As wub said, My first one was kind of flat. Maybe this one is a bit better?
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Pokemon Dark Cave Dubstep - Updated
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Re: Pokemon Dark Cave Dubstep - Updated
Kick is still lacking some real punch to let it come through the mix. The midrange synths that hit around the 2m35s are still sounding noticeably louder than some of the elements in the mix to my ears.
Re: Pokemon Dark Cave Dubstep - Updated
I have been having that common issue with my kicks, as you have noted, they do not have enough punch. Any suggestion as to how I can make them more prominent?

Re: Pokemon Dark Cave Dubstep - Updated
It's as much about creating space for the elements to breathe than it is boosting them. Try sidechaining the midrange synths so that they duck out on a certain frequency range (the same one as the kick) whenever the kick hits.
Re: Pokemon Dark Cave Dubstep - Updated
I'm still an extreme novice when it comes to things like that, I'll have to refer to some tutorials to see how I would go about sidechaining. Thank you for the tips though.

Re: Pokemon Dark Cave Dubstep - Updated
Okay, maybe scale it a back a bit. Instead of sidechaining (which is a bit more advanced), try some subtractive EQing. Say for example you have the kick and midrange hitting in the same place. Put a frequency analyser on the kick channel so you can see/hear what frequency it is hitting at (for example, 100hz*).Shofizzle wrote:I'm still an extreme novice when it comes to things like that, I'll have to refer to some tutorials to see how I would go about sidechaining. Thank you for the tips though.
Now put an EQ onto the midrange and create a dip around 100hz. That way the kick has a space with which it can play and not interfere with the midrange being in the same frequency range.
[*The value of 100hz is only an example, have a listen and look through the analyser to get the value that's right for this example.]
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