What's Your Sound Design Pipeline?

hardware, software, tips and tricks
Forum rules
By using this "Production" sub-forum, you acknowledge that you have read, understood and agreed with our terms of use for this site. Click HERE to read them. If you do not agree to our terms of use, you must exit this site immediately. We do not accept any responsibility for the content, submissions, information or links contained herein. Users posting content here, do so completely at their own risk.

Quick Link to Feedback Forum
User avatar
SunkLo
Posts: 3428
Joined: Thu Mar 25, 2010 7:54 am
Location: Canadaland

Re: What's Your Sound Design Pipeline?

Post by SunkLo » Sat Mar 22, 2014 5:18 am

Secret ;-)


I'm actually just getting back into the game. I was on a long hiatus for a while and now I'm trying to get serious about fully finishing some tracks I'm happy with. Most succumb to perfectionism and never see the light of day. I'm like the father who keeps telling his son he's not old enough for a dirtbike yet. "Maybe next year son." :lol:

I don't really wanna get back into production unless I'm gonna be fairly disciplined about it. I've picked up a bit of gear the last little while, gotta get into daily keyboard practice. Evidently I've been thinking about building a sound design library lately. I've been fooling around with Ableton the last couple months but I'm hoping that Bitwig ends up being dope so I can commit to that. Gotta do more Tuna competitions to get in the habit of producing quickly. Usually the longer and more drawn out the initial session is, the shittier the project ends up being. All about knocking out the basic body of a track before you take your first piss break. That's why I started this thread. Looking for ways to streamline the workflow and maximize the efficiency of that initial window.
Blaze it -4.20dB
nowaysj wrote:Raising a girl in this jizz filled world is not the easiest thing.
Phigure wrote:I haven't heard such a beautiful thing since that time Jesus sang Untrue
If I ever get banned I'll come back as SpunkLo, just you mark my words.

User avatar
nowaysj
Posts: 23281
Joined: Fri Sep 18, 2009 4:11 am
Location: Mountain Fortress

Re: What's Your Sound Design Pipeline?

Post by nowaysj » Sat Mar 22, 2014 5:32 am

Well, what I've been kind of hinting at is don't put the cart before the horse. Make 20 tracks, from ground up, however you do. And just see what your workflow is. See what you end up using. What synths you use, what type of sounds you use. There is a whole world of theory, and imo it is largely all bollocks. Theories are models of reality. Best to just be in the reality. So make those 20 songs, and then see how you do it. THEN decide how you want to organize your samples, patches, synths, channel strips or whatever. Don't just sit there in the hypothetical and think, okay, if I was going to make a track what would I do...? Just make the track and see what you did. Do it 20 times, and you will have likely worn a pretty good groove through your studio (real and virtual), a clear enough groove that you can then formalize some things to make it easier to move through that groove in the future.

I'd guess that you're kind of champing at the bit, but don't know exactly how to get started. Just get started. The reality of your workflow will be the greatest indicator of what you should do.

Jebzus, can I say this same thing, in any more different ways?

Yes, I can. Don't tempt me.
Join Me
DiegoSapiens wrote:oh fucking hell now i see how on point was nowaysj
Soundcloud

User avatar
SunkLo
Posts: 3428
Joined: Thu Mar 25, 2010 7:54 am
Location: Canadaland

Re: What's Your Sound Design Pipeline?

Post by SunkLo » Sat Mar 22, 2014 7:22 am

I don't doubt your abilities.

The organic route is sensible but the point is that I want to change my habits. Right now they're sort of free form and abstract without much structure. If I can predefine a linear path, then I have a sequence I can follow when I start to lose inertia. For instance I can get to the point where I think I'm 80% done a track and then I add a shitload more sounds and what I have up to that point becomes a prologue for a larger overarching movement. That can be good at times but it can also lead to convoluted 13 minute piles of shit. Evidently I'm much more of a thinker than a doer. I've found success in using structure to my advantage. It's easiest for me to stay on track when I have compartmentalized roles and explicitly defined goals. Basically trying to think my way into doing.

