[ddots-l] Re: getting more punch on drum tracks
- From: Bryan Smart <bryansmart@xxxxxxxxxxxxxx>
- To: "ddots-l@xxxxxxxxxxxxx" <ddots-l@xxxxxxxxxxxxx>
- Date: Fri, 22 Jan 2010 17:08:23 -0500
Steve, I'm not picking on you here really, but people that go on these threads
about older stuff sounding warmer, or somehow more legit, are, in many cases,
either hearing what they expect to hear, or else are forgetting what else went
in to what they used to hear.
You called out FM7, so, since you're familiar with that, I'll use it as an
example. If you have a Korg or Roland keyboard, and dial up an FM Rhodes patch,
the few velocity-switched samples, even when berried in effects, aren't going
to be exactly like the DX7 piano patches. I get that. In a lot of cases, that's
ok, since the newer keyboard is supposed to be able to let you dial up fair
representations quickly without knowing anything about what you're doing.
People trade off some quality for that advantage. Still, its accepted that, in
this case, accuracy isn't the top priority.
However, the FM7 is perfectly like a DX7. When modeling analog gear, people
frequently go off in to metaphysical territory that vaguely involves some
facts, like the imperfections in the analog circuits of the original gear being
discussed. Of course, they miss out on the idea that, since analog circuits
aren't perfect, there would be subtle differences between two analog devices,
even of the same model. Still, the DX7 isn't analog. It is 100% digital. The
waveforms of the DX7 were generated mathematically by a CPU, not from
oscillators. The modulation of the operators took place mathematically inside
the DX7 before they ever became real sounds, and, when they became real sounds,
they were rendered using digital to analog conversion circuits, just like the
ones on your audio interface. The DX7 was a very simple-purpose computer, with
an attached MIDI control keyboard, running an entirely software-based
synthesizer engine. The FM7 is an emulator of the original DX7 CPU and
software. Everything that happens inside the plug in produces mathematically
identical results to the original. It even responds to the same MIDI CC and
SysEx commands, and will accept data dumps via SysEx. The only real difference
between the DX7 and FM7 are the D/A converters on the original DX7, and the D/A
converters on your audio interface, which are profoundly superior. Have you
loaded the factory presets bank on the FM7? The patches sound identical to an
original DX7, and by that, I mean they sound like thin plastic crap.
I don't doubt that you hear something, though. The thing is, I don't think that
you have correctly identified the cause. You can make your software instruments
sound much better, though, if you take time to think carefully about what's
involved in shaping the over-all sound.
Part of what you hear is your audio interface. If you're using a low-end
interface, the quality of the analog signal that is produced by its digital to
analog converters might not have the character that you'd like for the software
instruments or samples that you're using. I'm sure you're aware of the endless
discussions of better A/D converters on high-end interfaces for getting a good
take from an instrument or mic. The difference in those is indisputable. People
only argue about which character they prefer, but there is practically no
argument that the higher-end interfaces give a better result. Going the other
way, digital to analog converters aren't as difficult to make, and so we get
very good sound for very cheap equipment. Still, there is better d/a conversion
out there. You should check out nicer interfaces.
Secondly, and I don't know how old you are, so please pardon me if I'm telling
you stuff that you already know, but one thing that I've noticed with many
people that are starting out on modern keyboard workstations and DAWs, is that
they know very little about legacy studio recording and mixing processes and
techniques. That isn't important if your main interest is focused more on the
music than the specific sound, but, for someone that cares about the sound,
that 1000 foot preset view won't satisfy them. They're very used to dialing up
a sound, like an FM piano preset on a keyboard, and just having it sound fairly
good. For someone like that, when they go back and listen to a recording from
the 80's, made with a real DX7, it sounds like what they have on their keyboard
or software instrument, a little bit, but not quite. Even if they have a
modeled software instrument ,like FM7, it won't sound exactly like what they
heard on that 80's song. The reason isn't so much because the FM7 isn't the
DX7, but its because, in this case, they aren't recording and mixing like
they're in a circa 1980's studio.
