Transcripts
1. Introduction: Hey everyone. Welcome
to Ableton Live 12, part five audio media
effects In this class. In this part of the giant
sequence of classes, we're really going to
focus on media effects. Now I am going to
walk you through every single audio
and Midi effect that we have in live 12. But I'm also going to talk
a lot about effect theory, how to use effects, the
different types of effects, and what order
they should go in, and how to do some other
techniques with them, like side chaining and
bussing and things like that. I highly recommend watching
this class from beginning to end to get a feel for
all of the effects. But after that,
keep this class in your account and use
it as an encyclopedia. Pull it up whenever you want to know how to use some effect. You can always come
back to it and rewatch any segment as
you're working on tracks. Also, near the end
of this class, we're going to talk
about effect racks. Audio effect racks especially. And those are one of the most powerful things in all of life. If you haven't explored
audio effect racks yet, you're in for a
world of amazement. So let's get started. Let's dive in. Off we go. All right, so there's all the
frequencies of our sound. Now here's what we're seeing. On the left, we have low
sounds, everything all at once. We can go up to this triangle
here and click on it now, don't freak out,
it looks like we have 1 million more settings
here, but we don't. We quiet it down
and then we boost everything by the amount
that we quieted down. Okay, so we're
going to smush it, compress it, and then
boost everything else. Now this is my favorite. This is my kind of go to
for effects is to do. All right, so let's
hear the three now.
2. The 4 Areas of This class: All right, let's dive in. In this class, we're really going to focus on audio
and Midi effects. However, in live, in Live 12, that's going to put us in four different areas here
in our browser. Okay, We're going to look
at audio effects, right? We'll go through all of these effects and look
at how they all work. We're also going to
look at midi effects. Okay, We'll look
at all these Midi effects and how they work. We're also going to
look at modulators. These are effects that
focus on modulating things. If you've been
following the rest of my Live 12 series of classes, you know what
modulation is already, but we'll get much deeper
into it with these things. And then lastly, Max for Live. So we're not going to go
real deep into Max for live, but we will discover
a few Max for live effects because they are sprinkled all
over the place. You'll see here, even
in audio effects, there are a few Max
for live effects that pop up like this LFO, this Align Delay, you can tell by the icon that
they're max for live. They have these little
lines popping out of them. Let's see, there's any other
yeah, Shaper Midi effects. There's probably a
few envelope Midi expression control,
shape or Mid. These are all Max for live modulators are all
Max for live effects. We're not going to go into
building with Max for Live, because if you're not
familiar with Max for Live, basically it's like its
own programming language that lives within live. And we'll let us build things. Sometimes things get built that are so cool that Ableton says, we're going to put this
into the main release. That's what you see
here when you see Max for live effects
all over the program. You can build your own
effects with Max for Live. We will do that in, I think, part seven of this monster. Everything there is to know
about Ableton Live class. We're going to devote
that just to Max and learning how the basics
of programming and Max works. But in this class,
no programming. We're just going to use some of the Max for live effects that have been programmed
by other people. Those are our four areas that we're going
to be working in. Audio effects, media effects, modulators, and Max for live. We won't go into
plug ins too much. Plug ins might be effects. Plug ins can be effects, they can be instruments, and they could be a few
other things too. But the plug ins are unique
to everybody's system. You will have some plug ins
that other people won't have. These are things made not
by Ableton, by anyone else. We're not going to focus
on plug ins in this class, we're just going to focus
on the Ableton made stuff. Audio effects, media effects, modulators, and then
some X for live stuff. Okay, cool. Let's get good at
all those things. Let's start at media effects.
3. What are Midi Effects?: Midi effects. Let's start with media effects, Media,
generally speaking. More simple than audio effects. Because remember that Midi
is just numbers, right? It's like note number
60. Turn it on. Turn it off at a volume of 100. It's just a bunch of numbers. Media basically are doing math in a bunch of
different ways. Don't worry, we don't
have to do math. That's handled for
us by the effect, but they're not as complicated
as something that's like adding frequencies and overtones and partials and all
of these other things, like audio effects, are. Let's go through
our Midi effects and just learn what
each one does. Remember that in
any Midi effect, we need a few things
for it to work. First, we need an
instrument on a track. We're not going to hear anything if we don't make an instrument. Let's just use the default
analog patch, there it is. Then we'll go to our Midi
effects and add something. The other thing we need
is some Midi info, either a clip or a keyboard
like I have plugged in. I have a keyboard. So when
you see me like do this, it means I'm like reaching for the keyboard and
playing some notes. We might even just
put in some clips, we'll see how it goes. Now when we get down
to our effect area, we're always going to
have our instrument and a Midi effect before it. Audio effects would
come after it. If we want to remember, these little dots here are telling us that
we're dealing with Midi. And these lines are telling us that we're
dealing with audio. Midi effects need
to deal with Midi. You'll see those dots
here and here coming in. Dots coming out, meaning
Miti data is coming in. Midi data is coming out. Instruments are
magical things where Midi data comes in
and audio comes out. Any Midi effects need to
come before the instrument. If I click and drag
this over here, it's just going to say
no, you can't do that. All right? So make sure
you have those things. If you're not savvy on
setting up a Midi keyboard, you don't really need
a Midi keyboard, You can just make clips, But if you need help on
setting up a Mitte keyboard, you can go back to, I think, part one of the Ableton series
that we're currently in. Part five of that, I walked through all of
your set up procedures, even like what keyboards you should buy if you
want to buy keyboard. All right, off we go. Let's just go down this list. I think just alphabetically
will be fine. I always like to start
with our Pegiator, which is convenient, because
it's alphabetically. First, let's do it.
4. Arpeggiator: Okay, let's talk about
the arpeggiator. If you're not familiar with
the concept of arpeggiation, what this means is you can
think of it as a harp. And I think the origin of the word comes from the word harp. I haven't
read that somewhere. But basically, if you imagine a harp, you
play it like this. See if I can get a
good angle for you. You can play chords by going and playing a bunch
of notes on the harp. However, when we
think about a harp, often we associate
it with arpegiation, which means going and playing that maybe but one note
at a time quickly. What we're doing with an arpegiator is we're
going to give it a and it's going to play the
notes one at a time. Okay? In some kind of
pattern for this, maybe I'll demonstrate it
by putting a clip here. Let's make just like,
well, let's do this. I was just going to
type in a major chord. However, let's take advantage of our new key aware setting. I'm just going to switch
to a minor minor key. Okay? Now I'm going to
put in a minor, okay? Very simple C minor chord. Maybe I'll put one
more note at the top. Two another C, okay? I have four notes in
this chord, okay? Now I'm going to hit Shift Tab, so I can go back over
and see my Arpegiatorka. If I start this going, this style is set up, so that means it's going to play the lowest note and then go up. Okay, here we go, one to three. I can change the pattern by this list or by using
these arrow keys, got into this one at
the moment, okay? So you can see that
sometimes it has to do a repeat part of the pattern in order to
fill out the sequence. But this will tell
us what it's doing. So we've got a whole bunch
of other options here, let's go through some of them. First, the rate, this is the
speed at which we're going, we can set it to milliseconds
or division of the beat. It is currently set to division of the beat And an eighth note, if this is our beat,
it's going to play twice that bump, bump, bump, bump two for every one click, we can speed it up by going to 16th note at oh, I should also point out we have random things here that I
really like using a lot. We do other and random once, I believe the difference is
that random is truly random. Random, other means it can't choose the same
note, two notes in a row. Random. I'm not sure how
that one's different, but if I choose random, but I don't want any repeats. It's fun. Let's leave it there. Okay, here's my speed. I can slow it down
or speed it up. Distance. This one
is interesting, and this goes hand
in hand with steps. What's happening here
is we're going to let it go away from just the
four notes that I gave it. Right now we're
saying don't go away from those four notes I
gave it because steps is set to zero if
we say one, Okay? Now, distance turns on. What we're saying
here is you can cycle through the pattern once and then
transpose it one time. That's what steps means here. And what is that transposition? How, what notes are
you going to choose? We're saying distance
12, which is an octave. So now it's going to
play our notes and an octave higher. Okay? If we wanted to go two
octaves, we can go here. So now we're going to say, okay, do your pattern. But then you can also
do two octaves higher, and it'll set to octaves, okay? It doesn't have to be octaves. We could say two steps. This is going to get weird. But we could also turn on
our key aware settings here. Now it's going to know what key we're in and
behave a little bit better. Now it's just taking
those four notes, but it's playing four times. Two. It's playing eight notes. Actually it's playing 16
notes because we're letting it go twice and it's
transposing differently. So I'm going to go
back to an octave because that's
always a good sound. Gait means how long
the notes are. If we shorten the gait,
it's going to go. If we make it longer,
it's going to go, it's going to go t, it's going to make them long. Let me show you, Rather than
use my voice a short long, I'm going to keep it down
to right in our octave. So that's the gate. Okay, then we've got two more
sections over here. We've got the retrigger section
and the velocity section. Oh, before we get to that, let me show you this hold thing. Because this is
fun hold basically means I can play some notes. If I just press two notes, I can press as many as I want, but if I just press two notes, it's going to start going
do, do, do, do, do. With those two notes,
I can let go and walk away is going
to keep going. Do, do, do, do, do,
do, do, do. It's going to hold in that pattern. I plus two other notes. It's going to switch to
that pattern and I can walk away like so all two more notes rather nice, right? One, four notes. So you can just like notes, chords, it's kind of fun. Let me turn that off. Re trigger is how often does the
pattern start over? We can tell the pattern to start over a few different ways. In this way we don't
really have a pattern. It's not going to do much, but
let's go back to converge. We could say the pattern
is going to start off, meaning like when it's done, there's four notes
in this pattern, it's going to start
over every four notes. But we could also say every time I give it a new note,
restart the pattern, make sure it's starting
that pattern at the beginning or every new beat, restart it at the beginning. If the pattern
starts over and we don't jump into the
middle of pattern, the interval would be
like a multiplier. So if I say every beat, then I can say every two beats. If I want, I almost
always leave that off. Then I can tell to repeat the pattern however
many times I need. Down here we have the
key aware stuff that is currently off because we're
using the keyoware up here. If we turn this
off, we could set our own key down
here if we wanted. But I like that on
velocity is going to add some variation
to our velocity. We can say decay,
target and retrigger, just to vary up our velocity. You can hear it fade
and then grow and fade. It can add some variation
to your arpeggiator. Okay, so that's how
the arpeggiator works. Let's move on to CC control.
