Transcripts
1. Introduction: Do you want to produce
a song like this? Then all you need is this, a laptop and a
copy of Logic Pro. Hi. My name is Solo Ray, and I'm a music producer
here in Montana, and together in this
Skillshare course, we're going to create a
track from top to bottom. We're going to go over drums, bass, synth leads, chords and arpeggios,
suppression, sampling, and some
mixing and mastering. When you're finished,
you should have a basic group that
then you can either write to or send to somebody
else to collaborate with, whether you're brand
new to any type of music production at
all and you want to hit the ground running with
some great musical sounds that are unique to you, or you're an experienced
pro looking to expand your arsenal and pick
up some tips and tricks that I've
learned over the years. This class is going to be
incredibly useful to you. I can't wait to see
what you come up with. Let's get started.
2. Templates: So pretty much every time I start making a
song from scratch, I pretty much always going
to be using a template. I really like to use
templates in my workflow, mainly because I find myself
using similar routings, similar samples, similar patches frequently and it's nice to have a
jumping off point, so I don't have to go and
recreate all of that stuff. I have my environment
laid out for me already. So I'll show you how to
do that in this video. You can save as many
templates as you want. I'll update my template all the time with new stuff I find, new patches, new ways of routing stuff so it's a
very fluid thing. But it's nice to have a little bit extra to get
off the ground running. Let's go ahead and we will start with creating an empty project. Logic does not allow you to have a literally
empty project, it needs to have
something to do. So we can either
create an audio track or an instrument track. I'm going to create
an instrument track empty with nothing there. This is as literally empty
as you can make a project. I'm just going to
customize the interface a little bit to
see the stuff that I find helpful and get rid of some stuff that
is not helpful to me. I'm going to go up to this display mode here and
go to custom and it shows me a whole bunch of
stuff here and I want to turn off some things that
are not relevant to me. So MIDI activity in and out, I don't really want to see that, I don't
care about that. I do want to see
low-latency mode, that'll be important and we'll talk about
that more later. Pre-fader metering is cool. There's all these
specific things that you're going to develop opinions on about what you like to see and
what not to see. It's completely subjective, there's no right or wrong
way to set up your template. It's personal preference. I like to see this stuff. These are the options that I go to often, it's nice to have. Let's set up some more stuff. We got an instrument track. I'm going to create like
eight of these bad boys, because I'm going to
use them at some point. Audio wise, yeah, create eight of
those suckers too. I'm sure we'll use
them at some point. I'm probably going to want
a piano at some point. I'm going to hit Option L to open my library of
patches and sounds, and I'm just going
to go find a piano. I'm going to go to piano. Wow these all look
and sound nice. Let's do a Boesendorfer,
that sounds cool. Let's see, what
else will I want? I'm probably going to want
some drums at some point. Let's do drum kit and
four on the floor? Yeah, obviously
four on the floor, the best drumbeat of all time. What else are we going to want? We're going to want maybe
some horns, that sounds fun. Let's do a seven piece
Mississippi joint section of horns, cool. Whatever, you get the idea. Once you have your basic setup of sounds that,
cool, I like this. We can save that as a template. So we go File, Save as Template, and then we can name it
whatever we want and it will put it in our project
templates folder. I'll just call this my
super great template that I love and then save that. Now I have my super great
template that I love and when I open a new project, I can start it from that template and I'm
ready to get going. Saving stuff as templates is
really powerful in that it saves it everything going on in the project
to that template. If you have loops going on, if you have markers going on, tempo information,
all of that stuff, is saved inside of the
template, which is grate. The problem is, let's
say like you produce a song and you have this
fully finished song and you really like a lot
of the sound choices that you made in that song and you want to go back to them later, you can save that
song as a template. But it will also save
everything that you played into that template
which is not totally relevant. If you're creating a new song, you don't really care
about having the vocal from another
song in there. What I would do is just before you save that project
is a template, just save it as a copy first
and then delete everything, all the files in there of your audio and your
MIDI and everything. Make sure it's a copy
though, not the original. But if you just save
it as a copy first, then you save it as a template, you just get all
your nice sounds that you made and none of that other baggage
of extra files and stuff, which is a nice sort. Now that we know how
to make a template, let's actually start making some music and start putting
sounds in that template.
3. Demo Stems to Build Your Track: We're about to dive
in and get started. But before we do, just a quick note on some clarification on what you actually received as
part of these assets. These are all the stems for a song that I produced
called one more time. Now, a stem is basically
a group of audio tracks. If I were to open up a
session in the olden days, it'd be on a giant
desk and there would be for each track of audio, a channel, and it'd be
this huge, massive thing. If I open up a logic session of multi-tracks for a session, it going to be 100
plus a ton of stuff. That can be overwhelming
when we start to remix things or send stuff
to mixers or whatever. It's just cumbersome to
have all those tracks. A stem is where we'll
take a couple base things and sum them
together in a base stem. We'll take a lot of
drum stuff and sum them together as a drum stem. These stems are 29
different stems. Those are summed down from the original project,
which was a lot bigger. I group stuff together
with vocal delay throw. That layer of sound, I summed a lot of that stuff together to have that one thing, same thing with
some of the pianos and other stuff like that. I'm going to bring in the vocal. I think I'll bring in. You can use this stuff to
make whatever you want. Don't feel like you can
only use this vocal. If you want to
bring in some drums or if you want to
bring in some base, go for it. I have added. This stuff is here
for you to use it and to make cool stuff. Just let me know
what you do with it. I would love to
see it. That said, let's go ahead and get started.
4. Getting a Groove Going: Now that you've got your
template up and running, let's start actually
making some music. If you want to follow along, you can download my actual
template that I use every day in the exercise files. That's what I'll be using. We got our template here. [NOISE] Let's start working. I'm going to just
first save this. I don't know, in case
something happens or whatever, Logic will save me. I'm just going to save this
as One More Time 2020. Like I talked about
in the intro, we're going to be
working from this one more time song that I produced for closer. You
should go check them out. We're going to bring
in that file now. I think we're just going
to grab the vocal. The other stuff is cool, but I just want to
maybe see if we can go in a different direction and just see what happens. I don't know. I think
that could be fun. I'm going to go in
the exercise files, I'm going to go into the
stems and I'm just going to grab the vocal lead and
drop it right in here, and so Logic is
telling me that, hey, this has tempo information,
do you want to use that? Yeah, that sounds awesome.
I'm going import that. It has markers in there too. Sure, let's throw
those in there. Nice, it tells me
where it starts. Cool. Looking at this vocal, let's give it a listen. [MUSIC] It's cool. David's
got a great voice. So we got a verse, a chorus, a little bit like
a hook section, and bridge sort of like those little like groups
of the arrangement. I think I like to start by just getting some groove going. To me, I feel like drums really define the
feel of a song. Drums or lack thereof. I think what I'm going to start with right now is just adding some drums just to give us a semblance
of what's going on. Let's press Option L to
open our library for sounds and I'm going
to go to, let's see, let's do electronic
drum kit and you'll notice some of these sounds have this little arrow by them, and that just means that you haven't downloaded
that sound yet. Logic has an insane amount of
sounds that it comes with. It's really, really incredible. Yeah, and they're constantly
adding stuff too. I can't even keep up with the content they're
adding, it's awesome. Anyways, so we got our
cinematic funk kit. Let's give this a listen. If you don't have
a MIDI keyboard or any way to actually
play the sounds, that's not a problem at all. You can use your
computer keyboard. I actually do that
really, really often. There are days where I'm just
at a coffee shop working, making beats, and I'll just
use my computer keyboard. I don't need anything else.
It's got everything I need. The way you can do
that, you can go Window and then there is this, Show Musical Typing, this
little option right here. If you click that, it turns your keyboard into a keyboard,
which is pretty sic. We can go in and
hear some stuff. [MUSIC] Okay, so let me just try [MUSIC]
and, men that is wild. [MUSIC] I think I'm
only really going to worry about kick and
snare right now and we'll add some other
stuff on top of it. But I'm just going to
loop kind of the verse. And I'm just going to play
around and see if I can find some interesting rhythm.
