Transcripts
1. Introduction: Producing music is one
of the most creative, exciting, and fun things
I've ever been a part of. This class will teach you how to produce music from your home. My name is Andrew Williamson, I'm an artist, producer, multi instrumentalist,
and I've been working in the music industry
for the past decades. I now have my own
production studio here. And in the studio is where
I'll be teaching the class. We will start with
an overview of how records are
produced and released. I'll then delve deep into
the practical world, where I'll teach you how
to record your own music, how to mix it, how to master
it, and how to release it. I'll cover equipment used by some of the biggest
studios in the world. Right through to the essential
and affordable equipment you may need to start your
own home production seb. All the audio that will be using throughout this
class is going to be available for you to
download so you can follow along step
by step at home. There will also be
a class project that I'm very excited about. That's because you
are going to be producing your very
own piece of music. That may seem like a daunting
task, but do not worry. I'll be teaching you
everything you need to know to produce your
very first song. You do not need to be a
musician to take this class. We have all the tools
to enable you to create great music using samples
or virtual instruments. If you are a musician,
you are of course, welcome to incorporate those talents into your production. Whether you're an
artist looking to produce your first song
to release on Spotify, or you're simply a music
fan curious to peek behind the curtain and learn how your favorite
music is produced. This course is for you. By the end of this class, you'll have all the skills
you need to create music. Start building your
own home studio, or move on to more
advanced learning. Thank you for joining me here, and if you're excited to create some music, let's get started. I cannot wait to hear
what you can create.
2. Class Project: We have a class project, which is possibly what
I'm most excited about. That's because you
are going to produce your very own song
from start to finish. That may seem scary,
but do not worry. This class is going to teach you everything you need to know. The song needs to
be a minimum of 2 minutes long and
have four elements. This could be four
instruments or four key sounds you feel
are essential to your song. These sounds can be
real recordings. You've made yourself virtual instruments or made using
the samples I've provided. It can be as complex or
as simple as you want, but it must be edited, mixed, mastered, and
uploaded to Skillshare. I'll be giving feedback
on all your creations and any tips I feel will help you
on your production journey. E
3. Studio Tour: Welcome to the class and thank you so much for joining me here. Before we dive into the
world of production, let's have a quick
tour of my studio so you can get a feel for
your virtual classroom. My studio follows a very traditional layout
with two sections. A control room, where
we are right now, and a live room that
we'll look at shortly. In essence, the control room is our recording and mixing space, and the live room is
our performance space. If we were recording a band, we'd have them set up in the live room in front
of microphones. That signal will be
transferred through here. I could record and
capture it these days, it doesn't need to be as
black or white as that. I often record things
in the control room. Just for convenience, if I
wanted to record my own vocal, I can simply set up a
microphone beside me here. Mute my speakers,
and I'm good to go with all the controls
within my reach. Let's take a look
at the studio then. Here in the control
room, the walls are all acoustically treated. The sound I hear whilst
I'm recording and mixing is as accurate
as possible. We have a large mixing console here for those of
you unfamiliar with how mixing desk work do not be put off by so many
buttons and switches. It's really much
simpler than it looks. We also have our main speaker
set up and sub underneath. As well as this, we have
digital converters, satellites for processing
my UD plug ins, some Nave preamps
and EQs some now. Minu 87 microphones, guitars, keyboards, lots of cables, headphones and other
bits and pieces. Above us we have a
steel frame for hanging lighting equipment
for any filming I'm doing, such as this class. Behind the camera
there is a window into the live room so I can interact with artists or have a look at any
equipment I've set up. Right, let's quick
check at the live room. Welcome to the live room. The walls in here may look normal, but they're
actually not. They're what we call floating. They hang on
thousands of springs, so the sound hits the walls, the walls vibrate and
stop the sound escaping. The end effect is
the room sounds nice to perform in,
and it's soundproof. Acoustics play a large part
in how recording sounds. You'll probably
experience the effects of large reverbs when
walking down a stairwell, standing in a cave, or even
in a tiled bathroom in here. It's all about being in control
of how the room sounds. You've probably
noticed that I've got movable wall sections
behind me called gobos. They are essentially
small walls filled with special acoustic sound
absorbent insulation. This means if I wanted to quiet down the drum
sound, for example, with a less natural reverb, I can move these walls closer to the drums to dead the sound. We also have lots of instruments
in here such as drums, bass guitars, as
well as amplifiers, microphones, stands, and more. How do the two rooms work? These stage boxes
transfer the audio from the live room through to the recording equipment
in the control room. If I wanted to record
the bass drum, I'd take an appropriate
microphone. Put it in front of the bas drum, plug it into channel
one in the stage box. And that would take the
signal via cables in the wall for the
first channel in the mixing desk in
the control room. The first channel on
the mixing desk is connected to the first
channel on the computer. Simple. Really.
4. The Process as a Whole: Before we start on
our first song, we're going to look
at each process involved in music production. It can seem quite confusing with so many different stages, as well as this involvement from so many different parties, such as artists,
songwriters, record labels, recording studios,
recording engineers, mixing engineers, and
master engineers, just to name a few. It can leave people feeling
lost as to where to begin. The great thing is that
thanks to new technology, there are no longer the
same barriers to producing music that there used
to be times gone by. You wouldn't be able to
record or produce music without huge sums of money or the backing of the industry. Now you can produce music from your home and
have it released on your favorite platforms from Spotified itunes with
relatively little expense. There is, however, a
standard structure for how to produce
and release music. One thing we need
to consider though, is that to have a
great production, you need a great song. Now, songwriting is an
art form in itself, and that's a topic
for another class. But for now, we're going to take a very modern approach
to producing music. And we're going to
build our song as we produce more than that. Soon, back to this structure
I was talking about, to produce music, we go
through three stages, recording, mixing, and editing. Mastering. Once
your music has been through those three processes,
it's ready to release. But we'll cover that at
the end of the class A.
5. Recording Mixing and Mastering Overview: Let's break these
three stages down and delve a little deeper
into what's involved. As I'm sure you can imagine, recording is just capturing all the different elements
involved in your song. This could be drums,
bass, guitars, pianos, vocals, or anything
essential to your music. For those looking to produce
more electronic music, this could be
importing samples or programming virtual instruments
more than that layer. But for now, recording in its most basic instance would be a singer singing
into microphone. And that performance
being recorded onto whatever device you're
using to record with. Once the recording is
finished and you've captured all the elements
involved in your song, you should have all the
audio on different tracks. Now you can listen to your
song from start to finish. Now the first time you
listen to that audio, it will possibly sound
quite mesy and unbalanced. That's what we do
at the mixed stage. In its simplest
form, we are just balancing the volumes of
the individual elements. That could be as
simple as turning in the drums and turning
up the vocals. As well as this, we now
have an opportunity to edit the audio
recordings themselves. There is a whole array of complex editing
tools we could use, but for the purpose
of this explanation, this could be as
simple as deleting an odd sound from a vocal take, such as a singer
coughing between verses. Other edits could be
copying a great guitar take from the first chorus and pasting it in the second chorus. This is also your opportunity to add any effects you feel
your song might need. You'll most likely want to put reverb on the singer's
vocal, for example, your mix is complete when you
can listen to the song from start to finish and you're completely happy
with how it sounds. All the individual elements should be clear
and well balanced. Mastering can have similarities
to the mixing stage, but the big difference is the
fact that you're working on the entire song as a whole,
the individual elements. For example, at
the mixing stage, you have all the individually recorded audio
files to work with. That being said, whilst mixing, you might add more
bass frequencies to a bass guitar or turned
loud back in vocal. Whilst mastering,
you generally only work with one file,
the finish mix. This means that any
changes you make, you make to the entire song, if you add more bass frequencies
at the mastering stage, you're adding bass frequencies
to the entire song, not any individual element. Mastering is often referred
to as the final polish. This is because your song
should already sound great. After the mix stage, mastering is the final touches to
take it to the next level. This could also involve
analyzing the song to make sure it meets any specific
broadcasting standards, as well as this master, and engineers will use
tools such as compressors to enhance the sound and
increase the overall volume.