That's why the Tuna idea appeals to me. Finite time gives you some lines to color between. I'm thinking the same benefit would come from doing sound design in separate sessions. You've got a finite resource pool to draw from, made up of content you've already approved. It simplifies a lot of decisions so you can keep your horse blinders on, at least for the beginning phase.
Blaze it -4.20dB
nowaysj wrote:Raising a girl in this jizz filled world is not the easiest thing.
Phigure wrote:I haven't heard such a beautiful thing since that time Jesus sang Untrue
If I ever get banned I'll come back as SpunkLo, just you mark my words.

User avatar
nowaysj
Posts: 23281
Joined: Fri Sep 18, 2009 4:11 am
Location: Mountain Fortress

Re: What's Your Sound Design Pipeline?

Post by nowaysj » Sat Mar 22, 2014 7:39 am

Okay buddy, have saved my very first draft of a message on dsf. I'm working on music right now. I've got stuff to say to that, but I must stay in the flow.

Lemme just say that I'm so happy that you are moving forward and returning to making music. Please just take yourself off the grand stage of history, and have some fun making music! That grand stage has crushed the best of them.
Join Me
DiegoSapiens wrote:oh fucking hell now i see how on point was nowaysj
Soundcloud

User avatar
gen_
Posts: 420
Joined: Sat Nov 27, 2010 4:02 pm
Location: London, UK

Re: What's Your Sound Design Pipeline?

Post by gen_ » Sat Mar 22, 2014 8:24 am

Sunklo, do you know who the most repeatedly awarded, reputable producer in the world is?

It's not Quincy Jones mate, its Rick Rubin.... a.k.a the reducer.

Basically, you're doing it all right, but when you get to that point where you are about to start a whole new movement, save that shit as file B, go back to file A, and start working out doesn't need to be there to keep the spirit of tune A.

Trust me when I say that you are not alone on that tune A becomes tune B becomes tune C cos my mind flows like a river too, but tunes are like giant mugs and we have to some filling one up to get to the next one or something like that...

Jesus, just read that back.... I do know how to talk some zen ish early in the morning. Ah well the message is still there, good luck :D

User avatar
SunkLo
Posts: 3428
Joined: Thu Mar 25, 2010 7:54 am
Location: Canadaland

Re: What's Your Sound Design Pipeline?

Post by SunkLo » Sat Mar 22, 2014 7:05 pm

Yeah it's just about not getting carried away and staying on point. But then being too tied down kills your creativity. Fickle thing, this craft.

Also an issue is a lot of my production habits are tied to herb. Great creative motivator but bad for maintaining that perspective. I'd like to be able to re-cultivate that push while still maintaining the sharpness. That's why I've been trying to separate creative and technical processes. I want to do all the premeditation beforehand so that when the starter's pistol goes off, I can stay in a purely intuitive mindset and not get choked by the tweaking trap.
Blaze it -4.20dB
nowaysj wrote:Raising a girl in this jizz filled world is not the easiest thing.
Phigure wrote:I haven't heard such a beautiful thing since that time Jesus sang Untrue
If I ever get banned I'll come back as SpunkLo, just you mark my words.

User avatar
nowaysj
Posts: 23281
Joined: Fri Sep 18, 2009 4:11 am
Location: Mountain Fortress

Re: What's Your Sound Design Pipeline?

Post by nowaysj » Sat Mar 22, 2014 7:20 pm

There is that approach. Something to be said for it. And in the larger, don't get me wrong, some of my most productive time has been spent after amassing a great number of samples.

Weed I find is a plus minus, and the minus is bigger than the plus. I get in groove, I can combine sounds better, and I can play in the groove better, but I just make FUCKED up decisions. Song killing decisions. I really believe that the path forward is sober and finding a path to that mental state of stonededness, to access it when necessary.

That is for me though, everyone reacts to the stuff differently.

But if I was Doctor Nowaysj, I'd prescribe you three months of TUNA!, totally sober.
Join Me
DiegoSapiens wrote:oh fucking hell now i see how on point was nowaysj
Soundcloud

User avatar
SunkLo
Posts: 3428
Joined: Thu Mar 25, 2010 7:54 am
Location: Canadaland

Re: What's Your Sound Design Pipeline?

