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The Perfect Kick - Here's How (pg. 13)
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JohnPaullino
quote:
Originally posted by Dave West
! was it really six months ago? I do remember that I was a tiny, little bit drunk when I wrote the piece. Subsequently some individuals of questionable mental condition sought to give it to me right the arse - without lube, for getting it so wrong.

I'm therefore very happy to learn that someone has used the tutorial as it was intended to be - a starting point, and moved on to a greater level of whatever...

Me


Yes it has, and i'll say thank you again, here is the outcome of your tutorial and some of Mr. Mysterys.

John Paullino-Black Universe Sample
Majutsu
this is so needed
thx
Sirocco
rubbish - there is no such thing as a perfect kick :toothless
David Adams
I read through this post and there is quite a bit of info to digest. What a great post though!!

Out of curiosity, can anyone using Battery 2 recommend a good kick sample within it's library? Also, what settings are you using, if any, on the compressor and filter? I just want a good starting point is all.

Admittedly, I don't understand everything in the posts here. :( This is quite involved. I would just like to know a good starting sample to use within Battery 2 that I might be able to use to follow this guide a little better. For some reason, I just can't get the kicks to sound right. I want to read this in detail and try to understand through trial and error.
Tech0rz
To bad it was filled with page after page or pointless arguments, the thread could of probably been 5 pages. :rolleyes:
Belgian Bonzai
Sorry to ask this here, but a new thread would be pushing it and I think it's too specific to search. A lot of compression discussion here.
"What does compression exactly do to the waveform?" Not "How does it alter the perceived sound"; just "bunch of sines with different amplitude & frequency, compress it, what gives?".
What attack and release time & stuff mean, that will be searchable, so you can drop that :)
Thx for eventual replies.
skot_e
Rough explanation:

Picture a graphical representation of a kick - Large transient (peak) at the start which slowly fades away over time. If someone could do screen shots that would help.
Compression will squeeze everything above threshold (that you set) down in level, so with a fast attack, the transient would come down in level to a similar level of the 'body' of the rest of the wave.

Hope that helps.
tecnolover
The attack time is very critical in setting compression on the kick. If the attack setting is very fast, then more of the kicks attack transient gets attenuated. This really takes the life and punch out of the kick and makes it sound dull and lifeless. You want to open it up a bit and allow some of it thru. You will have to use your ears here. You will notice as you raise the time on the attack from 0ms that the punchiness starts to come back. There is NO hard and fast rule of what attack time to set. It depends on the kick sample and its attack transient. How much you let thru is a matter of taste and what acheives your goal. The initial attack transient of a kick sample is usually the most dynamic part of the signal and what give "punch" to the sound. Ultimately, therefore it's this part that people attenuate to allow a raise in the overall level. But you sacrifice punch. So it's a compromise.

If you really want to add punch you want to increase the level of the attack transient portion in relation to the rest of the sample. You can manually edit the kick sample selecting only say the first 10ms and give it a boost. Try it and see! This also means it will use more headroom in your mix and you sacrifice some level. Thats life. Everthing comes with a cost. Ultimately, what you want is to layer a fast attacky sound with your kick that will give it that initial punch but that doesn't take to much dynamic range also.

(I noticed on the original post of this thread, the attack time of 0ms was suggested. As I've just explained, thats generally wrong. Unless you want dull and lifeless kicks.)
dallas
what is notch?
DeZmA
it's a dip at a certain frequency with a small Q

No Left Turn
does anyone remember the thread posted a while back that showed how to make kicks using Sound Forge's tone generator and using a couple modulation tricks?
Azza Robinson
How would i implement this tutorial in fl studio as the cubase/logic output differs from that of Flstudio like the level the samples are imported ect..

Thanks
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