Transcripts
1. Part 4: Introduction: Hey, everyone. Welcome
to Ableton Live 12 Part five. Audio media effects. In this class in this part of the giant sequence of classes, we're really going to
focus on media effects. Now, I am going to
walk you through every single audio
and MIDI effect that we have in Live 12. But I'm also going to talk
a lot about effect theory, how to use effects, the
different types of effects, and what order they should go in and how to do some
other techniques with them like side chaining and
busing and things like that. So I highly recommend watching this class
from beginning to end to get a feel for
all of the effects. But after that,
keep this class in your account and use it as
kind of an encyclopedia. Pull it up whenever you want to know how to use some effect. You can always come
back to it and rewatch any segment as
you're working on tracks. So near the end of this class, we're going to talk
about effect racks, audio effect racks, especially. And those are one of
the most powerful things in all of life. If you haven't explored
audio effect racks yet, you're in for a
world of amazement. So, let's get started.
Let's dive in. Off we go. All right. So there's all the
frequencies of our sound. Now, here's what we're seeing. So on the left, we have low sounds,
everything all at once. We can go up to this
triangle here and click on. Now don't freak out. It looks like we have 1
million more settings here, but we don't quiet it down, and then we boost everything by the amount that we
quieted it down. Okay, so we're
going to smoosh it, compress it, and then
boost everything. Now, this is my favorite. This is my kind of go to for
most effects is to Alright, so let's hear the three now.
2. Workflow: Working with Live’s Instruments: Okay. So let's dive in
to Lives instruments. So the goal of this
class is to get comfy with all of these devices. Okay? It's a lot.
There's a lot here. But actually, we have
one more goal, too, and our bigger goal is to
learn about sound design, kind of a big
picture view of how sound design works
so that we can apply it to all instruments. I have a way I've been teaching
sound design for years, where we're going to first talk about what goes
into a synthesizer, what makes a
synthesizer what it is. And then we'll use that concept to learn all of these
different synthesizers. It'll make it ten times easier, and you'll be able to apply
it to any synthesizer, physical, virtual, whatever
that you run into. So first things first, what we're looking at
here is instruments. This is different than plugins. In plug ins, there
are some instruments. There are a whole bunch of
instruments here that you can use to generate sound
and do synthesis with. However, all of these
are outside of live. They are kind of their
own little programs. So we're just going to focus on the instruments
built in to live. So not plug ins. Although at the end, we
will look at some max for live things. We'll
come back to that. Just hold on to
that for a minute. Another thing just to point
out before we get started, is that your list might
not look like mine. If it is if you don't have
the things that I have here, then it might very well be because you don't have
the full version of Live. This is one of those places where the full version
really matters. So I have Live suite, and
that's what I'm working on. So Live Suite has all
of these instruments. If you have Live Standard or the smaller versions of
Live intro or live light, then you will have
less things here. So I'm going to be working
off the sweet version. If you don't have sweet, if you have a lesser version, you can still follow along with everything
we do here just fine. There's just going to
be some instruments I have that you don't have. But the ones that you do
have will work the same way that I'm going
to talk through. So you'll be just fine. Okay, so we're going to dive into the sound design
stuff in just a second. First, I want to just do a little bit of a
refresher on how MITI works just so that
we're on the same page about how to make content
for these things. And we all kind of
know what we're doing. So let's go into that first.
3. A Quick MIDI Refresher: Okay, so when it comes to
our quick MIDI refresher, there are two things
that I just want to put into your
head as a reminder. First, number one,
do this with me. Go up to Options and go down to Chase MIDI notes and
be sure that is turned on. If it has a little
checkbox, it's on. That's what you want. If it
doesn't have a checkbox, click it, it'll get a checkbox. We want that on because it corrects kind of
a innate problem with MIDI in that um sometimes we miss
the note on message. It's complicated and weird.
Don't worry about it. Just leave that setting on, and it'll make your
life a lot easier. Okay, second thing. We can make midi
notes all we want, but we will not hear them until we put a midi
instrument on those notes. So I'm just going to make some notes here.
Okay? That's cool. And if I hit Play, we
will hear nothing. These dots right here means that Live is playing mini notes, but it has no instrument
to play them through. If I hit Shift tab, you will see this is where my instrument should be,
and it is not there. So I need to put either an instrument or
one of these presets for the instrument onto that track and now we're gonna
hear those moves. See, instantly, the little
dots turned into audio. So I can't tell you how often I get a
message from people saying, I'm making notes. Everything is cool, but
I can't hear my notes. Why? And it's because you need to put an
instrument on that track. Also, if we want to
hear this track, we want to play on a keyboard
and we want to hear this. This has to be armed to record. So if you're hitting notes on a keyboard
like I am right now. But you're not hearing anything, make sure you have
an instrument, and you have that
instrument armed to record or that track armed
to record, actually. So those are two
important things to just keep in mind whenever
you're dealing with MIDI. Okay, now let's talk a little bit about how
MIDI clips work.
4. MIDI Clips: Okay, if you've been following along with my other
classes, you know, by this point your way around Session View
and Arrangement View. And you probably know
your way around clips. So let's do a little
tiny review on MiiClips. So we are here in Session View. I made a Mini clip right here. I'm going to take it over to Arrangement View by
clicking and Hold down. I'm just holding it
while I hit tab, and now I'm going to drop
it into the same track. Okay? This track is
grayed out because it is currently over
in Session View. So Live is going to play
Session View until I tell it, No, I want you to play Arrangement View by
clicking that button. Okay, so now here we are. I Arrangement view. If
I double click on it, I get access to loop and
all kinds of fun stuff. We'll come back and talk about our key aware stuff
in just a minute. But I can change the
length of it down here. I can open it up to
get the full thing. You can see it looping here. We can move notes around the Mi grid with arrow keys
or by clicking and dragging. Can make more notes
by double clicking. We can drag them out this way by grabbing
the edge of them. And don't forget my favorite
key command of the Mi grid, and that is shift up or down. We'll shift you by an octave. That can be really important. And then just general
midi clip behavior. This is true of
audio clips as well. We can copy with Command C, put our cursor somewhere
and Command V to paste. We can paste into
different MIDI tracks. Watch out for audio tracks. If we paste into an audio track, it's going to convert it to
a MIDI track unless there's something already on that midi
track or that audio track, in which case, it's
just going to say no. But then here in our timeline, we can move things around
and do what we need to. Okay, I think that's about
everything about mini clips. Let's talk about
this key aware stuff because this is new and Live 12, and it's gonna be really
important as we get into building mini
tracks and midi clips.
5. Key Aware Settings: Okay, let's talk about the
key aware business, okay? So first of all,
the main control for it lives up here, okay? So here we can set our key. And by default, it's always
going to set to C major. That's like a weird,
like, music theory thing. By default, everything
is C major. It's really kind of strange. But anyway, so let's say we want the key of our
tune to be G minor. Sure. Okay? Now, if we turn this
little purple button off, it's just going to not pay
attention to this anymore. So this is all new, so I'm
still getting used to it, but I haven't found a good
reason to just turn this off because you can always
go outside of the key. So just leave this
on all the time. But now if we go to a clip, we can see that this clip
turned us back to C major, and we're in C major up here. Okay? So I think we need to
redo this G minor and say, now we're in G minor. Okay? Each clip, because I made these clips before
I changed the key, these might all go
back to C major. Yeah, they are. So if
I select them all, and then switch this to G minor. They should now
all be in G minor. Yes, they are. Okay? So I selected all of them and then
switched this to G minor. Any new ones that I
make are going to be in G minor as they follow
the key aware setting. So what does it mean
to be key aware? Well, if I make a new clip here, first thing is that it
shows the key of G minor, with these purple things. Any of these purple
notes are going to be in the key of G minor, okay? So if I stay on those purple
notes, I'll be pretty safe. Things will sound pretty good. But I can also go outside
of the key by playing some of these not purple
notes, these gray notes. These are going to be
outside of the key, so they're going to
probably be dissonant. As I've said, many, many times, when it comes to keys and
scales and all this stuff. And if you don't know my other
work outside of Ableton, um, I've done a lot of content. I wrote a book about this. This is kind of my jam is music theory for electronic
music producers. That's actually the
name of my book. And here's the you don't
have to buy my book. I'm going to summarize the
whole thing for you right now. It is that if you stay
in the key all the time, if we only do notes
that are in the key, you are going to make
a whole bunch of music that sounds perfectly fine. Okay? If you sense my sarcasm
there, you're correct. It's the music will sound fine. I'll sound great.
You know, it's cool. But you're not going
to find any brilliant, awesome moments
without exploring the notes outside of the key. So we could do something
like this scale button here, where we hide all of the notes that are not in the key, okay? You can do that. Now we can only use notes
that are in the key. We've hidden the ones that
don't fit in the key. But again, you're going to make a whole bunch of kind of boring
but fine music that way. So I would encourage you
to stay in this mode, not this scale feature. This is called fold to scale, but keep it like
this so that you can see the notes that
you're not using, and, you know, you might
hear this melody and think, Oh, what if I go there, right? Go outside the key a little bit. Experiment, see if you like it. Now, this is not going to
be a music theory class. I have plenty of those. So if you want to learn more about what makes the notes sound good and what notes
you can experiment with outside of key that
are likely to sound good, I have a whole bunch
of content on that. Check that out. But for now, I'll
leave it at that just knowing how this key
aware setting works and how to use it. If you want to just
stay in the key, you can hit this
fold descale button and then not worry
about anything. But let yourself experiment
outside of the key. You'll find some
great moments there. Okay, let's move on.
6. What is Sound Design?: So what is sound design. Sound design is a weird term, and it gets kind of a weird rap. People have used that term to mean a lot of different
things over the years. It can just mean synthesis. So that is primarily
what it means. It means being able to dial in a synthesizer just right so that you can make the sounds
that you want it to make. But it can also mean
layering sounds, putting together a non musical
sound track for something. There are elements
of sound design in all kinds of things. There's an industry called
Industrial Sound Design. That would be it like the beep that your microwave
makes when it goes off. That's industrial sound design. I've been hired before to make little beeps and things for different apps like
like Zoom style apps when you join a call, it goes ding de ding. I didn't make those
sounds, but I've made similar sounds for other apps. There's a lot of sound design
that goes into video games. I would actually
define sound design broadly as creating
unique sounds, whether it's for
musical purposes or non musical purposes. So what we're going to focus on here is talking primarily
about synthesis, kind of the synthesis
element of sound design. However, I do have a
sound design project here that it's really short, and I thought it would be
fun to walk you through. So maybe we'll do that, and I think I can give
you this session. Since it's all my material, normally, when you're
doing sound design, especially for sound
design for a film, you can't really share those sessions because
you don't own the film. But in this case, I do, even though this is for
sort of a film thing. I'll explain it in a minute.
So let's do that now. Let's walk through this session, and I'll talk to
you a little bit about how I think
about sound design, and then we'll go
into talking about the elements of sound design.
7. A Film Session: Okay, this is kind
of a funny project because you've seen it. You've already seen it
if you're in this class. This is actually like the
intro for the for this class. So, here's how this came about. So I commissioned this artist
to make this thing for me, this intro bit that you saw at the very beginning
of this class. And what he gave me was this video, and it
was great. I liked it. But it was totally silent, which I also preferred because I wanted to do
the sound design myself. So I uh, did the sound
design here in live. So a couple of things. First of all, in
order to do this, you can drag a video file into live, and that's
what I did here. It shows up like this. This will be the file's audio, which was blank when I got it. Then it pops open a new window that you can move around
that shows the video. I'll just leave that
video right there. And then I'll just
play through this once so you can see what I did. Let's do that. Okay. Now this is actually
all quite simple. First, I put in this kind
of boom swoosh sound. Okay. That's really it. It's very dry. But I
doubled it with this sound. And that's a sound that I had from another project where I added that low descending thing. Mom. That's a very
kind of fashionable, almost cinematic
sound at this point. Then with this swoosh, I used the same sound again, but with some
effects on it to get the kind of back part
of the explosion. It's the same as this. It's
just got a chorus on it. So nothing fancy. This is some ship noise. This is an audio file I
took a long time ago when I was on a ship and just
walking around the ship. So it's just kind
of random sounds, and there's a bunch
of reverb on. Right? And then there's also this
big boom on that first one, but it's not on
any of the others. That's there, but
it's quick and quiet. So you don't hear that And
then it doesn't come back. That makes the second one
a little bit different. These are different pads like synthesis that I've laid
down onto these tracks. And then here's our
only actual mitti and it's just this long bass note
that happens right here. So just a big bass sound that gets added into
everything else right there. This this kind of big opening thing is just
this sound, but backwards. So this sound again, but backwards, sounds like this. If I turn all the effects off. Sounds like this. But
with a compressor, a big delay, and a
whole bunch of reverb, it sounds like this. So, pretty simple, actually. Mostly audio, just one video
or just one mini clip here. But this is, you know, how a sound design
session works for a film. So in order to make
all of these sounds, you really need to know
your way around synthesis. Even the audio file one, like these pads are just miti and then I
rendered them as audio. And even these booms and
swooshes and things, to really understand
what we're doing here, it starts with synthesis. So, let's get into that. I'm going to give
you this session. You can play around
with it, I suppose. It'll come with this video. So yeah, have fun with it.
8. The 3 Elements of Good Sound Design: When you are designing sounds, there are three things
to keep in mind. There are basically
three elements that you can adjust on a sound that you can craft to make that sound unique
and compelling. Those three things are
tamber, shape, and motion. Okay? So remember those
tamber shape and motion. Let's define them. The trickiest of those three things is tamber. So tambor is a weird word. We use tamber in
music all the time. Timber literally
translates as color. It means the color of the sound, which is even more useless term. Here's what it really
means. Imagine in your head a flute
playing a note. Okay? Now imagine a piano
playing that same note. Same exact note. Now, what makes the flute sound
different than the piano? They're playing the same
note. The biggest thing that makes them sound
different is the timbre. It is the quality of the sound. My voice sounds different
than your voice. Why? Because of the
timbre of my voice. There's a lot of things that go into the timbre of something. When it comes to my voice, the things that go into it
are the shape of my throat, the vocal cords, the
shape of my mouth, the cold that I am
still getting over, stuffing up my nose. All of these things contribute to the tamber that is my voice. And tamber the actual like, technical things that change the sound when it
comes to tamber are called overtones
or harmonics. Okay? We're going to talk more about
those in the next video, so hold on to that
for just a second. But the tamber is the
color of the sound, the thing that makes
a sound unique Okay, now, the other two
are relatively simple shape and motion. Shape has to do with
is the sound fast? Like, let's think
about this sound. Okay? That has a
very sharp attack. It's just on. It doesn't
fade in. It's just on. And it has a pretty quick decay. It ends when the sound ends. It doesn't sustain for a while. Now let's think
about I don't know. Let's think about this sound. Okay? It's on when
I play the note. Stop It's off, right? It's kind of like the clap in that it has a similar shape. But a shape can slowly enter. It can move around
while it's sustaining, and then it can fade out. There's a lot of
different things that the shape of
a sound can do. The third thing is motion. That just has to do with while a sound is happening,
what is it doing? Is it just still O is
there some motion in it? Let's listen to
this sound again. Now, there is motion here. You can hear it's going, there's something happening.
It's not a lot. Other sounds we encounter will have a lot of
motion to them, and they'll be moving around and doing all kinds of
different things. So those are really the
main three elements that we're always going to
be working with timbre, shape, and motion. Okay? Now, let's move on and talk a little bit about
overtones and harmonics.
9. Overtones and Harmonics: Okay, let's talk
about overtones. Get ready to have
your mind blown. So every sound is made up
of a ton of other sounds, like an infinite number
of other sounds. It's kind of crazy. If you think about color, like, the color purple is made up of red and yellow,
is that right? No, blue and red, right? God, I don't know
anything about colors. Blue and red make purple. So you could say, like,
purple is the color, and then there's blue and red that those together make purple. Overtones are kind of like the blue and red here to the purple. For every sound,
there's this there are these frequencies
all above it and maybe even below it that contribute to the
timbre of the sound. I know it's crazy. I'm
going to show you. But they're predictable. So let's look at this chart. If you don't know how to
read music, that's okay. Here's what you just
need to understand. If I play this note,
this is a very low note. It's like. Inside that
note, that's a low C. Inside that note, there is a C, an octave higher
C, and then a G, and then another
C, and then an E, then a G, then a B flat, that's a little out of
tune, then a C, then a D, then E, then an F sharp, that's also out of tune,
then a G then an A, then a B flat, out of tune, B natural C and then it just kind of goes
chromatic up from there. There's a lot of notes
inside every note. And each of these notes
can have a certain volume. And how loud each
of these overtones are determines the
timbre, okay? It's weird. Here's another way
to look at it. Here is my voice. This is just me talking. This is actually also from the
intro to this video. It's hugely valuable. Okay. The blue is the waveform. That's just the waveform
that you're used to seeing. But the orange are all the frequencies that make
up the timbre of my voice. You can see him moving
around quite a bit, but the bigger brighter ones
are the more dominant ones. And as they go higher, they get kind of
darker and darker. They disappear because we're
showing volume in terms of brightness or
orangeness here. So you can see the kind of main tones that I'm speaking in, and then all these
other orange bits are frequencies that
are in my voice, okay? So what we need to do when we do sound design is we're really
sculpting those overtones, all those notes above the note that we're
actually trying to play. So there's the sound,
and then there's all of these notes above it that
contribute to that sound. So as we do sound design, we're sculpting the
original sound, but also all of those
overtones above it, okay? If you keep that in mind,
it will help as you learn how to do synthesis
and sound design. Now, one last thing I'll
say about overtones is that there are if you're into, like, mysticism
and weird things, there's all kinds of lore and
mythology about overtones. I would recommend
to you this book Harmonies of Heaven and Earth I found this to be a
really fascinating book. This is not a science book. This is very, very
speculative stuff. But they have all kinds
of things in this, like, kind of almost
Pythagorean examples of, uh, overtones being used in
different ways, like that. It's a symbol we see a lot. You know, overtone
structures being used to, like, build the pyramids
and, like, weird stuff. So it can get really almost spiritual
if you're into that. Um so I found that to be a really fun book that really kind of talks about the
mysticism of music, and especially, there's a
lot of talk about overtones, kind of these
theoretical undertones. It's a whole thing. So, you don't need to read
that for this class, but if that interests you, that's a recommended book.
10. Synthesis Types: Okay, so let's get our
head back on Earth for a minute here and get back to the practical,
how do we do this? So let's start by talking about the different types
of synthesis. And then we're going to go
into the different elements of all synthesizers. But there's a whole bunch of different types of synthesis, maybe like ten, if you get
into some of the weirder ones. But there's only five or so that we regularly deal with in live. So let me just kind of explain the different ways that
synthesis can work. So when we talk about
different types of synthesis, what we're talking
about is different ways of combining sounds
to make new sounds. So first, we might have something called
additive synthesis. So additive synthesis
is quite simple. We take a sound, we
take another sound, maybe a third sound,
we add them together, and that makes a sound we like. In some of the other
classes in this series, I was doing things like layering different sounds,
different synthesis. That's basically
additive synthesis. It's very simple relatively. Now, additive synthesis isn't something that we
use a whole bunch. It's not a very popular
kind of synthesis, maybe because it's simple, maybe because it doesn't result in usually really
compelling stuff. But subtractive synthesis is probably the most common type of synthesis that we use on an
everyday basis, debatably. Subtractive synthesis
means that you're going to start with a very
complex waveform, which when I say
complex waveform, all that really
means is that we've got something with
a lot of overtones. It's very bright and buzzy. That means it's got a
lot of crazy overtones. So we're going to start
with something like that. And then we're going
to use something called filters to chip away at it and take away the
sounds that we don't want, and then we're left with
the sounds that we do want. That's called
subtractive synthesis. There's another kind of
synthesis called FM synthesis. This is like this has, like, a kind of a
distinctive sound, but FM is a different
way of doing things, and one way I like
to describe FM, which is a vast
oversimplification, but a simplified
way of looking at it is instead of taking two sounds and
adding them together, like we do with
additive synthesis, it's more like taking
two sounds and multiplying them together
and getting a new sound. So we end up with one sound, but it's based on
several sounds. Multiplying or modulating is a more accurate term
to make something. Physical modeling is
another kind of synthesis, and that's kind of a
whole different animal. And physical modeling,
what we have is this big, long, crazy math algorithm. That tries to replicate
the physical world, and we can get in on that and change
different parameters. So you might have an
algorithm that says, Here's a physical
model of a violin, and there's ways to control the pressure you're
putting on the string, the pressure on the bow, how
many hairs are on the bow, what the humidity is outside, everything that's going to
affect the sound of that. Physical models can
be really complex, but when we use them in
something like Live, we have fairly simple tools that deal with all
that math for us. It's not like we get this huge algorithm and we have
to plug in numbers. It's not like that
at all. We get a slick interface that
lets us adjust things. Last one I'll talk about just as an introduction is
wave table synthesis. This is probably the
most complex sounding. And what we basically have here is a whole bunch of
different sounds. And then when we play one, the software kind of scrubs through all these different
sounds so that it makes a new sound by scrubbing through a whole
bunch of other sounds. If you imagine like
those big gnarly bass sounds that you get in
dubstep and things like that, they're like, that stuff. That's very wave table. If you've used a very
popular synthesizer called serum, that's wave table. Live does have a built in
wave table synthesizer. It's called wave table, and
we will be looking at how to use that shortly. So just a quick
overview of a couple of different kinds of synthesis
that we have access to. Now, let's go in and talk about the different elements
of all synthesizers.
11. The Oscillator Section: So here's what I
have here. I have a new track, a new mini track. And on that track, I put an analog instrument. Now, I just drug the analog
instrument onto here, which means we have
the default patch. I didn't load any preset. This is just the
default analog patch. It sounds like this.
Okay. And we're just going to work with
that for a minute. So I like talking about
these different elements of the synthesizer with analog because it just kind of
lays them out really easy. So I'm going to use
this as an example. But remember, the point here is that after I point these out, we should be able to find these on any kind of
synthesizer, okay? So we're not just
going to learn analog. We're going to learn
how to learn synthesis, if that makes sense.
Okay. All right. So first, the oscilator section. Every synthesizer has
an oscillator section. They might not call it
the oscillator section, but they have an
oscillator section. Now in analog, it's this. And we actually
have two of them. You can see Osk one and Osk two. Okay? There are these
two things, okay? So what is an
oscillator section? Oscillators are the only part of a synthesizer that
actually make sound. Everything else is about
sculpting that sound. So the oscillators are
units that actually, like, oscillate, and
they make sound. So we can say, make a
waveform that is a sine wave, and it's going to
oscilate and make a sine wave like this because
that's what sine waves do. Or you can say, make a triangle
wave and it's going to go That's what triangle
waves do, sort of. We can tell it what
kind of wave to make, and then it's going
to just start going and generating that wave. So right now, we have
Oscillator one is set up to make this shape of a wave that's called
a sawtooth wave. And Oscillator two is set
up to make a sawtooth wave. Okay? They're both
making a sawtooth wave. Now, also in the
oscillator section, in addition to the wave type, and I'll talk more about
wave types in a second. We have tuning. Okay? So we can set the tuning to
do different stuff. Octave, semi, and detune. Now, these won't look the
same in all synthesizers, but you'll usually have some
kind of tuning parameters. So octave means like big jumps away from
each other, okay? So note here's one octave up. Let me turn off Oscillator two. Okay justos Octive up. So you can think
about an octave as, like, the register
that we're in, low or high, and a
couple in between. Semi is semitone. That's every note on a piano, if you look at it, white
notes and black notes. There are 12 of these
for one octave, okay? So if you go up 12, let's do it. 12. And then I go down
to zero, but up 12 here. And something. Okay? So 12 semitones
per octave. Detune is sense. This is, like, very, very, very fine amount of space. There are 100 of these
per one of these, okay? So with these, you're not
even gonna hear it at first. Okay. So the numbers here
are a little confusing. So I think what we're seeing is one would be one semitone. So we're going up by
percentages of a semitone. We can go all the
way up to three. Okay, so that's our tuning. Now, let's talk a
little bit more about oscillator shapes. And
12. Waveforms: Okay, because the oscillator is the only sound making thing, it's important to understand the different shapes
that we have available. Now, not all instruments
have the same shapes. There are four
really standard ones that almost all
instruments will have. And then some instruments have
different and wacky ones. But let's look at
those four first. So I'm going to switch over
to a program called audacity. Maybe you've heard of audacity. This is a free
program that you can find online if you
just search for it. I like audacity because it
shows us we can zoom way way, way in and see
individual waveforms. So what I did in audacity
is I asked it to generate a sine wave for me, 30 seconds of a sine wave. Sounds like this. Okay?
That's a sine wave. A sine wave is the most
pure sound we can make. It has very few overtones, okay? It has the fundamental pitch
that we ask it to make. And then above it, the overtones are almost none. And that's what makes
it so just pure. Okay. If we zoom in and
look at it, Zoom in in. We're looking at fractions
of milliseconds now. Okay? We see a sine wave. A sine wave is just a
perfect flowing thing, okay? It's the most simple
sound we can create. However, it is super useful. We'll be using sine waves
all the time. All right. Let's go to Let's Select
All and delete this. And I'm going to tell it
to generate a square wave. This is another one of the
most common wave forms. Okay? Now, a square wave
has a lot of overtones. So it's going to
sound more buzzy. The more buzzy something sounds, the more overtones it has. This is what a square
wave sounds like. Okay? Doesn't sound all that
useful, but it is, trust me. No. No way. If we zoom way, way, way in and look
at a square wave, we can see that
it's like a square. It goes up, flat, down, flat, up, flat, down, flat. It's just a square. It makes these squares
all over the place. Now, the general rule is that the more right angles or the more sharp
edges a sound has, the more overtones that
it's going to create. It's just kind of a weird thing. I don't know the math
or physics behind why that happens,
but it happens. So, in this case, this has these flat sides
to it all over the place, which makes it very buzzy, which means it's going to
have a lot of overtones. So just contrasting those two, one is really smooth and simple with no overtones or
very close to it. The other is buzzy and
a lot of overtones. Just with those two,
can generate we can make a lot of sounds by just combining them and then using some other tools that we have
in synthesis to shape them. But let's learn
about a couple more. Let's go select all
and delete and go to generate tone and Sautooth. Okay. A sawtooth. I think we just saw a sawtooth. Sawtooth looks like this. Zoom. It looks like the
teeth of a saw, right? So it goes up and then
straight down almost, and then up straight down. Now, you can see this has
some sharp angles in it, and that means it's
going to be a bit buzzy. But it's differently,
buzzy, right? You hear the difference
between that and the square wave. That's timbre. That's that buzziness. That's the overtones.
They sound different. These have all been playing
the same pitch, okay? Sine waves, square
waves, sawtooth waves. The thing that makes
them sound different is the overtones
generated above them, and the overtones are generated because of the shape
of the waveform. Okay? Now, there's one more that for some reason just isn't built into audacity easily, and that is the triangle wave. Triangle wave is a lot
like a sawtooth wave, except instead of a flat side it has inside that comes
down similarly. So if we go here, here are, this one doesn't have a
triangle wave either. Interesting. The different
shapes in analog, I have sine wave. I have sawtooth. I have square. And I have this one,
which is noise. We'll talk more
about noise later. So this one doesn't have triangle and audacity
doesn't have triangle, but triangle wave is one
of the kind of what I consider to be the foremost
standard wave forms. But not everything
has all of them. Every synthesizer is
unique in that way, but they're always going to
let you dial up something. Triangle wave has a similar
sound to a sawtooth wave. Okay, so no matter what
synthesizer you are working on, you will be able to find
an oscillator section, and you will be able to
select some sort of waveform. You're probably going
to see sine wave, sawtooth wave, square wave, maybe triangle wave, and then maybe a handful of
other unique things. So whenever you encounter
a new synthesizer, just walk up to it and your
first question would be, where's the oscillator section?
13. The Filter Section: Okay, this second big section of any synthesizer is
going to be the filters. Okay? So find the
filter section. In our analog instrument here, it is this right here, okay? So this says filter one. There's also a filter two down
here that's currently off. So filter one, okay? We're always going to
have two controls. Well, not always. Not all synthesizers
have two controls, but most of the
time we should have two controls on our filter, and one kind of drop down
menu with a few options. Okay? So let's talk about
these options first. So what does a
filter do? A filter is the main tool we have
to carve away sound. It's going to filter
out certain sounds. Okay? So we have to
tell it what kinds of behavior we want it to have so that it can filter out the sounds
that we don't want. And here we can see in this list several different kinds of
filters that can be used. Low pass, bandpass, notch, high pass, informant, okay? So let's start with low pass. Now, in order to show you
what this filter does, I'm going to pull up
something different. I'm going to pull
up an audio effect that I can pull that I can show a filter in in a much
easier to understand way. So here's EQ eight. Okay, I'm going to make
this nice and big for us. We'll talk about
these filters later. I'm going to turn these off. So we're just looking
at one of them. Okay? And let's set up a
low pass filter. Okay. So here's what a low
pass filter does. In order to read this grid,
here's what you need to know. Low sounds are on this side and high sounds
are on this side, so low frequencies
and high frequencies. Okay? Low stuff, high stuff. And then in the middle,
we have a zero, and then we have six, 12, and then under that negative
six and negative 12. So this blue line, when it's on zero,
that means we are doing nothing to the volume. But when I go up, now we are boosting the volume, and when I go under that zero, we are cutting that volume. Okay? So if I do this, what it means is that we're not going to do anything to the
volume on this low stuff. But once we get up to
right around here, we're going to start decreasing the volume of the higher stuff. Here's one K. So from
a little before one K, all the way to a little bit
after one K. All right? So we're going to
reduce the volume of those frequencies
as they get louder, and then anything above this point, we're just
going to mute out. We're not going to listen
to. Okay? So this is called a low pass filter because it lets the low frequencies
pass through it, not the high frequencies. If we want a high pass
filter, we want this. It's going to let the
high frequencies pass through it and get rid
of the low frequencies. Okay. So going back to
our filter in analog, we have a few different
choices here. So low pass 12 and low pass 24. Okay? So let's go
back to a low pass. Low pass 12 is going to
look something like this. Oops, that's not a low pass. Here we go. Low pass 12 is going to look
something like this. The number has to do with how
steep this line is, okay? So if that's 12, 24, oops, 24 is going to
look something like this. It's going to be steeper, okay? The number, technically
is decibels per octave, but you can just think of it
as how steep this line is. Okay? So that's low
pass and high pass. Band pass would be something
like this where we have just a single area that
we're letting pass through. And the notch would be
something like this where we're kind of notching
out some area. So in this case,
we're not going to hear these frequencies in here, and these ones are going
to be awfully quiet. Okay? So let's go
back to analog. So if I say low pass 12, and you have to kind of
imagine this filter shape in analog analog doesn't show you what that filter
is actually looking like. So that's why I'm
using this EQ out here so that you
can kind of help you visualize what
this is doing. We don't need to use
this for sound purposes. I'm just using it to show
you what it looks like. Okay, and then frequency, okay? Frequency is going to be also known as the
cutoff frequency. That means where does this
start to slope down, okay? So we can adjust that. And then resonance resonance means give it a little kick at the top,
is the way I think about it. So resonance is going to
be something like this. Okay? This means it's going to boost a little
bit right at the top, right before it starts to cut away, it's
going to boost it. It makes, like, kind of
like a laser gun effect. I'll show you in a
second. Okay, so let's get rid of this EQ, and
then let's just hear this. Okay? So move
around my remember, we have a low pass here. So as I move the
frequency around, we're letting
different amounts of high frequencies come
through or get cut out. Alright, so now the
high frequencies down, we're left just
with the low stuff. If I take resonance
all the way down, letting more high come through. Okay. Now let's give it
some more resin. Here what rehyhy do that same thing
without resonance. Okay? So resonance can be
fun, it can be a sound. It's effect that you
may or may not use. Okay, then the only other thing here in our filter
section right now is this two filter two.
This is unique to analog. It's going to let us send
the signal after this filter down to our second filter so we can do a little
bit of routing. We'll talk through that shortly. That's not something you always
see in a filter section. Okay? So we have the
oscillator section, we have the filter section. Now, up next is the envelopes, and this one works a
little bit different.
14. The Envelopes: So remember a little while ago, I said the three main
elements that we need to focus on to create
sounds are tamber, shape, and motion, right? So, with tamber, we're primarily talking about
the oscillator section. Okay? That's what's really
going to control our tamber. The filter section, as well, is going to contribute
to our tamber a lot. The envelopes are what really controls the shape
amongst other things. So envelopes are not
necessarily a section, but they are scattered throughout most synthesizers
in various ways. So you can see one right here. This is what they
look like, okay? If I click on the
oscillator section, this is one, as well. This is a little bit
different looking one, but this is still an envelope. Filter, this is an envelope, amplifier, this is an envelope. Okay? They are all
over the place. This little graphic
is the envelope. We can get access to its
parameters over here. But you'll get really used to
seeing this little graphic. In fact, Ableton likes to do
it a little bit different. If you're looking
at any other synth, you might see it
looking more like this. This is the more
traditional thing. Like, if you told me if you drew this little picture and
said, What is that? Most experienced sound designers or producers are immediately
going to say Envelope. The other thing they
might say is ADSR, which I'll talk about
in just a second. So what does an envelope do? Well, let's play it with
this one, for example. So this is in our amplifier. So this is going to
be a volume envelope. We can apply envelopes to do a whole bunch
of different stuff. What they do is give us certain points that we can
apply to different parameters. With the volume envelope, we can say, how fast
does this sound start? Does it start right away, in which case this point is this line is going to
be straight up and down. That starts right away. Do I not want it to
start right away? Do I want it to fade
in? Then we do that. Now. So now we're
already just giving this a lot of shape just by
doing that one thing. Okay? How do we want
this sound to end? Do we want it to fade out? In which case, it is. So I'll show you when I'm
lifting up my figure, right? Now, right? It's got a quick fade to it. Let's make that fade longer. Here now stop. Very slow, fade out. Come on. Okay. Long fade out. What if I wanted to just stop? The second I pull my
finger up just stop. Okay. Just stops. And there's some
other points here, and I'll talk about
those in just a second. So with this, I can
make a pad kind of sound if I do a slow
attack and a slow release. Now I've got like a right? Like, more of a pad sound. Or if I do it with a quick
attack and quick release, I have more of a lead sound. Ignore the weird glissing. That's my weird roly
keyboard keyboard. It's kind of strange sometimes. But let's go here. We can have a filter
envelope, right? So with this envelope,
we could say, I want my filter frequency
to open over time. And close over time,
right? Now, listen. You hear that go Who? That filter opens
up over a minute. Over, well, half a second or so. In fact, 835 milliseconds. That's the actual
amount. Okay, I can make that go slower. So now we're giving our
sound even more shape. The two most common
are amplitude, which is, like, the volume, which really gives
it shape and filter, which contributes to
motion in the sound. Okay. So now let's talk about
this graph a little bit more and talk specifically
about this ADSR thing.
15. ADSR: Okay, this little graph is
called an ADSR envelope. Okay? An ADSR, those four letters match
to the four points. This line is our A. This line is our D. This line is our S and this
line is R R. Okay? Here's what they stand
for. Attack. Okay? The attack line. If that's
straight up and down, then we have an instant attack. If it's on an angle, then we're going to have a
slower attack, right? And so that can be straight up and down or varying degrees. Okay? We can also control
the attack right here. We can say, you know, we want a very slow attack, you know, 15 second long attack. That's insane, or a very
near instant attack. Okay? So the first
parameter is the attack. Now the second parameter
is the D, ADSR. The D stands for decay. How fast does that
initial sound decay? Now, in order to visualize
this, think about, like, hitting a symbol,
like a crash symbol, going on a crash symbol. So you're going to hit
that thing with a stick. So the attack is
going to be instant. As soon as you hit it, it's
just bang. Loud, okay? The actual hitting of the symbol with the
stick is very loud. But once you once you're done with the actual contact
of the wood to the symbol, then that symbol is going
to ring at a sound at a volume that is lower than it was when you actually
were hitting it, right? So that's what this decay is. This is the amount of time
and the amount of distance it takes to get down to
that sustain level, okay? Let me show you a couple
examples of this. If I do this, what's going to happen
is we're going to get a sudden sound
because of that attack. And then very quickly, actually make that less quick. The sound is going to
decay to almost nothing. And then it's going to sit
here on the sustain part. Okay? So you're going to hear
the sound go up and down and then sit to where it's
at its sustained moment. Okay, let's do that
a little bit faster. Actually, let's do the decay
a little slower. Oops. We're still on filter envelope. So we can hear the filter going open and closed kind of fast. Okay. Let's go back to
our volume envelope, where it's a little
easier to hear. Let's just open up our filter envelope and
go to a volume. Okay, so now here,
we're going to hear that sound go up
and then down quickly. Okay? That was blip. That
blip you heard was this. Let's make that blip
a little bit longer. Okay, let's make our sustain
a little bit louder. Okay? So now you can
hear the volume go up and then come down and then
get to a sustained point. And now we're at the
sustained point. That's our third thing, the
S of ADSR, sustain. Okay? The sustained one works a little bit different
because it's not a matter of time where these other ones are about time. Attack is about how fast
that sound gets in. Decay is about how fast that sound goes down
to its sustain point. The S, the sustain
is about a level. Okay? So this is about a level. Like, how loud is it going to be while we're just
sitting on the note, okay? It's just going to
be there forever. So if I go like this, then we're going to have
an initial decay, and then we're going to
sit on a volume that's almost the same as where it was. In fact, we can get rid of the decay completely
by just doing this. That's not very
interesting sound, although it does have its uses. So where this line is, this is going to be a loud
sustain and no sustain, quiet, sustain, medium sustain. So the S is the volume at which it's just going
to sustain at forever. But the end of the sustain
is this point right here. This point is created when I
lift my finger off the note. Okay? So this is letting go of the note is that
point right there. We can't control that point
here because that point is controlled by when I lift up my finger or when I tell the
midi note to stop playing. But as soon as I do that, this happens, and this is the
R which stands for release. So when I release the note, does it immediately stop or
does it fade out slowly? Does it fade out
really slowly, okay? So now we can craft a sound with some shape to
it in a way that we want. All right. Can I let go, and
that's what happens. So that's how envelopes work. You'll see this ADSR
stuff all over the place. Sometimes you'll just see four knobs and they'll just say AD, S and R, and you'll just kind have to know
how those work. We can adjust them here A, D, S and R. We have this sustained time which doesn't really apply
to us right now. ADSR envelopes are crucial
part of synthesis. So get used to seeing them and understanding the
four different points that they're dealing with.
16. The Amplifier: Okay, last but not least, the fourth main like element of any synthesizer is
the amplifier, okay? Amplifier is the simplest one. We will have an envelope in the amplifier to
control the volume. We'll also have our main level because we got to
give it some juice, and probably panning
is in there as well. Panning is your left
and right balance. So all the way left all the way If that sounded the same to you, then this video might have
had its panning removed, which happens on some platforms. It's weird. I don't know why
they do that, but whatever. So that's the amplifier section. Now, any synthesizer
is going to have those four sections
somewhere in it, and then probably some
bells and whistles, things like LFOs, Unison, glide. That's kind of it for this one. So we'll talk about
those as they come up, but those are the four sections. As we go on and start learning the different live instruments, I'm going to do it
by saying, Okay, let's look at a new
instrument and say, Okay, where is our oscillator section? We're going to find it, and we're going to
learn how it works. And then we're going to
say, Where's our filters? Here they are. Where is
our amplifier? Here it is. And if you understand
those four sections, learning any
synthesizer is going to be 1,000 times easier. Trust me.
17. Overview of the Ableton Live Instruments: Okay. So for the next
big chunk of this class, actually, the majority
of the rest of it, we're going to go
through each instrument. We're going to go through
everything in this list. Not exactly in order, though. Here, they're just kind
of an alphabetical order, and I kind of want to do it a little bit more systematically. So we are going to
start with analog, which we've already
been looking at, so it'll be familiar, but we're going to go into
a little bit more detail. And then we're going
to move into operator because it's similar to
analog but kind of souped up. And then we'll move through
all of these eventually. Now, the way we're
going to do this is I'm going to I may not explain every single button and knob. If there's a button
and knob that you're dying to know what it does and
I haven't talked about it, just remember to turn on that IfoviewT get that
little box down here. You can even just hit
this little button, and it's going to show
you those things. So even if there's a
parameter I don't talk about, it's there in that
info view for you. However, I'm going to talk
about most parameters. We're going to walk
through looking for our four different areas
that's the oscillaators, filters, envelopes,
and amplifier. And then we'll also kind of dissect and look
at some presets, design some sounds of our own. I'll share some files with
you and show you how you can, um, save your custom made patches and share
them with people. Okay, there's also a few Max for Live devices hidden in here. You can kind of
tell by the icons. All these DS instruments
are Max for Live devices. We will be looking at
those in this section. I just want to point
out that these are Max for Live devices, but we'll talk about them. There's actually a
few more Max for Live devices that are not in this list that are worth
talking about as instruments, one in particular,
called the granulator. So we'll talk about that near
the end of this class too. Okay, and then just last thing I'll say on this topic before we dive in is just remember the common things that
all instruments do. If you want an
instrument on a track, you load it in or
load in a preset. You can put in audio
effects after it. You can put midi effects
before it, okay? So with that in
mind, let's dive in a little bit deeper into analog.
18. Live’s Analog Synth: Okay, so let's start
with a fresh analog. I'm just going to pull
the default device over here onto this track, and
then let's take a look. Okay, so we know our way
around a little bit, right? We already kind of know
our oscillator section, our filter section, and
our amplifier section. But there's more here. Things we don't know are things like the LFOs.
We'll talk about those. Also, how the
different oscillators interact with each other, right? So we have two oscillators, kind of three, actually. And I don't know if
I mentioned this, but the number of
oscillators instrument has or any Synth has is one of the things that makes different synths
unique to each other. Some synthesizers just have one oscillator in their
oscillator section. Some have two like this one. Even though this
sort of has three, I'll talk about
that in a minute. Some have four like operator that we're
going to look at soon. Some have 100, right? Most of them have 2-4, but there are some that have just like insane
numbers of oscillators. So one other thing
that is common in a lot of the Ableton instruments is that as you
click on a section, you're going to get more
controls down here. This whole black box is unique to whatever you
just clicked on, right? So if I click on
Oscillator section, this is all related to
that oscillator section. If I go to filter section. This stuff is all
related to that filter, amplifier LFO even, right? See, it's all graded out here
because that LFO is off. Okay, so let's walk through our signal flow of analog because it's a
little complicated. And then we'll focus on
these LFOs for a little bit, and then we'll make some stuff.
19. Signal Flow: Okay, let's take a look at the signal flow within
this synthesizer. Okay? This will help you
really understand how to use it by kind of analyzing
the signal flow. Now, most synthesizers give you some kind of clue as to
what the signal flow is. So a lot of the time, it's in the design,
especially when you get into analog synthesizers, um, some of the design elements will kind of point you into
how the signal is flowing. Like in this Syth over here, it's got all these like design elements
that are actually, once you kind of stare
at it for a while, seeing that they're
like arrows that are showing you like this goes that way and
this goes that way. But this one doesn't have that, although things generally
flow from left to right. However, they can take
some turns along the way. Okay? So we turn everything
off on the bottom row. What we have here is just Oscillator one is going
to go to filter one, which is going to go to
amplifier and then out. Okay? However, it's a little
more complicated than that. There's a couple points where
things can kind of diverge. The first one is right here,
filter one, filter two. So here we're saying, We do we want this oscillators
sound to go? Right now, it's
set to filter one, which is here. Easy enough. But I could change this
to say like 50 50. Now, it's going to filter
one and filter two. So half the signals going here and half the
signals going there. Why would I want to
do that? I could set two different
filters that way. I could say this filter has a whole bunch of resonance and a pretty high cutoff
frequency Was this filter has a
lower cutoff frequency and maybe less resonance. Maybe this is a different
shape of filter. There's a lot of different
things I can do with that. So here we're just
kind of splitting the signal and sending it
to two different places. Now, if I do that, though, I need to turn on AMP
two because otherwise, the percentage, half
the signal that's down here into filter two is just
dying when it gets to here. It's not going anywhere. So I got to turn this on if
I want to hear that. Okay? So filter one, filter two. I can do it on this
oscillator two. So I could say this
one is going to go all to filter one or
all to filter two. And you might be thinking, could I just make this one filter
one and this one filter two so that they roll right
across from left to right. You totally can do
that, and that's a perfectly good way to
use this instrument. But if I did this, now, both oscillator one and two are going to filter one
and then to filter two, half of their signal each. So you're going to get a slightly different
sound that way. So let's keep it
simple. Let's go filter one and filter two down here. Now there's another point
where things kind of can diverge if we want them
to, and that's right here. This says to filter two. What percentage do we
want to go to filter two? That means that if
I take this signal, this is all going to filter
one, so it's all going here. After it goes to filter one, it's all 100% being sent
down to filter two anyway, but that's different, right? That's different than the
signal going from here, half to filter 1.5
to filter two. This says all of this signal is going
to go to filter one, and it's going to be
filtered by filter one. All of these settings are
going to apply to it. And then the result is
going to go out and down to filter two. Makes sense? Okay. And then filter two is going to send it over to Amp two, and then we'll hear it. We can't send filter
two up to filter one. So that's our signal flow. We've got these
kind of one, two, three points where we
can kind of interrupt the signal flow and send it around the synthesizer
in different ways. All of that's going
to change the sound. We'll look at some examples
of that soon when we look at a few presets or maybe
design something of our own. After we get to the amplifier, we're going to go right out. We're going to hit this
volume knob for one more kind of main volume adjustment
and then send out, which out obviously
means back to the track. It's going to hit this meter
and then our main meter. And that's our signal flow.
20. LFO: Okay, let's talk about this LFO. LFO, I always debate whether or not I
should include this in my like four sections
of the synthesizer, because just about
every synthesizer I've ever seen has an LFO in it. But I usually leave it off
just to keep things simple. But it is a very, very, very common thing
that you're going to find. So let's learn how to use it. Okay, our LFO is right here. First of all, what
does that stand for? LFO is low frequency oscillator. Okay, so let's analyze that. It is an oscillator, right? There's an O in it that
stands for oscillator. So these are oscillators. There are only sound
generating things. So how can that be that these oscillators are
sound generating things, but these ones aren't? Well, these ones are low
frequency oscillators. They are too low for us to
hear. They're very low. Like under 20 hertz. Like, we can hear
down to 20 hertz ish. These are usually between
zero and maybe ten hertz. You can see the typical rates here they go up to 17 hertz, I guess, is the
fastest that it goes. So it's too low for you to hear. You're not going to hear
them. So what's the point? We're not even gonna route
these to an audio output. We're not even gonna
try to hear them. There's no point in hearing.
So what can they do? Well, remember what oscillators
do. They oscilate, right? They go back and forth. Or if you're like a sine wave,
they go like this. And they just do that forever. They're just like a
fish swimming forever. It's never going to stop. It's just going to
do this forever. So our idea here is, wouldn't it be cool if
we could take this and, like, assign it to something? Like, what if we
wanted our volume Our main volume, let's say, No, our oscillator volume Like,
what if we just wanted, our oscillator volume right
here just to constantly be going up and down up and down and up and down
to create motion. Motion is one of
the main things we can control in a sound. So if we could just have
this go up and down and up and down and up and
down and up and down forever, that might give us
some cool motion. So we can use one of these low frequency oscillators and take that sine
wave that's on it, or it can be any kind of wave. And say, Okay, you that are
just doing this forever, I'm just going to connect
you to my volume, and then you're going to go up and down like this forever. Make sense? Let's try it. Basic sound. I'm going to turn on this LFO. Okay? Now, in my
so this LFO is on, we'll play with these
settings in a minute. But let's go back over here. So I'm going to go over to
the amplifier and control this volume instead of this one. So this one, I'm
going to go here. I'm going to go to
level modulation is what Mod stands
for here, LFO one. Let's crank that up. Okay.
Now when I play that note. There it is. There's
our sine wave of going. We're going a little
faster than I can go. But that's what it's doing. If I turn that down, Okay. You can think of
this amount that I'm dialing in right
here as, like, if I'm telling the volume
to go zero to 100, right? Do, two, two, two,
two, two, two, two, two, that would be
this all the way up. It's going Where,
It's actually going, But if I say, like 50, it's actually not going
to go zero to 100. It's more going to
go like 25 to 75. It's a little
narrower window, ok? So Alright. It's not going all the way
down or all the way up. It's just kind of sitting
more in the middle. And as I pull that number down, it's going to move less
and less and less. It does not have anything
to do with the speed. If I want to adjust the speed, that is the rate out here. Okay. So in my LFO settings, I have these two
little buttons here, Hertz and then what looks
like a little note. That is common.
You'll see that in a lot of different settings. So Hertz means, I can dial this in
based on the frequency. So 1.2 hertz. That is a certain speed
of LFO. That's cool. If I don't want to
deal with Hertz, I can deal with this, which is actually just
division of the beat. Okay? This is
usually more useful, at least in the way that I work. So here, I can say now
it's at a quarter note. Okay, so let's
crank this back up. So now the pulsing
that I'm getting is a quarter note because
it says quarter there. You can switch it to an eighth
note it's an eighth note. So we can control
things that way. Now, this Normenclature here, quarter is quarter note. Eighth is eighth note. When you see a T or
a D after these, D means dotted eighth note. That's going to be a little
slower than an eighth note, and T means eighth note triplet or whatever you're looking at. Here's eighth note triplet. That's going to be a little
faster than an eighth note. So you might be thinking, Oh, this sounds like a way
to get those big web web sounds by just going like, doing a low sound like that. It is kind of one way to get
those big web web sounds. There's other ways that
we'll look at later. But, yeah, this is one
way that they get those. It's with an LFO. Okay? So
in order to use an LFO, we have to turn on the LFO. We adjust the rate, which
is the speed of it, and then we assign
it to something. So far, we've assigned
it to an amplifier, but there's tons of other
things we can assign it to. We can assign it to panning. Okay? Now it's
volume and panning. Let's turn off volume. Okay? Now it's panning. I could go into my oscillator
and say pitch. Okay, now the pitch
is going to go up and down like crazy. And what's interesting
is that you still hear a frequency, right? Happening underneath that, a quiet frequency that's
just saying steady. You hear that? That's this other oscillator. So I've only turned on the
LFO for one oscillator. Okay? This is really annoying,
so let's turn that off. I can do filter stuff. I can say frequency
modulation with the filter. Crank that up. Now my filter's going all up
and down like crazy. So let's do that
not so crazy. Okay? Now we can hear the panning and the filter are both being
affected by the LFO, okay? Now, if I want to make
a more complex one, let's turn on a second LFO. Let's set it to dotted 16th note and put that one down here on pitchma
just a little bit, just to give us a
little vibrato feel. We'll also put it on this
filter kind of a lot. Now we're gonna have a
pretty complex sound. Okay? We've got a ton of motion happening in this
sound now, right? So we've really
achieved that motion that I like in sounds. Not all sounds need
to have motion, but it's a nice it's a nice
thing to add sometimes. So that is what the
LFO does, okay? We can turn them
back off like this. And now we're just back
to where we were. Cool.