Post by SunkLo » Sat Mar 22, 2014 8:31 pm

nowaysj wrote:I'd prescribe you three months of TUNA!, totally sober.
Yes, I'd agree. Haven't smoked regularly since last year, hence my general apathy for production. Just gotta grind some Tunas to rebuild some habits. I'm hoping that doing a bit of pre-grind in the form of sound design will reduce the urge to bail.

So Mr NWJ, let's say you think to yourself "This project needs some fucked up sounds." What's your process?
Blaze it -4.20dB
nowaysj wrote:Raising a girl in this jizz filled world is not the easiest thing.
Phigure wrote:I haven't heard such a beautiful thing since that time Jesus sang Untrue
If I ever get banned I'll come back as SpunkLo, just you mark my words.

User avatar
nowaysj
Posts: 23281
Joined: Fri Sep 18, 2009 4:11 am
Location: Mountain Fortress

Re: What's Your Sound Design Pipeline?

Post by nowaysj » Sun Mar 23, 2014 4:10 am

Not even a word, just three numbers...


404.

That is a durty fucked up box.

But I'm a lot more specific than fucked up sounds.

In fl there is a plugin picker. It is a database with a visual front end of your vst's. I've got catagories, compression, limiting, time, delay, reverb. My texture catagory holds like 95% of my plugins. It is essentially my fsu category, and it is where most of my action is at. I think that says a lot. Ohmicide is in there, Gross Beat is in there, some Jack Dark (The plugin picker is like one tier of plugins, my most used, then I have access to lists of all my plugs, most Jack Dark stuff is in the lists, but a few in the Picker), shit dude, I've got so much stuff in there. It depends on how I want to fuck it up...

Like are things that add texture, like vinyl sims and distortion, saturation.

Then there are things that actually like mangle, my favorite mangler is Gross Beat. I guess you could consider it a granular fx, but you don't really have access to grain size, but I've mentioned it to you before. You get a bar lengthen buffer that you can move through at various speeds, or can jump to places in the buffer. You can repitch stuff in there, but in odd ways, like repitch 1/8 inch (ha, I said inch) slices.

Oh some other stuff I use are like vinyl sims and tape sims, but I use them to repitch and retime stuff. I was screwing before screwing was a thing. I like slow mushy things.

And really, the 404 has mangling fx, a dope looper, can change the loop size of the buffer, but while the audio is in the buffer, and stretch it out or scruntch.

Dude, there is so much I do. It is really like where I am, what I'm thinking about. So it is hard to really answer, it is like if someone asked you how to make electronic music. There is so much to it.

But lez not forget synths! I like making fucked up sounds in synths, just to start with. My recent LOVE is the Madrona Labs Aalto. It is supposedly a Buchla emulation of some sort. I don't know much about Buchlas, but I know I get unexpected fucked up sounds out of it. But not just sounds, but rhythms. Can make really dope bar long rhythms, with all kinds of fucked up modulations.

And to keep rambling -

There is like fucking shit up after the fact, and creating fucked up shit from the start. There are two ways to go about it. I do both. If I start durty then my mission is to kind of bring some clean into, to create, I don't know, a kind of breadth of sound. Or I start super clean and tight, and then let it all hit the fan.

Anyway, get back at me with more specifics.

Oh, here is texture one I'm digging - Take all your drum hits right. Get like a bar of some type of noise, whether like concrete sounds, or shit that has been distorted, that buchla, whatever, or some vinyl crackle, some fucked up noisy noise. But get a bar of that for each drum hit, gate the noise with the drum hit, and loop the noise over the drum hits. You can fine tune and blend it so each drum hit opens the gate, so each hit gets the noise texture over top of it, but it is not a static texture, like the same top to each hit, instead, it is dynamic. I say a bar, but I use 8 segments of noise. With a really good gate, you can get the noise right where you like it. I like to let the hit come through, and just as the hit starts to fade out, the gate opens and lets the noise come up into the end of the body and into the tail of the hit.