How to loop a section? This little yellow bar up
here is called the cycle. If you drag anywhere
from left to right up at the top of the project where these little measure
numbers are, it will start looping
that section. If let's say I want to
loop from bar 3 to bar 5, it'll create a loop
there if I want to drag from here to here, whatever. I'll loop for maybe the
length of the verse, which is probably 16
bars, I would imagine. Let's just see how that
sounds like. [MUSIC] Cool. [MUSIC] I'm going to
turn on the click with a keyboard
shortcut K for click. [MUSIC] You could use something like that. [MUSIC] Let's keep it simple. Just do a four on the
floor with a little snare. [MUSIC] Cool. I played that in [NOISE]. Yeah, R is record. Sorry, I didn't say that. We
got our little beat here. Now, this is a
groove on its own. [MUSIC] Then click off with
K. [MUSIC] Sorry, David. This is a groove in of its own. If we really want it tight, which is very subjective
word in music, but we can quantize it so that all those hits in those samples are occurring
right on the grid. This is what it sounds
like fully quantized and without my sloppy playing. [MUSIC] Like everything is
just completely locked in. I quantize stuff a lot. I think it's cool,
but not all the time. I think the stuff that's
really important to quantize is very foundational things. That kick drum, I'm not an amazing player that
can really get a ton of feel out especially on my computer keyboard
playing in a kick drum. It's not going to
sound that great. I'll just lock it
in, especially for this style of dance music or anything else that's
supposed to be synthetic. That's okay. I don't know, the whole idea of quantizing
or not quantizing stuff. There's no rules. Quantize it if it's not feeling
right to you, cool. If it's feeling pretty good, you don't need to quantize it. I think it's like,
try it without it, try it with it just to
see what it sounds like. Just make sure you're
deciding what to do and it's not just a default of, I played it in, so
I have to do this, or no, that's always bad. Every situation is different, every part is different. Just try it and see
what it sounds like. In this case, I like how
it sounds quantized, but I'm going to take
the snare and I'm going to just shift the snare
[NOISE] back a little bit. I'm grabbing the actual
MIDI note and just moving it to the
right, which is later. If you want [NOISE] to be really precise with the movements, you can hold down Control
as you're moving, and then it'll be in super, super fine [NOISE] increments. See, so I can just
barely nudge it back. It's telling me
that number there how many samples I'm
actually moving it back. Let's see, like 25. [MUSIC] You can hear
that flam [NOISE]. That might be a little
too [NOISE] much. Let me just bring it
back a little bit. [MUSIC] Cool. I think
it sounds good. That's a basic groove of cool. Four on the floor with a snare with a little bit
of delay on it. Yeah, that sounds good. Now, let's get some hats going,
some additional movement. What I'm going to do is, I'm actually going to use
Logic's drummer track for this, which I really like using for percussion things or just other auxiliary
parts of the kit. Drummer is basically all of these different
MIDI patterns that based on the stuff that
you tell it to do, it will generate drum
patterns for you. I'm going to create a drummer
track and the genre is, yeah, I guess hip hop. Whatever genre is a whole
thing [LAUGHTER], but yeah, we'll do say hip hop for now, and here's where
we can turn on or off different parts of the kit. I don't want it to
generate a kick drum because I played in a kick drum. I know I want it
four on the floor, so I'm going to turn that off. Snare, I got a snare going, so I don't think I
want snare either. [NOISE] Claps. [MUSIC] Yeah, claps are cool. Cymbals & Hi-hat. Yeah, sure, that's cool. Fills. Fills will use
all parts of the kit. Even though I don't
have snare drum or kick drum selected, if I do a fill, it probably
will add some snares in. But that's okay. I think like in the fill, as long as it's not
part of the pattern, I'm okay if there's
like a little flaming at some certain section. I don't know, we can see
what it sounds like. The reason fills is an amount and not like an on-off
thing is because it's like, how often do you want fills? Do you want them all the time or do you want
them just a little bit? You can see the pattern change
as I bring this knob down so that it looks like
every four bars, it's doing one, and this is
like barely one and okay. Yeah, let's see how
that sounds like. [MUSIC] Cool. Yeah, awesome. Just some
incident vibe. That's great. Let's see. We want this to last. Yeah, eight bars, that's cool.
How long is this lasting? Three. Let me drag this back
to two so that way this is looping at a nice even rate [NOISE]. [MUSIC] Cool, that's
a groove. Now let's bring back the vocal in [MUSIC] and we can just start to go through and build out an
arrangement of like, okay, we're going to want drums here and we're not going
to want drums here. We're going to want
more drums here and these are going to
be little, whatever, and just by using
these two patterns that we have, the
kick and snare, and the Hi-hat and
claps and stuff, we can start to build
out an arrangement. In the verses, probably just kick and snare. That's what we did originally
and I like that groove. [MUSIC] Pre-chorus here. [MUSIC] Chorus right there. Maybe cool if it broke down
there. I think that's nice. [MUSIC] Something else right there. [MUSIC] Two, three. [MUSIC] That's like the hook. Let's have another
section right there. [MUSIC] Second verse there. Cool. Okay, yes. That's the idea, is we'll
just go through very quickly through each part of the song
and make sure that there's some rhythmic element happening. Or if it's not happening, we know that we are intentionally not having
something happen there just to start with the
skeleton of the song that we can add stuff on and
have it make sense. That's the basics of
getting a groove going. In the next video, we'll
talk about starting to get some actual cords going and how to frame the
harmony of our song.
5. Chords and Arps: [MUSIC] So hopefully by now you have a beat
that you like, and you've downloaded the exercise files and
you're following along. Now we're going to start
adding in some actual chords. Let me start with getting a little arp
going, an arpeggiator. I think that could just
have a cool movement to it in my head. Well, we'll see how
that turns out. I'm going to grab one of
these empty instrument tracks that we have and
I'm going to just add in a synth that I like that's built into
logic called ES2. I'll open up the keyboard by pressing "Command
T" to play it. [MUSIC] Okay, cool. [MUSIC] So I want
it to arpeggiate, which is like pup,
up, up, up, up, up, up play through the
notes in a chord. I'm going to go to
the MIDI effects, little menu right here. I'm going to click
"Arpeggiator". Now when I play a couple notes, [MUSIC] it will kind of step
through them, which is cool. I can give it a chord. [MUSIC] and it will go
through it, which is nice. Then there's all sorts of options for how you
want it to do that, either picking the notes
randomly or whatever. I'm just going to
leave it as it is, and I'm just going to
play in one chord, and I'm just going
to put it in there, and then adjust the
parameters on the synth. As it's playing, I'll be
listening to it and try and just get it to move in a
way that is pleasing to me. I'll hit "R" to record, and we'll drop this chord in. [MUSIC] Okay, cool. So now I got that
chord in there. I'm going to open up that MIDI file by
double-clicking it, and we can see the notes here, get out of the way ES2. So I can see that
this is obviously sloppy because I'm just throwing it in there on my
computer keyboard. This is something where I do think it'd be
nice to quantize this, because if I'm going
to be looping it, I want it to fire
at the same point. So in this instance I am
going to quantize it. Then a cool trick
you can do so that it always goes to
all the MIDI notes, go to the end of
the bar exactly, is hitting "Command F". So we're going to hit "Command A" for all of the MIDI notes, and then "Command F", which is for follow. It'll say, "There's
notes overlapping, what do you want to do
with the ones at the end?" I want to shorten them, so that it'll stretch them all out and then anything that's
longer than the bar length, it'll shorten back to
the end of the bar. I'll hit "Shorten" and now we've got this MIDI note that
is exactly two bars long. Which means that when we loop
it, it'll constantly loop. There won't be any gaps
in it or it won't be too long and they might not retrigger anything
weird like that. Anything that's like a
nice, sustained sort, it's nice to use that follow feature if you really want
it to be nice and seamless. So let's listen to
our arpeggiator. [MUSIC] I want this to be a little bit
more plucky and have a very distinct start. So what I'm going to do is
mess with the envelopes. And envelopes are the change
to a synth over time. So every time that note fires, every time I say C or D
or any node whatever, it will follow the envelope. It will have an attack
of something going up. It will have a decay going down. There's all sorts of
different parameters. So I'm just going to fiddle with them and try and get it plucky, which means probably
short decay, short sustain, and
longer release. Let's go see what
that sounds like. [MUSIC] That sounds pretty good. Now let's maybe add
some delay to it, something that can just widen it out and give
it a different texture. So I'm going to use
this tape delay plugin, which is built into logic, which by the way, if you
didn't see it when I did that. If we go to select a plugin
under this plugin menu, to get onto Delay, and then Tape Delay.
It'll be right there. You'll notice you won't have
probably the same plugins, but I'm going to try and
use only stuff that you will have available
if you're following along in the exercise files. At the end of the course too, I'll go through all these
free plugins and free samples that I think are really great
that I use all the time. But we'll get to
that in a second. Tape delay, let's just see what it sounds like
right out the gate. [MUSIC] It's at a quarter note, which is exactly the same
rhythm as what we're doing, which is not super helpful. So what I'm going to do is, I think I'm going
to do this at a dotted quarter note so we can get some really chaotic stuff. [MUSIC] To not make
that super semi, I'm going to add some
of this deviation, which is basically just going
to make it so that it's not quite a dotted quarter note. It's a slightly off
which you'll have these like cool little
flame characteristics. [MUSIC] Okay, that's pretty cool. It is still like pretty
everything's down the center. So I think let's add a
little bit of reverb just to spread it so that
it's not all right in your face because the vocals
all right in your face. So let's go to Space Designer, which is my favorite reverbs. Let's go just a simple room, ambiance and let's see
what that sounds like. [MUSIC] That sounds great. That helped to widen it, but now it feels like
a little distant. I want to bring it back a
little bit to tighten it up. So I'm going to add a
compressor after everything. So after that delay
and that reverb, I want to compress the signal, which is just going
to squash it and make it a little bit louder
and less dynamic. We've got the
compressor on there, let's just see that
sounds like out the gate. [MUSIC] It's barely
doing anything. So I'm going to take this threshold and
just bring it down. You'll see on the graph, it starts to take more
and more of it down. [MUSIC] Helps tighten it
up a little bit. So that's some basic harmony, this is the key of the song. This gives me more of an
environment to play with. So go ahead and follow along, drop into harmony
to your tracks, try and find some sort of
shape that you think is cool, whether that's an
arpeggiator like I've done, or you're laying down
some more chords. Whatever you want to
do, just try and get something to where you're building the track
a little bit more. It's becoming a little bit more of an environment
for you to play in and then we'll start
adding in some bass, which is just going to
further define those chords.
