How To Produce Music
by
TurkishDelite
August 19, 2016 at 2:08 PM UTC
Now im not very experienced with producing music and I want to learn how to (mainly remixes) so I decided to make a thread so fellow users in this community could help everyone else out. I roughly know something about syncing the speed of the music with the vocal parts and secondary beat but idk what's the proper term called or where to learn about it
Music Theory is a must to create original music, unless you want to create shitty Progressive House that sounds the same in almost any Prog. House song.
Things to Consider
DAW (Digital Audio Workstation) I recommend FL Studio but it's your choice. - Getting used to the DAW - How default plugins work (Compressors, Side-Chain, Side-Chain Compression) - Default packs (Drums, Snares, Percussion, SFX, etc)
Genre you will be creating (Trap, House, Classical, Hardstyle, etc.) - Research your Genre, and look into what is included in that genre - What type of Instruments to use (pitch, volume, etc)
Sampling (This is essential, since this is how you get unique sounds most of the time) - What plugin allows sampling (Default in FL Studio is Harmor)
Layering (This is also how you get unique sounds, mostly percussion such as drums and snares)
Mixing & Mastering (This is how you get your music the finished touch) - Compression (Making sure clipping doesn't ruin the song) - Clipping: A way of Wave Form distortion - Side-Chaining (Making your drums stand out and not deafened) - Side-Chain Compression (Same thing, making sure your drums don't sound to loud)
Practice makes perfect - Obviously your first song might be horrible, that's completely fine, just keep practicing and learn more of the DAW of choice to produce higher quality music.
For VSTs, I recommend Synth1 (you can find a bunch of soundbanks online for free, and Synth1 itself is free.) I use it all the time and it produces great results, as well as it's probably the easiest to use to make custom soundbanks.
This is starting to become a real big thing now lol. I love seeing things like this because on overcast, i'm one of the only known music producers in the community.
Music Theory is a must to create original music, unless you want to create shitty Progressive House that sounds the same in almost any Prog. House song.
Things to Consider
DAW (Digital Audio Workstation) I recommend FL Studio but it's your choice. - Getting used to the DAW - How default plugins work (Compressors, Side-Chain, Side-Chain Compression) - Default packs (Drums, Snares, Percussion, SFX, etc)
Genre you will be creating (Trap, House, Classical, Hardstyle, etc.) - Research your Genre, and look into what is included in that genre - What type of Instruments to use (pitch, volume, etc)
Sampling (This is essential, since this is how you get unique sounds most of the time) - What plugin allows sampling (Default in FL Studio is Harmor)
Layering (This is also how you get unique sounds, mostly percussion such as drums and snares)
Mixing & Mastering (This is how you get your music the finished touch) - Compression (Making sure clipping doesn't ruin the song) - Clipping: A way of Wave Form distortion - Side-Chaining (Making your drums stand out and not deafened) - Side-Chain Compression (Same thing, making sure your drums don't sound to loud)
Practice makes perfect - Obviously your first song might be horrible, that's completely fine, just keep practicing and learn more of the DAW of choice to produce higher quality music.
Music Theory is a must to create original music, unless you want to create shitty Progressive House that sounds the same in almost any Prog. House song.
Things to Consider
DAW (Digital Audio Workstation) I recommend FL Studio but it's your choice. - Getting used to the DAW - How default plugins work (Compressors, Side-Chain, Side-Chain Compression) - Default packs (Drums, Snares, Percussion, SFX, etc)
Genre you will be creating (Trap, House, Classical, Hardstyle, etc.) - Research your Genre, and look into what is included in that genre - What type of Instruments to use (pitch, volume, etc)
Sampling (This is essential, since this is how you get unique sounds most of the time) - What plugin allows sampling (Default in FL Studio is Harmor)
Layering (This is also how you get unique sounds, mostly percussion such as drums and snares)
Mixing & Mastering (This is how you get your music the finished touch) - Compression (Making sure clipping doesn't ruin the song) - Clipping: A way of Wave Form distortion - Side-Chaining (Making your drums stand out and not deafened) - Side-Chain Compression (Same thing, making sure your drums don't sound to loud)
Practice makes perfect - Obviously your first song might be horrible, that's completely fine, just keep practicing and learn more of the DAW of choice to produce higher quality music.
Read about Music theory, this will help you a lot when constructing Chords or Melodies
You forgot the equalizer, even more important than the compressor :)
@op I use fl studio myself, very easy to understand. Ableton, cubase, and logic pro are pretty good as well. As syntesizer i pretty much only use the Sylenth1, very nice to make your own sound with, and there are a shit load of presets for as well. I also recommend you to start creating a big collection of sample packs for your drums and stuff.
You forgot the equalizer, even more important than the compressor :)
@op I use fl studio myself, very easy to understand. Ableton, cubase, and logic pro are pretty good as well. As syntesizer i pretty much only use the Sylenth1, very nice to make your own sound with, and there are a shit load of presets for as well. I also recommend you to start creating a big collection of sample packs for your drums and stuff.
