Mixing Tech House Drums (complete course) | Bram Fidder | Skillshare

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Mixing Tech House Drums (complete course)

teacher avatar Bram Fidder, EDM Mixing & Mastering

Watch this class and thousands more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Intro

      0:24

    • 2.

      What are we going to achieve?

      1:08

    • 3.

      Levelling

      1:29

    • 4.

      Hi-hat processing

      0:49

    • 5.

      Percussion processing

      2:56

    • 6.

      Clap processing

      2:58

    • 7.

      Shakers processing

      3:09

    • 8.

      Applying FX on send & returns

      5:02

    • 9.

      Drum group processing

      5:00

    • 10.

      Assignment

      1:32

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About This Class

In this course you'll be learning how to exactly mix, process, and get your tech house drums to hit you hard. You'll be guided through all the steps I'm making in this course where I'll be mixing a drum loop in a creative and effective way.

In the end you'll get an assignment too, so you can get started with mixing your tech house drums.

Meet Your Teacher

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Bram Fidder

EDM Mixing & Mastering

Teacher
Level: Advanced

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Transcripts

1. Intro: Welcome everybody here in the dismisses sixth studio and this course, I'll be sharing some techniques that you could use to mix deck house drums to process them in a way that's effective, interesting, and really, really powerful. So let's waste no time. Let's jump right in, enjoyed this course, let's go. 2. What are we going to achieve?: So before we start, let's have a listen to the before and after. Before has no additional processing applied on the drums. So these are the prediction stamps and the after is after all, the techniques we have implemented from this course. And the difference is really amazing. Let's take a listen to the before and after. So to drums almost sound completely different. They are actually exactly the same sounds. And the processing is the only difference between the before and after is really amazing. It always needs to make you want to move in these type of tracks. 3. Levelling: We're gonna build it up from the start. And I'm going to take you along and share with you everything that I did to bring out all the goodness and the drums. Let's first talk about leveling things as the clap and the Hyatt are really important to be leveled exactly right? If the club is nice and loud, it works further as well and it will hit the compressor on the mastering. And it's just very good for the group, for the tightness of the track. Hired on the other hand, absolutely needs to be present. But if it's too loud, it can be hard and it can really cause problems as well. So nothing crazy here. What I did is decreased the hired by 0.5 dB and increase declared by one dB. Let's listen to before and after increasing it. It's really subtle, but it's really important. And because this is really about small steps, if you knew all these little steps, eventually the thrombus will come to life. Sound at big as slamming and that's what we want and that's what we're going to do in this course. 4. Hi-hat processing: Then let's go over the higher processing. It's fairly simple. On the channel itself, is only an EQ. And what I did is got out some unneeded. So frequencies. And I dealt with a ringing point around. This frequency is dynamic EQ. So I'll show you what it does. Really subtle, but really important. These things really add up in yen. 5. Percussion processing: Next up, percussion. What I've done here is take the filament. This is a really cool dynamic EQ by waves. And what it does, it really adds some emphasis on the mid and high myths. I will play it for you and bypass the plugin. And then this is really a combination and I highly advise you to come up with your own combinations of processes that you feel are really complementing each other. Here, what I did is use dynamic EQ into saturation. And a set duration is a setup like this. I am only accelerating this band. So from about a 100 to about 2.5 gay, I will solo too bad for you now. So you can hear the bands that I am applying harmonics do with Saturn two. And then what I did is use it in mid sides and really appreciate almost all the way to the myths. So this way, the harmonics get only applied on the midst signal. Mostly it's not 100% duty meds, but it's almost 100% and emits. This way. It's makes it hits you more in the face, is super upfront. It's super centered. And this is really, really dope. Let me play it with the kick and the higher that we just mixed. And then you can really hear that this smacks, yeah, I love that, love how the snare hits you as well. Super dirty. The way I use it is heavy saturation in parallel, lots of drive and a boost in the myths. This just brings out so much dirt and really be set up. 6. Clap processing: Then let's go into the club. The club without processing sounds like this. We're processing. You can hear it's a bit wider. What I did is which the entire sample with mode two of the ozone anxiety or mode one, is utilizing the hazard effect, which means that it's copying the myth gentle and inject it into the side channel. So it's really like using delay mode two is actually creating fear, super complex noise, impulse creator, creating harmonics. So it's sounding a bit less facie and I think it's really high-quality way of increasing stereo image. Then on the EQ, I did this. I will explain this. What I did is really emphasize a lot of the club and a good out some unnecessary subs. I did this as well on the myths. And on the myths, I boost it some precedence. So this creates a really quiet, interesting difference between the sites and the mid signal. If I deactivate the procure, you can really tell that the stereo image gets a lot less exciting. With Audi queue. Check it out. Say a super dope, superpower for mid-side EQ is one of the most powerful tools we have and is important to listen to the sides only, listen to the myths only. So you can really clearly tell what's going on. But don't forget to listen to that and dire stereo images. Well, because if you listen to the stereo signal, then you eventually can tell if it sounds good. And yes, you can be really specific with monitoring only the sides or the myths. But in the end, the person that will listen to the track on Spotify doesn't hear that. So it's really important to keep that perspective. 