6. Adding Bass: [MUSIC] If you're
following along, we have a groove going. We've got some chords going, or in my case,
literally one chord. But you can get away with
that if you use the bass to really define the chords and define the different
sections and stuff. That's my approach right now is I like that app that
we came up with. I think it's pretty cool and I'm just going to loop
it for a while. I might mess with it later, but the base is
really what is going to define the
chords of the song. Let's get some base going. I'm going to use
that same synth. I'm going to use ES2 again. This time I'm going
to jump through some presets a little
bit and try and find something that is maybe
close to what I want. If we have the app
plucking along , there's a couple of
different approaches. We could have the bass
also pluck along in the same way to where it becomes hard to
tell what's what. It feels like everything
is flashing together. That's cool or you can
separate them further to where if the app is really
going to be very steady, then let's have the base be very sustained so that it
separates itself apart. That seems to me a
little bit easier to digest when listening to. I'm going to try that first and we'll see what that sounds like. Divine bass, that sounds
like it should be good. I'm going to see what
this sounds like. [NOISE] It does. What I'm going to is that has a very aggressive
envelope when it starts like, [NOISE] thing. That's cool but I want this to be something
that just sustains throughout that app and really have that be the thing that's
rhythmically driving it. I'm just going to turn
down that envelope. You can see in this
middle area of the synth, there's all these
scary-looking parameters. It's saying what
is affecting what. In this case we can
see envelope 2 is affecting cutoff,
which is the target. That's the filter
which was actually making that sound of
[NOISE] that thing. If I bring this down, that envelope will
affect the filter less. Let's [MUSIC]. Yeah, that's not at all affecting it. [MUSIC] Cool. You can hear that click
when it starts right away, that's because the
attack is set to zero. It's literally
snapping on instantly. I'm going to add just
the tiniest bit of time to that attack so that
instead of snapping on, it gradually turns on, but so slowly that we're not
really able to perceive it, it just doesn't sound
like a click anymore. Instead of zero, I'm going to do like 0.1. [MUSIC] Then same
thing on this one. [MUSIC] A little bit more. [MUSIC] Yeah, there we go. [MUSIC]. Cool that sounds good. You'll notice when this
is in legato mode. Legato means that if another note plays while the
first one is still playing, it won't re-trigger
all those envelopes, all those settings,
it'll move the pitch up. That can be cool if you're
doing the dstar shape. [MUSIC]. That glide up there. [MUSIC] For me I want
to play in mono mode, which is where every note will re-trigger the
envelope regardless of what happened before it and only one note
will play at a time. [MUSIC] I think that
seems a little more playable to me with
this sort where it has that decays like
that. I just like it. Let's go to the
start of our groove here and let's fish
for some notes. [MUSIC] That's cool vibe, I like that. I'm going to go ahead
and plug that in. I hit art record, 3, 4. [MUSIC]. Cool. But at the very end there, we'll resolve back to
that first note button. [MUSIC] I think I do
want to quantize this. I just want this to
be absolutely locked in into hit right with the kick. It's turning into an 808
thing, which is cool. What I'm going to do is
I'm actually going to take our original kick and have it follow that new
pattern because I think that actually hits harder. Let's open that
back up real quick. [MUSIC] I'll just
move that kick back. [MUSIC] Yeah, cool. Let's listen to that and turn
the bass down a little bit. [MUSIC] No, that's not doing it. [MUSIC] No that's not the
rhythm I want. I want this. Because we're having that there, I think it'd be nice to
turn off these kicks. They're firing with
the snare so that you really are only getting kick
on that rhythm of that bass. I Shift-click, all those kicks underneath the snare and I
always hit N to mute them. [MUSIC]. [inaudible] little bit. [MUSIC] Nice. I'm going to skip forward to this drop section
here with these hats, lets see how this sounds like. In my head, it should
sound dope but we'll see. [MUSIC] Yeah, that sounds awesome. That's a bass. Sure, we can refine it more and
refine the tone of it more. But as far as finding a groove and a vibe that's solid
to me, that feels great. That'll only get more and
more refined as it goes on. But baselines are so subjective
and they can totally change the feeling of the song depending on how hard they hit, how aggressive they are,
how smooth they are. I would love to hear what
you guys come up with. In a couple of videos,
we'll go through the process of actually
exporting a song. Man, if you have a
baseline that you think is cool, I would
love to check it out. Post it, tag me on social media, share
it with the class, whatever I would love to hear you guy's bass lines, I think that would be cool. Coming up next, we'll talk about creating lead lines and hooks
and everything like that, which is really fun. Hopefully, you're
following along, share your bass line with the
class. Let's go to hooks.
7. Adding Leads: [MUSIC] In this video, we're going to talk about
creating lead lines or hooks. Basically, the
thing that is going to make it a hit or not. This is the catchiest part of the song or it
should be anyway. What we're going to do
is listen to the song. Right now there's
this spot right after the chorus that is
just very obviously, here's where a thing goes. [MUSIC] It's just so clear that there's something
supposed to be there. What I'm going to do
is I'm just going to loop this section. Then let's come up with
some hook or a lead on. Let's do this. You know what? Let's grab a bit of the vocal. Let's chop that up. Let's
listen through here. [MUSIC] One more
time, one more time. I'm thinking on that downbeat. I want something to hit to really send us into
that next section. I was trying to listen
through the vocal, one more time, one more time. Like the downbeat comes in
the middle of that phrase. It'd be cool if one more time, one more and we literally
punch in right there, like cut it out. I don't know, that could be cool and aggressive, let's see. I'm going to take that time
portion of what he's saying. I'm using the Marquee
tool, by the way, which is if you hold command, it will go to whatever
your secondary tool is here in your toolbar, which most of the time
is the Marquee tool. I have it so that way
just seems to be the most useful. I'll do Command. Then because I wanted
this to be very specific and I don't want logic to
help me make the selection. I'm going to also do control so I can really get
nice and specific. I'm just going to select
that and click it, and it'll automatically
chop it up, which is great. I don't have to go
to my scissors tool, I can just point it where I
want and it would grab it. Let's take this little snippet here. Let's listen to that. [MUSIC] Cool. [MUSIC] I want that to be
a huge distortion wash that just is almost
like a symbol hit or something then maybe we'll make a lead out of
that, I don't know. Let's see what that sounds like. Let's start with
some distortion. I'm just going to go
to distortion II, just built in to the logic. I really like this drive. [MUSIC] It's already
a little bit crunchy. Add a little more. [MUSIC] You can see as we distort something, we're going to bring
up the noise floor. All the other stuff
that was going on that was quieter as
we're distorting it, that stuff is
getting louder too, you can hear at the end
some of that nasty noisy. [MUSIC] It's really
subtle in there. Because that's coming up, what I'm going to do is shave some of that stuff
off with an EQ. Where it says EQ right here, I'm just going to
double-click it and boom, it's created an
EQ plugin for us. I'm going to use what's
called a high pass filter, which lets everything
above it pass through. Everything higher
than the filter point passes through high pass. I'll click the high-pass
and just bring this up. [MUSIC] You can see this is where the
bokeh information is. We can just bring everything
up right under there. I want this to be
a steeper shelf. I'm going to make this
a little bit steeper. [MUSIC] Cool. Now, let's add in, I want a higher element to it. It'd be cool if like time, but there was also an
octave above that. I'm going to go into pitch. I'm going to go to
vocal transformer. We have pitch and
formant controls. Pitch is pretty simple. That's pretty self-explanatory,
it's the pitch. But formant is a
little bit different. I'll just play it for you. It's a little bit easier to
hear it than to explain it. [MUSIC] That effect or
the chimp monkey sound. [MUSIC] Both are useful. I think my go-to is I really like pitching something up and then dragging
the formant down. It's just very
obviously synthetic. It just has a cool
character to it. [MUSIC] You see that. Then let's maybe
instead of a 100% wet, let's maybe bring the mix
down a little bit so that it's both of them and we'll
play with that balance. [MUSIC] Let's see what this sounds like
before the distortion. [MUSIC] I think it
sounds a little better. Let's add some
reverb to this now. I'm going to use
Space Designer again. We're going to make sure to use the stereo version of the reverb because
this signal is mono, logic gives the
option, do you want to keep this mono
signal or do you want to make it stereo if you're adding a delay or reverb
or something like that. I'm just going to
pick something huge. Let's go a haul. Yeah, ancient church, huge. [MUSIC] Nice, awesome. Now let's add a
compressor to that too, just to smash it back down. [MUSIC] Sweet. Now we have all those effects
on that original time. If we turn all
these effects off, well here what we started with, [MUSIC] which that's
still the file. If I want to turn
this into a lead, into a playable thing, I need to turn all this
stuff on and actually render this out as audio so that I can
then do stuff with it. Logic makes it really
easy to do that. All you do is
right-click on the file and click bounce in place. What that'll do is it'll say, what would you want
to call it whatever. Now this new chunk of
audio that it gave me has no plug-ins on it. It's completely dry, but [MUSIC] it sounds like the
stuff we've been working on. Super cool. We can take this. I didn't print the tail. You can have it print where it's just the selected
region that you have or you can have it print the
entire length of the effect. In this case, I actually
do want that tail because if I'm
holding out a note, I want that note to last. I'm going to bounce
it in place again, but this time I want it to leave the source
and I want it to include the audio tail in the file and the region
too, just so I can see it. There we go. Now
it's nice and long. This file, check this out. If I want to just turn this
into a patch that I can play, convert to new simpler track. It's going to ask me,
you have a region. Do you want it one
of them or do you want us to analyze it and
chop it up or whatever? In this case, I
do want a region, so I'm just going to click that. It gave me an instrument
[MUSIC] where I can play it. [MUSIC] But in this case, it's like I can play
that one note, right? [MUSIC] But I want to
play all the notes. What I can do is I can take
that file that we have, and just by having this
sampler window open, if I click that
file and drag it, I can drag it onto the plugin window and I
can have it map it for me. I'm going to drag it into optimized and I
want a zone per file. Now it automatically spreads
it across the keyboard. Anytime I play [MUSIC] it created that whole [MUSIC] we can even
play chords with it. [MUSIC] That's dope. That's a synth patch
that nobody else in the world has
because you made it from picking out
a sound and adding stuff to it and creating
a patch with it. Nobody else in the world
has this exact same sound. Even if you're following
along with the exercise files and you're literally following step-by-step what I'm doing, it's not going to
sound exactly the same because your parameters
that you adjust to is going to be
slightly different and it's always going
to sound different. It's always going to have a slightly different edge to it, which is super cool. This is a super useful approach for creating lead
lines and stuff that are entirely your own and that also sound
different every time too, at the same time,
it's really cool. Now that we have
this lead patch, let's play it, and let's see if we can make something
pretty cool. [MUSIC] I found it at the end
there. Let's grab that. We'll chop this up
and make sure that it's nice and legit. Let's see that sounds
like this put it where it should
go. [MUSIC] That's a cool for bass. I
want to quantize that to just have that
be nice and choppy. [MUSIC] I still think it'd be cool
if we had that initial hit. We'll go over that and adding textures and stuff
in later videos. But as far as creating a lead, that's how you create a
lead. That's super cool.
