Random Eyez wrote:Seems i'm a little late to the party, so no question from me but a HUGE thank you for taking the time out to share your knowledge.
Given me lots of inspiration and ideas which i'm now gonna go and put into practice,
glad to be of service!
Random Eyez wrote:Oh, in fact...one sneaky question!
I liked how you mentioned using a muted kick to feed your sidechains as it helps on the CPU front. I'm a poor boy with an ever-degrading laptop to produce on and unfortunately my creativity is often stifled because of audio dropouts/buffering the more I build a track. Just wondering if you could give any tips regarding workflow for people who have the same problem.
well, it *can* help on the CPU front... not always.
i'm hesitant to answer this too authoritatively, because CPU usage is a bit of a grey area and every DAW works differently. i know that sidechaining and routing can have quite a big impact in ableton and my guess is that the same would apply for other DAWs, but to be more specific would require some intelligent guesswork.
on a more basic level, you can always freeze or bounce your tracks - often this also has unforeseen workflow benefits too (you might end up timestretching or reversing some bounced bits, cutting up the audio, etc - which you wouldn't have been able to do with a MIDI track).
one thing that many people don't know about live is that you can actually "open up" other live sets in the ableton file browser and load individual channels from them (the set just shows up as a folder, and if you open the folder then you can see all of the constituent tracks, which you can drag back into whatever live set you're currently working on). this makes it really easy to re-import old channels if you bounce to audio and then later want to change something.
For the record I do bounce my midi to audio as soon as I'm happy with the part so 90% of my channels are audio, which I will then bounce again if processed further. And I've just started to write/arrange my tracks without any reverb/delay sends switched on, which I will then switch on at the final mixdown stage. Still not sure if this is gonna be counter-productive but we'll see.
So yeah, any other CPU saving tips/tricks that you could share would be greatly appreciated

oops, started replying without reading this bit...
i'm not exactly sure, but i doubt that muting the sends will actually stop the return channel being processed. there's the option to
disable sends per track (right click the send amount knob and click disable) which might affect the processing dependency order, but again this is just guesswork on my part.
personally i wouldn't recommend any kind of workflow that involves switching something on "just for the mixdown". this might be an obvious suggestion but it sounds like you need a new computer as a matter of priority... : )
jrisreal wrote:If there's one musical tool you couldn't live without, what would it be?
i don't really have an answer to this. DAW? monitors?
dublerium wrote:dublerium wrote:static_cast wrote:here's two screenshots covering the sbtrkt remix. the dub and tool mixes (i.e. sbjekt01) are both from later on in the same project file but i zoomed in on the vocal mix for a bit more detail.
as you can see, it's like 80% drums... 35 channels! fuck. ha. most of those are single sounds; only a couple of them (metal, metal 2, foley, idm kit) are multiple sounds in one channel with a drum rack.
i'd forgotten how shit each instrument sounded on its own - it's only as a whole that the drum track sits properly together. mute a couple of the tracks and it sounds pathetic.
http://img824.imageshack.us/img824/6020 ... nshot1.png
http://img829.imageshack.us/img829/1142 ... nshot2.png
So many channels!! So do you start with a loop or do you just start auditioning sounds and begin arranging from the beginning?
^incase this was missed. If you could explain some of your general workflow in live and what you find works best it' be appreciated.
i answered this question (kind of) in this interview:
http://keinobjekt.tumblr.com/post/22678 ... 2-unedited
given that all of my finished tracks sound almost nothing like how they did when they started, i guess ultimately it's not really that relevant how i begin. i can't really remember anyway. sometimes it'll be a drum loop, sometimes a synth... i guess usually drums. but those drums rarely last more than a few versions before they get replaced anyway.
joshfeldman wrote:Hi TJ!
Not sure what's up here looks like there's some rumours of the Q&A being over, however I see nothing about that posted from you so I'm gonna ask my questions anyway.
if it is then nobody told me, so i'm happy to carry on... sorry for the long delays, i've been pretty busy!
joshfeldman wrote:What are the most important steps you feel you took towards gaining professional success? Many of the people who are making their way in the music industry where I live (Saskatoon, SK, Canada) seem to have good formulas laid down as far as career moves go, but none of them are really making electronic music which clearly a different ballgame. The music I make is my highest priority but I know if just hide in my basement not much is going to happen for me.
if you're making underground (relatively speaking) dance music, you really should not worry about PR and marketing until someone else is banging at your door offering to do it for you. in these dance music circles, at this point in time at least, good enough music DOES eventually get discovered. it's a comparatively small scene, and IF your music is good enough then it'll find its own way out there - you shouldn't have to promote it yourself, beyond sending it off to a handful of labels and DJs.