6. Equipment: I thought we'd escaped
the control room as we discussed the basic equipment
needed for recording. I really want to show you just
how simple it is to record and how little
equipment you need to get started at home with it, the distractions of
all the excess gear in the control room. As a music fan, you've probably seen
countless pictures of beautiful recording studios from your favorite artists
posting on social media. If you were to look at the equipment lists
of these studios, it would be absolutely
astonishing the incomprehensible expense
and the rarity of some of the equipment these
world renowned studios use would make recording seem like a luxury for the absolute elite and
inaccessible to. Most thankfully, this
is not the case. Although these great studios are wonderful spaces and produce
countless hit records, it is still possible to make great music on a budget at home. What you lack in
expensive equipment can be made up for
in talent and ideas. I believe one of Billy Ellis's records was produced
from her home. Although it does help that she's an incredible artist
and her brother is a phenomenal producer. But still you get the idea. A lot of the
equipment you see in big commercial studios
is just there to give the studio options
and the ability to record large numbers of
microphones or instruments. Let's look at a large
mixing desk, for example. In essence, a mixing console is just one channel for
manipulating audio, repeated as many times as
you need in my studio. For example, my mixing
console has 56 channels. I can have 56 microphones
running through it at once. Do you need to be able to record 56 things at once to
start recording at home? Of course, not realistically, you probably need to be able to record two, maybe even one. Don't think all this large scale equipment is
essential for you to produce something really
exciting. What do you need? A basic recording
set up consists of a microphone to
capture the sounds, A preamp to boost the low microphone signal
to a usable audio level. An audio interface to convert the microphone or instrument
signals into a format, your computer can recognize a Do or Digital
audio workstation, which is simply the
software you used to record your audio
and manipulate it. Finally, some speakers or headphones, so you
can of course, listen back to what you've recorded and that's
what we have here, a very basic recording setup. We have a microphone that's
plugged into our interface. Our interface has pre amps to boost that low
microphone signal. It also has converters to
convert that signal into usable format for our computer is then plugged
into our computer, which has our Do, which
is the Protol software. And then the output
of the interface goes to our headphones so we
can hear it for playback. Luckily, these days, there
are countless pieces of equipment available
to fit every budget. There are many
interfaces available, but a good example is
the SSL two I have here. I think you can buy these
for around 160 pounds. It has two channels, which
allows you to record two instruments or
microphones at the same time, and it also has outputs for headphones and
speakers as well. I can control the input gain of each microphone
on the front here, which is essentially
just the level of signal we have coming in. I can control the volume
of the speakers with a nice big control
here in terms of gain. If I had a loud guitar up
in front of the microphone, I would need to
turn the game down as a guitar amp is so loud. If I had a quiet singer, I have to turn the
gain up to boost the signal as the
singer is so quiet. If you're a singer
songwriter looking to start your first
home recording sell up, you could buy an SSs
interface or similar. Your microphone proto
subscription, a set of headphones, and a way you go, this could make your first
home recording sellp. Probably not much more expensive than your
instrument was. Equally, if you're not a
musician and you want to produce electronic music using samples
or virtual instruments, you might not need the
microphone or the interface, just protos and a
set of headphones.
7. Preparing Your Set-up: As mentioned, we're going
to be using Protos. There are many dolls
available from the free software you might
get with a new laptop, right through to
programs like Protols designed for the
professional market. Protols is a huge industry
staple for music production. There are other big
names in the field, but you'll find
Protols in some of the biggest studios
in the world and used by some of your
favorite producers. Although you're having a
shot of the free trial, there is of course, some significant cost
in using the software. I think the Protols
artist package at the moment is less
than ten pounds a month. Why am I teaching software
used by the industry, grades students on an
introductory class? Well, there are a
number of reasons. But it's important to
realize that there is an incredible amount to learn
about a recording software. If you do begin a journey into the production world using
a basic free software, you may eventually
realize it can't do all the things you
needed to do when you reach a more advanced level. If you love the process as
much as I hope you will, there's a good chance
you will end up switching to something like
protols in the future. Anyway, in this way you get to grips with
its capabilities and understand if it's something
you want to look towards in the future. Let's get set up. All you need is a computer to download the free
trial of Protols, preferably some
headphones or speakers. Go to the class description and follow the step by step guide. I've added some downloadable notes to help you get set up. There is also a link to some
samples free to download. You do not need
to use these, but you are of course welcome to. There are some individual
drum elements like kick, snare, high hat and more to get you started with
creating your song.
8. Pro Tools 1: Let's get started for the
purpose of this class. I'm going to teach you all the basic functions of Protols. Now Protos has huge capabilities with thousands of options. And I'm going to teach
you everything you need to know to produce
your first song. However, if there are any tools in the software that
I haven't explained, that is because I'm fairly
confident that it's something you do not need
to use at this stage. Also, protos has
many great shortcuts and alternative ways of
doing certain tasks. There may be methods I use
here that aren't the quickest, but I believe they are the clearest for you to understand. Feel free to spend a
little time looking up protol shortcuts to improve your workflow and
speed up your process. Although I'm now going
to explain how to create your first session
and start recording, it is a lot of
information to take in. That being said, I have also created some instructions
you can download in the class description
to help you remember all the steps when you're
practicing at home. The first thing we're going to do is click on the protols icon. The location of the icon may
be different depending on where your computer has stored Your free trial of protools. I'm on a Mac and have it saved at the bar at the bottom of
my screen for convenience. Once protolss loaded, this new window will appear here we can create
our new session. If this window doesn't
appear for any reason, you can simply click
File at the top of the screen and click
Create New Session. There are a number
of options here. Let's discuss the ones
that we will need. We have Create, which is what we will be using to
create our new session, which is where you'll find previous protol sessions
you've been working on. In this top bar, we
can name our session. I'm going to call
it class demo here. Local storage
simply means we are going to create a new
session on our computer. Here we get to choose
our sample rate. We'll be working at 44.1 24 bit, and our IO settings will
just be a stereo mix. Now down here, you can
click on location. You can choose where to save your session on the computer. I recommend your
documents for now. Now we simply click Create. Here we have it. Your first
Protol session set up. Protols has two windows. This window that we see here, which is our edit window, and another window which
is our mix window. I'm on the edit window. If I click Command
plus on my Mac, I can switch to
the Mix window or simply click Window Mix Window. Now we see our
blank mixed window. You'll notice there
isn't much to see in either of our
windows at the moment, except for some tools at
the top of our edit window. Before we start recording, we need to build our own
tracks within protools, but we'll get to that shortly. Let's have a look at the main
tool bar to get started. Over on the left we have
our edit mode buttons. Next to that we have
our view section. Then our edit tool section, our main counter
display, our edit mode, resolution, transport controls, mid time controls,
and sync controls. That may seem like a lot, but don't worry, we're going to cover the basics
we need shortly. The first thing
we really need to understand is this section here. This is our timeline.
Our timeline is simply a graphic representation of the physical length of
our recorded audio. We can look at this
timeline to see how long our recording is or identify specific
sections in our audio. This could be elements
of a song structure like verses or choruses. Within this timeline, you will notice individual sections, each with a different purpose. Let's focus on the sections that are useful to
us at the moment. The top is our bars and beats. This is the timeline
where you can follow the song in
bars and beats. Underneath we have
minutes and seconds. This is literally the length of time that has been recorded. This is helpful as you can look and see how long
your recording is. Tempo, this is arguably one of the most important
parts of our timeline. You will notice alongside tempo, there is a small plus sign. If I click the plus sign, I can change the tempo to
match the tempo of my song. This means you can
edit tracks, copy, paste, and build sections
all in time of the song. Our next function is markers. This is incredibly handy if you just record a song
from start to finish, all you will see is a series
of waveforms on the screen. This can be great in
many circumstances, but it can be
extremely hard to tell what part of a song you're
at by looking at waveforms. Instead, we can
set up markers in our timeline for key
sections of the song, such as the verse or the chorus. I can simply click
on the point in the timeline where I
want to add my marker. Click the line here,
Name my marker. Such as chorus, For example, I can click again further along
the timeline for a verse, a chorus, a bridge, et cetera. If I'm working with an
artist and they say, let's record the vocals
in the last chorus, I know exactly where
to go on the timeline.