8. Layering: [MUSIC] If you're
following along, you just made the dopest
synth lead of your life. Now we are going to start layering some other sounds and other stuff in that section. I'm just going to focus on this post-course
section, this hook. I just think that feels the most inspiring
to me right now. I'm going to zoom in. Let's set our loop section here. Let's drag four bars. Now let's hear what we got. [MUSIC] We need that burst of something happening
at the beginning. Let's grab one of our
instrument tracks and let's open up our library. It'd be cool if there
was some timpani thing that we can mess with in
process like some big rolled. [NOISE] I don't know. I'm hearing something like that in my head
that could be cool. I have no idea if
that's even possible but let's see what we got. Timpanis. Let's see if
we can find a roll. [NOISE] I could have sworn there was a role in here. Let me see. I'm going
to open up that sampler and goes to pick
on a preset here. This is a different preset than the patches preset like when you hit Option L
and see all that stuff. That's a full chain of plugins and your instrument
and all that stuff. These what I'm
looking at right now, these are the presets within
the actual plug-in itself. In logics case in the sampler, I'm literally looking
at just banks of samples that are only
within this sampler plugin. But in my case, that's okay because
I'm looking for this timpani tremolo crescendo,
timpani single strokes. Crescendo would
be cool if that's a [NOISE] thing. Let's
see what we got. [NOISE] I'm going to record that in and then we'll chop it up and
make some cool hit. [MUSIC] Let's quantize that. Because I'm just going
to be chopping this up, I really don't care about
anything else right now , maybe the velocity. I might want it to hit
harder. Let's see. [NOISE] That's cool. I'm going to take that
and bounce that down, right-click bounce in place. That will render that
out as an audio file. Looking at the waveform,
you can see there's that huge sort and then
boom that big kit. I want to make something
cool with that. I'm just going to delete
this original thing. Let's use this to start us off. This will say, "Hey. Something of course
is going to happen." [NOISE] Come in again. [MUSIC] Cool. But then when it actually
hits, we're going to meet it. It's just the rise and then
we'll have some [MUSIC]. Maybe for the start of it, we'll grab it and pitch it up. Let's see that sounds like if it literally go up an octave. [MUSIC] Then we'll add
a bunch of stuff to it. We'll take this octave up one, and let's get crazy. I'm just going to
add a couple of effects without even
listening to them, and then we'll tweak
it from there. Let's add our distortion tool we were messing up with earlier. Definitely don't want reverb, you want reverb all the time. That was sarcasm by the way. You definitely don't want
reverb [LAUGHTER] sometimes. Let's do large
hall. Church tower. Cool. That sounds good. Then I know we're going to need
to chop off some low end. I'll just preemptively do that. Then let's compress
it back down. Let's just do a ridiculous irresponsible amount
of compression. Let's just see that sounds
like.This might hurt. [MUSIC] Cool. Let's maybe add some delay
to that like [NOISE]. We could do tape delay again. Let's do that. I believe that be an eighth
note, I'm pretty sure. [MUSIC] No,16th. Let's go all the
way down to 16th. We got our deviation. Not quite as much,
more feedback. Let's just mess this
up a little bit. It's just not super clean. Nice and stereo. Let's see. [MUSIC] I can't even hear
that. Let's bump that. [MUSIC] Put that before the compressor so
that the compressor will bring up some
of those repeats. [MUSIC] Maybe make these filters not quite as aggressive. [MUSIC] It's like [NOISE]. It's very subtle, but just makes it last a
little bit longer. [MUSIC] Then going into this verse, we'll still have
that rush coming up, but we won't have
the initial hit. We'll tease it and
then not be there and everything will [NOISE] [MUSIC]. When it goes in there,
I don't want reverb. It looks like it created a
bus for us for some reverbs. I'll just turn that off so
that everything goes away. Same thing with this. With this app, if
we want to layer this so that that feels
very abrupt to the ends. I'm going to bounce this
whole section down to audio. Let's go back up so that I can cut off
the tail at the end. See how on its own right now. [MUSIC] I get some of those delays and the reverb and everything
that carries off. Normally that's
cool, we like that. But for this, I literally
want it to just stop. [MUSIC] Going into reverse. I think that's cool. Then what we can do with
that thing that we cut off, we'll use it as an
effect earlier on. Oops, we'll open it up and first have it not
be muted. We can go. When we double-click
on an audio file, we can mess with
it a little bit. When we double-click
on a midi file, we can edit the notes. On an audio file, we can do
a couple different functions one of which is reversing it. If we click this File, sub-menu, we can go
Functions, Reverse. It will reverse it based off
of the length of the region. I'm just going to make
sure that this is a nice even length. I'll make sure that
this region is two bars long and then when I reverse it, it will be, boom, we have R2 bar, reverse effect. Let's make another audio track so we can move this around. Let's play with this
with that stereo. [MUSIC] That'd be cool. [NOISE] Having
something there on that snare hit which is right there. Let me move that so that everything crescendos
up to that. You know what,
let's just copy and paste the effects
we did on this. Copy channel strip
setting, there it is. Then we'll paste
channel strip setting, and that will take all
those same plug-ins that we had on the other channel and
move them over to this one. [MUSIC] Bump that up, and
I can't hear that. [MUSIC] That's way more
than what we want. Let's turn that stuff off. Let's cut off more low-end. [MUSIC] Cool. I want to even more
drastic of a rise. Let's trim this back
a little bit more. Then I'm going to add a
little bit of a fade to. too going to go
to the corner and it automatically turns
into a fade tool. [MUSIC]. Cool. Then you notice that
click at the very end. [MUSIC] Same click from earlier when we were making
our sync pad and stuff. What we can do is just add a
tiny fade at the end there, just so that it's not zero. If we move it to one or two whatever, then
it won't happen. [MUSIC] Because it's just a fade enough that it's
not going to click. Then we can use that and we have some more
texture in there. [MUSIC] Cool. It's just keeping
on doing stuff like that; finding little
moments of ear candy and just interest stuff that
there's never a dull moment. Something is always
happening and that makes it groove harder when there's
just stuff that makes sense. It's not just a
randomly placed swell. It's swelling into
that snare hit which makes that
snare feel louder. It's finding ways for everything to flow and move together. That's my philosophy on
layering synth sounds. I just want everything to have its own little spot and constantly be handing off
to the next little thing. It's super fun to do and
it's easy to get lost in and just have it next
and on forever and ever. But it's super fun. We got some pretty cool sounds. We should save these
to use later on. That's what we'll talk
about next videos; how to actually build your own library of
sounds moving forward.
9. Saving User Patches: [MUSIC] In this video, we're going to talk
about how to build your own library of sounds unique to you
in user patches, or user instruments, or whatever you
want to call them, your own bank of sounds. Basically, let's go
ahead and do that now. We got this lead line
that we made earlier in the video about
creating leads, and hooks, and stuff, I really
like how it turned out [MUSIC], that's cool. I want to save that and we'll
use it again in something. What I'm going to do, is I'm going to open my
library with Option L, and there's this little
button here, it says save. You guessed it, it saves. We are going to click "Save", and now we can put it somewhere. I have my library of sounds that have
already been building, this feels like a lead to me even though it could
really be a lot of things, you could turn it into
pretty much anything, but for now I'll
throw it into leads, and I'll call this
vocal chop lead. Sounds blue to me. I'm just
going to call it blue. Now, I have vocal chop
lead blue in there. If I wanted to make another
sound and let's say, I know vocal chop lead blue, that thing was so cool. I want to use that
again. I'll go into user patches, leads, boom, I have vocal chop lead blue, all ready to go [MUSIC]. Great, awesome. This is just a really quick way
of working in the future. A lot of times what I'll do
is at the end of a project, everything is sounding great, I love it. It's
pretty much done. I'll go through and just
look at the stuff that is useful that I would
want to use later for something and I'll
just save it as a sound. Most of the time it's going
to be a jumping off point. Let's say if I come
back to this sound, [MUSIC] I might want
to turn this into a pattern so I'll add
some filtering on it to make it softer
[MUSIC] and then maybe I'll add some delay [MUSIC] and then some reverb and now I have a completely
different sound. [MUSIC] Functionally
is very different, but I'm not starting
from square one. I'm starting from something that excited me at some point. It's just easier to make creative decisions
when it's like, I don't have to worry
about messing up the specific sound of
what if I lose it? It's like I know I like it. I've saved it, it's
in my library. I can call it back at any time. It makes me feel free to mess with it and break it and just see if I can
make it sound cool. Anyways, that's something that I've really only
started doing in the last year or two and
it's been so helpful for me. Just save everything,
save all your sounds. It's all cool. Even
if something where it's like this is a cool sound, but I don't understand how it could ever be used
in a different song, it's like to use is so
specific, still save it. It could be a cool sample
to use later on or you use it and process it in
a different way or whatever. If you have a sound that
you think is great, share it with the class, post the Dropbox
link or something. I'd love to check
out your sounds.
