Tips on blendin' kickz plz

Metaltastic

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Feb 20, 2005
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Yo jiggas, wondering how you all go about experimenting with blending kicks; do you just load up a bunch and vary the mix between them, trying out different combinations of blending the full, mostly unprocessed samples? Or do you try to like totally isolate the attack from one, and the body from another, and the mid punch from a third, and put 'em all together? (and then process them together as needed) My limited efforts using the latter methodology have not proven very effective, but I'm certainly open to the strategy if it's effective! So how do you guise do it?
 
It kind of depends on the situation, but I tend to use one sample for attack, one for everything else. If I use three samples, I just add a third that is a good kick overall (meaning the attack, punch and body are all present). That is what has worked for me.

It helps me to start with the body and punch. Then, after I have focused on that, I work more on the attack. It allows me to focus more rather than trying to everything at once.
 
I blended 2 samples on the project I'm working right now, Slate 10 and Black kick for the attack. I hipassed black kick at 500 If I remember correcty and did 2-3 cuts in the mids. I kept the kick 10 normal , no lo pass, just an hi pass because all slate kicks seem rumbly. Black kick is also lower in volume, I just wanted it to add some click since I really love the attack of the black kick.
 
I start with auditioning kicks, using manual mode in aptrigga to store the ones I like and replace/delete the samples I don't. From there, I'll move to stack mode and blend the sampled kick's volumes until everything is in a good balance. This process is usually pretty quick to do
 
oh there is a great trick i learned for kicks only recently that i do in logic - thanks to audiotuts

if you find that your kick is lacking a specific area or your looking to get a real smooth sub end etc this is what i learned and it works a treat - now maybe its a n00b technique but meh - i like it! basically you use a sine wave to enhancing the kick drum in a frequency you feel its lacking in (including subs) - this can work out pretty well for snares, & toms too to add a clean frequency boost especially if you feel boosting a specific frequency on a 31band eq is creating weird areas on your mix

see the tutorial here: http://audio.tutsplus.com/tutorials/mixing-mastering/enhancing-the-kick-drum-with-sine-waves/
 
The usually start with a good all-around kick, such as "The Kick Drum Project" kick, and then add samples to achieve the desired effect. I like the ISD (Dimmu) kick for attack, and I have some random pearl sample that adds a ton of thud if I need it.
 
A bit of both, but mostly blending full-range samples together, unless I like solely what the low-end of one is doing, or the highs of the other. The REALLY crucial thing here is phase coherency. You have to print the samples, align them on the track, and then export the singular hits from there so that you have a kick sound that's always in phase with itself. It can be amazing how much the low-end will change from a few samples worth of shifting.
 
A bit of both, but mostly blending full-range samples together, unless I like solely what the low-end of one is doing, or the highs of the other. The REALLY crucial thing here is phase coherency. You have to print the samples, align them on the track, and then export the singular hits from there so that you have a kick sound that's always in phase with itself. It can be amazing how much the low-end will change from a few samples worth of shifting.

Huh, good point. I need to go back and check this.
 
A bit of both, but mostly blending full-range samples together, unless I like solely what the low-end of one is doing, or the highs of the other. The REALLY crucial thing here is phase coherency. You have to print the samples, align them on the track, and then export the singular hits from there so that you have a kick sound that's always in phase with itself. It can be amazing how much the low-end will change from a few samples worth of shifting.

Thats why Drumagog sucks
 
Maybe i'm not understanding what you guys mean? But if drumagog is so inconsistent, why would it trigger any more or less consistently from midi?

I mean I understand different samples are going to trigger differently because of how they are cut and all that. But what's the dealio?
 
Maybe i'm not understanding what you guys mean? But if drumagog is so inconsistent, why would it trigger any more or less consistently from midi?

I mean I understand different samples are going to trigger differently because of how they are cut and all that. But what's the dealio?

Well if I put drumagog on a kick track, and print the track, and compare the print track and the printed track, the hits are randomly aligned. Sometimes they are, sometime they're not, at different values.
 
So if you print the track twice without changing anything they are misaligned? Even if you just use ONE sample and not a multisample? I'll have to test that when I get a chance.

You aren't triggering "random" samples?

And if the answer is yes to the above, I don't see how triggering from midi would make it any better. (If there is something inherently wrong with the output of the sample)


How much randomization are we talking here?
 
The issue is Drumagog's triggering engine. It isn't sample accurate. So if you're keying it off audio and you print the track, even if you sample align the tracks yourself to one hit, it will still be out on subsequent hits.

The way MIDI subverts this is by already having the trigger points pre-defined, so Drumagog acts as a very basic sampler, which one would hope it can't fuck up too bad.
 
I usually dont like blending samples, unless i feel the one I am using wont achieve what i want. No more than 2 samples tho' and even them I use both with full range EQ - if it doesnt work this way, then i try another sample.