21. Programming Analog: Alright. Let's make
a patch an analog. So typically, when we
put something together, we call it a patch.
I don't know why. It kind of has to
do with probably, like, analog where you're like, actually moving
patch cables around, but we still like
to call it a patch, even though we're just
dialing something in. So, let's go back to our
default patch, okay? So I'm just going to load an analog back up
onto the same track. You can drag it right on top of your existing analog, okay? That's going to take us
back to our default patch. Now, maybe I should point out here that you can change the
default patch if you want. I wouldn't really
recommend doing this, but if you really
want to, if you dial in a patch and you're
like, that's me. That's what I want my default
patch to be going forward, all you have to do is
save that patch with this little save button and then kind of control click on the header of
your analog and say, save as default preset. But we're not going
to do that right now. I will talk about saving and sharing patches
in just a minute. But, okay, so we have
a default patch. Sounds like this.
Okay. What do we want? What do we want to make?
Let's make a pad sound, okay? So pad sounds are those, like, slowly evolving sounds. They've got a lot
of motion in them, usually, but they're very delicate. They're
not real bright. They can be bright.
But slow attack, slow release, all that stuff. So let's start there, actually. So let's go to our amplitude
amplifier and just say, we want slow attack
and a slow release. Let's hear that. Give me a little
slower on the attack. It's pretty good.
I kind of like, you know, like in full honesty. You know, like, a big
kind of confession is that I really like the
default analog sound, especially, like in
a fifth like that. I just like that sound. I think it's just really nice. But let's change it. So let's go to our oscillator
section, okay? If we want a calmer sound. We could switch over
to a sine wave. We could leave
this one sawtooth. Feel like it's changing
everything a whole bunch. Let's do both sine waves. It's not bad, but it's
a little too clean. Let's try let's go back to this. I kind of like that. Okay, let's set our filter up. Well, actually, before
we set up our filter, there is one thing
we can do that'll make this sound a lot thicker. It already sounds
pretty thick because of that sawtooth wave, but let's go to two sine waves. So right now, I have two sine
waves doing the same thing. Okay? They can go to
different filters, but the tuning is
the same on them. One thing I could do here
is maybe I'll take this one and tune it
down by an octave. Now listen. So now we have a whole different
kind of sound, right? It's almost like an organ. I can even do a little bit more. If I changed the tuning of it, if you pull one oscillator out
of tune just a little bit, you'll get this
density to the sound. It makes it really
thick. Now, it's not so obvious when we
separate it by octaves. So let's go up to
the same octave. So now we have that,
but watch this. Right? I almost I kind of
creates its own little LFO, just from the notes being,
like, a little out of tune. They're kind of doing this.
So that can be a good sound, but I don't think I
need it here because I liked the octave
difference better. Okay, let's leave that
out of tune the hair. Okay. Okay, so now, what are we doing
with our filters? This one's going
over to filter one. This one's going over
to filter one, okay? And then we're going all
to filter two afterwards. So let's tighten up our filter, a little bit of resonance. That's cool. Up an octave
here. There's that resonance. Okay, let's turn on this filter. Add a little bit more
resonance in a different spot. That's nice. I'm gonna play with those filters with an
envelope in just a second. Okay, let's go to amplifier two out and just leave our level
just like that. Okay, so I'm getting
a weird click there. I think it's from
this other filter. We'll deal with
that in a minute. Okay, let's add an LFO and just create a little
bit of motion on this. So let's do it with our filter. Let's add some
frequency modulation. This one, two, a little
bit from both of them on. I don't really care about the beat division of
the beat right now. I just want kind of a
slow ambience here. Okay. Okay, here's where that
click is coming from. I didn't set an envelope, an amplitude envelope
for my second amplifier. It certainly down a little bit. Okay, now let's add a little
envelope to my filter. Okay, let's trim it
down a little bit. Alright. So it's actually
not a bad pad sound, no. Let's in. Let's make a little
nitty clip so that we just have a Okay, I don't really love that
LFO, but without it. Y yo yo. We have a pretty good sound. It's quite simple and nice.
22. Saving And Loading Patches: Okay, throughout this course, I want to be able to give you
these patches that we make. So let me just show you how
you save and share a patch. So this works the same, I believe, for all instruments. What you need to find is
this little disc icon. Right there. So I'm going to hit
Save. And as soon as I click that little disc icon, it jumps me and my
browser over to user library and then is prompting me to
give this a name. So let's call this sign pad. Okay? And it's going
to automatically attach ADV Ableton device to. Okay. So now this is my patch. Forever, I can load this
up as a patch that I made. Neat. Sometimes
people do stuff like, like, abbreviated
with their name. So I can click Command R to rename this,
and I could say, like, J sign pad if I wanted to just to know,
like, this is what I made. But I don't actually
really care about that. So I'm going to get rid of that. Okay, great. Now,
if I want to find where this is on my computer because this is an
actual file now, this little sign pad, ADV, if I want to find this
and send it to you, I can control click and
say, Show and Finder. And here it is. This appears to be another one I've
made, massive Base synth. Maybe we'll load that
one up in a minute. So I will post this in the
class and you can download it. And once you get it
on your computer, if you just drag it
over into your finder, it should take it. You can kind of see where
it's willing to put it, any of my collections, and then my user library. My if it's in my user library, it will show up in Synth
presets, or at least it should. Okay, so I'll post that here, and then let's come back and do a little preset deconstruction.
23. Preset Deconstruction: Let's do a preset
deconstruction. This is a great way to
learn any synthesizer. I love doing this, and
literally this is how I learned all this stuff is by
doing this over and over. So let's go to
instruments analog, open this up so we
see all our presets. And all I'm looking for is, I don't want to look at a rack, so you can see by the icon, this is an analog preset because it's got this icon and we're in the analog folder. This one is a rack,
an instrument rack. We'll talk about
instrument racks shortly, but I don't want to
go there quite yet. So I just want one
that doesn't have this line in the
middle, so like this. And I'm just going to
find, like, a random one. Okay, let's check that one out. So I'm going to drag
this one over around here and let's take a look. Okay, so here's what it
sounds like. Interesting. Okay, so oscillators, we
have two square waves, and they're both on We have everything's going
to filter one completely. The volume is different. It's interesting that they took Oscillator
two's volume down. It's quieter than Oscillator
one. That's interesting. Um, we have no LFOs on, so I'm not seeing any LFOs
down here. That's just fine. Now, pitch wise,
nothing adjusted here, but down here, we're up $0.07. Now, that's really
prevalent 'cause we can hear that we're
playing like a harmony. The seven semitones
is a fifth, right? So that means, like, we're hearing the interval of a fifth in every single note, which is great to know because
if I go down here and say, like, I don't want that sound. Like, I want this sound, but I don't want to
hear that harmony. Just take this
back down to zero, and now we don't have it. Or I could change
it to a fourth. Or, you know, something else. Let's go back to where it was. Okay, cool. And then let's
see what its filter is doing. It's filter has just kind
of a wide open envelope, pretty low, no resonance. So not doing a lot
in the filter, pretty simple amplifier. See, this is really interesting. The envelope they've used here, very fast attack,
but not instant. It's like ramping up
but really quick. Just But instantly off. Like, no release at all, shutting off as soon as we stop. No LFO. A little bit of glide. That's interesting. That means that if
I play a note and then another note before releasing that first note
and the notes overlap, it's going to glide up to
that note a little bit. So there's just a little
bit of glide there. That's cool. That's
a cool trick. So a really quite simple patch, but a cool sound. So the thing that I like about these preset
deconstructions, I like to call them, is
that I could look at, you know, something like
this semitone thing. And if I didn't
know what that was, I can just play some notes and then turn that dial, right? And listen and see if you can
figure out what it's doing. So this is just a great
way to explore any synth, load up some of its presets, and then pick a
dial, listen to it, and start turning that dial
and see how it changes it. That'll tell you a lot
about what it's doing. Okay, I did kind of skip
over this noise thing. So let's go back to this
noise and just talk about that real quick and then we're going to move on
to another instrument.
24. Noise: Okay, I said a few times
that in the analog synth, we have two oscillators,
kind of a third. You could actually
make an argument for kind of four or maybe
even kind of five. And here's what that means. We have these two oscillators. These are two that we can hear. Here's our kind of
three, and it's noise. We can hear that.
We will hear it. The kind of four and kind
of five would be our LFO. Or oscillators, we
can't hear them though. So, not really. But
let's go back to noise. Why would we have noise? Noise is exactly what
it sounds like it is. If I turn off the oscillators
and just turn on noise, But noise run through a filter you can actually
do a lot of stuff with. You can add noise to a synth. Like, if we take this
sound and add noise to it. It changes the sound of
it quite a bit, right? So there's a lot of reasons that we might use noise on something. Another good one would be
just for percussive elements. I take this off,
this off, take this. Take this, and I go like that Okay. Now I've got, like, a
percussive element. If I put that into
my sound, right? Now, it helps with
that percussiveness. So noise can be really useful. We actually also have
noise here in this shape. I just kind of a cool sound. So it's a useful thing, and you will see it in a
lot of synthesizers to have noise as an option, either as a separate
oscillator or as a wave shape in the
oscillator section or both, as is the case here. So it can be fun to add noise, especially for
percussionive elements, but sometimes just for tamber
making a unique sound. We can change the color. This is basically a filter
let's let's go back to here. All right, so this is basically
a low pass filter, but, um, it does help change
the sound a lot. Alright, let's move
on to operator, where we are definitely going to see the option to use noise.
25. Live’s Operator Synth Interface: Okay, so I think I'm going
to make I'm going to try to make us a track
using all of the synths. So I have here, going back to that square sync lead
preset that we made, I just put one note in here. I'm just going to let that drone through that whole section. So I'm going to
rename this track Command R, call it analog. Okay, now let's go to Track
two and make an operator. So if we go to instruments, close up Analog, and let's
go down to operator. Now, operator is probably
my favorite synth in live. If I'm working on a
track and I'm just exploring don't really have a clear idea of what
I'm going to do yet. I'm just kind of playing
around with sounds. Usually, I'll throw an
operator on something. It's a great tool
for just exploring. It's just a great
tool all around. So let's throw an
operator up here. Okay, this one looks
a little different. But what do we need to do? Let's find our four
sections. Okay? What comes first? If
you said oscillators, I'm going to assume
you said oscillator. You said oscillator. Okay. Whenever you're looking for
the oscillator section, a clue can often be
the tuning controls. So if you see, like,
coarse and fine, those are tuning controls. Okay? So here is an oscillator. Okay? If I click on it, our contextual menu here, menu, the stuff that changes as we click
on different areas. That's this black box again. This is going to show us some more controls,
including our waveform. Okay? So we have a lot of options for waveforms.
We'll come back to that. Okay, so that means we have one, two, three, four different
oscillators available to us. Great. Okay. What's our second section
that we're looking for? Filters, right? Do you see a filter section
on the screen? It's right here, easily found by the word
filter, in this case. But if you don't see
the word filter, you can usually find
it by looking for frequency and
resonance, right there. And hey, look at that. We
have an envelope in it. Okay, if we want to look
around for more envelopes, we can find them
all over the place. If we go to our oscillators, you see Osciator and
envelope. Click on that. There's an envelope, right? Familiar thing. Um, so we've found oscillaators, filters, envelopes and amplifier probably
just right here. There's a big volume knob, last tone control, which
is another type of filter. We've also got pitch envelope, spread transpose,
some extra stuff, and an LFO, right? We know how to use LFOs,
and there they are. So general layout
of the operator, let's talk about signal flow.
26. Signal Flow in Operator: Okay, let's talk about
signal flow in operator. Now, this is a little
bit different. We don't have the same kind of routing that we have in analog. But there's a whole different kind
of routing scheme here. So let's start with
our first oscillator. So note that our
oscillators are labeled A, B, C, and D. You can also take
note of those colors. Okay? That's kind of important. Okay, so oscillator
A, we look at it. We look at our settings here. So after our oscillator
makes sound, it's basically going to
flow into our filter. And in this case,
all four oscillators are going to go into
that filter, okay? And then that filter, assuming we don't do anything else to it, is going to go out
to our amplifier. So in a way, simple, right? We don't have to deal with
routing and things like we did in analog. Because everything just all the oscillators
go to the filter, and then the filter
goes to the output. Simple, right? Nothing fancy. But wait. Look at this right here. This is a little curious,
isn't it? Let's click on this. Okay, see all these
dots up here. Analog had a simple
version of this, but this is a much more
complicated version. Okay? Let's go over here. What we're seeing here is not only routing of our
four oscillators, but actually different
kinds of synthesis. Okay? So this one has all four
osciators heading to the output. So when there's a little line
coming down off that box, that means heading to the
filter and then to the output. So in this case, we're going to hear all four oscillators, A, B, C, and D are all going
out and going to the filter. This is basically
additive synthesis. We could say it's
subtractive synthesis because we're still
going to a filter, and we're going to chip away at those sounds a little bit. But we're basically just piling on sounds
from oscillators. So it's adding
them all together. And so that's great. You can get some really cool
sounds that way. But what happens in a
case like this, right? Here, what we have is
there's only one oscillator, the yellow one, A, that's going to the output. The rest are going
into each other. Okay? That's interesting, right? So we have oscillator
D at the top. D is going into C, which is going into B, which is going into A. So what does going into mean? That means that they are
modulating each other. In other words, Oscillator D is going to control
Oscillator C, and Oscillator C is going
to control oscillator B, and oscillator B is going
to control Oscillator A. This is FM synthesis, okay? So now, in terms of
routing our sound, what you need to know is that no matter which selection
we have up here, in the end, all our
osciators come out, go to our filter, and
then go to our amplifier. So it's still relatively simple. But I want to spend a
little bit more time on this routing because this is
complicated and important. Okay? So let's take a minute
and talk about what FM is and how we're using it here and also what all
these other ones are. Let's do that now. Yes
27. FM Synthesis: Okay, let's go back to talking about our
LFO for a minute. Our LFO, if you remember, does this goofy thing, right? Like, it just keeps moving. It's a oscillator that is
too low for us to hear, and we can assign it to
do something for us, like control our volume, right? Now, Imagine that we take the pitch of
that oscillator up. So typically, an LFO is, you know, under 20 hertz,
so we can't hear it. But what if we took it
up to where we could hear it and then assigned it to do something to
our oscillator, okay? If we did that, then that LFO would be modulating the
other oscillator, right? Modulating just means
controlling it. So the LFO is now not an LFO. It's an audio rate
thing that we're going to use to control
another oscillator. That's FM synthesis, okay? It's an LFO that's up
in the audio range. We're not going
to hear that LFO. We're not going to
hear that oscillator, but we're going to
use it to modulate the frequency of another
oscillator, okay? So F stands for frequency modulation, and
that's what we're doing. We're using one oscillator to modulate another oscillator. So when we have a
setup like this, we have D, let me
go back to that. We have D, modulating C, which is modulating B, which is modulating A. And if we look at any of
these other routing patterns, they are similar. Like,
let's look at this one. In this one, we have A and B are just coming
out by themselves, but C is being modulated by
D. So we're going to hear three oscillators and C is going to be a
modulated oscillator because D is modulating it. Let's go here. We're
going to have B, C, and D all modulating A. So we're only going to
hear one oscillator, but it's going to be modulated by three other oscillators. Let's go to this one. We're
going to have D modulating C, and then C is going to be
modulating B and A. Okay? So all of these are going to
sound a little different. Here's our default patch. Let me just turn up these. Okay. Now I have
volume on all of them. They're all just doing
a sine wave, okay? Let's go to our modulation here. So now we're hearing
four oscillators doing the exact same thing.
Okay? Nothing fancy. Let's switch that over to FM. Right? Very different. Now we're hearing all these oscillators modulate each other. Okay, let's go to this one. Slightly different.
Very different. And some Okay. So the modulation pattern or the routing
matters quite a bit. So that's what FM is. It's this or actually really any of these are combinations of FM and
additive or maybe subtractive. This is pure FM, where we've got a whole
bunch of things modulating another one. All right. Cool. All right. Now let's try to make
something with our operator. A.
28. Operator Programming: Okay, let's make
something with operator. So, let's go back to
our default patch. I'm just going to drag operator right back on there
and make sure I'm back to my default settings.
Okay, so we have this. Okay? So let's take this sound. Let's make something a
little more lead like, something that'll
give us a little bit of a a little bit
of a bite to it. So First of all, that tells me, I don't
want to sine wave. So here we have all of
these different waveforms, but you can see
they're quite similar. We have three different signs. We have a bunch of
different saws, a bunch of different squares, triangle, noise looped,
noise white, and user. So if I go to one of these saws, they're basically
going to show you different amounts of overtones. These are This graph here is kind of
showing you partials. And what's fun about
operator is that you can just kind of draw
the partials you want, and it's going to
change the sound. So you're sort of
drawing a waveform here. You're drawing the partials, but you can see down here what
the resulting waveform is. So it's kind of fun. But let's go to one
of these squares. So square with three partials
is what that's telling you. The overtones, is
not very buzzy. Square with 64 is going
to be a lot more buzzy. Let's stick with that,
actually. I kind of like it. Now, one thing I'll point
out while we're here is noise and looped noise. So white noise is pure noise. It has no pitch to it. So if I select noise, no matter what note I play, No matter what note I
play, it's the same. Right? What noise doesn't matter what key you play because noise doesn't have pitch.
It's all pitches. But if you want
noise to have pitch, you can do looped noise. And what this is is it's
basically a little sound file of noise that can be looped
and that can have pitch. You can hear looping here. So that's the differences
between that. But let's go back to square 64. Okay. All right. Now let's go to our routing, and let's do an FM something. So in this case, we're going to do let's let's do
this one. Okay? So B is modulating A and
C is modulating D. Okay? So let's add some sound to B. Okay. Okay, we want to do something with
those envelopes in it, but we'll leave them
how they are for now. And then let's take C and
go to a square wave also. Okay, so I want to
adjust my envelope for this one because it's just
giving me a little sound. So I turn the other two off. And I'm gonna walk
away with this. Okay, I'm going to taking
this just a little bit. And then we're gonna
bring back in A and B. Okay, kind of cool. I don't think I need an LFO. My filter is pretty good. There's a little kind
of frantic motion in there that I think is
coming from this tuning. Okay, let's set our
amplitude envelopes to be a little shorter. Or longer, actually, is
what I'm trying to say. So that we don't
get that dog sound. We get a tiny little
faded. Pretty good. I'm still getting
a little of that. Let's take that down. Oh, that's what it
was, I think. Okay. I'm pretty happy
with that. Let's add that to our clip here. So I think what I'll do here is maybe some of
our peggios, right? Let's do I think that was
a C that I put over there. So let's do C E flat
going out of the key. G. Well, let's do
a little bit more, actually. C A flat. Okay, that should make
kind of a spooky sound. Let's stretch those out to be, I don't know, long. Let's make that like a few bars. And then maybe we'll change
it to maybe some kind of F F A flat C. Take that one down to F. Maybe we'll take that back
up to C. F E flat. Let's take that to D.
Sure. It's kind of weird. Let's see that E flat. Okay, now let's go to our midi effects, put a little arpeggiator
on it just for fun. We'll solo that. Okay, not bad. Now, just to jazz
it up a little bit. No jazz it up, but let's
add audio effects. Let's add an echo. I always like echos on arpeggiated stuff. It just feels rather nice. Okay. I'm gonna combine these two clips together
with Command J, and then just duplicate them
over and over and over. Alright, let's see what
we have all together now. Cool. Next, I think we need
some kind of pad, but we'll get to that
when we get to that. Let's keep playing around with operator a little bit more, and let's do a preset
deconstruction.
29. Preset Deconstruction: Okay, so let's go to
our operator here. And let's look at some presets. So operator L let's see here. How about distorted keys? Distoead. How about that one? I'm just gonna plop
that right there. Oh, this is a rack, and I don't want to do racks. I see that. That's kind of
close to what we had made. In terms of a lead like sound. Okay, let's look
at what they have. Oh, this is interesting,
right away. Okay, so our first
oscillator is up. It's a little out of tune, and they have this course
setting set to seven. Now, this works a little bit different than we saw in analog. The course setting,
this is, in a way, a tuning like thing, but really what this is
telling us is not octaves. This is telling
us which partial. So you can kind of hear
like if I turn these off, we chose this echo off.
And this arpeggiator. So we're stepping
through overtones. Um so we're stepping through overtones there or different partials,
rather than octaves. So you can make some
interesting effects that way. Alright, let's certainly back
on and walk through them. Okay, so our envelope
is all the way open, and we have a sine
wave. Pretty simple. Our second oscillator, our B oscillator, this
one's really interesting. It has this fixed mode set. Fixed mode means it's going to ignore what node I
play on the keyboard. It's always going to play whatever the
frequency says here. So as soon as you turn
something to fixed mode, the course dial turns
into just frequency. This is always going
to be 693 hertz, this one. So that's fixed. Now, what's interesting here
is look at our routing. So that frequency is
always going to be modulating the A oscillator. But even though this is at a single frequency and it's always going to
play that frequency, it's not always going to play that frequency because
this frequency is being modulated by
both C and D, right? We can see that here. So C
is quieter than the others. The level here really
has to do with how much modulation
is going to happen. The more you push this volume, the more it's going to
modulate the next thing. See, listen. No. O Right. So that has to do
with the modulation. We're up to the seventh partial. Also here, we have a unique waveform here
with just four partials. Same thing here, we have a unique waveform that they
just kind of drew in with some partials course and then pulled it out of
tune quite a ways, about half a step. And then all of those are
feeding into each other. I've got an LFO is on, let's see where we're
using that LFO. LFO would come in Okay, so the LFO here, we can go here and
see destination. It's just going to A, and it's up pretty high, 100%. But the amount here is pretty low, so it's not doing a ton. It would be if we cranked it up. Just giving it a
little bit of motion. And then this filter envelope
is kind of cutting down, so it's closing up a
filter as it goes. Don't go to warm like that. And then its volume is kind
of low. So, interesting. Let's try that on our
little track here. I'm gonna turn back Echo
and our pagiator back on. I think I like it.
Let's keep that. Okay, so cool things we
can do with operator. Okay, um, just for
consistency's sake, I'll give you this
session again, and then we'll go on to drift.
30. The Drift Interface: Alright, let's move on to drift. I'm going to make
a new mini track here with Command Shift T. Maybe I'll get rid of these two audio tracks while we're here 'cause we're
not gonna need those. And let's put drift on it. Now, drift is new to Live. It's not new and Live 12. I think it actually kind of snuck into a late
version of Live 11, like 11.5 or so. This is an instrument
that it's a lot like analog in that we
can use it just like similarly to
how we use analog. It's got a couple
more features to it. But it's also got capability
to do some FM stuff, so it's kind of like
operator two, in a way. Okay, so let's go through
the basic layout. Okay? So first, the oscillator section.
Pretty simple here. We have oscillators down here. We have two oscillators
and then noise. So a lot like analog. We have different wave form. Let's see. We have
sine, triangle. This is actually I've heard people referring to this
as a shark tooth wave. That's kind of a new term
to me, but it's there. Not sure what we call this one. Sawtooth. This is a pulse
wave and a square wave. So let's go whoops. Solo wrong trek. Okay, so
here's what we have right now. We can do some cool kind
of wave shaping with this. Like, let's turn off two. So here's just Oscillator one. We can kind of shape. You can
see what it's doing them. This kind of shows you.
So we're basically taking this wave form and kind of
mangling it a little bit. Let's go to that cool
shark tooth thing. It's a cool sound. We can do
some modulation right here, so we could say, LFO. See what the LFO is doing. So if I go all the
way out here and change the LFO, I can do it. But right here, we have
some modulation ability. And then this is
activating our oscillator, and this is a little confusing, but this button right here is sending it to
the filter, okay? If we turn it off, it's going to bypass the filter
and go directly to, I believe the envelopes
and then to the output. So if we want to go to the filter, we're
going to go there. So we turn on our
second oscillator. Let's do that. This one, we can detune a little bit. Does that kind of bigger
sound? Just the volume of it? Cool. And then we can do more
modulation right down here. We can say, Let's
modulate Envelope two, which we haven't
even set up yet, silly. Give us just a touch. Kind of like that, slob. Yeah, we could add in
some noise if we wanted. Well, right? Our filter cutoff frequency. We're familiar with that. We
get a nice cool graph here. Resonance, we're
familiar with that. This type is we have two
different types of filters. You can kind of see the shape. This just has to do with the
algorithm in the background. You might like Type one and
you might like Type two. Type two, as I understand it, type two is the more
traditional Ableton filter and Type one is kind
of a new thing. Um, key tracking. We haven't talked about
key tracking at all yet. Maybe let's Let's
circle back to that. I'm going to talk about key
tracking in the next video. Residents, this high
pass here, HP high pass, this is we see this in a
lot of different places, sometimes, it basically is just a way to knock out
any real low frequencies. Sometimes you see this on since where you might just
not want anything low. So there's just like a high pass just kind
of sitting there, ready to get rid of
any low rumbly stuff. You don't have to use
it. More modulation. We can choose what we
want to use to modulate. And then what we
wanted to modulate. So more LFO stuff, more envelope stuff, lots of
opportunities to modulate. And we get to
envelopes right here. We have traditional ADSR. Nothing fancy there. Okay. Here we go. I'm gonna sharpen this a
little bit more. Cool. Our second envelope has a
cool little feature to it. So we can add a second
envelope and there's this button which is gonna
cycle that envelope, okay? So what does that mean? An envelope that's crafting
the shape of our sound, but is cycling over and over and over and
over quite fast. That's basically an LFO. So this kind of turns this
envelope into an LFO. And if we turn that on, we get some controls over
the shape of it. Maybe we dial it in here
Envelope two cycling. So this is where if we really set this to modulate
our frequency, we get into some kind of
FM territory with this. It's more LFO setting, so this basically
is another LFO, if we consider that one. The amount, what we wanted
to modulate, and then mode. You see this in a
lot of synthesizers. I think we saw this in
some of the other ones, but poly means polyphonic. It can play a lot
of different notes. Mano means monophonic. It can only play
one note at a time. Stereo means it's going to have two notes that it can play at a time or
two different signals. And unison means it can only
play one note at a time, but it's usually going to
be doubled by some effect, making a stereo effect. Now, this drift, I believe
what this drift is doing is adding more harmonics and letting us kind of move
around with harmonics. It gets more interesting if you go into, like, stereo mode. Okay, let's chill out that o. You can kind of hear the
modulation is just getting more intense as you turn up
that drift setting. We have more modulation here. You can basically choose what's doing the
modulating and what is it modulating and how much select three
more things up here. And that's kind of it. So pretty similar to analog but with some
cool new features.
31. Preset Study: Okay, let's look at
a little preset. How about morning Chorus
pad? That sounds great. Alright. That's a very nice sound. Let's look at what
they've got here. So they've got this kind
of shark tooth wave, and then a sawtooth wave. Envelope two is modulating just a little bit,
this first one. So Envelope two is
down here, this one. We've got the shape
parameter is up, and it's making kind
of a goofy shape. That envelope, this envelope is kind of changing
the shape of it. And remember, I can tell it's
not an LFO that's changing the shape of it because
it's just happening once and then stopping. Two, no noise. Filter,
type two, key tracking. I promise we'll get
to key tracking in just second filter resonance. Pretty low filter.
Is that modulated? Like the filters being
modulated right now. Little bit of
frequency modulation, that's FM, so a little
bit of FM happening. ADSR, kind of a slow attack. Slow attack on the
second one as well. That kind of looping
envelope to turn it into sort of an LFO is not on. LFO is very subtle. I don't think I pointed
out here that you can change the shape of
the LFO with these. They've got a couple new
ones here like this wander, which is kind of a more
subtle sine wave, in a way. So a little bit of
LFO, kind of subtle. The amount is high
heading to Envelope two. Stereo, good bit of drift on it. Yeah. Kel Sam.
32. Key Tracking: Okay, key tracking. I promised, and now we're back. So key tracking is this
little job right here. So, here's the purpose
of key tracking. The reason is let's say
we've got a filter, and it's, you know,
it's right here, okay? So our resonance is right there. That's right in the
middle range, okay? Let's say that's on this. Now, that's where
our resonance is. Okay? So that note's gonna have a little spike
right on top of it. Um, let's give it more
resonance. Okay, cool. Now, the problem is that note's gonna stick out because it's gonna have an extra
amount of resonance. If I keep going up my notes are going to
start to sound different. They're gonna get quieter as the filter as they go
past the filter, right? So what we actually want
is for all the notes on my keyboard to be
similar, right? They kind of kind of flat
in terms of their volume. But these notes right in
the middle are going to be louder than the
other notes because they're right under
that resonance hump. They're gonna get boosted, okay? So that's not good.
That's going to make a funny sounding synth. So we use something called key tracking to avoid that
very specific problem. What key tracking
does is it's going to adjust your filter. In this case. It's usually
used with a filter, but you can see a few
other places as well. It's going to adjust your
filter a little bit, you know, 30%, based
on what key you play. So it's tracking
the key that you play and adjusting from there. So if I play a high note, it's basically going to move my filter up to
where I am, right? Um, it's not gonna
update and show us that. Maybe if I crank
it up really high. No, we can't see it,
but it's working. Promise. So that's what
key tracking does. We often also see
velocity tracking, which does the same thing. When I play a note really hard, things can adjust if I set that up versus if I play a
note really quiet, right? So you can see velocity
tracking shows up usually really close to key tracking when
key tracking is around. So that's what key tracking is. Generally, it can kind
of just smooth out your sound if you
find that you're playing and there's a weird volume bump somewhere because of the way your
filter is set up. Turn on key tracking, and that can help resolve that.
33. Drift Programming: Alright, let's add to our cool sound design
experiment here. Um, so let's make a sound. Let's go back to
our default drift. Okay, so let's go
to that kind of shark tooth thing or yeah, and maybe that other weird one. Active shape. Okay, I want
something kind of bright here, so you tune this one
just a little bit. There we go. I like that. For now. Leave that alone. No noise, frequency.
Pull it down, give meself a little resonance. I'm going to use
that a little bit because I'm gonna do like
a pad kind of thing. I don't want any
frequency modulation. I do want that to
be a little slower. Here we go. We'll do this. Wely need the second one. Let's take our rate up, and let's go to that wander subtitud division of the beat. And eighth node
is probably okay, but let's go with quarter note. No, let's set this to modulate. Envelope one a little bit, then we'll go back over here and turn up our LFO down here. Just a little bit. There. Kind of Alright,
let's go with that. Okay, then for my track here, I think what I'll do is
I'll just use these cords, but without any arpegiator. So let's do this, then
just duplicate those out. And let's hear that. Cool. Let's hear all
my sense right now. I got to label this one. This one is going to be
operator operator, and drift. Alright. Pretty cool. Let's move on to talk about the actual newest one called Meld. Okay.
34. The Meld Interface: Alright, let's talk about meld. So this is brand
new one to Live 12. Let's make a new midi track, and let's load in Meld. So first thing we
need to do with Meld is open this little
dial right here, okay? Click on that. Now we
see all of this, okay? There's a lot of stuff
here. Okay. So basically what we're seeing here is,
this is the instrument. This is what we're going to call a modulation matrix, okay? Hold on to that for a
minute. We'll get there. Okay, so first things first,
our oscillator section. So we're starting to drift
away from drift ha ha. Our like, traditional synthesis, and we're getting
into some stuff that's a little different now. But it still has most
of the same stuff. So our oscillator section
looks a little different. What they have here
is almost like a almost a wave table
thing, but it's not really. So this is obviously
the oscillator section, but it calls it engines. And what we have
here is a bunch of different shapes that are kind of combinations
of oscillators. They're more complex than
your typical oscillators. Okay? We're not going to find just a normal um
square wave in here. Some of these are designed to take advantage of
the key aware settings. When you see this little
parentheses at the end there, that means they're
going to be able to take advantage of key aware and conform to
the key that you're in. And then when you see
that little symbol, I'm hearing people in the
Ableton community call that a B hash tag symbol. No, don't call it a
B hash tag symbol. I do not approve of that. We're going to call
it a sharp symbol or the key aware symbol. But the two symbols
that are there are that one's called a flat and the second one's called a sharp. So let's call it flat sharps. Okay, anyway, so let's pick
one that is key aware. Okay, so this one is
called Swarm saw. Make sure we're on this
one. I add some lotion. Soundting? So this just became a
huge sound instantly. We can add a second oscillator here if we want. We
already have one. Okay. Not bad. Okay, so so far, we're just doing
subtractive synthesis, and that's more or less
what we're going to get out of Meld is
subtractive synthesis, but with an insane amount
of modulation parameters. So it probably borders on FM. But okay, so let's go to
our envelope section here. So we have A and B, okay? So I believe these are lined up with engine A and engine B. So for A, we have amplitude envelope and
modulation envelope. And here we have our
typical ADSR settings. You're still hearing
the other one go because you're hearing B. Let's go to B and
do the same thing. Cool. Envelopes, we have LFOs over
here that we can dial up. We can do more
complicated LFOs now by, you know, changing the rate, number of steps in it, pulses. This makes some really
interesting material. Once we use it, we have
another LFO over here. Let's go back to envelopes. A couple other parameters,
settings, key tracking. Turn that on over there.
Okay, we go to our filters. We've got a whole bunch
of filter settings. These are just different
kinds of filters. Okay, and a little mixer here. One thing that's cool about meld is that we have a kind of built in limiter just to kind of keep it from getting
out of control. A limiter kind of just stops
it from getting too loud. It'll just kind of say,
This is your limit. You cannot go higher than
that, louder than that. Okay, now let's
take a quick look at our modulation matrix. Okay, this can hurt your
brain a little bit. Um, so we have sources across the top and
targets across the side. So let's say I want to
modulate my oh, I don't know. Um, this tone knob, okay? Now, as soon as I click on it, we jumped to tone filter. Did you see that? It
just kind of jump to it. If I click on this one,
it's going to jump to over here, that
light gray one. So let's go back
to where we were. Okay? So it jumps
there. That's great. So now I can modulate that with any of these things just
by turning something up. So let's say that tone filter is going to
be modulated by my LFO. Okay, here's LFO one. So now I'm just going
to click and drag to turn that up, okay? Okay, let's turn this up. Okay. And you can kind of see what's moving around and at what speed just
by looking up here. Right? Maybe I'll try ELFO two
on this also. I like that. So we set F two, and then we can modulate stuff. Once we look at a preset here, you're going to see some
of these things get gnarly with just how much
modulation they're doing. So actually, let's do that we've kind of we're
kind of done exploring this. So yeah, let's look at a preset.
35. Preset Study: Okay, let's try this preset. So I'm just gonna
drag it on here. Here's what we got. There's
a lot going on here. Look at all the
modulation happening. There's all this stuff
happening down here. So dense. Okay, let's
see what else we have. So of course, we do have just
a normal square wave here, even though I said,
you're not going to find a normal square wave,
but there we have it. So yeah, okay, there's a square. But it's square fifth, so I think there's probably
a second frequency in there. Swarmsaw for our second
engine, so to speak. O. Filters, pretty
aggressive up there. But I bet those are being
modulated Let's look. Right here. Yeah, it's being
modulated by LFO, and this one is also
being modulated by LFO. So it's almost like
hard to trust what you see on the screen
because there's so much modulation happening. These envelopes, I bet they're being modulated
by something. Let's see. Filter frequency. Yes, it's actually being
modulated by two things. So just so much modulation. This tone is not
being modulated. That's cool. But so
many other things being even, like, spacing. Macro two is what they call
spacing here, I guess. So just an insane
amount of modulation. But it makes for these really
dynamic sounds, right? Ten different sounds.
Sounds like something that, Ben Frost, we put into the
track. Look up Ben Frost. Okay, let's make something of our own and
then see if we can add something to our funny
little Synth track here.
36. Meld Programming: Alright, let's go back to
our default meld patch. Okay? Now, I don't want
something super complicated, because I'm going to
try to make something that's kind of a lead for this. So let's just scroll
through here. Sounds like an
orchestra warming up. All the overtone just adding. Okay. I do have tuning
section down here, so I can tune this. What I really want is just this second one a little quieter. So that's gonna be over here. Thicken that up just to touch. And maybe with this spacing, I'll give it just a
little bit with LFO one. I want to slow that
down a little bit. So we need to find LFO one
and turn the rate down. Maybe you go back to that
wonder I turn the rate back up. Okay. It's not bad. Envelopes are pretty
good how they are. Filters. I want all
that bright stuff in there so I don't
want to very much. I wonder if I can modulate
the drive with something. Um, I cannot, apparently. That's cool. Okay,
now let's see if we can find something
that goes onto this. So what I'm thinking is
some kind of melodic idea. Maybe we go C. And then, I don't know, just do this. I think we're in, like,
a C minor or something. Maybe we stretch it out. Let's do a really slow scale down. I should have dialed
in the right scale. That would have made this a
lot easier, but that's okay. Flat A flat G F E flat. Well, duplicate that.
See what that sounds. I don't mind this, but I need a little more modulation
in that sound, 'cause it's just a little
flat. So let's see. Let's see. Let's modulate our filter with LFO two and also this
filter with LFO two. That's better. W modulate the volume a little bit. Volume is being modulated by velocity because that's
what you would do, but let's also say LFO one. Let's do it down here, too. Volume LFO one. Like right? Cool. I like it. Okay. Um, This is probably going
to be my go to for, like, bright Bazinas sinth now. Okay, let me give you
this session again. If you like it, you're welcome
to toy around with it. And then let's move
on to collision.
37. Live’s Collision Synth: Alright, up next is collision. This is one of the older ones that's been around
for a little while, and this will be our
first physical model. So remember, I explained
what physical models are. They are this big crazy
algorithm that is attempts to recreate the physical parameters
of an instrument. Now, remember I
said, Don't worry, you're not going to have
to do all this math. That's true. So this is what
the interface looks like. So basically what we have here is a percussion physical model, but specifically like mallets, so xylophones, vibes,
things like that. You can also get it to do some other kind of weirder things. But you can see here, like, there's this graphic of,
like, a beam, basically. And we can kind of say where we're going to be hitting it. How big it is. And then, like, what we're
going to be hitting it with. So let's just walk through this. So in a physical model, we don't really have
an oscillator section. Instead, we have a mallet
and a resonator section. And those are both kind of the
oscillator because they're both contributing to
actually making the sound. Past that, we can have a filter, although we don't in this one But we do
have things like LFOs, a little bit of
routing that we can do and some envelopes
all over the place. Okay, so let's start
off here in the mallet. So the mallet is the thing we're going to use to hit
something else. So if you've ever played
percussion or, like, hit a xylophone or whatever, you know that the mallet
contributes a lot to the sound. It can be a soft mallet, it can be a hard mallet. All of these things will matter. So we can say the
volume is basically going to be how hard
we hit the thing. Then we've got stiffness
of the mallet, how much noise is in it, color of the mallet, could be the material could
be a few different things. Let's hear what we've got.
Okay. Let's make it stiffer. That's like a brass mallet. And then this is gonna be, like, a very soft yarn mallet. Okay. Noise. La keep that down, actually, 'cause I
kind of like this. Sound. What's color do here? Not a lot for us right now. Okay? We can add noise. This is going to
work kind of like a noise oscillator
that we've seen. We see that this
noise generator does have a filter built in. Here's our cutoff
frequency and resonance, and it even has an ADSR
envelope built in. This is one that I was
kind of talking about earlier where we don't get the graphic that
shows us the ADSR. We just kind of have to
know what we're doing here. And we have an envelope
amount on our noise. So here's turn it off. It's not doing very
much right now. Okay, now, resonator. So this is what are
we hitting, right? So, right now, we're
hitting some kind of beam medium sized, okay? We could hit a marimba, a string, a membrane, that would be like a drum head, a plate, a pipe or a tube. Let's say tube, okay? Right? That sounds like you
would expect a tube to be. If I hit it right on the
edge, more resonant. If I hit it over here by the probably what's
being held onto, it doesn't resonate as much. Some things we can make big and little tubes
we can't hit a string. If I hit it kind of
off to the side. With strings, we can do
low, medium, and high. So it's much brighter that way. Let's go back to um Well, let's try a membrane real quick. I almost sounds like kind
of like chimes maybe, or kind of a timpani
maybe, something in there. Okay, anyway, let's go
back to let's go back to beam. I like that. Okay, so we've got some
harmonics we can add. Nharmonics are generally out of tune harmonics, so
they're gonna be noisier. Here's none. Not noisier
is the wrong term. They're going to be not they're going to add notes
up above the fundamental, so those harmonics, but
they're going to be not consonant harmonics or they're going to be kind of
out of key harmonics. Okay, we can add another
resonator if we want. That kind of takes things
out of control quick. We've got an LFO
section we can add in. So we can say LFO one. Let's put that on like the
stiffness of the mallet. Okay, that's cool. I like this kind of a
thing because it means that it's going to be constantly
changing a little bit, which is how a mallet would actually act
in the real world. So all of these here are that key mapping and velocity
mapping that we talked about. So we can say mallet
volume depends on the key. If I put that at 100%, that means that as I go up, it's going to get louder. Right? So the low notes are quieter
than the higher notes. Okay, so that's our basic layout of collision. Let's
play with it.
38. Programming Collision: Okay, so let's make something
quickly in collision. So actually, I'm kind of into the thing that we
started off with here. There's our mallet. I'm
gonna turn off noise. Let's keep this right
there, but let's add a second resonator that is a string. I kind
of like that sound. This is way louder
than the other one. So I changed the structure. I'm not positive what
this structure does, but it's prioritizing
the two resonators. So if I go to one, two,
they're more even. Let's turn R and harmonics
down. Brightness down. I want a really short sound. Maybe I'll go to high strings. I like that. Okay, so I've got this kind of
short, plunky sound. Let's add it to
our track up here. My idea was to take this. Copy, put it down there. But I'm going to do something
a little weirder. I'm going to join all these mini clips
together with Command J. Now I'm going to go to
this Mi clip and use our Transform and arpegiate styles here and just make, like, kind of a longer shape
to it. Oh, look at that. Let's solo this. Oh, I kind of like that. That's weird. Okay, kind of separate
from the Synth settings, but we might as well do
this while we're here. So I really like this sound that we're getting and how it's
kind of coming in waves, but it's adding a weird, low some low notes
that I don't want. So there's two ways I
could deal with those. I could just go in
here and delete them probably around there. Okay, now, to get that wave
sound that we had back, I'm gonna go to
velocity. And let's go. Let's make, like, a ramp here. And then ramp here. And then I'm just
gonna do this to make just sort of a wave effect. This has nothing to
do with sound design, but I think it's
maybe a neat lesson. I'll go in and delete those ones that I
missed in a second. Okay. Let's just delete those notes. We're not
really gonna matter. Okay, there we go.
Let's hear this. Okay, my velocity actually
isn't doing anything. Let's go here and make
sure that velocity is affecting volume,
100% noise volume. We're not using noise, but resonant LFO, that should do it. There we go. The whole thing is a little hot. Cool. I like it. Let's hear it in context of
our whole crazy synth sound. That's a lot going on. But if we mix this a little bit, I think we'd have a nice sound. Maybe we'll mix it at
the end. Let's move on. Why don't I give you
this collision patch, but I'll wait on giving you this whole session again until we've added a little
bit more to it. Okay? So here's this patch. Let's call it percussion wave. How about percussion
wave? Sure. But
39. Live’s Tension Synth: Okay, I want to do tension next because it is
another physical model. So, let's throw
tension on a track. Okay? So, what we
have here in tension is a String physical
model, okay? So think about tension as, like, a string pulled tight with, like, tension, sort of. I guess that's why
they called it that. They come up with
such clever names over at Ableton headquarters. Okay, so this is a
string physical model. So our oscillator filter section is going to be
a little different. And it's going to
be different than the collision that
we just looked at. Physical models are not as
uniform as regular synthesis, I guess, for lack of
a better term, is. So it's not that we're going
to have the same kind of parameters that we had
back here where we had mallet and resonator. For this string physical model, we have excitter and damper, um also termination and body. So, I mean, the parameters
of a string instrument are different than the parameters
of a percussion instrument. So that's why the physical model attributes
are different. So you can kind of look at this one in
four chunks, right? You've got the exciter
here, the terminator here, the damper up here and
the body down here. Okay? So this is a string. So the exciter,
there's a couple of different things we could
hit a string with, right? We could hit it with
a pick or plectrum. We could bow it, or we
could hit it with a hammer, which is always fun,
or a bouncing hammer, which is kind of
the coolest sound. This is like, if you're
a guitar player, taking a pencil and
bouncing it on the string, like we've all done
as guitar players, um, if we bow it. That's not a particularly
nice sound right now. We might need to dial that
one in a little bit more. But let's just hit
it with a pick. So the sound we've got now is kind of a nylon string guitar. So let's look at our
settings for the pick. Protrusion that's like, I
have a pick right here. So protrusion is going to be, you know, like how much
it comes out, and, like, that's going to
contribute to how hard you're hitting it and
how stiff the pick is. Here is just stiffness
in general of the pick. Velocity, how hard
we're going to hit it, position, where we're
going to hit the string, and damping if we're going to do any right hand damping with it to kind of mute the
string a little bit. This would be like palm muting
if you're a guitar player. All of these can have
velocity and key control, meaning the harder we
press a note for velocity, we can change the stiffness
of the pick if we want. Let's crank that up. So
if I play really soft. If I play really hard,
it's a little stiffer. So I'm going to turn
that back down. Okay, let's go on
to the termination. You could think of this as,
like, a pedal on a piano, finger mass, finger stiffness
and fret stiffness. So these are like, basically things
that are going to stop the sound from
happening a little bit. Okay. And those can be velocity
and key controlled also. Damper. Now, this is like
the pedal on a piano. That's what I meant to
say. So the damper, you know, mass stiffness. This is just going
to stop the sound. Body. This is fun
to play with you can do some kind
of inhuman things. Is that a piano
body, a guitar body, a violin body, or
a generic body? Let's say it's
piano, extra small. So instead of saying a guitar, let's say an extra small piano. That makes different
sounds. We can set some parameters
in terms of that. Now, we've got a couple other things
that are hidden in here, like our pickup
position. Is it forward? Is it back? Where do we want it? And we can also set
some parameters about our string and any vibrato that we might want to put on it. Let's switch to bouncing hammer. I kind of like that
sound, actually. It's just a little tick,
and it's kind of neat. Pick we got stiffness
on Maximum. Turn off that damper.
Now we've got, like, a do dial in dialed in. If you're familiar with
a koto instrument. They're really cool, and
they sound just like that. Cool. I'm rather happy with this sound. Let's play with it.
40. Tension Preset Deconstruction: Alright, I'm going to save this as pluck codo. I think do is KYOTO
maybe because I like it. And then let's do a little
preset exploration here. So let's go to instruments, tension and see what we can do. Upright far base, wood base, WOW Pad, tuned noise. Let's try string quartet. Now, this is going
to be interesting. We'll load up the
string quartet patch, but I want to point out one
thing about physical models. They can sound very realistic, but they're never going to
sound as good as, like, a sampler that is actually
using the instruments. So when it comes to making
a very realistic sound, samplers are still, like, the gold standard and way to go. We'll talk about
samplers shortly. So this isn't going
to sound like a perfect string quartet.
Let's see what we got. Yeah, weird. I mean, it's cool, but it's not it's not
making, like, a real sound. There are some fun things we could do with it,
probably, though. But let's see how they did it. So first, they're using
a bow as an exciter. They have a lot of
velocity controls set up a little bit
of key control. Terminator is on. So a normal kind of finger. No pickup, damper is
on, was pretty stiff. Body is a small piano. Now, that's interesting because
they could have said violin, but they said small piano instead. Let's hear
the difference. Huh. Alright, so if we're going to add to our
big Synth composition here, I kind of want to go back
to the sound that we made just a minute
ago. So let's do that.
41. Tension Programming: Okay, so I'm going back
into my user library and pulling back out my
pluck Kyoto sound here. And let's see what
we can do with it. I kind of want to take I kind of want to do the similar approach that we did with this one, but not with the Cord thing. So let's go here.
Let's open this up, join these together Command J, go to this clip, select A. And let's go to our peggiate and not chord trigger this time. Let's solo this. That's kind of nice. Let's try that. Let's see what
that sounds like mixed in. That's really intense. Now I have an idea, just a compositional
idea that maybe this our old analog note, I kind of want to
take it, and Oops. Don't need that open. Change it. So what if we did
this analog note for, you know, like 4 bars or so? And then another
note for 4 bars, but let's make this one, boom. B flat. That'll make
kind of a big moment. That's cool. This is just, like,
synthesis, frenzy. It's almost like stranger
things gone mad, if you're familiar with that
show. Okay, let's move on.
42. Live’s Electric Synth: Okay, let's move on to electric. I believe this is our
last physical model. And Electric's kind of a weird physical
model because it's a physical model of a sort of
half electronic instrument. I guess, kind of, like, an
electric guitar would be, but this is an electric
piano physical model. Or if you want to think
of it differently, you can think about an
electric piano being like a Rhodes organ, a Wrlizer organ. Things like that.
It's very specific. It's so specific, in
fact, you can see, like, there's only,
like, you know, maybe 20 presets here versus some of these
other ones that have, you know, 50 or 60 presets. But let's take a look at it. So like other physical models, it has a couple of
different sections related to its
sound making thing. We have a hammer.
We have a fork, we have a damper and a pickup. Now, we also have
this graphic here. So this is showing us kind of how something like a
Rhodes organ works. You've got a hammer
that hits a fork, and you can kind of
imagine this is like a hammer hitting a tuning
fork. It's kind of like that. That's what we mean by fork. Two parts to that fork. There's a part called a tine
and a part called a tone, and we can get access to those there. And then we
have the pickup. Like, where is the
pickup? Is it forward? Is it back? There's also a damper that we
can get here, too. Okay, so let's hear it. Okay, so if you
know a Rod's organ, that's what it sounds like. Um So stiffness of that hammer. You know, it's going
to get you more of a metallic tone if
you go stiffer. The fork, you have
the tine and the toe. Gets much brighter up there. That's where you get
some of that, uh over driven sound up there. The damper, you
know, the pickup, we can kind of say where it is. It gets a lot brighter
as you go back. It's kind of like playing up or down on the neck of a guitar, where, if you go up,
it's more mellow you're farther away from the
pickup or the bridge. I'm not sure what the
symmetry does exactly. But it definitely gets more
mellow as you go up there. So, you know, there's not a
ton of control we have here. It's quite simple. So let's load up a preset and make
something with it. Okay.
