • [squf ] Suppose your favorite drum loop is a beat you've sampled from a Beatles record. You love the feel, but you wouldn't dream of using it in your music because the source is so obvious. Too bad you can't change the sound and just keep Ringo's groove. Actually, you can. This trick requires a noise gate with a sidechain trigger. (A simple box, such as the Alesis MicroGate, will do the trick.) Here's how beat masking works:
    • [check ] Run a mono version of your loop into the gate's trigger.
    • [check ] Select a sustained sound -- this will become the groove's new timbre -- and feed it into the gate's audio input. This sound can be a synth pad, grinding power chords, or noise from a sound-effects CD, such as steam, ocean waves, industrial machinery, a dragster burning rubber, etc.
    • [check ] Set the threshold knob so the original loop opens and closes the gate, chopping your new, sustained sound into rhythmic bursts. Sample the output, loop it, and voilà -- Ringo playing, say, a throbbing jackhammer.
    • [check ] For even more sonic stimulation, run the new loop through a triggered wah, a flanger, an auto panner, or a distortion pedal. --AE
  • [squf ] Build a loop using all of your arsenal (multiple loops and drummachine elements), then resample that as a new loop. Do three or four variations and fills, and you have a custom loop set as yet unknown to mankind. --CJV
  • [squf ] Take a great loop and, instead of just holding the note down for the duration of the loop, play a pattern. Triggering the loop rhythmically with different note durations creates a completely different feel. --DB
  • [squf ] Take a loop, copy it several times, and assign each copy to a different key on your controller. Edit the sample start and end points to isolate each segment of the loop on a different key. For example, the kick hit can be on one key, the snare on another, the clap on a third, and so on. Now you can program a new pattern with the sounds from the original loop. --DB
  • [squf ] A great way to camouflage a rhythm loop is to layer it with other loops. This allows you to create a whole new rhythm that would be much harder to spot than a single rhythmic loop. This works well with percussion loops and loops that are less busy. Sometimes a very subtle, barely audible loop layered with a more prominent one is enough to change the flavor entirely. --DB

8 home studio lifesavers

  • [squf ] Nothing is more aggravating than working with someone who answers every phone call. So don't fall into the trap. Buy a good 900MHz cordless phone with a ringer on/off switch. Let the messages build, then take a break and return 'em. Music is sacred; don't let callers ruin your flow! --CJV
  • [squf ] Label everything. Yes, you'll have to invest some time, but in the long run, you'll save yourself both time and effort. --MG
  • [squf ] Add a subwoofer to your studio. You won't believe how much better your music will sound when the bass line shakes the walls and you can feel the kick drum as much as near it. But unless you're mixing tar dance clubs, do your final mix without the subwoofer on. In the real world, most people won't have a subwoofer handy. --JM
  • [squf ] Get labeling down to a science. I use Filemaker Pro templates. As I label my media, I'm also making a searchable database, killing two birds with one stone. --CJV
  • [squf ] Be sure to route audio cables separately from power and data cables. Power cables can induce a great deal of noise in audio cables. For best results, keep power cables at least a couple of feet away from audio cables (especially from unbalanced cables). If they must cross, make sure they do so at a 90-degree angle. --MG
  • [squf ] Yes, it's cool to get the latest whizbang digital whatsis, but sometimes small investments can really make a difference in the way you sound, the way you work, or just how easy it is to get your music recorded. Inexpensive items like a good mic stand with a well-balanced boom, a direct box, quality cables, or even a comfortable chair can make your musicmaking much more enjoyable. --JM
  • [squf ] Patchbays can be great convenience items. They can also be sources of noise, signal degradation, and other problems. If you use patchbays in your studio, periodically go through and check all the connections and pull each plug in and out of its jack to clean the contacts. Use patchbay burnishers sparingly; each time they're used, they chew off a little more of the bay's contact material. You'll find that patchbays stay cleaner if they're oriented horizontally, rather than vertically with the jacks looking at the ceiling (and open to dust and other airborn debris). --MG
  • [squf ] Unless your mix is being created entirely in a computer multitrack audio workstation, you'll find it's useful to keep an accurate log of how the hardware is set up for each song or project -- effects sends, panning, the programs used in each synth, any unusual MIDI channel settings, etc. if you need to reproduce a mix later on in order to make some edits, the log will save you hours of hair-pulling. --JA