10. Percussion: If you've been following
along in this video, we've got a pretty good
solid foundation of a groove and some cool textural
synth layers and stuff. Now we're going to try and make the percussion a
little more exciting. We still just basically have our original kick and snare
and a logic drummer track. There's really not much going on in the
way of percussion, so I think that could use a
little bit of a facelift. I'm going to loop
that same section that we've been
working on for a bit, and let's listen
to the drums and see what we can think of here. It's cool, I feel something
needs to drive it. It's a little floaty and with all the swelling synth
reverse stuff which is cool, there needs to be
something that is carrying the main beat forward so that those accents to the snare are a little
bit more predictable. What I'm going to do is let's
start by just muting that, and let's start just
programming in like a shaker, a tambourine, or something. This is a good opportunity to
take a look at Apple Loops. The built-in loops
that come with Logic are fantastic, some of them. There is an insane
amount of loops and insane amount of
content more than you need. Honestly, more than
is helpful sometimes, because there is maybe
about 50 percent of it that is just not
going to be relevant. But it's there and it's helpful to everything is fuel for
some sample or some whatever. You can get use
out of everything, but for now I want some percussion thing
that's going to be steady. Some steady percussion
that's going to help drive the beat forward, I mean kick and snare rhythm. I'm going to go Percussion and I'm going to go, let's see. I have no idea what
Celestial Percussion Ensemble sounds like, and the fact that
there's key queue to it. That's not what I want. I need something
that's going to be very chill and something that
is going to be very simple. This is a drummer
pattern it looks like. Triangle's interesting. I don't know, let's see. No drummer track. Let me make
a drummer track for you. Got a drummer track, let's drag this back up to
the rest of our instruments. Just want to make sure that
starting on a downbeat. We'll leave it in
there from now. I'm not crazy about it. I'm going to mute it, and then we'll keep looking for some other options
and see what we can find. This is a good example of something where using
a loop for not a loop. I don't want to take this piece of audio
and just loop it. I feel like I would get pretty
annoying pretty quickly. But there's a little
frame in there that would be really
great to have as an accent or something
halfway through a measure soul apart. That would be really
cool to have, especially if we have it sent to some verb halfway
through or something. That feels like that
should be a snare hit. Yeah, so let's go and find that. That hit is the snare for sure. Let's see what
that sounds like. We'll have that be
the repeating thing, but only once a bar. We don't need it happening
as often as that was doing. Maybe on these times, we don't have the trill
leading up to it. We'll just have it start
at the extra layer. I'll zoom in and just
add a little fade here. In these first two, we get
the full movement of it; and on the other two, it's just slightly different, we'll cut off that
first little bit. Nice that's cool. We still haven't
gotten the thing we originally setting out to do, which is just it's normal [inaudible]. You know
what? Let's just. Shaker? This is a good example. I like the sound of the shaker, but it's swung a little bit. Rhythmically is a little
bit more relaxed. Instead of. Everything else is
pretty straight like with our arpeggiator
and everything like that. What we're going to do
is we're going to have Logic slice up that loop
and quantize it for us. Normally you can
only quantize MIDI, but Logic has done some
pretty cool stuff to where it will analyze your audio and chop it up for you based
on detecting the transients. It does a pretty good
job most of the time, sometimes it needs
a little massaging. We'll see how it does
with the shaker, which doesn't really have
super defined transient, so I'm a little curious
to see how it does. That process of Logic
editing audio like that is called flex in Logic speak. We'll open our Flex menu. It looks like this
little DNA thing here, and then we get to pick what
algorithm it's going to use. We tell it a little bit
about what the audio is and it will use that to determine
what it's going to do. I'm going to click Slicing, which is where it's actually
going to cut it up. I don't want to stretch it, I want to chop it. It found some points here, and let's quantize that now and let's see what
that sounds like. I'm trying to click on
for a reference with K. Sounds the same to me. What I'm going do is
I'm going to help it out by moving stuff around. See that is that up thing
which is a little bit late, I'm just going to drag
that a little bit closer. Same thing here. Drag
it a little closer. Lets maybe do, how far is that? You only really need two
bars or beats rather. Let's make sure this guy is nice and that might be on already. Let's see what that sounds like I think that sounds better. There's still a little bit
of artifacting going on in there but I'm not too
concerned about that, especially in this style
I think it's okay. Cool. We've got that shaker
and append that to one side. I don't want it to
happen and be like, whoa, that's a cool shaker. It's just meant to add a little bit of extra
excitement in width. We'll put that one
shaker on one side. Let's copy the track. On this other one, it'd
be nice if I could find some either different shaker or a tambourine or something. Oh, look at these tambourines. This tempo here is like the tempo that the
loop was recorded at. Logic will match it to
your current project tempo but it's still nice to
try and find something that it doesn't have
to warp it too far. It's powerful, but if you can find something that's
close to the tempo, it's going to sound
clearer and more transparent which most of the time you want to
go for. Not always. Sometimes it's cool to get an obviously synthetically
warped sound. That's cool but for now,
I want a clean thing. That's just some hits. That's a nice little pattern. It looks like just
by looking at this, the majority of the
sound is on the left. You can see those
two bars there. If we listen to it and
straight up and down. It's mainly on the left, I'll lean into that and be like, if you want to be
left, cool, go for it. I'll put my shaker over to the right which is a mono signal anyway
so it doesn't matter. That way we have our
tambourine in the left and the shaker a
little bit in the right, adding some width. Nice, I'm trying to click
off and loop that with L. Turn the flux menu off so I can see what I'm doing. Cool. Still haven't gotten to our hats which is
the original thing that I was going to do. We'll add in some hats
very quickly here. Let's add a new
instrument track. Let's open our
library. Let's go. Let's do some acoustic
cats and then we'll just mess them up a little bit. Sound cool. Let's"
R" for record. We got the basic rhythm there. I'm just playing around
just trying stuff. I have no idea if that'll work. One quick way that you can add some life to your high-hats. As I played that I was
just tapping them in all the exact same time, this exact same velocity. Your computer keyboard can't tell how hard you're hitting it. If you're hitting it or not. One thing we can do to bring
some life into it is to emulate the feeling of a real
person playing a hi-hat. When they play a hi-hat,
if you're a drummer, you'll hit the down beats a little bit harder than
you will the off one's. You're naturally
going on and off. What we can do is mimic that. I'm playing all the same. I'm going to select all of
them and copy them forward one beat so now we have twice as many but by me doing that, all the ones that I've
selected now are the offbeats. I can just grab my
velocity tool, hit escape, and then click the
velocity tool, and I'll bring those
second notes down. What we have is instead of See? Now we can make it a
little more exaggerated. Let's bring them down even more. Let's see what that sounds like in the next. See how those hats bleed into that verse but I want the verse to warp all down to nothing. What we'll do is
we'll just L for loop but I only want
it to loop one note. I just want one note
at the very end. I will hold down control
which allows me to be very precise and I'm
just going to loop it so that one note, fires. That's a bit more exciting. That feels like a
bit more of a vibe. Adding some percussion
to keep something steady and just maybe
deciding to take some of the looped elements
that we were given from larger drummer and giving
our own spin on them, doing the same thing. Then we can always bring those elements back
into or maybe the last chorus and
everything's just very exciting. There's
tons of options. I'd love to hear your stuff, what you think about hi-hats and there's so many
different ways to do this but that's just a couple of ideas for making your percussion breathe
a little bit more.
11. Textures: [MUSIC] We're in a pretty
good spot right now. Our groove is established. We got some nice percussion. We have some cool lead sounds and some cool textures
and stuff like that. Now, what I like to do at
this point in the process, I don't want to add
anything apart. I just don't want to
clutter too much up, I want to keep it nice
and clean and digestible. But at the same time, there's some space
that I don't want. It's not intentional open space, it just feels a little
bit underdeveloped. I really like to take
something that is organic, something that is real, and make some texture out of
it that I can really spread around and keep it way out on the sides and way
up in the high-end, just to put it in a space. That can be a lot of
different things, to mess with some string
samples or something, sometimes with room tone, or if you have an iPhone, you can just record places. That is great fuel for samples, just places of stuff,
places that you've been, and a coffee shop that you liked the vibe of, or whatever. Just set your phone down and record 30 seconds or whatever, and then you throw a bunch of reverb on it
and then you side chain and make some stuff
out of it or whatever. It's a cool way just to add some texture and
vibe to your track. That's what I'm
going to do here, is I want to take something
that I can just throw way out to the sides and just
have it move with the kick. What I think I'm
going to try and do, is do that with some strings. I think that could sound cool, we'll see how it sounds. I'm going to do a new
track, an instrument. I'm going to go to my
instrument, and this one, I don't want Logic to help me, I know what I want to do. I'm going to go Studio Strings, Stereo, and I'm going to go
with the String Ensemble. Let's see how that sounds,
just right out of the box. [MUSIC]. Let's get something
high [MUSIC], something nice and open [MUSIC]. Let's start with that and then I'll just make a
sample out of that. [MUSIC] Cool. Let's quantize that and
bounce it in place. Let's call it strings. Now I've got this one string
cord [MUSIC]. I want it to move with the
kick, the kick happens. I want it to dock, that effect
is called a side chain. The way that we do that
is we take a compressor, but instead of the compressor
being triggered off of the sound that the
compressor is actually on, we're going to have it
listened to a different sound, and it will affect our string sound based on what
we point it to. For our side chain signal, we're going to try
and select our kick. We go instrument, and then we have all this
stuff from Cinematic Funk, which was the kit that we chose for our drums way
back when at the beginning. We'll choose the kick from that. Now, if we watch our strings, the compressor should only dock and actually engage
when the kick happens. [MUSIC] You'll can see that
it just barely wiggles. What we're going do is make this a really aggressive sound. I'm going to crank the
threshold way down, I'm going to bring
the ratio way up. This means the compressor will engage faster and more often, and when it does,
it'll be stronger, that's what the ratio one is. Auto Gain is basically saying, when I turn that threshold down, it's going to be turning
the signal down. Auto Gain basically
turns it back up based on how much the
compressor is pulling it down. Most of the time that's
the helpful thing, sometimes it gets in the way. In this instance, I
want to turn that off, because I'm using
it as an effect. I'm not really compressing
as a tone shaping thing, I'm literally wanting it to
be very obvious with it, so I want Auto Gain off. Let's hear where we're at. [MUSIC] That's a little obvious. It is very aggressive,
but I think I might want somewhere
in the middle, something that just
grooves a little bit more with the kick and doesn't
feel quite as random. I'm just going to play
with the attack and release of the compressor. The attack is how fast
it's going to turn it down and the release is how long it takes to let it back
up to the original signal. Let's just play with
that and see if we can get it to speak
in a musical way. [MUSIC]. Cool. I like that movement,
I think that's cool. Now any extra effects that
I add to this string layer to either widen it or cut stuff away
from it or whatever, I want to add that stuff
before that compressor, because I want that stuff to also be part of that
side chain effect. If you go to add a plugin, but you go slightly
above the compressor, you'll see that tiny
little blue line, above where it says compressor, that will allow you
to actually put a plug-in before
that in the chain, which in this case
is what we want. I'm going to use that same tape delay that
we've been using a lot of. I'm just going to
crank up the spread, and just pick some
shorter division, and just add some
modulation to it, so it's going to warp the
pitch and stuff a little bit. Then let's filter out
a lot of that low end, so we're really just getting the high
stuff on the repeats. [MUSIC] It's just adding a little
bit of stuff up there, now let's add some of our distortion too [MUSIC]. We'll add some of
that EQ, trim out. That distortion is
going to bring up a bunch of that low end and undefined by just
random low end. I want to turn
that back, because I got plenty low
end from the base, I want this to just be
stuff on the highs. I've been talking a
lot about having this be something that's really
wide and off to the sides. One way that you can do that inside of Logic's
stock EQ plugin, which is an amazing tool, is this idea of processing
stuff in mid/side. Processing something
in stereo or in mono is self-explanatory. Mono is right here
in the middle, and stereo is, there
are two signals of it. Mid/side is a little bit
different in that it's still technically speaking
two channels of audio, but mid refers to just the signals that are identical in the left
and right channel, and side refers to anything that is
different between them. If I go in this
processing right now, it's on stereo, so it is applying this high-pass filter equally to the left and right channels. If I switch the processing
to mid only or side only, now you can do stuff just to
those respective channels, which is actually really cool. What this allows us to do, is if we want to
widen the sound, we can go to mid only and
then just turn it down. What it'll do is just
the stuff that is identical in the left
and right channels, it will turn that down, but
anything that's different, it will stay the same
in the left and right. It will just all of a sudden get wider here. Watch,
you'll see what I mean. [MUSIC] It sounds strange, it sounds like it's
wide but then it almost sudden comes back
in the middle again, as it gets really pronounced. It's very bizarre, but when you have a
lot of stuff going on, a lot of times, especially
in the low-end, stuff just gathers
in the middle. It's nice to try and win those competing frequencies and just a lot of stuff
in the same space, just to get rid of it and just
push it off to the sides, or just pin it
completely to the side. If it's really getting
crowded and you don't have room on both sides, well, you might have
room just on the right, or just on the left,
or whatever you can just to get something
out of the way. Anyways, switching what channels, something
that's processing on, is a really easy way to give
each thing its own spot, but I still want that
high-pass filter rather to apply to everything, and I I want to turn
down just the mids. I'm just going to use two different channels
to do this cleanly. There's probably an
easier way to do that or more elegant way.