43. Preset Deconstruction: Worltzer soft piano. A vibes soft? Let's go back to
Worltzer soft. Okay. Okay, now I got an idea. Well, let's look at what
they're doing here first. Stiffness, no noise
on the hammer. Fork is pretty much
straight up, T and tone. Symmetry is way up high, that's going to
make that kind of mellower sound and volume. That's kind of all
there is to it. Okay, so flat. Let's go down here. I think I'm going
to make a new mini clip for something fun. I'm going to do
something that matches our analog up there. A little shorter than that. Okay. So let's see. Let's go. I think we have a C minor
chord up there. Et's do eighth notes. Let's add a little bit more
to this chord, though. C EG, C, E flat, and let's do a G
down at the bottom. Okay. Let's zoom out so I can see all
those notes at once. I'm gonna duplicate it. But I want it right there. So I'm just gonna go bum, bum. Bom, bom, bom, bom, bom, bom. Maybe one here, two,
but not that one. Okay. So I got a little rhythm going here,
pretty simple rhythm. But now here where
the base changes, I want to switch to, like, a B flat chord. But let's go B B flat. D flat. Let's go up and we'll
do the same thing. All right. I think that's
right on bar five. Yeah, that's right. So I just need a little
bit more here. Okay. Okay, let's
just hear that. Okay. And then let's maybe jazz
it up with a little echo. Alright, let's hear
that in context. I don't think this is
gonna cut through because we need to pull we need to, like, take a moment and do
a mix on this crazy thing, but let's hear it. Cool. Almost psychotic.
Let's keep going.
44. Live’s Impulse Synth: Alright, up next is impulse. Impulse is kind of a weird one. I don't use it very often. It's kind of a sampler. And that, you know, we can load different samples into
these boxes and play them. You might think this
looks an awful lot like a drum machine because it
kind of is a drum machine. What's interesting,
though, is that we also have a drum rack that
we'll talk about soon. And in a drum rack, we can do the same thing
that we can do in impulse, but, like, with a
lot more control. So you can think of this
as a simple drum rack. So let's look at one of
the presets just right away and kind of
walk through it. Let's go to this impulse
eight oh eight, actually. Okay? So this is like an
eight oh eight drum machine. You can click here
to play these. Cool. Each sample, we
have some control over the transposition stretch, the start time, decay of it, so kind of how it
fades out at the end, panning of it and volume. And you'll notice that
these controls are all dependent on which of
these that you click on. So if I turn the stretch way up, and then I go here, stretch goes back down because
that's where it was. So you don't have to
put drums into this. You can put whatever
you want into it. You can put cat
sounds or anything. I mean, just drag a sound
file right over onto it. So if I go to samples and say, sure, I can put
that right there. Great. There it is. I just need to adjust my length
to hear the whole thing. I'm going to undo that. So, to make a midi clip with this, you know, we open our midi clip, and then, you know, we
only have these notes. So it's really quite easy to do. So let's maybe see
if we can make something that fits in with
our chaotic thing here.
45. Programming Impulse: Okay, I'm going
to do something a little different with this one. Rather than clicking in all the notes to make
some kind of pattern, I'm just going to try
to record something in and add a bunch of layers
and then quantize it. Okay, that's enough of that.
Let's add another layer. So I'm going to put on
my midi overdub here and record and just record
a whole bunch of stuff. Okay. Now, let's take that. Let's go whoops to Command A, and then let's go to
quantize, Command U. And I don't know, let's
hear what we got here. Okay. Not bad. It's frantic, but I think we'll find
a use for this later. So let's take this. Let's do it all the way
through and see if we can make sense of it later. It almost has like an
ambient vibe to it, even though it's drums.
It's very strange. Anyway, um, okay. Let's move on to wave table.
46. What is a Wavetable Synth?: Alright. Next up, wave table. You might even call this the
main event. I don't know. Wave table is pretty
cool, though. So let's throw a wave
table down here. So, what is wave table? I think I mentioned
this earlier when I was talking about different
kinds of synthesis, but wave table uses a
wave table synthesis. Okay? This is a
type of synthesis. The idea here is that the oscillator
section is made up of a whole bunch of oscillators, and the sound we're
going to create is using by scrubbing
through them, okay? Check it out. Here's a sound. So you can see the sound I'm actually making is
in yellow, okay? But if I scrub through
these waveforms, turn in each one of them. Okay, so this is my wave table. I have a sine wave, a triangle wave,
a sawtooth wave, and a square wave. Right? But we can get
more complicated ones. Let's do, like that. And it starts to
get interesting. What if we did like this. And it starts to get
really interesting. Okay, so we have
Oscillator one that is this string of this table of waves. We have
Oscillator two. We can turn on and
add similar things. We check that one out. Okay. We have a filter,
frequency in resonance. We have a second filter
that we can turn on here. Okay? We have modulation. Now we have modulation
all over the place here. And modulation is really kind
of important in wave table, especially because we want
this to be moving as we play. So we'll look at that
in just a second. But we can modulate based on an amplitude
envelope, like this. Here's another envelope that we can assign to do
different things, a third envelope, an
LFO, and an LFO two. So how do we assign those
things to do stuff? Well, just like
we've seen before, we have a little
modulation matrix. Okay? So let's say I want my amplitude envelope to modulate my wave
table position. Okay? Amplitude
envelope is here. Whoops, is here, and Oscillator
one position is there. Now when I play this note, the amplitude envelope
will be triggered, and that is going to move
around my modulation source. Oops. So you can kind of see it moving
there. Let's go slower. Okay, so you can see
that this line is now controlling my position
in the wave table. Okay? That's important. Now, you're thinking we haven't heard anything brilliant yet. Let's look at some
of these presets, and then you'll see, like
how crazy this can get.
47. Preset Deconstruction: Okay, so if we look at some of these presets,
there's, like, a lot of them here, like, a lot because there's just so much cool stuff
you can do with this. Okay, so here we go. To look at the waste It's
just so cool and so dynamic. We get all the
elements of good sound design in one patch. You know, we get shape, motion, timber. It's all there. How about wobble base? Let's go down on octave. There it is. So this is where your web webs live
if you're into that. No Okay, cool. So let's use that, you know, I'm just gonna take
this our other baseline and just double it down here. Maybe we'll shift around
octaves in a minute. But here's what that
sounds like altogether. Super cool. Play around with wave table. There's so much fun stuff here.
48. MPE and Wavetable: One more thing about wave
table before we move on. We looked at this modulation
matrix, and, you know, when wave table first came out, this was a little intimidating, all of the things that you
can modulate with and by. But with, you know, the modulation matrix in drift, this looks really small, so
it's actually not that bad. But keep in mind that it is one of the most powerful
things in wave table. But also, check out the MPE tab. So remember, MPE is like
that higher resolution MTI. This is a good example for you to be able to see
what it's doing. There are some parameters that a lot of keyboards
just don't have, but an MPE of enabled
keyboard does have. And the way wavetable
uses that is if you're working on a keyboard that
has these extra capabilities, you can use them as
modulation sources. So for example, slide. This is an interesting
one. So on my keyboard, this has, um, MPE. And what I'm getting at is, I wonder if I can get
this so you can see it. There we go. I'll use this pitch. Okay, so slide is going to be
This keyboard has it. So Okay. And then the last one, press. I believe that's pressure or after touch,
sometimes it's called. So basically, if I touch
the note and then this very delicate pressure sre. But Um, I can control
things that way. Now, we also have
note pitch bend. Pitch Bend, a lot of
keyboards have pitchbnd. You have a little dial
usually on the left side, where you can adjust the pitch, but that's going to
apply to all notes. Note pitch Band is for
an individual note. Which I can get a few
different ways on my MPE keyboard here. And this keyboard, by the way, is a roly keyboard. So there's a bunch of extra parameters that having
an MPE keyboard can get you that you can use
as modulation sources to make a more dynamic sound. This patch is taking advantage of those, which is really cool. So you don't need to go out
and buy an MPE keyboard, but if you have one,
it can be pretty fun to use for some of
these wave table patches.
49. What are these?: Okay, y, next, let's go
through these DS things. Now, if you don't see these, it could be that you are in a not sweet version that
sounded really kind of funny. But the less than
sweet, I guess, of live, I believe these
only show up in sweet. You may also have them in a folder on your
system to But for me, they're right here all out
in the open, DS, Klang clap, symbol, FM, high hat, kick, sampler, snare, and Tom. Now, these are Max
for Live devices. You'll see that Live is really or Ableton, I
should say, actually, is really kind of keen on peppering Max for
Live devices all over. A lot of the time, someone will build a Max
for Live device, and then they decide
to include it in the release. I don't think
that's what these are. But you'll see if you
go to Max for Live, that there are some
devices in going to do a whole class on Max
for Live in Live 12, so keep a lookout for that. And we'll talk about actually
how to program stuff. But for now, we're just
talking about using stuff. We don't have to know how to program to use Max
for Live devices. We can tell they're
Max for Live devices because they have this little
different symbol here. But basically, these
are just really quick and simple drum sounds. Okay? So drum synths. They're not samplers
except for this one. They're just classic
drum sounds. They're kind of like your
eight oh 87 oh seven, those types of classic
drum machine type sounds. So what I want to do in the next ten videos or so is just rip
through all of these. I'm not going to make
something with all of them, because if you look
inside the presets, this is a drum rack that's
using all of the drum sins, and this is the same drum rack, and this is the same drum rack, and this is the same drum rack. You get it. So let's go through and look at all
of these individually, kind of quick, and
then we'll come back and make something with
the actual drum rack. Okay? Here we go.
50. DS: Clang: Okay, DS Klang. So I'm gonna throw
that on a new track. Here it is quite simple.
It makes this sound. You've heard that sound
before, if you've ever played around with
a classic drum machine. We've got some controls over
it that'll get it away from that traditional kind of
drum machine clang sound. We can change the
pitch. Remember that if you ever change a
parameter in live, I want to go back
to its default, click that parameter
and press delete. That'll get us back
to where it was. Decay, you know, just what
you think stretches it out. Volume. And then some
kind of tambor things. We can add this kind of clave sound and a percentage
of it filters and noise. This is a high pass
filter, apparently. Add some noise to it. Manton A B. You're just playing with tone, probably another type of filter. So really simple. Like all Max for Live devices, if you really want to
crack this open and, like, reprogram it to do
exactly what you want, you can hit this
button right here, and that'll open like the
code editor type thing. We'll do that when
we get deep into Max for Live near the end
of this whole sequence. But for now, there's
no reason to do that. You can just play with
it and have fun with it. So if you want this
sound in your track, throw one of these on something
and add some rhythms to.
51. DS: Clap: Have you ever been working
on a track and said, Man, I wish I just had a clap. Like, I just need a clap sample. Well, here's one
better. So here's DS clap. That's what
it sounds like. Now, what's cool about
this is that it does have some randomization built in so that if I click
it 1,000 times, you'll hear that it's
changing slightly every time. Right? There's a little bit
of variation happening, which is good
because that's what would happen if we
actually clapped. So we've got this sloppy really tight tail. So like a reverb tail. Spread. Tone a little brighter. Tunings gonna turn it into
noise, and then volume. It's a clap. Sweet. Okay
52. DS: Cymbal: Alright, let's look
at symbol next. Okay? Kind of a noisy little symbol, which is really kind of that
kind of 8087 oh seven sound. Yeah, we just adjust little
things pitch decay volume. A little bit on
the tone, probably emulating kind of the makeup
and size of the symbol. But it's a symbol.
53. DS: FM: Okay, onto this FM one. This one's slightly different. Okay? We have a
little tone, right? What's interesting about this, and I think this is true
about all of these is that when I play a mini
note on my keyboard, they're not responding to notes. So I get the same thing no
matter what note I play. So it's really just
clicking in a note. But here, we can kind
of say what note we want by dialing up the pitch. That's kind of fun. Get old. You know, decay This might be cool for base stuff. Maybe, possibly. But it's just a simple FM tone.
54. DS: HH: Alright, let's go
to the next one. HH is Hi Hat. So Cool. So we have a couple
options here. We have white and pink. That has to do with
the kind of noise. We have white noise,
and we have pink noise and a couple other
kinds of noises. But most of these percussion
sounds are based on noise. That's just kind
of how they work. The noise in a
filter is going to get you basically
this type of sound. So the type of
noise you use will change the sound
of it quite a bit. I can change tone, slope attack. I wonder if that has to do
with whether you're hitting it hitting the top of the stick
or the edge of the stick. Oh, it's just
literally the attack. Ramping up the attack. Pitch decay in volume.
Nothing fancy. I'm surprised they don't
give us an open hat here, but that's kind of what
the symbol one was. So here we just get
a closed high hat.
55. Kick: Okay, onto what might be the most useful one to
me, that is this kick. Sometimes you just need
a clean synth kick. And I don't want to dig
through a bunch of samples. So that's what I like
this one for, right? It's just perfect. That's a clean synth kick. I can change the pitch to get it out of the way
of something else. If I need to, I can
overdrive it a little bit, adjust the attack of it a
little bit, decay en volume. To be honest, when I use this,
I don't adjust anything. I just use it just as it is
and just lay it into a track. We'll do that in just a minute, but this one's
really useful to me.
56. DS: Sampler: Alright, sampler. This one is pretty simple
and a little handy. So we can throw that on there. We can drag any sample into
it. So let's drag that to it. Okay? I can click
on it and get it. I can play it, and
it actually is responding to midi notes. I can adjust the start point, adjust the length, which is effectively adjusting
the endpoint. Tune it, loop it, decay, add some decay to it, the shaper adding a little more shape to it or an envelope. So just a really simple sampler. Throw anything in
there and just cue it a whole bunch of times. Neat.
57. DS: Snare: Alright, two more. Snare. Again, just what you need. Now, this is a very
specific snare. This is that, like, you know, old classic
drum machine snare sound. You know, we can adjust
the color a little bit. High pass. There's a low
pass we can put on it. So make it a lot darker. Banass Kitchen a little
bit. Add some decay. And then, you know,
classic drum snare. Nothing fancy.
58. DS: Tom: Alright, last but
not least the Tm. Sounds like a floor tom.
I can change the pitch. Sounds like a
rototm Color, tone. Band. Decay in volume. Pretty simple. Honestly, I don't think
I've ever used this one, but it's there if you
want it. There's a Tm.
59. Drum Synth Programming: Alright, now that we've
gone through all those, let's throw one of these DS
drum racks onto this track. So this is a drum rack. We've seen this before, and it has all these sounds on it. Now, for each of these, we can go through and
adjust anything we want. We've got pitch
control for this one. This one we've got tone
control and anything in here. So we can still adjust anything we want just by clicking on it. So what I think I might
do is go to Mini Clips. See if I can find a
cool, like drumbeat. It's kind of cool. So let's
drag that onto there. Okay? And then we'll just
loop that out, open it up. Okay, so now I got
a cool drum pattern using these sounds. Let's solo it. That uro is funny. I don't know what that is. Okay, well, let's hear
this in context of our big giant crazy thing. It's going somewhere.
Could be something. Alright. Now that we
got through all that, let me give you this session one more time in case you
want to play with any of these clips and
we'll go from there.
60. Drum Rack Refresher: All right. Up next. Let's go through drum Rack. Now, we've already
looked at drum rack a little bit in the
previous, I think, class, I think, class three in this series when we looked at slice the
New Midi track, right? So we took a drum beat and
control clicked on it, and the menu that came down, we said, slice the
New Midi track. That took that beat and put each individual transient
into a drum rack. So let's look at a drum rack from kind of a different
angle this time. So if we go up here and select a drum rack
and we just make an empty one on a new midi
track. Let's open it up. This is what it looks like
a whole lot of nothing. If I play it, if I make some midi notes for
it, I get nothing. This is really just a container. It's just a container for
things you want to hit, right? We can put anything we
want into these spots. Okay? So if we want to
take an audio file, let's go to samples
and say, Sure. Let's say this whole loop,
I can put right there, if I want, if I want to
put This tone right there. I can do that. If I want to put this finger clap right there for some reason,
there's a clap. Okay? So I can put
these wherever I want. Okay. That's cool. Each one of these, every time
I put something in here, I get a simpler device, and we're going to go
through the simpler shortly. But that gets created in each spot when I pull
an audio file on there. But I don't need to
just pull audio files. Let's say I have this analog synth patch
that I really like. That one? Sure. I can put a whole analog device
onto a drum rack pad. Okay? So now you're
thinking, Well, when I hit that, how do I
control what note it plays? Well, we go over here.
We open this up. And then we open this up, and now we can kind of
see what's going on. So for this one,
it's right here. It says, receive B one. So when I play B
one on my keyboard, it's going to
trigger this sound, and it's going to
play a C three. So I can change that and say, actually play a C sharp four. No. Right? So I can decide
what note it plays, but it's going to
ignore what note I play on the midi keyboard in
terms of that synth, but I can control
that right here. So you can drag anything
you want onto a drum rack, any synth, any sample. You can't just drag midi files that really
wouldn't do anything. But virtually anything else
can go onto a pad here. Okay, so just a
quick little kind of reminder of what's
going on with drum rack, two things I want to talk about
that we haven't addressed yet is some of the
internal routing that we can create in drum Rack and also this kind of
strange choke setting here. It's kind of an important one if you're interested
in making very real sounding drum racks. So let's go into
those two things now.
61. MIDI Control of Drum Rack: Okay, before we go into the
routing and choke settings, I did want to talk just
for a second about different ways you can control the drum rack because it
has some cool options. So you can play it just
like any midi keyboard. And remember that over here,
we see kind of where we are. So if I play this note, see that yellow blinking dot. That tells me kind
of in the range of all possible
notes where I am. And it's saying, Yeah, you're too high. There's no note there. I got to get down to one
of these light gray boxes. There's that analog option. But also this kind of four by four grid of notes
is all over live. It's kind of like
that two by four grid that I talked about
earlier for controls. This four by two grid is
like a drum pad grid. So you might be
able to see that, like, it's kind of up here. You can't see that, but it shows up on my push all the time. And if you have a
MIDI device that is designed for drum triggers, any kind of pads or
anything like that, it's going to probably
auto map to hitting these. I have this special
kind of, like, drum synth thing that, you know, it's like
it's a sort of set of rubber pads that
you can play like a drum. And it's really fun to
connect it to a drum rack. You just plug it in and it automatically knows what to do. So let's load up. Let's go to a drum rack. And let's just do, like,
one of these preset ones. That's cool. Let's
load that one. Okay, here's my drum rack. So let me show you what
I'm doing over here. So this is my little drum sent. This is an Alyssa's strike pad. It's got a couple
rims. So it's cool. I can just, like,
play drums on it, like with sticks like
you were playing a drum. It feels like a
drum practice pad. So it's kind of fun. So those pads automatically
map to these. So I've got a kick
and wood block, block, it says, a snare. So I could just hit
record and then play However, I wanted to. It's actually kind of tricky
to play. But it's handy. I could do basically
the same thing on the push except
I don't want to use sticks on the push because
it's not designed for that. Although I would feel
pretty good to do, but the pads are so small, I'm not a good enough drummer
to hit them just right. So I just wanted to
point out that you can get these kind of
drum sinths that are designed really for drum racks and any kind of drum synth, and you can just play
stuff. It's really fun.
62. Drum Rack Routing: Okay, drum rack routing. So let's go to a fresh one here because we have kind of a
complicated something. Let's go to Sure. Okay, so, when you're
working with a drum rack, pay attention to these buttons
on the sides here, okay? So the main sections that we have here are
simpler instrument, our pads, and then our macros,
which are these dials. If you don't see the macros, believe they're right
here, this dial. Okay? Those macros
give us control of different things within
the simpler over here. So for example, if I wanted to map the
resonance to something, I can control click
on it and say, map to macro nine, and then I can add a ninth macro here by
doing this plus button, and there's nine and ten it
likes to keep symmetrical. And so I can map that to this, and then I just have
access to it more easily than going inside the instrument.
That's what macros do. But I can also get access to
a couple more things here. So here are my different chains. In this case, each sound is
going to be on its own chain. Now, we're going to look at
instrument racks shortly, and this whole idea
of chains will become much more
important, I should say. Okay, so now let's go to
our IO section down here. So this is what
we just looked at where we see notes
coming in and out. And then down here, we have
send and return. Okay? So this is where we can
do some internal routing. So let's say we want this
clap to have a delay on it, but just the clap, not
the whole drum kit. That's why we have
this internal routing. If we want to delay
on this drum kit, we just throw a delay on it. That's fine. But if you want delay on just one
element of the drum kit, then you have to do
some funny stuff, and that's what this
is designed to do. So we already have a
delay loaded up here. But we could easily add
any other effects here. If we just go to audio
effects and say, Let's create this echo. Let's just drag that down there. Now we've got a nice big echo. There's all our settings for it. So now let's go to
this clap and say, send C is right here, so I'm just going to crank
that up a whole bunch. Now when I hit that clap, it gets a big delay on it, but nothing else
does. Just that clap. So that's the internal routing. So you just have to go to this
send and receive section. Put an effect on
the bottom part. See, there's a bottom part
here and a top part here. So put it on the
bottom part, and then you'll have send
A, send B, and send C. Here's send C, and we just crank that up on
send C right there. Okay? And that's
how you can route effects within a drum rack. Okay, now let's go look
at the choke setting.
63. Drum Rack "Choke": Okay, I'm going to
hide this send and receive I just want to see the
IO settings. Here's choke. Okay, so imagine this.
You're a drummer, right? You're playing drums, and you have the best example that illustrates what
this does is the hi hat. So you have the hi hat
can do two things. The hi hat can be open, and it goes and
it can be closed, or it goes right? So two different sounds
from the same thing. So if you were going to make a drum rack
that was accurate, that sounded correct,
you would make it so those two sounds can't
happen at the same time, right? Because that's not possible
in an acoustic drum kit. Like, if you had an
open high hat and and it was ringing and then you hit a closed high
hat while it was ringing, those two sounds can't happen
at the same time, right? Because you'd have to re hit it, and it's the same drum. Now, in an electronic setting, we can hit them both at the
same time because they're just samples that we're
triggering in this case. But if you want your
drum kit to be accurate, then we need to make sure that those can't
happen at the same time. So let's go to a more
traditional drum kit. Like an acoustic kit. Okay. So let's see. Do we have a high
hat, open high hat? And do we have a
closed high hat? There it is. Okay, open
high, closed high hat. Great. So what I
need to do is say, go to my IO settings. Oh, and it's already
done for me. So if I said this open high hat This is set to one on
the choke setting. And this closed tie hat
is also set to one. Okay? So by setting
those to the same thing, that means only one of those two things
can happen at a time. So if I hit my open high
hat and it's still ringing, and then I hit the
closed tie hat, see if I can do
it with my mouse. No. There, did it. It's going to stop
the open high HAP from ringing because that's what would happen
in the real world. So you can kind of think of
these numbers as groups. We're just going
to sign one, one. We could even do weirder stuff. Like, if we wanted this clap to not be able to happen at the same time as the
hi HP for some reason, we just set this to one also. Now, only one of those three
things can happen at a time. But if we wanted the
clap and the snare, to not be able to happen. We could set them both to
two, and now we've kind of linked them together so that they can't happen
at the same time. That's going to make
things more realistic. It's kind of subtle, but
if you're setting up like a mini drum machine and
you give it to, like, a drummer and say, play this, they'll be happy that it
actually behaves correctly. So that's what that
choke setting does. Okay, so maybe just
for completeness, we shouldn't make
our own drum kit. We should make our own
drum rack from scratch. Let's make one and
then see if we can add something to our kit here.
64. Building a Drum Rack: Alright, let's start fresh
with an empty drum rack. And let's make something.
So let's go to I'm just going to use samples for
most of this. Let's do kick. And I think I kind
of want to know, I think I know what I
kind of want to do here. So Actually, you know what
we should use for our kick? Let's use our drum synth kick. Let's put one of
those right there. Okay? That is just a great
little kind of techno kick. Now let's go to samples, and let's find a clap. Let's do this eight
oh eight clap. And yeah, I could use
the drum synth clap. That would be fine, too. Actually, let's use a few claps. Okay? I got three
claps here now. That's kind of all
I want to use. Okay? I don't need any, um, Routing, in this case, although I could get to
it down here if I needed to sends and receives, IOs. I don't really need to mess
with any of this stuff. I could set up some
macros if I wanted, but I actually don't need to. But if I wanted to,
I could say, like, volume of this clap. Let's set the volume of all of our claps to the same knob. Now, all three clap
volumes are here. Okay. That's cool. That'll be handy. Okay, now let's go here and
make something. The reason I did just claps is because I just
want to add claps. I don't want to
add a whole bunch more percussion here
because I already have an insane amount of percussion happening in this little track. So what I was thinking I would do is just a really big clap. So all three of those right there let's zoom in a
little bit, see where I am. So copy, Pacelle put
that on two and four. Loop that out.
It's awfully loud, we'll take it down. Okay. And now we'll go to our master Okay. Pretty good. So now I made a drum rack where I
just have three claps. I thought maybe
I'd use this kick, but I have enough kicks
going and this other stuff. So maybe we'll come back to it. But I think I'm pretty
happy with all these claps. Cool. All right. Let's move on.
65. The Simpler and the Sampler: Okay, so up next, we're
going to talk about the samplers in live. Now, remember, let's
go way back to the beginning of this
part of this class. We talked about our four
main things, right? Oscillators, filters,
envelopes, amplifier, okay? Now, here's the cool
thing about samplers. All that's the same.
It's totally the same. Except the only thing
that's different is that our oscillator section can
hold an actual audio file. Rather than just
giving us waveforms, it's going to give
us an audio file, but the rest is the same. Filters, envelopes,
amplifiers, all that stuff. Is the same. So we have
two main samplers in live. We have what's
called the sampler and we have what's called
the simpler, okay? Now, if you said
to yourself, well, it sounds like the simpler is a simple version of the sampler. You would get a gold
star for the day. Because that is correct. We're
using simplers all over, and we've seen
simplers all over. All of these in drum racks, these are all
simpler instruments. Okay? So we'll go into how
all this works in a second. Let's actually just load a simpler onto a new
track right now. Okay. Here we go. So here is an empty simpler. Our oscillator section is going to be this big
sample area here. But then, as you will be familiar with
seeing, we have filter. Here's frequency in resonance, filter shapes, and
even a filter button to turn it on and
off. We have an LFO. You know what that is. And we have these four
buttons right here, which are probably
familiar to you by now, attack decay, sustain release. That's our ADSR envelope. Okay. And then we have a
big old volume knob here. Now we have some other
controls that we can get at more filters, a bigger LFO, and some more
controls for our envelope. But all of that stuff should be pretty familiar
to you by now. So, let's dive into the simpler. I want to talk
about simpler kind of runs in three
different modes. So let's talk about that
in the next few videos, and then we'll go into Sampler.
66. Using Simpler (Classic Mode): Okay, so I have a simpler here. Let's load a sample into it. We can load a sample into
it from all over the place. If we have a sample that
we like in our session, we can just click and
drag it down there, or we can go to
our samples here. That's kind of cool. Let's
drag that down there. We're just going to
plop it right on this dark area. All right. And there we have it. Okay, so the three different modes of simpler classic mode means
that we now have a sample, and we can trigger that sample. And it's going to by default, not loop this sample, but we can loop it. This is quite a long sample. We can build a loop in this. We've got some warp
controls here. We can fade this out So that's a little smoother and see how it loops. That's cool. Okay. So if we play a note and just keep our
finger down on the note, it's going to loop back.
We can turn that off here. The note is also going
to the note that we play on our mini
keyboard is going to transpose this sound. So the default is always
middle C. If I play middle C, which is not that then it's going to go back
to its original pitch. We can't easily change what
that original pitch is. In simpler, you just
kind of have to remember that
whatever pitch I put into that sample
is not going to be the pitch that comes out when
I play it on a keyboard. Okay? It's not really
designed for that. With sampler, we can do that, but with simpler, we
don't really do that. So I can so I'm
playing a C here. I don't know what pitch
this is. Actually, I do. It is also a C. But Live
doesn't know what pitch it is. So if I play up a whole step, it's just going to transpose
it up a whole step, regardless of what
the actual pitch is. Okay, so quite simple. If I want to adjust my
frequency resonance, I can do that
there, my envelope, I can make the attack less forceful and have
it kind of fade in with that and adjust the
volume. Pretty simple, right? It is pretty simple. It's
going to play our file. That's really kind of
all it's going to do. Okay, let's go to one shot mode.
67. Simpler in 1-shot mode: Okay, when we switch
over to one shot mode, we have a little bit fewer
settings actually here. The main two we have is
trigger and gait, okay? So if I'm on trigger, that means when I say play that note, it's going to play that note,
and it's not going to loop. Okay? I'm still holding
my finger down. It just stops. That's cool. I could still use my ADSR, although it works a
little bit differently. It's giving me,
like, a fade in and a fade out kind of point. I've got a transposition
here that I can use how much the velocity that I play is
converted to volume. I'd say a lot. That means that play if I play
my keyboard quietly, it's going to play
the note quietly. If I play it hard, it's
gonna play it really hard. But you might
not want that. You might just want it
so that it always plays the same volume every time. Okay? It is still
going to transpose, based on what note I play. But back to this
triggering gait. Git means it's going to play the note as long as I'm
holding the note down, it's going to play that sample. But as soon as I let go, it's going to stop
playing that sample. So in trigger, I'm
going to hit a note, and that's just
basically going to say play that sample, like fire. Play that sample,
no matter what. In gait, it's going to say when I'm holding
my finger down, the gate is open to play, but when I lift my finger up, the gate stops. Okay.
Relatively simple. Same filter settings,
nothing nothing too crazy. Okay, let's go to the
more fun one slice.
68. Simpler in Slice Mode: Okay, so in slice mode, it's gonna let us chop up
this sample a little bit. Now, this isn't a
great one for this. Let's find, like, a It's
actually used as Banjo loop. Okay, so in slice mode, you see that it
automatically has grabbed all these different
transients, okay? And when I play midi notes, it's going to assign one
midi note per slice, okay? Now, this is kind of like
slice to new midi track, except it's keeping
everything in one simpler rather than divving it out to a
whole bunch of simplers. Okay? So This is really fun
for just finding new sounds. There's all kinds
of fun stuff here. So we're ignoring the
pitch that I play. It's not transposing
this anymore. It's just using this to trigger all of these
different points. So you can set how it slices it. You can say slice by transient, beat region or manual. But even if you set
it to transient, which is usually the best way, you can adjust these transients. Move them where you want them. We have warp setting still, and we have warp modes
that we can activate here. Fade in, fade out. I believe this will
apply to each one. Filter frequency and resonance. So basically, this is most
useful on, like, a beat. Like, if we take a beat, now
I can find like this kick. There's a snare. Alright, so now I can
just kind of take the beat and play
it really simply. Okay, so that's what
slice will let you do. It's just gonna let you
chop things up and trigger things by transient rather
than the whole sample.
69. Using Sampler: Okay, let's switch over to the sampler and look
at how it's different. So instruments sampler. Okay, so sampler is a
bit more complicated and for really for one reason, I mean, it gives you more
control over the samples, but it also lets you load
multiple samples in. So we'll look at how and why you would do that
in just a minute. But first let's just look
at the main interface. Let's take one of
our presets here. Okay. So here's what
this sounds like. Terrifying. Okay, so we have
this whole sample here, but we're looping
just this section. We can do what's called
a sustained mode here. So this one means it's going
to just play and then stop. This one means it's
going to basically loop. This one is called a boomerang
loop where it's going to play forward and
then backwards and forwards and then backwards
and forwards and backwards. That sometimes makes
a more seamless loop. So we do have more tuning
controls of our sample here. So we can see like a list
of the samples available to us here. We can reverse it. We can set here what the
root note of this sample is. Now, that's important because that's something big that
we can't do in simpler. So once we set the
root note correctly, that means that everything will line up on your
keyboard correctly. So if I load in a sample that is a sound that's in
a D sharp, sure. Then when I play a
C on my keyboard, going to play it as a D sharp. That's going to be all
weird. But if I change the root note here
to say D sharp, then Live knows how to transpose the thing correctly to play the right note
at the right time. So if you're dealing with pitched samples and building
harmonies and things, then having the root note
correct is important. Okay, look just here at
cross fade and loop end. What we're seeing here is, like, number of samples, right? Like, this is very, very
specific that we can do here. The cross fade settings,
the loop length. And all of these are unique per sample that we're
looking at, right? They're going to reset for the different samples.
We can detune it. All of these things are
pretty familiar to us. If we go over here, we've got some ADSR
controls over here. We've got a pitch envelope
over here with another ADSR. We've got filters. These are global, so these are going to affect everything, not just they're going to affect all the samples, not
just the one we're using it. Some modulation settings if
we want to do some LFOs. We've got three of
them available to us, and then we can do
some more complicated midi mapping if we
really want to. But the star of the show is
this Zones tab right here. So let's go to a
new video and dive into what Zones
means in a sampler.
70. Samples and Zones: Okay, so maybe you've seen before sample libraries
that you can buy online. There's tons of them.
You maybe you've seen, like an orchestra library. Like, you want a good
sounding orchestra that you can queue up
and use. That's great. You've probably seen
orchestra libraries that cost 100 bucks, and you've seen
orchestra libraries, maybe that cost hundred bucks. And maybe you've seen an
orchestra library that cost $10. Why? What is the difference?
There are a few things. There's the quality
of the recordings. There's how the samples have been edited
and put together. But one of the main
things that separates those is how many samples
there are, right? Because if I record a violin playing a
note, a single note. And I put that into a sampler, and then I transpose
it down four octaves. That's not going to sound
like a bass, right? It's not. It's going to
sound funny and weird. You've done this before.
Take your voice, transpose it down an octave, and it doesn't sound like someone with a
deeper voice than you. It sounds funny. Take your voice and
go up an octave. Does it sound like
you up an octave? No, it sounds like Mickey Mouse. Right? So the way
we avoid that is we have a sample at let's use the voice thing.
Let's keep going with that. We have a sample of
my voice where it is, and then another sample of my voice of me
talking up in octave. And then the computer
knows when to switch. So each one is only
transposed a little bit, and then it switches
to the other sample. So it might transpose
up a couple steps, my voice, my original voice, but then it reaches a threshold where instead of
transposing it more, it goes to the higher one
and transposes that down because it can do less
steps of transposition. So the more samples that
are in it, the better. You can also have volume. You could say that if I whisper, if I whisper really quiet, then it's a certain
tamber, right? And if I take that sound and just turn the volume
way up on it, you're not going to get the
tambor of me yelling, right? You should have two
separate sounds that know two separate files that and the sampler
that knows when to use the right one based on the velocity
of the node I press. That's what all this
has to do with, okay? So if we go into zones, what we see in this
particular instrument is five samples, and you can see the are
different octaves, F one, F two, F three, F
four, and F five. Okay? Now, this
matrix type thing over here tells us when
to use each sample. So if I play a note that
is C two and under, it's going to use this sample. I play a note between
C two and C three, it's going to use this
one, C three and C four, C four and C five, and
then C five and up, it's going to use this one. Each of these only have to
transpose about an octave. We also have velocity controls here where we can
set the same thing. Now, this one hasn't set it. This one has not set
velocity controls, so all of the notes are going
to be on the same velocity. But only one sample
can play at a time. Okay, so if I play a note, it's right on the edge, huh? Okay, let's go there. So
this is playing that sample. You can see with red
which note I'm playing. But if I go down,
still the same sample, now we've switched to a
different file. Okay? So a good sample library is put together in this way
with tons of files. The more files, the
bigger the sampler is. And generally speaking,
the better and more realistic it sounds if
it's an acoustic instrument. So each of these
is called a zone. There are different zones for each sample and you can set them up to trigger
in different ways. We're going to see this
very similar thing when we talk about instrument
racks in just a minute. But before we do that, let's
open an orchestra library, and let me show you what a big orchestra library looks like.
71. Sampler Orchestra Library Example: Okay, so I'm going
to close all of this by going to the
Zones tab again. And now let's look at
the Ableton orchestra. So the quickest way to
get to that is to go to PAX and you have to have this one
installed for it to work, but orchestra strings let's
go to String Ensemble. To. This is a pretty
nice sounding orchestra. Now, the real big
orchestra libraries will not transpose
your files at all. They will have a single
file for every note and probably five or six different velocities
of that note, different volumes of that note. This one does
transpose somewhat, and it is in multi sample mode. So this is a little bit
of a weird live trick. But basically, when you see
this multi sample mode, if you want to get into it
and really work with it, control click on
the header part up here and go down to
simpler to sampler. And it's basically
going to take it out of multi sample mode and switch
it back over into a sampler. I'm not really sure why some
things come up that way, but it basically turns it back into a sampler, which
is what it needs to be. Okay, so let's go on zones. You can see there's 300
samples in this instrument. So if we go up to zones,
we see all these files. Okay, actually, yeah, this
one has single files. So if we go to right in the
middle, let's say this one. So this file plays for note
let's see, what is that? C Sharp five only. Okay? So this file is just
doesn't transpose at all. If I play C five, it triggers this file. Okay? So now, you'll also see that it actually
triggers it four times. Why would that be? I'll
explain that to you. So if I play C Sharp five, these four notes are
going to get triggered. However, the velocity setting
is going to stop them. So here's that same note. If I play a low velocity, it's going to play this one. If I play a little
bit higher velocity, it's going to play that one, a little higher and
a little higher. So for every single note in
the range of the orchestra, we have an audiophile
of that note. Four times at four
different volumes, from quiet to loud. So this setup is
going to be able to tell live that when I play
this note at a certain volume, which note to trigger. So you can build these. You can build these very
easily by just dragging sounds into a sampler and building
up a whole library this way. Um, and, you know, you can buy some
of these samplers. If you have something
like contact, that's a sample player
that does the same thing. It's able to handle a ton
of different samples, and you can push them you can set up a system where it
decides which one to play, and that's where you get
big sample libraries. Contact is free, but the
libraries that you will buy for it are decidedly
not sometimes. Okay, so that's
how Zones works in a big orchestra library. And
this one sounds pretty good. It's a pretty decent
sounding library.
72. Adding Samplers to our Track: Alright, let's add a sampler
to our crazy track here. What I want is something
kind of keyboard like to help reinforce this sound. So let's go to sampler and
look at some of the presets. With kind of tack. That's kind of interesting. It might now work
for us, though. No, there's whole chords in
there, so I don't want that. It's kind of fun.
Let's try that. So we'll take all of this and put it down
here to double it. Let's hear what
that sounds like. I don't really love it. You try that? Too big. I kind of like it. Okay, cool. Whatever. This
things kind of ridiculous. But I'll give you
this session again. I think we've added a few layers since we've last
given it to you. So if it's fun for you, you can download it and play
around with it if you like. And then let's move on to Rack.
73. Overview to Instrument Racks: Alright, let's talk about racks. I think I said this once before in one of the earlier classes, but I'm going to say it again
because it's important. When I was in the certified
trainer exam kind of thing, one of the Ableton folks, one of the people
from Ableton Company, described racks like this. He said, If there were four
things that make up live, like the four most
important things in live, they would be warping
Session View, Arrangement View, and Racks. That I think that
might have been before Max for Live exists, so I would add a
five Max for Live. But racks are the fourth one. We've already seen drum racks, but there are other kinds of
racks, two in particular. There are instrument
racks and effect racks. We're gonna talk about
instrument racks now and we'll talk about effect
racks in the next class. So what you can do with
an instrument rack is basically you can
make super instruments. You can combine
instruments together. You could also think about
in the past, up till now, I've said several times that you can only put one
instrument on a track. And every time I
said that, I, like, kind of choked it
back a little bit, and I think I probably said, in most cases, you can only put one
instrument on a track, or most of the time, you can only put one
instrument on a track. This is the exception. If you use a rack, an instrument rack, you can, in a way, put more instrument
than one on a track. So let's take a look.
They are similar to drum racks, in a way. So let's go instrument rack, and let's throw an
Empty one down here. Okay? There it is. Nothing to it, right? There's really nothing there. But now let's say I want
this collision patch. Now, this collision
patch is a rack. Remember? But I just put
a rack within a rack, which you can totally do. Now, let's say I want
this wave table. Sure. So I'm gonna open
this thing called chains, which I'll explain in a
second, and just go like that. And now let's see.
How about a mold? Sure. Put that there.
Maybe another mold. Sure. Okay? Now I've
built a super sound. That's pretty crazy. Um, but that's what you
can do with racks. So, let's dive in a
little bit more and talk about how racks work and
what you can do with them. We'll start with this
bit about chains.
74. Chains and Selectors: Okay, so you can have one
instrument per chain, okay? So let's start fresh.
Let's get rid of that. Let's go back up to instrument
rack. Put it down here. Okay? Now, let's pick a sound. Sure. We'll drag that
down there. Okay? Now, as soon as I
do that, I need to open chains over here, okay? If I want another chain, I can do two things. I can control click somewhere in this area and say, create chain. Now I have an empty chain, which can be useful, actually. But we'll get rid
of that for now. Another thing you can do
is just drag an instrument or preset down to that area
and make another chain. Okay? Every chain so far, every chain is going to
get triggered at once. So when I play some midi notes, those midi notes are
going to come in here and get sent to all four
chains and then sent out. I can adjust the volume
of each chain here. So if I want to kind of blend these in a way, I
can do some panning. I can turn one off or one on, I can solo them, swap them out, do a few
different things. But then here's where
the real power comes in. I have these things up here. These four buttons. Hide
is not really one of them. Key velocity and chain. This is going to let me choose which chain I'm hearing when. Right now, I'm going to hear
all chains all the time. But what if we had an instrument
that was set up by key? Okay, so watch this. I'm
going to control click on here in this area of the chains and say,
distribute ranges equally. Fun little time saving hack. Okay, now what we have
here is when I play a low note on my keyboard. There we go. I'm gonna play. It's going to play
this instrument. When I play a little
bit higher note, now we switch to
this instrument. If I go higher, still
that instrument. Okay now switch over
to the other one. Let's go to the next one. Oh, it's too high for
that one to handle it. That one's too
high. That's okay. Um, so you can see that now we've decided which instruments happen in which range, okay? We can move them around. We can say this
one happens there. They can overlap. So now, right here, I'm going to hear
both of those instruments. We could say, we're always
gonna hear this instrument, but then we're also gonna hear some other instruments along the way. It's a cool effect. But my favorite thing
to do is watch this. Okay, so we can decide
what instruments play when by using this kind
of big green bar. But do you see that smaller
green bar above that? That smaller green bar
is like a cross fade. So check this out. Now they're overlapping a little
bit, but watch this. I'm going to grab
that smaller bar. Call like this and like this. Whoops. Sometimes it's kind of hard to grab it
'cause it's small. But what do you think
is happening now? We are cross fading instruments. So as I go up in this range, I'm going to get a little bit of this instrument and
a little bit of this instrument until eventually this instrument
kind of takes over, and then it's gonna fade
between these two, right? So I'm going to get some
of both and create this crazy It's kind of crazy. Um, so that's with
the key selector. I can do the same
thing with velocity. Now you're seeing how this is familiar from the
sampler, right? I can say when we're on well, let's distribute the ranges. So I can say when
we're on this one, we're when we play quiet notes, use this synth, we play
loud notes, use this synth, louder notes, use this synth, and very loud notes,
use that synth. Now, I've created
a little bit of a problem here and it's
something to watch out for. And that's that we have two different kinds
of selections going. So that means if I play
a low note really quiet, I'm going to hear this
synth and this synth. So just this top synth. But if I play a high
note, really quiet, it's not going to play anything because the quiet
range is down here, but the high note
range is up here. So you should try to get in the habit of using
one or the other of these. It's not great to
use both because you can end up triggering nothing. I'm going to reopen
all of these, and then there's one
more thing to look at. Okay, I'm going to reopen these, and then we'll look at the chain selector and the next video.
75. The Chain Selector: Okay, so I've reset my velocity chain selector
and my key selector. Now let's go to this
chain selector here. Okay, so Let's imagine
another situation. Let's say you are in a band, and you are the keyboard
player for that band. And you are going on
tour with that band, playing keyboards,
and you want to bring a little you want
to bring a mini keyboard. You don't want to bring
your whole arsenal of 50 different keyboards. So you're going to
bring a midi keyboard and a laptop, okay? You're gonna walk out on stage. You're gonna plug in your
keyboard to your laptop, and you're gonna load
up one Ableton patch. And it's going to have an
instrument rack on it, okay? You're going to set
the instruments you need for every track. So this is Track one, Track two, track three, track four. So maybe this is an organ, maybe this is Rhodes piano. Maybe this is a normal piano. Maybe this is some kind of pad. For every song that
you have in your set, you have a different
chain, okay? Then what you're going to do is you're going to go to
this chain selector, and you're going to go this
going to move that 1/1. That 1/2. This 1/3. Okay? You're going to map this to some dial
on your keyboard. Okay? So by doing that, you can set a dial
that controls this. You do that with midi mapping. We'll talk about Mi
mapping in the next class. So, actually, I'll just show you how to do
it really quick. Command M, click in
this purple area, and then wiggle some
parameter on a MIictroller, and you will then
have control of it. Once you have control of it, then you're all set
to play this show and never having to
touch your laptop. You've got your keyboard here. You say, Cool. Next song, all you have to do is turn that dial like that
over one notch. Now you're on your second synth. Next song, turn that
dial one notch. Now you're on your third synth. Now you're on your fourth synth. The chain selector. And then, like, they want an encore, so you go back to your first synth. No problem. You just
turn that dial. Okay? That is what this chain
selector is really good at. It's just saying, I want to
be on one of these synths, and I'm just going
to turn a dial, and it's going to
be this kind of teal line. That's
what I'm turning. And I can just select
whatever I want to do. You can also do the same kind of stuff where you make, like, a long area and maybe,
you know, a fade in. And then the opposite.
So, you know, you could still use it to
just dial as an effect to, like, cross between
different sins and maybe have one that's
always on like that. Now it's you got to
bring crazy sound. So that's what the
chain selector does. It basically lets you
just select for it.
76. Macros: Okay, next thing,
let's go back to this little macro button
that we saw earlier. We saw that we could assign some things to different
macros, right? Let's explore that
a little bit more because there's kind of a lot of wild things we
can do with this. The idea behind macros is that let's go back to that
example. You're in a band. You're on stage, and you're
just dialing through all of these different stands for
different songs in your set. But let's say that
in this second song, you need access to your
filter frequency, okay? The last thing you want to do is being open
up your computer, dig around to try to find this dial in the middle of everything else
going on on stage. You're going to hit
the wrong button, and something strange
is likely to happen. We want to keep you
from having to dig around inside of an
instrument when that happens. So what we're going to do
is we're just going to say frequency control click,
map to Macro one. So now that's out here, okay? So when I move this,
it moves that. Cool. That's it, right? Nothing fancy. It's just mapping some
parameter so that we can get to keep us from having to go deep inside of our
instrument and find it, just give us access to
some stuff really quick. However, while that is
something important we can do, the macros are kind of their
own little synthesis engine by themselves kind of
accidentally, because watch this. Let's say I wanted
to do that filter, but I also want to do
some crazy effect where my LFO rate is going to go
down as my filter goes up. I could totally do
that. Control click, Map this also to Macro one. Okay? Now, they're both
going up at the same time. Then I'm going to
go back over here, right click on that again
and hit Edit Macro Map. Now I have some controls
over those things. So my LFO rate is going 0-127. If I wanted to go opposite, crank that up, crank that down. Now, when I move this macro, one goes up and one goes down. Okay, let's turn mapping off so we can see that
a little easier. Okay? Let's do something else. What if at the same time
that that happened, I wanted my oscillator two
level to go up and down. Okay? Now I'm creating
this crazy effect. And it doesn't need to
be in this chain only. What if this chain
is also happening, and I go into this
device and say, I want the pitch envelope to also move around for this
completely other instrument. Now I've got this one dial
that does this insane thing. I can change the color of it, rename it, super dial. Sure. That's how macros work. You can do an insane amount
of stuff with macros. We'll see this even more once
we get into effect racks, where we can start to build these really complex
and customized effects. But that should give
you a basic idea of what they're capable of. You can map as many things
as you want to a macro. You can hit this
map button to get control over minimum
and maximum values, which can let you
customize it even more. So there's a huge amount of
potential just in macros. Okay, let's look at
a few quick presets.
77. Some Rack Presets: Um Okay. Okay, I'm gonna get rid of
this crazy one that we made. And let's go to Instrument rack. And let's look at these presets. Now, there's a lot
of presets here. So, let's uh That's wild.
Let's look at that. Okay, so we open it up. We have just macros. A lot of the time, that's
what you want. Remember, the macros are
designed to keep you from having to dig around in
all of the instruments. So this has been built so that it's just has the things
that we most need. Neat. Let's look inside it. So
if I click on this button, I'm going to see the
chains. There are two. Okay? If I double click
here, I can expand that. So there's a sampler
in multi sample mode. There's a ring modulator, which is just another sampler
in multi sample mode. So we just have
two samplers here. Let's look at Let's
look at this drum kit. Okay, so what do we have here? This is kind of complicated because we
have a drum rack here, but it's contained within
an instrument rack. This is something you'll find.
You can have racks within racks within racks.
It's kind of crazy. So they have just
four macros for us. If we look at our chains, there's just one chain,
which is totally okay. And they've put some
effects on this, too, on this chain,
also, which you can do, by the way, put some effects at the end of the chain
after the instrument. Sounds pretty simple.
Let's look at one more. Let's try that one.
Okay. Just some macros. One chain, operator, and then
a ton of effects after it. And you can see already, like, all these green dots here
are mapped to macros. So there are parameters,
in particular, the on off of this effect
is mapped to a macro. Let's see if we can turn one on. See this amp here, it's gonna be controlled
by this bright. So at some point it hits
a value that turns it on. It's just anything
greater than zero, turns it on with that. So you can set that up in
this mapping tab here. So there's so many possibilities of Just crazy things you
can do with instrument x. It's like, just
literally endless. Okay. We're almost done.
We're almost done. Um, there's just a couple little odds and ends
that I want to go over, and then we're gonna wrap
up this part of the class. So let's do that.
78. External Instrument: Okay, let's talk about this
external instrument one. This one is a little weird, so we're kind of in the
odds and ends section now. The purpose of this external
instrument is this. Let's say I have that MIDI synthesizer
over there, right there. Let's say I want to
play that through live. I want to do some MIDI
sequencing and send that MIDI data over to that instrument and then
get an audio signal back. Okay? That's what
external instrument is. Technically, I could do all that without the external instrument. I could just do it with routing by making a new Mi
track, and then say, this MIDI output goes
to an external device over there and then set up
a new audio track that's going to record in the
audio from that track. I could do that. It would
take two tracks and a bunch of cabling
and weirdness to do. This makes it a
little bit easier. So with this
external instrument, all I have to say is Mi two, and then I can just select that. It's not plugged
in at the moment. But I could select what
I'm sending that MDI to. And then I would say
audio from that. I got a little gain,
some latency controls. And then, basically,
on this same track, it's going to send MIDI out to it and bring audio back in. And at some point,
I can just record that audio in and have it. But it's a utility thing. It's just going to
send Midi out, like, out of your computer
to another thing, and then bring audio back in. That's all. It's actually
relatively simple. You would only really
need this if you have some external midi gear that you want the sounds from, okay? That's the only real reason
to use this at the moment. That's all I have
to say about it.