5. CC Control: Okay, I made another Midi track here and put a default
collision on it. Now let's look at CC control. This is almost a utility
thing where basically what we can do here is we
can send out CC messages. Cc messages means
one of two things, depending on what school
of thought you have. I learned it as
continuous control. That is, any Midi device that's
not a button, like a key, like a fader, or a dial, where it's got more than
just an on or an off, it's got some amount
of value to it. Those are called
continuous controllers. The more modern definition
is control change, meaning that it's a
controller that changes, I guess it's not sending
control change messages, that's a different thing, but it is a control change message. What we can do here basically is emulate having a mod wheel, having a pitch bend, having
pressure sensitivity. If we don't have it
on our keyboard, we can set custom
things where we can say, here's custom B. We say this is outputting, here's all our
possible CC messages that are available to us. We could say send out sustenuto. That's a good one. Send
out a sestenuto message. Sustento, if you have a
proper acoustic grand piano, the middle pal, there are
three petals under them. The left one makes
things quieter. The middle one is
called sustenuto. In the right one is
a sustained pedal. Sento basically
sustains certain notes that you tell it it can be
actually really fun to use. Here's the Sestanudo pedal. No Midi keyboard I've ever seen has had a Sestanudo pedal. We can emulate it if
that's what we want to do and send it out
to the instrument. We can also map to these
or automate these, make a clip and go to our
automation envelopes. Here we can set all these continuous controllers that we get from that device. Here's all our custom ones
and the built in ones, we can map those as envelopes or if we
were in arrangement view, we could just create automation
lanes with those in them. Basically, to sum up, if you want to send
pitch bend information, for example, to this instrument, but don't have pitch
bend on your keyboard, you can do it this way
and then automate it. That's how it works. It
doesn't make any sound on its own or send any other note data. It sends CC data, which is a type of
control message.
6. Chord: Okay, I'm going to
stick with collision and do something with it. I got rid of our CC control, Midi effect and I'm going
to put chord on it. Now this one is really cool. I'm going to be
totally honest with you and let's just not
tell anyone I said this, this midi effect used to
be really pretty useless. I could never find
a good use for it. And even when I was
doing these videos in previous versions
and I had to demo it, I'd be like, because
it wasn't very useful. But now it's great, watch this. What we could do is basically
we can add notes with this. If I play a note,
I can say, okay, add to that note six, let's say an octave, okay? Now I have an octave. Every note I play now is going
to have an octave, octave. That's cool. But I could
also say add a fifth, which is seven steps. That's cool. However, we start getting into
a problem here, because if you're in a key and you add a
fifth to everything, you're going to
start going out of the key once you get
to the top of a scale. But let's make it even uglier. Let's add a major third, which is four steps. Now every node I play, I have a major cord, right? But that's totally wonky because those cords are going to go out of key
all over the place. But with our new key
aware settings I can say, cool, let's do that again. Let's say 12, a fifth and a third. A major third. Now
we're going to stay in key because this isn't going to let any notes happen
that are not in the key. Now it's going to
alternate between major and minor
records as I go up. Cool, right? So you can
add up to six notes here. Now there's another new feature that's really cool here too. Let's reset these.
Remember that if you ever want to reset
a dial in live, just hit the delete,
click on it. And then hit the delete key. But I can hit this now. I'm just going to play A. Okay. Now it's said,
cool, I just played four notes and it's going
to add three notes. What it's saying is for the, the lowest one, it's going
to call the fundamental. And then it's going to
say minus seven steps, minus three steps,
plus four steps. It actually picked one in
the middle as the root, and it's going to add
these all around it. I'm not sure how it picked the one to be the root, but
it doesn't really matter. Oops, I lost it because
I didn't turn off. Okay, now that is going to
stay the same throughout. I can add strum to that, which does exactly
what it sounds like. It's like you're strumming a
guitar a little C in there. If I do crescendo, it's going to get
louder as I go. Tension, I believe
makes our strum uneven. If we go up, this can be fun. If you want to add a bunch of
notes to individual notes. Don't put this on chords. Put this on like you want
a melody to be harmonized. You could play around with
this and see if you could find something that
works. So it can be fun.
7. Envelope MIDI: Okay, so I've made another
Midi track and I threw the Default Drift onto it. Now let's add envelope Miti. This is a cool effect. What we have here is
really quite simple. We have an ADSR envelope, right? If you watch the last
class where we went through all the
instruments and talked about synthesis a whole bunch. You know, these attack
decay, sustain, release. We also have an amount and a little graphic
that's going to let us control the same
parameters of the ADSR. Okay, now you might remember
from the synthesis stuff, what does the ADSR envelope do? It needs to be
assigned to something. What we have here is kind of a free floating
envelope that we can assign to anything we
want on an instrument. Okay? All we have to do, okay, So let me just show
you what I made here. I made a Miilipjt. One
note over and over. Okay, so it sounds fine. Boring. But let's
say I wanted to put an envelope on any
parameter here that even one that I can't get
at with the envelopes in that are built
into this instrument, maybe like, okay, so let's say something
like octave, right? Like what if I wanted to put
an envelope on the octave to make it go up and down
in an ADSR shape. All I have to do
is click on Map. Now it's blinking and it's saying the next
thing you click on, I'm going to lock to that. So now I'm going to
go click on Octave. Okay, Now I have an envelope
on the octave setting. Okay, cool. I can get rid of that
by clicking here. Then I can say, let's put an envelope on this
filter amount. Sure. Ooh, this frequency knob. It's interesting because there's so much modulation we can
do within this instrument. But if there is a parameter
that we can't modulate, we can do it with
this envelope miti like. Here's a good example. Let's map the attack. Okay, now I have
an envelope here. Let's set that to control
the shape of our sound. But then we're going to
control the shape of the envelope with another
envelope using this effect. Hey, so it's kind of wild. You can basically
put an ADSR envelope on anything with
this media effect. It's pretty cool.
8. Expression Control: Okay, I loaded up
an electric here. Neat. Let's add our
next Midi effect, which is Expression Control. This is really similar to the envelope that
we just looked at. What we have here is some of our cool new MPE controls that we can map
to anything else. Let's take something
like velocity, so we can see here
what my velocity is. Actually, let's take slide. I have slide on my D keyboard where I'm sliding my
finger up and down. You saw me do that in
part four of this series. We can see where my finger is and I can scale it if I want, so that it's not so extreme. Then I can hit this Map button and we have the
same map parameter. Let's map the stiffness of the hammer to that
slide parameter. Now I have control of this slide parameter
on my keyboard. I can give it a
little more finesse if I want to do
something like that. Okay, now where I play and how I play is really going to impact this instrument. It's basically bringing
those MPE controls to instruments that
don't yet support it. Let's make something
here really quick. I'm a, I'm just kind
of goofing around in the key here. Okay, cool. So let's solo and now I can randomization. I have here, map that
to the time increment. So it's just going to go up
in a series of the dapper, these last two random and
increment A increments. Just going to step
through something and random is going to randomly
move around in it. We can assign those as well. That's actually pretty great, so I've been kind of quietly building a
little track here. Let's hear all of it. Right now, it might be just pure chaos. I kind of like it.
9. MIDI Effect Rack: Okay, so up next is
Midi Effect rack. Now if you watched part four
of this series of classes, then you're familiar
with instrument racks. And you know that a
rack means that we can put a bunch of effects in them
and create a super effect. We don't need a rack to
put more than one effect. Even with media effects, I can put other media
effects on a single track, but effect racks, let us do some special things where
they get combined together. Let's look at some of the presets in the media
effect rack echo variations. Let's put this on this
new track I made here. What we have here is a media effect where we can
launch different settings. That's what these are. Let's
put an instrument on here. What have I not done yet? Impulse isn't great for this. Let's do Meld. The default Meld. Who? All right. I just pressed
one note, this is one note. That's crazy. Now we can go to a different
set of settings. Lots going on here, we can see what's in it. If we hit this button
to show all the devices a effect, what is this? If I double click on it,
it's going to open up. This is a delay.
This is a note Echo. This is a Midi delay. I suppose. Then we can
see like we've got different settings on each
of these macro variations. You can build complicated
and interesting Midi effects through the Midi effect rack. Check out. Let's do one more
here, let's get rid of this. Here's another
one, and this one, we don't have macro
variations saved. We have some dials. But let's look at what's in it. A random object, a scale object. I think that's a Shaper object. But now we can create a
set of macros which are these little dials that will let us control a bunch
of different things. Here I'll play one note again. It's playing different notes. I'm going to play the
same chord over and over. This is choosing
different notes to play within this scale. Check out the midi effect. There's some cool
stuff in there. There's some cool
stuff you can do if you want to build
something like that.