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6 surefire ways to blast through songwriter's block

  • [squf ] Add another brain to your rig. If you've been working alone in your laboratory for so long that your latest chord progression seems like it's going nowhere, ask for help. Find another musician. It doesn't even have to be another keyboardist. Collaborate. --ZVP
  • [squf ] While the creative process is different for everyone, I find that many song ideas come while walking, swimming, travelling in an airplane, etc., and sometimes it's hard to remember these until I get back to the studio. A dictation-oriented minicassette tape recorder (or one of those battery-operated digital jobs like Musician's Pocket Memo) can capture your ideas; these units are small, portable, and fairly rugged. --CA
  • [squf ] For fresh inspiration, get out of the studio: At the very least, grab a synth and a set of headphones and head for the living room. If you're really adventurous and you've got something that can run on batteries, take a trip to the woods or to the top of a hill. Bring a tape recorder along so you can expand on your ideas while inspired by your new surroundings. --ZVP
  • [squf ] When songwriter's block is major, just compose anything. Sure, the results may be awful. But keep at it, and you'll get back into the groove eventually. If l go into the studio after a hiatus, the first session is usually a waste of time. But the next day, things magically fall into place. --CA
  • [squf ] Write a song with just a melody, then put just a drum beat to it. Hone the melody, and the rest will fall into place. I have a sign in my studio that says, ''It's the melody, stupid.'' --CJV
  • [squf ] With the amount of RAM we have in our computers now, it won't hurt to keep your sequencer in record mode while improvising. You'll be surprised how long you can play without running out of memory. Keeping the sequencer recording will ensure that you don't lose any of the musical ideas. If you don't have a sequencer, turn on a tape recorder and keep it running. --ZVP

5 tips for improving studio acoustics

  • [squf ] If your booth acoustics suck, do your vocals in the control room with all participants using headphones. The enhanced vibe and communication factor may spoil you! Use a silent switch for punch-in/out. (I use my trusty Alesis LRC plugged into the BRC.) Many singers and guitar players love working this way. --CJV
  • [squf ] Be careful where you place your computer monitor when setting up your studio. In addition to the various EMI (electromagnetic interference) problems a monitor can cause, placing a large, reflective surface like a monitor screen near studio speakers can affect your stereo imaging. If your monitor must be placed near your speakers, try to set it back as far as possible to remove it from their acoustic equation. --MG
  • [squf ] Placing studio monitors on lop of racks or studio furniture can cause the furniture to resonate, destroying the accuracy of the speaker's midrange and low end. If speakers must be placed on top of furniture, put some dense foam underneath the speakers to decouple the acoustic connection. (Mouse pads work well.) --MG
  • [squf ] Never place studio monitors against walls, or in corners (unless the manufacturer directs you to do so). Surfaces like these increase the apparent bass in the speakers, making them less accurate. Locating a speaker near a wall will increase the low end by 3dB; in a corner, by 6dB; where a corner meets a ceiling, by 9dB. For best results slay a few feet away from these surfaces. --MG
  • [squf ] Equipment racks can cause sound reflection problems if they're near studio speakers. Sound coming from the speakers bounces off the side or front of the rack and arrives at your ear slightly later than direct sound coming from the speakers, which can cause phase and imaging problems. One approach is to keep all racks well below the level of your speakers. If you don't want to do this because you often need to get at the front-panel controls of the rack gear, turn or position the racks in such a way that reflections are not coming straight to your ears. One way to check this is to place a mirror against the side or front surface of the rack. If you can see the tweeter of your speaker in the mirror when you're sitting at the mix position, turn or move the rack until the tweeter disappears. --MG



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4 insurance policies for painless CD burning