79. Granulator III: Now, I've talked about Max
for Live here and there. We'll do a ton of Max for Live in the last part of this class. But there are some Max
for Live instruments kind of hiding around
on your computer. One super powerful one. And in fact, I might
even argue that this is one of the most powerful instruments that
we have in live, and it's kind of hidden
away. It's granulator three. We had granulator. We
had granulator two, and now new in Live 12
is granulator three. This thing is crazy, and
it's a Max for Live device, supposedly made by Robert Hinke, the kind of boss dude. So in order to use
it, I have to open up this folder and then get to
the granulator three track, and then I can load it. So remember, Max for
Live device just means that you can kind of open it up and tweak it if
you really want to. But this thing is like
a crazy drone machine. Let me show you. Let's go Uh, B, sure. Let's just drag a
sound file in there. And now, if you play it. So it does, like, tiny
little looping things. Let's look at some
of these presets. It's just like crazy. Um So you can drag any
audiophile into this, um, and it's gonna do crazy things to it.
Maybe not a high hat. Let's maybe good. Sure. Okay. And I haven't even,
like, touched any of the controls yet. So we have envelopes,
we have filters. But effectively, our
oscillator is this sample. But it really just like picks apart the sample and does
like crazy things to it. Granulator is the
name granulator is a riff on the term granular, which is a type of synthesis,
granular synthesis, where you take a sound
and chop it up into tiny, tiny little pieces
called grains, and then sprinkle them around and do fun
things with them. So check out this instrument.
It's kind of powerful. I believe it's free with sweet and maybe
with other versions. If you have it, it's going
to show up in packs. So granulator three PAC. If you don't have it,
look on the Ableton site, go to PACS and then go
to free and see if it shows up for you as something
that you have available. You could also probably just get it right from this window. I might show up
right here for you. But play around with
it. It's really fun.
80. Other M4L Devices: And of course,
don't forget if you go to the Max for Live tab here, you should have
several things here that are other instruments. Not all of these
are instruments, and you won't have all of these. A lot of these are just
things that I've made or things I've
played around with, but you can download
things instruments, go tomforive.com. If
you're looking for these. There's tons of free things
to play around with. Buffer shuffler is great
for doing glitchy stuff. ARP is cool. Um there's a lot of stuff that
comes with live, and there's a lot of stuff that you can just download
on your own. So don't forget about those
if you're looking for more instrument ideas
or effect ideas.
81. What Comes Next?: Okay, we have reached
the end of P four, Part four of this sequence on sound design and instruments. Up next, P five is on
audio and midi effects. So in that section, we're
going to live here. We're going to go through
all of these effects. We'll talk about more
sound design stuff, effect theory, composition,
how to use these. And we'll get into a
little bit of mixing and mastering as we get comfortable using some
of these plug in. We'll also learn kind of
what some of these are, not only how to use them,
but like compressors, different kind of filters, shifters, phasers, flangers, vocoders,
all that good stuff. So please join me for
that other class. It's probably out now, and we'll continue
on our journey to master every element of Ableton Life. We'll
see you there.
82. Part 5: Introduction: Hey, everyone. Welcome
to Ableton Live 12 Part five. Audio media effects. In this class in this part of the giant sequence of classes, we're really going to
focus on media effects. Now, I am going to
walk you through every single audio
and MIDI effect that we have in Live 12. But I'm also going to talk
a lot about effect theory, how to use effects, the
different types of effects, and what order they should go in and how to do some
other techniques with them like side chaining and
busing and things like that. So I highly recommend watching this class
from beginning to end to get a feel for
all of the effects. But after that,
keep this class in your account and use it as
kind of an encyclopedia. Pull it up whenever you want to know how to use some effect. You can always come
back to it and rewatch any segment as
you're working on tracks. So near the end of this class, we're going to talk
about effect racks, audio effect racks, especially. And those are one of
the most powerful things in all of life. If you haven't explored
audio effect racks yet, you're in for a
world of amazement. So, let's get started.
Let's dive in. Off we go. All right. So there's all the
frequencies of our sound. Now, here's what we're seeing. So on the left, we have low sounds,
everything all at once. We can go up to this
triangle here and click on. Now don't freak out. It looks like we have 1
million more settings here, but we don't quiet it down, and then we boost everything by the amount that we
quieted it down. Okay, so we're
going to smoosh it, compress it, and then
boost everything. Now, this is my favorite. This is my kind of go to for
most effects is to Alright, so let's hear the three now.
83. The 4 Areas of This class: Alright. Let's dive in. So in this class, we're really going to focus
on audio and Midi effects. However, in live in Live 12, that's going to put us in four different areas here
in our browser. Okay? We're going to look
at audio effects, right? We'll go through all of these effects and look
at how they all work. We're also going to
look at media effects. We'll look at all these media
effects and how they work. We're also going to
look at modulators. These are effects that
focus on modulating things. If you've been
following the rest of my Live 12 series of classes, you kind of know what
modulation is already, but we'll get much deeper
into it with these things. And then lastly, Max for Live. So we're not going to go
real deep into Max for Live, but we will discover
a few Max for Live effects because they are sprinkled all
over the place. You'll see here even
in audio effects, there are a few Max for Live
effects that pop up like this LFO, this align delay. You can tell by the icon
that they're Max for Live. They have these little
lines popping out of Let's see if there's
any others, yeah, Shaper. MIDI effects, there's
probably a few envelope, MTI, expression control, shaper MIDI these are all Max for Live. Modulators are all
Max for Live effects. So we're not going to go into building effects
with Max for Live, because if you're
not familiar with Max for Live, basically, it's like its own programming
language that lives within live and will
let us build things. Sometimes things get built that are so cool that Ableton says, we're going to put this
into the main release. And that's what you
see here when you see Max for Live effects
all over the program. So you can build your own
effects with Max for Live, and we will do that in, I think, P seven of this monster everything there is to know about
Ableton Live class. We're going to devote
that just to MAX and learning how the basics
of programming in MAX works. But in this class,
no programming, we're just going to use some of the Max for Live effects that have been programmed
by other people. So those are our four
areas that we're going to be working
in audio effects, media effects, modulators,
and Max for Live. We won't go into
plug ins too much. Plug ins might be effects. Plugins can be effects. They can be instruments, and they could be a few
other things, too. But the plug ins are unique
to everybody's system. You will have some plug ins
that other people won't have. These are things made not
by Ableton, by anyone else. So we're not going to focus
on plugins in this class. We're just going to focus
on the Ableton made stuff. Audio effects, media effects, modulators, and then
some Max for Live stuff. Okay. Cool. So let's get
good at all those things. And let's start
at media effects. O
84. What are Midi Effects?: Midi effects. Let's
start with midi effects. So midi effects are
generally speaking, more simple than
audio effects because remember that MIDI is
just numbers, right? It's like note number 60,
turn it on, turn it off. Like at a volume of 100. It's
just a bunch of numbers. So MDieffects basically are doing math in a bunch
of different ways. Don't worry. We don't
have to do math. That's handled for
us by the effect. But they're not as complicated
as something that's like adding frequencies and overtones and partials and
all of these other things. Like, audio effects are. So let's go through our MIDI effects and just
learn what each one does. Remember that in
any midi effect, we need a few things
for it to work. First, we need an
instrument on a track. We're not going to hear anything if we don't make an instrument. So let's just use the default
analog patch. There it is. Then we'll go to our MIDI
effects and add something. The other thing we need
is some MIDI info, either a clip or a keyboard
like I have plugged in. So I have a keyboard, so
when you see me, do this, it means I'm reaching for the keyboard and
playing some notes. We might even just
put in some clips. We'll see how it goes. Now, when we get down to our effect area, we're always going to
have our instrument and a MIDI effect before it, and audio effects would come
after it if we want to. So remember, these little dots here are telling us that
we're dealing with MIDI, and these lines are telling us that we're
dealing with audio. So MIDI effects need
to deal with MIDI. So you'll see those
dots here and here. So dots coming in,
Dots coming out, meaning MIDI data is coming
in, Midiatas coming out. Instruments are
magical things where MIDI data comes in
and audio comes out. So any MIDI effects need to
come before the instrument. If I click and drag
this over here, it's just going to say,
no, you can't do that. All right, so make sure
you have those things. If you're not savvy on
setting up a MIDI keyboard, you don't really need
a mini keyboard. You can just make clips but if you need help on
setting up a MIDI keyboard, you can go back to, I think, part one of the Ableton series that we're currently in Part five of that I walked through all of your
setup procedures, even, like, what keyboards you should buy if you
want to buy a keyboard. Alright, so off we go. Let's just go down this list. I think just alphabetically
will be fine. I always like to start
with our peggiator which is convenient because
it's alphabetically first. So let's do it.
85. Arpeggiator: Okay, let's talk about
the arpeggiator. So if you're not familiar with the concept of arpeggiation, what this means is, you
can think of it as a harp. And I think RP the origin of the word arp comes from the word harp. I
read that somewhere. Um, but basically, if
you imagine a harp, you play it like this, see if I can get a good
angle for you. You can play chords
by going Bing and playing a bunch
of notes on the harp. However, when we
think about a harp, often we associate it
with arpeggiation, which means going and
playing that chord, maybe, but one note
at a time quickly. So what we're doing
with an arpeggiator is we're going to
give it a chord, and it's going to play
the notes one at a time, okay, in some kind of pattern. So let me for this, maybe I'll demonstrate it
by putting a clip here. So let's make just like a C. Well, let's do this. I was just going to type
in a C major chord. However, let's take advantage of our new key aware setting. So I'm just going
to switch this to a minor chord or minor key. Okay? So now I'm going to
put in a C minor chord. Okay, very simple C minor chord. Maybe I'll put one more
note at the top too, another C. Okay, so I have four notes in this chord. Okay? Now, I'm going to hit
Shift Tab so I can go back over and see
my arpeggiator. Okay? So if I start this going, the style is set to up. So that means it's going to
play the lowest note and then go up. Okay? Here we go. One, two, three, four, right? I can change the pattern by this list or by just
using these arrow keys. Got into this one at the moment. Okay, so you can
see that sometimes it has to do a repeat part of the pattern in order
to fill out the sequence, but this will tell
us what it's doing. So we've got a whole bunch
of other options here. Let's go through some of them. First, the rate, this is the
speed at which we're going. We can set it to milliseconds
or division of the beat. It is currently set to division of the beat and an eighth note. So if this is our beat, it's
going to play twice that. Bum bum, bum, bum, bum, bum. So two for every one click. We can speed it up by
going to 16th note. Neat. Oh, I should also
point out we have random things here that I
really like using a lot. We have random, random
other and random once. I believe the difference is
that random is truly random. Random other means it can't choose the same
note two notes in a row. And random once, I'm not sure
how that one's different. But if I choose random, I
don't want any repeats. It's kind of fun.
Let's leave it there. Okay, so here's my speed. I can slow it down
or speed it up. Distance. This
one's interesting, and this goes hand
in hand with steps. So what's happening
here is we're gonna let it go away from just the four
notes that I gave it, okay? Right now, we're saying
don't go away from those four notes I gave it
because steps is set to zero. So if we say one, okay? Now, distance turns on. So what we're saying here is, can cycle through the pattern once and then
transpose it one time. That's what steps means here. And what is that transposition? What notes are you
going to choose? We're saying distance
12, which is an octave. So now it's going to play our
notes and an octave higher. Okay. If we wanted to go two
octaves, we can go here. So now we're going to say,
Okay, do your pattern, but then you can
also do two octaves, higher, and it'll
set to octaves. Okay. It doesn't
have to be octives. We could say do two steps. This is gonna get weird. But we could also turn on
our key aware settings here. And now it's gonna kind of know what kee we're in and
behave a little bit better. Okay, so now it's just
taking those four notes, but it's playing four times two. So it's playing eight notes. Actually, it's playing 16 notes because we're
letting it go twice. And it's transposing
differently. So I'm gonna go back to an octave that's
always a good sound. Gait means how long
the notes are. If we shorten the
gate, it's gonna go **** If we make it longer, it's gonna go dit, it's
gonna go Titi dit ti tit. It's gonna make them
long like longer. Let me show you rather
than use my voice. Short, long. I'm going to keep
it down to write in our octave. So that's the gate. Okay, then we've got two
more sections over here. We've got the re trigger section and the velocity section. Oh, before we get to
that, let me show you this hold thing because
this is kind of fun. Hold basically means I
can play some notes. Like, if I just, like, press two notes, I can
press as many as I want. But if I just press two notes,
it's going to start going, Do do do do do do do do do
do do with those two notes. I can let go and walk
away. It's gonna keep going doo do
do do do do do. It's going to hold
in that pattern. I plus two other notes. It's going to switch to that
pattern and I can walk away. Like. Hold. Go. Press two more notes?
Los rather nice tion. Alright. One note. To notes. Four notes. So you can
just, like, it notes. Hit chords. Walk away. It's kind of fun. I'm
gonna turn that off. Re trigger is, how often
does the pattern start over? We can tell the pattern to start over a few different ways. In this way, we don't
really have a pattern, so it's not going
to do much, but let's go back to converge. We could say the pattern is
going to start over off, meaning like when it's done. So there's four notes
in this pattern, so it's going to start
over every four notes. But we could also
say, every time I give it a new note,
restart the pattern, make sure it's starting that
pattern at the beginning, or every new beat restart
it at the beginning. So if the pattern starts over and we don't jump
into the middle of a pattern the interval
would be like a multiplier. So if I say every beat, then I can say every
two beats, if I want. I almost always leave that off. And then I can tell to repeat the pattern however
many times I need. Down here, we have this
key aware stuff that is currently off because we're
using the key aware up here. If we turn this
off, we could set our own key down here if we
wanted. But I like that on. Velocity is going to add some
variation to our velocity. We can say decay,
target, and re trigger, just to vary up our velocity. But, you can kind of hear it
fade and then grow and fade. It can add some variation
to your arpeggiator. Okay, so that's how
the arpeggiator works. Let's move on to CC control.
86. CC Control: Okay, I made another MIDI track here and put a default
collision on it. Now it's like a CC control. This is kind of almost a
utility thing where basically what we can do here is we
can send out CC messages. Now, CC messages means
one of two things depending on what school
of thought you have. I learned it as
continuous control. That is, any kind of MIDI
device that's not a button, like a key like a
fader or a dial, where it's got more
than just an on or off. It's got some amount
of value to it. Those are called
continuous controllers. It also the more modern
definition is control change, meaning that it's a controller
that changes, I guess. It's not sending control
change messages. That's kind of a
different thing, but it is a control change message. So what we can do
here basically is emulate having a mod wheel, having a pitch bend, having pressure sensitivity if we
don't have it on our keyboard. We can set custom things
where we can say, Here's, you know, custom B. We say, This is outputting. Here's all possible, uh, CC messages that are
available to us. So we could say,
send out sustenuto. That's a good one. Send
out a sustenuto message. Sustenuto is, if you have like a proper acoustic grand
piano, the middle petal. There are three
petals under them. The left one makes
things quieter. The middle one is
called sustanuto and the right one is
a sustained petal. Sustanuto basically sustains certain notes
that you tell it. So it can be actually
really fun to use. So here's the cestenuto pedal. No mini keyboard I've ever seen has had a cestenudo pedal, so we can kind of emulate it
if that's what we want to do and send it out
to the instrument. We can also map to
these or automate these if we make a clip and go to our automation envelopes here We can set all these continuous controllers that we get from that device. So here's all our custom
ones and the built in ones. And we can map those as envelopes or if we
were in arrangement view, we could just create automation
lanes with those in them. So basically, to sum up, if you want to send pitch bend
information, for example, to this instrument, but don't have pitch bend
on your keyboard, you can do it this way
and then automate it. That's how it works. Doesn't
make any sound on its own, or send any other note data, it sends CC data, which is a type of
control message.
87. Chord: Okay, I'm gonna
stick with collision and do something with it. So I got rid of our CC
Control midi effect, and I'm going to put cord on it. Now, this one is really cool. This used to be I'm gonna
be totally honest with you and not let's just not
tell anyone I said this. This cord midi effect used
to be really pretty useless. I didn't I could never
find a good use for it. And even when I was doing these videos in previous versions, and I had to demo
it, I'd be like, Uh because it
wasn't very useful. But now it's great. Watch this. So, what we could do is basically we can
add notes with this. So if I play a note, I can say, Okay, add to
that note six steps. Let's say an octave. Okay? Now I have an octave. So every note I play
now is going to have an octave added. That's cool. But I could also
say add a fifth, which is seven
steps. That's cool. However, we start getting
into a problem here because if you're in a key and you
add a fifth to everything, you're going to
start going out of the key once you get
to the top of a scale. But let's make it even uglier. Let's add a major third, which is four steps. So now every note I play, I have a major chord, right? But that's totally wonky because those chords are going to go out of key
all over the place. But with our new
key aware settings, I can say, Cool. Let's do that
again. Let's say 12 and a fifth and a third. A major third. And now
we're going to stay in key because this isn't going to let any notes happen
that are not in the key. So now it's gonna alternate between major and minor
chords as I go up. Cool, right? So you can
add up to six notes here. Now, there's another new feature
that's really cool here, too. Let's reset these. Remember that if you ever
want to reset a dial in live, just hit click on it and
then hit the delete key. But I can hit this learn.
And now I'm just going to play a chord, okay? And now it said, cool. So
I just played four notes, and it's going to
add three notes. So what it's saying
is for the notes, so the lowest one it's going
to call the fundamental, and then it's going to
say minus seven steps, minus three steps,
plus four steps. So it actually picked one
in the middle as the root, and it's going to add
these all around it. I'm not sure how it picked
the one to be the root, but it doesn't really
matter. So now Oops. I lost it because I
didn't turn learn off. Okay, now, that is going to
stay the same throughout. I can add strum to that, which does exactly
what it sounds like. It's like you're
strumming a guitar. Get a little Debussy in there. And, you know, if
I do crescendo, it's gonna get louder as I go. Tension, I believe, makes our strum kind of
uneven if we go up. So, this can be kind of
fun if you want to add a bunch of notes to
individual notes. Don't put this on chords. Put this on, like you want
a melody to be harmonized. You can play around
with this and see if you could find
something that works. So it can be fun.
88. Envelope MIDI: Okay, so I made
another Mi track, and I threw the
default drift onto it. And now let's add envelope MTI. This is kind of a cool effect. So what we have here is
really quite simple. We have an ADSR envelope, right? If you watch the last class
where we went through all the instruments and
talked about synthesis a whole bunch, you know these. Attack, decay, sustain, release. We also have an amount and a little graphic
that's gonna let us control the same
parameters of the ADSR. Okay? Now, you might remember
from the synthesis stuff, what does the ADSR envelope do? It needs to be
assigned to something. So what we have here is kind of a free floating
envelope that we can assign to anything we want on
an instrument, okay? So all we have to do. So, okay, so let me just show
you what I made here. I made a mini clip. That's just this, this
one note over and over. Okay. So it sounds, you
know, fine, boring. But let's say I wanted to put an envelope on any parameter
here that even one that I can't get at
with the envelopes in that are built
into this instrument, maybe, like, okay, so let's say something
like octave, right? Like, what if I wanted to put an envelope on the octave to make it go up and down in
an ADSR kind of shape? All I have to do
is click on Map. Now it's blinking and it's saying the next
thing you click on, I'm going to lock to that. So now I'm going to go
click on Octave, okay? And now I have an envelope
on the octave setting. Okay. Cool. I can get rid of that
by clicking here. Then I can say, Let's put an envelope on this
filter amount. Sure. Ooh. This frequency knob. So it's interesting because there's so much modulation we can do within this instrument. But if there is a parameter
that we can't modulate, we can do it with
this envelope midi. Like, here's a good example. Let's map the attack. Okay? So now I have
an envelope here, and let's set that to control
the shape of our sound. But then we're going to
control the shape of the envelope with another
envelope using this effect. Okay, so it's kind of wild. You can basically put
an ADSR envelope on anything with this media
effect. It's pretty cool.
89. Expression Control: Okay, I've loaded up
an electric here. Neat. And let's add
our next Mdia effect, which is expression control. This is really similar to the envelope that
we just looked at. What we have here is some of our cool new MPE controls that we can map
to anything else. So let's take something
like velocity. See, we can see here
what my velocity is. Actually, let's take slide. Okay, so I have slide on my MD keyboard where I'm
sliding my finger up and down. You saw me do that in
part four of this series. So we can see where
my finger is, and I can scale it if I want
so that it's not so extreme. And then I can hit this map button and we have
the same map parameter. So let's map the stiffness of the hammer to that
slide parameter. Okay? So now I have control of this slide parameter
on my keyboard. I can give it a
little more finas if I want to and do
something like that. Okay? So now, Where I play and how I play is really going to impact
this instrument. It's basically bringing
those MPE controls to instruments that
don't yet support it. So let's make something
here really quick. Let's make I'm just I'm just kind of goofing
around in the key here. Okay, cool. So let's solo that. And now I can it
randomization I have here. Map that to the t. Increment. So it's just going to
go up in a series. Is that on the diaper? So these last two random
and increment are just increment is
just going to step through something
and random is going to randomly move around in it. And we can assign those as well. That's actually pretty great. So let's so I've been kind of quietly building a
little track here. Let's hear all of it right now. It might be just pure chaos. I kind of like it.
90. MIDI Effect Rack: Okay, so up next is
Midi effect Rack. Now, if you watched Part four
of this series of classes, then you're familiar
with instrument racks, and you know that ARAC
means that we can put a bunch of effects in them and create kind
of a super effect. We don't need IRAC to put
more than one effect. Even with MDi effects, yeah. I can put other midi
effects on a single track. But effect racks, let us do some kind of special things where they get
combined together. So let's look at some of the presets in
the media effect rack. So chord echo variations. Let's put this on this new
track I made here. Okay? So what we have here
is a midi effect where we can kind of launch different settings. Okay?
That's what these are. So let's put an
instrument on here. What have I not done yet?
Impulse isn't great for this. Let's do meld the default meld. Okay. Wow. Alright, I just
pressed one note. This is one note.
That's kind of crazy. So now we can go to a
different set of settings. D. Lots going on here. So we can see what's in it if we hit this button to
show all the devices. A Cord effect, what is this? If I double click on it,
it's going to open up. This is a delay, and
this is a note echo. This is a midi delay, I suppose. And then chord. So we can see, we've got
different settings for these on each of these,
these macro variations. So you can build kind of complicated and
interesting media effects through the medi effect
rack. So check out. Let's do one more
here. Let's get rid of this. So
here's another one. And this one we don't have
macro variations saved. We just have some dials. But let's look at what's in it. A random object, a scale object, and I think that's
a shaper object. But now we can create
a set of macros, which are these
little dials that'll let us control a bunch
of different things. So here, I'll play
one note again. Okay, I'll play a chord. So it's playing different notes. I'm going to play the
same chord over and over. So this is kind of
choosing different notes to play within this scale. Cool. So check out
the Midi effect Rack. There's some cool
stuff in there. There's some cool stuff you can do if you want to
build something like that.
91. 10 MIDIMonitor: Okay, let's go down
to Midi Monitor. This is kind of exactly
what it sounds like here. But what we can see here is
basically what's happening. So I can play some notes, and it's going to say,
This is an F major chord. You see my velocity, my root. I can look at all my
MIDI data coming in. I can look at any
MPE data that's here and kind of
what's happening. It's kind of wild. So,
this particular effect doesn't really do anything. It just shows you
what's going on. The most useful thing
for this to me, anyway, is this cord function. This is great
because you can play some random notes,
and I'll say, Oh, that's a B diminished
chord. D minor seventh. Like, it can't get too
crazy and some really, really weird chords, but I can figure out what
you're doing pretty well. So it's really handy for that. Also, if you're wondering
what's going on with MPE, you can always pull this up
and just see what it's doing. So it doesn't do a whole lot, but it just shows you
what's happening. It's a great tool
when you need it.
92. MPE Control: Okay, yep, next, MPE control. This gives us another kind of access to some of
our MPE values. So what we can do here is get access to some of them and then kind of control
them a little bit. So this isn't going to
generate any MPE data. It's just going to let us
kind of smooth it out. So if I go to slide, you know, I can see where I am as
I slide my finger around on this MPE enabled keyboard, and I can kind of scale it. Which is actually really handy. Like, if I go to pressure,
this one, to me, is, like, really sensitive.
So I could do this. And now I can kind of get into the low end a little bit easier. There we go. So it's very, very sensitive on this keyboard, so this will help me
scale it a little bit. Cool. So again, almost a utility and not something that's gonna
actually generate sound, but let us control our midi
information a little bit.
93. Note Echo: Okay, I'm going to get rid
of these two utility things here and add note echo next. Okay, so what this
is going to do is add an echo of a note. However, remember that
this is not an audio echo. This is not like
we have a device called echo that
will echo audio. This is a note echo. So that means that
if I play a note, it's going to generate
that note again, maybe at a lesser velocity, and then send both those
notes to the instrument. That is going to have
sometimes a different effect than a different effect
than an audio delay. So Actually, let's compare these
just for fun. I'm going to throw an audio
echo on this track also. Okay? Now I'll turn
off the note echo. Okay? So here we go. I'm gonna play a note. Play
note a bunch of times. Let's turn this up a little bit. Okay, now let's turn off this
echo and turn on note echo. Well, it's a lot longer. It's a lot crisper.
The note echo is feeding back a little bit. It's just kind of
a different sound. It's not dramatic, so what we have here
is the delay time. These are in 16th notes. So, four, five,
six, eight, and 16. Sync is going to let you use these delay times as 16th notes. If you turn off sync, it's just going to
give you milliseconds. You can do a little
transposition on it. You we can this mute, I believe will mute
your original note. Yeah, and just play the delay. So it's basically like
getting rid of the dry. And then we have
the delay amount, feedback, and then some MPE
controls that it'll use also. So it's basically going
to function like a delay. Now, your next
question might be, in a normal world, am I going to reach for
this or the audio delay? 100% of the time, audio delay. I don't know why. There's
not a great reason for that. It's just what I would do. So just being honest.
Let's move on.
94. Note Length: Okay, up next is note length. So I've made a new
mini track here, and I put an operator on it. I also made a little midi clip with just some
short notes on it. So let's just hear what
I've made here. Okay. So with note length, it's pretty obvious
what it's going to do. We're going to be
able to basically lengthen or shorten notes. We could do effectively the same thing by
just doing this. But if you have a
whole nitty sequence and you suddenly want
it to be like staccato, like really short notes, then
this is a handy way to do. So we can say, what
are we basically going to use the note on
or the note off? If we use the note off, we can control what the velocity does with
that note off command. But if we stated to note on, which is probably 90% of the
time what you want to do, then we basically have these
two controls to deal with. Gait and length. Gait is going to elongate or shorten
your notes by up to 200%. Um, Like that. Length, though, is
what's really gonna make them a lot
longer or shorter. So now everything is
very, very short, and we can make everything
very, very long. Like 60 seconds long. That's insane. We can also switch to divisions of the beat, which is very handy. Now, this at control
is going to use the sustain pedal and other
midi notes or basically, it's going to sustain all the way until it gets
new midi information. So it's just going to kind
of fill out the empty space. So when I use this,
it is in that case, where I have something a
whole ton of mini notes, and I want to do something where they're all staccato suddenly. This is a good way to do it. Can just save you
time from going in and editing the
whole MIDI sequence.
95. Pitch: Alright, pitch. Now I'm going to add pitch to the same operator patch here. So if I go to pitch,
throw that down there. So I already have note length that's set to be real short. Like that. Now, pitch real simple. It's going
to change your pitch. But we have some
magic that it can do. So zero semitones. So if you're not familiar
with music theory, a semitone is the
smallest possible amount you can move on a keyboard. So that's one, okay? Um, sometimes we talk about
steps and half steps. A half step is the
same as a semitone. Okay? If you're in Europe
or somewhere else, you might say tone and semitone. So one tone is going to be
two spots on the midi grid, and a semitone is
going to be one. Also, one step is two
spots on the midi grid, and one half step is one
spot on the midi grid. Yeah, it's weird. It's
just how we do it. Okay, so one step or zero
semitones, one semitone. We can also go
negative with this. So if I hit play, We can go up. So we can add a bunch of stuff. This looks like it's going to increment This is going
to increment us by 12. So 12 is an octave. That means that basically, if you add an octave
to something, you're doing the same notes
just in a higher range. So if you have
something that sounds good, if you add an octave, it's still going to
sound good in terms of, like, notes clashing and
dissonance and all that stuff. Okay, now, we also have
these controls down here. What these do is set a range. So we can say, what is our
lowest note and highest note. So remember that what pitch
does is it's going to add semitones to all
notes in that clip. Okay? So we can define
a range here and say, don't go out of this range. So this mode tells us what happens when a note
does go out of the range. So let's say this range is 90 and we tell it with
this to go above that. Well, one of three
things can happen. Block means it's
just going to block those notes. It's not
gonna let them through. Fold means it's going
to kind of wrap them around and kind of
start moving them back down so you will hear them. And limit, I believe, means that it's just not
going to create those notes. So it'll just kind
of hit upper wall. We can also turn on
this key aware setting, which will make us stay in key. So we're still in C minor here. So with this going, I can
just kind of go crazy with this and know that
I'm never going to transpose out of key. I'm never going to
move my notes out of key because they're there. So here we have semitone. But when I turn this on
SD, we get scale degree. Okay, so it's going
to sound more or less the same since because we don't have
a harmony going, but Let's leave it
there, just for fun. Um, let's hear what that does
to our whole wacky track. Oops. Turn off solo. I kind of like it best
right there at zero, so we're not gonna really
use that, but that's okay. Now we know what it
does. Let's move on.
96. Random: Okay, up next is random, one of my favorite ones. This one, let's add this one still to our
operator track here. So what we can do with random is basically say,
pick a random pitch. So what it's going to do is it's going to take notes coming in, and we can say, with chance, we can say, How random
do we want it to get? Choices, we can say, how many possible notes
could you choose, 12. And then interval,
we can say, How big? How far away from our original note are
you going to go? Okay? So if I leave everything
else the same, so I'm at 0% for chance now. So it's just sounding the same. You can see here
what it's doing. So zero means it's playing the
notes that we've given it. Plus means it's going up and minus means it's going
down. So let's say higher. So mostly zero,
every now and then, it's giving us a new note. Let's say 100%. So now we're
going to get no zeros, maybe once every once in
a while, I think. Okay? Now, we're only going
up. It's adding random notes above the
notes we've given it. That's because we've said add. So what it's doing
is it's going to add these notes together. We can say subtract, and
it's only going to go down, or we can say both. Now it's going to
go up and down. If we want to get really wacky, we increase this interval. Now, it's just going
all over the place. Let's go back. So
one thing to keep in mind here is that these
notes are truly random. They are not in the key. If we want them to
stay in the key, we have to hit the little
key aware button. Okay? Now, those random notes are
going to stay in that key. Okay? So what I'm going to
do to make this sound good, I'm going to say
just go up, so add. I don't want it to go so high. See, now we've got nice
little melodic ideas popping out. It's kind of cool. Now I kind of wish this whole
thing was an octave hire, so let's go back to pitch and, uh, set this to 12, push everything up in octave. Neat little melodies
kind of pops out. Cool. Let's move on.
97. Scale: Okay, let's make
a new mini track. Let's go to Sampler.
I don't know. That's kind of cool. All right. Let's put a note there up octave and just long.
About that long. Okay. Now, let's go back to our
media effects and go to scale. Okay? Now, scale is a weird one because Scale used to
be really important, because what you would
do is you could say, Here's what key I'm in and
then put that on the scale, and then put the
scale effect on it, and it would conform all your
notes to be in that scale. But now in Live 12, we have this key aware
business, right? So scale has become a
lot less important, but there is one important use for it that I'll
show you right now. Okay? Watch this. Um so first, let's say
what key we're in. We're in C minor. Now, this list of possible keys is the same
as the list up here. Okay? So these are
just different keys. We can add an extra
transposition to it. And we can set a range so
that it doesn't go out of it. Now, this is going to
conform to the scale. If we want to do something
really weird, you know, we could kind of draw our
own scale if you wanted to. And what this means is
that notes that come in, we're kind of looking at a
piano keyboard this way. So here are notes coming in and then how are they
going to be remapped? So when this note comes in, it's going to get pushed
down to here or up to here, we can kind of make it
quantize in a way to a scale. But we can also
turn on key aware, and then that just says, Well, you're in C minor,
and this is C minor. And now, all we can
really do with this is add a transposition and
a range if we wanted to. But one thing you can do with scale that you can't do with the key aware setting
is automate it. So this is going to get
a little complicated, but trust me, it'll be worth it. Okay? So here's
what I'm going to. I'm going to go
maybe I should go to a new video for this
just because if you want to know how to use
scale, that's kind of it. And then this is going to be more of an
advanced technique. So let's go to a
new video, and I'll walk you through how
I'm going to use this.
98. Automating Scales: Okay, so I'm going
to go back over to my first track here. I'm going to copy this
clip and put it here. Okay, now I'm going to
put a scale object on it. Now, that scale object is on
both clips, and that's fine. So we're going to say C minor. Now for this clip, I'm going to go
into the midi clip. I'm going to go
into my envelopes, and I'm going to say
the scale object. I'm going to say base. Okay?
So we're on a C minor. But for this clip,
this second clip, we're going to switch
that to F. Okay? So now we're going to be F
minor when I launch this clip. Okay? So this clip
is going to switch the scale object to F minor. Okay? Now, in order for
that to make sense, I need to do it on all of these, which is handy because you're going to want to see
me do that again. So this is going to change
all the notes to F minor, but it's not
necessarily gonna just change my whole chord, right, because the
notes are only going to conform to F minor. They're not going to transpose up or down all the
way to F minor. Okay, so let's put
scale on this one. Okay. And then go into this
clip, go to envelopes, go to this scale object, go to base, move it up
to F for this clip. Now, before I go on, I should point out
that this one, I should lock this one in at C so that when I launch
this first one again, it goes back to C. So I'm just going to
make a point here so that there is automation
here saying that this one is in C. Okay, same deal with this clip. Let's put a scale on it. Well, let's go into this clip. Oops, did I set? This one to be minor. C minor. Go into this clip. Envelopes, scale base F. And then this one C. All right. This one scale. This one doesn't want
scale for some reason. Why? There we go. C minor. Envelope. Oops. Don't need that. Almost done. Now,
this seems tedious, but the reason this is handy is because now I can
do this more than once. I can just, like,
keep moving the base around or the scale
around if I wanted to. And it creates a cool effect
that I like to use a lot. All right. So
envelopes, scale base. We on the first one, so we
want that on a C. Second one, we want that on an F. Last one, we already have a scale on this. So let's just set it to minor. And then with this
one, this clip, we want to set that
to scale base, C, and then scale base F. Okay. So now when I launch
this top row, I'm going to hear basically the same as what we had before. And then when I launch
the second scene, everything's going to
transpose to the key of F. Okay. Now, you might say, Well, that wasn't nearly as
dramatic as I was expecting. But the key of C minor
and the key of F minor is only different is only
different by one note. So it's really just one
note that got changed. What I'd really
want to do is add a base note to reinforce
that we've switched keys. Or I could switch to a more
dramatically different key. But really only one note was
changing when we did that. So let's add a base note
with our next midi effect, and it'll be even it'll have a much cooler sound. Trust me. I
99. Shaper MIDI: Okay, what's my next instrument here? We just did sampler. Let's do simpler. We want some
kind of bass. So let's go. Um That's kind of cool. I mean, this thing is
already like super 80 synth, so let's do a super 80 synth. Okay, so I'm just going
to put one big note here that is a C. And then I'm not going to use the
scale object on this, and I'm just going to make
one big note here that is an F. Okay. Now, let's learn
another MIDI effect, which will be shaper MIDI. Okay, so shape or MTI will be
really familiar to us from the envelope MIDI where we have basically an envelope that we can map to a parameter. And then we can kind of see
what's happening down here. So let's take let's
click the Map button, and let's see what we have here. Let's try this low
pass frequency. Right now we can see
what's doing here. We can change some
shapes. Please. So predefined shapes. But we can also just move
points around the grid. We can command click for
a little more resolution. And we can shift click
to get rid of something. We can also command option to add, you
know, an arc to it. But let's just do this. Do you love that?
So let's remap it. So here's our mapping
button. Click on that. Wow. Unstable. Dramatic. Let's try pass. All right. Let's kill that
and just find something. Let's try this resonance. Let's increased the
length of that. Okay, now I can map this
to multiple things. If I hit this button over here, I have a whole bunch
of mapping options. So I could make a much
more complicated, instrument by doing
this kind of thing. Now let's go back. Now, let's just hit random
on this a few times. Random. Yeah, that's cool.
Let's try that one. Butchie bag. Alright, let's just
go with that for now. Alright, now, one more
thing I want to do here is go back in here
and take this down in octave and this
one down in octave. And now let's try our
little chord change again. So here's our first scene. Oops. Let's turn off
solo, first scene. Second scene. Let's turn something
kind of cool.
100. Velocity: Okay, last midi
effect is velocity. Let's add that to. Let's go back to one of these. Let's do this one.
This collision. So let's put velocity
on that. Here it is. Basically, this is
going to give us just a little more control
over our velocity, and we can scale it
in different ways. So we can push it We can
kind of set a limit, low and high limit. Add effectively some
compression here. This is kind of like
fake compression, but it's going to sound
like compression. Anti randomization
to the velocity. This is super handy for making something sound a
little more human, a little more realistic. However, we can do
the same thing in the midi clip now and
don't need this effect, but sometimes it's better
to have this effect. So relatively simple. Great. So there's one thing
I wanted to add here. I wanted to change this note. I know you're like, Jay,
you're getting a little too obsessed with this
vibe you're making. So check it out now. Ooh.
Let's go out of solo. Let's do something. Let's add one more dramatic thing to this, and then I'm going to
give you this session.
101. More Chord Changes: Okay, I'm going to
duplicate this scene. So I'm just control
clicking, duplicate. Now I'm going to
go through here, go back to that envelope. Make sure we're on scale base. And let's do something
a little more dramatic. Let's go to, like, um G will be slightly dramatic. A will be a little bit dramatic. So from C minor to A minor. Yeah, that'll be
kind of dramatic. Okay, so let's do
that on all of these. Scale base, up to a
scale base, up to A. I'm actually going to not
do it on the last two. Up to A. Okay, now, this one, I'm
just going to change this note up to an A. But then I should also change that envelope just to make sure that cause
I'm gonna block out that A. So let's make sure
there. This one, all I need to do is
change the note to A. All right. Alright, so let's
hear the three now. That's pretty dramatic. That's so weird
because the jump to A is out of A is not in
the key of C minor. So it's a weird jump. We could do A flat, and
then it would be in key, but let's not play hairs. I wanted to do
something dramatic, and that's how we did it. Okay, so that was fun. I'm going to give
you this session. You're welcome to play
around with it and go crazy. And then let's move
on to modulators.
102. What are Modulators?: Alright, Modulators. So modulators are a
new tab that have just showed up in
Live 11 or Live 12. And you probably already
know what some of these are. If you were with us for part four of this class where
we talked about synthesis, then you're already familiar
with a lot of modulators. Modulators are anything that applies control of
something else. It modulates that, right? We saw it in synthesis all over the place.
We have an LFO. An LFO is an oscillator that latches onto another
oscillator and controls it. Therefore, it is a modulator. It modulates that. An envelope, the ADSR thing,
that's a modulator. In synthesis, we have FM, where we have one or more
oscillators that are carriers, and then one or more
that are modulators. They are controlling some or
all elements of another one. So modulators are just things
that affect something else. We could make an
argument that any kind of automation is a
type of modulation. So these modulators are going to be things that
control other things. Now we can see just
from the icons that these are all Max
for Live devices, right? Again, that doesn't really mean very much other than
that we can pop them open and rewrite them or make them do different
things just for fun. But otherwise, they're
just normal effects. Now, these are not audio
effects or MIDI effects. These are kind of sum of both. We're going to see
some of both in here. Also in here, there
are some redundancies, like Envelope MIDI, we already saw in MIDI effects,
Envelope MIDI. So we'll deal with
those as they come up. So let's dive in.
103. Envelop Follower: Okay, follower. This is really cool. This is a really,
really cool utility. So, let's make a new track, but I'm gonna make
an audio track. And let's put let's find some
long sample to put on it. Just I'm trying to find, like, a very obvious thing
we can do with this. Now, standing in the
rain, feather down. Alright, let's use
that one. Okay, so here's a long vocal sample. Okay, now let's find
one of our other sounds and see what we can do with it. Okay, let's maybe not that Okay, let's use this one. This will be a little weird. Okay, so here's I'm going to do. I'm going to take my
envelope follower and put it on this
mini track, okay? Now, look where it. Put it. First of all, that's going to tell
us that this is an audio effect
because it put it after the instrument,
which is fine. So what this is going to do
is it's going to look at the audio and kind of extrapolate an envelope
that that is doing. Okay? There it is. It says, There's a
little envelope. Let's boost it. Okay? We
can shape it a little bit. Oh with some of
these controls here. Okay, so now I can map that envelope to anything I
want, any other parameter. So I'm going to click on Map. Then I'm going to go over to the volume of this other
track, my vocal sample. Okay? Now that envelope is going to control the
volume of the vocal sample. Cool. Right? So I can do
the same thing. I go to this list
and say, I also want that map to control
our baseline. Cool. Let's get out of that. So basically, what we've
done is we've taken the volume envelope
from a track, from a sound, and applied
it to anything else. Let's hear the whole thing. Okay. I like that on the vocal. I don't love it
on that bassline. I'm going to go here
and just kill that one. Okay, now. So you can make that envelope,
do anything you want.
104. Envelope MIDI: Okay, Envelope MTI. Now, we've already
seen envelopTi. This is a redundant
one. We put it here on our drift track. So with envelope Midi, we can do a very similar thing except kind of
backwards in a way. We can draw an envelope and then apply that to any
MIDI parameter. Okay? So, this one
is a MIDI effect. It's going to come before the instrument and let us control any element
of the instrument. But it's essentially the same
as the envelope follower, but just kind of backwards. So, you know, we've
got the amount here. We can customize it a
little bit, our envelope, and then use this tool to grab any parameter
in our instrument here. I can do the same
thing. You can grab multiple parameters and
control multiple things. I don't think with this one, we can go outside of this track. I was wrong. We supercan. So now this envelope
is controlling the panning on our electric. I love that. So, the envelope Midi can control any parameter
just with a ADSR envelope.
105. Expression Control: Alright, expression control. Another one we've seen before. We used it on our electric here. This is the one where
we've got some parameters, but also random an
increment that we can use to control our
midi instrument. So this one, like envelope MIDI is both a modulator
and a MIDI effect. So it is designed to control parameters
of something else, which makes it a modulator. So that's why they've
listed it twice. But, you know, it's worth
thinking about these as modulators as something that can modulate
something else, as you're thinking about
using them to create music. So just pointing that out again, let's move on to our next one, LFO which is new.
106. LFO: All right, let's look
at this LFO modulator. Now, this one is very similar to envelope
follower except that instead of grabbing the
envelope from something else, it's just going to
generate an LFO. Now, if you remember
from synthesis, an LFO stands for low
frequency oscillator. It's an oscillator
that's just kind of going and we can latch onto that pattern and apply
it to another parameter, using it as a modulator,
modulate something else. This effect is wild
because it's basically put an LFO on anything,
kind of a thing. So let's put it down
here. This effect this sound is that kind
of long sustained thing. Let's turn this off. The sound. Okay. Let's add a little
more shape to that, a little more motion
to it with this LFO. Okay? So here's our LFO. Note that it's an
audio rate device, so it's over on the right
side of our instrument. So we can use it for anything. So we can shape our LFO
in all kinds of ways. We can say, you
know, a triangle, have it go up and down, stray
kind of a meandering one. I kind of like that.
Let's go with that. Let's set it to divisions of the beat, depth, offset phase. And then let's map
it to something. So we could go back to our
MIDI device and map it to this filter. See
what it's doing there. Let's hear it. That's interesting. Let's map
it also to the high pass. But let's do it opposite. So we'll go 100
here and negative, 100 here, so they're moving
in opposite directions. That's kind of fun. Gives
a little bit more motion. Let's map it to drive, but less. It's cool. We could also map it to Any other parameter. I mean, let's go to
Meld and say the shape. See, I just grabbed the
shape of that mold. So you can map it
to tons of stuff. It doesn't need to all
be the same device. It can be all over your session. It's a lot to keep track of
as you're working on it, but it's giving us
some cool sound. See, it's just becoming
much more alive, you know? It's like all these
modulation elements are really just giving us like, it's like putting electricity
into Frankenstein, you know, or not
Frankenstein, the monster. That is Frankenstein. Everyone makes that mistake. Anyway, breathing life into it. Let's move on.
107. Shaper: Alright, I'm feeling like we need some kind
of groove here. So I threw in this drum loop. And let's see if we
can make it work with our next modulator,
which is shaper. Oh, and we've seen shaper
before? Or have we? We've seen a midi shaper, but this is audio. So
this is different. There's shaper midi and
there's shaper audio. You can see that we
are going to see Shaper midi again.
It's the next one. But this is an audio
version of the same effect. So all that really
means is that we can map this to
something different. So what if I put this
on this drum loop? I don't think this is going to sound particularly
interesting, but maybe if I did some kind of pattern, let's put it here. Yeah, see it's going
a little too fast. Okay, so accessory Yeah, that's not
really working for me. So let's try a
different mapping. Maybe do a little bit of
mapping on the panning, maybe. Well, let's make
it kind of random. There we go. Now we're going
around a little bit bit. Son go bad. So the shaper thing, we can
basically map to anything. It works the same
as Midi except we can do some audio
things with it. Um, Good.
108. Shaper MIDI: Okay, now we're back
to our shaper midi, which we have down here. And this one, you know, like, it looks exactly the same. It can do the same stuff except it goes on our track
before on a midi track. So it's a little bit easier to keep track of what's going on because we can see our midi
parameters very quickly. But otherwise, it's
basically the same device.
109. Presets: Okay, before we wrap
up this section, I do want to point out one thing that I kind
of skipped over, and that is that we do have some interesting
presets here for all of these, not all of them. Most of them. So explore those. So Shaper Midi doesn't, but Shaper does, and this can
get you some cool effects. So explore those presets. Now, let me give
you this session again if you want to see
how we did this mapping. You're welcome to
play around with it, rip it apart, have some fun. And then we'll move
on to Audio Effects.
110. Three Types: Dynamic, Time, Frequency: Alright. Up next, we're going
to deal with audio effects. Now, we have a big
old list here. So let's think of a way to divvy these up
into categories. Now, in Live 11, they put all of
these in categories. So if you're looking at Live 11 or you're familiar with Live 11, you'll see that I
think there was five or six different folders where all of these effects
were categorized into those folders were a bit
controversial because people argued about what goes in
what folder and what type of thing is what I don't want to have
anything to do with it. But now those folders are gone, there may be a way to put
things back into folders by the time the full
version is released because getting rid of the
folders also controversial. Um, so I am going to divide them up into three categories that
I like to think about. So we think about audio effects in terms of dynamic effects, time effects, and
frequency effects, okay? So dynamic effects are effects that deal with
volume in some way. Time effects are things that
deal with time in some way, like delays and
things like that. Frequency effects are
effects that deal with, uh, adding or
removing frequencies, some kind of pitch
type material. Now, there's a lot
of effects that fit into more than one
of these categories. So don't take them
too literally. I'm going to work through
all of these effects, based on those categories and then some kind
of subcategories. So we're going to
start on frequency effects and move on from. Now, I think what I want
to do here is something different than what we
did with Midi effects. I think because
we really want to understand what the
effect is doing, I really want to
take one audio clip and put all of these effects on the one single clip so that
we can really hear how it changes for
each effect, okay? So I generally don't like doing that kind of a thing
because it can get boring, listening to the same clip over and over and over and over. I think in this case,
it's the best way to really hear what
the effect is doing, which is the most
important part. So that's how we'll
explore these effects. Last thing I'll say
on this topic is that just like the
modulators section, we had some modulator
effects that were listed in the modulator category and also in media effects. We have the same thing
in audio effects, where there are a
few effects that are listed in modulators
and audio effects. In particular,
envelope follower, LFO, and the shaper. So I'm not going to go
over those again in the audio effects section here because we just have
too many to go through. But we are going to go
through every single one of them other than those three because we've already
gone through those. Cool. Alright. Let's dive in with some frequency
based effects.
111. Amp: Okay, so I lied a little bit. Instead of one audio sample, I put together four short
samples that kind of all have different
characteristics and will kind of show off the effect. So we'll put the effects on
different on all of them, 'cause we're all
on the same track, we'll kind of focus in
on a few different. So here's my four quick little clips that
we'll listen to. This is No effects. Totally dry. Boo Boo Okay. Cool. I just changed the warp setting on this to
make it a little cleaner. Cool. Okay, so Cello, little beat, trombone,
and another little beat. So let's start with Amp. Okay? So here's Amp. Now, this is so all in this first category are going to be
frequency effects, and particularly
these are going to be kind of drive effects, which basically is a fancy
way to say distortion. So this amp effect is
really an emulator, meaning that it's kind
of designed to mimic something in physical
world and software, and this one is designed
to emulate amps. So really simple here, actually. So we've got a couple
different kinds of amps here these will be
familiar based on the graphics. Like, they don't say the
name of what these are, but, like, this is, I think it's a fender
looking thing. This is, like, your
big rock cabinet, like a 51 50 kind of thing. I think this is a Mesa boogie
or something like that. Heavy base. Where's mine? So several different things. Now, in addition to this,
we can boost the volume. Gain is always going to
be just a volume boost. We've got a little EQ here. So base, mid and trouble. So if we want to hear more base, we're going to turn that up. If we want to hear more mids, the middle frequencies,
we're going to turn that up. More trouble, we're going
to add more frequencies. Okay. Presence is another sort of EQ that kind of zooms in
on mid high frequencies. It's a more important thing in distortion type effects
because so much of what we're adding frequency wise
is upper frequencies. So real quick, let
me just explain why a distortion effect is
a frequency effect. When we add distortion
to something, we are adding a bunch
of frequencies, particularly higher
ones, that drive sound, distortion is adding a bunch of frequencies in the
high upper range. Let's hear it on our Cello. So let's go to Rock. And let's just use the
default settings here. Right? That gnarliness,
that grittiness. Those are really just
high frequencies. Or, I should say it's
mostly high frequencies. So a couple other things
that we'll point out here that we're
going to see in all of our effects, basically. We have a volume here
and again here, okay? So you'll see this
in a lot of effects. Gain is basically going to boost the input and then run
it through the effect. Volume is going to
boost the output, okay? There are some situations where you could turn up
the gain or the volume, and it's not really
going to matter. It's going to make
things louder. But there are other situations where if you want
something louder, it will change the sound
of it quite a lot, whether or not you boost it when it's coming in or boost
it when it's coming out. Let's try it. So let's go Okay. Say that again. Okay, now let's boost
the gain a lot and pull the volume down so it's
roughly about the same volume. Okay? It's crunchier. It's a lot crunchier there. So that's the difference
between those two. Dry wet amount. You'll see this on
nearly all effects. This is really simply
just a balance knob between the effect
and the not effect. So the not effect is dry. So if I turn this
all the way dry, we're turning the effect off. Mmm. Okay? As I turn this up, we're gonna get more and
more and more of the effect. The wet is the affected sound. Okay? If you go all the way wet, you want maximum effect, okay? Sometimes, if you want
if you want the effect, but you want to tone
down the effect, but not change the
character of it, it's really just the
dry wet that you want. So here, I'm getting
half the original and half the wet effect. Tear it on our drums.
