Distorted Percussion

In this category I am planning to post a new sound everyday. I may not have created the sound the very same day of the post, but it will be something recent at the very least and more than likely created on the day I submit it. The idea is something like my colleague Tim Armato’s p{365} blog where he is posting a Processing sketch every day for a year.

My goal is to learn more about some of the audio processing that is available to me. It’s not always convenient when working on a project to explore new plugins or new ways to use old ones, especially in the studio or while collaborating. With this exercise I can do that and archive the results here. I’ll briefly describe the process of creating each sound and something about the software and hardware involved.

Today’s sound is a loop of audio that has been heavily processed in Ableton Live with filter taps (Pluggo), distortion, eq, dub delay (MDA), reverb, and more. The loop is an excerpt from a remix of “Some Kind of Adhesive” (One Day to Save All Life) that I produced with Nils Westdal. Believe it or not it started out as a simple shaker pattern. To me it sounds similar to the over driven thumb pianos of Konono N°1, although this was an accident since I was basically tuning the pitches to work in the remix. After I added distortion and a little virtual knob turning on the dub delay, this is what I got.

Distorted Percussion

Kick Drum Hacking

Kick DrumOf course, in the ideal world, we get to spend a lot of time when mic-ing up the drums and try various tunings, microphones, rooms and signal chain so that the kick drum goes to “tape” with as little processing as possible and sounds great.

Then there is the real world. In the real world, the tuning of the drum is so-so, you have one or maybe two mics to choose from, time is running out and it’s time to hit the record button. So you’ll “fix it in the mix”.

In general, the kick drums needs a shit ton of lower mids pulled out — I usually center around 400Hz and I pull out as little as 5db or as much as 20db or even more! Then you need to put some low end back in, generally around 150Hz. But that pulls the sub-lows up too much so you have to roll off stuff below 50 Hz or so. Then, to add a little click and a little air, you want to jack up 2kHz and perhaps boost up a shelf at like 5kHz and above to bring in a little air.

You also have to make sure you’re not getting a lot of that 400Hz coming through the other mics. It tends to make the kick sound boxy. I usually attenuate 400Hz on the toms and the snare, too, for that reason.

I personally like to put the kick “above” the bass. So the kick will take the frequency space at 150Hz or so and the bass will center more down by 100Hz or so. Letting the kick take over the very low lows can be great for dance stuff. But, in general, the kick should hit you in the chest and the bass should rattle your ass.

Audio Processing

Have you ever put a microphone down the hallway from the studio then cracked the door on the recording booth while recording drums for a bit of natural reverb? Have you ever used the feedback from an open tuned acoustic guitar placed on a stand in front of a speaker? Have you run a vintage mono-synth through a Lesley cabinet? Use the Processing category to tell us what experiments have worked or not worked for you when processing audio in unique ways.

Water Atmosphere

drown thumbRecently I had the pleasure of producing the audio for a short animated piece called “Drown” by Aaron Dabelow. I simply recorded myself blowing bubbles in water with a straw. I captured in it Ableton Live 6 with my AKG c4000b large diaphragm condenser at a distance of about 9 inches, being careful not to splash water on the mic. The processing included down pitching an octave or so, running it through a high pass filter, and then dousing the works with some massive reverb.

Water Atmosphere
– From “Drown”