  • [squf ] In Windows, use Ctrl+Alt+Delete to bring up a list of all open programs. You might be surprised to find out there's a lot going on under the hood -- virus utilities scanning, Norton Utilities checking disks, Clean Sweep monitoring the system to see if you're installing any software, whatever. Select any programs that aren't needed for the CD-burning process, and click on End Task. This reduces system overhead and improves the changes for a successful burn. --CA
  • [squf ] Always leave a dB or so of headroom above the highest peak on your CD. This will prevent lower-quality CD players from distorting when playing back your songs. --MG
  • [squf ] In windows, disable the following: screen saver (right-click on desktop > Properties > Screen save > select ''none'' from dropdown menu) and CD-ROM auto-insert notification (right-click on My Computer > Properties > Device Manager > click on the + sign next to CD-ROM > right-click on the CD-ROM > click Properties > click Settings tab > uncheck Auto Insert Notification check box). --CA
  • [squf ] Your burning program will likely allocate some memory for its own internal bullets that hold data in case something interrupts the system. Find out how to allocate memory to these buffers, and increase to the maximum possible, given your amount of system RAM and however much RAM your OS and program require for operation. With one program I've used, simply increasing the program's buffers from 10 seconds to 20 seconds made the difference between a coaster generator and a reliable CO burner. --CA

6 sequencer edits you must try

  • [squf ] Use the logical edit function to remove all notes with velocities under 10 and all controller events with values under 5. You won't usually hear the effect of this data anyway; it's just clogging up the data stream. This is particularly important with alternate controllers such as MIDI guitar, as they generate a ton of extraneous data. --CA
  • [squf ] For each MIDI instrument you're going to use, program a very short percussive sound (for drum machines, call up a clave patch). Create a test sequence consisting of nothing but eighthnotes all playing at the same pitch, on as many tracks as you have instruments. Solo two tracks at a time, start the sequence, and listen for any flamming effects caused by different MIDI response times. Use the sequencer's track shift function to delay the instrument with the taster response so that it triggers at the same time as the slower one, and take notes on how many clock pulses you shifted the track. Work through various instrument pairs to determine which units are faster and which are slower, and keep shifting tracks until all the instruments trigger at the same time. On future projects, use the track shift data you've collected to make sure all the instruments line up in time. Do this early on in the overdub process so you're overdubbing to the correct ''feel.'' --CA
  • [squf ] Assign velocity to the filter in the synth patch, then record a synth comp part into your sequencer. Find the ''randomize velocity'' function in your sequencer edit page. If you don't have this function, you can go into the edit page and change the velocities manually. The filter will change with the different velocity levels, giving the part an altogether different tone and feel. --DB
  • [squf ] Adding pitchbends to a lead or bass synth line as you record it into a sequencer? Play the bend in real time for the best feel, and then open up your sequencer's graphic controller display. Chances are, the bend will look somewhat stairstepped, especially if it's a quick bend. Use the sequencer's pencil tool (or an interpolate command) to add more pitchbend messages between the existing ones. The bend will still have the shape you played, but will sound smoother on playback. --JA
  • [squf ] Take any drum kit program that you're using in a sequence or pattern and assign the pitch wheel to have the greatest pitchbend depth possible (greater than an octave is preferred). After laying down your drum track, record (on the same MIDI channel) rapid downward pitchbends that you throw in occasionally as a sonic spice. If you do it very quickly and tastefully, it won't even be recognizable as pitchbending; it will simply sound as if you have some very deep samples in your drum kit. --DF
  • [squf ] A cool way to make a bass line or comp part in a sequence sound a bit less ordinary is to go into the event list edit window after you've played a part and remove some of the notes randomly. This adds space to a part and makes it sound more unusual. Try it with drums, too. Great parts can be created by making things less busy. --DB



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END



©All material published in Keyboard is copyrighted 1998 by Miller Freeman, Inc.

Word count: 7361

Indexing (details)


Narrow subject


Broad subject


Title

99 Tips You Can't Live Without

Publication title


Volume


Issue


Source details

272

Pages

32-34, 36, 38, 40, 42, 44, 46

Publication year

1998

Publication date

Dec 1998

Year

1998

Publisher

NewBay Media, LLC

Place of publication

New York, N.Y.

Country of publication

United States

Journal subject


ISSN

0730-0158

Source type

Magazines

Language of publication

English

Document type

Instruction/Guidelines

ProQuest document ID

1360971

Document URL

http://search.proquest.com/docview/1360971?accountid=144516

Last updated

2012-08-01

Database

International Index to Music Periodicals Full Text

 

 

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