I just think this is easy. I have one EQ for
the sides and I have one EQ for everything.
Just makes sense to me. I'm going to have
this be my mid EQ, so I'll turn this off. The only adjustment
that this is doing, is just taking the mids down. Let's do four dB,
just a medium amount. Then I will do another EQ, this one will be on everything, so the stereo, and
this is where we'll put our high-pass filter. We'll listen to
that. [MUSIC] Cool. Now, if we just pull this
volume back a little bit, and maybe on this one too. Let's just bump up the highs
a little bit on everything. [MUSIC] It's really subtle. It should be something that
you don't really notice. It just add some extra energy, it just adds some extra
scope when the chorus hits, or the hook hits, or whatever
the section ends up being. Anyways, that's a little
bit about the approach of adding textures and
things that just add a little bit of
life to the track, that just suddenly
move with it and help bring it into a
place a little bit more. Next, we're going
to be talking about adding automation to things. Really getting things
to flow in and out from one section to the
next. Stay tuned for that.
12. Automation: [MUSIC] If you've been following this far and you're following along with
the exercise files, and you're making your
own beats and you're making your own syncs
and everything, everything should be
sounding pretty good. This step of automating things I feel like is so underutilized. Automating really is
what gives things life and what takes
things from a loop, and takes things from just a beat that
you made to a song. I feel like this is by far the biggest thing that really takes a track
to the finish level. It's the automation because
it's such a marriage of musical but also engineering
sides of the brain. It's really cool. Let's start and let's
listen to what we have, and let's try and identify
the things that feel a little too static or that
feel a little bit like, I appreciate what that does
in the mix as far as filling a frequency spot but
it's not exciting. It doesn't do it
for me, whatever. Try and find the pinpoints. This is again pretty subjective. Everyone's going to have a little bit different
opinions on this. I'll go through, listen and
I'll say what I'm hearing. [MUSIC] I like the lead, it's cool but it's too
similar for too long. For my opinion, I feel like
the sound is cool but it needs to move and have different
textures or something. The strings are cool
but the same thing. I feel like they don't
really breath enough. The arpeggiator is cool but I feel it's
samey a little bit. That sameness is what I like
to use automation to combat. Let's start with the arpeggiator because it's got
that delay on it. I think this change will be pretty obvious,
and drastic with it. What I'm going to do
is I'm going to use my marquee tool to select
this arpeggiated section. That will make this
its own region so that if I attach any
automation to this region, I still have that
other region in the verse that is just
completely straight, so I can always go back
to that if I want. You can open up the automation
lanes by pressing A. You just press, "A," all of a sudden everything got dark. That's because now we're looking at all these lanes
of automation. By default, it's just volume, and automating just volume
is a really useful tool. I mean, you will never work on a project where
you're not automating volume, you're going to automate volume. Let's say if we wanted to automate the volume going
into the chorus, well, we just put a node right there, put a node right there, a couple of ones there,
and just drag this here. Now we got this
little dark section going into our pre-chorus. [MUSIC] This isn't even the
R. Let's see what this is. [MUSIC] This is the
midi for R which I'm not even using. You
know what actually? Yeah. Let's do that on
the midi because that way that change will be reflected
throughout the delays, which actually will
be pretty dope. Let's do that. If I want
to automate the volume, you just punch in some nodes. Whatever. [MUSIC] You can draw in some cool shapes
and stuff that way. Totally valid thing to do. Actually, I'll do
that for the stop at the end before I had it
bounced to audio and I chopped off the tail.
That's one way to do it. Another way is you could
literally just have logic, just turn the volume
down at that point. I'll just go to that downbeat
and zoom in really far. Just to make this
nice and precise, you can snap the nodes too
certain divisions and stuff. I just like to do it by hand, I feel like this is easier. I know exactly where it
is and I'm not having to worry about logic snapping to the right point or anything.
It's just easy this way. Let's add in some more
creative automation. If I click this little
drop-down menu, this will show all the different things
that I can automate. This is every parameter inside of any midi effect that
you have in there, the instrument itself, any
plug-in that is on that track. Those can all be independently
modulated by automation. That's a huge amount
of flexibility. What I'm going to do
is go to ES2 or sync. I'm going to go to the mix and filter and I'm going to
go to this cutoff here, this LPF Cutoff that stands
for low-pass filter cutoff. That's that sound of that thing when that's higher and that's letting more of that brightness come through. That's a higher filter. The filter is filtering
less of the signal. Then when it's lower, it's filtering more of the
signal so it sounds darker. What I want to do is just maybe play around with
automating that, opening that up,
closing it, that sort, and see if that adds
some life to it. Maybe we'll do that in
response to the drums. Maybe like do, do, do, do, going up to that first
snare hit, that can be cool. Let's see if that works. [MUSIC] This is not the filter. We are messing with
the wrong filter so let's go to the other filter. Because we don't
care about that one. We want this one. That's the one we're using? Yes, indeed. We'll put a note there. We have it go up to
that first snare hit, which is I believe here. [MUSIC] We got all those delays happening after these
filter moves, right. As it goes, doo, doo doo, if it gets brighter, those tails after that
will be brighter. It's further smears together and I think at this
point in this stage, that's what I'm
looking forward to do. [MUSIC] Maybe another
one there are, no, we keep it. Let's see. [MUSIC] Right there. I like that move. I think that's cool. Right now, that automation is on the track
as opposed to the region. I can have it on the
track, and that way, if I have this loop
going wherever it is, that loop is independent of the automation that is
on the track level. I can actually put that
automation on the region itself. However many times I
loop that little r, that automation move will always happen at the same point. Sometimes you want it
on the track level, sometimes you want it on the region level.
Depends on the part. For this because I
envision this as part of the whole way that the song
is flowing and grooving, I want this on the region level. What I'm going to do is I'm going to take
this automation, copy it, Command C for copy. I'm going to swap
over to region. I'm going to place my play
head there and paste it. Then it will show
me the lane there, and now I can do my
move that I want to do. There's ways to convert
your track automation to region automation. Simpler, I like to draw
it in just to be sure. Then let's maybe do one
more move at the end here, maybe create a little
room for it or something for other stuff
at the end of the meter. Let's see how. Got rid
of her, There we go. [MUSIC] That's a good example a track automation versus
region automation or volume cutoff at the end. That should be track automation? Because I don't
want it to do that at the end of every
time that loop plays, I only want the volume to turn down at the
end of the section. You'll be using both, and
that's part of the vibe. Cool. [MUSIC] Let's
address that lead now. It'd be cool if it was like some stuffed to help
spread it around. What we're going do
is a send for that. That's basically where I'm
going to take on part of the signal and send it to a different
channel for processing, and I can turn that send
on an off so that I can have a dry version
of signal going while the reverb for
this other thing is going that unaffected. That'll make more
sense in a second. I'm just going to send
this to a brand new bus. Let me go down here to one
that's not being used. On this bus, let's
throw some reverb, let's throw our space
designer on there then a compressor after the
fact just to make it nice and low fi and smashed. Now I'll take on this
automation thing. I can go down to main and I have this send
one right here. We can even make that
more clear if we label this bus as lead effects. Now, this has essentially
turned into a reverb amount. As we turn this up, it's
sending more to that reverb, which actually I
should make sure that the drive is all the
way off on here. Good. Now listen to the lead, and we'll choose some points for it to throw to that reverb. [MUSIC] Like on that
one would be cool, just have this burst of sound. [MUSIC] Feel like
that one did it too, let's say that sounds like
maybe that first one too. Really into it. [MUSIC] Maybe on both of those that can stay
on but to a lesser extent. [MUSIC] Cool. That sounds good. Let's listen to all
those things together. Those couple little
automation things. Let's see if we made
a better or not. [MUSIC] Nice. I think that
flows a lot more. I think that breathes more. Obviously, this is still
pretty mixed and everything, so all those varying levels and stuff will all get
tightened up in the next. Let's talk about mixing all that stuff in
the next video, Let's get this
thing tightened up.