9. Pro Tools Part 2 : It's now time to
build our tracks. If we go up to
track, then this is the window where
we get to choose what tracks are added
to our session. Every time you want to
record a piece of audio, you need an audio
track to record onto. Here we have one
mono audio track. It is currently named Audio. We can name it anything we want. If we want to record vocal, we could simply rename
this vocal Click Create. And you'll see the audio track has appeared on our screen. Now we have an audio
track we can record onto, and it's conveniently
called vocal. If I go back into
that window track, you'll notice the
small plus sign. This allows me to add
different types of tracks. Imagine we're
recording a drum kit. We could choose ten mono
audio tracks, for example. I wouldn't rename them as I don't want ten tracks
with the same name. I will name them
individually in the session. If I click the plus sign, I can now add another
type of track. I'd also need a single
track to play The click, which is just a metronome which you'd use to
play in time to. I would still want it in mono, but here is the difference. We would want an ox track
instead of an audio track. Now, what is an ox track? Ox input does not store audio, so you can't record onto it. It simply serves to receive audio from another
track or source. We can play our click
track through it, but it won't be
recording anything. Ox tracks can be used for other things such as
submixes or groups. For example, sending all
drum tracks to one ox, so you can control
them altogether. I'm going to call this
ox click for the metro. I would also want a master fader to control the overall song. This would be in stereo. Simply select one
master fader. Stereo. And we'll call it
master, click, Create. And we have our basic session. We have everything we
need in the edit window. You'll also notice if I
switch to our mixed window, everything is here as well. Edit window and
the mix window are the exact same tracks,
just different views. That being said, if I click on a button
on the edit window, I will see the same
button is selected in the mixed window.
There we have it. We have built a basic
recording session. Now let's have a
look at the tracks themselves and how they work. On the left here, you will notice that all our
channels are blue. I can simply select
that channel, double click on the color, and change the color
to anything I want. Now, this may seem
a little childish, but it's actually
really helpful. Imagine I have a session where I have 100 channels of audio, such as drums, bass, guitars, strings,
keys, and vocals. You can find yourself looking at a sea of audio channels
in your mix window, which can make it hard to
navigate quickly to where you need to be when
you're producing, you want to work fast. You don't want your
inspiration or creativity to diminish whilst you spend time looking for a
track you need to find. For example, if those
are all drum tracks, I can select them
all by clicking on the first track shift. Click on the last track, double click on any of the color indicators
and change the color. Now all my drum channels are clearly distinguished
by the same color. I would then make the next
instrument a different color. As well as this, we can
change the names of any of the channels as we go by
double clicking on the name, type a new name, I try
and keep them as short as possible so they're
clear and easy to navigate to and click. Okay. Moving on, let's look at the
functions of our track. If we use our vocal
track, for example, underneath the name, we have
four options or buttons. The left button is
Track Record Enable. If we click that, that means the track is
ready to record audio. Now if I go up and set
protools to record, which we do by pressing
record and play, you'll see the channel starts recording across the time line. We haven't set up any inputs or microphones on that channel. There isn't actually any audio being recorded, but
you get the idea. Notice how none of the other
channels recorded anything. That's because they didn't have their track record
enable selected equally. When we finish
recording our vocals, we want to switch off the track record enable
to make sure that we don't accidentally record over our vocal whilst we
record other instruments. Our next button here
is Input monitoring. Track Input monitoring
lets you listen to the live input on that
channel at all times, regardless of whether ptoles
is in playback or recording. This is helpful if you wish to practice your performance
along with the song before you begin
recording Solo Button. If I click solo on the track, I will only hear that
track playing back. I can solo multiple
tracks at the same time. Our next button is mute, which is essentially
the opposite of solo. Any channel that I mute,
you won't be able to hear.
10. Pro Tools Part 3: Below this, we have
all the options of what we can view
in our edit window. This is always automatically set to view the waveforms
of our recorded audio. But if I click this,
a drop down menu appears with a
number of options. I won't go into detail
about all of these, but the two we need
for this class is waveform and volume. Waveform is our general view that we will use
most of the time, a recorded audio
and make any edits. Let's switch to volume and have a look at what
we can do here. As soon as we click volume, this line appears and that
line is our track volume. You'll notice if we switch
to our mixed window, we can of course, change
the volume with our fader. And you'll notice
any changes that I make with the fader
in the mixed window, change the volume line in
the edit window. Simple. We can go one step further than just adjusting the volume. We can use this line to
essentially make a map of volumes that our fader will follow throughout
the timeline. Imagine we have a guitar part that is too loud in the verse, but too quiet in the course, we could simply click individual sections
in the volume line and turn them up or down. Let's look at what happens to the fader when we press play. See how the fader follows the automation that we just set. That's a very handy function. It's important to note that once we make automation
on the track, we can no longer adjust
the volume of the fader, as it will always revert back to following the
automated volume line. The next button to look
at is the freeze button. This button is
incredibly useful. I think Protols added it around the end of 2015 and it has been a
fantastic new function. When you freeze the
track, the source audio on the track is replaced with the audio that has been
processed by all of the plugins on the track.
What does that mean? Imagine you've recorded a singer and we've added lots of
effects and processing, which can be hard
work on the computer. That is probably fine
if you have one track. Now imagine we have 50 tracks all with lots of processing. Eventually your
computer will start to struggle with running 100
effects plug ins at once. If we freeze the tracks
we aren't using, it stops our computer from struggling and
potentially crashing. Freeing up computer
power to work on the tracks that we are
currently editing or mixing. I can unfreeze the tracks at any point and begin
working on them again. For example, if I'm
editing vocals, I may freeze all the drums I've already edited to save
strain on the computer. Those are the basic
functions of this first box. Now onto our insert and sends an insert is where we can add a
plug in to our track. A plug in is just a processor, which could be an equalizer, a compressor, a reverbidlay,
or any number of things. If I wanted to manipulate the sound of our
vocal recording, I could click on any
of these inserts. Select the plug in I want. And that plug in will pop up in its own window where I
can change the settings. Let's have a look.
It's important to note that I have hundreds of plug ins here and I've
been building my collection for many years with protols. You'll only have a few free
plug ins that come with it. We have a range of
EQ's, dynamics, pit shift reverbs, delays
modulation and more. Lots to choose from. If I wanted to add reverb
to this vocal track, I could click on an
available insert to bring up the plug and menu. Go to Reverbs and select
whichever reverb I prefer. I have an Abbey Road reverb here for example,
which we can open. And it's a great looking
and sound and plug in now you can see
it's window here and I can adjust settings
to change the sound of the reverb equally. I could bring up an EQ
in the same manner. If I wanted to boost 200 hertz, I could click and drag up to Boost and down to
cut more on that. When we come to
the mixing stage, insert spaces where
we can add plugins. Before we jump onto sends, we need to have a quick look at these two options,
input and output. Input is simply where the signal being
recorded is coming from. Output is where it's going. Input could be your microphone, output could be your
speakers. It's that simple. If I set my protols
input to analog one, I have the studio connected up so that analog one receives the signal from the first input on the stage box
in the live room. If we plug a microphone
into stage box input one, I then select analog
one and protols, then we can record it. Output is just set stereo, which goes to my master fader
and then to my speakers. If we wanted to
record a drum kit, we could set the kick
drum to analog one. Plug the kick drum
microphone into the first input on the
stage box in the live room. We would then take
a microphone for the snare drum and plug
it into input two. I would then set the snare
track input to analog two. We would then take
a toll microphone, plug it into input three, sets track to analog
three, and so forth.
11. Pro Tools Part 4: Now we can have a look at. Sense. Sends are where we send a copy of the audio we've recorded on that
track somewhere else. Now we can send
it somewhere else physically like a set of
headphones, for example. Or send it somewhere else within our portal session on
what we call a bus. If we're going to
send our track to headphones, we click send, then select an output on our computer or interface
that our headphones are plugged into any track you want to hear
In the headphones, you'll need to
create another send on the individual track
you want to hear. This will bring up a little
fader to just the volume of that send internally. Instead of clicking
analog outputs, we could make a bus Send. If I go to this vocal recording, I can click Sends and
select it to be sent to Bus 1.2 I could then create an ox track and make the
input of that ox track, Bus 1.2 Now, the vocal recording is being sent from the
vocal track on Bus 1.2 and has been received on
this ox track from Bus 1.2 Now we can hear it on both tracks. Why
would you want this? You might ask a
number of reasons. I might want a very
clear vocal track with my reverb on a separate track so I can control its
volume separately. I would send my vocal
track to an ox track, then put my rever plug
in on the ox track. Another good example
would be drums. If I have the drums and ten
tracks with every track at a different volume
and wanted to turn the drums up or change
the overall sound, I could send all the
drum tracks to bus 3.4 set an ox with the
input set to bus and four, and call that my drum bus. Then I could turn
the entire drum kit up or down or add any effects. The only difference with
this example is that instead of sending the
drum signal as a send, which is essentially
another copy of the track, I would actually change the output of the
drum tracks to bust. And four, this is because we don't want to
hear the drum tracks twice, we only want to hear them
coming out of the drum bus. Now underneath that
we have volume. If I click here, we
get a tiny fader, we can turn the
volume up or down. With this is exactly the same as our fader
in the mix window. It can just be handy to
save switching windows. Also we have pan,
which is set to zero. Pan controls which speakers or which combination of speakers
your sound is coming from. Zero is straight down
the middle and you will hear the sound
equally in both speakers. I went 100 to the left, you would only hear it
in the left speaker, 100 to the right, only
in the right speaker. And the closer I
get back to zero, the more you'll hear the
signal in the other speaker. Making a stereo field. Lead vocals, for example, are normally always at zero
straight in the middle. But imagine two guitars. In a band, you might pan 1100 left and the
other 100 right? So you can hear a guitar in each speaker and give
the song more width. You've probably
been in a situation where you've been
listening to music on one headphone and you can't
hear the guitar solo or some other part of the song
because it's been panned to the headphone
you're not using.