Haha, I could go on for years, literally. I have gone on for years here, talking about this shit.

Now wub posted up that 8 bit sampler... that is a major fsu device.

Ask more specifically.
Join Me
DiegoSapiens wrote:oh fucking hell now i see how on point was nowaysj
Soundcloud

User avatar
nowaysj
Posts: 23281
Joined: Fri Sep 18, 2009 4:11 am
Location: Mountain Fortress

Re: What's Your Sound Design Pipeline?

Post by nowaysj » Sun Mar 23, 2014 5:12 am

SunkLo wrote:I'm hoping that doing a bit of pre-grind in the form of sound design will reduce the urge to bail.
Okay, this is really really huge. I am going to grant that some parts of production are just hellishly boring, complex, tedious, repetitious, and no ifs and or buts, you kind of have to slog through them.

BUT

Most of what you are doing is supposed to be fun. Like look dude, there has never, ever in the history of humanity been so much music produced. When I started with electronic music in the late 90's it seemed that there were a lot of people into making music. But now, it is seriously like totally ridiculous. You could produce the magnum opus of the century, and have it sit on SC with like 200 listens. I hear so much good shit on sc, it is redic. And then some kid on SC buys 100k listens, and gets deals, haha. But there is NO worldly reward for making music, and there is a lot of pleasurable stuff in the world to do besides making music. A career is one, gaining a higher degree or personal independence through the acquisition of capital and useful productive skills, pussy is awesome, video games are so good they'll rewire your neurology, there is so much music it seems you could listen to good music 24/7 and never listen to the same song again.

So making music has to be the reward in of itself.

And it sounds like maybe you are not liking making music all the way through the process. Like you can make good music. But why would you, it is just work, right?

I feel like you haven't caught the bug. The bug is fucked up. It is like, it is all you want to do. An aside, everything I ever say, it is not ego aggrandizement, I'm just saying things how I see them. But I've caught the bug. I wake up with the day befores music running through my head. In a literal way. If my track is going good, I'm feeling good, if it is fucking up, I'm feeling bad. But it is just so important to me. I do family stuff, which is far more important, time with my girl is just like fireworks, just explosive good times. Making music is fun, but making humans, I don't know, you've just got to try it. But, the music making, it is all I think about (I took a year off too, to assess the political situation of the world, and kind of figure out what is going on, I'll give you the short version - we're fucked).

But what I'm trying to say though, is once you really start going, you kind of just develop your way, your groove, or as the professionals would call it, your practice. Your practice, what ever it is, and it likely will be unique to you, will be what motivates you. You've got to find a way to have fun doing it. AND that might mean you make stuff in the wrong way, or that doesn't have proper power transfer, or that is just wrong in any number of ways. But fuck it, it is you. You're the decider. You decide what is fun, what you want to do, what is important, how far you want to perfect songs. You decide. Like I know you're an audiophile, and that can cut both ways. In can be great in that it elevates your practice, it causes you to rise to higher and higher degrees of audioperfection. But, it can cut against you in that you don't want to even make music if it is not going to be up to your standard, which, truss brub, is totally dumb! Haha, it is a taste thing, but a producer having fun, vibing, just really getting into it is way way way more interesting than perfect sounding shit. I mean there are teams of engineers and mix engineers that get paid stacks of cash, with equipment roughly equivalent to the cost of an aircraft carrier, to make sound perfectly. You are not going to beat them. But honestly, the one thing that you can beat them at is being SunkLo.

So you like starting songs, and you hate finishing them. Okay, start a bunch of songs. But if that leaves you unsatisfied... then you've got to figure out ways to make that later stage fun. How to have fun with it. For some people that is gear. Look at paradigm, there is a dude that just said fucket with the software, yes I can achieve results, but I don't enjoy doing it. He completely switched up his musical practice, and is now all hardware. And we can tell he is flourishing. He is doing his thing now.