13. Mixing: [MUSIC] Now our song is at a pretty good spot to
where we can start mixing it. Now, mixing, honestly, this should be, if
not its own course, its own series of courses or its own website with courses
about courses about mixing. There is so much that could
be said about mixing. I'll try and keep it brief. But basically, there's a lot of crossover between producing,
mixing, mastering. A lot of these terms
get thrown around. It's important to remember producing is what we've
been doing so far. Everything we've
been doing so far about creating sounds, and creating beats,
and all that stuff, all of that is producing. Mixing is where we're taking that stuff
that is produced, all those different parts, and making it fit together. Where the confusion
happens is a lot of times producers will
mix their own stuff. I'll mix my own stuff very
often because it's easy. I have the project,
I have everything open, I'll just mix it myself. But I still think it's helpful to think of producing
and mixing in separate stages because it's really easy to get lost in the weeds of tweaking
a synth sound. But when you just commit
to this is the sound, now I'm going to mix it,
and I'm going to just get it to play nice
with this other sound. I'm not going to open
it up and try and mess with the synth
parameters anymore. We're like, okay,
this is the sound, let me try and make it fit. Those limitations about treating mixing as a process
is really helpful. You get to more creative spots and make more creative decisions when you're focused
on only mixing, and then only
producing or whatever. I'm saying that now, there's tons across over all the time. It totally happens and
it's totally okay. But with all that said, let's take a listen to the mix of this section
that we've been working on, and let's try and identify
some problems with it. [MUSIC] Right off the bat, I like the automation we did to the synth with those
reverb synth and stuff, but when we're doing that, the level of that lead
line isn't as consistent anymore because you have these fluctuating reverb things, so it would be nice to level that stuff out so that
it's more consistent. The other thing is
the relationship between the kick and the bass, I feel like could be stronger. That could almost be
said of every mix ever. [LAUGHTER] The
relationship between the kick and the bass
could be stronger. That's just always true. But I think it's
something worth looking at. Then what else? [MUSIC] Yeah, I feel like the snare could use a little bit
more life as well. I like how choppy
and short it is, but I just want the drums in general to feel a
little bit bigger. All these synth layers
and stuff that we're adding are very
spacious and big, and the drums feel like they
don't totally match that. They're not punching through
all that stuff enough. Let's try and solve
some of that stuff. The synth one is
going to be easy. What we'll do is we
will take these. You'll notice also
in this template, all this other stuff down here, all of these other channels
that aren't doing anything. I have these set up
to act as subgroups. To basically take
all of my synths and bus those together
into a synth group, I'll take all of my drums and
bus them to a drum group, I'll take all of my bass and bus those to a base group,
so on and so forth. The reason for doing that is
because in the mix stage, it's really helpful to
treat things together. If I add a little bit distortion
to all the base equally, it glues them
together because it's that same effect being applied to the base
across the board, and it just makes it
feel like one sort. Same thing with the synths, I don't want when
someone listens to this to identify
there's that synth, and that synth, and that synth. It should just feel like
it just feels like layers, and it's hard to tell the difference. Same
thing with drums. I don't want to be like, oh wow, look at those three different
layers on the snare. No, it just sound
like one huge snare. Those things, when you sub staff together and
group stuff together, helps achieve that
effect where it just feels more cohesive, it feels more like a mix. That's what we'll do
with this synth line. We'll take the output of this, and we will bus it
to the same group. I'm going to send, and actually we can
keep all this even visible on the arrange window. If we create a track
stack with something, which I'll just grab
this other guy, if you right-click on
a group of tracks, there's this Create
Track Stack option. If we click that, it'll ask us if we want it to
be a folder stack, which is just literally a
folder of different things, there's no plugins, or routing, or anything
that it's doing. It's literally just an
organizational tool, very helpful. There's also Summing Stack, which will actually
create a bus and some things to that bus, and then we can apply effects to that and turn it up and
down, and automate it. That's what I'll hit. I'll
hit ''Summing Stack.'' Now it created this bus for us. I'll call this synth lead. I want to take the reverb of that synth and the synth itself, and compress them both together. What I'll do is I'll
take this send, I can even click 'Read,'' and it will put it on
the arrangement window, which organizationally
makes it easy. I just like to see
what I'm working on. We'll change this output. Bus 35 is where it's going, we'll put it in bus
35. There you go. Now our synth lead is sending signal to
that reverb track, which is then sending
it to the synth bus. Now if we solo this, we'll
hear them both together. [MUSIC] Which is cool, and we can adjust the level of the reverb after it's
being sent to it. Really, really helpful
stuff. I'm going to turn this down a little bit, and I'm just going to
add some compression to the whole thing. These are just different
flavors of the compressor. This Studio VCA, Studio FET, they just work a
little bit different, add a little bit different
distortion to it. You just play around
with them and find the ones you like, and there's different
situations for different ones. [MUSIC] I'm going to take the attack
down a little bit, so it lets a little bit
less of that [NOISE]. It's punching a little bit hard. It's cool, I like it, but I just want to control
it a little bit. [MUSIC] Yeah, cool,
nice. That's good. Then since I have this
opportunity, since I'm here, I'll just also again
cut off some low end, just in case there's
anything that's being added by that compressor,
or the reverb, or anything. I don't want any of that
extra super low stuff to be getting in the way
of the bass of the kick. I'll, just around 100 hertz, just cut all that stuff out. [MUSIC] I'm going to mute the vocal for
now and just focus on the mix of the
instruments itself. Vocals are another beast. Let's talk about these drums. [MUSIC] I don't like
that kick anymore. This is one thing that I'll do. Even if I'm just mixing
something, a lot of times, mixers will sample,
replace things, or add samples to something. If you have a drumbeat, add in a sample
just for the kick. Actually, you know what? Let's
make that its own video. This has been an introductory to mixing and adding
some compression, and grouping things together. In the next video, we'll
talk about drum mixing, and making things just
hit really hard but still control them. Yeah,
let's do that.
14. Drum Mixing: [MUSIC] In this video we're going to talk
about mixing our drums, specifically getting
them to hit really hard, still control them, and
make sure they play nice with the base and
the other instruments. One thing that's
really common in mixing is swapping out a sample, mainly like kick and
snare samples because as the mix develops
and instruments get added and effects get
added and other stuff, something may have sounded
great in the beginning with nothing else around but when
other stuff gets added, it can't cut through
anymore and so you need to find a different approach
or something, super common. In this case, I'm
just going to try and find a different kick sound for sure and
then depending on what we find I might
swap out the snare also. I'm just going to create
a new instrument track. I'm not going to
use the sampler. I'm going to press "Option
L" to get our library open and I'm going to look
for electronic drum kit. I want something that's just going to hit a
little bit harder. Let's do this.
Let's do big room. As long as this isn't too EDM
pro step we should be good. [MUSIC] Yeah, that's
what I was afraid of. [MUSIC]. Cool. Let's adjust this. This is logics drum
machine designer which is basically just a
bunch of different plugins all working together and it hides it and puts it
under the hood and just gives you some controls that as I turn this drive for example, actually there's a
different plug-in that's running that
drive control. It's pretty cool. I can use this to shape what I want
the sound to be. [MUSIC] Let's turn on that drive. [MUSIC] That's ridiculously huge. [MUSIC] It might be [LAUGHTER] a little much but I think let's see how it sounds. I'll copy this down and just
mute our snare channel. [MUSIC] Cool, nice. I think a snare could actually
work pretty well with that but it needs to just
be a little bit more, it's not like snappy enough so I'm going to use a
compressor not because I want to turn it down necessarily but I'll
use a compressor because I want to try
and shape the sound. I want to use it to add more
click to the start of this. I'm going to have a
really long attack but I'm going to
compress it a lot, so it's going to add some
of that tk sound to it. [MUSIC] Yeah, cool. Now let's turn
that up, make sure it's closer to the other stuff. [MUSIC] Nice. Let's bring our original
other stuff back. I liked this, logic drums at the beginning. But I'm going to turn the
fills down now that we have that other section.
Let's just do that. [MUSIC] Cool. We got a good kick sound, got a good snare sound, now
we're going to just send all those drums to one
bus, to one group, and we'll process them
all together just so that they breathe in and out
a little bit together. It just has a really,
really cool sound. Let me close that. Let me grab all my drums here. Let's see, am I
forgetting anybody? Yes, you. The percussion, I'm going to leave out of that. I don't know if I want to
smash all that together. I'm going to open
my mixer Window with x so I can see
where all the stuff is going and I'm going to send it to my drum bus that I
already have created. Now, what's nice
about my template is I have some stuff
for this routed already so I already have
the drum bus itself, I have a copy of
that in parallel, so if we want to add something and blend it in
we could do that. Then just some drum verb
that's going on lightly. [MUSIC] Let's add a little bit of compression to the
drum bus as a whole. Let's do something that
is nice and subtle. I don't want to do too much. [MUSIC] That's cool. Now, I'm going to add a
bunch of distortion on this parallel bus and then we'll blend it
in a little bit. On its own, it's going to
sound completely ridiculous. [MUSIC] Oh, hey, my drummer
track isn't going there. Thank God I have it going. [MUSIC] Yeah, it's just ridiculous. [LAUGHTER] It sounds cool. We have our clean drums and
then we'll blend that in. [MUSIC] Nice. Cool. That's feeling
really good to me. Last thing we'll do is we
will add a little bit of that side chain that we did to the strings but
we'll do that to the base. We'll have the base really
follow along with the kick. Most of the time with
an 808 style base you wouldn't do that. You would just have
them all hit at the same time and you just have the kick literally like 10 dB louder than
everything else. But for something where it's a little bit more EDM-focused, I think it's nice to create
a little bit of room. We'll do that in the same way that we side chain
to the kick before, only now it's not
kick cinematic funk. Now it is instrument 13. No, it's big room kick. Yeah, so we'll do that. We'll go instrument and
we'll use our big room kick. There you go. [MUSIC] Nice. Now that that's
moving a little bit more I want to make
that a little clear. I know I said not to open up the synth parameters when you're mixing but I'm going to open up the synth parameters when
I'm mixing and just brighten up the filter because I
need it a little more. [MUSIC] Nice. One thing we could do too, man, this is going long, I'm sorry guys, but it
sounded really good. I'm going to copy this base
and on this other layer, I'm going to cut out
all the low end. The low end is coming from
our first layer of the base. Then on this one, I'm
going to add a chorus. I know you're not supposed
to do that but I think it sounds really cool especially if I'm cutting all
the low-end out, it's not going to phase because the only phasing
is going to be in the high end which is
like cool phasing. [MUSIC] We got this going on. Make sure it's nice.