7. Shakers processing: Dan, let's go into the Shakers. They get really beefed up. And I applied a really sort of bending as well. I will bleed before and after bending. Super subtle. But it's really important because it creates a some kind of more interesting stereo image. And I do tend to not really been a lot. But in case that you got to sounds that are fairly similar, it can yield really incredible ratios because it's simple. If you have the same type of sounds and you play it all in the center, then yeah, it's fairly likely that it will conflict. If you're just spending a little bit, It's got to make way for each other and increase your stereo image. Then saturation. I used the ozone exciter in trial, moves a lot when my goal is to make the sound difference. So if I just want to highlight the sound, I tend to go for the center. And two, if I want to beef up the sounds, I tend to go for osha and exciter. I will before and after it for you so you can hear that it's really dirty up the shakers. And as well, you will see that I have grouped the top loop and the Shakers because that's on purpose. I want to give these elements the same treatment so that they sound more like a whole. This is amazing to achieve with bus processing. So that's why they are going through the same bus. You can really hear it. They sound a lot dirtier. But after this one, I've put the grammar tape on the mastering soft clean compression preset. This preset, this really incredible. We goals. It's a way of really effectively dirty ng sound and on shakers, it works amazing. Let me just before and after both plugins for you and the grammar tape, sounds way better with these two logins applied. 8. Applying FX on send & returns: So before going into the bus processing, Let's have a quick listen and see where we're at right now. So it's already sounding cool. What I did to achieve even more space and excitement. I've created two buses here, a and B. Let me activate them and play with it before and after. It's pretty cool. It's very subtle. But the biggest reason subtleties are important is because they add up in the hands. They can turn a trek into sounding five times better if you combine it together. So let's first go over the first bus. I created a blade refer, not extremely short decay time, a pre-delay time that felt really good with this groove. Then an interesting curve to not really have the super high-end and the myths and the lows, a lot of presence here. And then I'm using a gate with a side chain from the club to open it up only when the club plays. That what I did is I sent a bit of the entire drums, do this bus. So it only plays when the club hits because the club triggers the gate. So I can play it for you and you will see here on the gates when it's open, when this orange thing is all the way down, it's close to minus 41.1. And it's very subtle. So let me just during an overbid so you can hear what it does. Sounds dog. I love it and it's subtle but powerful. Then the second bus I only used to send a bit of the club to. What I do is have a delay. This delay is pretty extreme, but it only plays at a low volume and its side chain to the globe is not a gate. So this one duct when the club plays. This way, it's not interfering with the club. If it would interfere, the risk is that the club isn't hitting as hard as it ruins that Soto ITS and see what it does. So super dope, super subtle. I think no one will really listen to this and say, well, that club definitely has a goal delay bus with some side-chain going on. But as I'm mixing, a mastering engineer doing ADR mixing and mastering here every day. This processing is what gets me hide all the time because it just really is powerful and effective if you are working, especially with takeoffs, because in Tycho's drums are so important and they rarely need to grow and feel super full. 9. Drum group processing: Now exciting. We're going into the bus processing. We're starting with the glue compressor. This is really, really powerful. I have dial-in 64% to one ratio, 0.1 release point, then attack and I'm adding about ADB of makeup gain. And this would be glib. So it has some color to, this is really, really powerful. Let me a B. So makes it slam so hard, is really dog. Then going into the standard club, what I do here is add some saturation. We talked about saturation earlier. And then at dogged about the difference for me between the exciter and the federal discern therein? Well, standard glib as saturated as well, that falls into the category Saturn for me because it's really clean, saturation. It really doesn't change the Fib of a sound, but it creates harmonics in a way that it sounds fuller and really makes it hit harder than we overdo it. And you will see what I mean. I'm also clipping a little bit of the tops of this is just an overall fishing that I have mixing and mastering. You don't want to let the end limiter fix all your problems regarding error mes level and all that stuff. You want to be prepared for that. So you want to have died drums in our diet cake, diabase, focal doesn't need to like hit super high at some point and super low and another points. It all needs to be controls. So he can move forward and get an amazing result in the ends. Then after that, I used neutron from 4.1 K and up Miguel's, this sounded like most harsh region. And dialing back on the attack. And it's embarrassing are only 15% wasn't needed to achieve the ritual that I want us. I will before and after only this band for you. And I will play it into overall so you can hear what's going on. Again, control the important things. This is important because it makes the dub and a bit more smooth and gets the highest transient to sound a little bit more warm and less aggressive. It's important then to finalize the numbers I have used. Mid-side EQ, boosting a beds of the body of the drums. There we have it. We made Diego's drums sounds from this. Sounding like this. Love mixing drums. They are very important in this genre. 10. Assignment: Now it's time for the assignment. I want you to have a loop in your DAW. And in that loop you need high ads, shakers, a clap, some percussion, and you can put a kick. And their needs is, what you need to do is play 16 bars without any processing than copy and paste your loop into another 16 bars. And Derek, you go totally ham. It's not the point to create drums for a specific mix. It's a point to understand is how you can be creative with mixing drums. How you can do crazy things, how you can combine processes to achieve an unique sounds. Then in that 16 bars, everything is active. So what I want you to do is upload this and posted in this course and then tell me what you did and why you did is, of course, you will get feedback from me and you can get feedback from each other. So to make it simple again, 16 bars without processing, 16 bars with processing, combine it, export it, share it, and then we'll take it from there. Hope that you all enjoyed this course is a bit more in-depth than the previous one. And I absolutely love sharing this with you. See you in the next one and have a good mixing session. Bye bye.