So that is the thing, find the thing you like to do and do it. You're talking about front loading your design process, I think that is a good idea, it works great for me (although, I don't actually like working that way, so mostly I don't), and for a lot of people. I think it is great that you are trying to find strategies, techniques that work for you.

THAT IS IT. You're doing it, you're trying to find ways that work. And that is where you need to be, in a meta mode, where you are thinking about how you make music, and what works and what doesn't work. You know, maybe preloading isn't right for you, so after you try that for a while, and your not getting a great ROI, you know, ditch it and move on, try something else. Just keep going until you start to find things that are clicking for you. Maybe find 5 kind of discrete ways of working, or segments of working, put them together and you've got the SunkLo sound, you know.

Don't forget, there are always going to be slogs. Like if you're all hardware, playing your instruments and tracking it might be all vibey performance goodness, so there is a lot that is fun, but you know, wiring up your studio might be a pain in the ass, or doing maintenance might be a bitch, so there is going to be work in everything. That is a moral battle. And I think you'll start to win that battle more as you mature. I've told you before, my health is not so great, sometimes it looks like the song I'm working on might be the last song I'll ever work on. This is our chance. We're alive, and it is short. This is our time to do things. There's this Polish girl over in the snh, CH3, she's got my favorite sig, "Some things are not important", there is an awfully lot of stuff in music making that isn't important. I'm always trying to get you to lower your standards with the things that are barriers to you actually making work. It is more important to make the work than have it be perfect.

Again why TUNA! is important, you just crank, and crank, you know, and you forget songs, you forget the songs you made 2 weeks ago! All that anguish, invention, all of it, it is forgotten, added to the stack, so many times over, it kind of desensitizes you those pernicious little hooks that keep you from moving forward in music. You just crush them. And as you take that full arc, or at least a good portion of it, as you arc it over and over, you start to wear that groove in the latter half of the song making process, the difficult part. You start to make discoveries in how you can work on the backside, how to have fun back there. Or things that you can do on the front side, that will make the backside better, or easier, or more fun.

I don't know dude, epic waffle, one for the ages. I'm really psyched that you are exploring other ways of working. But my caution for you is don't put too much effort and energy into a way until you know that it will really work for you. So like, don't spend a year making samples, only to find later that you like designing your sounds in situ. So do like some sound design, maybe some sample digging. Enough to make a few songs with, and try it out. See. If it doesn't work, move on to the next technique.

Anyway, :t:
Join Me
DiegoSapiens wrote:oh fucking hell now i see how on point was nowaysj
Soundcloud

User avatar
SunkLo
Posts: 3428
Joined: Thu Mar 25, 2010 7:54 am
Location: Canadaland

Re: What's Your Sound Design Pipeline?

Post by SunkLo » Sun Mar 23, 2014 5:54 am

Thanks for the read. That's pretty much my plan, just generate some sound to work with. The problem is that the mad scientist rabbit hole goes deep, so switching to that mode when I'm trying to compose is a big boner kill. The energy dissipates quickly so I gotta learn to get out rough sketches before I get sidetracked with details. I think I would enjoy finishing tracks a lot more if I wasn't still trying to make decisions that should have been made in the first hour. If I divert to a bunch of tweaking, when I'm done, the trail has long gone cold. Then everything is just being forced which feels shitty and uninspiring.

Tuna is basically exactly what I need. It'll help me get better at saying "good enough." That transience will help me open up my habits a lot and shed some perfectionism. Once I get in the habit of cranking out tracks I can then take the best ones and go to tweaker town.

Another good reason for this separate sound design idea is that it doesn't really require that much inspiration, but it can generate some if you nail a gem of a sound. So it's a way to work at production every day instead of sitting around, thumb up ass, waiting for inspiration to strike like some divine thunderbolt.


Oh also, I know exactly what you're talking about with tweaking the noise gate (Ironically, doing the opposite of a "noise gate") You're gonna love this plugin when it's ready. It can do similar things except it'll compress upwards towards the threshold. Basically like an envelope follower but the signal is going through a transfer curve. I do the noise thing too but I usually just have it as a drum layer and use a sampler envelope.
Blaze it -4.20dB
nowaysj wrote:Raising a girl in this jizz filled world is not the easiest thing.
Phigure wrote:I haven't heard such a beautiful thing since that time Jesus sang Untrue
If I ever get banned I'll come back as SpunkLo, just you mark my words.