The original DX7 sounded bad. It sounded thin. It almost never sounded like a
real instrument, except for some mallet and bell type sounds. People didn't use
the crap out of it because it was a supremely wonderful instrument, the likes
the world will never see again. They used it because it was a new sound (people
had heard enough Rhodes and Wurlitzer pianos to last them for a while), it was
inexpensive (about $1500, very cheap for a polyphonic synth at the time), and,
since it was digital, it didn't drift out of tune like analog synths would. If
you were in 1984, and you wanted an FM7 on your record, there are a few ways
that you'd go about it.
If you were in a hurry, such as using it for an overdub, you'd hook up the DX7,
and track its cheap and thin sound direct. It would continue to sound cheap and
thin until the time came to mix the multitrack. When you started mixing, the
first thing that you'd do is to really get to work with the EQ. If you've never
recorded a real DX7, you might not know how noisy its wonderfully authentic
post D/A amplifier is. You wouldn't believe how much high frequency hiss you'll
get. So, you need to roll that off with a high shelving EQ, but, you can't be
too steep with it, or else you'll take away too much of the signature
brightness in the tones that it produces. Next, that FM piano preset is so
wonderfully dynamic, which is really expressive, but that also means that it
will be berried in the mix unless you really hit it with compression...a lot of
compression. Now that you've got the dynamics worked out, though, you notice
that that horrible hiss is back, since compressing the DX7 also brought up the
noise floor of not only the DX7, but the tape, too. You EQ a little more, and
maybe use an expander or gate to hide the hiss on the track when the keyboard
player wasn't actually playing. It sounds cleaner, but it still has a crap thin
tone. So, you need chorus. Everyone used chorus on the DX7 pianos. The DX7 had
no built-in effects, but it should have, since almost no one ever used those
sounds raw. If they didn't use chorus, they used heavy gated reverb. Anyway,
back to the mix. Now, you have a mixed track of a simple FM piano performance.
Of course, the fact that you were tracking to tape adds a certain character,
mostly the weird EQ curve that is applied to it in association with the Dolby
noise reduction that you're trying to use to overcome its own hissy noise
floor. Once the mix is finished, someone will master the mix, and part of that
will involve a multiband compressor using tube amplifiers. The tubes will add
distortion to the tone of the whole thing, but some people actually like the
fuzzy sound of the harmonics that are added by overdriving the signal just a
bit, so a little of that might add an additional mark on the track's sound. If
you ended up listening to the song on vinyl, since it was the 80's, there would
be additional post-mix EQ and drastic dynamic compression applied so that the
track would be louder than the popping and crackling noise floor of the vinyl,
and also so that there weren't any drastic peeks in the sound that could cause
the needle to jump out of the groove. This all colors the track, and
contributes to what someone might associate as the sound of the DX7, even
though the DX7 was just the seed in a long sequence of processing that formed
the finished sound.
Now, that is just for someone that wanted a simple FM piano. If you were a
serious keyboard player going in somewhere to track a song that featured FM
piano as a primary instrument, then you probably wouldn't be using a DX7.
Instead, you'd be using one of the Yamaha TX rack units. The TX816, for
example, combined 8 DX7 synth engines, complete with independent outputs. What
a lot of people would do is to hook up their controller, set all of the TX
modules to the same patch, and slightly detune them from each other. Some
people would also make other tweaks, like slightly changing the velocity
response of each module. Then, you feed all of those to a mixer where you
create a sub-mix by panning the 8 TX modules around in the stereo field. Then,
instead of tracking the modules directly, you track the stereo output of the
sub-mix. This is like recording a huge, stereo, thick-sounding DX7 ensemble.
What you get on tape is a really thick and glossy sound that is similar to
using a stereo chorus on one DX7, but doesn't have so many of the subtle harsh
frequency beating artifacts of using a stereo chorus on a single DX7, since
each of the modules in the rack can be independently tuned to a pleasant
sounding offset. When you get to the mix, you still need to clean up the track
a bit, but there was less hiss on the TX modules than the DX7s. Still, you have
compression and EQ working. You still have the mastering considerations, and
any post-mastering processing that made it in to the medium where you heard the
recording, like Vinyl, radio, film, etc.