12. Editing and Importing: Before we start creating, we need to have a look at some editing features we
have available here, which will help us put
our song together. See this little
magnifying glass here? We can click this to zoom. We can also drag it over the section we wish
to enlarge like so I could drag over a smaller section again to really zoom in on the waveform. Or I could press option on my
Mac keyboard to click and. But we could also hover over the line at
the bottom of the track, drag it down, and get a much
larger view of the waveform. Up here we have our smart tools. These are the main three
tools we will be using. We have the Grabber
tool on the right. If it's selected, we can grab the recorded audio
and move it around. Next to that, we have
our selector tool, which selects a specific
point in the timeline. With this, I can start playback from wherever I have selected. I can also drag over
sections I wish to copy command on a Mac or
delete by hitting Return. All these things can also
be done by simply clicking Edit at the top
of the window and scrolling down to
the required tool. Our final button on the
left is our trim tool. If I've recorded
longer than I need to, I can simply drag
this back to delete the audio at the end
or the same start. Also, you will notice
above these controls, there is a button
around all three. If I select this, I can use all three without
switching back and forth. Let's see how that works. If I'm above the middle line in the way firm it's
the selector tool. If I'm below the middle
line, it's the grabber tool. And if I'm at the edge,
it's the trim tool. If I'm in the top corner, I can drag in a
fade out or fade in and make it as long or
as short as I need. Now I know that's a
lot of information, but these are the basic
controls of protools. There is also a cheat sheet. You can download this part of the class to help you practice, or you can rewatch the videos
and work along with me. Now for the purpose
of this class, as you're all
beginners, you probably don't have a microphone
or interface at home. You could record using the
microphone on your computer, but the quality
might be quite poor. It may be worth
trying so you can get a feel for the
process though. That being said, we're
going to begin building our track with samples
and virtual instruments. What I'm going to do is
create a new session. We'll call it class example. Now I don't need
any audio tracks as I'll be important the audio, but I do still need a click
track and a master fader. Importing audio is where we take audio from another source,
such as your computer, that has been pre recorded
and we import it into protols where we can then use it in the same way as any
audio we've recorded. I will click Import Audio. Locate the files you've
downloaded as part of the class. You can preview any file you've clicked on
and listen to it. Once you've found
the sound you want, you can simply click Add. Let's start with a kick snare and a hi hat to
make things simple. Now you'll notice they're all in this clips to
import column here, all we do is click open Protols. Now shows us this audio
Import Options window. The destination will
be new tracks that we can have our imported
audio on separate tracks. Location will select
Start of Session. This will import at the
start of our timeline. Now if we click Enter, it will take us to the start of the session and we can
zoom in on our samples. Now we need to take a
look at our edit modes. Here we have shuffle, Spot, Slip and Grid modes. These modes affect how clips are placed and edited
on our timeline. Shuffle mode allows you
to move clips around, but their movement
is constrained by other clips on the timeline. Slip mode allows
you to freely move clips around on the timeline
with no constraints. Spot Mode provides
a way to place clips at precise
timeline locations. Grid mode means clips
can be positioned and moved based on the grid
which is set to our tempo. For example, if I move a
piece of audio in grid mode, it will only be possible to place it on a beat of the song. This is a great function as we're about to start
building our drum beat. We want to be in grid mode as our grid mode will keep us in
time with the click track. You'll notice as soon
as I click grid, these lines appear
on the screen. That is our grid
in bars and beats. If we go up to this
section at the top here, we can select if the
grid spacing is 1 bar, half bar, quarter note, eighth note, and so on. We'll stick with
quarter notes for now. And you'll see on the grid that this line is slightly
clearer here. That is the end of 1 bar
and the start of another, you'll notice we have
first beat, second beat, third beat, fourth beat, and start of the next bar. Let's take a minute to have a quick think about
music theory. Music theory is a huge topic and if you play an instrument, you may already know
a lot about yourself. On the other hand,
many people taking this class may have no prior
knowledge of music theory. Let's cover the basics
to get started.
13. Click Tracks Bars and Beats: If you don't know what bars
and beats are, do not worry. It's very simple. When you're listening to your
favorite music, you often tap your foot
along with the song. Whilst you're tapping, your foot is normally on the
beat of the song. Most music you listen to
has four beats in a bar. Not always, but
the vast majority. That being said, when you're listening to
your favorite song, you can count along 121234, tap is a beat. When you get to
four, that is a bar. If you count 1234, that is 1 bar of music. If you did that twice,
2 bars of music, 123-41-2343 times 3
bars of music Simple. Here's a quick demonstration. If I tap the beat
with my left hand, 1234, I'm tapping quarter notes, like on the grid 1234. I could divide that up further
with my right hand and tap eight times in a bar
without affecting the beat. Watch, My left hand is still keeping time
with the four beats. 1234, but my right hand
is playing eight notes. 12, 341-234-5681, Essentially, my right hand
is still playing the beats, but it's also playing halfway
between the beats as well. Similar to counting 1.2
and 3.4 and we've just added notes on the S. I could take that a step
further and go to 16th notes. And playing four notes for
every beat with my right hand. Every bar I'm playing 16 times, but it doesn't change
the timing or the beat. It's just dividing that
bar wherever we need it. So we could have 1234124. 234 simple. I'm still playing the
beat in my left hand, but we've divided the bar into
16 notes of my right hand. There we have it.
Barj and beats.
14. Building Your Drum Beat: Let's get started with our beat. We can go to the selector
tool and click all three. We'll meet the snare
drum and the high hat for now and just
work on the krum. We can select the
kick drum sample with our grabber tool to edit and copy or command
C on my keyboard. Then we can paste this
drum anywhere we want, as long as it's on a
beat, for example sake. I'm going to leave
the first um on the first and paste another, the third bit of the bar, by
selecting the grid on the third and paste command
V on my keyboard. Now if I hit Enter on my keyboard to go back to
the start of the session, click the Space bar
to play or play. At the top of the screen, we can hear those kicks and
click track together. Now we have a kick pattern. Now the same process
again for the snare. Let's mute the
kick drum for now. Slick the snare sample
with the grabber. Edit, copy or command C. Then
paste it where we want it. I'm actually going to
drag this first snare to the second beat of the bar,
and then paste another. Copy, edit, paste
command V on beat four. Now we have our kick
drum on beat one, snare drum beat two, kick drum beat three, snare drum beat four. Let's listen to the snare drum on its own with the click track. Now I'll mute the kick and have a listen to kick
snare and click. See how we've already got a
drum pattern coming together. Let's mute those two and
look at the high hats. High hats tend to
be played faster. Not always, but generally. Let's switch our grid
to eighth notes, so we have the option to
place them closer together. Same situation, again, copy the first high hat and
paste it where we like. I'm going to put the high
hat on every eighth note. Let's listen to that high hat. Now let's listen
to it altogether. Now we have a beat that's fine, but sounds a little dull. I'm going to move
these around slightly to make it sound a
bit more interesting. Let's listen to that. That
sounds a lot more interesting. You'll notice my beat is
actually 2 bars long. Now that's fine. We just need to
remember that if we want to copy the beat
and paste it elsewhere, we need to copy both those bars. Now I can take it a step further and add a few more elements like importing some Tom samples and maybe even records some
percussion over the top. Let's listen instantly. So much more exciting, there we go really quickly. We have a drumbeat, we can then mute the click as
it's not part of our song. Now imagine this was
our entire drum beat. One or 2 bars isn't going
to be enough for a song. We can simply copy this beat and repeat it as many
times as we want.
