Quote:
Originally Posted by
mecdnb
β‘οΈ
if your sample has a flat amplitude why is there really a need to compress? (unless you are using compression for tone shaping)
if you are doing electronic music & work on a sample per sample basis you will have much more fun with envelopes I think.
DISCLAIMER: quote for conversation reference only.
I'm with you 100% here. If you have a flat amplitude, envelopes or using
a buss-compressor as a grouped envelope for groove is nice.
Individual samples without a flat amplitude, limiting or clipping and texture
shaping on the early portion of the sample (ie, distortion, pitch bend,
waveshape) helps define.
Also, a little bump up in the 7k-10k area helps the initial transient shine thru.
You just have to be selective, which is why I typically use a separate short HF
transient on kicks, snares that don't have hi-hats on top. If everything has
7k-10k, then it's mush... selective HF helps define the overall roll and groove
as much as pumping and the two can play against each other.
Quote:
Originally Posted by
mecdnb
β‘οΈ
In my opinion good drums come from good transients with the tail being the afterthought. With envelope shaping you can bring the tail up or down with much more control & timing and you can make shapes that some compressors can't do regardless of settings or type.
This is where I'm going to deviate a bit and make a distinction. I'm sure
we are on the same page, but I'll make a distinction in language that may
be beneficial to some. It also helps me to write because the thoughts
become more concrete.
Transient: to me is very fast, usually high frequency because bass
frequencies take longer to cycle and develop. This is the 1-5ms attack portion.
Tail: to me, this is the release which I agree can be an "afterthought" for
HARD specifically. Not so much FULL or HEAVY. If you think of a snare,
a soft tap and quick lift will ring out. A hard hit while dampening the snare
leaving the stick on a bit shortens the decay. Lots of hard, fast music
will even gate the tails out.
Body: This, IMHO, is the most important portion, which is also where the
HOLD stage or flattened dynamics comes into play. Transient limited,
TEXTURE change into body.
A older trick, popular recently again, for hard electronic music was to
put the early reflections from the transient into the body, so increased
HF content while increasing the body's volume, in effect helping create
the HOLD stage. Then gate the tail.
Think about the sound of a plate dropping. If you drop the plate outside
in a large empty parking lot, the sound will not reflect of any ceiling or walls.
Same initial dB of the crash, less early reflections = not psycho-acoustically
as loud. Then imagine the same plate dropped inside a small room where
the reflections quickly bounce back and stack up = psycho-acoustically
louder. Basically more RMS for the entire portion of plate breaking.
END THOUGHT
During the creation of Driven Machine Drums Strikes Back, I learned that
the ear/mind will recognize a change in texture and place more emphasis
on it than a change in amplitude. Makes sense for survival. The slightest
change in texture from blowing leaves to a snake hiss is life or death.
Snake hiss growing louder, hopefully you are already running or hunting.
I applied this idea to drum sounds, limiting the dynamics while making the
textural changes more dramatic. So, at a minimum, those are the 3 areas.
Transient (into) body (into) tail/release.
END THOUGHT
@mecdnb
I think with that name, you are likely making DNB which makes use
of faster tempos. In your case, certainly the body and tail need to
be shortened because there is less room (time) between hits.
I get the whole half-tempo groove thing, but generally the HF percussion
is quicker which helps define the genre of DNB.
Whereas something like this:
is half the tempo but the space between the percussion allows more
body. This to me though is HEAVY vs. hard, although on the harder
side of heavy with the subtle distortion.