10. MIDI Monitor: Okay, let's go down
to Midi monitor. This is exactly what
it sounds like here. But what we can see here is
basically what's happening. I can play some notes
and it's going to say this is enough major chord. Let's see, my velocity, my root. I can look at all my
Midi data coming in. I can look at any MPE
data that's here. And what's happening, it's wild. This particular effect
doesn't really do anything, It just shows you
what's going on. The most useful thing for this to me anyway,
is this function. This is great because you
can play some random notes. And I'll say, oh, that's
a B diminished chord, D minor seventh, like it can't get too crazy
and some chords, But I can figure out what
you're doing pretty well. It's really handy
for that. Also, if you're wondering what's
going on with MPE, you can always pull this up
and just see what it's doing. It doesn't do a whole lot, but it just shows you
what's happening. It's a great tool
when you need it.
11. MPE Control: Okay, next MPE control. This gives us another access
to some of our MPE values. What we can do here is get access to some of them and then control them a little bit. This isn't going to
generate any MPE data, it's just going to
let us smooth it out. If I go to slide, I can see where I am as I
slide my finger around on this MPE enabled keyboard
and I can scale it, which is actually really handy. Like if I go to pressure, this one to me is like really
sensitive. I could do this. Now I can get into the low
end a little bit easier. There we go. So it's very
sensitive on this keyboard, so this will help me
scale it a little bit. Cool, again, almost a utility, and not something that's going to actually
generate sound. But let us control our Midi
information a little bit.
12. Note Echo: Okay, I'm going to get rid
of these two utility things here and add note echo next. Okay, what this is going to
do is add an echo of a note. However, remember that
this is not an audio echo, like we have a device called
Echo that will echo audio. This is a note echo. That means that
if I play a note, it's going to generate
that note again, maybe at a lesser velocity. And then send both
those notes to the instrument that is
going to have sometimes a different effect than a different effect
than an audio delay. Actually, let's compare these. Just for fun, I'm going to throw an audio echo
on this track also. Okay? I'll turn off the note
echo. Okay, so here we go. I'm going to play a note,
play a note a bunch of times. Let's turn this up a little bit. Okay, now let's turn off this
echo and turn on note echo. Well, it's a lot longer, It's a lot crisper. The note echo is feeding
back a little bit. It's just a different
sound, it's not dramatic. But what we have here
is the delay time. These are in 16th notes. 4568 and 16 sync is going to let you use the
delay times as 16th notes. If you turn off, it's just going to give
you milliseconds. You can do a little
transposition on it. F we can mute, I believe will mute
your original note. Yeah. And just play the delay. It's basically like
getting rid of the dry. Then we have the delay
amount feedback. And then some MPE
controls that it'll use. Also, it's basically going
to function like a delay. Now your next question might be, in a normal world, am I
going to reach for this or the audio delay
100% of the time? Audio delay, I don't know why, there's not like a
great reason for that. It's just what I would
do, just being honest. Let's move on.
13. Note Length: Okay, Up next is note length. So I've made a new
Midi track here, and I put an operator on it. I also made a little Midi clip with just some
short notes on it. So let's just hear
what I've made here. Okay, So with note length, it's pretty obvious
what it's going to do. We're going to be
able to basically lengthen or shorten notes. We could do effectively the same thing by
just doing this, but if you have a
whole miti sequence and you suddenly want
it to be like staccato, like really short notes, then this is a handy way to do it. We can say, what are
we basically going to use the note on
or the note off? If we use the note off, we can control what the velocity does with
that note off command. But if we cited to note on, which is probably 90% of the
time what you want to do, then we basically have
these two controls to deal with gait and length. Gait is going to elongate
or shorten your notes by up to 200% Like that. Length, though, is
what's really going to make them a lot
longer or shorter. Now everything is
short and we can make everything like 60 seconds long. That's insane. We can also switch to divisions of the beat, which is very handy. Now this latch
control is going to the sustain pedal and
other Miti notes, or basically it's going to sustain all the way until it
gets new Midi information. It's just going to fill
out the empty space. When I use this, it is in
that case where I have like a whole ton of Midi notes and I want to do something where
they're all staccato, suddenly this is a
good way to do it. Can just save you
time from going in and editing the
whole Midi sequence.
14. Pitch: All right, now I'm going to add pitch to the same
operator patch here. If I go to pitch to
throw that down there, I already have note length
that's set to be like that. Now simple, It's going
to change your pitch, but we have some magic that
it can do zero semitones. If you're not familiar
with music theory, a semitone is the smallest
possible amount you can move on a
keyboard, That's one. Okay? Sometimes we talk about
steps and a half steps. A half step is the
same as a semitone. If you're in Europe
or somewhere else. You might say tone and semitone. One tone is going to be two
spots on the Midi grid. A semitone is going to be one. Also, one step is two
spots on the Midi grid. And one, two step is one
spot on the Midi grid. It's weird, it's
just how we do it. Okay. One step are zero
semitones, one semitone. We can also go
negative with this. If I hit play, we can go, we can add a bunch of stuff. This looks like it's going to, this is going to
increment us by 12. 12 is an octave. That means that basically if you add an octave
to something, you're doing the same notes, just in a higher range. If you have something
that sounds good, if you add an octave, it's still going to
sound good in terms of like notes clashing and
dissonance and all that stuff. Okay, now we also have
these controls down here. What these do is set a range. We can say what is our
lowest and highest. Remember that what pitch
does is it's going to add semitones to all
notes in that clip. Okay, we can define a
range here and say, don't go out of this range. This mode tells us what happens when a note does
go out of the range. Let's say this range is 90. We tell it with this
to go above that. Well, one of three
things can happen. Block means it's just going
to block those notes. It's not going to
let them through. Fold means it's
going to wrap them around and start moving them back down. You will hear them. Limit, I believe means that it's just not going to
create those notes, we'll just hit a upper wall. We can also turn on
this key aware setting, which will make us stay in key. We're still in C minor here. With this going, I can
just go crazy with this and know that I'm never going
to transpose out of key. I'm never going to
move my notes out of key because they're there. Here we have semitone, but when I turn this on SD, we get scale degree. It's going to sound more
or less the same since, because we don't have
a harmony going. But let's leave it there just for fun to hear what that does to
our whole wacky track. Oops, turn off solo. I kind of like it best
right there at zero, so we're not gonna really
use that, but that's okay. Now we know what it
does. Let's move on.
15. Random: Okay, Up next is random, one of my favorite ones. Let's add this one still to
our operator track here. What we can do with random is basically say pick
a random pitch. What it's going to
do is it's going to take notes coming in. We can say with chance. We can say random. Do we want to get choices? We can say how many possible
could you choose 12. Then interval, we can say far away from
our original note. Are you going to go if I leave
everything else the same? I'm at 0% for chance. Now it's just sounding the same. You can see here what
it's doing. Zero. It's playing the notes
that we've given it. Plus means it's going up and
minus means it's going down. Let's say higher, mostly zero. Every now and then it's
giving us a new note. Let's say 100% Now
we're going to get no, maybe once every
once in a while. I think now we're only going up, it's adding random notes above
the notes we've given it. That's because we've said add. What it's doing is it's going to add these notes together. We can say subtract, and
it's only going to go down. Or we can say both. Now it's going to
go up and down. If we wanted to
get really wacky, we increase this interval, now it's going all
over the place. Let's go back. One thing to keep in mind here is that these
notes are truly random. They are not in the key. If we want them to
stay in the key, we have to hit the
little key ware button. Okay? Now those random notes are
going to stay in that key. Okay? So what I'm going to
do to make this sound good, I'm going to say just add, I don't want to go so high. See, now we've got
nice little like, melodic ideas popping out. It's kind of cool now. I kind of wish this whole
thing was an octave higher. So let's go back to pitch
and set this to 12. Just push everything
up an octave. Neat little melodies
kind of pops out. Cool. Let's move on.
16. Scale: Okay, let's make
a new midi track. Let's go to sampler. I don't know, That's
kind of cool. All right, let's
put a note there. Up an octave and just
long. About that long. Okay, now let's go back to our media
effects and go to scale. Okay, Now scale is a weird one. Scale used to be important because what you would
do is you could say, here's what key I'm in, and then put that on the scale. Then put the scale effect on it. And it would conform all your
notes to be in that scale. But now in Live 12 we have this key aware
business, right? Scale has become a
lot less important, but there is one important use for it that I'll
show you right now. Ok, watch this first. Let's say what key we're in. We're in C minor. Now, this list of possible keys is the same
as the list up here. Okay? So these are
just different keys. We can add an extra
transposition to it. We can set a range so that
it doesn't go out of it. Now, this is going to
conform to the scale. If we want to do
something really weird, we could draw our own
scale if you wanted to. What this means is that
notes that come in, we're looking at a piano
keyboard this way. Here are notes coming in. Then how are they
going to be remapped? When this note comes in, it's going to get pushed
down to here, or up to here. We can make it quantizes
in a way to a scale, but we can also turn on key, and then that just says, well, you're in minor
and this is minor. Now all we can really
do with this is add a transposition and
range if we wanted to. But one thing you can do with scale that you can't do with the key ware setting
is automated. This is going to get
a little complicated, but trust me, it'll be worth it. Okay, here's what
I'm going to do. Maybe I should go to
a new video for this. Just because if you
want to know how to use scale, that's it. And then this is going to be more of an
advanced technique. Let's go to a new video and I'll walk you through how
I'm going to use this.