15. Building Your Drum Beat Part 2: Instead of copying all
the tracks individually, the easiest way is
to create a group. Simply click on the first
track of the drums, which is our kick hold shift, and click on the last track. If I go down to the
bottom left here, I can click this down arrow
where it says Groups. This will bring up
a drop down menu where I can click New Group. At the top of this
window, it says Name. We can call this Drums. Now you'll notice all the tracks we have currently selected are already in the right
column. We can simply click. Okay, Notice how this new group has appeared at the
bottom left called Drums. If drums is highlighted,
the group is on. If it's not, the group is off. If we have a group highlighted, anything we do to one
track in that group, happens to all the tracks
in that group like. So. Now what I'd like to do is
switch our grid view to 1 bar. To make it simpler,
highlight our drum loop, copy, click the start of the next section
or bar and paste. Now we have twice as many bars. Notice that because
my Tom samples run over the end of bar two, when I paste the drums at
the start of the next bar, cut off the end of
the Tom samples. This can be easily
fixed by going in and extending those clips
individually with the trim tool. We won't worry about that now, but it is something
to be cautious of. We could then keep pasting this drumbeat as many
times as we need. There are faster
ways of doing this, but I think it's important
we do it this way. For now. There we have it over
3 minutes of drums. Now, if that drum beat stayed the same for the
duration of the song, it would be quite boring. What I tend to do is add
or remove elements for different sections
of the song to make it more dynamic and interesting. As I'm happy with
this drum beat, I'm going to keep the entire
beat for the choruses. Move any extra elements
in the verses. In this case, I will take out the cow bell and
tambourines in the verses. First, I'll make a structure
for my song in the timeline. This can be anything you
want, but for simplicity, I'm going to make
me first chorus, first chorus, bridge chorus. I will also make each
section 4 bars long. Before this, I need to
make a quick alteration. I started my drum loop at the very beginning of
our timeline to make it nice and clear how I was using the bars and beats
starting with beat one. In reality, I always leave
at least 1 bar blank at the start of a session
for a number of reasons. But the most obvious
being that I need to hear the click track play
before I start recording. And no one to come in in
grid mode like we are here. If I select all my drums in bars 1.2 I can simply
delete those bars. Now when I go back
to the start of the session and unmute
my click track. Watch what happens
when I press play. Now I have a nice little T plus it's good to have
a little space before the track comes in to
make sure I'm not losing any information at the beginning of the song or any transience. Something to keep in
mind is that you need to turn off groups that
you're not using. Always uncheck the groups you aren't using in case you make any mistakes and
accidentally delete something from
another section of the song that you
can't get back. Let's build our structure. Now I simply go to click on the audio I want to
remove from the section, then click edit, Delete. Let's listen to the verse
going into the chorus. Great, see how the energy increases with those two extra elements being
added to the chorus. That's generally what
we aim to do with the chorus, build energy. Something to think about is that although I have provided
you with drum samples here, you can get thousands
of drum samples online, like most things,
for a few pounds, you can get some drum samples made in somebody's home studio. Or if you spent
more, you can get some high end samples
from a well known studio. There are also companies
such as Splice, which follow a
subscription model. For your monthly subscription. You can download all great
samples, not just drums. Thousands of instruments
and sounds are available. Now we can move on to
our next instrument.
16. Using Virtual Instruments: It's time to move on to
our next instrument. Now that we have a drum beat, the first thing we will do is click on the last
track of our drums. This is because if we go
to create a new track, the new track will appear just underneath whichever track
is currently highlighted. If I clicked on the kick drum
and created a new track, it would appear just below it, between the kick
drum and the snare. This wouldn't be very organized
or convenient for us. I want the base to go.
At the end of the drums, I click on the last drum. We're going to set up
a different type of track compared to what
we've had before. We still want one track. We're going to go for
stereo this time, and we don't want
an audio track. What we want is an
instrument track. This is a track that we can put a virtual
instrument on using a plug in and control the notes being played
using midday information. Once we've selected
an instrument track, we can name this track
as I'm going for base. Next, I'll simply call it
Base and click Create. Here we have another track
that has appeared and it's got very similar parameters to the other tracks
we've discussed. You'll notice many
similar settings, but there are a few differences. Let's have a look
on the left here, we can change the color
like we did before. I'm going to make this a light green so it stands
out from our drums. Now we have a record
enable button. As before, solo or mute. We have no input
modeling because it's a virtual instrument and we're not working with a live signal. Everything else
looks quite similar. We have our insert for plug ins. Sends our usual input and output and our
volume and pan here. Now let's have a look at
the main differences. Notice that here if we click, we have some different options. What we're going to
do is switch to notes because we're going
to be writing the music within protols. I'm just going to click on this. We line underneath
our track to expand it so we can see what
we're doing a lot clearer. I'm sure you'll
noticed that there are some lines here that look
like a keyboard on its side. That's exactly what this is, a virtual Midi keyboard. Now the first thing we need to do is add an instrument
to our channel. Much like the samples,
there are thousands of virtual instruments
you can purchase online. Some are quite cheap for
people getting started, some more expensive for use in big productions and
everything in between. Protols comes with a number
of free plug ins you can use. Which one you'd like to try up to you. Why not try them all? For the purpose of the base, you could use a Protos
plug in called Expand. Simply click on an
available insert on your instrument channel. Go to Plug Ins Instruments,
and click Expand. This will open the
Plug ins own window. There are a number of available
slots within the plugin, you would just choose
a click the slot, go down to bases and
select full picked base. This would just be a
simple option for you. You are of course welcome to
try any virtual instruments available and experiment with changing all the parameters
for that instrument. To show you some of the
different options available, I'm going to use
a plug in called trillion that I use for a
lot of my base production. I'm going to keep it
simple for now as we have a lot to cover and we
want to get creating. Now if I were to go
up to the top bar and select the pencil tool, which just looks like
a little pencil icon, I could come back down to the
muddy and wherever I draw a line is a note that corresponds to the
keyboard on the left. If we sold the base, go back
to the start and click Play. We'll hear the note
we just added. If I click on that note I've just created, you
will hear it play. And if I move it, you'll
notice that the note changes. And on the left you can see the corresponding
key of the keyboard. Now if I wanted to view
this more clearly, I could write, click
on the middy track. Go down to open mid editor to let me see a larger
view of what we're doing. You can also see a better view of the virtual keyboard as well. Note this pencil tool
that we are currently on, it can draw new notes, but if we hover over
an existing note, we can also make it
shorter or longer. I've made this note 1 bar long, and let's see how that sounds. There we go, our
first base note. Let's add another three to
keep it nice and simple. For now, we're going with
one base note per bar. I may go higher up for the next, in between for the next, and here for the last note. Now, there is a huge
amount of theory on why certain notes work together and certain notes
should be used. But if I were you and
I was starting out, I would go and look
at my favorite songs. And you'll find most
of your favorite songs have the same four chords. I would look up what
those chords are on line and see how they relate
to this midi keyboard. If the chords to your
favorite song are GEC, you just need to draw those
notes on the keyboard C. If you don't know the names of the
notes on the keyboard, you can simply search
online keyboard notes, click images, where you'll
see plenty of great examples. Equally, you could just create notes based on what
you think sounds good, draw a second note,
and listen back to see if it sounds good after
the first note, E.
17. Using Virtual Instruments Part 2: I've now got four
notes, one on each bar. I'll go back to the
start of the session, click play, and we
can have a listen that seems fine, possibly slightly boring
and fairly basic. But we can change this base pattern to anything
we might like. For example, I may think
this last note is too high, and I could change
it to a lower note. Or we can make this more
complicated altogether. And we can have a
note on every beat. Let's delete the
notes we have by simply highlighting them
and clicking Delete. Then draw more frequent notes
and see how that sounds. Now you can make
this as complicated or as simple as you want. You can have lots of
different base notes and different note durations, or whatever you feel
your song needs and you feel comfortable doing. It's entirely up to you. Now, the problem with using
Midi notes generated like this fact that every single note sounds like it's being
played exactly the same. This can be good
for certain things like electronic music, but as this is replicating
a bass guitar, we're trying to make
it sound more natural. If you think about the bass guitar is
playing their instrument. They aren't going
to play every note exactly the same
because they're human. That's just not possible. What we tend to find is
as we play with emotion, some notes will be
louder and some quieter, and things won't
be quite perfect. We can do a little bit
here and make this feel a little bit more
like a real performance. The simplest thing I can
do to enhance the feel of this bassline is by changing
the velocity of the notes. For example, a bassis will often emphasize the
first beat of the bar. To do that, all I need
to do is go over here to where it says notes
and change to velocities. Change in velocity simply alters the amount of attack where
a sample is triggered. In a simple example, it would
be the equivalent of you lightly pressing a key on a keyboard or heavily
pressing that key. The first thing
you'll notice is that every note is the
exact same velocity. If I click on this
first note here, you'll notice that its
corresponding shape up here will become highlighted. And I can change the velocity of this to become harder or softer. I'm going to leave
the first note at its current velocity, and I'll make the
second note lower, and the third, and the fourth. Now we have the first bit of the bar slightly more prominent, and the rest of the
notes a little quieter. Again, the next three
notes wouldn't be the same velocity because
that's not how humans perform. I tend to make these notes
a little bit more random. Let's see how that sounds
with the base sold. Now you'll notice
the first bar sounds a little bit more like
a real performance. The next bar sounds back to
that robotic static feel. I'm going to do the same
thing for all the bars. Let's have a listen
to that playback that seems more
like a performance, less like a machine. All that's left to
do is copy and paste this pattern as many times as we want for the duration
of our song. Of course, you'd likely want different chords for
different parts of the song, but I'm going to keep things
as simple as possible here. That's how we draw the notes
for a virtual instrument. If you have a Midi keyboard
like I have on my right here, you can simply treat it
like a real instrument. Hit record and start
playing like so. You'll notice how the notes
aren't perfect because I'm human and didn't play them perfect to the
grid like a computer. If we look at the
velocities they are compared to the
computer generated. This is just another
way of recording virtual instrument with a
bit more real life feel. Midi keyboards can
be purchased quite cheaply in most
music stores online. If it's something that you
hope to get into more, I would suggest a
Midi keyboard could be an incredibly handy
piece of equipment. There we have it, drums
and bass together. Let's move on to
another instrument.