User avatar
nowaysj
Posts: 23281
Joined: Fri Sep 18, 2009 4:11 am
Location: Mountain Fortress

Re: What's Your Sound Design Pipeline?

Post by nowaysj » Sun Mar 23, 2014 6:11 am

Yeah, in reality, the inspiration is probably not going to strike if you're playing video games and what not. It does strike when it does, but if you're in your daw and working when it does strike, you know, you can harness it. So just work ALL the time, and you'll always catch it. :lol:

You know I mention paradigm as a hardware kind of workflow that is fun almost all the way through. The really nice thing about ableton is that you can do that in there. Like you can spend a lot of time, setting up everything, getting all your instruments and stuff, and fx chains set up, and everything mapped, and then play the whole thing, and then all that tweaking you like to do, you can do it live as you are going to tape (so to speak). It is a very different type of workflow from all other daws, but imo it is the crowning peak of what ableton can do. And honestly a lot of people don't avail themselves of it, they just kind of work in the arrange page like a normal daw. :lol: Like you've missed the one distinguishing part of the app, and instead are using a fairly deficient standard daw instead. :dunce:

Anyway, but that workflow is interesting. There is a lot of preloading done there, setting everything up, but then on the backside, it is all playing. That is how I was using ableton and really enjoyed it. I don't know why I kind of moved away from that (maybe because I had to sell apc40). I think my performance skills are so shit. Like, as we've discussed, as soon as that record button is hit, I'm in big trouble. I get frustrated, like I'll kind of be practicing songs, and it is really working, and then go and play/record them, and fuck, mistake after mistake.

And also, the nice thing about that virtual kind of studio setup in ableton is like, you can keep the same setup, like fx strips and what not, and just bring in another set of base sounds, you know, like new samples, and new patches on the synths, but with the same overall studio structure. Kind of analogous to doing a live performance with hardware, you've got an 808 a 909 a Juno, a distortion, a reverb, a delay, some compression and maybe a 303. You know, same overall setup from track to track, but different voicing. Anyways, again.
Join Me
DiegoSapiens wrote:oh fucking hell now i see how on point was nowaysj
Soundcloud

titchbit
Posts: 3536
Joined: Sat May 11, 2013 8:16 pm
Location: levitating on bass weight

Re: What's Your Sound Design Pipeline?

Post by titchbit » Sun Mar 23, 2014 6:13 am

U guys r both cunce tbh

<3333

User avatar
SunkLo
Posts: 3428
Joined: Thu Mar 25, 2010 7:54 am
Location: Canadaland

Re: What's Your Sound Design Pipeline?

Post by SunkLo » Sun Mar 23, 2014 7:06 am

Yeah dude that's exactly the thing I'm talking about. Making production into performance instead of like writing an essay. Dropping a bass rack in that already has all its macros assigned to your faders and knobs, with all the macros tuned to the sweet spots. You can just instantly start playing and tweaking it to where you want without even having to look at the screen. I don't wanna have to put on rubber gloves and a dust mask to go diving in some circuits. That's like being about to write a song on guitar and saying "wait lemme just swap out this pickup and change to a different string gauge..." Just get the best of what you've already got or go pick up another guitar.

I picked up a Launchpad mini so hopefully that's helpful in some regard. I imagine it'll work well with Bitwig too if I go that route. I like the idea of being able to navigate in non-linear mode without having to look at the screen. I also like LEDs. Double win.

Debunked? more like pee-bunk, you bed wetter.
Blaze it -4.20dB
nowaysj wrote:Raising a girl in this jizz filled world is not the easiest thing.
Phigure wrote:I haven't heard such a beautiful thing since that time Jesus sang Untrue
If I ever get banned I'll come back as SpunkLo, just you mark my words.