17. Automating Scales: Okay, I'm going to go back
over to my first track here. I'm going to copy this
clip and put it here. Okay, now I'm going to
put a scale object on it. Now that scale object is on
both clips, and that's fine. We're going to say C minor. Now for this clip, I'm going
to go into the Midi clip. I'm going to go
into my envelopes. I'm going to say
the scale object. I'm going to say base.
Okay, we're on a minor. But for this clip, the second clip, we're
going to switch that to. Okay, now we're going to be minor when I
launch this clip, this clip is going to switch
the scale object to minor. Okay? Now, in order for
that to make sense, I need to do it on all of these, which is handy because you're going to want to
see me do that again. This is going to change
all the notes to F minor, but it's not necessarily
going to just change my whole chord, right? Because the notes are only
going to conform to minor. They're not going to
transpose up or down, all the way to minor, okay, So let's put scale
on this one, okay? And then go into this clip. Go to envelopes, go
to this scale object, go to base, move it
up to for this clip. Now before I go on, I should point out
that I should lock this one in at C so that when I launch this first one
again, it goes back to. I'm just going to make a point here so that
there is automation here saying that this one is in
same deal with this clip. Let's put a scale on it and
let's go into this clip. Oops, did I set this
one to be minor? See minor? Go into this clip, envelopes, scale base and then this one. All right. This one scale, this one doesn't want
scale for some reason. There we go, C minor envelope hoops. I don't need that. Almost done. Now, this seems tedious, but the reason this is handy is because now I can
do this more than once. I can just like keep
at moving the base around or the scale
around if I wanted to. It creates a cool effect
that I like to use a lot. All right. Envelopes scale base on the first ones we
want that on a C. Second one we want
that last one. We already have a scale on this, Let's just set it to minor. And then with this
one, with this clip, we want to set that to scale base and then scale base. Okay, now when I
launch this top row, I'm going to hear basically the same as what we had before. Then when the second scene everything's going to
transpose to the key of. Okay. Now you might say, well, that wasn't nearly as
dramatic as I was expecting, but the key of minor and the
key of minor is different. It's only different by one note. So it's really just one
note that got changed. What I'd really
want to do is add a base note to reinforce
that we've switched keys, or I could switch to a more
dramatically different key, but really only one note was
changing when we did that. So let's add a bass note
with our next media effect, and it'll be, it'll have a
much cooler sound. Trust me.
18. Shaper MIDI: Okay, what's my next
instrument here? We just did sampler.
Let's do simpler. We want some in base. Let's go, that's cool. Like this thing is
a super 80 synth. Let's do a super 80 synth. Okay, I'm just going
to put one big note here that is a C. And then I'm not going to use the
scale object on this, and I'm just going to
make one big note here, that is an Now let's learn
another idia effect, which will be Shaper Midi. Okay? Shape or midi will
be really familiar to us from the envelope mid, where we have basically an envelope that we can
map to a parameter. Then we can see what's
happening down here. Let's click the Map button and then let's see
what we have here. Let's try this low
pass frequency. Right now we can see
what's doing here. We can change some
shapes, please. Some predefined shapes. But we can also just move
points around the grid. We can command click for
a little more resolution. We can shift click to
get rid of something. We can also command option
to add an arc to it. But let's just do this. We don't love that.
So let's remap it. Here's our mapping button. Click on that by try. All right, let's kill
that. And just fight. Let's try this resonance. Let's increase the
length of that. Okay, now I can map this
to multiple things. If I hit this button over here, I have a whole bunch
of mapping options. So I could make a much more
complicated instrument by doing this kind of a thing. Let's go back now. Let's just say random
on this a few times. Random, cool. Try that one city thing. All right, let's just go with
that for now. All right. Now one more thing I want
to do here is go back in here and take this
down in octave, and this one down in octave. And now let's try our
little chord change again. So here's our first scene. Oops, let's turn off solo
first, scene, second scene. Let's turn something kind
of cool over and over.
19. Velocity: Okay, last midi
effect is velocity. Let's add that. Let's go
back to one of these. Let's do this one,
this collision, let's put velocity
on that, here it is. Basically, this is
going to give us just a little more control
over our velocity. And we can scale it
in different ways. We can push it, we
can set a limit, low and high limit, add effectively some
compression here. This is fake compression, but it's going to sound like compression
answer randomization to the velocity. This is super handy for making something sound a little more human, a little more realistic. However, we can do
the same thing in the Midi clip now and
don't need this effect. But sometimes it's
better to have this effect relatively simple. Great. There's one thing
I wanted to add here. I wanted to change this note. I know you're like Jay,
you're getting a little too obsessed with this
vibe you're making. Check it out. Now
let's go out of solo. Let's, let's add one more
dramatic thing to this, and then I'm going to
give you this session.
20. More Chord Changes: Okay, I'm going to
duplicate this scene. I'm just control
clicking Duplicate Now, I'm going to go through here, go back to that envelope, make sure we're on scale base. Let's do something a
little more dramatic. Let's go to will be slightly a will be
a little bit dramatic. From minor to a minor. Yeah, that'll be dramatic. Okay. Let's do that. On all of these scale up to a scale to A. I'm actually going to not do
it on the last two, up to A. Okay. Now, this one I'm
just going to change this note up to an A. But then I should also change that envelope just to make sure that because I'm going to block out that A. Let's make sure this
one all I need to do is change the note to A. All right? All right. So let's
hear the three now. It's pretty dramatic. That's so weird because
the jump to A is out of A, is not in the key of minor. So it's a weird jump. We could do a flat and
then it would be in key. But let's not players. I wanted to do something
dramatic and that's how we did it. Okay, so that was fun. I'm going to give
you this session. You're welcome to play
around with it and go crazy. And then let's move
on to modulators.
21. What are these?: All right, modulators. Modulators are a new
tab that have just showed up in 11 or live 12. You probably already know
what some of these are. If you were with
us for part four of this class where we
talked about synthesis, then you're already
familiar with a lot of modulators, modulator, anything that applies
control of something else, it modulates that, right? We saw it in synthesis. All over the place,
we have an LFO. An LFO is an oscillator that latches onto another
oscillator and controls it. Therefore, it is a modulator. It modulates that an envelope, the ADSR thing,
that's a modulator. In synthesis, we have FM, where we have one or more
oscillators that are carriers, and then one or more
that are modulators. They are controlling some or
all elements of another one. Modulators are just things
that affect something else. We could make an argument that any automation is a
type of modulation. These modulators are going to be things that
control other things. Now we can see just
from the icons that these are all max for
live devices, right? Again, that doesn't really mean very much other than
that we can pop them open and rewrite them or make them do different
things just for fun, but otherwise they're
just normal effects. Now these are not audio
effects or Midi effects, these are some of both. We're going to see
some of both in here. Also in here, there are some redundancies
like envelope Miti. We already saw in
if envelope Midi, we'll deal with those as
they come up. Let's dive in.
22. Envelop Follower: Okay, envelope follower, cool. This is a really cool utility. Let's make a new track. But I'm going to
make an audio track, let's find some long
sample to put on it. Just I'm trying to find a very obvious thing
we can do with this standing in the
rain, further down image. All right, let's use
that one. Okay, so here's a long vocal sample. Okay. Now let's find
one of our other sounds and see what we can do with it. Okay, let's at, okay, let's use this one. This will be a little weird. Okay, so here's what
I'm going to do. I'm going to take my
envelope follower and put it on this
Midi track, Okay? Now look where it put it. First of all, that's going
to tell us that this is an audio effect
because it put it after the instrument,
which is fine. What this is going to
do is it's going to look at the audio and extrapolate an envelope
that that is doing okay. There it is. It says there's a little
envelope, let's boost it. Okay. We can shape it a little bit with some of
these controls here. Okay, so now I can map that
envelope to anything I want. Any other parameter. I'm
going to click on Map. Then I'm going to go over to the volume of this other
track, my vocal sample. Okay, now that envelope is going to control the
volume of the vocal sample. Cool, right? So, and I can do the same thing. I go to this list
and say I also want that map to control
our baseline. Cool. Let's get out of that. Basically what we've
done is we've taken the volume envelope
from a track, from a sound, and applied
it to anything else. Let's hear the
whole thing, okay? I like that on the vocal. I don't love it
on that bassline. It's going to go here and
just kill that one, Okay? So you can make that envelope. Do anything you want.
23. Envelope MIDI: Okay, Envelope Miti. Now we've already
seen envelope Midi. This is a redundant
one. We put it here on our drift track. With envelope Midi, we can do a very similar thing,
except backwards. In a way, we can
draw an envelope and then apply that to
any Midi parameter. Okay, this one is a midi effect. It's going to come
before the instrument and let us control any
element of the instrument. But it's essentially the same
as the envelope follower. But just backwards, we've
got the amount here, we can customize it a
little bit our envelope and then use this tool to grab any parameter
in our instrument. Here you can do the same thing, you can grab multiple parameters and control multiple things. I don't think with this one we can go outside of this track. I was wrong. We super can. Now this envelope is controlling the panning on our electric. So the envelope miti can control any parameter
just with a ADSR envelope.
