Drums

  • Drum sounds individually played
  • First, I play whole drum sound
  • Kick explained – Find right kick so it needs less processing – Cut kick at 18 hertz to cut mud (tip)
  • The groove I used mpc down 16 on 100%
  • Kick shown with midi notes and velocity
  • Have basic sounds in drum racks to start beat and make process faster (Tip)
  • Kick drum rack shown and explained with different kicks
  • Noise hats shown – made with operator – Done by messing with decay times and automated in the track
  • Noise hats – processing – heavily side chained – EQ explained – sound shown with and without processing – Creates this rising fx
  • Clap – Main clap played through
  • Clap Processing – Reverb used on clap – Little room reverb also used on clap – Denis perfect room reverb – Gives it more width
  • Clap Layer explained – Clap played and shown where I took it from – Midnight gospel show – Both claps played together
  • Organic clap layer – recording process shown – where I got it and how I used it and processed it – How the idea came to me
  • Finding right sound to not work too much on the track – Take your time in finding the right sound – Do not compromise on sound – You will spend a lot of time making sound right if it does not fit (Tips)
  • Hats are shown – Same mpc groove 16 down applied on clap hats and kick –
  • Hat layer shown – its sidechained – EQ
  • Hat processing - Have a room reverb on the hats – to give hats space in the mix
  • Room reverb trick – (tips) – I put a little room reverb on individual percs or the whole drum group with a short decay time and low mix setting to keep them in same room in the mix – I try to make it as dry as possible which is the secret – You don’t want it to be too much and ruin and overpower the mix – it’s a basic technique but adds subtle spice
  • Sound shown with and without the Room reverb
  • Room reverb trick can be used on vocals and synths as well
  • Sub kicks made from operator same key as song in d minor – Can be tuned to key of song – Also midi notes are in d minor
  • Sub kick processing – compressor on it with sidechain and EQ on it
  • Ride explained – simple 909
  • Ride processing – panned a bit to the left – compression – EQ
  • Ride detuning with max for live pitch – gives rising and fall fx
  • Song played with the ride
  • Glitchy sounds – Foley Sounds recorded by me
  • Glitch incidentals shown – processed through fracture vst to break and stutter the sound
  • Fracture vst shown on/off
  • Glitch incidentals – glue sidechain to ghostkick – transient designer used to tighten things up – EQ cut off
  • Vocal glitch incidental shown
  • Organic sound in second part of song shown
  • Organic sound processing – reverb was already processed and consolidated – put glue compressor and EQ on it
  • Fills explained – Tom fills
  • ARP TRICK – for fills (tips) – Use arpeggiator on the fill by placing midi notes from drum rack and it will randomly shuffle and create different fill variation
  • Fab filter added on whole drum group for taking out some brightness
  • Same Stereo image (parallel processing fx) trick which earlier I applied on bass, I applied on drums as well to make them fatter – sound shown with and without it

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Effects

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