Not bad. More. Okay, see, that's too
much. Pull it back. Man, I got a nice, tasty
amount of distortion. Okay, so there we go. Now this output, mono
and stereo, basically, if we turn this on, we're going to process
each signal separately, which will be handy will have some effect in this drum beat because it is a stereo file, but will have no
effect in this one. Okay? So there's no need
to turn that on here. But if you have a lot of
panning and stuff in the file, you're probably going to
want to turn that on. Okay, let's move on to cabinet, which complements
Amp really well. In fact, they're designed
to kind of work together.
112. Cabinet: Okay, cabinet is another drive
effect, frequency effect. I might even just call
it a coloring effect because it's going to add color. When we are adding
color to a sound, we are adding frequencies and overtones, which
are frequencies. So cabinet is another
emulator kind of thing, and it's designed to
emulate a cabinet. In fact, if you're not
familiar with these terms, amp and cabinet, let me take you on a little
field trip real quick. This over here is a
cabinet. It's got speakers. This one has 44 small
speakers in it. The amp is in the back
and then the cabinet. So any kind of, like, guitar amp has the amp and
then the cabinet. Most of the processing, all of the processing
happens in the amp. But the cabinet, the arrangement
of speakers does matter. And when you're recording it, where you put a
microphone also matters. A lot of people don't realize
that in a recording studio, when we record guitar, sometimes most of the time, especially if it's distorted, we record it by sticking microphone in front of the amp. That's how it works. Because we want to get the
sound and color of that amp. So we have the amp, and then
we also have the cabinet. That's the arrangement
of speakers. Okay? So what we can
say with this is, what is the arrangement
of speakers? One by 12 means we
have 112 inch speaker. Has a slightly different
sound than two by 12, two big speakers, four
by 12, four speakers, usually in a grid of
two by two, four tens, that's what I have back
there, 410 inch speakers or 410 inch bass speakers. Okay, so let's set
it to 410, my amp. And then where are we
putting the microphone? Okay, so let's say this box of guitar
strings is our speaker, and this microphone is our microphone because
it is a microphone. Okay, so how are we
going to mic it? Near on access. Okay? So if this is our speaker, let's see. Like that. I'm going to go vertical. And we're near on access. That basically means we're
going to put a microphone close to it right in front
of the speaker. Cool. If we're going to
go near off axis, we're going to go
like this, okay? So it's not going to be like
just right in front of it. It's going to be kind of off
center just a little bit. And then far means
we're going to be like, you know, farther away. Near and off center doesn't really matter when
you're farther away. So, I always prefer to mic my amp off center and near Lee always when
I'm recording mics, I always start with off access. I can say what
kind of microphone I'm using, condenser
and dynamic. Most of the time I'm
using a dynamic. Do I want a mono
or stereo output, and then I have a dry wet mix. So the cabinet is going to
add a certain coloration, but it's much, much, much
more subtle than the amp. So let's hear. Okay, let's go back to all the
way wet on our amp. And let me just turn off
the cabinet for a second. So here's our Cello through the rock amp without a cabinet. Okay. Now, here it
is with the cabinet. Okay. It's much
darker, actually. Let's try it with
a condenser, Mike. So, in this case, the cabinet is coloring
the sound quite a bit. It's actually, like, taking away a lot of that distortion. It's filtering it out. So you can use the amp or the
cabinet independently, but they really go
great together.
113. Drum Bus: Okay, up next is drum Bs. Now, I didn't point this out before, and I
probably should have. The effects that
I'm going through, the list of effects, these
are all the effects in sweet. If you're not using sweet, you probably don't have a lot of these effects.
And that's okay. You can skip over them. But I'm going to go
through all of them. Anyway, because I
am a completionist. So I've taken all our
effects off our sound. So we're back to clean.
Let's put a drum bus on it. So so the drum bus really goes
well on a group or a bus. So that's why it's
called drum bus. So why? And what does that mean?
This is really designed to help kind of glue
drum sounds together. In fact, we have
another tool with that specific purpose called the glue compressor that
we'll deal with soon. But the idea here
is that we've got an analog style processor
that's going to add some color and brightness to our drums and help
them gel together. So if you've got
like five tracks, and you've got kicks here, snares here, high hats here, and other effects or ox
percussion or something here, then you can put
those in a group and then put this
drum bus on them, and it'll help
kind of blend them together in a way that
feels like a kit. That's the kind of
main purpose here. So it's not going to do
that for what we have here, but we can still get a
lot of color out of it. So let's listen to
it on these drums. Okay, so we can already
hear that there's, like, some real drive happening.
Can really push it. I'm gonna pull our output down 'cause that's
screaming loud. Okay, let's push that drive. It's kind of like a classic
analog kind of sound. Crunch. That crunch is really
going to push the high end, boom, go to push the low end. Whoa. That's a little intense. We can adjust the frequencies
of those two things. Remember, transients
are attacks. And that's really when
we get into, like, a gluing kind of situation, like trying to make things work together has a lot to
do with the transients. So this is how much crunch we're going to apply to
our transients. So we've got three different
types of distortion here, soft, medium, and hard. So soft is like a wave
shaping distortion. It's like a fancy term
for it's going to kind of make the waveform a little
more rigid and that'll produce some upper overtones that
we'll hear as distortion. Medium is a limiting distortion, and that's going
to basically kind of set up a ceiling and just
let us push up against it, and that creates a certain
amount of distortion. And hard is a
clipping distortion, which basically is
going to emulate that we're clipping our signal, which is going over a threshold. So they have slightly
different sounds, and they're more aggressive
as you get higher. Obviously, soft is soft and hard is a more aggressive sound. This trim is pushing
our input amount, so we can scale it back if we want to get less
aggressive with it. And then we can add a little
bit of compression to it, also, which is going to color it in a
different way, actually. Okay. The last thing here is this go button is
a little strange. It basically is going
to set your low end. So this boom is a
low end enhancer. And when you click
this go button, it's going to set your low
end to the nearest midi note. So it's basically going to quantize you to an actual note. Versus just having
your frequencies in the low end all down there. So it can help clean
up a mix a little bit. Then we have a dry
wet mix over here. So, that's your drum
bus. Use it on drums.
114. Dynamic Tube: Okay, up next is dynamic tube. So, if you've ever heard people talk about tube amplifiers, that means an amp with actual, they're called vacuum tubes. They look like a little thing that you might find in
Frankenstein's lab. They're cool, and they have
a certain sound to them. You find them in
some more expensive amps, some older amps. You don't find them in
most modern amps because they're a little
delicate sometimes. But they do sound cool. So this effect is
emulating that tube sound. Tube amps have particular color to them and a certain
kind of distortion. And that's what we're
going to get out of this. So we have our
output, our drive, that's just our
amount of distortion. Tone is our is the kind of
color of our distortion. We have three different
types of distortion here. You can kind of see what
they're doing sort of Okay, so the way that a tube gets its distortion
and its real tubiness. Is that a word? I think so. Is to push it beyond
its capacity. So if we're just using the tube how it's supposed to be used,
we get a nice sound. But if we push it too hard, that's where you get
that cool tube sound. So the way we're
going to push it too hard is this bias knob. So this is kind of
where the magic lives. So let's go to A, and let's
hear it on our Cello, No it's gonna loop
that cello sound 'cause that is working really
great for all of this. Okay, not much. Let's push that bias. Wow. Okay. There's that bias, but we don't have
any drive on it. So let's give it a little
drive to a lot of drive. Yeah, let's try the bee
flavor. A little more stable. Okay. I can boost the output. Really crank up that bias. It's a different
kind of distortion. So now we can also drive
it with this envelope, which is controlling
this bias knob. So if we push this harder, the envelope is going to
follow our signal and push it more as our signal needs it. We can also go negative with that to kind of have it invert. And then the attack
and release are gonna help shape how that
envelope is applied. So a different kind
of distortion. More of a tube distortion. Let's hear it on
this drum loop here. I like using tube effect on drum loops because they give
it that really kind of, like, 90s hip hop kind of
vd, which I kind of like.
115. Erosion: Okay, let's look at erosion. Another flavor of
distortion or drive. What we have here is, this is going to add
distortion by modulation. So it's going to modulate
into the signal, another signal, either noise, wide noise or a sine wave. So it's a kind of synthesis, actually, that's happening here. So let's go back to our
Cello. And let's see. So noise, then we can kind
of point the noise where we want it to be As we go up, we get more of that noise. Let's wide noise. A little messier. And the sign takes away
the width parameter. So you can move this little
ball around this grid to really kind of dial
it in where you want. Now, I would be remiss
if I didn't tell you that this erosion distortion is not my favorite
distortion fact. I don't actually
use it very often. I find it to be just a little
too digitally digitalis. Digital sounding. It's just not my favorite sound. If you like this sound,
that is awesome. You should use this
sound all the time. But, um, I don't know. It's not the one I
reach for. I prefer the tube and some of the more the tube effects
and the overdrive effects, like the overdrive plug in, like the overdrive effect
that we're actually going to go onto right now.
So let's do that.
116. Overdrive: Okay. Oops, let's get
rid of erosion and pull up overdrive
onto our Cello. Okay, this one is relatively simple, but I like
the sound of it. We have kind of a
few stages here. First, we have a little
bandpass filter. That's we're going to
apply that to the sound, and then we're going to
put distortion on it. What that does is it
lets us kind of hone in what we want to distort. So do we want to focus our
distortion on the low end, mid range, kind of
almost everything if we push it way up, high end. Let's kind of put it this is kind of a low sound, let's
put it right there. Okay. Drive and tone, tone
is just going to be a little filter on
our high end stuff just to kind of shape
it a little bit. This dynamics is going to apply a little bit
of compression, which basically means we'll go into compression a whole
bunch in a little bit. But basically, what
that means is that the distance from
the loud stuff to the quiet stuff
or quiet stuff to the loud stuff can get
smooshed a little bit. That can make it
so the distortion is applied a little
bit more evenly. It. Okay, let's push that
drive a little harder. Let's push our dry
wet all the way up. Make it a little brighter.
So, there you go. A pretty simple overdrive, but I mean, this overdrive
is really emulating, like, a classic, like, like, boss distortion petal, you know, like if you're a guitar
player, you know what that is. Guitar effect petals, basically.
117. Pedal: Okay, up next is pedal. Now, if you like to
overdrive, pedal is similar. Pedal is literally emulating
like guitar pedals. This is listed by Ableton as a guitar effect.
That means nothing. That does not mean you can
only use it on guitars. Means you can use it
on anything you want. I know a lot of people that
like to use this on vocals. I know people that use this on drums. You can use
it on anything. But it really is
emulating a guitar pedal. That's why it's called
pedal. Let's check it out. Gain, we can just
really boost our gain, which will push more distortion, squeeze more distortion onto it, and we can cut our output or
boost our output if we like. We have three different
flavors of distortion. We have OD, short for overdrive. We have distort,
which is distortion. And we have fuzz. You can
think of these as, like, overdrive is like pushing
an amp a little hard, and it's going to give you
kind of a warm distortion. Distort is going to be
a little bit brighter. And more aggressive. And then fuzz kind of is like your amp is
partially broken. That's like the fuzz sounds like this broken
amp kind of sound. So with this little switch, we can basically decide
what we want to boost. So if we want to boost the mids, we turn this up and put
this in the middle. If we want to boost trouble, we put this over here, okay? Um, let's leave
it as is for now. We have dry wet
mix, and then sub. Sub is going to add a boost to the very low
end of your sound. If you have a sound that
has a lot of low end, you can turn this on, and it'll, actually, like, bring it
out a little bit more. And a lot of the time
with these guitar pedals, you don't want too much
going on in the low end. So this is kind of set up as an option. Alright,
so let's hear it. Let's do overdrive first.
With that a little bit. Gain is super good. Alright, you know,
like distortion. Let's go to distortion. Last brighter,
fuzzier. And fuzz. You hear, like, in between
the notes with fuzz? It just feels like
it's like, like, falling apart for a minute. Let's try overdrive
with our sub on. It's not so obvious here. We don't have a lot of low end. Let's hear it on these drums. You can really hear that
sub on these drum sounds. Let's actually go to this
one, a little bit longer. But it doesn't have
very much bass. Alright, let me give you
this one to hear a little bit more. Sub on. Oh. So it's really kind of bringing out that kick a little bit. So I like the sub on for
distortion on drums. Not so much for guitar and
more troubly kind of things. In
118. Redux: Okay, on to redux. Now, maybe you've heard
of a bit crusher before. You know, a lot of people
actually think that the erosion plug in that we looked at a few videos ago is a bit crusher, and it's not. It kind of sounds like a
good name for a bit crusher, and I think that's
where the confusion comes from. But it's
not a bit crusher. Redux, however,
is a bit crusher. So what does a bit crusher do? We generally, if you remember, or if you were here back
in part two, I think, when we talked about recording, we run systems at 44,001
samples per second and 16 bits. Okay? That's like
standard audio. You don't need to
know what that means. Let me just tell you that
that is standard audio rate. That is good quality audio. If we want bad quality audio, we can use an effect like this to lower that or to
simulate lowering that bit rate or sample rate and that will create a certain kind of
distortion effect. The effect generally has an old video game sound like
old like atari video game. So let's go back to our Cello. That'll probably work
pretty well on it. Okay, so we have rate here. That's that sampling
rate. Here we have bits. We can add a little jitter, which is going to kind of adjust our sampling rate a little bit, kind of shake it
up, move it around, add some shape to the bit rate. Let's just hear it first, okay? So here it is all the way up. So we're not doing anything
this is all the way up. Let's start with
sampling rate because the less dramatic
one, I pull it down, you can instantly hear A Let's row up jitter on it. Okay, cool. Let's
put this all the way up and then go to our bit rate. So once you get down
to one, nothing. Combined. We get that
real video gaming sound. Alright. We can add
a little filter to this if we want to adjust some frequencies,
dry wet them out. This DC shift is
going to what we can do with what this does here is when we're our bit
crusher is down really low, like where we are now, if it's just getting
too out of control, you could turn on this DC shift, and it kind of softens
it a little bit. Let's put this back up. Love. Right? Like, it's really kind of making more chaos
in between notes. Which is kind of
wild. But the notes themselves are a little
softer and more controlled, but the notes in between
are just kind of crazy. So, if you want that
old video game sound, that bit crusher sound,
this is the tool for you. Oh, before we move on, I
love bit crushers on drums. There we go.
119. Saturator: Alright, up next is saturator. So we've seen that word pop
up a few different times. Here's how I like to
think about saturation. Here's my weird,
colorful analogy for it. So let's say you have a bag of water. No, let's
use this cup. Empty coffee cup,
full of water, okay? And you put a bunch of
glitter in this cup. In the water in this cup, okay? Then you, kind
of shake it up. And now you've got this water
filled with glitter, right? And that's cool. It's got
a lot of glitter in it. Now, let's say, you take
the same amount of glitter, but less water and a
smaller cup, okay? So we're going to go
down to a smaller cup that's only like this big. And you're going to use the
same amount of glitter. You're going to have a much
more glittery, water, right? Your water's gonna have will be much more vibrant
with glitter, right? Because it is more saturated
into the water, right? There is more glitter
in the water. Kind of how I think
about saturation. We're basically
saying, like, take the distortion and smoosh it into the same take more distortion and smoosh it into the same amount of signal, saturate it with the
glitter, in a way. Okay. Enough colorful analogies. Let's go back to
our Cello sample and dig through this effect. So our main drive control here. Let's pull our output back
a little bit and just drive our drive as
hard as we can. Okay, let's pull that
back just a little bit. So what we're going to do here is basically use
wave shaping, okay? So wave shaping means we're
going to take the waves and modulate them with another wave form
to kind of alter them to create more overtones. So here are our options. Okay, so we have analog clip, soft sign, medium curve, hard curve, snoidFold,
digital clip and waveshaper. So let's look at sanoidFold. Let's kind of crank this up and just listen to the
differences of sounds. Mm hmm. Okay, so a little bit
of variety to them. A couple of things we haven't
seen before this soft clip, you'll see soft clip on
a few different things. This is just, like, a
very light distortion. It's just kind of pushing
it a little too hard. Pushing the signal just
a little too hard and giving us a little bit of
distortion that actually, a lot of the time comes off as, like, warmth to the sound. So, like if I do
nothing on this, so, like, everything is off. Okay? Except this soft clip. Let me put our output back up. Okay, that's a good tone. So, you know, it's very subtle, but on a lot of effects, newer effect, you're
going to see this soft clip button kind
of hidden there, and it can add a nice
little bit of warmth. Okay, so let's go back to color. Now, there's a weird little secret
hiding in the saturator. That is that if we go
down to waveshaper, this is going to be
the most extreme one, and it's really going to let
us define the wave that we use to shape the other wave
the incoming signal, okay? So you're like, How do I
create my own wave here? Because waveshaper
means that I can create my own wave that
we're going to apply. Well, there's some
controls that are hidden, and they're right here. Okay? So these six controls
only apply to waveshaper. If I go to a different, um, wave with this open,
they all get grade out. Only waveshaper can use these. So with this, we
can really kind of define some wacky stuff and make some real lovely distortion. And You know, one thing I'll say about this
is that back in the day, there was a wave shaping tool, a very early wave
shaping tool in a dedicated program
called turbosynth. Turbosynth I believe,
is long gone. I haven't seen anything in
turbosynth for a long time, but I used to love that program because of its wave
shaping function. And I used to actually
keep an old MAC around that was like really old like OS eight
or something like that, for the purpose of
running turbosynth. That waveshaper
tool that it had, I was always told
that that is what Trent Resner ran his guitars through because it was just so, like, it was just so gnarly. This sound this tool, waveshaper on the saturator is as close as I
can get to that. So it really if you run
guitars through this, you can really get that early nine inch nails
sound where it's just like a wall of distortion. So consider that.
120. 41 RoarBasics: Alright, up next, we have ROR. This is kind of the mother
of all distortion effects. It's kind of let's call it a
super effect because it has, like, ten different
effects built into it. It's got a compressor in it. It's got three stages
of distortion. It's got EQs in it. It's got routing in it.
It's kind of giant. So we're going to go through it. We might break this one up into a few different videos, though. Okay, so let's start over here. So first, we have our
drive where we can push the signal or pull back the signal before it hits
all of our processing. Tone is like before,
just a little filter. If we push it up,
we're going to get more higher frequency stuff. If we pull it down,
we're going to get lower frequency stuff. And we can kind of
set the threshold on that with this
dial right here. Okay, next, we have
this routine thing. So we've never seen this
before. This is very new. I would call this routing, but Ableton wants to
call it routine. It's a little different routing. It is kind of a routine. So if you look at this
little icon here, what we have is
it's saying single, meaning stage one,
all of these settings is basically our distortion
sort of setting. So we're going to run our signal into stage one and
then out of stage one, and that's the end of
it. Easy enough, right? We could go series,
in which case, we're going to have two
stages of saturation. We're going to go
into our first stage and then into our second stage, and then we have a loop creating feedback in our second
stage if we want it. We have parallel where
we're going to run through both stages at the same time and then put them back together. We have multi band where
we get a third stage, and they're separated
low, mid and high. And we can kind of set the thresholds of
each one down here. We have a mid side, which is a type of EQ or a
type of processing where we're doing different things depending on our stereo field, and we're doing things like
in the middle and the sides. And then we have just a
feedback chain where we're going into our first
stage and then feedback, so we can see here, it's
direct and feedback, and we can kind of blend
where that occurs. So you can see how things are hitting the
different stages here, right? So we've got a
little input to show us where our signal is going as we adjust the
three different stages. Okay, let's go into cereal, and let's look at
stage one here. So first, we have an amount that we're going
to send to the shaper, and we have a whole bunch
of options for our shaper. This is kind of like
what we've already seen in terms of different types of
saturation and distortion. A digital clip, a bit crusher, we know what that is
now a tube preamp, diode clipper we
haven't seen yet. So some of these we've seen
and some of them we haven't. But they're basically different shapes that we're going to apply to our incoming signal. And within this wave shaper, this is actually a good example, a good visual of what
the bias does here. It's basically showing
us where we're going to hit that wave shaper. So if we move this bias around, you can see So we can kind of find
a sweet spot for our particular sound
with that bias tool. Then also next we go
through a filter. If we want it, we
can turn it off. We have a bunch of
filter settings, resonance amount, and
our cut off frequency. And we can be pre or post, meaning we can kind of hit pre, and I believe we go
if we're on pre, the filter applies
before the shaper. For not on pre, it
applies after the shaper, kind of like what
it looks like here. Okay, next, we have
this feedback section where we can select a mode, an amount of time and then an amount that
we're going to use it. So if we let it feed
back on itself, which is what we're
doing here, eventually, you get this kind of
comb filter sound, which is that, which
can be cool sometimes. One cool thing about
this feedback mode is you can actually
set it to note and then kind of center your
feedback on a particular pitch. Which can be really cool
for your mixes sometimes. Okay, and then next we have this compressor at the end of it. Now, we're going to talk more about compressors, like I said, but basically compression is
a dynamic thing that kind of smooths out the
volume of your sound. Now, this can be important
in a thing like this where you're adding so much and doing so much and
you've got this feedback. You might have some
elements of your sound that are super loud and
some that are super quiet. So this compression can
kind of smooth things out. So if you have, like, a
really kind of wild sound, crank up your compression. We don't need it so much
here in what we're doing, but it can help. This SCHPF is side
chain high pass filter. Basically, if you turn this on, it's going to bring out
some of the low end. If you turn it off, it's
not going to do that. So can be kind of like a
mid range, low range boost. Not really boost, but more
of a Hey, let's see boost. Okay, so that's, like,
the basics of RR, but there's, like, a ton of things we haven't
looked at yet in RR. So, let's go to a new video and focus on
this modulation section.
121. Roar (Modulation): Okay, so let's go into the
modulation settings here. Okay? So we have two tabs here, mod source and matrix. This matrix, probably
getting a little familiar. We've seen that a few times
in the synthesis section. So let's go to mood sources. Basically, here we're going
to set up things that can modulate stuff, okay? These are our stuff, and these are our things that can be used to
modulate those things. Then here is where we're
going to connect them. Okay, so first, we have LFO one. We can say we can
give it a shape. We can give it a rate, some different
settings, another LFO, an envelope, and
just noise generator that has different
characteristics. We've seen this wander
thing around a little bit. We can have it synced
to the beat here. Then we can go over here. Now, it looks like we can
just modulate one thing, but that is super not accurate. This target is going to change based on
what we click down. So everything we can click
on here is modulatable. Okay? So let's say I want to modulate saturation
amount in stage one. Okay, I just click on it
and it comes up here. And let's modulate
it with LFO one. Okay, we can see in
these little tiny lines what these modulators are doing. Okay, there's shaper one. Amount. Okay, let's maybe go
to our frequency here. So you can see that
the shaper is working. It's just very subtle. This is the opposite of that. So let's pull that down. Get a little less subtle.
What else do we want? Our feedback mode. Let's put that on
our noise, as well. Et's maybe go to stage two and say, our second LFO on
this amount here. Pull that back a little bit. Let's make it more complicated by also putting an
envelope on that. Let's do something weird with the noise here,
maybe a comb filter, a good amount of
resonance. All right. So now we're starting
to get, like, a very lively living sound. Okay, so one of the things
that's going on here is that we can see the
parameters that we've modulated in
this little window. We can see stage two
here and stage one, but we can't see
everything all at once. If we want to see
everything all at once, we can go up to this triangle
here and click on it. Now, don't freak out. It looks like we have 1
million more settings here, but we don't is just
stage one broken out, so we can see it at
the same time as stage two and stage three, which we are currently
not using down here we have our mod sources and
our modulation matrix here. So we've just kind of
set it up so we can see a bunch more stuff, right? And if we open this up even
more by pulling this up, we can see more. We can see our modulation
sources at the bottom. So now we have this
nice big thing. We can also see
in our modulation matrix everything
that's possible, okay? So let's see what's
got some action, and let's do some
more modulation. I like this noise setting, so I'm just gonna put a
bunch of stuff on noise. Let's do our feedback frequency. That's probably gonna get
kind of annoying kind of fast. There we go. It's like, kind of
marching around up there. So, this modulation in
this thing is just insane. I didn't mention before
this envelope follower that we can see is kind of
following our waveform, and we can use that as a
modulation source up here, which can be a really fun
way to modulate stuff. Let's move this over
to our Cello because there's so much modulation
possible here that people are actually using
this as a synthesizer. So what if I modulator
our modulation with some of the LFO Okay, so now I've made just
something kind of crazy here. Let's go to this beat. Yeah, that's super rad.
This is a giant effect. I could spend all day on this. So check it out, play with it. Especially, check out some
of the presets in RR. There's a lot of really
wild and cool ones that'll get you to really
cool places really fast. So check out some of
those. Let's move on.
122. Vinyl Distortion: Alright, now for something
completely different. Let's go to vinyl distortion. This is a very simple effect that basically is going to give the feeling of the old
crackle from vinyl record. Let's go to our cello
you comes the crackle. Got density to it. You can kind of dial this in
to get it more realistic. But really, this is a
very simple effect. It's really just layering
this vinyl noise over top. Like, I've stopped it
and you can still hear it going. It's cool. You can do this.
It's a cool effect. It is adding some frequencies, so I'm including it in
the frequency effect. But it's actually very simple. Added if you like stuff. It's neat. Okay. Moving on. Up next, we have IQs and
filters. Let's head to it.
123. EQ Eight: Okay, up next we're going to
do four different effects, and these are all
EQs and filters. These are still
frequency effects, because what all of
these do is mess with the frequencies of our
signal or our sound. So we're going to start with kind of the most complicated, but it has the best visual way to understand what's going on. And after this, the other three will be relatively simple. So we're going to go
to EQ eight, right? I'm going to throw
that onto this track. So in the synthesis part
of this series of classes, we talked about how an EQ works, but I'm going to do it again
just because it's really important that you
understand how EQs work. Now, one of the best
things about EQ eight is that we can
hit this button here and get a much bigger version of what's on the screen
here. So let's do that. Alright, now we have
this nice big thing, and we can see our
sound in it as well. Alright. So there's all the
frequencies of our sound. Now, here's what we're seeing. So on the left, we
have low sounds, and on the right, we have high sounds,
right? Pretty simple. Low stuff, high stuff. Okay? Now, on the kind
of vertical axis, what we have here is there's a zero underneath that
little teal line, and then six, 12, negative six, and negative 12. Okay? So when this
little line is at zero, we are doing nothing, okay? Zero means nothing. Above zero means boosting and
below zero means cutting. And those numbers six
and 12 are decibels. So right now, I am boosting the very low frequencies of
this sound by 6 decibels. Okay? And then by maybe
5 decibels, four, three, two, one, and then back to 0 decibels for the
rest of it. Okay? Now I'm cutting volume from
the kind of low mid range. Still boosting stuff up
here, right around here. We're not doing anything.
And then down here, we're reducing the sound by about 4 decibels right
here around 200 K. All right. So low stuff, high stuff, boost, cut. Cool. So now, this particular
EQ is called EQ eight. And what it means,
the eight means we have eight different
bands of EQ. We see four here. Okay? So we can
set up each one of these four to do what we want. If we go down here, we
see here are first four, we can turn on four
more if we want them and have up to eight. Okay? I'm going to go down
to just one for a second. Alright, here is
one, one band EQ. So here's what's in a band. First, we have a frequency. Like, where do we want
to target this thing? And then, let's say, we want to put it
right about there. And then what do we want
to do to it? Do we want to boost or do we want to cut? Okay? And then the third
thing is the shape. Okay? We have a lot of
different shapes here. We have High pass. That means let the high
frequencies pass through it, but cut off the low frequencies. We have low pass,
that's the opposite. Let the low frequencies
pass through, but cut off the
high frequencies. Then we have a few
different kinds of band pass band reject,
and things like that. So let's do a high pass filter. And I can adjust the
frequency with this dial or just by clicking on the one
and moving it around. Okay? So now, in this high pass, it means we're going to
cut all the low stuff out below this point. This is called the
cutoff frequency. So it's going to roll it off. Okay. But things above
it are unaffected. We can give it what's called resonance by doing
this kind of a thing. Resonance gives it a little lip up right at the
cut off frequency. And then we've got
something called Q, which kind of is like
the width of it. It looks like resonance here, but it has to do with
how wide this bump is. You can see that more obvious
in things like band reject, like this where we're
just going to go to a specific kind of area and say, we want to cut out those sounds. The cue is going to be like
the width of that, right? So it's really how specific
do you want it to be? I believe c stands for quality. Okay, so that's
it. We can do that eight times with the EQ eight. If I turn on more of these, every time you add another band, things get a little
more complicated and start to kind of pile up. So you can make some
interesting EQs this way. But let's go back to our single band so we can
just kind of hear it. Okay. High pass.
Here is Ancelolo. So we're basically
just gonna cut out all the low
frequencies of it. O right? If we want to do the opposite, cut out all the
high frequencies, we can do this. Go open this up. Okay, so that is your basic EQ. And EQ eight is really
the go to for me. Like, I always am
just grabbing EQ eight so that I can really
see what I'm doing. I have a lot of room
to work, and I can add more bands to it as we go. Okay. So now let's look at kind of the
mini version of this, which is called EQ three.
124. EQ Three: Alright, let's get rid
of Q eight and go to EQ. EQ is very small version of it. Wow, that was bad words usage. Good luck to the
translators working on this one. Let me try that again. This is a smaller version of it. So here, all we
have is a low knob, a mid knob, and a high knob. And what we can do
is we can say what defines low in this case?
That's with this dial. So we say, 1,000 hertz or, you know, 600 hertz,
whatever we want it to be. We say, What defines high? And we set where we
want that to be. And then what's
leftover is the mids. What's cool about this one? This EQ is kind of a really
good kind of DJ tool. Cause watch this. Let's
go over to, like, this B. Okay. Now it's going
to sound normal. Fine. But we can basically turn off the low mids and highs
with just these LMH buttons. So I can be like, Cool. We're going to the
break of the song. Let's take this. Cool. Let's pull
back in the mids. Add the lows, add the highs, play around with them,
do this kind of thing. Maybe down here. Add that back in, play around. Whatever. So you can set up
cool ways of just turning on, like, all the low stuff or all the high stuff and just using that for
little party things. You can map these LMH buttons to your quirdy keyboard or a keyboard or a knob or
a fader or whatever. So you can just hit
them, kill all the lows, do something, and then drop them back in when you want them. It's really handy for that. Okay, let's move
on to autoflter.
125. Auto Filter: Go. Okay, autoflter is kind of a single band filter
with modulators built in. So we can say,
Here's our filter. We can dial that in to
be however we want. We've got different shapes here. We've got a couple different
what we call circuits here, and they'll sound
slightly different. And then we've got this LFO that we can set up to
basically modulate this, almost like a wall pedal. You hear that kind
of wah pedal sound? We can adjust it a little bit. A few different
shapes for our LFO, this gets us to, like, a sample and hold is what
this SNH stands for. This is kind of a
sample and hold sound. This is kind of like
on off toggle almost. We can try on this quantize
which will make it so that the modulation mochin
is attached to a beat. I can get kind of a cool sound. Yeah, it's cool little filter. We can also side
chain with this. We talked about side
chaining in the last class, but when we think about
side chaining, normally, we think about compressors, but we can do side chaining with EQs also and a few
other effects, too. So if you want to
side chain with it, you would hit this right here. Okay, let's move on
to the channel EQ.
126. Channel EQ: Okay, last in this category
is the channel EQ. This one, actually, to be
totally honest with you, I think where this comes from is that logic different
Da introduced a feature a while
back where there was just an EQ on every track or
every channel of the mixer, kind of same thing,
just by default. And this was kind of Ableton's
answer to that, I think, where they said, Let's
just make a nice simple EQ that you would put
on every track. They didn't put it on
every track for you, but they made it easy
to add to any track. Don't do that. I don't
put it on every track. But some people do
probably. It's a simple EQ. We can dial in. We have three bands.
So we've got low. We can boost or
cut mid and high. We can boost our output with it. Our mid, we have a mid
frequency selector here. So if we give it a little
boost here in the mid, we can kind of dial
in where that is. We can also cut
with it if we want. And then we've got
just kind of a low end cut button right here. I would say this channel EQ
is great. It's a utility. It's designed, I think, for more subtle EQ work. So if you have that need, throw it on a track,
and, you know, you just want a quick, like, base cut, throw it on a track. This works really
really well and easy.
127. Auto Pan: Okay, next, let's go to some pitch and
modulation effects. These are effects that
have some kind of modulation built in that are still frequency
based effects. So let's start with auto Pan. Here we go. So this is
relatively simple one. So panning, right, is our
left to right balance. We have access to panning
on any given track right here, left and right. So what this is going
to do basically is we can set up an LFO inside this effect that will start moving our sound
around left and right. So, um, you can start
with some amount. Okay? We can see our left
signal and our right signal. We can speed it up. We
can adjust the phase. So here, they're
going to move at the same time and here
completely opposite. And we can kind of round out the shape of that
if we want it to feel like it's moving just
jumping back and forth, or if it's more gliding
back and forth. Feel it? It might be more obvious on something
like this Cello sound. You know, I feel
like going back and forth, kind of wacky. Let's slow it down a little bit. Okay. That's cool. We can also switch it to division
of the beat. So right now it's
on a 16th note. Let's slow it down to, like, an eighth note,
maybe. There we go. Mm. So now it's moving
on an eighth note. That'll be more interesting
for a drum beat. We can go back and forth
between an inverted version, which if we let's slow it. Well, let's speed it up
so we can see. Okay. So basically, this is
what it's calling normal. An inverted version is basically going to
kind of flip it, so you can see we're toggling. Left becomes right, right
becomes left if we invert it. That's all. We can
offset it a little bit. Maybe we want it to to start
the pattern on a unison. A couple of different
shapes we can play with kind of randomized one. It's kind of wacky.
So, pretty simple. It's gonna move our
panning around.
128. Chorus-Ensemble: Up next is Chorus ensemble. Let's grab that and
throw that on there. Now, this one looks
actually kind of similar because it
does have some, you know, motion
modulation built in. So if you're not
familiar with chorus, it's an effect that we usually use to kind of thicken
a sound a little bit. If you think about,
like, a choir, the thing that makes
a choir sound big is the slight imperfections between everybody
singing a similar part. So you can think of
the same thing in, like, a string orchestra. Like, if you have 20 violins
playing exactly the same. All it's really going to sound like is one violin really loud. But if you have 20 violins playing the way
humans normally play, which is with very
slight variations, it sounds like a big ensemble. So that's like a chorus effect. What we're going to
do is we're going to use two or sometimes three, in this case, very
short delay lines to kind of peel them apart. And then we might even pull those signals out of
tune just as pinch. That's going to make
it sound big and thick. So let's check it out. So here's our classic. We can do a quick little low cut here if we want with this big rate, it's
going to be our speed. Let's put this on our cello. That'll be the most obvious. So you can already feel
that that weird thing. That weird thing
is called phasing. You can speed it up. We generally don't
want to do that. More amount, more
feedback. Gives us that. Laser gun sound. Okay, let's go to Ensemble mode, where we have a
third delay line. It just makes it feel
a little bigger. Let's try it on other
our trombone thing here. It's so obvious. Go back to Ochelo.
Vibrato effect is gonna go down
to one delay line, and it's gonna move
around quite a bit more. Mm. That's an awful
lot. For vibrato, you want this to be
quite a bit shorter. So, chorus ensemble, these
kind of thickening effects, they can really help
in your mix or in synthesis and sound design
just to make a sound or a part of a sound
even a little fuller.
129. Corpus: Corpus. Corpus is up next. So you ever do that
thing where, like, you you sing into, like, the body of a guitar, and you hear how the
guitar body resonates, or you sing into, like, a fan and you hear how
the fan chops up your voice. That's kind of what corpus is. So Corpus is a physical model. So we talked about
physical models when we talked about synthesis. What a physical model
is is it's basically this giant algorithm that tries to emulate the physical world. So what we can do with
corpus we can run a sound through an object. Like if you were, like, running a sound
through the body of a guitar and letting the
guitar body resonate it. It's kind of that same thing. So let's take a look. So here's the thing we're going to
run our sound through. Let's do like a pipe, okay? That's kind of obvious. We can change where we're
listening to the pipe. Change the size of the pipe. Adjust the radius, decay. Is the pipe open on both ends? How big is that opening? And we get access
to more parameters, depending on which
one we're doing, which material we're using. We have tuning here, which is really going to kind
of dial in that, um, sound, the frequencies that are
resonating out of this. So, the Cello is playing
something in G sharpish. So setting this to resonate
G sharp sounds rather nice. Fine tuning. Can add an LFO
just to kind of spruce it up. Oh, that sounds ghostly. Throw a little filter on it. This bleed is kind of
like a dry wet mix. It's gonna take some
of the original and filter it back through. So it's somewhere between a
dry wet mix and a feedback. And let's go all the way wet. That's a pretty extreme effect. You can do some really
fun stuff in Corpus. Let's switch it to a string. What if we ran our
Cello through a string? It's like making me
a little seasick. It's a really fun effect. Play with some of the
presets on this one, especially, and you'll
find some cool tools.
130. Shifter: Okay, up next is shifter. Um, let's put this on our track. Now, this is a pitch shifter. So, again, a frequency effect. Now, a lot of people have asked, Does Ableton have a
good Autotune plug in? And no, it doesn't is probably one of the biggest
complaints that they have. And when asked directly about
it in a recent meeting, they kind of the person I
was talking to kind of said, No, which makes me think
they're working on one. But this isn't an
autotune effect. This is an effect that's going to shift the whole
pitch of your thing. So we can say
transpose it higher, you know, transpose it lower. Just move the whole
thing up or down. That's different than autotune. However, there are some kind of hidden little gems in here that make this a
really fun effect, especially for making
big ambient sounds. Okay. So first, we can run
our sound through this. And then we can just
adjust the pitch. Here I'm in steps or semitones. Right or I can go
down, whatever. It's fine. I can do fine tuning where
I'm moving in sense. I can also switch to, like, a frequency mode where
I'm just dialing in frequencies of the transposition
or a ring modulator, which is kind of like
multiplying frequencies. It's a bit like FM synthesis. But let's go back
to pitch. And let's move it up like almost. Okay, now, if we're
all the way wet here, we're just hearing
the transposed one, which is usually what you
want when you do this. But if I put it down to
half wet and half dry, we're going to hear the
untransposed and the transposed. Okay, weird. But we also have this little feedback
loop built into this, which gets really fun. Okay? Watch this. Turn on the feedback loop, set it to a quarter note, and just turn it up quite a bit. We have an LFO we can add in. Okay. Let's make
this a little less sickly and set our
transposition to an octave. Try an octave down. Don't like that. So with the feedback loop, you can do some kind of wild
stuff where you can make some things that just kind of keep moving and
going and going. I would maybe put, like, a
bunch of reverb on this and then maybe use that envelope follower to
kind of shape all of that feedback that's
coming out of it. And that would kind of turn it into kind of
a pad sound almost. So it's simple, but you can
do some fun stuff with it.
131. Phaser-Flanger: I up next is our phaser flanger. So this is kind of similar
to the chorus ensemble, where we have actually kind
of three effects in one here. So, a phaser is like when
we take the waveforms of something and just kind of let them move in and out of phase, we say, it creates it creates a very specific kind of effect that we call a phaser.
Let's hear that. You can kind of hear it. That thing you're hearing
is called phasing. You can make it go faster. Gonna add some feedback to it. That is phasing. And
all phasing is really doing is just making
another copy of our waveform and just
moving it in and out, lining it up with the other one sometimes and letting
it kind of move around. A flanger is very similar. It's a very, very,
very short delay, and with phasing
issues that it causes, makes this very specific sound. Marrow roaring. Roaring. A flanger always kind
of has like a.roaring. Then a doubler is just going to kind of thicken things up, kind of like our
chorus and ensemble, but this does it a
little bit differently, and it's kind of
a strange sound. Take our feedback down
and our amount down. There we go. See, this just sounds
like two cellos trying to play together that are just really out of
tune from each other. But you can make
some cool effects with it, play around with it. You can adjust the
timing on this, to make it a little
more tasteful, but pretty simple effects.
132. Resonators: Alright, next, we
have resonator. We've seen effects
very similar to this, where we kind of added frequency content by superimposing
a resonator, basically. But what we have here something much more
kind of pitch centric. So first, we have a filter. Now, don't sleep on this filter because using this on
your entire sound, I find to be not super useful. But if we say, Okay, I want this just to affect the high stuff. Let's
go all the way. Okay. So this is just going to apply to
the high stuff now. So what we're gonna do is
we're gonna set this up, then we're going to
take our dry wet back, and it's going to
add all kinds of shimmery resonance
to this allo sound. So, first kind of line of stuff, we have some main settings. The mode is kind of just like a different
algorithm behind the scenes. Um the A mode is kind of the default mode
to get a realistic ish sound. The B mode is better for
more extreme effects, especially when you're
doing low stuff. So we're filtering
out the low end here, so the B mode isn't the best way to
go, so let's go with A. This const button, which
is short for constant holds the decay time of the pitch for longer
regardless of the pitch. Okay, so now we see
these Roman numerals, one through five, this is where we get into
the real resonance. So the first one is different
than the other four. And the first one, we're
going to say what a pitch is. So I believe we discovered that this Cello if was
kind of G sharp ish. So let's dial in a G sharp. It's gonna use arrow keys
to get G sharp here, okay? Now, these other ones are
relative to this first one. So we're going to say, you know, seven semitones, 12 semitones. I'm just thinking of some
kind of harmonic idea here. And then maybe let's do a ninth, which will be 14 semitones.
Well, I have one more. Two. Okay, so you can set
those to however you want. So we're basically
adding a bunch of semitones above this first one. We can detune it with these. These are going to give
us some sense control, so they're going to detune
it in less than a semitone. And then gain so we have control over how much of these extra
frequencies are popping in. So let's hear it now.
Swing this back up. You can hear those extra
overtones that are coming in. And they're kind of
piling up because we're hitting that fundamental
with that G sharp, and that's resonating it, and that's what's giving
us that clip. But let's pull down our dry wet. And now we've just added
kind of a weird shimmer to our Cello sound. Let's try that on,
like, this trombone. So here's just the resonance. You hear that kind of It feels like it's like
hitting a lead pipe. So it can be a cool effect to add some kind of brute force, add upper partials to
some of your sounds.
133. Spectral Resonator: Okay, our next two effects
are both spectral effects. What are spectral effects? So, in most tools
that we have in live, we have access to
two parameters. They are the amplitude
of the sound. And time. If we look at a waveform, we see time going this way
and volume going this way. That's mostly what
we have access to in your average waveform. But in spectral effects, they do a little
fancy math behind the scenes usually
something called an FFT, and they give us access
to the pitch content. So now we have access
to three parameters, the pitch content, the
time, and the amplitude. So we tend to see
things displayed in a spectrogram,
something like this. Where we're seeing the
pitch content horizontally, the time vertically, and
the amplitude in color. So with that, since we have
access to the pitch content, we can do some wackier stuff. So we already know
what a resonator is. We're going to add or bring out some upper partials or
frequencies from the sound. But with a spectral resonator, we can really kind
of amp that up. So first, we have
two modes, internal, meaning we can just listen
to the sound that's coming in and kind of dial in what what frequencies we
want to bring out or MIDI. If we select MIDI, what we're going to
do is we're going to select a MIDI track, which I don't have any
with anything going on, and then it'll look at that MIDI track and
get the note data there and use that to drive the pitches that
we want to bring out. But let's use internal for now. Okay? So here's where
we set our frequency. I set it to G Sharp already. So you can hear, it's basically just
it's keeping the timber and throwing out the
pitch of our cello. Remember, this is what it sounds like with spectral resonator off. And here it is with it on. So it's keeping the
rhythm, but just having it play that G sharp
over and over. We've got some filtering
here that we can do. And then some added effects that really kind of bring this
to life. So, watch this. Modulation rate. Let's stick to this last drum
beat for a minute. Let's take this unison instead it to something
big, like eight. Maybe go up a bit
with our pitch. Now we're an octave hire. Now, we're in a wet cave. So what I did with this
unison here, by the way, is it was default to one, meaning it's just going
to use our signal. If we set that to
a higher number, it's going to
duplicate our signal, and I set it to eight. So there was eight versions
of our signal there. That creates phasing sounds
and just a thicker sound. Let's go back to our Cello, since we're all intimately
familiar with that now. Let's go to eight.
Combine it with the dry. So now we're like, adding
these upper notes. Let's do it with a midi track. So what did we say, G sharp? So, let's see. Let's
add some notes to it. Let's go G sharp, C sharp, F sharp, G sharp. Sure. That'll be fine. And we'll just stretch those
out for this whole clip. I'm not even going
to put an instrument on this because I don't
think I need one. Alright, now let's go back
to our spectral resonator, select MIDI and MIDI
from two MIDI. Okay? So now it's using
these MIDI notes to decide on what we want to
come out of our resonator. Let's go all the way wet. We can add a transposition to this. So I can go up octave
or down octave. Alright, so it's really
just using one note. It's not using the whole chord that I put in there, but
it's still a cool sound. So spectral resonator super fun. Let's move on to spectral time.
134. Spectral Time: So when I'm starting
a new track, and I don't really know
what I'm going to do, but maybe I've got a
sample that I like, and I just want to start
monkeying around with it and seeing what I can get out
of it and what feels good, the first tool I reach
for is spectral time. Here's why. I feel
like I can put this on a track or on a
sample, actually, and find the harmonic
essence of that sample. That's not a real
term. It's just something I say sometimes. Basically, I can pile all
the frequencies together and just sustain them forever and
just start playing on it. You know, I might just
start improvising on top of it and feeling it. Let me show you what Okay, so we have kind of two
big sections here, the freezer and the delay, okay? So what we can do with the freezer is exactly
what it sounds like. We can just say freeze, and it's going to do just that. So let's play this
sound and I'm going to hit the freeze button
somewhere in the middle of it. Okay. It doesn't work when we're looping. So let's go like this. Let's take these,
put these over here, turn off looping
and go like this. Okay. There it is. So we have
our spectral stuff here. So I can do that all the time.
I can also set re trigger and tell it to actually hit
this freeze button for me. Like every quarter note, let's say, quarter note, okay? Now it's gonna take a new
freeze every quarter note. Okay, that's kind of cool.
Let's go back to looping it. Okay. It's actually too fast. I need a longer sound for this to really work
the way I like it to work. But we'll make it
happen. So once I have something that I'm
kind of playing with, I can go to this delay and
do a spectral delay to it. So I've got time, feedback, do some
pitch shifting. Increase the stereo
field, mix, tilt. You'll see that in a second. Spray and mask. So let
me get something in there. Okay, here's tilt. Oops, I got to stated to manual. So now with this, I can do
a fade in and a fade out. And if I put these all
the way up, I have, like, instant ambient music. Let's play through
this drum loop. Let's go all the way wet. A even that, like I really love. All the way wet, let's go
back to our Cello sample. There we go. So this is
what I'm talking about. You can get this kind of thing and just start playing
with it and start feeling what's happening
and what we can do with it. I love this kind of sound. So play with this effect. It is one of the most
fun effects we have. It's It can be complicated, but you can set up these
just really drifty patterns. Check out some of
the presets here. Freeze fading, I think, is probably one of my favorites.
135. Vocoder: Okay, last one in this
category is Vocoder. Now, Vocoder is not Autotune. Vocoder is a different
kind of effect where we're basically
going to take different bands of this signal. So not unlike an EQ band. So different section
of the frequencies, kind of rebuild it with a
different carrier signal, okay? So, right out of the box, it's going to be set to noise. So we're going to
take our Cello sound. Basically, we're gonna
peel it apart and rebuild it with
this noise sample. Okay? Yeah, not so interesting. We can change that.
So it's not noise, but it's something external,
a different sound. So maybe let's take this
trombone line it up, and then we'll say audio
from what is that? The trombone, three trombone. So now we'll use the same thing, but we're gonna use this
trombone sound for it. Oh. Okay, so that's not
a great option here. We can also do a modulator. Let's get rid of
that sound for now. And pitch tracking where it's trying to do it
with various waveforms. We can also draw in
kind of the limits our of the different bands. If we want the
high stuff to come out, I can do it this way. Now we're getting a
little more buzziness. This can be cool if you want to pull back in some of the dry. You can go all the way wet. We have a whole new sound.
So that's interesting. Now, we did talk about how
this is not Autotune and how the shifter plug
in we looked at is an autotune and how
there's basically not an autotune in live,
but there kind of is. There are various
Max for Live devices that are great little
autotune plug in. So we'll get to those when we talk about
Max for Live in detail. But for now, let's move on to dynamics and talk
about compressors.
136. How Compression Works: Okay, let's move on and
talk about dynamic effects. So with dynamic effects, we're primarily
talking about volume. Okay? So you might think, like, how many effects can there
be with volume, right? Like, you turn it up, you
turn it down. Not really. Actually, quite a few,
because there's a whole bunch of different ways we can turn things up and
turn things down. And we can do it
very, very fast. So let's start with compression. Compression is the main most common dynamic
effect that there is. It's also a wildly
misunderstood effect and a really important effect, because if you
want your music to sound loud and big and
like it's on the radio, this is what you need to
master is using compression. Okay, so let's take a look. Before we use compression, let's take a quick look at
what's in this waveform, okay? This is our little Cello sample. So let's hear it one
more time. Okay, neat. Now, here's what we see here. We see our signal is
going up and down, right? That's just kind
of how this works. Weigh in, we'll see that it's going up and down
and up and down, and it kind of swerves
around this line right here. We're not going to
worry about details of that at the moment. What we are going to
worry about is this top. The top of this up here
is the loudest we can go. Now, we usually measure volume in terms of
a negative number. So so this top, the loudest point is zero, okay? Everything under that
is negative number. So if we want something to
be as loud as possible, we want to get it as close
to that zero as we can. So we could turn
up the volume on this whole thing until
the loudest point, which is probably this
point hits zero, okay? And then we'd scale everything up so that the loudest
point hits zero, and then everything
else is relative to it. That would be
called normalizing. So it's just boosting
everything up till the loudest point hits
zero, normalizing. But that's not compression.
Compression is actually going to change
the dynamic range. That means the distance from a loud thing
to a quiet thing. See, it's this far, okay? In compression, what we
can do is we can say, Let's take this loud thing down and this quiet
thing up and, like, balance them out so that they're the
same volume, okay? Now, technically, the way we do that is we take the loud stuff, we quiet it down,
and then we boost everything by the amount
that we quieted it down. Okay? So we're gonna smoosh it, compress it, and then boost
everything appropriately. If we use a ton of compression,
a ton of compression, we can flatten this
thing out so that everything is the
same volume, okay? All notes are the same volume. If we use a little
bit of compression, it might look similar to this. Okay, so let's do it.