[MUSIC]. Cool. Now we add our normal base back in. [MUSIC] That sounds pretty good to me. I mean, I'm pretty
happy with that mix. Now that we got a cool
mix that we like, let's finally master this puppy and export it and save it. Well, we've been saving
but you know what I mean. [LAUGHTER] Make
it so that we can actually show people what
we've been working on. That's coming up
in the next video.
15. Exporting and Mastering: [MUSIC] You've done it, you've created a cool dope beat. Now, we have to share
that with people. We're going to go over
just some quick mastering and exporting and bouncing
is what Logic calls it. Yes, some basic
things like that. Basically, when
we're listening to our music right now
inside of Logic, we don't really
hear it clipping, even if we go above zero. If I play this you'll see, it will actually go above zero. [MUSIC] See, I went
to one dB above zero, but I didn't hear any
audible distortion. There's a lot of very
complicated reasons why that is. All that to say, it's really important that we make
sure that the level of what we're sending out does not clip so that we don't export something
and then listen to it, and then it's way quieter than everything
else that we listen to. This is why, is because it has to be turned down until it doesn't clip. There's things we can do to help prevent that
clipping and make sure that what we're sending is as loud as we
intend it to be. The most common one of
those is just a limiter. We can go and go to this adaptive limiter in
our dynamics section. What this is going to do
is set a ceiling to where, any volume that goes above this, we're just going to cap it off, it's not going to go above that. Sometimes this can add a
certain amount of distortion or what sounds like distortion because the wave is
being smashed down. There is a limit to
what you can do. It's not like you can just turn things up a million times. We'll just play with it and see how loud we can get
it responsibly. [MUSIC] I'm starting to hear the kick break up just a little bit, so I'll back off a tiny bit and I think
that's pretty good. I'm okay with it sounding
pretty aggressive. I feel like that's
pretty appropriate for just the sound of the song, it should feel angry. This output ceiling, it's
at 0.0 and you think, I want this thing as
loud as possible without clipping, zero. Let's go. But there's something weird that happens when files
get converted. When you're exporting this, and you're exporting
it as an MP3, what happens when it is rendered to an MP3
file from a wave file, or you have this, it's not anything,
it's just the project, when it creates a file, that encoding actually
adds a little bit of gain. It actually makes it a little bit louder
when it becomes an MP3. We need to compensate for that loudness
adjustment on our end. We'll actually make this negative 0.1 when
we export that, that way, when it becomes an MP3 and that tiny little
bit of gain is added, it doesn't then all of a
sudden turned into clipping. What would actually happen is, that tiny little bit of
gain would be added and then it would turn it down
so that it doesn't clip. It actually makes it quieter. By having this negative 0.1, it's actually louder than zero. Because it's allowing
for that gain to happen, so it doesn't actually
have to turn it down. We're talking like tiny amounts of gain that are differences. But it can be the difference
between something sounding professional or something
sounding amateur. It's these tiny
little differences, but like 100 of them over time make something
sound professional. This is just one of those things that there's a lot of
subjectivity in music. This is something
that is objective, you don't have to mastering
your tracks but you should be making sure that nothing
is going above zero, they shouldn't be clipping
because they're going to sound unintentionally
quieter than what you mean for them to be, or worst-case, they're going to distort and
they're going to clip. Unless you're trying to
do that as an effect, which is valid but we want to be in control
of how we're doing that. Anyways, that's a
very quick bread and butter thing of mastering, of just making sure that our signal is appropriately
loud for what it should be. I'm going to just
going to save this just because it's
a force of habit. Now we're going to
export our file. The way we export is, remember the cycle thing
that we've been using, this also tells Logic what length of the file
we want to send is. Logic will just go on forever, that this project can extend as long as we drag
these loops out for. What I want to do is, I've been working on a song, I think it's cool, I
want to send it to my buddy and maybe have him
lay down a vocal on it. What we're going to do is I'm
going to mute this vocal. I'm going to maybe give
him this much section. I want him to have
this little bit of a base and this little verse section
have this little hook. Then this verse
section we'll loop. I'll drag the bars to that length and then
I'll go to File, Bounce, not export, bounce
and then we'll do that. A quick difference between
bounce and export. Bouncing is telling Logic, hey, I want you to print
this as audio, just render this out
as an audio file. Either this specific region or this specific section of
the song or whatever. Export is taking certain
resources in your song and sending them to either go into another project or go into
another session or whatever. For example, like export, I can take all the tracks
and render them out. I can take all these different
Final Cut Pro files. That's more like the technical
exporting of things. Bouncing is like, my track is done let me print
it. That's bounce. Pretty much every
single time we're sending something out of Logic, we're going to be bouncing. I'm going to bounce
this project, or this section rather. Now we get some file types. I always print a wave no matter what and I will also
always print an MP3. Because when sharing a mix
with a client or somebody, nobody wants to reference
from a wave file. Even if they think
they do, they don't. Because it's way too big
compared to an MP3 file, which you can be in
spotty service driving, and you just load up your phone and that MP3 file will
start playing instantly. These file sizes
are so small and the quality difference is just so negligible when you're
talking about a 320, MP3. If you're talking
like this bit rate, if you go to like
a tiny bit rate, that will sound like garbage. Make sure that you just have
the highest bit rate as an MP3 and it will
sound awesome. It'll sound indistinguishable
from a wave file. I'm sure some people can tell
the difference, I can't. I always just send
MP3s and use those as references at the same
time, I'll also have waves. If I'm going to deliver
that to a master or send that off to Spotify, iTunes or SoundCloud
or whatever, I'll still use a
wave file for that. But just we're referencing
sending stuff to people, I decide to use an MP3 and it's always plenty fine
as long as it's 320. Okay, we're doing 320. We'll do an offline bounce, which basically
means that it will just render it out instead of playing it back in
real-time. I'll hit, "Okay." Now it's automatically put
this in my bounces folder. I'll just say, yes,
one more time, 2020 Solo Ray, and this is version one. Bounce. Then it'll think
about it real quick and then put it in
the bounces folder. Then you can take that file
throw wherever you want. Throw it on SoundCloud,
text it somewhere. If you have been following along with these exercise files, I would love to hear what
you've come up with. Toss that sucker on
SoundCloud and post a link. I would love to check it out or just reach out to me on social
media, send me a message, I would love to hear
what you come up with. Way to go guys. We just have one more
video talking about just some stuff that I think
would be great for you guys to have as far as
awesome plugins and samples and stuff. Go
ahead and check that out.
16. Next Steps: At some point in your career
as a producer, artists, musician, as amazing
as logics sounds are, and as many of
them as there are, you're probably going to
outgrow them at some point, and want to find a way to
distance yourself from the pack or just
some more material to feed your sampling
or whatever. There are some amazing plugins, and instruments, and
stuff available online. I just want to tell you about a couple of my favorite that
I think would be super, super helpful to have. Probably the number
1 most valuable, I think free plugin
that you could get is by Spitfire audio, Their whole labs range. Calling this a plugin is a little bit insane
because it is gigs and gigs and gigs of free content that is so so good. Everything from like
atmospheric pads to like beautiful soft pianos. This is one of my
favorite pianos. It's their free soft piano, I use it in almost everything. [MUSIC] It's just giving this
stuff away. It's amazing. There's tons and tons of stuff way more than your
hard drive can handle. Go check it out and download everything that you
can, it's really good. For drum sounds that sound
is a fantastic drum company, they do different drum recordings
and samples and stuff. They have a free, I think it's rotating
every month. They do different grab bags of a sampling of their
different sample packs. Fantastic sounding samples. Honestly I use that sound
drums all the time. Go pick up their free
stuff, it's awesome. The other thing is just splice. Splice is a marketplace for sounds where you pay a
monthly subscription, and you can just download
a drum sound as you want. They have a pretty
generous free trial, and every sound
that you download from there is yours to
keep after the fact. What you should do is even if you don't want to pay any money, you should still
make an account, use up the free trial, and download as many
sounds as you can, and then just keep those sounds and you have them
to use forever. Just get a bunch of kicks, get a bunch of snares, whatever, just fill out your roster, get some dope sounds and
then you have them for life. There's a ton of
great stuff too, like Native Instruments is another really good
company that has a ton of free plug-ins. Lots of great sense, lots of great leads, and bases, and stuff. The last thing I think you
should do is just sign up for a bunch of newsletters. Honestly, sign-up for
all the mailing stuff, and your inbox will get flooded, which most of the
time is annoying. But every once in a
while, these companies give away plugins for free. It does happen. I've gotten several sound toys
plug-ins for free, I've gotten several
waves plug-ins for free. They give the stuff out. It's as annoying as
it is sometimes to hear about this
month summer sale. Again, it does pay off. You will get a free plugins
every once in awhile, it helps just to stay
subscribed to it. Thank you guys so much
for watching this course. I hope you learned a little
bit about producing, and making sounds, and putting your
own spin on them. I would love to hear the stuff that you
guys come up with. If you exported your truck, go ahead and upload
it to SoundCloud and shoot me a link,
tag me in social media. I would love to hear what
you guys come up with. Stay tuned for more courses, and can't wait to see
you guys again soon.