And Sound Design is a major key (eyyyyy) in music production. Knowing the presets you use and where yo're going to set them up is a very big deal in Music Production. And i stated about eq-ing above. Parametric EQ is the plugin i use, and almost everyone does as well.
And Sound Design is a major key (eyyyyy) in music production. Knowing the presets you use and where yo're going to set them up is a very big deal in Music Production. And i stated about eq-ing above. Parametric EQ is the plugin i use, and almost everyone does as well.
Im quite aware of that, and the EQ.
However, you can get by without using sound design, just sampling... and then using sound design, so I guess not lol.
However, you can get by without using sound design, just sampling... and then using sound design, so I guess not lol.
Well that may be the case, it's good to know how to get proper sounds, other than sampling. I like to sample, but not as much as i like to experiment with sounds and create my own presets.
Music Theory is a must to create original music, unless you want to create shitty Progressive House that sounds the same in almost any Prog. House song.
Things to Consider
DAW (Digital Audio Workstation) I recommend FL Studio but it's your choice. - Getting used to the DAW - How default plugins work (Compressors, Side-Chain, Side-Chain Compression) - Default packs (Drums, Snares, Percussion, SFX, etc)
Genre you will be creating (Trap, House, Classical, Hardstyle, etc.) - Research your Genre, and look into what is included in that genre - What type of Instruments to use (pitch, volume, etc)
Sampling (This is essential, since this is how you get unique sounds most of the time) - What plugin allows sampling (Default in FL Studio is Harmor)
Layering (This is also how you get unique sounds, mostly percussion such as drums and snares)
Mixing & Mastering (This is how you get your music the finished touch) - Compression (Making sure clipping doesn't ruin the song) - Clipping: A way of Wave Form distortion - Side-Chaining (Making your drums stand out and not deafened) - Side-Chain Compression (Same thing, making sure your drums don't sound to loud)
Practice makes perfect - Obviously your first song might be horrible, that's completely fine, just keep practicing and learn more of the DAW of choice to produce higher quality music.
Read about Music theory, this will help you a lot when constructing Chords or Melodies
Side-chain compression isn't a Audio plugin :/
A compresser is the plugin, and side-chaining the track to another track (via a bus) is just a way of using it, not a plugin in itself...
Sampling is the act of taking a portion or a specific idea from a previous recording, and either changing it or re-using it in a different way. So theoretically it wouldn't produce as 'unique sounds' as would creating sounds or loops with a synth or instrument from scratch. Just saying...
I don't know if you are talking about sample rates, and/or bit depth but i think you got it a bit wrong.
Usually when you use compression, its only used to minimise the gap between the highest amplitude and lowest amplitude. So you use threshold to find the lowest point in that specific track; using the ratio which when using compression is only around 3:1. Therefore, you can increase the makeup gain to a very high amount, and it wouldn't really clip at all. The major thing that is the cause of clipping is limiting, which is similar to compression, only with a ratio of 10:1. I mean I've seen someone add around 90dB of gain to a track and it doesn't clip. The most important thing is to not let the overall output over 0dB.
Urm, and side-chaining and side chain compression have absolutely nothing to do with mixing and mastering. That's all to do with the use of primary EQ to eliminate the frequencies above and below the human hearing range, compression, secondary EQ to boost and cut wanted and unwanted frequencies respectively and reverb. Mastering is slightly different and more complex than mixing itself.
There are a lot of very important things you have missed out also. I think you have a respectable understanding of this topic but I'm not 100% sure you know what your on about.
A compresser is the plugin, and side-chaining the track to another track (via a bus) is just a way of using it, not a plugin in itself...
Sampling is the act of taking a portion or a specific idea from a previous recording, and either changing it or re-using it in a different way. So theoretically it wouldn't produce as 'unique sounds' as would creating sounds or loops with a synth or instrument from scratch. Just saying...
I don't know if you are talking about sample rates, and/or bit depth but i think you got it a bit wrong.
Usually when you use compression, its only used to minimise the gap between the highest amplitude and lowest amplitude. So you use threshold to find the lowest point in that specific track; using the ratio which when using compression is only around 3:1. Therefore, you can increase the makeup gain to a very high amount, and it wouldn't really clip at all. The major thing that is the cause of clipping is limiting, which is similar to compression, only with a ratio of 10:1. I mean I've seen someone add around 90dB of gain to a track and it doesn't clip. The most important thing is to not let the overall output over 0dB.
Urm, and side-chaining and side chain compression have absolutely nothing to do with mixing and mastering. That's all to do with the use of primary EQ to eliminate the frequencies above and below the human hearing range, compression, secondary EQ to boost and cut wanted and unwanted frequencies respectively and reverb. Mastering is slightly different and more complex than mixing itself.
There are a lot of very important things you have missed out also. I think you have a respectable understanding of this topic but I'm not 100% sure you know what your on about.
I was drunk when typing 3/4 of the stuff apparently (not really drunk xDDDD), thanks for clarifying.
I was drunk when typing 3/4 of the stuff apparently (not really drunk xDDDD), thanks for clarifying.
Ah lol
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