Let's go to Compressor. I'm going to put
it on this track. Okay, so here's
what we have here. We have the ratio
attack release, and the threshold,
which is these lines, this line here, okay? We can get it right there, too. The threshold is kind of
our meat and potatoes here. Now, one thing I like about
the Ableton compressor is that we have these
buttons down here, and what these are
showing us is really just three different ways of
looking at what's happening. Okay? These are all working so we can really just kind of visualize this three
different ways, which is great because it
can be a little tricky to visualize. So let's
start with this one. So if we take our
sand coming in Okay? And my threshold down. So over it. Okay. The blue line
is the threshold, and it's above our
signal, right? So it's fine. Not the top. The compressor is doing nothing. But if I was down. Okay. So what's happening now is the yellow line is now
kind of adjusting. That yellow line is our
volume change, right? So what you can see here is that if there was
a volume fader, Right here, it's
not doing anything. And here, it's starting
to push it down. And then when the signal
gets really loud, it's pushing it
down a lot, right? It's almost mirroring the
arc of the waveform, right? Because as the waveform goes
up, this line is saying, push the volume down so that it's staying about
the same volume. And if we pull this
threshold way down, now we have basically completely
flattened that volume. I can prove it by just exporting this clip We call it smooshed. And then importing
it so we can see it. And now you'll see
it is smooshed. Everything is the same
volume here, okay? And it happens to be very quiet. So we flattened it so that the quiet stuff and the loud stuff
is the same volume, but it's really, really quiet. So how do we make it louder? There's a setting called up. What makeup is going to do is the amount that we push
the loud stuff down. If we turn on makeup,
it is then going to boost everything
up by that amount. So our loud stuff will
be as loud as it was, and our quiet stuff
will come up, okay? So I turn this on. Now
we can really hear it. But if you listen closely, you'll hear that quiet stuff and loud stuff is all the same. Let's do our export
thing again so you can hear so you can
see what we're doing. S, smooshed to Okay. And let's pull in Smush two, and you will see that it is now more or less the same
volume and still very quiet. Probably because
I turned this way down so I could talk over it. But very similar volume. Okay? So let's look at kind of the fine points of how compression actually works now that we understand
what it's really doing.
137. Using The Compressor: Okay, so I just told you
that this compressor showed what the compressor is doing in three
different ways. Let's go to a
different view here. I'm going to turn our threshold
up a little bit here. Okay, now what we're seeing here is this ball here is
our threshold, okay? And the little ball is where our signal currently
is in terms of volume. It's above the threshold. It's below the threshold. It's going above and below. So this blue line here is
what we're going to do to the signal when the volume
is at what point on it. So let's do this.
Okay? Now we're doing nothing to
the signal, okay? The volume is unaffected when we're in a perfect
diagonal like this. So volume goes up
and comes down. Okay. Nothing fancy. What if I hit this. Okay. What this means
is that the volume is mostly unaffected until
it hits the threshold, and then you can see it
kind of flattens out. So we're still letting it
get a little louder once it goes after the threshold
because this is on an angle. It's just not as steep as this, but we're not going to let it
go very much higher, Okay? We're going to kind of slow
down its rate of ascent. We really want to
flatten it, we do this. So now, once the volume goes
above the threshold here, we're saying, like, no, you can't go any
higher than that. So we're going to
push the volume down so that it
stays right there. But underneath the threshold, we're not going to mess with it. We're gonna let it
do what it does. Okay? So let's see what these
3 meters are telling us. This one is showing us our
threshold and where our. This one is the most
interesting right now. GR is gain reduction, how much we are
smooshing that sound, how much we are pushing it down. So as you see an amount here, it's going to be
kind of upside down. You're going to see
it come from the top, and it's going to show
us how much we're pulling the volume down
at any given moment. Okay. Here we just
have our output, the result, and we can give it a quick boost here
if we want, as well. If we want more gain reduction, that means we want
to compress it more. We're going to lower
that threshold. Okay? If I go all the
way down to here, this little bit still will fluctuate but
above it, totally flat. Say, feels. Feels compressed.
That's that feeling. Okay, let's look at our
third way of looking at it. Here we just have threshold, gain reduction, and output. So if you want to do a
little bit of compression, you want to put your threshold where it's just kind of given a haircut to that signal right
at the top of it on there. That's a little bit
of compression. Maybe a little bit more. If you want to give it a
lot, pull that way down. Now, everything is flat. Now, we have a couple of other
controls here, too. Ratio, we can see best here. Ratio is the angle of this line. Right? So we can make it more
extreme or less extreme. The attack and release. Now, this is speed, how fast this thing kicks on. For different situations, you might want different
things to happen. You might want to slowly kick on so that the signal goes up and then you pull
it back a little bit, and then maybe you
slowly let go. So it goes all the way
down before you let go, the compression
turns off, right? For mastering, you tend to want really fast acting things. So you can mess with that. Usually, I just set them all to be quite fast. That's
usually what I need. The knee is this angle. You can think of it as,
like, a knee on your leg. So it's the sharpness of
that angle, that point. And then we've got
a dry wet mix. Now, there's kind of interesting
history behind this. There's a lot of different
types of compression. Maybe you've seen the phrase
New York compression. There's a bunch of
different compression types that are named after
a city like New York, San Francisco compression,
I think is one, LA compression, stuff like that. A lot of them have to do
with mixing a certain amount of the uncompressed signal
with the compressed signal. So if you want New
York compression, I believe that's like 50 50. So by mixing some of the dry, we get what's called
New York compression. It's a subtly different
sound in this case. But if you want to expand if you want to play with
that, you can do that. So that's how compression works. Now, there's something else
we can do with compression, and that is side chaining. We've already talked
about side chaining, I think in the previous class. So maybe we'll go
over again how to do it just because it's a question I get asked
1 million times a day. So let's talk about side
chain compression. But
138. Side-Chaining With the Compressor: Okay. Sidechain compression. So the only thing that makes
this different is that we're going to use we're going
to compress a clip, but we're going to
control the compressor with a different clip, okay? That's side chain compression.
That's all it is. So, let's take
something like this. What if I did this and
put an instrument on it, something with some
just resonance Okay. Let's maybe take that down
an octave so that it doesn't drive us insane. That's cool. Now, I'm going to take
my compressor off this track because in order
to do what I want to do here, I need the compressor
on this track. So let's put our
compressor here. Okay. So now what we're gonna do is we're gonna tell this compressor to
compress this track, this synth, but do it by
listening to something else. So we're gonna hit this
little arrow right here and we're gonna
click on side chain, and we're gonna say Listen to and we're gonna do
that cello thing. Okay? So now I can kind
of see there's the cello. All my threshold down. A Okay, so now you could almost
imagine the Cello playing, but we're basically creating a volume envelope with
it and applying it here. So that's kind of cool. Let's
try it on this drumbeat. It's already set up for that it's listening
to that track. Let's go there. Whoops.
So now let's try it. So now it's the
drums controlling the volume. The compressor. Right. So most of the time you've heard
side chain compression. It's just with a kick going,
boom, boom, boom, boom. And it's creating this wa, wa, wa, wa type thing. Um let me show you that. Let's just find a kick sample. Sample, one shot. Sure. We'll go like this. One, two, three, four, turn that into one clip
and put this against that. Okay. And then we'll loop it. Okay. This is what you're used to hearing
citing compression, right? So it's ducking down
every time the kick hits. So the kick hits, and
then the volume for the sinth scoops out under
it and then comes up. So if we listen to both, This is that sound. You've heard this
sound 1 million times. Some people think this
is kind of nauseating. And I kind of agree. But it's a very kind
of normal sound, but it's just using
side chain compression in kind of an extreme way. There are some
really cool things you can do with side chaining, that aren't that, even, like, taking this and
just toning it down. See, even that is
a nice sound, too. So you can do a lot of things with side chain compression. It can be really handy
once we get into mixing. It's great for composition
to come up with effects. I even like it for,
like, weird effects, like putting a rhythm onto this sound by using
this. You know? This will apply this drum
rhythm to this sound. You know, it's not the
traditional way that we think about using side chaining. But it's a great effect. So that is side chain. Okay.
139. Gate: Okay, up next is gait. Now, when we're when I was
talking earlier about, like, how many different kinds of ways can we turn the
volume up and down? Well, we saw
compressor. That's one. Git is another. Git often gets
used for noise reduction, but it's actually not
that great for it, but it's good for other things. Basically, what we have
in gate is a threshold. Okay? So with this threshold,
we're going to say, do not play any sound until
we exceed the threshold. What that means is
that we could turn this really low
and we could say, make it so that when
I'm not talking, it just goes down
to zero, right? Like, small amounts of volume just get zeroed
out. So let's look at it. Okay? So now our threshold is underneath the majority
of our signal. Let's push it up, get it in
there just a little bit. Mm? So now you can kind of
see what it's doing. We hear nothing unless we go
over the threshold, okay? So that means think of this, like what it's
named after a gate. If we exceed that line, the gate opens and we
can hear that sound. If we come under, the gate closes and we can't
hear that sound. Now to make things a
little more complicated, we have this return amount. This means that
the signal can go up above the threshold and
we'll start to hear it. On its way back down, it has to get past the return
before it shuts off, okay? That can make this
a little smoother. Mm. Mm hmm. Mm hm. So, you know, you can
play with that to make it so that it's mostly on. When I said noise reduction, a lot of time we use
this if we're like, if we have a
recording and there's ambient noise in the background, this will chop that out, meaning that whenever like, if we were running my microphone
through this right now, whenever I'm not talking, it would go down to zero, right? But the problem is, the
reason this isn't great for noise reduction is
that while I am talking, that noise would still
be there, right? So you're still going
to have a noisy mic. It's just gonna be
silent in between. So it's not all
that great for, um, For noise reduction, but it
can be a cool effect for, like, let's put it
on these drums. So now we can kind of, like,
just get the tops of those. So I've thinned
out these drums by just listening to the
things the loudest notes. Now, we also have
this floor setting. This is going to make
it so that in between, we don't go all the
way down to zero. We actually let a little bit
of the background sound in. It can make it a
little more elegant. So if this is all the way up, the effect is off, really. So we're basically turning down the stuff under the
threshold here. Okay? And then we have
attack and release time. That'll just be how quickly the thing latches
onto the sound, and then hold will be
how long it can stay there before it starts
to move around. Under the return. So, pretty simple. You can also actually flip
it, which is kind of fun. So now we're chopping
out those quiet sounds. That can be a fun little trick. And you can side
chain with this. This isn't something we would normally think
about side chaining with, but it can be
really interesting. So, experiment with
that. But that's cat.
140. Glue Compressor: Okay, up next is the
glue compressor. Now, we're back into
compressor land here. So this is, on one hand,
another compressor, right? It works the same as the other compressor that
we already looked at. However, this one has a little
bit of extra sauce to it, and the majority of that is
kind of behind the scenes. This is called a glue
compressor because it's really designed for you to take
several different tracks, put this on them, and it's supposed to help them
blend together nicely. It's going to compress them
all and help them blend. So we would typically
do that with a group. So we would say, select
two things, Command G, put them in a
group, and then put glue compressor on
that group. Okay? That's kind of its best use
if you want that glue sound, but you can also just
use it as a compressor. So let's check it
out on these drums. So this should be pretty
familiar to you by now, we have our threshold, and
then we have the makeup gain. We can kind of manually push this makeup
gain a little bit, which is different than
we saw on the other one. Okay? So right now, it's
not doing anything. We're gonna pull
our threshold down until we see that
needle start to move. Okay, now we're just
pulling our threshold down. Okay, now it's moving a lot. So we're applying a lot
of compression now. Let's kick up our makeup gain. And there we are. There's
our compressed signal. So it really brings out
the little icky things in between, some
of these things. Again, we have our attack, our release, the ratio. This soft clip
we've seen before. We saw this on
something recently. This is going to
just push the signal a little bit and give it that kind of warm small
amount of distortion. Let's kind of compare the two. So, here it is off. On. We also have this range
button here that we can use to kind of pull back the
possibility of compression. So if we pull this down now, let's try the soft clip now that we're really
hitting this clip. Yeah, it is a little softer. So it's when it's already clipping and we hit
this soft clip, it kind of softens it
down a little bit. But I know a lot of people who are using this effect
right now for nothing. They're just leaving
that all the way up, that all the way down,
that all the way up. So now it's not doing anything. No compression. The only thing it's doing is the soft clip. So I've seen people
using it a lot for that. So something to consider. A lot of people
are really liking that soft clip circuit here. But try this on groups,
especially drum groups. This works especially good on no
141. Limiter: Is limiter. A limiter, in a way, is like an
upside down gate, kind of. What we have in limiter is relatively simple effect
where we're going to say the signal can
go to some amount, and once it gets to that amount, it shall go no higher. It shall not pass.
So we set what's called a ceiling and we
say, that's the top. You cannot go anymore past that. Okay? So take a look at this. Here's our ceiling,
pull it down. Okay. Now, you can see
we're hitting that ceiling. If we listen, we're
really softening those. Like, I'm really slamming it
up against that ceiling now. So what's happening
here is that we're basically clipping it by artificially lowering the top of the loudest sound
that is possible, right? Because it's zero is the loudest sound that
we can deal with. So we're lowering that
with this ceiling. So we're kind of
artificially clipping it by telling it to smash
up against that ceiling. Normally, you don't want to smash that hard up against it. But this is a tool that we
use a lot in mastering. We use a lot in mixing, where you can just put this
at the end of a chain of effects just to make sure
nothing goes crazy, right? You can say, no
matter what happens, this is the top,
don't go past it. And you might want
to set that to be negative eight for mastering
or something like that. That'll keep anything from just getting out
of control on you. So it's often used as basically a safety
net at the end of a bunch of
complex processing.
142. Multiband Dynamics: Okay. Multiband dynamics. So, the music content I'm
going to be using here to demonstrate this can be
a little different than the videos around this
because I made this video, and then I literally just woke up in the middle of the
night last night being like, I didn't explain that very well. Let's do it again. So,
multiband dynamics. And what we have here is
two things, three times. We have an EQ and a
compressor, okay? So EQ, compressor, and then we have that
three times another EQ, another compressor, another
EQ, and another compressor. So we have three bands of EQ and a compressor
for each one. So we have a triple
compressor here. So first, let's dial in our EQ. So if I play this little clip, I've got ears drum and bass. Here's our highs, here's our
mids, and here's our lows. Okay? Now, what I've
always been taught to do with this is listen
for the snare drum. Okay? So if I go to my lows, I want to get just a hint of
that snare drum in there. There it is. Okay. Now,
the same thing in the his. I'm going to raise my
cut off a little bit here cause I want just a tiny bit of that
syndrome. I'll do. Okay, you can set that
up however you want. We'll talk more about
this particular device when we get into mastering. But for now, that's just a good, just general basic
rule of thumb. Now, the compressor part of it. This is a different
interface for the compressor than any other compressor
interface I've ever used ever. This is different. It's a little tricky to wrap
your head around. So here's what you need to know. Let's look at our heights. Okay? So first thing I'm going to do is I'm
going to move this block down so that I get my signal in the range
of my compressor, okay? This is basically your
threshold, right? We're just going to get
that up into our threshold. Now, we're not doing
any compression yet. We haven't done anything to it. We're just getting it in there. Now, the thing you need to
remember is that each of these vertical lines here
is ten dB of volume, okay? So what I'm going to do
is I'm going to click and drag inside this box.
I'm going to pull down. Okay. Now, each of the lines inside this box is
still ten dB of volume. Okay? So now you can
see it's just got to go farther to get ten dB volume. So that's compression. This is kind of like if you're a Sci Fi nerd like me,
you might know, like, this is like an FTL
drive in, like, a lot of Sci Fi shows
where they basically, warp space time in order
to, like, move fast. We're kind of like
warping math in order to get through it faster. That's the way
I think about this. So we've got a lot of
compression here now. Let's look at our mid Let's get in there and then hold
that down a little bit, compress it and our base. Okay? We can compress
it this way. Now, there's something
else you can do with this that you might not have
noticed. We can go up. Okay. Now, that doesn't sound
very good in this case, but what that's going
to do is it's going to make each of those ten
DB lines farther apart. This is called
backwards compression, and it basically
means we're going to uncompress it a little bit. So if you're working with a
sample that has already been compressed a whole bunch
and you want to get more dynamic range back into it, this is a way to do it
backwards compression. Sometimes we do that in
mastering a little bit, just to give us a little bit
more dynamic range if in the mixing process something
has been really compressed a lot. But there we go. So in addition to that, each one of our compressors
has our settings, our threshold in ratio, attack and release
times, output. We can boost that
volume up if we want. And that's pretty much it. Okay. So a different way
to look at compression, but it's really useful
if you get used to it. Again, we'll come back to
this one in mastering because that's where this one
is really powerful.
143. Using Time Effects (Bussing): Okay, we are up to time effects. So there's a bunch of effects that do various
things with time. Delays echo. Even reverb is a time
effect because it's very short amount of delay is kind of what
makes a reverb sound. So in order to use time effects, we need to talk about
busing a little bit. So it is common, and it is good practice to
use time effects on a bus. Here's what that means. We talked about this,
I think earlier, but so in live, we have these two
buses by default. What this means is that
we can very easily route sound down to
these tracks, okay? And they are right here. So this is going to send signal from this track
down to this track. This is the first one,
this is the second one. This is A, this is B. So that first one sends
the signal down to A. So if I hit Play right now, you're going to see it show
up in A. There's my signal. Okay? Nothing is showing up in B because I didn't
send anything to B, I can also send it to B,
though by doing that. Okay. Now, there are a few
different reasons for busing. But the one we're
concerned about right now is effects and in particular, time based effects. You can do this with any effect. But there is kind of
a common acceptance, I guess, that a lot of time effects are
better going on a bus. So if I wanted to put
a big delay on this, I might send it I might not put a delay
directly on this track, but instead put it on a bus and then route the signal
down to that bus. Now, the reason for
that is that it can make the sound a little
cleaner to do it that way. What you would do, let's do it. So here we have B, and this has a big
delay on it, right? So when we do this, we always
set this all the way wet. So if this is all the way wet, what that means is that this volume knob is basically
your delay amount, A? So if I don't want
any delay, Oops. I'm on the wrong
track. This one. If I don't want any delay, I just turn this
all the way down. If I want delay, I turn this up. Let's loop this. Okay. So I can turn this up, and now my delay amount is
this volume of ****. So the idea here is that
if we separate those two, if we have a volume knob that is just delay and a knob
that is just dry, which would be this one, then we can layer the delay on top, right, and it can
be a cleaner sound. But if we put that delay
right on the track, then it can muddy up the dry signal a little
bit. Let's actually try it. So I'm going to take
this exact same delay and put it on this track. Okay? And let's get rid of
this multiband dynamics. Okay, so here is the same delay going
right through this track. Okay. Let's turn it down
to half dry, half k. Okay? Okay, now, keep
that in your head, and I'm going to turn off this delay and turn
on the bus delay. Oops. That looks right. Yeah. Okay, so it is a little
bit different sound. Um, so something to consider. Now, let me also say that
if you look around online, you will find people who say, you absolutely must put delays, maybe even reverbs on a
bus in order to use them. Anyone who puts a delay directly on the track
is wrong, wrong, wrong. That's what you'll
find people saying, and I could not disagree more. Sometimes you just throw a delay on that track and
nobody gets hurt. It's fine. I do it all the time. So you don't have to
route things with the bus for your time effects. You do not have to do that. You can do it. The reason to do it is that it generally results in a little
bit cleaner sound. But if you've got a super distorted sound
that you're adding a bunch of delay to and don't
care about it being clean, then, you know, you don't
have to do it. It's fine. So keep that in mind. You don't have to do it, but
it can sound pretty good. For these going through, just for the purposes
of our example, I'm probably not going to do it. I'm just going to put them
right on the track so that we can go back and forth to
hearing them on and off. But keep that in mind. I think I might talk about this
a little bit more at the end when I talk about kind of how to build effect chains. So more on this shortly, okay? So off we go.
144. Putting Effects on Sends: Okay, let me talk
just really quick that if you do want to use the sends for things like
delays, this is how you do it. So we talked about
using these to send. Down here, we have what
Ableton, by default, gives you two sends, and one is called reverb and
one is called delay, and they have a reverb
and a delay on them. They don't have to
be called that. You can delete this reverb and get rid of it and rename this with Command R,
whatever you want. Um, Delays. Sure. You can add more by going up to create
insert Return Track, and you'll get a third one. And whenever you do
create another send, you get another send up here. So another place we
can send it with. You can create as many
sends as you want. You'll get tons of
them down here. Then all you do is go to your send and then put whatever
effects on it you want. So here's an echo gate phaser. Sure. Now I've got this kind
of complicated effect here, and if we want to use it, we just send signal up to it. Make sure that when you
do things this way, you always set it
all the way wet. This doesn't have a dry wet. This one kind of doesn't
make a whole lot of sense. Whatever. So set them to all the
way wet so that you can balance all the
effects with this. So you can do this for
any kinds of effects. And like I said, there are other good
reasons to do it. One reason that I really
like for doing it this way is for
something like a delay, I might say, or even
this big crazy effect. I might say I want
this crazy effect to happen to a bunch of stuff, and keeping track of all of these settings
is kind of hard. So I might just put it
down here on a bus, and then anything I
want sent to that, I can just do it with
that so that I don't have to copy all those
settings to a bunch of different tracks and worry
about getting one wrong. I can actually just think of
another really good example. I was working on this podcast where I was writing the
music for the podcast, but they also wanted some
treatment of the voices. So the voices to
sound like they're in a certain place or
with certain things. And there's like ten
tracks of voices. But there's only, like,
three characters. So there's a bunch of
different tracks a bunch of different tracks of
the various people. So I could just set
up the effects in a bus for where I wanted
them to sound like, and then just route them to
the right bus for each track. And then I was sure that all
the right characters had the right effects and no
one would get mixed up. And I put one person's effects on the other person's voice
or something like that. So very handy for
things like that. Anyway, so that's
how we set it up. You can put whatever you
want on these tracks. These bus tracks
are kind of funky because it looks like we can do some cool
stuff with them here, but you can't can't put
any clips on these. Like, it won't let me
drag this down there. That's kind of wasted
space for now. Um, they just kind of
hold effects and things. That's why we usually
keep them nice and small 'cause there's no real need
to see all this stuff. Okay. Let's move on
and talk about delay.
145. Delay: Okay, let's talk about delay. This is our kind of
general all purpose delay. So the way we have these numbers here can be a
little confusing at first. So let's start there.
Okay, first of all, sync or not sync. If sync means that it's going to lack our delay to
divisions of the beat, if we turn that off, we just get a
millisecond amount. So if you want to do beat based
things, keep that synced. If you're doing
more ambient things and there's no
pulse or anything, you can use the
unsinkedPbably just fine. Um, this is going to unify the left and right channels
so that they stay the same, which can be good sometimes and sometimes you want
them to be different to make a little
kind of hocke sound. So this little
percentage down here can be used to kind of push our delay amount forward or backwards in
very slight amounts. So if we say like
three 16th notes, and we just push it
up a little bit, you can get like maybe a swung feel or just a
different kind of feel. So you can play
around with that. I don't use it very often, but it's pretty great for
really dialing in, like, exact groove
amounts into your Delays. Feedback is feedback
how many times this delay is going
to come back. This infinity symbol on the feedback sounds
awfully dangerous. It sounds like you're going to feed back something forever, and then we're all going to
die. That's not what it is. It's kind of like a
freeze button that we saw in spectral shaper where
basically it's just going to stop taking in new stuff and just
feed back what it already has in its buffer forever until you
tell it to stop. Okay. Oh, so these numbers. Okay, wait. So let's go
back to these numbers. So these numbers are numbers
of 16th notes, okay? So one, two, three, four. This is going to
be one 16th note, two 16th notes, also
an eighth note, three 16th notes, four 16th notes or a
beat, five 16th notes. Six, there's no
seven button here. Eight is going to be two beats, 16 is going to be four beats. So you can dial them in a little more specifically
using this if you want one of those odd ones, but, like, seven is strange. Like, you wouldn't
normally do that. Um, usually, this is what we want is one of these options. Okay, then we have a
filter. This filter does nothing until
we turn it on. So there it is, turned on. And basically, what
we can do is we can use this filter to carve out what's
gonna get delayed. So let's say, like, right here, I have
this little beat. Okay, and let's say, I don't
want to delay those kicks. Okay? That's something that we often do with a delay is try to not delay our kicks
or low basi type sounds. It makes it really
hard on our mix. So let's just take
this and say, Okay, I'm going to carve
out the low end, and we're just going to apply
a delay to the high end. So what we're going
to hear now, because my wet is at 100%, we're just going to hear
the delayed high stuff. But if we want to
hear the low stuff, let's pull back our dry wet. And now our kicks
are not delayed. Cool. Lastly, this mode, this has to do with what
happens when you change the delay amount while
it's running, okay? So in most cases, you don't
need to worry about this. But let's say this is going. Let's just make it big and wide. And I change the delay amount. It makes a little like, glitch type thing that
happens because well, because you've got a
buffer and you're asking it to do something
different, it's complicated. But basically, when you switch the amount of
delay while it's running, it's saying, Do you want me to do this weird re pitch thing? That's just kind of
a Algorithmic thing, do you want me to fade between the two amounts or do you want me to just jump
right to the new amount? So you can kind of specify
how it's working here. Ping Pong is going to add
some panning into your delay. It's going to move
things back and forth, which is kind of fun
and then dry wet. We've also got a
little modulation we can put on our filter if we want that to move
around a little bit while we're playing with it. Okay? But this is pretty
much kind of like out of the box normal delay. We'll look at some
more complicated ones soon, in fact, next. So, yeah, let's
go on and look at a little more complicated
one the echo.
146. Echo: Okay, up next is echo. Now, echo is like delay, but a lot more complicated. So let's start over here. So here we have our delay
amount, same thing. We can link them together so that they're the same or not. So here we have 16th note, and we can basically just crank up a division of the beat, but we have some more options. We can turn sync off just to get us back to a millisecond. But if we don't
want to do that, we can say dotted triplet 16th So these are going to
add different rhythms to it. So we could say, and we
would combine these. So if I said eighth
note, triplet, so our delay amount is
going to be an eighth note, triplet rather than
just an eighth note. If you're not familiar
with these terms, a triplet is a little bit
faster than an eighth note. And it's going to
make it trickier. It's going to make it not
line up kind of perfectly. Same thing with dotted.
It's going to be a little bit longer
than an Ace note, if it's a dotted As note. And that's going to make a much more complex echo happening. We've got our offset here so we can nudge
it a little bit. We can attenuate our
input a little bit as it comes in with this and
our amount of feedback. Okay, next, we have this
really cool graphic. Ableton calls this the tunnel. You know, it'd be
hilarious, if I put a whole bunch of echo
on that when I said it, like the echo I had to entertain myself somehow
while I'm doing all this. Anyway, so here's
what we see here. We see the left and
the right signal. So if I separate
the two signals, you can see they're different,
left and the right. The white dots here are showing us a constant
eighth note, okay? So that's what a constant
eighth note would be. And so the white dots are
just kind of for reference. Yellow lines are our feedback. So they're where
we're going to see it as we move down
towards the center. So we're going to go
boom, boom, boom, boom, bum, bum, bum, bum, right? If I pull back the feedback, we're gonna get less
of that, right? At zero, we're just going
to hear boom, boom. That's it. Let me
fix that there. Okay, so it's just kind of
a visual representation of what we're going to
hear. It's kind of neat. And actually if you
have a push controller, it's really kind of gorgeous
on a push, to be honest. We do have a filter here. It's kind of hidden away,
but there is a filter, just like we saw in delay. If we want to focus this in, we can use it. I'm
going to turn it off. Then we have reverb that
we can add to it just for, you know, reverb, as we'll
talk about in a minute, is basically a super,
super short delay. So it's kind of adding
another layer of delay, and we can decide if that
goes before the other delay or after the other delay or combines with the
feedback of that delay. Decay of that reverb, whether this is a stereo delay, ping pong, meaning it
goes back and forth. You can see what that's going
to do there or mid side, meaning that we have
our two basic things that we're playing with are
the middle and the sides. More on that when we
talk about mixing. Okay? Now, we also have
some extra goodies here. We have modulation where we can really kind
of play around with the stereo balance by
adding in some modulation. Basically, we have
something like an LFO going here to control it. And then some character
elements. We can add a gate. We can do some ducking, which is basically
saying side chaining, but just kind of manual here. We can say, here's the
threshold, turn it down. Add a little bit of noise, add some wobble to it, just fun. And here's that re pitch
thing that we saw earlier. So if we mess around with some parameters
while it's running, you're going to get
this re pitch effect. It's going to sound like the pitch you can
turn that off there. And that's it. Echo is
weirdly complicated, and check out some
of these presets, 'cause there's a lot of
really handy stuff in here. But that's basically
how it works.
147. Filter Delay: Alright, up next. Filter delay. So here's
what it looks like. This might look a
little familiar, yeah? This is kind of a bit like
the multiband dynamics, where we have three
filters set up, and then we can do delay
things separately. So we saw in both delay
and echo that they had a filter built
in so that we could focus our delay on
where we want it. This is that just
kind of amped up. So if we want to
say, here's my low, here's my mid and here's
my high, we can do that. So we say, I want this
to delay like this. I want this to
delay differently, this one, maybe we don't want
this one to delay at all. That's fine. We can turn it off, or we can set it to
something different. Now, we can also do some
interesting panning things here. So if we want, we can say, This is one is left,
this one is right, and this is left and right. That is kind of by
default, what is set up. You can see the
panning right here, but we don't have
to use it that way. We can say that, you know, these are all centered
or they're however we want them to go. So in other words, we can set this up so that the filters are pointing
to specific frequencies or we can set it up so
that these are going to treat our left and right
channels differently, or we can actually
do kind of both. So here's where we
set our delay time, again, in 16th notes. Our feedback amount,
the panning amount, and then the volume
for each one, our dry wet amount, and we're often running. I like this on drums, kind of, where I might say, nothing on the low end, maybe three in the mids
and fours on the highs. No, the other way
around. Be odd numbers are going to get you
a more complex sound. They're going to interfere
with everything. And generally
speaking, broad terms, odd numbers and your delay, odd numbers of 16th
notes are going to get a more kind
of bouncy thing. Even numbers are going to get
things that line up easier. So this will make
our high ends a little washy and our mids
more or less line up. So there's that kind of
syncopated feel to the hives. I kind of jig what's
going on in the mids. Let's turn off the hives. It's kind of a solid groove. Maybe we'll have to
come back to that and play with it some more. But for now, let's move
on to grain delay.
148. Grain Delay: Okay, let's talk
about grain delay. Now, do you remember
when we were talking about the spectral
effects from before, Spectral resonator,
spectral spectral time? That idea of spectral
is very similar to the idea of grains or granular. We talked about
granular synthesis, I think, back when we were
talking about synthesis. So whenever you see that
word grain or granular, what that means is
that we're using a technique a lot like
this spectral technique. But in this case, what
we're doing is we're taking the sound and chopping it up into little little bits, like small amounts of sound that are maybe ten to 15
milliseconds each, okay? Now, once we chop up the sound into those
small little bits, we can rearrange them
however we want, and that can make some
really interesting sounds. Think of them as little
droplets of rain, right? Like, there's all these
little droplets of rain falling all over the place, and we can scoop them up and put them together
however we want. So granular effects give us some control over some
kind of neat things. So this is kind of a confusing
effect the way it is. Basically, we have this big grid that we can
play around with. So we can set these things here. We can say spray. Now, this is kind of like when those little droplets
of rain hit the ground, how far are they just
chaotically gonna go? So we can say, yeah, a lot. So we can set frequency
where there's going to be a certain amount of
frequencies generated. Pitch, I believe is more of a transposition than
adding new things. Random pitch, we can
say, make random stuff, how much feedback we want
and how much dry versus wet. So this is all the
way wet right now. And then we can give it
a delay amount here. Now, you have these settings. And then the same
settings down here. And the reason is we can
set them to values here, but we can also pick two of
them to place in this grid. So we can say, I want spray on my vertical axis and pitch
on my horizontal axis. Okay? That makes this little dot a really fun thing
to map to, like, if you have a pad or some kind of controller
that you can move around, do this, you can make some really crazy effects
by modulating this. You can even automate it, but it's more fun to play it live. See, like, watch this. Let's go all the way
wet. It's pretty cool. It's pretty fun. Please.
149. Reverb: Alright, onto reverb. So we don't often
think about reverb as a type of delay
or a time effect, but it is actually a very short delay kind
of bouncing around, and that's what gives
us the effect a reverb. So how does reverb work? Reverb actually is kind
of three elements, okay? In the most kind of
classic situation, we have the direct signal, the early reflections, and
the reverb tale, okay? So, in our reverb here, this input filter, this is going to deal with the direct
signal, the input signal. Okay? So we can
shape what we want. We can do a low cut,
a high cut, both, and just kind of shape
where we want to put our reverb. Okay? So let's just kind of leave
that off for the moment. So early reflections are the first bounce
back of the signal. For example, in the
room I'm in now, there's a wall about
seven feet behind me. But there's a screen about
1 ft in front of me. When I talk, the first
thing that's going to happen is my voice is going to hit that screen
and then bounce back, and I'm going to
get it right away. That's going to tell my brain a lot of information
about what's happening. And it's going to be like
less than ten milliseconds. Those are the
earlier reflections. After that, the
sound is going to bounce back behind me, hit
that wall, and then come back. This is the actual
bigger reverb. So with our early reflections, we can do this spin thing where we move them around
a bit, adjust the shape. And this is all in this kind of automation of these
or modulation, I should say, of these. The diffusion network is
kind of what happens when it hits that back wall
and then spurs out. I have these big black
things right here. These kind of suck up sound and don't let them bounce
around a whole bunch, but they are specifically for this purpose
to stop diffusion. So we can kind of create a little filter to kind of shape how these sounds
are coming back. So if we want a brighter reverb, we're going to do
this kind of thing, if we want a darker reverb,
this kind of thing. Okay. Then down here, this pre delay, kind of, like, sticking to the
analogy of where I am, this pre delay is
going to kind of push my screen back a little
bit if I want it to, so I can give the sense that the room is a little
bit bigger than it is. And then size is the
size of our room. This smoothing, I believe, this smoothing has to do with what we were
talking about before. If we change the values
while it's running, how does it deal with that? Fast and slow means
it's going to catch up quickly or slowly, or it's just going to do none. I always had that said to fast. And then decay,
this has to do with the length of our
actual reverb tail. So I notice this is in seconds. Everything else is in
milliseconds. This is in seconds. So, you know, 2.5 seconds
is big reverb tail. We can freeze it so that it just really goes nuts
for a long time. Density is going to kind
of divide our signal up into multiple signals and
put them back together, kind of like a chorus effect, which we also have here. Okay. And then dry wet diffusion
amount and reflection amount. So all of that gets us reverb. Reverb is actually a
weirdly complicated effect. Check out your presets to kind of get you in the ballpark and
then go from there.
150. Hybrid Reverb: So there are kind of two
different ways to do reverb. There's actually a few
different ways to do reverb, but there's two
more common ones. There's kind of
reverb by algorithm, which is kind of what
we just talked about in the reverb tool effect. Then there's also something
called convolution reverb. And what you do in convolution reverb is you take what's called an impulse response and you analyze it and you create
a reverb based on that. So let's say you want a
reverb that sounds like um, a grain silo, right? If you don't know what a
grain silo is, Google it. It's a big concrete building. So one thing you can do is you could go into a grain
silo with a gun, like a real gun. Don't use a real gun. But like a starter pistol,
something that shoots blanks. And you could set up a bunch of microphones, shoot your gun, and then listen or
record the reverb tale, how long that reverb goes and
all the frequencies of it. Then you could put that analysis into something
called a convolution reverb, and it would basically extract
the reverb elements from that sound and give you a reverb that sounds
like that grain silo. Convolution reverb. It's pretty cool. So
in a hybrid reverb, what we have here is both. We have the kind of
algorithmic way of doing it blended with the
convolution reverb. Okay? So that can produce some kind of wacky
reverb sounds. So we have some similar things
here. We have pre delay. We can set that to
be a division of the beat if we want
feedback amount. Here we have our
convolution setting. So convolution
impulse response IR. So what do we want? Do we want early reflections
kind of stuff or big things? Let's say, like, textures. And then we have these ones. Jet wash blanket. Sure. So that's what the
impulse response looks like. So that's like it's
gonna grow really big for a couple of seconds, and then it's gonna tail off. This gonna sound crazy. Let's try it on our
Cello sound here. That's a long reverb. Okay. So we can set how
these things process. Do we want them to
process in parallel, two different kinds
of reverb and then parallel like this and then come
together at the end. Serial, or do we want
to just do algorithmic reverb or just do
convolution reverb. Okay? So that's how we can
combine them together. For the algorithm side, we have a couple of
different templates here. We can do the freeze thing, delay, decay, size,
damping shape. Kind of normal settings. This vintage effect
can be kind of cool where it's basically
every time it feeds back, it's going to degrade
it a little bit more so that it kind of sounds like it's falling apart as
it moves away from you. We also have an EQ in
here if we want to tailor if we want to
tailor the output of it. So pretty cool effect. Go to this if you're
looking for a little bit of a weirder reverb sound. There's a lot of
crazy presets here that'll get you some
really cool effects. Awesome.
151. Repeat: Alright, two more time effects. And these two kind of fall into a big category that we just
generally call performance, meaning that these
are great tools for using a live performance. However, at least the first one, I've used a whole bunch just on a track, not for
live performance. So both of them, I mean, they can be used
however you want. You know, you're the boss. You do what you want. Um,
okay, so beat repeat. This is great for,
like, glitchy effects. So here's what this one does. Imagine you've got a
glass of water, okay? And you pour water. Well, you've got an empty glass, and
you pour water into it. Then from anywhere in the glass, the computer decides to poke a hole in
that glass and let the water out in different ways. That's kind of what
Beat repeat is doing. We're going to take in a signal, some music that we play into it, and then it's going to
kind of store it and then start kind of shooting it
out in different ways, creating kind of
glitchy effects. We can add some randomization
to it if we want, or we can make it
very predictable. So basically what we
have here is we have this grid where we
see four beats, okay? And we're looking at 1 bar. So here's the first beat, the second beat, the third
beat, and the fourth beat. We can make it longer if we
want with this interval, but 1 bar is the default. Okay, so while
we're listening in, we're going to grab
something in this first 2.5 beats is the
way we're set up now. We can say we want it to pick up more than the 2.5 beats by going to this gate and opening it up more So now we're saying we can listen to the
whole bar or anything else. Let's take it back. Let's
take it to, like, two beats. We can move forward where
those two beats are. Oops. We can move forward which two beats it's
targeting with that. We can chop this up more. With this grid, we can say, I want you to focus on
16th notes or 32nd notes. Let's set it to 16th notes. We can crank up this variation. They'll add some randomization.
Same thing with chance. We could pull chance
down, and that would say, we're going to get
one of these repeats, kind of like grains, actually, only 50% of the
time that we expect it. We can add some pitch changes to the to the repetitions of it, and we can even set
a delay a decay on the pitch that it
ramps down or up. And then this is what I find
most interesting about this. So what we can do
with these three controls is we can say, I want to hear both
the glitchy stuff and the original stuff. It's almost like a dry wet mix. Or you can say, I want to
hear just the glitchy stuff. With this gate, or I want to hear just the input
signal with this in. And then, of course,
we've got a little filter on here so we can
help target it. So let's look at some of
these defaults. Brain dance. Let's put it on. Let's go to this clip here, and
let's just hear it. Let's turn off this one. Okay, so here's that
brain dance preset. You hear that? That's
the pitch decay. If we go to gate,
we're going to hear just the glitchy stuff that it's adding. Yeah,
that's kind of cool. Let's, um deconstruct one. Let's listen to a
mix. It's just crazy. This air pusher one is very I mean, obviously, this is designed
to kind of emulate, I think, square
pusher, his music. Let's go to gate. So, fun, glitchy stuff with this one.
152. Looper: Okay, last thing in our
time effects is the looper. So if you've ever
seen someone like a singer songwriter
or something using a looper pedal or any kind of performer using
a looper pedal, where they have a
pedal that will maybe it'll cycle back
their voice again, maybe their guitar
again so they can build big harmonies and
things like that. Someone who does it really well, I love watching
these performances. It can be just fascinating. So a lot of the time when
people are doing that, they're using something
that looks like a guitar pedal goes on the floor and they run
their equipment through it, but they could be doing
it with a laptop. And if they are doing it in Ableton, this is
how they're doing it. This is designed to emulate those looper
pedals perfectly. So you can record in a thing
and then add layers to it. So you can keep
recording on top of it, and then or you can let it play while you
do something else. I'm not very good
at using these. But basically, what we have is this big red button,
well, it'll turn red. Basically, what we have
here is this big button, and this is kind of
our action button. So we say, when I click this, do this, record X bars, which we can change
however we want. And then the plus means, I believe plus is continue
adding more layers on or we can change that to just play the layer
that I just added. So if I do this,
I'm going to play this drum loop into it,
which is kind of weird. Let's move it out here. I don't need this loop on,
but I could have it. Let's arm this to
record so that it's got my voice coming through.
And let's try it. So here we go.
Check, check, check. Now I'm going to
add some looper to it and check, check, check. Okay? Now it should
start playing that. And check, check, check. Now I'm off and
running. Looper to it and check check check. Okay? I'm going to add
some looper to it. So I could let me
turn that cord up. Okay. So now I could do some weird things like
change the speed of it, reverse it, add some
feedback to it. Um, and one of the coolest things is if I
really like what I made, I can go to this drag me and
actually just take it as a clip and throw it onto
a track and just keep it. So that's a cool kind
of feature of it. But the ideal thing that you
would do is map this Whoops. Check. Map this
button to a pedal or a key or something so that you can use it as a
performance tool. So using these loopers
is not my jam. I think it's awesome when
people are really good at it, but I've never really practiced it and got into
using looper pedals. But if you want
to do it in live, this is the way. Star Wars.
153. Audio Effect Rack: Alright, up next is
Audio Effects Racks. Now, we've looked at
instrument racks. We've looked at drum racks. I think we looked at
Midi effect Racks. What we need to look at here
is audio effects Racks. Now, this is my favorite. This is my kind of go to for most effects is to do
something with an effect rack, because it's just
so powerful and so versatile and there's just so much stuff
you can do with. So if you remember
instrument racks, this will be really similar. What we're going to do here is we're going to
build super effects. We're going to combine
a whole bunch of effects into one thing. Okay? So let's go to this track. We'll
look at this drum thing. Now, let's say I want to do something to this
where I'm going to give it some compression. Let's put a compressor on there, maybe a little delay, and Spectral time, do
something weird. Okay. And maybe a reverb
in there, too, okay? So now I have this
chain of effects. I have a compressor,
then a reverb, then an echo, then
spectral time. Okay? I can put
all those effects on a track. That's fine. And they're going
to run in series. They're going to
run from this one to this one to this
one to this one. It's going to sound like this. I was like popcorn going
off all over the place. Now, I could dial these in
and get this to sound cool. That's all great. But I could also turn these into
an effect rack, okay? So if I go up here to
Audio Effect Rack, okay, let's throw that
on this channel, okay? So what I'm going to here's
my audio effect rack, okay? So it's empty. Now,
there's nothing in it. Let's take the
spectral time and put it and just drag it
into that effect rack. Now my effect rack has
this spectral time effect. Let's open up our chains
here, which is this knob. You remember this from
instrument racks? And let's put echo on a different chain just by
dragging it down here. Okay, now I have two chains. Let's put reverb down here. And let's put compressor
down here, too. Okay? So now I have three
different chains in my effects. So the way that
this is different, so before, everything
was running serially. So it went from one effect to the next effect to
the next effect to the next effect to
the output. Okay? That was before. Now
that it's in Iraq, what this is going to do
before I mess with anything, this is going to do
is it's going to process these all
at the same time. So signal comes in,
splits into fours, gets processed by each
of these effects, and then comes back together
into one on the other side. This is called
parallel processing. These are all processing at the same time and then
getting put together. So in our case, right now, it's not going to sound wildly different than it did when
they were just in a row. Let's hear it. Actually, it does sound kind of quite a
bit different, actually. But that's not the
greatest thing about this. We can do a few things. Before we get into, like,
the really cool stuff, there's some stuff right
on the front we could do. We could say that, you know, this echo is a little quieter than the reverb, if we want. We can kind of blend these effects nicely,
just like that. We can adjust the
panning of the effect. We can solo it, we can mute it. We can do all kinds of stuff. Now, there's two
super special things we can do with an effect Rack. And let's deal with those
in separate videos. So first, let's talk
about the chain selector, and then second, we'll
talk about macros.
154. Chain Selector: Okay, if you remember
from instrument racks, we could build kind of
a super instrument by going into the chain
selector and kind of deciding what effect
was being used when. We can do that same thing
with an effects Rack. So we click on this
chain here, right? Okay? Now we have basically, we're going to build
a cross fader for our effects so that one effect morphs into the
other effect, okay? So let's say spectral time, we want to happen, I don't
know, half the time. Echo, we want to
happen half the time, and reverb we want to have
happen half the time. And this compressor, maybe
we want going all the time. Okay? So let's say
on the low end, we want to go reverb and then echo and then spectral time. This is basically making
a longer and longer reverb or delay, actually. So we start off with reverb, teeny, teeny, teeny, tiny delay. We get to echo where
we have big delay, and we get to
spectral time where we basically obliterate time. Okay? And then we're going to
have this compressor that's just always on and moving. Okay? So we adjusted
the range of these. Now we're going to adjust
the little tiny bar. You got to get right in there, and we can do this and that. And then that and oops. It's hard to grab that
little bar sometimes. Okay. So now, as I move
this chain selector up, we're going to move
through these effects. The compressor is always
going to be applied and then we're going to end up
on this spectral time, okay? So now, you'll remember that when we did this with instrument racks, we had a key selector where it could decide which Synth to use based on
what key we played, and it had a velocity selector. So it could decide what synth
we use based on velocity. This doesn't have
either of those because this is not a mini
track, right? This is audio. So those won't always apply. Sometimes they will
if we put this onto an audio Well,
sometimes they will. So what we have here is
just the chain selector. So we can take a knob
and like crank it up, but we can also automate
the chain selector. Okay? So we can kind of draw a line on how this
is going to move. So for now, I'm just
going to click and drag it, and this is what
it sounds like. So now we're in the reverb.
Moving into the echo. Moving into spectral
time. Cool. Let's set up our spectral time
settings a little bit here. Okay, I'm going to
mute our compressor just to make this
really dramatic. And I'm going to
turn up all the way wet on all of these effects. Okay, now let's check it out. Okay, so here's our Are weaver
moving up into our delay? And then into the infinite
void, where we get here. Okay? So now we've got
this super effect. So, how can we control this dial a little
bit more elegantly? Let's talk about Macros next.
155. Macros: Macros. So we click this
little button here, and we get macros. Again, we saw this with
instruments, right? So one thing we know
we can do with macros is assign a whole bunch of
parameters to a single effect. So the idea behind
macros is that we don't want to dig through all
of these chains and all of the effects settings just to find the effect we want. So anything that we
want access to quickly, we can put on one of these macros so that we
see it right out front. So the first thing I want access to is the chain selector. So I'm going to control click
on it map to Macro one. Okay? So now that's here. There's my chain selector. Now, if I want to
do other stuff, I could say the dry wet mix. Let's put that on Macro two. But then let's go to
Spectral time and put the dry wet mix also
on Macro two reverb. I already did echo I
don't think I did. Put the echo on Macro
two and the compressor, maybe if I want. Sure. Okay? So now Macro two is the dry wet mix of all
four effects, okay? So I can control
them without even clicking inside of
these parameters, I can control them
where they are. So anything else I might want, I can map to a macro. We can make more macros or less macros right here
with this plus and minus. And then with this
chain selector, I can easily just go into automation mode
and say, you know, click on the chain
selector to make sure you've got it and then say, I want this to go like this. Now, this effect Rack is the ultimate live
performance tool, right? You move that chain selector and you've got this crazy
amount of effects. I'll show you a trick for
this once we get into, like, the DJ setting, where
basically this is, like, your transition
for everything. Is just use one of these. But for now, even for
not live performance, but just for production, these chain selectors
are awesome. So if I get out of here, well, I can leave that on,
and we listen to this. Let's pull the dry wet
down of everything. Yeah, that's kind of cool. So that's what we
can do with macros. We can control really
kind of every element of it with the macros. So again, there are so many
audio effect racks here. It is ridiculous, okay? There are tons of
them. There are some like mastering setups. This is where it's kind of
unfortunate that they're out of the folders
that they were in. But you can see here
master master big boom, over driven tape master, media analog master,
full chain master. You know, these are going to get you in the ballpark
of a good master. Take this master, put
it on your main track. And now you've got some good
setup for a mastered track. It's not fully mastered. You need to dial this in, but in a pinch, it's a good
place to start. So, play around with
these audio effect racks. They'll blow your mind once
you really get into them. They're amazing.
156. Align Delay: Okay, we just have five
more effects left, and then we will have covered everything in this giant list. These last five are
things that we're kind of lumping into the
category of utilities. These are things that are handy. So let's start by
looking at align delay. Okay? So Align delay is a Max for live device. We can tell. Not that that matters
to us too much, but this is something new, and my best guess for how
I would use this is in a live setting if I'm running a PA or running playback
or something like that. What this is going to let
us do basically is set a very small delay
for each speaker. And we can use that
for timing purposes. So for example, let's say
I'm in a club or something, and my I'm I have two feet of cable between
me and the left speaker, but like 80 feet of cable between me and the
right speaker, okay? So in that case, I might want to slow down the left
speaker by just a smidge, a couple of milliseconds so that the signal arrives at the left and right
speaker at the same time. This is the kind of, like, configuration things that you can do with this
particular tool. You can set it to be in
milliseconds or samples, delay a certain
number of samples, or what's really fun. In distance. So meters or feet. So I can say, you know, delay this by, you
know, 19 feet, which is translating
as 17 milliseconds because sound travels through
a wire at a certain speed, and obviously this
has figured it out. You can even set the temperature as you do this because
the temperature will affect the speed of sound. So a handy utility. I'm never gonna use this
for any production purpose. This is really just
for the purpose of, like, speaker alignment
and things like that.
157. External Audio Effect: Okay, external audio effect. You may remember
external midi effect. Remember what external
midi effect did was it let us send a midi signal out to some kind of synth in the physical world and
bring back an audio signal. External audio effect is
similar except it's just audio. So the best purpose of this is, let's say you have, like, some cool outboard effects unit or guitar pedals or something like that,
something like this. So here I have a reverb pedal. Is my handy trusted reverb
pedal. I've used it for years. And let's say that I want let's just say
that I'm in love with this reverb and I want to
use this reverb on my track. Not any internal reverb. I like this one. So what I could do is like go to my interface, go to one of my outputs
and plug in a cable, and then I'm going to say
where that output is here. So I'm going to say output one. Okay? I can give it a little
extra gain if I want. So that's going to
send this track, the signal output
one on my interface. Now I'm going to take
that cable and I'm going to plug it into my effect, and then I'm going to plug
out of my effect and go back in to wherever I say here. Let's say two. I can
give it a little gain. I can do a little dry wet. And now I can do it live. Like that signal is going to be running
through this effect now, and I can adjust my signal and listen to it and dial it in. And it's just like any effect
in live at this point. So that is the only real
probably not the only, but that is the real purpose of this effect, external
audio effect. Let you send out
an audio signal to a physical thing and get
back an audio signal. So to do some processing
outside of live.