24. Expression Control: All right. Expression control. Another one we've seen before. We used it out on
our electric here. This is the one where
we've got some parameters but also random
and increment that we can use to control
our Midi instrument. This one, like envelope Midi, is both a modulator
and a midi effect. It is designed to control
parameters of something else, which makes it a modulator. That's why they've
listed it twice. But it's worth thinking about these as modulators
as something that can modulate something
else as you're thinking about using
them to create music. Just pointing that out again. Let's move on to our next one, LFO, which is new.
25. LFO: All right, let's look
at this LFO modulator. Now This one is very similar
to envelope follower, except that instead of grabbing the envelope
from something else, it's just going to
generate an LFO. Now if you remember
from synthesis, an LFO stands for Low
Frequency oscillator. It's an oscillator
that's just going. And we can latch onto that
pattern and apply it to another parameter using it as a modulator, modulate
something else. This effect is wild because
it's basically put an LFO on any thing, let's
put it down here. This effect, this sound, is that ind of long
sustained thing. Let's turn this off. The sound let's add a
little more shape to that, a little more motion
to it with this LFO. Okay, here's our LFO. Note that it's an
audio rate device. It's over on the right
side of our instrument. We can use it for anything. We can shape our LFO
in all kinds of ways. We can say a triangle to
have it go up and down. Stray, a meandering,
one like that. Let's go with that, let's
set it to divisions of the beat depth offset phase. Then let's map it to
something we could go back to our Midi device and
map it to this filter. You see what it's doing
there, Let's hear it. That's interesting. Let's map
it also to the high pass, but let's do it opposite. So we'll go 100 here
in negative 100 here. So they're moving in
opposite directions. It's kind of fun. Gives it
a little bit more motion. Let's map it to the
drive, but less. It's cool. We could also map it to any other parameter. I mean, let's go to
Meld and say the shape, I just grabbed the
shape of that Meld. You can map it to tons of stuff. It doesn't need to all
be the same device. It can be all over your session. It's a lot to keep track of
as you're working on it, but it's giving us
some cool sound, so it's just becoming
much more alive. You know, it's like all
these modulation elements are really just giving us like, it's like putting electricity
into Frankenstein, you know, or not Frankenstein, the monster that
is Frankenstein. Everyone makes that
mistake anyway, breathing life into
it. Let's move on.
26. Shaper: All right, I'm feeling like
we need some groove here. I threw in this drum loop. Let's see if we can
make it work with our next modulator,
which is Shaper. And we've seen Shaper
before, or have we? We've seen a Midi Shaper. But this is audio,
this is different. There's shape or Midi. And
there's shape or audio. You can see that we are going
to see Shape or Midi again, it's the next one, but this is an audio version
of the same effect. All that really
means is that we can map this to something different. What if I put this
on this drum loop? I don't think this is going to sound particularly
interesting, but maybe if I did some
pattern, let's put it here, E. It's going a little too fast. Lower down. Lower down, okay. Nothing like concess. Yeah, that's not
really working for me. So let's try a
different mapping. Let's maybe do a little bit
of mapping on the panning. Maybe a no subtle, the shaper thing, we can
basically map to anything. It works the same as Midi, except we can do some
audio things with it. Go.
27. Shaper MIDI: Okay, now we're back
to our sh Midi, which we have down
here. This one. It looks exactly the same. It can do the same stuff, except it goes on
our track before. On a Midi track, it's a little bit easier
to keep track of what's going on because we can see our Midi parameters
very quickly. But otherwise, it's
basically the same device.
28. Presets: Okay, before we wrap
up this section, I do want to point out one
thing that I skipped over. And that is that we do have some interesting
presets here. For all of these,
not all of them, most of them explore those. Miti doesn't, but Shaper does. And this can get you
some cool effects. Explore those presets. Now let me give you
this session again, if you want to see how
we did this mapping, you're welcome to
play around with it. Rip it apart, have some fun. Then we'll move on
to audio effects.
29. Three Types: Dynamic, Time, Frequency: All right, up next we're going to deal with audio effects. Now we have a big old list here. Let's think of a way to divvy
these up into categories. Now in Live 11, they put all of
these in categories. If you're looking at Live 11 or you're familiar with Live 11, you'll see that I
think there was five or six different folders where all of these effects
were categorized into. Those folders were
a bit controversial because people argued about what goes in what folder and
what type of thing. I don't want to have
anything to do with it, but now those folders are gone. There may be a way to put
things back into folders by the time the full
version is released because getting rid of the
folder is also controversial. Um, so I am going to divide them up into three categories that
I like to think about. We think about audio effects
in terms of dynamic effects, time effects, and
frequency effects. Okay, Dynamic effects are effects that deal with
volume in some way. Time effects are things that
deal with time in some way, like delays and
things like that. And frequency effects,
effects that deal with adding or
removing frequencies. Some pitch type material. Now, there's a lot
of effects that fit into more than one
of these categories. Don't take them too literally. I'm going to work through all of these effects based
on those categories. And then some subcategories. We're going to
start on frequency effects and move on from there. Now I think what I want to do here is something
different than what we did with Midi effects because we really
want to understand what the effect is doing. I really want to
take one audio clip and put all of these effects on the one single clip
so that we can really hear how it changes
for each effect. I generally don't like
doing that a thing because it can get boring listening
to the same clip over and over and over and over. But I think in this
case, it's the best way to really hear what
the effect is doing, which is the most
important part. So that's how we'll
explore these effects. Last thing I'll say
on this topic is that just like the
modulator section, we had some modulator effects that were listed in the
modulator category. And also in media effects. We have the same thing in
audio effects where there are a few effects that are listed in modulators
and audio effects. In particular envelope
follower LFO and the Shaper. I'm not going to go
over those again in the audio effects section here because we just have
too many to go through. But we are going to go
through every single one of them other than those three because we've already
gone through those. Cool. All right, let's dive in with some
frequency based effects.
30. Amp: Okay, so I lied a little bit. Instead of one audio sample, I put together
four short samples that kind of all have
different characteristics. And we'll kind of
show off the effects. So we'll put the effects on all of them because we're
all on the same track. We'll kind of focus in
on a few different. So here's my four quick little clips that
we'll listen to. This is no effects, totally dry. Okay, cool. I just changed the warp setting on this to make it
a little cleaner. Okay, so cello, little beat, trombone and another
little beat. So let's start with amp. Okay, so here's amp. Now, all in this first category are going to be
frequency effects, and particularly
these are going to be kind of drive effects, which basically is a fancy
way to say distortion. This amp effect is
really an emulator, meaning that it's
designed to mimic something in the physical
world and software. And this one is designed
to emulate amps. Really simple here,
actually we've got a couple different kinds of amps here and these will be familiar
based on the graphics, like they don't say the
name of what these are, but this is, I think it's
a Fender looking thing. This is like your
big rock cabinet, like a 51, 50 thing. I think this is a Mesa Boogie
or something like that. Heavy bas, Where's mine?
Several different things. Now in addition to
this, we can boost, The volume gain is always going to be just a volume boost. We've got a little EQ
here, mid and treble. If we want to hear more base, we're going to turn that up. If we want to hear more
the middle frequencies, we're going to turn
that up more treble, we're going to add
more frequencies. Okay. Presence is another Q that zooms in on mid,
high frequencies. It's more important thing in distortion type effects
because so much of what we're adding frequency wise
is upper frequencies. Real quick. Let me
just explain why a distortion effect is
a frequency effect. When we add distortion
to something, we are adding a bunch
of frequencies, particularly higher
ones that drive sound. Distortion is adding a bunch of frequencies in the
high upper range. Let's hear it on our cello. Let's go to rock. And let's just use the
default settings here, right? That gnarliness,
that grittiness, those are really just
high frequencies. All right? I should say it's
mostly high frequencies. A couple other things
that we'll point out here that we're going to
see in all of our effects. Basically we have
a volume here and again here you'll see
this in a lot of effects. Gain is basically going to boost the input and then run
it through the effect. Volume is going to
boost the output, okay? There are some situations
where you could turn up the gain or the volume and it's not really
going to matter, it's going to make
things louder. But there are other situations where if you want
something louder, it will change the sound
of it quite a lot, whether or not you boost
it when it's coming in or boost it when it's coming
out. Let's try it. Let's go. Okay. Okay. Now, let's
boost the game a lot. And pull the volume down so that it's roughly
about the same volume. Okay? It's crunchier, it's
a lot crunchier there. That's the difference between
those two dry, wet amount. You'll see this on
nearly all effects. This is really simply
just a balance knob between the effect
and the knot effect. The knot effect is dry. If I turn this all the way dry, we're turning the effect off. Okay, As I turn this up, we're going to get more, and more and more of the effect. The wet is the affected sound. Okay? And if you go
all the way wet, you want maximum effect. Okay? Sometimes if
you want the effect, but you want to tone down the effect but not change
the character of it, it's really just the
dry wet that you want. So here I'm getting
half the original and half the wet effect. Tear it down our drums bad. Okay, see that's too much. Pull it back, I got a nice
tasty amount of distortion. Okay, so there we go. Now this output mono and stereo. Basically, if we turn this on, we're going to process
each signal separately, which will be handy, will have some effect in this drum beat because
it is a stereo file, but will have no
effect in this one. Okay? There's no need
to turn that on here, but if you have a lot of
panning and stuff in the file, you're probably going to
want to turn that on. Okay, Let's move on to cabinet which complements
amp really well, in fact, they're designed
to kind of work together.