18. Adding Other Instruments: Yeah, for our next sound, if I wanted to record
a real instrument, I was set up another audio track like I
showed you before. Set up a microphone and
record the instrument. Or I could create
another instrument track and use another
virtual instrument. Let's go for a
virtual piano next. The process is exactly
the same as we did for the bass.
Let's speed things up. As you can see, I've
recorded some piano. I played it live with
the Midi keyboard. I played the same notes as the bass with a
melody over the top. It's important to consider that the more traditional route
of producing a song is, of course, recording a song
that's already been written. You just be recording all the parts essential
to that song. The method we're using
is a lot of fun though, because I only started
with a drum beat. I didn't know how
the song is going to sound or what
direction it may take. This makes it really interesting
to watch it develop. As you can see, my songs turn
into some popish ballad, which was never my intention, but so far I like it. Let's add a fourth instrument. You guys at home could add another virtual instrument or another sound sample
that you like. But I'm going to add
some guitars here so I can show you the
different variations of what can be done. I'm going to record it in the control room here
just for convenience. Microphone set up to capture the sound of my acoustic guitar. I will set up an audio track. I will then send the sound
from the previous instruments we've recorded to my headphones
so I can play along. Let's have a quick look at that. I'll speed up the process
to save you guys some time. There we have it. We have drums, bass, piano, guitar, and we can have a
listen to it altogether. I recorded the
guitar part twice, as I like to pan one
in each speaker at the mix stage to give the
song some stereo width. I also recorded the
verse guitar parts and the chorus guitar parts
on different tracks. That's because I was
finger picking quietly in the verses and had some fairly loud
strumming in the chorus. Recording them separately
meant that I could adjust the gain of the
microphone for each section. Also, as they're going to
be very different sounds, I can mix them separately.
19. Recording Vocals: Now it's time to
add some vocals. As mentioned, recording
real sounds such as vocals is not essential
to your class project. You could do it entirely using samples and virtual instruments. That being said, I still
want to show you how vocals are recorded in case it's something you want
to try in the future. Beside me here I have a
vocal microphone set up and you'll notice it has this odd looking device
in front of it. This is called a pop filler. Now, I highly recommend
if you are going to record vocals to get
yourself a pop filler. It essentially removes
popping noises when you sing, especially when you have over pronounced words with the
letter P. For example, like party or peace or pain. I'm obviously over
pronouncing them, but this sudden air pressure can sound unpleasant
on the microphone. The pop filter removes
this. Fast moving air. Pop filters are not very expensive and they can
make a huge difference. Also, they are quite handy for keeping your distance from
the microphone consistent, as if you get too close or too far away from
the microphone, it's going to affect the
sound of your recording. This is what we call
the proximity effect, where there are increased
low frequencies when your voice gets closer to
the microphone equally, if you're too far away,
you'll lose clarity, lose signal level, and lose
low frequency in your vocal. The pop filter can act as a
handy distance guide for you. I'll set up a new audio
recording track as before. Set the inputs, enable
it to record ready. We then set the gain
on our preamp to an appropriate level for
the volume of my voice. If I'm singing
something really loud, my gain will be set lower. And if I'm singing
something quite quiet, it will be
slightly higher. We can use the meters
and protols to show how much signal
we have coming in. We want to have enough
signal that we have plenty of level indicated
by the green line, but we don't want to
have too much level as the signal will clip. In its simplest form,
analog clipping is when an amplifier is pushed beyond its maximum limit and
begins to distort. If you're using
analog equipment, the audio will gradually
begin to distort. There are even some
situations you may want this as
a desired effect, but digital clipping
doesn't work that way. With digital clipping,
any signal that is higher than the
loudness ceiling in your equipment will be lost, which can result in artifacts of noise or lots of
information in your signal. Your protos meters will start to change from green to
amber or red if you have too much signal
and clipping is occurring when choosing
the gain on my preamp, I will sing the loudest section
of the song to make sure it's still at a healthy level and no clipping is occurring. Once I'm happy with
my microphone game, I will then make sure that
all the instruments I need to hear in my headphones are
at an appropriate level. I'll then mute my speakers
and I'm ready to record. I'm going to record a very
basic vocal line for you now, and I'll keep it as simple
as the rest of our song. We're not trying to win any
songwriting awards here, just learn the basics
of production. Let's lay down a typical
pop ballad chorus line. I just want to feel, for the first time, pray for something real. Hello. Hold you in these
ads, in the Osman. There we go. We
have a basic chorus vocal recorded. Let's
have a lesson back. Swan Sp, something real. Hello you in Oman in the Osman.
20. Backing Vocals: Now we have our lead
vocal in the chorus, we can add some backing
vocals to fill out our sound. This might simply be repeating
a key phrase in a chorus, any different octave style or tone to what we've
already recorded. I like to stack quite a lot
of backing vocals to add depth and energy to the chorus and pan them in
different locations. I'll go ahead in the same manner as I did while recording
the lead vocal, set up some new tracks, record some basic
backing vocals, and we can see what
it sounds like. I want to feel hell
for the first time. Pray for something real. Hello old you in these ads, there we go. We have some basic backing
vocals added to our song. Let's have listened to
all the vocals together. So that's our lead vocals
and our backing vocals. Schwann To feel hello
for the first time, pray for something real. Hello, old you, Innis mails. You'll see how that sounds.
Much more interesting. Let's have a lesson to
the track as a whole. We've got drums, bass, piano, guitars and vocals. Swan feel for the first time, pray for something real. Hello in the There we have it. In a relatively
short space of time, we've managed to build a song, record all the
elements we needed, and we have the fully recorded audio we can listen back to. As I said, this is not some
award winning hit song. This is very basic for
what we need to do here. But it gives you an idea of how quickly you can create
and produce music. The recording process is often not as quick as
I've demonstrated here. If I was recording, for example, a live drum kit, I would spend a while putting
new Skins in the drums. I'd also try out
different microphones. I might have ten to 15
microphones that I'll move around and experiment with their position and
how they sound. I could quite easily spend an entire day just
recording drums, depending on what type
of sound I'm going for. Equally for another
instrument such as guitars, you might spend a
considerable time trying out different guitars, different guitar amps,
moving the microphones, or even choosing
different microphones. Generally just experimenting to find the sound you're looking for that can take time
before you even hit record. If you're working
with great musicians, setting up and
experimenting can take much longer than the performance
and the actual recording can. This is also why it's
important to have things like session templates as much as possible planned set up in advance because you don't
want to waste time, especially if you have a
musician coming into record. They don't want to spend
their days sitting around whilst you spend hours
setting things up. So it's great to be as organized as you can before your session.