158. Spectrum: Alright, next is spectrum. So spectrum is really cool. I'm going to put
spectrum on this track. Now, Spectrum doesn't do any signal processing
that we can hear, okay? Spectrum is for us to see what's going on
in our audio signal. So, if I load that here, I have this grid, and you've
seen this grid before. This was something
very similar to this. I was in our EQ eight. But if I play this signal, we can look at it, okay? And that's useful. But what's even more useful is we've got this
little arrow here, and we can make it nice and big. So now we can kind of see a spectrum analysis of what's
happening in our signal. One thing that's handy is that we can put our mouse
over different spots, and then see in that
lower left corner, we can kind of see where we are. We're at 99.5 Hertz, which is approximately
the pitch G one. And the mouse is at negative
66.4 decibels, okay? So one thing that I get asked a lot is why is it
that we play a signal, and then when we stop
playing a signal, it looks like the
signal goes up, right? So here's our signal. When I hit Stop, it's
like, drifting away. The reason is, we're actually looking at an averaging graph. So it's averaging the
signals out to see it. And once we stop, it keeps
averaging it against zero, and it just goes away. So that's just how these work. Um can change what
we're looking at here. Blocks are basically the
fidelity of what we're seeing. You can look at the
left and right channel, the refresh rate, averaging, how it's graphing stuff. But if you ever want
to dig in deep and see what's going on in a signal, this is a good way to do it. Throw spectrum on
there and take a look.
159. Tuner: Up next is tuner. Very handy. We tune
because we care. This is just a tuner. It's an old school tuner. So, um, I throw this whenever
I'm recording my guitar, I throw
this on a track. This one, just like spectrum, doesn't do any processing, but you can put this
in a chain of effects, and it's going to
do you no harm. So even if I have
other effects on here, like this pedal effect, the tuner the signal is going to go right in and right
out of the tuner. It's not going to affect
our signal at all. So we can put it there
and it doesn't matter. It's still going to pass
right through it and go to pedal or whatever's next in
our chain or to our output. So with this, if I let's
just turn on my signal here, and now you can kind of see
it doing what it's doing. Uh I was getting kind of close. So when it turns
green, it's in tune. Let's do this. Let's switch to input two, which
is my guitar. And now let's look.
Is my guitar in tune. This is potentially
embarrassing. Ooh, so flat. Turn it up. There
we go. Come on. Come on. Tiny bit sharp. I like these to be my a string to be a tiny bit sharp,
but that's too much. It's like, negative 1,000
in Minnesota right now, and I have a space heater
right next to this guitar, which is why it's out of tune.
But that's how it works. Very simple. It's a tuner, just like any kind
of other tuner. You can put anything into
it. You can sing into it. You can play guitar into it. You can play your kazoo into it. I'll tell you if
you're in tune or not.
160. Utility: Alright, last but not least, the appropriately named utility. If we put utility, this is a little Swiss Army knife of
goofy things you might need to do at different
points for a given clip. I've needed to use all of them. So if you just need, like, a crazy gain boost,
you can do that. If you just need to do some hard panning,
you can do that. Um, this is going to
invert your phase, if you need to do
phase inversion, if you need to swap channels, so the left and right
channel, you want to swap. I be like that. You
could say this is just a right channel,
just a left channel. You could say this
is a mono track. Or you could say the
base of this is mono. This mono track business is what I use this for the most because of cases exactly like this.
See what's happened here? This is that thing we
did with the looper, and it recorded a stereo file
with a single microphone, meaning all our signal
is in one channel. So when I play this,
it's going to play it back all on the right
side. Or the left side. Check, check, check. And I could pan it. But
if I pan it all the way right, it's just gone. So I pan it all the
way left, it's there. So right is just
going to play this. So when you have a
situation like this where you've got a signal on one side, but it's a stereo track, it's just ugly to deal with. So what you can do
is put this utility on it and say, Yo, this is mono. Now you can deal with it
just like a mono track. You can pan it left and right, and it's going to be just fine. So that is the number
one reason I use it. This utility effect. And I use it kind
of a lot when I get these weird audio files.
It's really handy for that. Okay, enough of that. Let's move on to a couple more things.
161. Order of Operations: Alright, real quick. I get asked a lot about what order should
I put effects in. So we have something called the signal chain or
the effect chain. That's if we put a whole bunch
of effects on something, what order should
those effects go in? So here's my answer to that. Here's my, like, weird
artsy cop out answer, and that is the effects should always go in the order that
they sound awesome to you. There's no hard rule about this. Some people say there's a
hard rule, there's not. What is a hard rule is that the order of the effects
will matter, okay? In most cases, they
will change the sound. So it does matter that they go in one order will sound different than
another order, okay? There is no like this goes before that and
this goes before that. If you like the way it sounds, and that's the right order. Now, if you need
a place to start, the common way to
think about this is to put dynamic effects
first in your chain. Any kind of pitch affects
second and time affects third. Okay? Again, there's more
exceptions to that rule than there is the rule,
if that makes any sense. But it can be a good
place to start. But remember, always
listen to it. If you're hearing something and it's close, think through it, maybe try switching the
order of the effects, and it might change it and get it to something
that you really like. When in doubt, go
Dynamics pitch time.
162. The Effect Chain: When it comes to
the effect chain, the chain of effects
you use on a track, if you hear something
you really like, like if you hear a
sound in a track, they're like, Man, how
did they get that sound? Search online for the name of that track and
then effect chain. You might find it. Some people
publish that information. This is especially true
with vocal effects. As you work with vocals, you'll find that the effect
chain can't be really important for getting a
very specific vocal sound and for getting your
vocals to blend. So if there's a performer or
a producer you really like, search for their effect chain, especially like a
vocal effect chain. Like, if you want to know how they're processing
Taylor Swift's vocal, look for Taylor Swift
vocal effect chain. You can probably either
find it or find some people who have rebuilt something that they think sounds pretty close. Those things are
out there online, so don't be afraid to look them up and
see what people did. That's how we all learned
how to do things. So something to keep in mind.
163. What comes next?: N. All right. We've got to the end of this giant effects
one. That was a lot. Um, so take a deep breath, maybe take a day off
from learning live, but then come back because we've got a lot more to do in
the next class, Part six. We're going to learn
mixing, mastering, DJing. Okay? So we're going to spend
some time talking about how people do all this
stuff on stage, live. And when you see deejays
on stage live with a laptop and they're turning dials, what actually
are they doing? We're going to cover
that in the next one. We're also going to talk
about mixing and mastering. So you know we'll be pulling out a lot of those
audio effect racks, especially in the
mastering section. There's a couple other tricks that we have yet
to talk about like working with controllers,
mapping, follow actions. I'll show you my live
performance setup. And we'll talk a
little bit about using the push for production, too. All of that
in the next class. So that'll be Part six. It's probably out now. Go check it out. Okay, one more thing for you before we go.
164. Part 6: Introduction: Everyone, welcome to
Ableton Live 12 Part six. In this class, we're
going to focus on mixing, mastering and Djang. So we're going to start. We're gonna talk
about controllers, everything we need to
know about controllers, how to hook up a whole bunch of controllers
that I have laying around here and use
them with live, both for production and
for live performance. Then we'll talk a whole bunch
about this push controller, how it works if you
need to buy one, if you should buy one. What are the pros and
cons of having one? We'll go into some other
performance setup things like follow action,
some performance racks, how to convert a
arrangement view session to a session view
session so that it's teed up for you to
do a DJ set with it. Then in the second
half of this class, we're going to go into
mixing and then mastering. In that process, I've got a track that
we're going to mix, then we're going to master it. I'll show you how I do everything in live
and how you can to. So stick around for that. It's going to be really fun. We're going to do a whole bunch of really useful
tricks in this class. So let's type. Okay. Here's A. Here's B, right? Right? So you can
do some cool things with that. And this
is going to help. Now, we don't want
to just flatten out all of our dynamics, right? That's going to make
a very boring mix. But we do want to
taper it down a little bit and kind of control
it. So up here at the top. This is where I get
my clip slot grid. Here I can see
individual samples. And at this point, you know, I'm basically hear a
song on the radio. Let's say you're driving
down the road and you're listening to the radio
and you hear a song. Then you hear another
song after that, okay? If the next song is
just quieter, like, you didn't do anything
to your stereo, it just is quieter than
the previous song. So you reach for the knob.
165. What we are Covering Here: Okay, so here we are. Part six. If you followed along all
the way from part one, you're probably getting
a little sick of me, and I'm sorry, but we
have two big parts left. I'll try to be as
entertaining as I can. As always, I'm always
trying to be entertaining, anyway, back to business. So here's what we're going
to cover in this class. It's kind of a whole
smattering of stuff. The first chunk of
stuff is all going to be kind of around dejing, but there's a couple
tools we need to learn in order to
kind of really take advantage of some of the DJ and performance
abilities of live. So we're going to start by
talking about controllers. We've talked about
controllers a little bit way back, I think
in the first class. We're going to get a
little bit more into that, specifically with
performance controllers. Not so much with keyboards
and mini guitars and stuff, like we talked about early on. Although I am going
to show you how to use an instrument
as a controller. More on that in a
minute. We'll talk about push the push
controller, the push three. That's this thing that
you kind of can't see. But I'll pull it out.
We'll talk about follow actions,
performance setup. Then we'll get into mixing. So kind of a whole different
shift, paradigm shift. But we'll get into mixing. I'll walk you through how I mix some mixed techniques that I've picked
up over the years. And then finally mastering. So those are our big
things for this class. After this, really,
there's nothing left, really, but Max for Live. I think we've covered just about everything in this
whole program over the last 30 some hours of class content that you've
watched, which is awesome. So let's dive in to controllers.
166. The World of Controllers: Okay, so let's define
controllers a little bit. So we're not talking
about instruments here, although controllers are often kind of hidden as instruments, and it's not terribly
uncommon for us to have both, something that is both a
controller and an instrument. The easy way to think about the two is that instruments
play notes, Controllers trigger
things, move stuff. Typically, not notes. There are ways to turn an
instrument into a controller, and I'll show you that
in a few minutes. But for now, let's just
talk about controllers. So let's go to my
controller graveyard, shall we? Let's take a walk. Okay, so this drum pad is kind is mostly just an instrument, not
really a controller. Another computer, however,
can be a controller, if you want to set
it up that way. Here I have a bunch
of microphones, but underneath it,
this is an APC 40. This is kind of the go to DJ
controller for many years. I'll pull that one
out in a minute. This controller, I loved. So no notes on this, just dials, triggers,
and faders. This was a great live controller for a bunch of years.
I really liked it. This novation keyboard
is a keyboard, but it has some
controller stuff on it, so it can be used
as a controller. This here's the
push two, I think. So not my current push, not the push three,
but the push two. That's an audio interface. An iPad can be a controller. There are a bunch of
apps that will let you use an iPad as a controller. This is my old foot controller. This was my go to foot
controller for many, many years. This
thing was great. I don't often get
behind Baringer stuff, the company Baringer, but this
one super reliable for me. So it's got two continuous controllers and then a bunch of buttons that you can see I've labeled for my specific setup. And then we have the new
push three controller, newish now, I suppose. So there's a lot of
controllers in here. So when we're using controllers, we're talking about
launching clips, controlling the volume,
controlling the panning, controlling effects, a lot of
stuff that we can do live. Now, you can use controllers
for more than just, like, performing and
DJing and stuff. They're great just to
have on your desktop to get your hands on the mix. There's a lot we
can do with them. So first, let's talk about connecting controllers
and mapping controllers, and then we'll go into some
things we can do with them.
167. Connecting Controllers: Alright, let's connect
some controllers. So I pulled out this one,
this novation launch, remote Zero SL. I haven't used this
thing in a long time, and I've never used it
with this version of Live, so we're going to connect it
for the first time together. So in order to do this, well, first let me talk about what kind of connection
you should use. You can see, hopefully
in the back of this that it has old
school midi ports, and it also has a USB
port and a power port. Now, the way most
devices work is if they have both MIDI
ports and a USB port, use the USB port. Save yourself a ton of
work. Use a USB port. If it doesn't have a USB port
and it just has MIDI ports, meaning that it's an old device, you're going to need to get a MIDI interface of some sort. If you're using USB, you probably don't
need to use power. So the power input is probably just for if we're
using MIDI stuff, right? So USB has power built into
it a little bit of power. Sometimes you need
both power and USB. But in this case, I think I just need USB,
and I'll be fine. So I'm going to plug in USB
and not those MIDI ports. Before I do that, I'm
gonna go to Live, and I'm going to
go to my settings, and I'm going to go to
Link tempo and MIDI. Okay? So here we've
seen this before. We have all our
instruments down here. See my keyboard, a
USB MDI interface. This Fishman is my MIDI
guitar, push three. Up here, we have
control surface. Now, control surface basically a fancier
name for controller. That's the kind of controller that we're
talking about here. So you see my push two was
set up as a control surface. This launch key mini, which is a little keyboard
I have over there. That was set up as
a control surface, but neither of them are
plugged in right now. You can see they're
all grade out. So let's plug this one in. Alright, so now it's
plugged in with USB. And let's turn it on
to the USB setting. Okay? And it's lighting
up. And there it is. It's popped right up. Remote SL classic. That is what this thing is. So we have inputs and outputs. Now, we need inputs. So this input means that this thing is going to send
numbers and values to live, and Live is going to
accept them input. So make sure that it's set
up to listen to your inputs. Outputs you may or may not need. That's live sending
stuff back to this. Now, this has a display on it, and it can say some stuff. So that's what Live
is sending back out to it is just updating and
telling us what it's doing. I also can give us the tempo which you've seen in this little light blinking. Hopefully, you can see that.
See it a little light? Yeah. So it can get the tempo. So we can get stuff back. Your device may not
need to get stuff back. So that's really
all it has to do. Let's talk really
quick about this takeover mode while we're here. Takeover mode means this. Let's say I have this fader. Hmm. Let's say I
have where to go. This fader mapped to the
volume of channel one, okay? So on the screen, I click the volume and I move it
all the way to the top. But this fader is
sitting at the bottom. So what happens when I grab this fader and move it, right? Because the software thinks it's up here and this is down here. And when I move this
to take it over, so to speak, what happens? That's what this
takeover mode does. So if we say none, it's just going to jerk
right up to where it is. It's going to make a
pretty rough sound. Pick up means this
fader is going to do nothing until I hit where it is in the
track in the software, and then it's going
to latch onto it, and then I'm going
to control it. So I'm going to have to
go up and pick it up, so to speak, and then I've got it and I
can move it around. And then value scaling means that it's
basically going to do some fancy math and go kind of up a little bit very
slowly until I latch onto it, and then it'll be perfectly. So it's going to kind of mimic the shape and do
some fancy stuff, and then come back and grab it. That's usually where I like it. Value scaling that
is handy for me. But that's it.
That's all it takes to set this up. Then
we're good to go.
168. What Can I do with Controllers?: Okay, so what can you do? What can you do with controllers once you have them set
up? And why do we care? Let's say that I'm working on this track that's on the screen. I can use this controller
to help with my mix, or maybe I get it to a state where I'm
ready to perform it. Let's look at both
of those situations. So let me pull up my mixer here. This controller uses something
called auto mapping, and a lot of
controllers do this. What that means is that
as soon as I plug it in, Live knows this
brand of controller. It knows what it is, and it
recognized it when it saw it. We could tell it knew
what the name of it was. So because of that,
can auto map to it, meaning that a bunch of things are automatically
going to be connected to it. So what we have
here is so we have, like, all of these
faders, right? So I'm just going to move this one and see what's
happening on the screen. It already knows to use these
for my open session, right? So this is fun when you're
mixing because what it means is you can really just kind of get
your hands on the mix. Feels a little more real
that way sometimes. Like Right? So that can be really fun. Now, if you get to
performing and maybe you're doing a
session view thing, we can use some of the pads on these devices
to launch clips. We can also still continue to
mix from Arrangement View, so from session view so that if we're performing something,
we can control the mix. I can maybe control some
of the panning and sends. So we're using something
called autompping here, but I can overwrite
the auto mapping, and I can make my own mapping. So like, I have a dial
here and maybe I want this dial to control the
panning of my first track. I can set it up to do that really easily. So
let's do that now.
169. MIDI Mapping: Okay, this thing is called
MIDI mapping, okay? Here's what we're going
to do. We're gonna go up to this MI button
all the way up here. You can also just press
Command M whenever you want. But they're gonna turn your
screen into this mess of purple or whatever
your live looks like. Anything that's purple, I can
map to a MIDI device, okay? So a controller of some kind, even an instrument, which
I'll show you in a minute. So let's say I want this panning knob
to be on one of my dials on my remote zero SL. All I have to do
this is super easy. All I have to do is
click that once, okay? I'm going to click
the thing I want to map to. Okay? It's clicked. Now, on my device, I'm going to move this knob. I'm just going to wiggle
it. Okay? That's it. It's done. You can see this
thing popped up up here. This is a list of
all of our mappings. And it's not going
to work right now. It's not going to look
like it worked because I got to get out of
Mi Mapping mode. So I can click this
button again or press Command M. Now I'm out of it. But now, whenever
I move this dial, I suddenly have control of
my panning in that now. I still have control
of my volume over here in my faders, even on this one. But now panning is on this dial. So I can do this all day long. What if I wanted This controller has some pads right here. What if I wanted this pad to mute this track
really easy, okay? All I got to do is go
back into Mi Mapping, Command M, hit this track activator,
and now hit this button. Alright. And it showed up
here, and so we're done. Let's get out of Mi Mapping. Now when I hit that button, we mute or unmute. Okay? So I can do
this all day long. I can map anything to any parameter as long as it's one of those things
that shows up in purple, which is almost
everything, really. I mean, there's tons of
stuff you can do here. So, like launching clips, right? Like, if I wanted
to launch a clip, I would just click on the box, hit a pad and then
get out of this. And then whenever
I hit that pad, we're gonna launch that clip. Right? Super cool. So midi mapping is a really important
thing you can do. Now, there's another
version of it called key mapping that I don't think we've
talked about yet. So it's not entirely
relevant to controllers, but I do want you to
know about key mapping. So let's go on to a new
video and talk about that.
170. Key Mapping: Okay, you may have noticed
we have MIDI up here, but we also have
this word key just hanging out up there.
Let's click on that. Now we have a whole bunch of
stuff that turned orange. The difference
between MIDI mapping and key mapping is that key mapping wants you to map to this thing, your
Quirti keyboard. Anything on this you can map to anything that's orange
on the screen right now. Okay? So let's say I
want to launch this clip by pressing F. Okay? I just click on it once, and then I click on the letter
F. Maybe I want to launch this one with G and
this one with Okay? Let's get out of
Mi Mapping mode. And now I have those
three things under F, G and Right? Cool. What if I want to well, Command K is going to take us back into midi mapping mode. So things with, like, volume fades are tough. Like, what if I want I
can map that to, like, my arrow key so that I can
kind of increment up and down. But those are kind of
hard to do with Corti. It lets you do it, but
it's not super useful. So try to do things that are just buttons like
launching a clip. Launching a scene, muting, soloing, things like that. Like, if I wanted
to solo this track by pressing the number four. Cool. I can do that. So now it's soloed. I can toggle solo by pressing the number
four on my keyboard. Now, you might This might
be giving you problems. If you're thinking, Jay, none of this is working. These keys aren't working, and this little thing is
blinking at me right now. That's very possible.
Here's why. This little thing is our
computer mini keyboard. That says that tells AB to treat this like a piano
keyboard, right? And that's cool for
entering notes. But if you're trying to map
notes or map things to this, that little thing
is blinking saying, I'm already being used. That thing is blinking and screaming at you saying,
I can't do both. So it can't can't do both.
There's no way around that. You got to turn this off if
you want to do key mappings. Like, if I turn this
on and then do, like, four, it's still going
to work for four, but not these other things, see? If I do this F
mapping that I did, it's saying, No,
that's a mini note and a key. So you
got to turn that. Okay? Key mapping is super cool. If you have any really
repetitive tasks, map it to a key and then just, like, shoot it out. It's great for performance, but it's also great for production. Okay, let's get back to
our MIDI controllers, and let me show you
how you can use an instrument as a controller.
171. MIDI Keyboards as Controllers: Okay, so I can
using midi mapping, I can map notes to control
things if I really want to. So let me go over here. First of all, let me go back to Mimpping and show you
how to unmap some stuff. So if I want to
unmap these things, I just go back into Mi
mapping. I can do two things. One, I can click
the line up here, that is the thing I want to
unmap just press Delete. Or I can go to the thing that's mapped like this panning
and click it there, and then just press
Delete, and it goes away. Okay, so I'm going to
delete all of these. I'm also going to delete these
key ones because they're just going to trip
me up later. Okay. Alright, so now I'm
over in Mi mapping, and I've added three new audio tracks and
they each have a sample. I have a snare, a
kick, and a high hat. So I could go here and map these to the pad
on my controller, but I could also map
them just to, like, a note and trigger
them with a note. So if you're using,
like, a piano keyboard, you can map notes to do things, to trigger things, do things
that are not just notes. Okay, I put these
three new clips in, and I'm going to map them to just some notes
on my keyboard. So I'm just playing mini notes. Let's play a C a D and an E. Okay? It's kind of a mess to
do it that way, but you can. You can map notes if
you really want to. It would be easier to map things like the pads
in this controller, which are kind of notes. Let me delete these
and try that. See, these are coming
in as notes also, but they're a little bit
easier to deal with. Now I can play it
with my fingers. If you look around online, people doing, like,
finger drumming stuff. It's amazing. I'm not that. But people can do amazing
finger drumming stuff. Anyway, let's move on. Um Yeah.
172. What is the Push?: Okay, let's talk about the
Ableton push for a minute. Now, this is kind of
like a super controller. You may have seen these around. This is a controller
that is made by Ableton. This is the only
controller that they make, at least for now. This is designed to completely incorporate
everything Live can do. The theory here is that you don't even need
to look at your screen. You can do everything
from right within push. So if you're saying,
like, what is push, push is a controller.
It is a controller. It is a control surface. It is also an instrument. These keys are set up to let us play things. That's
what they're doing right now. And it gives us full control over everything
we're looking at. If I, you know, look at
something different, we're going to see
different things depending on what
I'm focused on. Here's some clips,
different tracks. So it's a very versatile thing. Now, the push three, which is what we're
looking at here, this exists in two
different flavors. One, you have to be plugged into a computer that's running live. If you don't want to, you never have to look at Live. The idea is that
you could pull this out on stage or use this while you're producing and never
have to look at Live. You can do absolutely
everything from within the push
three controller. But there's a second
version of it that actually has
a computer in it, and then you don't need to
be connected to live at all. You can just sit on a
plane and use your push. It is completely not
dependent on a computer. So this is the one that
needs to be tethered. It needs to be plugged in.
It's not a standalone version. So if you look on their website, there is a standalone
version and I think what we call
a tethered version, meaning it needs
to be plugged in. It is. Now, the push three, this is different than the
push one and push two, but the push three is also an audio interface.
You can plug in. It's got a couple.
Inputs and mic pres. So you can plug into it
and use it that way. So it's really versatile.
It's really cool. I would say you
should get one if money is no object. They
are not cheap, though. So we've got play
controls, record, capture, automate quantize, everything that's on
the screen you can get access to here and push. So let's talk real quick
about setting it up and then showing you some of the stuff you
can do with push. A
173. Setting Up the Push 3: Alright, I'm not intentionally
hiding my face right now. It's just that I only
have one good camera. And I want to focus on the
push for this section. If you miss my face, don't
worry. I'll come back. Okay, let's talk about
setting up the push three. So this is just the same
as everything else. It's actually quite
even a bit easier. So this has a USB cable
coming out of it. So we plug that
into our computer, and then if you
are using Live 12, you're pretty much good to go. It should see it automatically. But if we're not sure,
we can go here and see it as inputs and outputs. So here's my push three, and I have most
things turned on. I could turn it on
for this if I wanted. Outputs. Use report. Sure. Why not? It's not going to hurt anything to turn more things on. Now, if you want to use
it as an audio interface, you're going to go
here to Audio and say audio input from push
three right there. I don't want to do that,
but you can do it. It's got, I think, two inputs. And now Ableton totally sees it. So everything I'm doing in live is updating on the
push instantly. It's also generating
this orange box here. This orange box is
showing us what we're seeing on push in terms
of the clip slot grid. Now, the push isn't set
up as a clip slot grid. It looks like one, and
I can go into a mode where it is just showing me the clip slot grid, and
I can launch stuff. But right now it's actually
set up as a keyboard. Mm. I'll lay on it. So if I was showing
the clip slot grid, this is what I would be seeing. Let me show. Okay, now it's showing me the
clip slot grid, and it's showing me just these four because I have
just those four clips. So I could launch those
clips here if I wanted. There's really
nothing on them. If I wanted to launch these
drums over here, I've got to slide
this orange box over. And the way I'm
going to do that is with this page button here, that's gonna let me
kind of scroll over. And now I have those
three drum hits. Cool. So I can go page back
with this button right here and get back
to where we were. And if I go up here,
if I go up here, I can actually see
my clip slot grid up here and what it's doing. Let's go page over. You can see my clip slot grid showing up just like
it does on screen. And I can scroll around also using this
giant wheel up here. So anyway, that's how you
set up the Push three. Now let's go into
a separate video, and we'll talk about
navigating around down Push a little bit. Good
174. Navigating Push: Hmm. Okay, let's do a little bit of navigating
around on the push, just to kind of see how it's oriented to be a lot
like the Ableton screen. Now, I don't want to spend
too much time on this because not everybody has a push and this isn't a class
about the push. I have been asked 100 or 1,000 times to make a
class just on the push, and I will probably
do that soon. So if you want to know
more about the push, I will be making a
separate class on it. But for now, just a
quick overview of knowing your way around to
see what this thing can do. So if you go up here at the top, this is where I get
my clip slot grid. Here, I can see individual
samples And at this point, you know, I'm basically
looking at a simpler here. I can scroll through the
different ones and I can adjust parameters up here. So if I want to go
to, for example, my Zoom settings,
my crop settings, I can do that with this. Right, so I can kind of nudge it forward a little
bit if I want. I can go to some warp
settings and do all kinds of crazy stuff that are going
to create some craziness. You know, I can almost edit this whole thing
right on the screen. Anyway, if I go here, I'm
going to get my mixer. So with this, I can control
my mix quite a bit. I can also kind of
see what's going on. If we play some music, we'll see it in its full glory here. Okay. So we can use this to mix. Paved over track. That's pretty cool. I can stop that with this
play button down here. And then here I can go
into my device settings. So on this particular track, I don't have any devices, but here we have all our macros for these different devices
on each of these tracks. So you can see all my
tracks listed here, and I can get access to
anything I want up here. I can move around
with these arrows here where it kind of
changes what I'm seeing. If I go back to Session View, I can basically move our
big orange box around more delicately this way than just
using the page over stuff. But both of them will do it. Let me go back to
the midi keyboard. You can really kind of
see what I'm doing here. Okay, so I hit this button
and we go to the My keyboard. Let me go to a less
crazy instrument here. And Okay, well, that'll do. So what we have basically
here is orange notes. In this case, it's gonna depend on the color
of your track. But orange notes are the root, and all the white notes are
other notes in that scale. So this is set up right now to be looking at an
individual scale. So we're going to play
all the notes in the key. So you can see how notes repeat. Like this note is also here. So notes repeat all the time. If we go this way, we're
gonna go up a scale, go this way, we're gonna
go up fifths, I think. Um, so it lends to
some cool patterns. But this is basically
a major chord. If we want to just go
totally to chromatic mode, we can press the
scale button here, and then in key or chromatic,
we go to chromatic. Now what it's showing us, it's still showing us our scale, but it's showing us the
notes in between, also. So now we're totally chromatic. Right. So that's kind
of how it works. It's very different than, like, a keyboard, but I
kind of like it. I've gotten used
to it pretty fast. I go back to scale. Go back to inky. Yeah, a very different
format, but I like it. It's fun.
175. Should you Buy a Push?: Okay, so should you go out
and buy a push? Maybe. Um, if you like tech and gadgets and
have unlimited money, yes, you should go
out and buy a push. Um, do you need one to
make awesome music? Nope. You super don't. Um, I have one. Sitting here. This
is my third one. I've had to push
one and push two, and I push three.
And they're awesome. Do I use it on
every track I make? No. Do I use it on most tracks? No. I really don't. The thing I use it for, to be totally honest with you,
more than anything else, is I like to reach over without looking and just
play some stuff. With that layout of keys, I'm so familiar with
my computer with the traditional piano keyboard that sometimes I feel like I get stuck in a rut and
reaching over and using this format is so different that sometimes it helps me come up with a new idea
when I'm in a pitch. So I love it for that. But honestly, I
don't use it a ton. I know people that do, though. I know people that use
it for everything. So it's great. It's a really well designed
thing, and it's awesome. You don't need one, but
they're pretty cool.
176. What are Follow Actions?: Okay, up next, I want to look at something that is often
used in live performance. I've also used it in production
in kind of a weird way. It's mostly a performance tool. But it's something that
if you set it up right, it can actually just
write music for you. So what I thought we would do in this section is I've been
explained how to do this, and in the process of doing it, I'm going to make an kind of like an ambient music generator, okay, where we hit
play and just starts generating random
music, ambient music. Random ambient music. Okay? So the thing that we're talking about here
is follow actions. So I'm just going to grab an
audio clip and put it here, and then just for
the sake of cleanup, I'm going to turn off
these mini tracks. You can do this with Mi
tracks and audio tracks. Okay? This is a
session view thing. I don't think there's really anything in arrangement view
that's related to this, so this really only
works in session we. So I'm going to put
a clip in here. Now, if I go down here
to my clip window, and I go to this
launch setting, Okay? Here we see follow actions, and then a bunch of stuff. This is what we're
focused on here. Now, what follow
action means is. I can play I can
click this button, this little play button to
launch this clip. Okay? That's easy. We all
know about that. But what follow actions
do is they say, What would you like me
to do when this clip is done playing, okay? So what I can do is
I can say, Well, after this clip plays, play it again or play
the previous clip. Play the next clip, play the
first clip on this track, play the last clip on this
track, play any clip. Play any clip other than
the one you're just on, or jump to some other clip. So basically, I can say, randomly choose another
clip and start playing. Now, there's some Now, there's a lot of uses for this, and one of them is to do, what we're going
to do here, like, just to say start
something playing and say, randomly go to other stuff
and keep going forever. But there's also some much
more practical things. Like, imagine you have
a bunch of high hats, and they are slightly
different and you want to kind of have it randomly
pick which high hat it uses. So it's going to that fast. It can do that. It can
do that just fine. And you'd set that up the same way that we're
going to set this up. Okay? So in order to do this, first, we're going to
need a bunch of clips. So let's find some just kind
of ambient clips first. Okay. Don't love that.
Don't love that. That's cool. I'm gonna
throw that on here. This will be my just,
like, ambient track. That's kind of cool. Maybe we'll put that on a different track. Soft tinnitus. I don't like
that. That's kind of cool. Put that over
there. That's cool. A couple more ambience. Cappering. Already did that one. Here's another good one. These atmost ones are
really good for this. Let's just put a bunch
of those in there. I like that. Okay,
so now I've got, let's see, one, two,
three, four, five. Let's maybe do one
more. Sure, six. Okay. I got six clips there. So, let's fill this out. Let's add a little bit more. Let's see if we can add some percussion that's
not too abrasive. That's kind of cool. Let's
put that onto a new track. Now I kind of want
some kind of cord. So let's turn that off. Let's go Cord. Um. That's kind of cool. Let's make this a harmony
part. That's cool. I'm just kind of
randomly picking stuff. That's cool. I'm not really paying attention to the harmonies and how
they're working together. I think it'll be just fine. Okay. I need a couple more
percussion things, maybe. Um, Let's actually just
put that there. Sure. We'll put that there. Okay. That's enough. Okay, so now we've
got something set up. We've got all these
ambient things kind of just roaming around. Let's go to a new
video and let's set up the follow actions.
177. Setting Up Follow Actions: Okay, so here's what
I'm going to do. I could go here, click
on this first one, and then I can go here and
say, Okay, follow action. So what we have here is these
two drop down menus, okay? And then this slider. So here's the easiest
way to think about this is we're going to set this slider because this is a percentage is all
we're really doing here. So I could say, I could
leave it right there. 72%, 28%, okay? So 72% of the time, this is going to happen,
and 28% of the time, this is going to happen.
Okay? Pretty simple. So for this clip, I
kind of want to say, 100% of the time, jump to a different clip, randomly choose a clip
is what this one says. And then I can go to this
linked or unlinked thing. Now, we've seen this before,
right with envelopes. What this means is,
if I say linked, that means that this follow
action is going to trigger at the end of one time
through this loop. I can change this to say four
times or whatever I want. So four times through the loop, and then it's going to do this follow action. You
go back to one time. But if I say unlinked,
then we're just saying, at what point do we want it to trigger and we
get a bars beats, and milliseconds read out here. So we can tell it at this amount of time,
trigger the next thing. So we can say so now
we have the launch setting so we can say how
we want to launch it, trigger gate, toggle, or repeat. Triggers our usual one. That means, we're
going to say go, and it's going to play
all the way till the end. Git means we say go. And then when we stop saying
go, it stops playing. Toggle means we're going to say go, and it's
going to start playing. And if we say go again,
it's going to stop playing. I'm not really sure
what repeat is. I think it might just mean start over every time we say go. But for what we're
doing here, it kind of needs to be trigger or else it's not really
going to work. Okay, Legato is kind
of a complicated idea, and I want to devote a
separate video to that. So hold on to Legato for just a minute. We're
gonna come back to it. Quantize means when
can this launch, okay? Now, this is a tricky concept
because Live is set up, as we've talked about
a long time ago now, Live is set up so that
when you launch a clip, it's going to wait for the next downbeat to launch, right? So that is defined right here. Okay? This is our global
quantization amount, and it says 1 bar, meaning it's only going to launch things on the
downbeat of a bar. Now, that might be
okay. That might work for us well here. It also might not. So
what we could say is, so the setting here is global, which means use that, okay? But I can change it. I could just say
none and just say, Launch whenever you're ready. Whenever you get the follow
action, launch it, okay? Let's do that, and I can adjust the velocity
of it if I want to, but I'm going to leave
it alone for now. Okay, now you see
this play button has a little extra flair to it because that's telling us that there's a
follow action on it. So let's try it.
We've set this up. So I'm going to hit play, and
then we're gonna see what happens when it gets to
the end of this clip. See, it's got already
arm another one. So this one's waiting. Did it come to the end? Cool. And jumps to it. Great. Okay, so at
the end of this one, though, it's gonna stop because this one doesn't
have a follow action. So what we need to do is set up follow actions on
all of these, okay? And there's a quick
and easy way to do it. Let's go to a new video,
and let's do that. And let's also put a little envelope fade at the beginning and
end of each of these.
178. Grouping Follow Actions: Okay, so first, just in
order to make this to sound a little bit better and so nothing
really jumps to it, I'm going to go to
this first clip. I'm going to go to
envelopes, track volume, and I'm just going
to add a nice, gentle kind of fade in
and fade out to this. Okay, so now Now we have
a nice little fade in. I'm going to do that for
all of these real quick. This one already has one.
Not so much a fade out. Let's go to the
next one. Fade in. This looks pretty good. Yo. Fade in. Fade out. You don't have to do this
fade in, fade out step. I just like One more on our ambience stuff. Alright. I could do the same
thing for the rest of these, but maybe I should. That
one doesn't need one. This one kind of does. Actually, that's a guitar
thing. Maybe that's okay. Let's leave the rest
of them for now. Okay. So now, if I want to put a follow action on all of
these, here's what I can do. Can select all of these clips. So I just clicked on
the first one and then Shift Click
on the last one. Now you'll see here, I'm
group editing stuff. You can do this with
almost anything, but it's a little
dangerous, so you got to kind of pay attention
to what you're doing. This kind of striped thing here is telling me that you're editing a
whole bunch of stuff. It says six clips. I'm editing six clips at once. So I can change the volume, the warp settings of all
of these clips all at once. That might be dangerous. So anything that's, like, all on or all off means it's the same in
all of these clips. But if it does this
kind of thing, that means that's on in
some and not on in others. So be careful. So the follow action is on on
some and not on in others. It's on on the first one.
So I'm just going to click it and that's going to turn
it on for all of them. I'm going to say jump to
another one 100% of the time. Linked one time through. Trigger, quantize. None. Velocity is the same. I don't need to do legato here. Well, we'll get to
legato in just a minute. Okay. Now, let's do the same thing with these,
all the rest of these. I could have done
them all at once, but other action 100% of the time linked quantas
none. Las. Okay. So now I just need to
start one clip per track, and it's going to just
start playing music. So I'm going to launch
this first scene, and then we're off to the races. Do Okay, pretty fun, right? Alright, let's talk
about this legato mode, and then I'm going to
give you this session. So let's talk about legato.
179. Legato Mode: Okay, let's look at
these two clips. Actually, these
three clips, really. Um, when we talk about legato, in a musical setting, what we talk about if we're going to play
something legato, we've got we might have
like two notes, right? And if I write that for a violinist and I say,
Play that legato, what I'm saying is let the first note really kind of
drift into the second note, like combine with
the second note. And that's kind of what we're
doing with legato here. So if I say legato, what that means is that I'm
going to play this clip, and let's say it plays all
the way to right here. And then a follow action
is triggered, okay? So it switches to another clip. Now, without legato mode, what that means is that next clip is going
to be triggered, and then it's going
to start playing from its beginning, okay? So if this Kalimba clip
is triggered next, it's going to start playing from the beginning of it, right? If Legato mode is on, and I'm right here and a
new clip is triggered, what that means is, go to the same spot in the
next clip and take over. So, this one's going
to play to here, and then we trigger
our follow action. And then, you know,
we're at 1.3. So in this one, we're going
to jump right to here 1.3. This clip is much longer, but but we're still going to jump to the
same spot and take over. Now, the reason you might
want to do that is if you're doing this
follow action thing like with a beat, right? And you want to tell it to
switch on every quarter note, like, this is actually
kind of a cool trick. Let's do it super fast.
Come on. You drum. Okay, let's see this
on a new track. Sure. Sure. Okay. We'll
do it on these three. So if I tell these to
switch every quarter note, then without legato,
then you're going to just hear beat one on these
loops every quarter note. You're going to hear
beat one, and then it's going to
trigger a new clip, and you're going to
hear beat one again. Then it's going to trigger a new clip and you're
going to hear beat one. But if it's on Legato mode, you're going to hear
beats one, two, three, and four,
one, two, three, and four, jumping around
between different clips. Let me demonstrate. So here, follow action. Let's go let's just go next. So they go in order. No action. But trigger every
quarter note, Legato. Now, let's do it
without Legato first. Oops, I need to go unlinked
here and say one beat. Trigger every one beat, okay? Okay. So now we're
just hearing beat one. Okay? But if we say
gato for all of these, then we're going to
hear all the beats. See, so that's what
legado mode can do. It's gonna pick
up where the last one left off and keep going. So if you're doing it
with beats, it can be a really cool kind
of rhythm generator. But let's turn that
off. Okay, so now we've got our just beautiful little
ambient music generator. So if you want to
launch this, just launch one clip in each thing. You can do it just by
launching the scene over here, or you could just kind of randomly pick things to
launch in different ways, and now it's just gonna play. Let's just listen
to this ambience, beautiful thing for a minute.
180. Converting to Session View: Okay, so what we're
gonna do here in this section is we're going to try to set up a
track for performance. So we're gonna get
it all configured so that we could perform with
it live if we wanted to. Now, typically, we do
that with Session View. So our first job is that if we're not already
working in Session View, is to get it over
to Session View. So, I have a track here
that I've been working on. This is a brand new
track. It's early in the stages of
it. Don't judge me. It sounds a little
bit like this. Cool. So first thing we need to do is get it
over to Session View. Now, there's a few
ways we can do this. Really three that are actually, there's kind of a lot, but
three are the most practical. And the third one that I'm going to tell you is
probably the easiest. So the first way would be to
just bounce out our stems. That means take this whole
track, silence and all, export it as one audio file with this in it also and then do the same thing
with this track. And then this track, and then this track basically
makes stems of our track. Then we could import
those to Session View. And if we lined them
all up actually across and then hit Play,
it would sound the same. That would give us a
little control over them. However, not much. If you wanted to do that, the fastest way to
do it would be to go to file export audio and video. And then in this
menu where it says, rendered Track, select
all individual tracks. That'll make you one audio
file for each audio track. But that's kind of the long way around, and it's not great. So option two, getting
a little bit better, we could select all
click and drag. And while we're holding on
to this, hit the tab key, and we could drop this right
into our session view. And it looks like that, okay? Now, this works. This gives us access
to all our clips, and we could click
through and launch them. But if we really wanted this to look like a song
and feel like a song, we got a lot of
cleanup to do, right? We got to get rid of a
lot of this extra stuff. We got to organize
things and arrange them in a way that's going to be practical to perform them. So this works great, but it's not my favorite way. So I'm actually
going to undo that. Okay. Let me go back over. Our third way is this
called capture and Insert scene. This is
kind of a newer way. And here's what I'm going to do. I'm going to start playing this, and every time I get
to a new section, I'm going to press
Shift Command I. If you're on a PC, you can see that right here, whatever your key
command is here. Capture and insert scene. Okay. So every time I hit that, it's going to basically make
a scene in Session View. Now, when it does it, I'm
going to have to hit it, and then I'm going to
go hit the back to arrangement button because it's going to be thinking we're in
session view for a second. And then I'm going to
do it again, okay? So I'll just kind
of talk through it. So let's go to this intro, and I'm going to hit Play, and
then we'll just do it. Here we go. Let's go all the way to
begin. Okay. So this seems like a good spot.
Command Shift, I. Okay? And now I'm going to hit that back
to Arrangement View. Let's go up to here, right? Command Shift, I. Back to
Arrangement view. This section. Alright. Go here. Let's get to this
next section and I'll do one. Hip. Okay, so I did it five
times, four times. I'm gonna hit tab and go
over to Session View. Okay? Here's what we got. So it grabbed all
of the clips that were playing when I hit that. So now I've got a little
bit easier to manage thing. So if I launch this scene, Next scene. Now my thing. Okay? Here's our keys. So it kind of arranged them upside down,
which is interesting. But while I still have some
cleanup to do to get this really in a way that
is easy for me to see and deal with in a
performance setting, I don't have very much, not
as much as any other option. So I'm in pretty good shape. So that's my favorite one. Capture and insert scene. Command Command Shift I if
you're into key commands. Otherwise, you can go to create and then capture
and insert scene. Okay, next, let's
clean this up and get it a little bit more
ready to perform.
181. Setting up Scenes: Okay. So next, we have some creative decisions to make because I don't want to
just play this tune, right? Like, if I just hit
play on the whole tune, then there's no point
in doing any of this. I might as well leave it in an arrangement with you, right? So I want to make this
kind of more fluid. Like, I can do a lot of stuff. So let's go here. Let's select all this stuff, and I'm just going
to pull it down to give me some room
at the top, okay? Now, I think pretty sure I
want to start with this. Maybe I want to
leave that going. This can come in next. And, you know, I'm just kind of trying to put together
sort of an arrangement. I don't even need
to do it this much. But I want it so that
worst case scenario, I can just launch scenes
over here, right? So I can go over here and I can press Command R to rename. I can say this is intro. Maybe this is intro two versus Bridge, Command R, chorus,
et cetera, okay? So now I can launch
the intro stuff. That's this thing.
At some point, we're going to
move on intro two, which I think is the same. So I can probably
get rid of one of those. Then make it to verse, Okay. Now, let's say I
want to go off script. Take these out. As you
minor in. Take this in. Yeah. Team back. Triggered a weird
core progression. Okay. Great. So now
I basically have it. So if this is what you want
to do with your music, what you need to do next
is arrange your clips so that they're allowing you to do everything
you need to do. Let yourself kind of be free of the original
track and, you know, experiment, get a little different with what
you're putting together. Okay, so we've got our
scenes set up now. Let's add a little bit more to this just to make it flow
a little bit better. So let's talk about some transitions and
things we can do.
182. Creating transition scenes: Okay, now, if this is
what you're building, it might very well be that you have not just
one track here, but a whole bunch of tracks. You want to build a whole set, a whole performance, right? So let's pretend we
have two tracks here. Okay? So I'm just going to copy our first track into
our second track. So let's set up some
transition stuff, right? You might not need it, because if you have two good tracks, you could always kind of just leave the drums going on one and start the other
one and kind of just piecemeal your
way to the next one. But if you want to
add more material, o Let's do this. I'm going to add
another track here, and I'm just going to let's put this in the
transition right here. Let's just put it here
and then we'll so it starts while this last
scene is still playing. Right? So we're gonna pull
it down to just that. Then we'll start creeping in
some of these other things. Are p there. Okay, let's
take away those drums. Now we're back in to the next. Right? So all I did there was add another drum
clip that could kind of serve as the glue to get
us to the next track, right? So you can do that all day long. Now, there's also a
ton of effects you can use that you
could just kind of crank them up and then let
the ambience drift away for a second and then
drop down into this into the next track if you're
doing multiple tracks. So we'll talk about that in the next section when we get
into performance effects. So let's go to that right now. And
183. Mappings and Controllers for Performance: Okay, let's circle back around to performance
controllers. And we've talked about this
earlier in this class. But now that we have
a set figured out, or at least the
start of one, let's look at how these can be used. Okay? So first, I'm going to turn my push on
so we can kind of see how that maps
onto our session. Okay, as soon as
that comes online, you're going to see
that box around parts of the clip slot grid here. Okay? There it is. So we have
this orange kind of box. So that shows us what we can see on the push when it
comes to launching clips. I can navigate around using the arrow keys, but
that's what that would be. If I was going to perform
this with the push, I would go into the mode on the push that shows me
the clip slot grid, and then I could just launch clips, you know, all day long. It'd be great. It is great. If I want to use something outside
of this orange box, I can move the box around. Okay, so in this case, I don't need to do any mapping, like what we talked
about before, because the push is set up
just to see it and map to it. If I wanted to map a
different controller, I could say let's go back to
my remote zero SL, this one. And let's map that. Now, I only have like eight
buttons on this. I don't have a whole
clip slot grid, but I could map those
to launching my scenes. So in order to do that,
I'm going to go Command M, click the first scene
and hit a button, second scene, button,
third scene, button, fourth, go down that way, even if they're not labeled. That's it. Okay, I
turn off midi mapping. Now I can launch those scenes
using my controller here. So it's these
Sears, there we go. It's hard to navigate
this camera. Okay, so let's launch
the first scene. And let's jump to
the third scene. Chip all the way to nine. Oop, that one's silent. Let's get that new
step going in. Woo Back. Okay? That's great. Now, I don't have
enough buttons to cue individual clips here with
this particular controller. But if I did have a bunch
of buttons, I could do it. So look for that
when you're shopping for a controller for
performance if you are. Now, once we get to this point
in our Ableton adventure, we're going to unlock a couple little secret things, okay? There's a couple of things that don't appear on the screen, but only in certain
situations, they do. Okay? So let's go to a new
video and talk about those.
184. Secret Mapping Controls: Alright, so sometimes it happens when you're recording hundreds of videos that
something goes wrong, and that's the case here. So, I'm done filming this class, and to make a long story short, this video that you're about to watch didn't capture any audio. My mic wasn't working
or something, so I'm just going
to re record it. And the only reason I'm
telling you that is because I have to go
back and recreate this. This track is fine as it is, but I don't have
this all set up. So that's why there's
nothing here, because I'm going back
and doing it that way. Luckily, when this
happens, usually, I can do it without
anyone knowing because I wear the same
clothes every day. But in this case,
you're going to know. Happens kind of a lot, actually. Anyway, so here's the thing
that we're going to talk about these secret
hidden controls. Now, When I was walking around and showing you the mini devices that I have laying around here, controllers and stuff, I showed you this
foot pedal, right? Reason that I use a foot pedal, my old performance rig, when I used to perform a lot, this is really weird,
but I performed on these, this set of gloves. So I had gloves, and
they were mapped to all different sounds. It's kind of like the thing
Imogen Heap is doing, if you're familiar
with her, although I was doing it ten
years before her, not that it matters,
but I'm just saying. But in order to interact
with my computer, I needed to use foot pedals because I
couldn't touch anything. It would just trigger
a bunch of sounds. So I relied heavily on these secret things
that are happening. If I go into Mi
mapping mode, okay? We're familiar with this now. I can map anything
to do something, but I also get a
couple new things. I get these things down here, and I get a big play
button down here, right? So that's what
this is all about. What these are
going to do is let you advance up or down, okay? So I'm going to map a
button on my Mi keyboard. To this down arrow, okay? So, what that means is that
the highlighted scene here, I can scroll through
it by mapping, okay? So I have a foot pedal
that is lined up to that, two of them, actually, one that goes up and
one that goes down. And it lets me navigate
around like this, right? I can also, if I go
back to Mi mapping, map this play button
and this stop button. And what that's going to
do is it's going to launch the scene that I'm on. So I can say, Okay, I want
to launch the fifth scene. I go tap tap tap tap, and then hit the play button, this one to launch that scene. I could also use any
of these to launch just the clip on whatever
is highlighted, right? So I could go if I wanted to launch that
Keys clip that's there, I could go up up and then map this to something
to launch it from there. These little things only
exist when you're mapping. If I go out of mapping mode, they go away. They're hidden. So they're super valuable, not just for foot pedals, but if you're trying
to map anything to a controller with, like, a finite number of buttons, which all controllers have so
keep an eye out for those. If you're trying to do an
elaborate performance setup, these can be really valuable. Now, there's another
thing that's kind of hidden away here, and that is a good old
fashioned cross fader. If you've seen
someone DJ before, like with two records, they had a cross fader to go back and forth
between the two records. We have a cross fader,
too, but it's hidden away. So let's cue that up and
do some fun stuff with it.
185. Crossfader Setup: Okay, so if you've
ever seen a DJ perform live and they
maybe use two records, they have a mixer in the middle, and what they can do is they
can cue up the one record, and they have something called a Crossfader which is a fader
that moves left and right. So while you're
hearing this record, they move the fader
all the way over here, get to where
you can see me. And then if they
switch to this record, they move the fader
over there, right? So that's the one you're hearing is the one where the
crossfader goes. Now, you can do the
same thing here. First, we have to find
that cross fader. It does exist. It's
moved in Live 12. It is not where it
used to be. So in Live 12, we're going
to go down here. We hit this button to
show the mixer, right? But if we hit the little
arrow to the right of it, there's a couple other
things we can show or hide. And one of them is
the cross fader. So when we enable the cross
fader, we get two things. First, we get the
actual cross fader, which is over here
on our master track, and then we get these
ABs all over the place. You may have guessed
how this works already. So what you can do is
you can say, this is A. And let's say, this is B. I'm just going to kind
of arbitrarily split this. This isn't really
how I would do it. I'll show you how I'd
really do it in a minute. Okay? And let's put this as B. Okay? So now A is my
record on the left, and B is my record on the right. So with my cross fader, let's just launch a big scene. Let's launch like. Here's
A. Here's B, right? Okay. Right? So you can do
some cool things with that. You could set up some tracks that are B and some that are A. One thing that
would be fun to do in this case is maybe
leave everything A except for this
extra drum layer that we added, and that's B. Okay? So now, let's just
get that going all the way. Now we're gonna hear our full
track. Everything's cool. Now let's pull in a little
bit of that extra B. Maybe let's go all
the extra beat. Right? Let's launch
our next track. Et's pull it back in. Right? So that's a great
performance tool. That can be a
perfect transition. Just keep this drum beat
going the whole thing. And then when you need it
when you need a transition, just pull your cross fader
over and then pull it back. There's another way we can use the cross fader that is a really popular trick
that a lot of people do, and it's a super helpful trick. Let me show you that.