31. Cabinet: Okay, cabinet is another
drive frequency effect. I might even just call it a coloring effect
because it's going to add color When we are
adding color to a sound, we are adding frequencies and overtones which
are frequencies. Cabinet is another
emulator thing, and it's designed to
emulate a cabinet. In fact, if you're
not familiar with these terms amp and cabinet, let me take you on a little
field trip real quick. This over here is a
cabinet. It's got speakers. This one has four
small speakers in it. The amp is in the back. And then the cabinet,
any guitar amp, has the amp. And
then the cabinet. Most of the processing, all of the processing
happens in the amp. But the cabinet, the
arrangement of speakers, does matter when
you're recording it. Where you put a
microphone also matters. A lot of people don't realize
that in a recording studio, when we record guitar, sometimes most of the time, especially if it's distorted, we record it by sticking
microphone in front of the amp. That's how it works because we want to get the sound
and color of that amp. We have the amp and then
we also have the cabinet. That's the arrangement
of speakers. Okay, what we can say with this is what is
the arrangement of speaker one by 12 means we
have one 12 inch speaker, has a slightly different
sound than 2122 big speakers. Four 12 speakers, usually
in a grid of two by 2410. That's what I have back there. Four ten inch speakers or
four ten inch base speakers. Okay, let's set it
to four ten, my amp. And then where are we
putting the microphone? Okay, Let's say this box of guitar strings
is our speaker. This microphone is
our microphone. Because it is a microphone. How are we going to me
it on axis, this is O. Let's see that. I'm going to go vertical. We're near on axis.
That basically means we're going to put a
microphone close to it, right in front of the speaker. Cool. If we're going
to go off access, we're going to go like this. Okay? It's not going to be like just right
in front of it, it's going to be off
center just a little bit. Then far means we're
going to be farther away. Near and off center doesn't really matter when
you're farther away. I always prefer to
mike my amp off center and near always when
I'm recording mic, I always start with off access. I can say what microphone I'm using, condenser
and dynamic. Most of the time I'm
using a dynamic. Do I want a mono
or stereo output? And then I have a dry wet mix. The cabinet is going to
add a certain coloration, but it's much more subtle
than the amp. Let's hear it. Okay, let's go back to all
the way wet on our amp. And let me just turn off
the cabinet for a second. So here's our cello through the rock amp without a cabinet. Okay, now here it is
with the cabinet. Okay, it's much darker actually, let's try it with
a condenser mic. In this case, the cabinet is coloring the sound quite a bit. It's actually taking away a lot of that distortion.
It's filtering it out. You can use the amp or the
cabinet independently, but they really go
great together.
32. Drum Buss: Okay. Up next is drum bus. Now, I didn't point
this out before, and I probably should have the effects that
I'm going through. The list of effects, these
are all the effects in Sweet. If you're not using sweet, you probably don't have a lot of these effects
and that's okay. You can skip over them, but I'm going to go
through all of them anyway because I am
a completionist. I've taken all our
effects of sound. So we're back to clean.
Let's put a drum bus on it. The drum bus really goes
well on a group or a bus, that's why it's called drum bus, why? And what does that mean? This is really designed to help glue drum sounds together. In fact, we have
another tool with that specific purpose called the glue compressor that
we'll deal with soon. But the idea here
is that we've got an analog style processor
that's going to add some color and brightness to our drums and help
them gel together. If you've got like five tracks, then you've got kicks here, snares here, high hats here, and other effects or ox
percussion or something here. Then you can put
those in a group and then put this drum bus on them. And it'll help blend them together in a way that
feels like a kit. That's the main purpose here. It's not going to do that
for what we have here, but we can still get a
lot of color out of it. Let's listen to it on these drums, okay? So we can already
hear that there's like some real drive happening. Really push it,
I'm going to pull our output down because
that's screaming loud. Okay, let's push that drive. It's kind of like a classic
analog kind of sound crunch. That crunch is really going
to push the high end, going to push the low
ends a little intense. We can adjust the frequencies
of those two things. Remember transience our attacks, That's really when we get
into like a gluing situation. Trying to make
things work together has a lot to do with
the transience. This is how much crunch we're going to apply to
our transience. We've got three different
types of distortion here, soft, medium, and hard. Soft is like a wave
shaping distortion. It's like a fancy term
for it's going to make the waveform a little more
rigid and that'll produce some upper overtones that
we'll hear as distortion. Medium is a limiting
distortion that's basically set up a
ceiling and just let us push up against it and that creates a certain
amount of distortion. And hard is a
clipping distortion, which basically is going to
emulate that we're clipping our signal which is
going over a threshold. They have slightly
different sounds, they're more aggressive. As you get higher, obviously soft is soft and hard is a more aggressive sound. This trim is pushing
our input amount, so we can scale it back. If we want to get less
aggressive with it, then we can add a little bit
of compression to it also, which is going to color it
in a different way actually. Okay, the last thing here is this button is a little strange, basically is going
to set low end. This boom is a low end enhancer. When you click this Go button, it's going to set your low
end to the nearest Midi note. It's basically going
to quantize you to an actual note versus just having your frequencies in the low end just
all down there. It can help clean up
a mix a little bit. Then we have a dry, wet mix over here that your drum
bus use it on drums.
33. Dynamic Tube: Okay, up next is dynamic tube. If you've ever heard people
talk about tube amplifiers, that means an amp with actual, they're called vacuum tubes. They look like a little thing that you might find in
Frankenstein's lab. They're cool and they have
a certain sound to them. You find them in some
more expensive amps. Older amps, you
don't find them in most modern amps because they're a little
delicate sometimes, but they do sound cool. This effect is emulating
that tube. Sound tube. Amps have particular color to them and a
certain distortion. That's what we're going
to get out of this. We have our output, our drive, that's just our amount
of distortion tone is, is the color of our distortion. We have three different
types of distortion here. You can see what they're doing. The way that a tube gets its distortion and
its real tubiness, is that a word? I think so. Is to push it beyond
its capacity. If we're just using the tube, how it's supposed to be used, we get a nice sound, but
if we push it too hard, that's where you
get that cool tube. Sound The way we're
going to push it too hard is this bias knob. This is where the magic lives. Let's go to A and let's
hear it on our cello. No one's gonna loop
that cello Sound 'cause that just is working really great for
all of this, Okay? Not much. Let's push that bias. Ooh, okay, there's that bias. But we don't have
any drive on it, so let's give it a
little drive too. A lot of drive, Yeah. Let's try the flavor a
little more stable, okay? Can boost the output. Really crank up that bias. It's a different
kind of distortion. It's now, we can also drive it with this envelope which is
controlling this bias knob. Push this car, the envelope
is going to follow our signal and push it more
as our signal needs it. We can also go
negative with that, to kind of have it invert. And then the attack and
release are going to help shape how that
envelope is applied. A different kind of distortion, more of a tube distortion. Let's hear it on
this drum loop here. I like using tube effects on drum loops because they
give it that really kind of like 90s hip hop kind of
vibe, which I kind of like.
34. Erosion: Okay, let's look at erosion. Another flavor of distortion
or drive what we have here is this is going to add
distortion by modulation. It's going to modulate into
the signal another signal. Either no wide noise
or a sine wave. It's a synthesis actually
that's happening here. Let's go back to
our lo, let's see. We can point the noise
where we want it to be. As we go up, we get
more of that noise. Try wide noise, a little messier than the sign. Takes away the width parameter. So you can move this little
ball around this grid to really dial it
in where you want. Now, I would be remiss
if I didn't tell you that this erosion distortion is not my favorite
distortion effect. I don't actually
use it very often. I find it to be just a
little too digital sounding. It's just not my favorite sound. If you like the sound
that is awesome, you should use this
sound all the time. I don't know, It's not
the one I reach for. I prefer the tube and some of the more the tube effects
and the overdrive effects, like the overdrive plug in, like the overdrive effect
that we're actually going to go onto right now.
Let's do that.
35. Overdrive: Okay, oops. Let's get rid of
erosion and pull up over drive into our cello. Okay. This one is relatively simple but I like
the sound of it. We just have a few stages here. First we have a little
band pass filter. We're going to apply that
to the sound and then we're going to put
distortion on it. What that does is
it lets us hone in what we want to distort. Do we want to focus our
distortion on the low end? Mid range, almost everything. If we push it way up high end, let's put it, this is a low sound, let's
put it right there. Okay, Drive and tone
is just going to be a filter on our high end
stuff to shape it a bit. This dynamics is going to apply a little bit
of compression, which basically means we'll go into compression a whole
bunch in a little bit. But basically what
that means is that the distance from the loud
stuff to the quiet stuff, or quiet stuff to the loud stuff can get smooshed a little bit. That can make it
so the distortion is applied a little
bit more evenly. Let's hear it, let's push
that drive a little harder. Let's push our dry
wet all the way up, make it a little brighter. So there you go. A
pretty simple overdrive, but I mean this
overdrive is really emulating like a classic
Boss Distortion petal. You know, if you're a guitar player, you
know what that is. Guitar effect petals, basically.