21. Mixing Drums: Now onto mixing. If we switch to our mix window, here we can see we've got
all our individual sections. We've got our drums,
our bass piano, acoustic for the verses, acoustic for the chorus, vocals and backing vocals. Let's start with our drums. The first thing we
need to do is set up a drum bus where we're
going to send all of our drum tracks so we can have control of the overall
sound of our drums. I'll click on the last
channel of the drums here, then I'll go to track one, stereo, this time an ox track,
and we'll call it drum. Now this bus we can use to control the overall
volume of the drums, and we can add elements
of mixing like EQ or compression. Now we
have our drum bus. We're going to set the input
of the drum bus to bus 1.2 Now we're going to put
the output of all of our drum channels
to Bus 1.2 as well. You can do this one
at a time, like so. Now I can turn the drums up
or down with this bus fader. It's worth noting that
I didn't use any sends, I changed their output. As I mentioned earlier, that's because I didn't want a
second copy of the drums. I want the original drums
coming through that ox track. I'm also going to mute all the other channels
for a while as I'm only working on the drums
to begin with. There we go. When mixing the drums, I'm going to go to a section that has all the drums included. There's no point working on a section where some of the elements of the
drums are missing. The chorus has all the drums. I'm going to highlight
the chorus on the timeline by
clicking and dragging. I'll go to Options and make sure loop playback is selected. That way when I click Play, I will keep repeating the highlighted section
over and over. And I don't need to start
and stop all the time. Now the first thing I'm
going to sort is my panning. There are two
traditional ways of looking at drum panning
that'll show you now. You can pan drums from
the drummers perspective. This means if you're sitting on a drum stool playing drums, the high hat would be
traditionally on your left, your kick drum, snare drum
directly in front of you, your Tom, possibly
slightly to the right, and your floor tom
further to the right. You're essentially
panning the drum kit so that it feels like
you're sitting behind it. The other way is to pan
with audience view in mind. You pan the drums as if you
were looking at the drum kit, which would essentially
be the opposite. In modern music, you can
really do anything you want. But what we're trying
to achieve here, building a sense of width
and dimension to the drums, I'm going to pan them as if I'm playing the drums because
that's what I'm used to. I'm going to put the high hats slightly to the left,
maybe around 40. I'm going to pan the rack Tom slightly to the right, say 20. Then I want the floor Tom even more to the right, around 60. Then I'm going to put
the tambourines 50 left, and the bell 50, right? This is also generating space
for each of these parts, though not sitting directly
on top of each other. Let's have a listen see
much of a different size, everything sounds a bit wider, like it's a bit more space, more like a real drum kit. At this stage, I'm also going
to balance the volumes. We can change these volumes
again at any point, but for now, we're
just trying to get a nice balance of the drum. Sound.
22. Plugins and Processing: Now we're going to start
looking at what plug ins and processing we can add to
improve the sound of our drums. The first thing we'll do is
have a look at how EQ works. If we take our kick
drum for example, first I will solow it so you
can only hear the kick drum. If I go to my kick track insert, I'm going to choose an EQ. I have a lot of plug ins
to choose from here, but I'm going to
use the Q37 band as it comes free. And
you can use it too. This is our Q window here. We can increase
desired frequencies or decrease unwanted
frequencies. On the left, we have high
and low pass filters. Down the bottom we have what we call bands of parametric EQ, allowing you to find a specific frequency to cut or boost. Most plug ins and EQ's have
presets you can dial in, this can be handy
to get you started. Simply go to the
top of the window, click factory default, and pick any preset
you want to try. This will give you a
great starting point and you can adjust accordingly. Plug ins also have
bypass buttons so you can listen to
the sound before and after any changes you've made just to make sure
you've enhanced the sound and not made it worse. Once we're happy
with how it sounds, move on to any other processing
or effects we might need. If this kick drum was
a real drummer plane, each hit of the bass drum
might be slightly different because they might hit one
soft and the next one harder. What we could do is add a
compressor like this, BF. 76, to even out that waveform. The quieter hits become louder, and the leader hits
become quieter. As this is a quick introduction and we want to create
our first song, I'm not going to bombard you with every button
on every plug in. Instead you'll find a link
in. The links are provided. That takes you to a website that describes all the functions
of the three plug ins for Avid as we just copied
and pasted our samples. We don't need to worry about any variations here as
they're all exactly the same. We can continue this
way across our drums. So we have a really
nice drum sound. Something to watch is that I wouldn't normally
mix a song this way by sling the drums and working on them in
constant isolation. The important thing
you need to remember is that a song needs
to work as a whole. There is only one
frequency range, and all our instruments
need space in that range. If I add a lot of bass to the kick drum to make it
sound really big and full, it may be competing with the
bass guitar as it may need. Similar frequencies.
Don't obsess on this perfect drum
sound and realize that it overshadows the
rest of the song and uses up fundamental frequencies that other instruments may need. We'll continue this way for now as it's easier to make
sense for the process. Now our drum sound great but
a little dry and lifeless. Let's add some
reverb to the snare. We could put our reverb
straight onto the snare track. What I prefer to do, put all my reverbs and
effects on an ox track. This means our main snare sound is nice and clear and we can add as much or as little of the effect we want
in the background. Like before, I'm going
to sow the snare track, I'm going to click on the
snare, then go to Track. I want stereo Ox
and click Create. I will simply name this snare
reverb, change the color. I tend to keep this the same color as the
main instrument, a lighter or darker tone, so I can differentiate the
effects from the audio tracks. Now we need to send our
snare signal on a bus. What I'm going to do is going to send a copy of the signal. I'm going to choose the
next available bus, which is 3.4 as
we've already used 1.2 I'll click 3.4 and
this little fader pops up. I'm going to turn that
fader up and then I'll go to the set the Ox bus 3.4 I've now got a copy of the signal being sent
via bus say and four. And the ox track receiving
bus say and four. Now on the snare reverb track, I will go to insert. I will go to reverb
and I'll pick a reverb verb is a plug in that comes with protols and
is nice and simple to use. Again, we have a number
of presets we can dial in and adjust
to suit our needs. Once you start getting further
into music production, you will likely want to start building your own
plug in collection. A lot of the big plug
in companies such as UAD or Waves offer free trials, so you can try out the plug
ins before you purchase them. This can be great as
you can find out what works for you and your set up
before you spend any money. A lot of plugins are just
digital representations of real life studio equipment
or the studios themselves. I'm going to use this
pure plate plugin, which is one I
particularly like. You can also save your
own presets in a plugin, I have my own presets saved for different situations and
different instruments. I can load this up and then adjust it depending
on what I need. If we listen to
the snare and it's reribed together both at full volume, it
sounds like this. Now, that sounds
slightly ridiculous for what we're trying
to achieve here. What we do, we take
that reverb track, turn it right down, and add as much as we
feels appropriate. We still have that nice,
clear snare sound, but in the background we have
a nice big reverb as well. It's given our snare
sound its own space, as well as adding
dynamics to our drums. Now we can bring back
all the drums and adjust that reverb accordingly
to save a little time. I'm going to go ahead
and speed up the process and do the same for all
the different drum tracks, adding bits of EQ
and compression to any of the individual
tracks that need it. Now what I want to do is look
at the drums as a whole. The drum sound really
nice at the moment, but we really want to tie them together and enhance
the overall feel. If I go to my drum bus, I can add Q or compression, or anything I feel that will enhance the overall
sound of the drums. If I load up a simple Q, notice if I boost some
high frequencies, how the whole drum
sound changes. Same with the lows. I can simply add anything I feel relaxing or subtract anything that doesn't
feel quite right. Next we'll add some compression. I'm going to use a UEDcpressor, but you can pick any
available compressor in your free trial of Protol
and try some precess. Now if we bypass our plugin, we can hear the
difference, makes our drum send a little bit puncher and a bit more together.
23. Mixing Other Instruments and Vocals: Yeah, onto the base. We're going to use a
very similar process, some EQ, a little
compression. And that's it. Now we want to mix a piano. I've got the piano
panned far left and far right as it gives us a
nice wide stereo spread. We're going to add
a little bit of Q. You can use the same EQ we
used on the other tracks. I'm going to use something
different to show you some of the other EQs
that are available. Let's listen back to the
piano before and after. Now, a little compression that should do for
our piano sound for now onto the guitars. As I mentioned, I recorded
them both twice so we can get a nice wide sound if we listen to them
together at the moment, they don't sound
particularly excited. Now let's pan one hard left
and pan the other hard right. All of a sudden we have
this really nice sound and loads of stereo
width, which is great. We will now do the same
as we've done before, track new stereo walks, create, we'll call this
our version guitar. I will make the
input of that ox, our next available bus, which will be 7.8 Then I'll make the output of
the acoustic guitars, 7.8 because I still want the first guitar
on the left speaker and the second
guitar on the right. Now we'll go ahead with the
same process as before, some light EQ compression,
and see how it sounds. As always bringing the
rest of the track in to listen to it together again
and adjust accordingly. That's okay for now.