Let's go to a new video.
186. Setting Up Effects for Performance: All right, check this out. So we're going to incorporate a whole bunch of
things that we know. First, we're going to use
an audio effect Rack. So let's go to
audio effect Racks. Let's go down here and let's find there's kind of a famous
one that's used for this. And it is called Fade to Gray. Okay? Here's what I'm gonna do. I'm going to put Fade to
Gray on a bus here. Okay? I'm going to call everything A. I'm going to turn this fade Degree up all the way and this already has a
reverb on it. That's cool. We'll roll with it. I'm
going to make this effect B. Let's make both effects B, even though I'm not
really using B. Okay? Now I need to send a whole bunch of all
my tracks to A or to my effect bus, A. Oh. Okay. So now let's review
what's happening here. I've sent a whole
bunch of that signal from all of my tracks
over to this bus, okay? On this bus is this giant
fade to gray effect, okay? This is going to basically take in all of the sound
that's happening and turn it into a wash of noise that we can
use as a transition. Okay. And then we
assigned that effect to the B deck with
our cross fader. So here's what that's
gonna let me do. Okay. We're good. Cruising. Let's add our
second drum beat in. Alright, fun. Okay, here
comes that transition. And I'm just gonna pull
this my cross fader over. There it is. I'm gonna
go to the next track, and I'm gonna pull it back down. Okay, I'm not getting
as much out of that fade to gre as
I want right now. But it kind of doesn't matter. You can just build
up huge effects. Echo fuzz. Let's just make
something crazy here. Some huge effects. All right. That sounds good. All right. Now let's do
that transition again. And then into the next
tune, pull it back in. And then if we want to
be even more extra, let's map that cross fade. Cross fader. So I'm going
to go to midi mapping. I'm going to hit that. I'm
going to put it on this fader. I'm gonna get out
of mini Mapping. Now I've got that
controller right on here. So if I want to do a
big swoosh of effects, just. There it is. And then out, right? Really simple. So, you don't have to use a Crossfader that way, but it's a good trick.
187. DJ Performance Template: Okay, now, if you're really interested in
getting into DJing, let me give you a little
bit of a shortcut here. So I'm going to make a new set, command, and don't say this. Okay, now I'm going to go
over here to my templates, and you should have a DJ set template that comes
with Live 12 by default. So I'm just going to
double click on that. And here we go. We've got all kinds of
fun stuff happening here. So there's some content that's been sent over
to Session View. So it has some kind of, like, placeholder content here. I don't think there's
really anything here. And this placeholder content might even be something
that I put in here. So don't worry about that. But check out the
effects you have set up. We already have four
sends created over here, delay, echo, filter
delay and reverb. You've got some scenes created. You probably have your
cross fader setup. Yep, you have an A and
B and your cross fader. So you're more
interested in DJing, check out this
deja set template, and it'll help you get started. And again, yours might
not look like mine. I think I've made
some adjustments to mine that are
not in the default.
188. The Mixing and Mastering Process: All right. Up next, we're going to talk about
mixing and mastering. Now, couple of caveats here. I have two big huge classes
on mixing and mastering. This is a really big topic,
there's an art to this. It takes practice
to get good at. So we're going to do two
things in this section. One is that I'm going to show you the tools and techniques of mixing and mastering in Ableton Live 12 because that's what
this class is about. And two is I'm going to
show you some methods and strategies for
mixing and mastering. But what you're about to
see in this next section is not like a super
comprehensive tutorial on how to mix and master. This is going to get
you in the ballpark, and it's going to teach
you what you need to do, but it takes a lot of practice, and there's a lot more
that goes into this. So, um Again, I have these huge classes on these two topics that
I would encourage you to check out if you really
want to get good at this. So that being said, let's go into how mixing and
mastering works. So first, let's define what
these two things are, okay? First, mixing. That means we're going to
go through our session. We're going to get all
our levels just right. We're going to make sure
nothing's popping out, and we're going to
get it sounding exactly how we want, okay? There's more to it than
just adjusting levels, but that's a big part. So mastering is probably the more misunderstood
one of the two. So in mastering,
what we're typically doing is our mix is done, okay? We're happy with our mix, and we bounce it down to a
stereo audio file, okay? And that is what gets mastered. If there's something
wrong with the mix, you have to go back a step. The mastering is just working
on that stereo file, okay? And it's really just to add
some extra shine to it and make sure it sounds good in
as many places as possible. Okay, so we'll get to that
when we get to mastering. So first, let's start
off with mixing, though. So here we go.
189. Session Organization: Okay, so the track that we're
going to mix and master, this is just a quick little
thing I threw together just for the purpose
of having a track. It is, you know, still me and I'm still in my weird little
Synth Wave bubble. So I just really
love Synth Wave. So it's kind of a dark
cyberpunk thing with, like, a little bit of
trip hop mixed in. Basically. Okay, you get the point. So we're going to use this
as our example track, right? So first things first, we need to organize our
session a little bit, and it's going to help us just do a better
job at mixing it. So, um, first thing I'm going
to do is I'm going to get rid of any tracks
I'm not using. We see this track here.
Is there anything on it? There is, so that's good. So I don't have
any empty tracks. If you do, it's fine. It's very common for me to
have a handful of tracks that, you know, I made, I
put something on them, and then I decided
I didn't want it. So I've got these empty
tracks just floating around. If you have any of
those, delete them. Get rid of them. We
don't have those. Okay, now let's organize our
track order a little bit. So here's our bass. This is harmony things. This is a pad, so also harmony things. Here's our bells. These are also bells, and
here's our drums. So these are ordered and pretty good in a pretty good way, I might group a few
things together. I would definitely do
this in a bigger session. I don't really need to do it because this is kind
of a small session, but I'm gonna do it
anyway, just for example. So both of these
are harmony things. Wow. Okay. So I'm going to
group those together. I'm going to click both of them, and I'm going to Command G, and I'm just going
to make a group. And I'm going to rename
it Harmony, okay? I'm just gonna tuck
that away for a second. So now we've got
Harmony stuff there. Base is okay. This is pad. I could put this pad
into Harmony also. It's not a bad
idea. Let's do it. Okay. So now Harmony has
those three things in there. Let's make a bells
group, Command G, bells. Okay? And then we'll leave
our drums by themselves. Next, I should label
each individual track, to what it is. So this is bass harmony. Let's call this Let's call this dark harmony, and this one's a bit brighter. Okay. I just want a way
to know what is what? So I'm gonna call
this brighter harmony or just bright harmony. So I have dark and bright. Here I have this pad.
Sounds like this. Okay, this is bells. So one of these is
really affected. Yeah. And this one's not. Okay, so I'm gonna
put this one on top. Bells. Affect bells. Alright? And then drums. Cool. So now I go if
I pull up my mixer, this is gonna be a little
bit easier to deal with now. Okay, we've got bass,
harmony, bells, drums. Sweet. Nice and organized. Okay? I don't think I'm
using these returns at all, but I have so I normally might smush these and just
make them really small. But I don't need the
screen real estate. It's fine. But maybe I'll
do it anyway, just for fun. Okay? Now I want the
mixer nice and big. Cool. Alright, let's move
on to the next step.
190. "Printing" MIDI Tracks: Alright. The next
step in the process, we're going to
print mini tracks. Now, this is not something
that you have to do. This is not something
that everybody does. This is something that I've
gotten the habit of doing. So I'm going to show it
to you. If you decide you don't want to do
this, it's probably fine. But what I'm going to do is I'm going to go to my mini
tracks like this one, and I'm going to
render them as audio. Now, the reason is
audio tracks are a lot more permanent and easier to deal with for me
than mini tracks. When a synthesizer
makes a sound, there's a lot of variables
that go into it. And at this point, I really want to eliminate
variables, right? I want to make sure I
know exactly what's going to happen and exactly
what it's sounding like. And so, making these into audio tracks just makes
them permanent, basically. There's a few different
ways I can do it, but the easiest way is just to go control click on the track, and then we're going to go
to freeze and flatten Track. It's going to take a second, and then it's
basically just going to turn this into
an audio track. Cool. Now that we've done that, now that we have an audio track, there's no going back. What we should do is
immediately save this as so we're going to go
to Save Live set as. And this was called the
brilliant title of Track five. We're going to call
this Track five mix or mix down, whatever you want. So here's Track five
mix Because if I want to go back and change
any of these notes, I can't really do it now, right? So save this as something new. Don't overwrite the
version you had before. Okay? I'm going to
do the same thing on this track. We use and flatten. And on this track, And that's it. That's
all my mini tracks. So now I've got a
whole bunch of audio. Again, you don't have
to do this step. It's just something I've
gotten the habit of doing, and it's made my life
a little bit easier. Okay. Onto the next step.
191. EQ All The Things!: Okay, up next, we're going
to IQ all the things. If you don't know
this reference I'm making, I all the things. There was, like, this Internet
meme a long time ago. An early Internet meme. I think it was clean
all the things. And it was this kind of
cartoon person, like, holding up a broom and
screaming, clean all the things. Anyway, your parents know it. EQ all the things. So we're gonna put a whole
bunch of EQs on this, and we're going to do two things with each one of those EQs. The first thing is we are going to put a high pass filter. So basically, we're
just going to roll off the low low stuff, the stuff that no
one's gonna hear, and it's just going to
cause problems for us. Gonna roll off the low end. And the second thing we're
going to do see if we can find any little frequencies
that we want to boost or cut if there's any problematic stuff or if
we just get a better tone. So let's start with let's
go from the bottom up. Let's start with our drums here. Okay? So here's our drums. For all of these, I am going to use the EQ eight. Okay, so I'm basically
going to put an EQ eight on everything. Okay. And I'm going to make this EQ nice and big so I can see it. I'm not that big. And what we're gonna do is I'm going
to turn off all three. I'm just going to
do this first one. We're going to do a high pass, more aggressive high pass. I'm going to put this right
around like 30 hertz or so. That's pretty low. Now, this is drums, so we might let it go a little bit lower, but
let's just hear it. Let's just loop
right here in solo. The reason we're rolling
off the low end, let's turn it off for a second. Okay, we're not
really hearing it. We see the real meat of this
kick right in this area. So we're not really doing
anything to disturb it here. We're just trying to
make sure there's no, mud down in the low end that's gonna just make it hard to mix. So we're just going to cut
off all the low stuff. Now, if I want to
try to sweeten this, I might make another point. I'm gonna tighten that up
a little bit with the cue. See if there's
anything. Like, do I want to get a little
more thump out of this? That? I don't think I need it. That little wood sound
there kind of nice. Kind of add in just
a touch of that. But okay, that one
sounds pretty good. Let's go to our next track, which is our affected bells.
Okay, same thing here. Let's look where it is. And
then let's turn off these. And I'm just going to
go up to where I see that signal and just brush my filter right up
against it right around there, so that I'm sure nothing is
coming through down here. That's pretty good. Let's
leave that one there. Let's go to our
unaffected bells. Okay? This is the
same kind of pattern. We do have some stuff down here, but I don't really need it. Let's explore this little node. Now, I don't want to boost right here where the main signal is because that's really just
going to make it louder. I'm really looking for
any frequency that's not represented well
that I might like. Yeah, I don't think I
need anything here. This sounds pretty
good. Alright, I'm gonna move forward and
do the rest of these. Maybe I'll do it
in fast forward. Um, so I'm not going
to do this group. I don't need to do
this group because I've done these
two individually. So I'm gonna skip over that
one and go to this pad. Okay, this pad isn't
happening here. There. Alright. So we can
see a nice Let's see, I've got there is a lot
happening down here. Right? But cleaning that stuff up is probably gonna help me. That's gonna make
everything a lot easier. Go on to the next one.
It's bright Harmony. Okay, let's go back to where we coming on. Coming. Coming. Coming. Coming on. Is see what I like. I kinda like that. So I'm
gonna stick with that. Let's go on to our dart Carmony. You okay with that. Alright. And last, our base. Alright. This one's
a little trickier. That's why I did that
actually after some order. So our fundamental is here. Okay? So I want to do the
same thing. You hear that? That's really where that is. But I do want to chop it out right about 30, if I need that. Pretty good. Alright. I just
want to make sure I don't take away any of the
hoof from this base. But if there's anything
cluttering up down here, I want to get rid of it. And
I think we've done that. Alright. That's fun. Alright,
I think we got it. So we've cleaned up the low end. We've added a little sparkle
to a couple other spots, and we've got this in
pretty good shape. Okay, now let's start
thinking about dynamics.
192. Dynamics: Okay, the next
thing we need to do is a little bit of
dynamic work, okay? So we're going to
do a similar thing where we're going to throw a compressor onto most of our
tracks, maybe all of them. Let's start with the drums. So if you remember, and I'm sure you do
what a compressor does, how it works, it's going to smoosh our
dynamic range, right? Now, the reason we want to
do this when we're mixing is the smaller the
dynamic range, the louder everything
can get, okay? And if you want to learn about
something crazy and wild, Google the loudness wars, okay? That'll tell you everything you need to know about
this phenomenon. Basically, we want our
music to be typically, maybe not always,
but typically we want our music to be
like kind of loud. We want it to be as
loud as it can be in the mix. And this
is going to help. Now, we don't want
to just flatten out all of our dynamics, right? That's going to make
a very boring mix. But we do want to taper it down a little bit and
kind of control it. So here's a quick way to know whether or not you need to add a
little compression. When we look at the
meters in Ableton, you're going to see kind
of two things at once. I think we talked
about this earlier, but you're gonna see Let's
go to our drums here. Okay? You're gonna see
these little red lines, you're also going to see
the green or yellow. See where that line is sitting. The distance between
that green or yellow one and those stuck ones, those red ones that
sit at the top, is the dynamic range. Okay? The space between
those is the dynamic range. What you're actually looking at is those red ones that
stick at the top. Those are your peaks, and the more moving one
is your RMS filter, which is kind of
like an average of all the sound So what
we want to do is take those peaks down a little
bit so that the distance between that and the RMS
value is not as much. And a compressor is designed
to do exactly that. Okay. So this one has kind
of a lot of dynamic range, 'cause there's times
where it goes down to just that high hat right there, and then it's really quiet. Then we have that snare
hit, it's really loud. Okay? So let's take this down to give it a good
amount of compression. So our ratio is at four. That's probably good for this. Okay. Another thing I want to do here is I
want to set this to peak so that I'm really
compressing the peaks. Okay? And then I want
to turn makeup on. Okay. So my distance is better.
It's not nothing. If I really wanted to go at it, I'd do that. But I
don't want to do that. So I don't need too much.
Right around there is good. Drums are gonna have a lot of variety in their dynamic range. Let's try these bells, which should be a lot less. Okay? So there's our peaks. So there's really not
much needed here, but let's give it a little bit. Got a peak, makeup our
threshold down a little bit. Just a touch. And now we
have more volume here, but we can pull that down a lot easier. Okay, let's move on. Okay, that's pretty good. Here's our group, so we
don't need to do that one. Let's go to this pad. We got to go to a
spot where the pad is happening. B up here. All right, there's
really not much here, but let's add a little bit just to help us
control it anyway. Let's clipping a little bit. All right. That's good. Let's go on to this
bright harmony. Let's get to a spot where
we're hearing that. Where is that other one? That dark Harmony. Where is you? Alright, let's get to
this base. Take a look. This actually is very
flat dynamically, it's literally doing the same
thing for the whole track. So you don't really need
anything but for good measure. Flat out yes much. All right. All right. Now that we've got our
tracks tamed a little bit, I always think of this
step as these two steps, the EQ and the
compressor as, like, taming the tracks, getting
them less all over the place. So let's move on to
kind of sweetening them up and doing
some stereo stuff.
193. Mid-Side EQ and Imaging: Okay, up next, we want to focus
on the stereo feel of it. We also call it a
stereo imaging. That is to say, how
much this track fills out the stereo field, right? That's the space in between our speakers
and our speakers, and sometimes even
past our speakers. So we're not going to do this by just going and
randomly panning stuff, okay? We could, you know, we could say, you know, we want this pad a
little bit left, this pad, a little bit right. Leave this one center. These affected bells,
a little over here. We could do it that way. And I actually might kind of like
that for these two pads. That's okay. But what
we're really going to do is what's called mid side EQ. So what this is going to do
is we're going to look at, um how much of our signal is out on the sides and how much
is up in the middle. Okay? Let me, head on here. So mid means middle, middle, and sides, okay? So what we want to do is we want to go into each individual track and try to add some more sound to either
the mid or the side. So which is which the
conventional thinking on this is, let's divide all of our
instruments into two categories. One is lead and second
is supporting, okay? What is the lead
thing in this track? Common lead would be like, your vocals, if there's a solo instrument,
anything like that. This case, I'm going
to say it's probably the drums and the bass that
are kind of the lead thing. Okay? So the lead thing, I'm going to focus mostly
on the mid and the other things I'm going to let have a little bit
more motion on the sit. So let's go to our drums here. I'm not going to change this EQ. I'm going to add another one.
Wait, here's another EQ. Okay? So this one, I'm
going to put into mid side. And this is the drum. So we want a lot of
this in the mid. So what you can do is just
give it a little push. Okay? So actually,
this is the bass. Sorry. Uh, but let's
push a little bit on the mids and maybe take a
little bit away on the sides. Your real money for this is
the middle, the mid range. The mid range is where
we can really hear the stereo affect the best. Not so much in the low stuff and not so much in the highest. Okay, so there's not a ton I can do here
because it's so low. But let's go to this. And in fact, in this case, I could do this right on this
group, right? Right here. Instead of doing
it individually, I'm basically going
to do the same thing for all three of these. So I'm going to do it
right on the group. So I'm going to put an
EQ eight on this group. I'm going to go to mid side. And these pads are
more supporting, so I'm gonna give them a
little extra jis inside. Oh, you can really feel like Alright. These bells? Seriously. Bells.
Go to mid side, pull the middle down,
boost our sides. Okay? That's really gonna
start to feel really warm. Our drums were pretty much
gonna leave alone here. We already have some
stuff happening, pulled out the sides,
added the mids. Cool. That's great. So if you want to do even more, you can do a lot more than this. You could put some kind of stereoeffect right
before this EQ. We have a lot of
different things that could be used
as a stereo effect. This LFO, for sure, multi band dynamics could be used to increase
the stereo effect. Auto pan, auto filter, those types of things,
Autopan especially. So if you want more
stereo effect, you can totally do that. All right, next, we're going
to move on to metering. So let's just take
a look or sorry, a listen to what
we've done so far. A lot of what we've
done has really messed up what our mix was, right? Because we did compression. We added a lot of stuff. Let's see if it still feels like our track
just out of curiosity. Oops, let's turn
our soloing off. What is solo? Alright.
So here we are. So what I hear is, I mean, that bass is fine.
The drums are fine. Here's that my
synths are too loud, and that bell is too quiet. So, it's time to get
into adjusting levels. Let's go to a new
video for that one.
194. Gain Staging: Okay, let's start adjusting our volumes to get our
tracks sounding really good. Now, the first
thing we want to do here is look at our mixer. We want to what
we're going to be doing is adjusting
some of these volumes, and what we want to
do is be able to take them up or down just a little bit and not worry
about anything else. So if you have automation on
any of these faders, right? Like, you drew some
automation here, and you did that
kind of a thing, now you can see the red dot here and you can see that there's
automation there. That's fine. We don't
want to deal with that, but it's cool that it's there. Here's what we're going
to do to get around that. We're going to leave your
automation there because there's a reason you did
it, it sounds good, right? But for the purposes of mixing, what we're basically going
to do is take that fader, put it inside of another fader so that we can adjust
the whole fader. And it's very easy to do. We're just going to click
on it, Command G. We're going to make a one track group. Okay? This was base.
This is now base. Rename this base, close it up. There you go. You have a
single fader that is for base. Your automation inside here, this is still
going to happen. We're going to leave it
doing what it's doing. But we're going to have a single fader that is not automated that we can
use for our base now. Cool. So do that on any track that has automation
on the volume. Okay. The next thing we're gonna do is called gain staging, okay? What that means is that we're
going to set the gain of one thing and then start
matching everything around it. So, what should you start with? You can start with anything, but I would recommend starting with something that's going to have the most power. If you're making dance music, start with drums or
even better the kick. Most of the time, the drums are a pretty good
place to start, okay? So what I'm going to do is
turn everything off here. I'm not going to solo
it because I want to slowly start adding these in. So now we're just going
to have drums, okay? Now, here's what we're going
to do for our first stage. There's a ton of different
ways you can do this. If somebody tells you different,
they're probably right. This is just the way I do it. This is the way I
was taught to do it. It works well for me. Okay, go over to your mains, make sure that is sitting
right at zero, okay? We're going to leave
that right there, okay? Now, this box up here
is our peak, okay? It shows where our
highest volume is. On our signal, okay? So what we're gonna do
is we're going to adjust our drum volume until our peak on our main channel is hitting negative ten, okay? So so we're at negative
one right now. Remember, zero is the top,
so we need to come down. Okay, reset it. Seven. Down a little bit more. Alright, pretty good.
10.1. I'll take it. Alright, so now we have a
baseline for our volume. Okay, the next thing
I'm going to do is focus on the base. Again, you could
do something else, but the base in
drums are usually kind of one of the harder
things to deal with. So I'm going to deal
with that next. So leaving the drums
where they are, I'm going to pull
my base way down, turn it on, and
I'm just going to push it up until it feels good. I'm not going to worry
about levels at this point, or, like, numbers and
negative ten and whatever. I'm just going to
kind of eyeball it or as we say, uterball it. That's not a real
term. But here we go. They stopped go. Okay, I want this
bass to be, like, really pronounced, because it's kind of driving the whole track. So I'm gonna put it right there. That's maybe a little
hotter than we're used to. Now, you might be
thinking like, Hey, man, this is so quiet.
You've got this so low. That's okay. We want to leave it fairly low. Because headroom. We'll talk
about that in a minute. Now, I'm kind of tempted to put a side chain on this base, but I'm not gonna
do it right now. But we should have not affected
our main peak too much. Let's see where we're at.
Yeah, we're still good. Okay, we're up to 9.7. But pretty good. So we still should right be around the range
of negative ten. So make sure that now that we
have these two parts done, make sure that this is
feeling nice and good. One thing you can do here is, if you feel like it
sounds too quiet, turn up your volume, turn up your headphones, your
speakers, whatever. Don't turn up anything in live. Turn up your speakers. Just make it louder so that it feels
how you want it to feel. But don't do it with any of these and certainly
not your master. Okay? So, get those
two sounding great, and then we'll move on. In the next video, we're going to stack
everything else up.
195. Blending All the Tracks: Okay, the next thing
we're going to do is we're going to
take all of these down, and we're going to
blend all of these in. And again, we're just
going to use our ear, but we do have a goal
for our master fader. This fader, remember, we got it landing right
around negative ten. Every time we push one of
these up into the mix, we're going to add more
to our master fader. Okay? Our goal at the end of this is to have our master fader sitting around
negative six, okay? Doesn't have to be dead on, but that's what we're
aiming for, okay? Now, the way I usually
do this is I'm not going to think about my
master fader for the moment. I'm going to do one pass just
blending everything in by ear and then seeing where we're at and then doing
another pass. Okay? So do these in the order of importance
to your track, okay? So whatever the next
most important thing is, do that next. In our case, we did
drums and bass. If you have vocals, those
would definitely be the next most important thing if they're not more important. In my case, we've got this harmony stuff and the bells stuff, and
that's kind of it. So let's do the
harmony stuff first. Okay? So I have this group, and I'm gonna leave
that group at zero, and then I'm just gonna mix with the three different tracks. I think that's gonna
be better for this. Okay. So let's do it. I got to go to a spot
where they are happening. Okay, let's loop that spot. And here they are. I
got to up the group. Yeah. I think that. Yeah.
I was getting, like, a weird gap in the base, and it was because of
that fake automation I put in it just to show that. So I'm gonna get rid of that.
Okay. That's pretty good. Let's add our next one.
Add these in slow. Err on the side of less. Whenever you're
pushing these up, push it up until you feel like you have just enough, okay? Don't feel like you're
pushing it too hard. Go for just enough, especially
in your first pass. Very common to do
multiple passes of this. Okay, let's go to a spot where that pad is happening,
which is out here. Kind of like that. Alright, let's get
these bells in here. So for the group, I'm gonna
take that back up to zero. Turn it on now for our individual bells.
Let's go to these first. Okay. Are the affected
ones happening? Now, go to here. Pretty good. I want to check
one quick thing on that track. Yeah. Okay. Okay, I'm pretty
happy with that. Let's see. We got up
to 5.8, negative 5.8. Remember, our goal is negative six, that's pretty darn good. Let's reset that, and then let's just go to
kind of a big spot. It only got up to
negative eight. There you go. L 7.9. I go six. Okay, so we're in great shape. We got negative six. That means we have a little
bit more. We could go. We could push it a
little bit harder with something if we wanted
to, we've got the room. The headroom is the amount
we have left over here. It's negative six to
up to zero, right? So we have negative six dB
of headroom, room to spare. And as we get into mastering, we really want to have
about negative six of headroom for
mastering to do its job. So we're in great shape. We don't have to
push it. You end up with negative ten
here, that's fine. That'll just give mastering
more room to work. If you end up with a lot less, if you end up with negative 20, then I'd consider mixing
it a little bit louder, just pushing all of
these a little bit more. But for us, I think we're in
great shape just like this. If we wanted to do another pass, we totally could go
back and maybe leave the bass and drums
where they were and just work on
individual elements, maybe take them out and
then ease them back in and see if you get
to a different spot. Okay, last thing to do
on this topic is to talk about how to render these things out. So let's do that next.
196. Render Settings: Okay, last thing we
need to do with our mix is bounce it out because remember, when
we get to mastering, which we're going to do
in the next section, we typically, not always, but typically we master
from a stereo audio track. So let's go to our
export settings. So we're going to go
to File, Export Audio. Okay, I don't think we've gone through a real heavy
details of this yet. So here's what we've got. We've got all these
different sections. So first, selection. What are we bouncing out? Almost always, you
want to say main. That means you're master
fader, you're bouncing out. We could bounce out any
individual tracks or all of our tracks individually as
individual tracks or stems. You could also do
selected tracks only. Now, where do you want
to start and end? Make sure that
these are correct. I do have a little
gap at the beginning. So if these aren't right or if you aren't sure
if they're right or not, here's a quick trick you can do. Zoom out, go to the beginning,
which is right here. Nope, that's not the beginning. Yeah. This is the beginning. Put your loop brace
around the whole track. From beginning to end, maybe even leave a little
extra at the end. Okay? There's beginning to end. Then click on that loop brace. Now you've selected
everything you want. Now when you go to
Export Audio and video, that's going to be
accurate, okay? So moving on. Render options include return and main effects. We don't have any returns
here, so that's off. But you could turn that
on if you're using any return effects.
Render as loop. We don't want to do that for, like, a full song that
we're bouncing out. That's not what we
want. Convert to Mono. We didn't want that. Normalize, you probably
don't want this. Normalize is going to boost the volume of everything
up as much as it can. If this is going to be mastered,
leave normalizing off. If you're not going to
master it but want it to sound like it's mastered
in a quick and dirty way, you could turn normalizing on. Sometimes it's fine just to make everything
louder really fast. But if it's going to be
mastered, don't do that. Analysis file, we
don't need that. Sample rate. Now, this
actually is kind of important. You want to make sure
that this sample rate is the sample rate that
you're actually working on. So if I go back to
my main live window, I see up here I am
working at 48 kilohertz, so that's what I want
this to be 48,000. Now, there is a
possibility that I'm working with some samples here
that are not 48 kilohertz, that are not 48,000
samples per second, right? I might have some 441
samples in there. If I do, that's okay. Live is going to have to
convert those 44 ones up to 48. And that can
introduce some noise, barely audible, in most cases, situation, but there is a way to minimize that to hold on to that thought
for just a second. Then we'll come back
to it. It down here, you have three different formats you can output your track to. PCM is your full
quality audio file, your big audio file
that you want. Okay? So you definitely want
that to be on. File type. If this is going to mastering, you want this to be a wave, maybe an AIF file. Don't use flack
files for mastering. If you want to use
that for some purpose, there are purposes
to use flack files. But almost always for mastering, wave is what we want. Bit depth. Let's leave that at 16, or you can raise
that if you want. Dier options. P R one. Okay. What dithering
is going to do is it's basically adding a very, very, very low amount of noise. You won't be able
to hear it, but it's adding it in there to help cover up any sample
conversion errors. So back to what we were
just talking about. If you have some samples that are 441 and
some that are 48, and Live's going to have to do that conversion
when it exports it, the Dier can help
you hear, okay? So if you're in that
case, leave it on. If you're not in that case, and everything is 48 k, and you're 100% sure about that, leave it on anyway because
it's not going to hurt. And if you aren't
sure, leave it on. You could change it
to no Dier or one of these other algorithms for your dir. I don't know
what all these do. I just know that Pow R one is what someone
told me wants to use, and that's what I've been
using. So, there you go. So those are the settings
for your main audio file. Now you can also kick out an MP three at the same
time, turn that off. Now we're going
to get two files. We're going to get
our Big Wave file and a little MP three file. You do not want an MP three
file for mastering. No good. MP three files are great for
emailing to your friends. Um, but to go to mastering or to do any
real serious work, we want the PCM file. Video. Now, if there was
video in our project, which there is not, we
could export a video file. We don't It's not letting me click that because
there's no video here. But if we imported
a video to this, Live can play that video. So if we were doing, like, a film scoring project
and we had a video going, and then we were scoring to it, we could export a video, which would be that
video plus our audio. If you want to
import a video file, you can just drag
it in the same way you drag in an audio file. But there's nothing here, so
we don't need to do that. Alright, so then we hit Export. Now let's give it a name. Don't name it final, okay? Because then you're
going to make a change, and then you're going
to name it final final. And then you're going to name
that one final final final. Then you're going to
name the next one final for real final, and it goes on and on
and on. Don't do that. Do this instead. Mix the date. Two, 924, which is what today is.
Just put the date in there. Or if you really want, you could always do V one, then you've got V two, V three, and you know the highest
number is always the most accurate one. Either way, that is just fine. Okay? Then we're
going to make sure we're in the right spot,
and we're going to save it. And it's going to render, and
then you've got your file all ready for mastering or to be done with it if you
don't want to do mastering. So let's go to the last section in this class
and talk about mastering. Es.
197. What is Mastering?: Okay, lots to say in this video. So we're going to get
into mastering now. Now, before we get
into mastering, few things that we need
to know about mastering. I already told you the big, big misconception, which is that mastering
happens in your mix. Not true. Although
at the end of this, I will talk about one kind of situation where
it kind of does. But for the most part, we mix, then we bounce, and then we master a two
channel final version, this mix wave that we have. So we already know
that. Let's start with talking about
terminology just real quick. Don't need to spend a
lot of time on this. But I want you to be
aware that there is a growing movement of professionals that
are starting to use the term mastering
less and less. It's kind of falling
out of favor. Instead, we're
saying maximizing. That's my preferred word, but also people are
using finishing. So you might see maximizing,
finishing, mastering. The reason is there's a lot of language around pro
audio and probably everywhere in our society that is considered by some to be oppressive language and having a master slave relationship, which is a term we use in audio all the time,
which is really strange. But we're trying to get
rid of terms like that. So master is kind
of going away, but, um, so just know that when
you encounter mastering, it might be called mastering. It might be called finishing. It might be called maximizing. I'm going to try to use
the term maximizing, but it's a relatively new term, so I might slip up and
call it Mastering. Okay, that's thing number one. Um, thing number two, the goal of mastering loud and clean.
That's what we want. Clean is maybe relative, right, because you might have, like, just really raw music,
and that's okay, too. But we want it loud and let's
say clear loud and clear. Now, let's talk about this
loud thing for a minute. If you're like me,
you're thinking, How can this song be loud? Loud is a function of, like, the dial on my stereo or
my audio player, right? Like, that's how
loud the track is. I'm just gonna turn it up or
turn it down. That's true. I always used to
think of it, like, remember those old beer
commercials where they would say, like, This is It's the coldest beer, and
you're like, Why? Cold is a function of my
refrigerator, not your beer. That's really strange. But
it's not really like that. The reason is when you
hear a song on the radio, let's say you're driving
down the road and you're listening to the radio
and you hear a song. Then you hear another
song after that, okay? If the next song
is just quieter. Like, you didn't do
anything to your stereo, I just is quieter than
the previous song. So you reach for the knob
and you turn it up, right? Because the music you're
hearing now is quiet, relative to the previous one. So then the next song
comes on, and it's loud. So it blasts you away. Now you change the
radio station. So, suddenly, the
radio station does not want to play your music anymore because it doesn't fit
in with everything else. That's the loudness that
we're talking about here. So our goal here is to
really prevent people from reaching for the dial to turn it down or
turn it up, right? We want it to mix in to
blend with everything else. And the trend right now, and this is true for the
last probably 20 years, is to try to get things
as loud as possible. Just push everything up against the ceiling
of how loud we can get before it distorts and try to get it to just sit there. So that it sounds
as loud as or even better louder than the
other music around it. So that's what the loudness
thing is all about. If you want to read some
interesting history on this, you can Google the
loudness wars. That's what it's called. So more on that once we get in the weeds. Two
more quick things. One is that what we're going
to be talking about here is digital mastering or mastering for the purposes of
streaming services. Um, there is a separate kind of mastering that
is vinyl mastering. Vinyl mastering is a
completely different art, and I don't know
very much about it. So I've never mastered
anything for vinyl. And I wouldn't someone
came up to me and said, Will you master this for
vinyl, I would say no, because it's such a
different animal. We're not really
gonna deal with that. I'm assuming most of you
are not mastering to vinyl, but if you are, you
really need to get a pro who's experienced
mastering for vinyl. And that's not me. And then the last thing that
I just want to say here is just like I said, for the mixing class or the mixing segment
of this class, this is going to be an overview. This is not going
to be detailed. I have a whole other class, like many hours devoted to the finer points of getting
a master just right. So we're just going
to do a couple videos here to talk about
how you can master things in Live 12 the tools we have there and how
I would make it work. We're really not going to be
able to go into the level of detail that you
would really need. So consider this an
introduction to How to Master. We'll go into the
real gritty stuff in that full other class if you want to search
around for that. Okay. Cool. Next,
let's get set up.
198. Mastering Setup: Okay, so here is our mixed
version of this track. I'm going to set that
aside for a second. Go to Live 12 and Command N. I'm going to make
a totally whoops, totally new session, okay? You can do this in Session
View or Arrangement View, but I'm going to go
to Arrangement View. Okay? Now, before I
pull in my track, I'm going to do two things. The first is I'm going
to pull up my mixer. Gonna make it nice and big. I really only need one
track here, so, actually, let's get rid of everything
except one audio track. And then let's make our
mixer nice and big. Okay? We're not going
to need these sends. We really just need our main and maybe this. This track mixer. Either way, we're going
to make sure both of those are set right to zero. Okay? Cool. Okay, so
that's thing one. Make sure your levels
are set to zero. Thing two, we are going
to turn off our drid. So I'm going to control click
somewhere on the timeline. And we have adaptive grid, fixed grid, and we're
just going to go to off. Okay? Now we see
these dotted lines. That's going to let me
really just get anywhere. Not on the grid, where
I need to be, okay? Now I'm going to
pull in our track. All right? I'm going to line
it up to the beginning. And I'm going to
make sure it's got a little bit of a fade at the
beginning and at the end. Now, you see, it looks like this already has music
right from the Go. Let's hear it. Yeah, it's got that bass just
starts right away. So what we're gonna do is
we're going to zoom way in. This tiny fade in we need, it can be a couple
of milliseconds. I just don't want to
hear a click there. So that little fade in that Live did automatically is just fine. Next, I want to make sure
that the end is right. Oh, actually, before I do that, I need to do
one other thing. Double click on that file and
make sure warping is off. Okay? Right down there. We're
gonna turn warping off. We're going to make sure
that we're not warping this. Now I'm going to open up the beginning and make sure we're getting all of it there. Okay? Let's go to the end. Okay, so when I
turn warping off, it kind of stretched
it out. That's fine. I'm going to delete
that and then just reopen this all the way to make sure we're
getting the whole track. Now, I'm just gonna look
at what's at the end. So it looks like the
sound stops here, and then we've got about
2 seconds of silence. Let's hear that. Hmm.
Okay, so it just stops. Is that what I want
to happen musically? Yeah. Okay, I kind of
like it like that. So but what I'm going
to do is I'm going to make sure there's
a little fade anyway. So here we're down to silence. Let's tighten that
up a little bit. So I've only got
maybe a second of silence at the end
here, 57 to 58. There's roughly a second. And I'm going to
make sure we've got a little fade at the end, okay? Even though we're in silence
and fading to silence, we're just going to prevent
any kind of clicking or anything weird like that, right? And that is good. That is our basic setup, okay? Next, let's start
doing some maximizing.
199. EQ for Mastering: Okay, let's make this thing louder and maybe sounding nicer. So we're going to do more
than just making it louder. Another thing we're
going to do is make sure that there's nothing
frequency wise going crazy. There's no, like, rogue frequencies
going off or whatever. We're happy with the base. We're happy with the high end, the mids, all of that. So we're going to use
three tools for this. First is going to
be an EQ eight. Okay, so let's go to an EQight
and throw that on there. The second is going to
be a multiband dynamics, which if you remember, is
three compressors in one. And then we're going to throw a glue compressor
on the end, okay? So these are our three main tools that
we're going to use. Now, I should also say there's kind of two other things
you could do here. It is not uncommon to go
outside of live for mastering. Even if you're a
live evangelist, a lot of people like using a plug in or multiple plug ins. So what I'm going to try to
do here is do it all in live. But when I'm really
mastering stuff, don't tell anyone, I'm using
ozone, more times than not. So there's a plug
in called ozone that's designed for mastering,
and it's very good. But if you don't want
to buy that plug in, you can do it with what's in life. So that's what
we're going to do here. Okay? So first with our EQ, I'm going to just
to make sure we're only hearing what we
know we're hearing. I'm going to turn
those two effects off. Okay? Now let's go out to here. I'm just going to highlight
something and loop it. First thing I'm going
to do with my EQ. Let's make it nice and big. All right. Let's roll off
that bottom end again. Just to be super sure. Right around 20 hertz,
21, that's good. Make sure we're not losing
any big bass frequencies. And then we're just going
to prevent anything from building up down
there, any rumbly stuff. Okay, the next thing is, like, kind of, to me,
the hardest part. Really, it really
is, because it's real aesthetic choices
that we got to make here. So what we're gonna do is
what's called ringing it out. So I'm going to take just one
band of our EQ, right here. And I'm going to just listen. First, I'm I'm going
to crank up this band, and then I'm just going
to kind of scrub. And first, I'm
going to listen for any frequencies that just
really pop out in doing this. And if there are a problem, then I'm going to
invert what I'm doing, and I'm going to go like that, and I'm going to get rid of
some of those frequencies. But also, I'm listening for any kind of sweet spots that
need a little boost, right? So I'm just saying like, Oh, I like that. I don't like that. And I'm just applying
EQ in subtle ways, just to bring out things
that I think sound nice. So there's not a whole
bunch of math to this. This is really kind of just
kind of what sounds good. So let's do it for a minute. Okay, I don't really hear
any problematic frequencies. It kind of looks like
there's some stuff jumping out downward there bell. I don't really want to cut that. For boosting, I'm looking
right in the mid range right around 500 to ten K. Fino ten K, maybe eight K. So right, you know, here to here. Okay, you're gonna give a
boo a little boost up here. I just kind of like the
way that that sounds. Okay. So, we're good with
the ring it out stage. I could do that all day. I could literally
sit here all day. That's that's really
you got to stop. Okay, so that's our
main work with the EQ. We could add more bands if
we wanted and see if we can find anything else that's ringing or needs to come out
or that we want to boost. Everything is about
subtlety here, though, ok? So if you find yourself
doing something like this, you might want to consider
going back to your mix, right, because we would be
really changing it a lot. So but something, you know,
that's tighten up the Q. If there's something ringing, you might do something like this and just find
it down there. Okay. I don't really
hear that in this mix, so I think we're
good with just that. So let's move on to our
multiband dynamics.
200. Dynamics Processing: Okay, next, it's
time to get over to our multiband dynamics. Now this is where
we're going to try to get more loudness
out of this thing. Okay? So I'm going
to turn it on. I'm going to leave my
glue compressor off, and I'll leave my EQ on. So first, if you remember
what this effect is, basically we have
three different compressors separated by an EQ. So we've got high mids and lows and compression that we can
do on each of them, right? So let's set up our
high and low threshold. So let's get rid of
our EQ for a second. And we can solo each band. So let's listen for the highs. So what we're kind of
listening here for is something that we
can kind of use as, like, the center point, and the snare is pretty
good for that. So what I mostly want to hear in the highs are all
the shimmery stuff, distortions, things like that. Not too much musical material and not too much of that snare. So we can go up a
little bit higher. The snare went away
on me. There we go. Alright, that's
okay. That's tad hi. But now let's go
down to the lows. What we really want to
hear here is the rumble. Again, not too
much of the snare, but from the other direction. Okay, that's pretty good.
So let's go with that. Okay, next, let's add a little bit of compression.
So let's go here. Okay? So let's go back and solo the highs. Just
look at the highs. So our main threshold
is going to be here. So we're going to go down until we're doing some work here. Okay? Now, what's
happening here is each of these vertical lines is
ten DB that it can go up. So if we click in the middle of this bar and then drag down, and do something like this. Now each of those lines within
that bar is also ten DB. So ten DB is now becoming a lot smaller inside the top
of that threshold. It's a really weird way
to look at compression. It's different
than any other way in any other compressor. And to be totally honest, it really is confusing to me. Doesn't gel with my brain
chemistry all that well. But that's what's happening. All right, next,
let's go to the base. And we'll do basically
the same thing. We're just going to
go down until we're getting in the business
of that sound. And then we're
going to just kind of crank it a little bit. Bass always I usually use a little less compression
than anywhere else. So I'm a little bit
lighter in the bass. Okay, so let's maybe lighten
that up just a little bit. And then we'll do
the same thing to the mids He's up there. That's where I think a
lot of our action is. There's not a lot of
motion right now. But you can see the little
yellow tick is showing us the kind of amount of
our compression up there. Okay, now, I'm going to
go out of solo mode, and then we need to balance
these three things. So we have an output
volume here, okay? So we're gonna kind of
crank that a little bit to get our mix
back sounding good. Our base is kind of good right there. Okay, so we're going to kind of delicately balance
those things and make sure they are blending
just the way we want. All right? Then
we're going to go to one last layer of compression
with our glue compressor.
201. Final Compression and Limiting: Alright, time to turn on
this glue compressor. Now, this glue compressor
does two things for us. It does another layer
of compression, which we're going to
use a little bit. But then it's also a limiter. So remember what
a limiter does is it says, This is the ceiling. No volume is going to go
higher than that, okay? And it's default built in
ceiling is negative 0.5, which is pretty hot,
but Um, that's okay. We'll get to that
when we get to that. So here's what we're
gonna do here. First, we want our attack and release for mass ring
to be pretty fast. So let's just go
there and there. I like the release just to be all the way as fast as it'll go. Ratio, we're going to leave put. Now, threshold, we're going to pull
down just so that we're getting a tiny bit
of compression here. There we go. Not a lot. We want this last compressor, just to be grabbing anything
that's just popping out. A weird jumps. Okay. Cool. Now for the limiter, we're going to turn
on this soft clip, and we want to send
signal up into that and be hitting that
ceiling just barely, okay? And we're going to do
that with makeup gain. Okay? Now, heads up, this
is going to get loud. When you do this, everything's going to start to
get really loud, so you might turn down your volume or do
whatever you need to do. And as you're listening to this, if you have headphones
on right now, this is going to get loud. So just heads up. Keep your hand on your volume
knob for the next minute. Here we go. So I'm going to push makeup gain until
it hits that clip, and we see that light
just a teeny tiny bit. There it is. All right. Perfect. Okay, but we're not done yet. So we need our final master to be right around
negative four DB. That's kind of the sweet spot. That's what a lot of the
streaming services require, although their requirements for volume are a moving
target sometimes. But right now, I think
it's negative four. So, what we're going to do is
or what we've done already is because of the
ceiling in our limiter, nothing's going to pop out
and go over negative 0.5. That's fine. That's great. But what we need to do now
is get our RMS up there. So remember that RMS is an
averaging value, right? So if we look at our signal, the thing that's popping up at the top, those are our peaks. The thicker line that's
moving up and down, that's our RMS value. We need to get that RMS
value pretty close to our peaks and then have it sit right around
negative four, okay? Our peaks are going to go
up to negative 0.5, okay? So we need to push up our RMS. And the way we're going to do that is with this makeup gain. We can push that
sucker all we want. We can push it all
the way to the top. We're not going to clip because that soft clip limiter
isn't going to let us. It's not going to let anything
go past negative 0.5. So we got a little
bit more to go. So let's see where
we are right now. Okay. So we're around. Actually, we're pretty close. Okay, so we're looking
at the green value. Right? And we're sitting we're sitting around
negative seven, maybe negative eight, okay? So we're gonna push this harder to get those
up to negative five. Pretty great. So
now we are loud. We are nice and loud. Alright, so that puts us
right where we want to be. Next, I want to talk about a few more
things with mastering, but that is
essentially a master. That is a pretty decent master. Um, let's talk about inline mastering,
audio effect Racks.
202. Final Steps: Okay, first, let's talk about
what we do once we're done. We're going to bounce it again, so we're going to go to
our export settings, turn on MP three, if you want. The rest of these settings
should be right on. Make sure your start
and length are correct. Wave Power one, everything else should be the
same. So we should be good. Okay, so earlier I said there's a few different
things we could do, and I said, in some cases, I might use ozone. I kind of the majority
of real world cases, I might use ozone for this
because it's so good at it. But there's another
thing we could do also, and that is to look at
our audio Effect racks. If we go to audio effect Racks and look at some
of these presets, there are a good number
of mastering ones. Um, full chain master, media analog master,
overdriven tape, parallel punch, punchy dance, you know, a bunch more. Let's take a look at one
of these. Let's do this. Let's turn Let's
see. Media analogue. How about that? Let's put a media analog
master on it, okay? Now I'm going to
turn my mastering off and just hear theirs. Okay. That's pretty
good. Here's mine. Mine's a lot louder. But maybe this one isn't
dialed in quite yet. I mean, we could push
it a lot louder. I had them both on, didn't I? Okay, so here's mine. Okay, now let's turn mine off. And here's theirs. Push that. Yeah, definitely basier, much, much basier. But we
could adjust that. I mean, we could
go into this into the settings and adjust what it's doing. We
could totally do that. So don't forget about
those audio effect racks. They're really handy. Alright, one more thing I
want to tell you about, and that is called
inline Mastering. Let's go to one more video on this topic, and
then we'll be done.
203. In-line Mastering: Okay, now, there is a new I don't know if
I'd call it a trend. This is something I'm
seeing some people do. I have one producer friends
who swears by this. And that is to do inline mastering. Here's
what that means. Let's take our
master that we made. Let's get rid of this.
So just our master. I'm going to turn it back
on. I want to save this. So I'm going to put it
into a group, Command G. And then let's click on the
little disk and call it. It looks like I've
already done this, but let's call it Js
Mastering two. Okay. Now, here's what
I'm going to do. I'm going to go back to the
session, the mix session. And I'm going to master
right in this session. I'm going to go
to my main track. I'm gonna throw J
Mastering two on it, or whatever mastering you want. The idea here is that
you're mastering right on your main track and you're not bouncing out to stereo and then mastering it.
You're skipping a step. A lot of people are finding
this to be really useful, especially if you
got to work fast. You know, this is gonna
sound pretty good. The advantage here is that
in the mastering process, if you find something
that you're not happy with in the mix,
you can just fix it. You don't have to go
all the way back, fix it in the
session, bounce it, and then start
over again, right? So it can be valuable for that. It can be a little harder to mix because just because there's more to keep track of or sorry, harder to master
because there's more to keep track of. I haven't
done a lot of this. I do mind kind of the
old fashioned way, but it is a trend that
some people are doing. I think it's pretty cool. I hope it catches
on. I'm probably going to start doing it in
some upcoming projects. So in line mastering.
Now, you know.
204. What Come Next?: Alright. We have
reached the end. I have a few more
things for you. So first, what comes next? There is a Part seven to this
giant series of classes. So in Part seven,
we are going to focus exclusively
on Max for Live. This is one of my
favorite things. This is one of my all
time favorite things. I love playing around
with Max for Live, and the only thing I
love more than that is teaching Max for
Live. I love it. So I'm really kind of
excited to dive into this. So, we've almost
completely skipped over the real guts of Max
for Live because it is its own animal, really. If you're not familiar,
Max for Live is basically a programming language that
lives with inside Ableton, and it lets you design and
build your own effects, synths, instruments,
media effects, audio effects, things like that. You can do some
really wild stuff. I've been using Max
longer than I've been using Ableton. So I know this. It's kind of my
bread and butter. Let me show you
what it looks like. Here's just kind
of a Max device. You can click on this little
button to open it up, and this is the real
power of Max for Live. I can open this
device, and I can say, This device is really cool, but you know what
would be cooler is if I could reprogram
it to do what I want. And now I can. This is what the
code looks like. And there are more
windows, things like this. So I might say, Okay,
I really like this, but instead of plus one, I want that to be plus 20 or plus Pi or plus the
current humidity in Tokyo. I can do those things.
Um so it's really fun. It looks daunting and scary, but trust me, you
can learn this. I did, so I'm sure you can. We can build instruments. You know, we can say, I like this, but I
want it over here, or I want this value to be something different.
It's so much fun. Anyway, part seven,
Max for Live. It's probably out now.
Please check it out. It's gonna be super fun.
And we're gonna build a bunch of stuff, and I'm gonna
give you a bunch of code. Okay. Let's move on
to one more thing.
205. Bonus Lecture: Hey, everyone. I want to learn
more about what I'm up to. You can sign up for
my email list here. And if you do that,
I'll let you know about when new
courses are released and when I make additions or changes to courses you're
already enrolled in. Also, check out on this site. I post a lot of stuff there, and I check into it every day. So please come hang
out with me in one of those two places or both,
and we'll see you there.