User avatar
nowaysj
Posts: 23281
Joined: Fri Sep 18, 2009 4:11 am
Location: Mountain Fortress

Re: What's Your Sound Design Pipeline?

Post by nowaysj » Sun Mar 23, 2014 7:11 am

SunkLo wrote:Debunked? more like pee-bunk, you bed wetter.
Give him a coupla hours, you'll be totally accurate.

===

And Sunk, be mindful of this in regards to the pickup change out - imagine if you could do it in 10 seconds... that is why I like fl. I can do that technical shit really really fast. Dawbaters will say any daw can be fast, and it is true to a certain extent, but I've learned best practices in several daws, and none as fast as fl.
Join Me
DiegoSapiens wrote:oh fucking hell now i see how on point was nowaysj
Soundcloud

titchbit
Posts: 3536
Joined: Sat May 11, 2013 8:16 pm
Location: levitating on bass weight

Re: What's Your Sound Design Pipeline?

Post by titchbit » Sun Mar 23, 2014 7:18 am

lol, just as i said, a couple of cunce chattin' ▄▄█▀▀ █▬█ █ ▀█▀

▄▄█▀▀ █▬█ █ ▀█▀ chattas in all honestyu

nd its,dUbunked ffs get ut right fer once innit

pee-bun? thats a goiod one bro!
Last edited by titchbit on Sun Mar 23, 2014 7:22 am, edited 1 time in total.

User avatar
nowaysj
Posts: 23281
Joined: Fri Sep 18, 2009 4:11 am
Location: Mountain Fortress

Re: What's Your Sound Design Pipeline?

Post by nowaysj » Sun Mar 23, 2014 7:22 am

Dude, you better check.

Image
Join Me
DiegoSapiens wrote:oh fucking hell now i see how on point was nowaysj
Soundcloud

titchbit
Posts: 3536
Joined: Sat May 11, 2013 8:16 pm
Location: levitating on bass weight

Re: What's Your Sound Design Pipeline?

Post by titchbit » Sun Mar 23, 2014 7:23 am

lol bro, where the fuck did u get a picurte of me??? thats not fair :u: :u: ``

User avatar
SunkLo
Posts: 3428
Joined: Thu Mar 25, 2010 7:54 am
Location: Canadaland

Re: What's Your Sound Design Pipeline?

Post by SunkLo » Sun Mar 23, 2014 7:31 am

nowaysj wrote:And Sunk, be mindful of this in regards to the pickup change out - imagine if you could do it in 10 seconds... that is why I like fl. I can do that technical shit really really fast. Dawbaters will say any daw can be fast, and it is true to a certain extent, but I've learned best practices in several daws, and none as fast as fl.
Yeah you can definitely get speedy at doing certain shit. But there's certain tasks that inherently need time to tweak and experiment. I mean obviously shit like pulling a filter cutoff up or something you can do on the spot in just a second. But like trying out a bunch of different osc sync settings and detuning, then layering a few parallel filters, tweaking a compressor and EQ, and then mapping some important params and finding suitable ranges for them, that shit's gonna naturally take some time cause you just have a bunch of options to fuck with till you nail the spot.

Oh shit dUbunked. Legit was not aware of dub pun.

4:30 am, considering doing an all nighter -q-
I could subsist on caffeine tomorrow and then nail a melatonin at 9pm. Sleep cycle reset. Spend the night grinding code and then switch to chopping audio when my head gets too dull.
Blaze it -4.20dB
nowaysj wrote:Raising a girl in this jizz filled world is not the easiest thing.
Phigure wrote:I haven't heard such a beautiful thing since that time Jesus sang Untrue
If I ever get banned I'll come back as SpunkLo, just you mark my words.

titchbit
Posts: 3536
Joined: Sat May 11, 2013 8:16 pm
Location: levitating on bass weight

Re: What's Your Sound Design Pipeline?

Post by titchbit » Sun Mar 23, 2014 7:49 am

where the fuck is ir 4:4

do u live in teh nova scosha or sumthing?

Locked

Who is online

Users browsing this forum: No registered users and 0 guests