Onto the chorus guitars, we'll highlight the chorus to listen to only that section. Same process as before bus with the guitars
band left and right. At this time I'm
really only using this acoustic for some
texture and energy. I don't want the low
end bass frequencies of the guitar muddying
up my chorus. I'm going to apply a high
pass filter in our Q. A high pass filter
is an EQ curve that is used to remove low frequency sounds from an audio signal. It's called a high
pass filter because it allows the high
frequencies to pass. This can be useful for removing all the low frequencies we
don't want in our audio. Let's see how that works on its own. It doesn't
sound very good, but in the context of the song, I can hear all the
parts I want without adding low end that could be conflicting with
other instruments. Now, last but not least, vocals, the same
principles as before. A plug in we will use that's
different though is a D. Now when people
naturally sing, sounds tend to sound quite unpleasant through a microphone. A DSR reduces this. If I load up the
free protols DSR, here we can see it has presets. And to get started, we
could simply load up a vocal preset that should limit the S sounds
we hear coming through. After that, it's back
to EQ compression, and I'll set up an ox
track for my vocal reverb. Let's have a listen, I
swannel before plugins and after I'd swan feel all
for the first time. Pray for something real. Hello, old Man Hellman. Now that the vocals are done, we can do the exact same thing
with the backing vocals. Let's have a listen to
all our vocals together. Want feel hello for
the first time. Pray for something real. Hello, old man, illness, man. That sounds much more exciting. Know the whole song together. Smart fellas. First down. Something real. Thousands
in the thousand. We now have a very
basic mix of our song.
24. Mixing Summary: Once we've added all we
think our track needs, it's time to listen back. I highly recommend going away at this point
and taking a break. This could be for a cup of tea or leave it to the next day. Fresh ears will give you
a clearer perspective on how your mix sounds. There is a term in the mixing world called reference track. Now when I'm mixing a song, it's important that I'm
making mixed decisions relevant to the
genre that songs in. In the ballpark of how
that song should sound, a reference track
is just a song of the same genre that I
think sounds great. Doesn't matter if a lover hit the lyrics or anything creative, it just needs to be a song in that genre that I think has
been mixed incredibly well. I'll have the reference
track handy so that on my breaks or before
I start in the morning, I can listen to the
reference track and set my ears and my head up
for what I'm aiming for. It also acts as a
comparison to my own mix. I'll listen to the
reference track, then put my own mix
on straight after, and I'll immediately notice any obvious differences
or problems with my mix. I might think my
vocals are lacking in clarity in the high
end frequencies compared to the reference track. Or that the krum in
the reference track is much more up front than mine. Just AB the two
songs to give you a good sense of
what you're aiming for and what you
need to improve on. I'm producing a country song. I'll have a country
reference track, I'm producing a pop song, I'll reference
track, and so forth. Once you're happy with your mix, it's time to bounce it out as a single file, the
completed mix. Once your mix is bounced out, but before mastering, go and listen to it
again and again. Listen to it in your headphones. Listen to it in your car. Compared to other songs you
love on your way to work, listen to it on as many sets
of speakers as you can to see if you can spot any final problems before you
go to mastering.
25. Mastering: Now you have your completed
mix bounced out as one file. Let's get going. First we're going to create a new
session just as before. Open protoli session. Call a session mastering or
something relevant to you. Protols will open
just as before. Now we don't need to create any audio tracks as we'll
be importing our mix. We just need a master fader, new stereo master fader create. Now we need to import our
mix file, Import audio. Locate your mix and open. Let's drag this bottom bar down. As we're only working
on one piece of audio, we might as well make
it large and clear. Now it's important
to think about what we're trying
to achieve here. Mastering is, without a doubt, an art form in itself. This entire class could
have been about mastering and we would still have
only scratched the surface. We're just touching on some
of the basic fundamentals. What we're aiming
to do is enhance the overall sound of the
song with a little Q, even out the track volumes
with some compression, and add a little more volume
and energy to our track. Now the first thing
we need to do is just have a look at
the waveform overall. Now it looks like we've got
plenty of headroom checking, there's no obvious clipping, and just generally assessing that the file is
ready to be mastered. If we did notice any
clipping or artifacts, we'd have to go back
to the mixed stage and address those problems
before going any further. Our file looks good here, so the first thing
we're going to do is create a nice fade
in and fade out. It's important to
note that we're not fading in or out
the actual song. We're actually just fading in
and out the silence before and after the song.
Why would we do that? Well, the sections before
and after our song that we believe to be silent probably
aren't actually silent. There's a big difference between
complete digital silence and sections of
our recorded file that just don't have
any music play. We'll create a fade
in and out to make sure that those transitions
aren't noticeable. All we need to do
is make sure that all three tools on our
selector tools are selected. Then simply go to our
audio file and go to the top right hand corner
to drag in a fade out. Or top left hand corner
to drag a fade in. Simple. You could
also do this by going into our volumes and
adjusting our volume like so. Next we'll add a little EQ. Now here's where
your reference track will come in, very handy. You can listen to
your reference track, compare it to your mix, and analyze the difference in overall frequency
balance between your mix and the
reference track. You could even import your
reference track into protols. You can compare
them side by side. You could compare the track
using a spectral analyzer, so you could visibly see the difference between your
mix and the reference. Or the better option is
just to use your ears. If your reference track has more base frequencies
than your mix, then you could add more
bot end to your mix with Q that or anything you
feel enhances your sound. Now onto some compression, we'll add some light
compression to tame the loudest
sections of the song. And bring up the
quieter sections. Again, feel free to use
any relevant presets. Your plug in of
choice may have to get you started and
adjust from there. Finally, we'll add a limiter. A limiter essentially
prevents your audio from clipping and allows you to
push the volume of your mix. Although the quality of the
sound is more important, you don't want your song to be much quieter than other
songs you like to listen to. You want to get as much volume as is sensible at
the mastering stage. Let's listen to a section of the song before our mastering. I want to fail lab for the
first time, something real. And after our mastering, I want to fail lab
for the first time. Something real. Hello, you. That is a huge difference. Now we just need to
bounce at our master in the same fashion that
we have previously. File bounce, make sure we have all the correct
parameters and that's it. There we have it,
our mastered song. Normally, once the song has
been through mastering, that is the song complete
and there's no going back. But here, nobody is
expecting you to do any of these stages
perfectly on your first try. Learning these
processes takes years, and we've only just
touched on the basics. That being said, go listen
to your finished track. If you think you can improve it, go back to the mastering stage, go back to the mixing stage, even go back to the
recording stage. Learn change and
improve equally. Don't spend six months
in your first song. Embrace what you've created and confidently upload it to
Skillshare for feedback. Knowing that this is
only your first attempt, and you're going
to continue to get better the more
music you produce. E
26. Release: Let's imagine you've
produced your first song. It's been mixed mastered,
and it sounds great. Now it's time to release it to the world,
if that's what you want. Of course you may want
to produce music period. For yourself and
that's great too. But for those of you looking
to reach the masses, you're going to
need to work with a music distribution company. A music distributor
is a company, you will upload your music
to pay a fee and they will arrange for your music
to be released on all the major platforms
on an agreed upon date. There are loads of great
companies out there, but all my own music is released through Emu
Bands as they're a fantastic company
to work with and they make the process so
incredibly simple. You can just go to
Embands com and click, Get Started, follow the
on screen instructions, and within minutes you'll
have uploaded your mic, picked your release
date, and the online stores you want your
music to be released from. It's very simple, with
very little expense. Beyond this, it's just
a case of marketing your music for a new artist,
releasing their first song. This could simply
be announcing it to your family and friends
on social media. For an established artist, this could be a large
campaign with tours, radio play, and countless
other promotions.
27. Final Thoughts: There we are. You have all the knowledge and tools you need to produce your first song, and you've had an insight into how the world of music
production works. I really hope you've enjoyed the class and thank you
so much for taking it. I absolutely love
sharing knowledge and introducing people to their
own musical journeys. We've touched on the basics of music production enough
to get you started, so go out there and
make some music. Also, why not take
some more courses? Maybe songwriting, more
advanced recording techniques, mixing or whatever
takes your fancy. This is just the beginning
and there's so much to learn. The most important thing is fun. Producing music is great fun. I'll be releasing more classes
on Scelta in the future. If there's anything particular
you'd like to learn about, why not get in touch
with your ideas? I'd love to hear them and I might even make a class about. Until then, why not follow me
on Scelta and social media? Step up to date, you can
find me as Andy Music UK, on Instagram and Facebook. I love to stay connected
with people and I enjoy replying to
all of your comments. For now, I can't wait to hear your class projects.
See you soon.