36. Pedal: Okay, Up next is Petal. Now if you like to
overdrive, petal is similar. Petal is literally emulating,
like guitar petals. This is listed by Ableton
as a guitar effect. That means nothing. That does not mean you can
only use it on guitars, means you can use it
on anything you want. I know a lot of people that
like to use this on vocals. I know people that use this on drums. You can use
it on anything. But it really is
emulating a guitar petal, that's why it's called
Petal, let's check it out. Gain, we can just really boost our gain which will push dist, squeeze more distortion onto it. And we can cut our output or
boost our output if we like. We have three different
flavors of distortion. We have drive distort, which is distort have fuzz. You can think of these as overdrive is pushing an
ample a little hard and it's going to give you a warm distortion
distort is going to be a little bit brighter and
more aggressive then fuzz, like your amp is partially
broken, that's the fuzz. Sounds like this broken amp. Sound With this little switch, we can basically decide
what we want to boost. If we want to boost the mids, we turn this up and put
this in the middle. If we want to boost trouble, we put this over here. Okay, let's leave
it as is for now. We have dry, wet mix and
then sub is going to add a boost to the very
low end of your sound. If you have a sound that
has a lot of low end, you can turn this on and it'll actually bring it out
a little bit more. A lot of the time with
these guitar pedals, you don't want too much
going on in the low end. This is set up as an option. All right, let's hear
it, Let's do overdrive first. It down a little bit. Gain is, all right. Distortion. Let's
go to Distortion. Fuzzier and fuzz. You hear like in between
the notes with fuzz, it just feels like
it's like like falling apart for a minute. Let's try over Drive
with our sub on. It's not so obvious here, we don't have a lot of low end. Let's hear it on these drums. You can really hear that
sub on these drum sounds. Let's actually go this
one just a little bit longer but it doesn't
have very much bass. All right, let me give you
this one to hear a little bit. Sub on, it's really bringing out that
kick a little bit. I like the sub on
for distortion on drums not so much for guitar
and more trouble things.
37. Redux: Okay. Onto Redux. Now, maybe you've heard
of a Bit Crusher before. A lot of people
actually think that the erosion plug in that we looked at a few videos ago is
a bit crusher and it's not. It sounds like a good
name for a bit crusher. And I think that's where
the confusion comes from. But it's not a bit crusher. Red, however, is a bit crusher. So what does a bit crusher do? We generally, if you remember or if you were
here for back in part two, I think when we talked
about recording, we run systems at 44,001
samples per second and 16 bits. Okay, that's like
standard audio. You don't need to
know what that means. Let me just tell
you that that is standard audio rate that
is good quality audio. If we want bad quality audio, we can use an effect like this to lower that or to
simulate lowering that bit rate or sample rate that will create
a certain distortion effect. The effect generally has
an old video game sound, like a Tari video game. Let's go back to our cello. That'll probably work
pretty well on it. Okay, so we have rate here, that's that sampling
rate here we have bits, We can add a little jitter, which is going to adjust our sampling rate a
little bit, shake it up, move it around, and some
shape to the bit rate. Let's just hear it first. Okay, here it is. All the way up, we're not doing anything,
is all the way up. Let's start with sampling rate because the less dramatic one, pull it down, you
can instantly hear, let's run up, jitter on it. Okay, cool. Let's
put this all the way up and then go to our bit rate. So don't you get down
to one combined, we get that real
video gaming sound. All right, we can add
a little filter to this if we want to adjust some frequencies.
Dry, wet amount. This DC shift is going
to what we can do, what this does here is when our bit crusher is down really
low like where we are now. If it's just getting
too out of control, you could turn on
this DC shift and it kind of softens
it a little bit. Let's put this back up, right, like it's, it's really kind
of making more chaos in the, in between, which
is kind of wild. But the notes themselves are a little softer and
more controlled. But the notes in between
are just kind of crazy. If you want that old
video game sound, that Bit Crusher Sound,
this is the tool for you. Oh, before we move on, I
love Bit Crushers on Drums. There we go.
38. Saturator: All right, up next is saturated. So we've seen that word pop
up a few different times. Here's how I like to
think about saturation. Here's my weird colorful
analogy for it. So let's say you
have a bag of water. No, let's use this cup, empty, coffee cup full of water. Okay? And you put a bunch
of glitter in this cup. In the water in this cup. Okay? And then you kind of
shake it up and now you've got this water
filled with glitter, right? And that's cool. It's got
a lot of glitter in it. Now let's say you take the
same amount of glitter, but less water,
in a smaller cup. Okay, so we're
going to go down to a smaller cup that's
only like this big, and you're going to use the
same amount of glitter. You're going to have
a much more glittery, your water will be much more
vibrant with glitter, right? Because it is more saturated
into the water, right? There is more glitter
in the water. That's kind of how I
think about saturation. We're basically saying take
the distortion and like so it take more distortion and smoosh it into the
same amount of signal, saturate it with the
glitter in a way. Okay, enough colorful analogies. Let's go back to
our cello sample and dig through this effect, our main drive control here. Let's pull our output back
a little bit and just drive our drive as
hard as we can. Okay, let's pull that
back just a little bit. What we're going to do here is basically use wave shaping. Okay, wave shaping means
we're going to take the waves and modulate them with another wave form to alter them to create more overtones. Here are our options. Okay, we have analog clip, soft sign, medium curve, hard curve, Sinoidold,
digital clip and wave shaper. Let's look at sinoid folds. Crank this up and just listen to the differences, okay? So a bit of variety to them. A couple of things we
haven't seen before. This soft clip, you'll see soft clip on a
few different things. This is just like a
very light distortion. It's just pushing it
a little too hard, pushing the signal
just a little too hard and giving us
a little bit of distortion that actually
a lot of the time comes off as like warmth to the sound. Like if I do nothing on this, everything is off
except this soft clip. Put our output back up. Okay, that's a good tone. So you know, it's very subtle. But on a lot of
effects, newer effects, you're going to
see this soft clip button kind of hidden there, and it can add a nice
little bit of warmth. Okay, let's go
back to color now. There's a weird little secret
hiding in the saturator. That is, that if we go
down to waveshaper, this is going to be
the most extreme one. And it's really going to
let us define the wave that we use to shape the other
wave or the incoming signal. Okay? You're like, how do
I create my own wave here? Because waveshaper
means that I can create my own wave that
we're going to apply. Well there's some
controls that are hidden and they're right here. Okay, so these six controls
only apply to Waveshaper. If I go to a different
wave with this open, they all get grayed out. Only Waveshaper can use these. With this we can really
define some wacky stuff and make some lovely distortion. One thing I'll say about this is back in the day there was
a wave shaping tools, like a very early
wave shaping tool in a dedicated program
called Turbocynth. Turbocynth I believe
is long gone. I haven't seen anything in
Turbosynth for a long time, but I used to love that program because of its wave
shaping function. I used to actually
keep an old Mac around that was really old, was like S eight or
something like that. Just for the purpose
of running Turbocynth, that wave shaper
tool that it had. I was always told that that is what Trent
Reznor ran his guitars through because it was
it was just so gnarly. This wave shaper on the saturator is as close
as I can get to that. If you run guitars through this, you can really get that early nine inch nails
Sound where it's just a wall of distortion.
Consider that.
39. Roar (Basics): All right, up next we have roar. This is the mother of
all distortion effects. Let's call it a super
effect because it has like ten different
effects built into it. It's got a compressor in it, it's three stages of distortion. It's EQs in it, it's
got routing in it. It's giant, we're going
to go through it. We might break this one up and do a few different
videos though. Okay, so let's start
over here first. We have our drive
where we can push the signal or pull back
the signal before it hits. All of our processing tone is like before, just
a little filter. If we push it up,
we're going to get more higher frequency stuff. If we pull it down,
we're going to get lower frequency stuff. And we can set the threshold on that with this
dial right here. Okay. Next we have
this routine thing. We've never seen this before. This is very new. I
will call this routing, but Ableton wants
to call it routine. It's a little different
than routing. It is a routine. If you look at this
little icon here, what we have is it's saying
single meaning stage one. All of these settings is basically our
distortion setting. We're going to run our signal into stage one and
then out of stage one, and that's the end of
it. Easy enough, right? We could go series, in which
case we're going to have two stages of saturation. We're going to go
into our first stage and then into our second stage. And then we have a loop creating feedback in our second
stage if we want it. We have parallel where
we're going to run through both stages at the same time and then put them back together. We have multi band where we get a third stage and they're
separated low, mid, and high. We can set the
thresholds of each one. Down here we have a mid side, which is a type of EQ, or a type of processing
where we're, we're doing different
things depending on our stereo field and we're doing things like in the
middle and the sides. Then we have just a
feedback chain where we're going into
our first stage. And then feedback. So we can see here it's direct and feedback, we can blend where that occurs. You can see how things are
hitting the different stages. Here we've got a little
input to show us where our signal is going as we adjust the three
different stages. Okay, let's go into cereal and let's look at stage one here. First, we have an
amount that we're going to send to the shaper, and we have a whole bunch
of options for our shaper. This is like what we've already seen in terms of different types of saturation and distortion for digital clip. A bit crusher, we know
what that is now. A tube prem diode clipper
we haven't seen yet. Some of these we've seen and
some of them we haven't. But they're basically different shapes that we're going to apply to our incoming signal within this wave shaper. This is actually a good example, a good visual of what
the bias does here. It's basically showing
us where we're going to hit that waveshaper. If we move this bias around and see we can find a sweet spot for our
particular sound with that bias tool. Then also next we go
through a filter. If we want it, we
can turn it off. We have a bunch of
filter settings, resonance amount, and
our cutoff frequency. We can be pre or post, meaning we can hit and
I believe if we're on, the filter applies
before the shaper. If we're not on pre, it applies after the shaper, like what it looks like here. Okay, next we have this
feedback section where we can select a mode an
amount of time and then an amount that
we're going to use it if we let it feed back on itself, which
is what we're doing here. Eventually you get this
come filter Sound Which is that which can
be cool sometimes. One cool thing about
this feedback mode is you can actually
set it to note and then kind of center your
feedback on a particular pitch, which can be really cool
for your mixes sometimes. Okay, And then next we have this compressor at the end of it. Now we're going to talk more about compressors like I said, but basically compression
is a dynamic thing that smooths out the
volume of your sound. Now this can be important
in a thing like this where you're adding so much and doing so much and you've
got this feedback. You might have some
elements of your sound that are super loud and some
that are super quiet. This compression can
smooth things out. If you have a really wild sound, crank up your compression, We don't need it so much
here in what we're doing, but it can help. This CHP is side chain
high pass filter. Basically if you turn this on, it's going to bring out
some of the low end. If you turn it off it's
not going to do that. Can be a mid range
low bot ally boost, but more of a U. Let's see, boost. Okay,
that's like the basics of R, but there's like a ton of things we haven't
looked at yet. In. Let's go to a new video and focus on
this modulation section.