The point of all of this is that the older stuff didn't sound better to you
because it was better than what you have now. The older stuff sounded better in
many cases because it went through many layers of strategic processing by
people that, in most cases, knew how to mix and process the material that they
were given in order to maximize the good and minimize the bad. You can select
an FM7 preset, and can play that through your monitors, but most presets aren't
going to factor in everything that an experience mix or mastering engineer
would do to make it fit the situation. Plus, in the case of the second example
above, you'd need 8 instances of FM7 running to mimic what you heard on that
80's song.
If you really want to make that classic FM piano sound in Sonar, and do it
totally authentic, then try this. Load the factory presets bank in an instance
of FM7, and call up the piano1 patch. Create a new bus, and call it keyboard
sub-mix. Set the output of your FM7 track to the keyboard sub-mix. Now, clone
the FM7 track 7 additional times, so to simulate the 8 DX7 engines available in
your simulated TX816 rack. Go to FM7 instances 2 through 8, and use the fine
detune parameter to detune them from instance 1, which will be the fundamental
pitch of the ensemble. Detune will shift the tuning in semitones. I suggest
detuning them like this: +4, -4, +8, -8, +12, -12, and use your imagination
with instance 8. Now, pan each instance to a different stereo position. I
suggest going like this: left 20, right 20, left 40, right 40, left 60, right
60, left 80, right 80. Finally, so that you can play them all at once, manually
arm and turn on input echo for all of the tracks. If you don't do this, you'll
only be able to play one instance at a time with your MIDI controller. Now, you
have a simulated TX816 rack, and the keyboard sub-mix bus simulates the stereo
signal coming in from your TX816 sub-mixer. Next, put the Cakewalk tape sim on
the keyboard sub-mix bus as an insert effect, to simulate the FM7s being played
back from tape. Set the keyboard sub-mix bus's EQ to post-effects, and tweak it
to taste. I suggest that you, at minimum, roll off the frequencies below 150Hz
a bit. Thankfully, the FM7 doesn't produce any hiss (wonder if NI ever got a
request to simulate that), so no need to attenuate the highs. Add the LP64
multiband compressor to the keyboard sub-mix's effects chain, since it models
tube distortion when amplifying. Use the global controls on the compressor to
squish the dynamics of the keyboard sub-mix a lot. Add a new send to the
keyboard sub-mix bus, selecting to create a new stereo bus. This will be your
aux send for the chorus effect. On the new chorus bus, add the Sonitus
modulator to the bus, and configure it as a stereo chorus. The default
modulation rate is too high, so slow it down to almost 0. Change the chorus
send level on the keyboard sub-mix until you have the balance right. You won't
need very much, since the 8 simulated modules in your simulated TX816 will be
detuned and chorusing a fair amount on their own. That should get you most of
the way there. After you've recorded the other parts, and when you wrap up the
mix, use the LP64 multiband compressor on the master bus, and overdrive it a
little. If you're really after the 80's, then remember to use very little
enforcement to lower frequencies, so maybe select the heavy mastering preset,
and turn bands 2 through 4 up another 2 DB. To go for that fairly well recorded
4-track home demo sound, substitute the tape sim on the master bus in place of
the LP64 multiband compressor, and turn up the master bus's output level until
just before you can start to hear distortion. That's your simulated tape
saturation. If you try this, I hope that you have fun. Also, I hope that you
save your setup as a track template, because a setup like this takes a while to
assemble. Hey, nothing like picking a preset, right? Except it just isn't as
authentic sounding. *smile* This level of detail is just too much for what most
people need, so most people don't bother anymore.
It isn't just the DX7. You mentioned the warmth of the Fairlight CMI. The
Fairlight was a revolutionary machine for its time. Still, thankfully, those
days are gone, and we have better machines. If you think cleaning up a DX7
sounds hard, you might not want to dream too much about the Fairlight. Again,
the mix engineer saves the day. Its 8-bit digital to analog converters produce
horrible buzzing aliasing artifacts. You can try to EQ that out, but, since
most of the samples are recorded around 12Khz, there won't typically be any
strong natural harmonics above 6-8Khz. So, by equalizing away the aliasing, you
make its very muffled sounds seem even more muffled. So you might try to make
the weak sounds larger with chorus, or lots and lots of reverb to get over the
fact that they have almost no high frequency content. I think that the cheap
keyboard gear was mostly what brought on the massive reverb and super
effects-washes of most music from the 80's. Lots of effects make crap sounds
better. Ugh. Who wants a Fairlight. Google around and read about how long it
took to boot, or how slow it was loading samples from those huge 8 inch floppy
disks.