there is a world of difference between what we do and, say, how bands approach the same situation: a band is totally reliant on a label spending quite a lot of money on them if they want to get anywhere. such labels simply cannot afford to sign shitloads of bands, and there isn't the market for them either, so competition is very tough and there are a lot of very competent bands who don't get picked up because they haven't quite got the right image, the right connections, whatever.
our little corner of electronic music is, mercifully, not really like that - it's much more meritocratic, not to mention the fact that dance music is orders of magnitude cheaper to produce and release because you don't need to send a band into a studio or buy them lots of new equipment. i guarantee you, if you write good enough music, it won't take much to get it signed. concentrate on making amazing shit and the rest will fall into place.
joshfeldman wrote:I'm planning on sending my next release to the record labels I'm into, but I don't really know what to include with the disk/digital release. Did you ever do much of this? If I were to include information what should I include? Would suggest a cover letter adressed to the specific label?
i did none of this at all (objekt #1 was picked up off DSF by jackmaster actually), but i'm on the receiving end of a lot of it now. sending out demos without seeming like a douchebag shouldn't be difficult, but a lot of people seem to struggle....
my advice is all common-sense stuff:
- (THE MOST IMPORTANT THING) if the label, or whomever you're sending it to, has any specific instructions, then for god's sake follow them...
- pick your targets well (and wait til you're ready). can you really hear your track being released alongside the stuff on this label's back catalogue? if not, don't send it to them.
- be concise. a couple of sentences. it sounds harsh, but if someone's getting sent shitloads of stuff then they simply won't want to hear about your background in a first email.
- important: make it very easy for people to check out your stuff in whatever format would be most convenient for them. include a download link AND a streaming link.
- write to someone by name if possible. say something nice if you like but don't be embarrassing. be polite... but don't sound like you've got a stick up your arse. i always chuckle when someone signs off with "yours sincerely", as if they're applying for a job...
don't expect a reply. i do my best to get back to most people but sometimes it takes me a month or two and sometimes things slip through the net. i don't really believe in replying just to say 'cool tune bro', and diplomatic feedback takes time to construct - time which i don't always have. many producers don't bother checking demos or promos at all. but, like i say, if your stuff is good enough, then someone in the right place will eventually check it out and like it enough to release it, or they'll recommend you to a friend who runs another label.
here is an example of a good demo submission email:
hi hunglebert
i've been a fan of your music since your release on ziggity audio in 2008 or so and would really love to get your opinion on a couple of tracks if you have a spare moment. they're currently unsigned and looking for a home - i'm sending them for blooper records consideration but any constructive feedback would be hugely appreciated either way. i haven't released anything before but "i guess everyone has to start somewhere"/"i sent these to skrillex and he seemed to like them" [delete as appropriate]
'bumblebee' is a minimal nu-gabber track inspired by labels like fucktard alliance and brunt industries... 'dandelion' is a bit more three-steppy but still basically a dancefloor track.
stream: http://www.soundcloud.com/woifdslkfja;kdfjkdsjklds
download: http://www.yousendit.com/weiorewiodfsjkdfjksdljkdsf
thanks a lot!
pedro
joshfeldman wrote:Have you personally financed agents, promoters or releases? Do you think it's better to make your way up gradually and try to get those things paid for or are you into grant writing?
i've never self-financed a release, and i would definitely not recommend it until you're an established name. that's what labels are for, and their selectivity is an important function. if you can't get a track signed by one of the myriad of small labels out there, then chances are it's not good enough that loads of people would buy it if you were to release it on your own.
re: agents and promoters, i'm not sure you understand their function... promoters put on clubnights and events, and they approach artists to play at these events. generally speaking, promoters will book artists who (a) they like and (b) have enough of a following that they'll pull in a crowd. you don't pay a promoter, the promoter pays you... but only if he/she books you to play a show.
an agent handles the bookings of an artist, because when you're doing more than a couple of gigs a month, it's generally good to have someone else organizing your travel, negotiating fees, and generally acting as a barrier between artist and promoter. agents do help you get gigs that you wouldn't otherwise get, but only once you're on a certain level - for example, they'll push for you to be included in a festival lineup because they also happen to be the agent of some big name acts that the festival would like to book.
agents will approach you once you've had a release or two out and they think that promoters would be interested in booking you. it's very rare (and kinda pointless) for a totally unknown artist to have an agent.
joshfeldman wrote:Also, thank you for doing what you do. Listening to your music is like reading one of the world's most interesting textbooks for me.

thanks : )