If you're wanting to improve your sound, then read some books on mixing. It
will help a lot! Even old stuff is great. The ideas are absolutely the same. We
track to digital instead of tape, and the effects are in the computer instead
of in a rack next to the console. The processes work almost identically, though.
Have you heard some of the multitracks of pop songs that have been floating
around the Internet recently? Go listen to some of those raw. It will really
open your ears as to what the right sort of strategic processing can do for
normally uninspiring sounds.
Regarding the drums, you know, the original topic of the thread, I can't
believe that no one has brought up the PX7 percussion plug in Sonar 8.5. That
combines lots of effects that are commonly used for processing drum mixes in to
one plug. They also have lots of ready to go presets. And so much about the
over-all sound of drums is about processing! Most of the drum softsynths don't
have a lot in the way of built-in effects. Even when they do, you usually only
get the complete processing if you use their main stereo output. You have a lot
more control if you let the synth use the individual outputs, which usually
correspond to each of the mics that would be used when tracking a physical drum
kit in a physical studio. Then, it is just like you have a multitrack recording
of a drum session, and you can bring all of your mixing tools to bare in order
to get the sound that you want.
Bryan
-----Original Message-----
From: ddots-l-bounce@xxxxxxxxxxxxx [mailto:ddots-l-bounce@xxxxxxxxxxxxx] On
Behalf Of Steve Wicketts
Sent: Wednesday, January 20, 2010 6:00 PM
To: ddots-l@xxxxxxxxxxxxx
Subject: [ddots-l] Re: getting more punch on drum tracks
Hi Mike,
The reason I've been discussing the issue of softsynth soft sound is I don't
under stand why my new tracks for my live Shows is taking so long to have the
presence that I get when using the Motif.
I'd never consider myself a producer, I'm a musician who can't yet afford a
producer, and may sometimes ask obvious questions.
I can't speak the science of sound like you and the other guys do, I just know
what sounds good.
An example is, The FM7 does not sound like the DX7 even though they are both
digital processors.
There is a difference and that difference is the warmth and depth of the sound.
The DX7 sounds better.
The TR909 and TR808 still are hot property, once again there's a warmth to the
sound.
I can only explain myself in simple terms,, If I was buying a sports car, I
wouldn't expect to only be able to do 10 mile per hour unless I add extra
boosters and a turbo.
I want a sports car that gives me 150 miles per hour.
I don't have any desire to know what's going on under the bonnet, I just want
150 miles per hour.
If you know the car can do 150 miles per hour, then you also know that 10 is
going to be a breeze.
The Roland R8 from the 1980's gave you a snare which was the equivalent to a
pretty good sports car.
25 years on I'm hearing software drums that are the equivalent to a bicycle.
I am getting close to the sound I want to hear, It's not an over produced sound
I'm after, it's a live feel sound for my backing tracks.
I want the crowd at my Shows stomping their feet not tapping their glasses.
It's reassuring to hear that others on the list have been experiencing the
similar issues, it's also reassuring that their are experts like yourself who
can explain the process.
Sorry if my questions have been bugging you.
Steve W
----- Original Message -----
From: Mike Christer <mailto:m-christer@xxxxxxxxxxxxx>
To: ddots-l@xxxxxxxxxxxxx
Sent: Wednesday, January 20, 2010 12:50 PM
Subject: [ddots-l] Re: getting more punch on drum tracks
Hey guys!
I was wondering about this anti-software snare drum thread, and came to
the inevitable conclusion...
Surely this discussion is quite redundant?
Not everyone wants or needs a kick ass snare, and there are literally
hundreds of plug-ins out there that'll give you the appropriate
beef/punch/attitude?
Isn't it simply a question of processing?
Mike
----- Original Message -----
From: Steve Wicketts <mailto:steve.wicketts@xxxxxxxxxxxxxxxx>
To: ddots-l@xxxxxxxxxxxxx
Sent: Tuesday, January 19, 2010 11:40 PM
Subject: [ddots-l] Re: getting more punch on drum tracks
Hi Phil,
Will be upgrading to Sonar 8.5 in the next few Months.
Phil, my remarks about the quality of software snares, is me
having a gripe about Superior and the other software companies.
I apologise if it sounds like I'm aiming my gripe at you as
that's not my intention at all.
The HSC set you created for Superior is brilliant and if we are
talking accessible drum software, there's nothing to touch Superior.
Superior gives more overall control to a producer than if there
was a real drummer in the drum room.
My problem isn't just with superior, it's with most software
companies that create drums.
Most software drums don't seem to have the snares beefy enough
for me and they don't have enough attack.
It's like they sample a snare then whilst editing they decide
to cut off the sound of the stick striking the snare.
Maybe they don't want the time delay between the stick hitting
and the snare responding, well, that time delay applies to a real snare...
the Thing I don't understand about Superior, they did an
excellent job with the toms and the kick drums, as both toms and kicks sound
really beefy and show a lot of attitude.
You can get the snares to show a little attitude but it
shouldn't have to takes several effects to make this happen.
Moan over, the first one of 2010.
Steve W
----- Original Message -----
From: Phil Muir
<mailto:info@xxxxxxxxxxxxxxxxxxxxxxxxxxx>
To: ddots-l@xxxxxxxxxxxxx
Sent: Tuesday, January 19, 2010 6:55 PM
Subject: [ddots-l] Re: getting more punch on drum tracks
Also, if you have a newer version of Sonar such as 8
or, 8.5 then, you can always add a bit of tube saturation to your drums. The
Tube warmer is to me at least, a good enough reason to upgrade to a newer
version of Sonar.
Regards, Phil Muir
Accessibility Training
Telephone: US (615) 713-2021
UK+44-1747-821-794
Mobile: UK +44-7968-136-246
E-mail:
info@xxxxxxxxxxxxxxxxxxxxxxxxxxx
URL:
www.accessibilitytraining.co.uk/
-----Original Message-----
From: ddots-l-bounce@xxxxxxxxxxxxx
[mailto:ddots-l-bounce@xxxxxxxxxxxxx]On Behalf Of Steve Wicketts
Sent: 18 January 2010 09:27
To: ddots-l@xxxxxxxxxxxxx
Subject: [ddots-l] Re: getting more punch on
drum tracks
Hi Len,
The thing I've found about software drums is
they're not usually as punchy as top spec hardware.
Drumcure (not accessible) is the only Drums
software I've come across that really does kick hard.
Regarding Sonic Reality Oceanway Drums, I don't
believe the Sonic Reality snares are any better than Superior.
To give the Superior snare more attack:
1: make sure you are using all the audio tracks
across all the Drums.
2: I believe three of the microphones are
purely for the snare, these all need to be assign to one bus.
4: on the Snare Bus Channel, go to the effects
column, add either Sonitus Compression (Drum Destroyer) or Sonitus Compressor
(Vintage DBX).
5: Still on the Snare Bus Channel, put the
cursor 1 right of the effect column so you are on the Compressor and then press
your application key (this will ensure that this next effect that we are about
to add is in front of the compressor.
6: Add sonitus Gate, select (Zero One Default
Gate)
This should not only give the snare some body,
it should add a little punch.
Superior Bass drums will not need any
compression.
Using HSC, go to Mixer presets.
arrow down to Kick sub menu, now arrow down to
muscle and press enter and this will blow your speakers off the wall.
The guys at Toontrack may have only spent 5
minutes on sampling the Snares but they spent Days on the Bass Drums.
Hope this helps.
Steve W
----- Original Message -----
From: Len Viljoen
<mailto:len@xxxxxxxxxxxxxxxxxxxxxxxx>
To: ddots-l@xxxxxxxxxxxxx
Sent: Monday, January 18, 2010 6:49 AM
Subject: [ddots-l] getting more punch
on drum tracks
Hi guys. I use superior drummer on my
tracks. I need to get more punch or power or thickness or whatever it's called
on my drum tracks. Especially my snare drum sounds a bit thin. Any ideas on
wich plugins I could use or what form of eq could remedy the problem? Any help
will be greatly appreciated.
Kind regards
Len viljoen
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