40. Roar (Modulation): Okay, so let's go into the
modulation settings here. Okay, so we have two tabs here. Mod source and matrix. Okay, this matrix probably
getting a little familiar, we've seen that a few times
in the synthesis section. Let's go to mod sources. Basically here we're
going to set up things that can modulate stuff. Okay, these are our stuff, these are things that can be used to
modulate those things. Then here is where we're
going to connect them. First we have LFO
one we can say. We can give it a shape, we can give it a rate,
some different settings. Another LFO, an envelope, and a just noise generator that has different
characteristics. We've seen this wander
thing around a little bit. We can have it synced
to the beat here. Then we can go over here. Now it looks like we can
just modulate one thing, but that is super not accurate. This target is going to change based on
what we click down. Everything we can click
on here is modulatable. Let's say I want to modulate saturation amount
in stage one, okay? I just click on it
and it comes up here. Let's modulate it
with LFO one, okay? We can see in these
little tiny lines what these modulators are doing. Okay? There's shape
or one amount. Okay, let's maybe go
to our frequency here. You can see that the
shaper is working. It's just very subtle. This is the opposite of that. Let's pull that down, get a little less subtle. What else do we want?
Our feedback mode. Let's put that on
our noise as well. Let's maybe go to stage two and say we got our second
LFO on this amount here. Pull that back a little bit. Let's make it more
complicated by also putting an
envelope on that. Let's do something weird
with the noise here. Maybe a comb filter, a good amount of resonance. All right, so now
we're starting to get a very lively living sound. Okay, one of the things
that's going on here is that we can see the
parameters that we've modulated in
this little window. We can see stage two
here and stage one, but we can't see
everything all at once. If we want to see
everything all at once, we can go up to this triangle
here and click on it. Now, don't freak out, it looks like we have 1 million more settings here,
but we don't. This is just stage
one broken out, so we can see it at the
same time as stage two, stage three, which we
are currently not using. Down here we have
our mod sources and our modulation matrix here. We've just set it
up so we can see a bunch more stuff, right? If we open this up even
more by pulling this up, we can see more. We can see our modulation
sources at the bottom. Now we have this nice big thing. We can also see in our modulation matrix,
everything that's possible. Okay, let's see.
Got some action, and let's do some
more modulation. I like this noise setting, so I'm just going to put
a bunch of stuff on. Noise. Let's do our feedback frequency, that's probably going to get kind of annoying kind of fast. There we go. It's
marching around up there. This modulation in this
thing is just insane. I didn't mention
before, This envelope follower that we can see is
following our wave form. And we can use that as a
modulation source up here, which can be a really fun
way to modulate stuff. Let's move this over
to our cello because there's so much modulation
possible here that people are actually using
this as a synthesizer. What if I modulator our
modulation with some of the LFO? Okay, so now I've made just
something kind of crazy here. Let's go to this beach. Yeah, that's super D. This is a giant effect. I
could spend all day on this. Check it out, play with
it, especially check out some of the presets
in there's a lot of really wild and
cool ones that I'll get you to really cool
places really fast. Check out some of
those. Let's move on.
41. Vinyl Distortion: All right, now for something
completely different, let's go to vinyl distortion. This is a very simple effect
that basically is going to give the feeling of the old
crackle from a vinyl record. Let's go to our cello. Here comes the crackle,
got density to it. We can dial this into
getting more realistic, but this is a very
simple effect. It's really just layering
this vinyl noise over top, like I've stopped it and you
can still hear it going. You can do this.
It's a cool effect, it is adding some frequencies, so I'm including it in
the frequency effect, but it's actually very simple added if you like
stuff, it's neat. Okay, moving on up next, we have EQs and filters. Let's head to it.
42. EQ Eight: Okay, up next we're going to
do four different effects, and these are all
EQs and filters. These are still
frequency effects because what all of
these do is mess with the frequencies of
our signal or our sound. We're going to start with
the most complicated, but it has the
best visual way to understand what's
going on after this. The other three will
be relatively simple. We're going to go to eight. All right? I'm going to
throw that onto this. So in the synthesis part
of this series of classes, we talked about how an EQ works. But I'm going to do it again
just because it's really important that you
understand how EQ's work. Now one of the best things about EQ eight is that we can hit this button here and get
a much bigger version of what's on the screen here. Let's do that. All right, now we have this
nice, big thing, and we can see our sound
in it as well, right? So there's all the
frequencies of our sound. Now here's what we're seeing. On the left we have low sounds, and on the right we have
high sounds, right? Pretty simple. Low stuff. High stuff, okay? Now, the vertical axis, what we have here is
there's a zero underneath that little tal line
and then six, 12. Negative six and negative 12. Okay. When this little line is at zero, we are
doing nothing. Okay? Zero means nothing. Above zero means boosting, and below zero means cutting. And those numbers six
and 12 are decibels. Right now I am boosting the very low frequencies of
this sound by 6 decibels. Okay? And then by
maybe 5 decibels, 4321, and then back to 0
decibels for the rest of it. Okay, now I'm cutting volume
from the low mid range. I'm still boosting
stuff up here, Right around here, we're
not doing anything. And then down here, we're reducing the sound
by about 4 decibels. Right here, around 200 K. All right, so low stuff, high stuff, boost cut. Cool. Now, this particular
EQ is called EQ eight, and what it means
the eight means we have eight different
bands of EQ. We see four here. We can set up each one of
these four to do what we want. If we go down here, here
are our first four. We can turn on four more if we want them and have up to eight. Okay. I'm going to go down
to just one for a second. All right. Here is one band, EQ, here's what's in a band. First we have a frequency. Where do we want to
target this thing? Then let's say we want to
put it right about there. Then what do we
want to do to it? Do we want to boost
or do we want to cut? Okay, the third
thing is the shape. Okay, we have a lot of
different shapes here. High pass, that means let the high frequencies
pass through it. But cut off the low frequencies, we have low pass,
that's the opposite. Let the low frequencies pass through but cut off
the high frequencies. Then we have a few different
kinds of band pass, band reject, and
things like that. Let's do a high pass filter. I can adjust the
frequency with this dial or just by clicking on the
one and moving it around. Now in this high pass, it means we're going to
cut all the low stuff out below this point. This is called the
cutoff frequency. It's going to roll it off, but things above
it are unaffected. We can give what's called resonance by
doing this a thing. Resonance gives it a little lip up right at the
cutoff frequency. Then we've got
something called Q, which is like the width of it. It looks like resonance here, but it has to do with
how wide this bump is. You can see that more
obvious in things like band reject like this, where we're just going to go to a specific area and say we
want to cut out those sounds. The Q is going to be like
the width of that, right? It's really how specific
do you want it to be? I believe Q stands for Quality. Okay, that's it. We can do that eight
times with the eight. If I turn on more of these, every time you add another band, things get a little
more complicated and start to pile up. You can make some
interesting EQ's this way. But let's go back to our single band so
we can just hear it. Okay. High pass here is cello. We're basically is going to cut out all the low
frequencies of it. Uh, right. If we want to do the opposite, cut out all the
high frequencies, we can do this, we
can open this up. Okay, so that is your basic EQ. And EQ eight is really
the go to for me, like I always am
just grabbing EQ eight so that I can really
see what I'm doing. I have a lot of room
to work and I can add more bands to it as we go. Okay, so now let's look at kind of the
mini version of this, which is called Q Three.
43. EQ Three: All right, let's get rid of
Q eight and go to EQ three. Eq three is very
small version of it. Wow, that was bad words usage. Good luck to the
translators working on this one. Let me try that again. This is a smaller version of it. Here all we have is a low knob, a mid knob and a high knob. What we can do is we can
say what defines low. In this case, that's
with this dial, we say 1,000 hertz, or 600 hertz, whatever
we want it to be. We say what defines high. We set where that
we want that to be. Then what's left
over is the mids. What's cool about this one, This EQ is a really good DJ
tool because watch this. Let's go over to like this at, okay, now it's going
to sound normal, fine, but we can basically turn off the low mids and highs
with just these LM H buttons. I can be like, cool. We're going to the
break of the song. Let's take this, let's
pull back in the mids. Add the, add the highs,
play around with them. Do this thing maybe down here. Add that back in. Play around, whatever you can set up
cool ways of just turning on all the low stuff or all the high stuff and just using that for like
little party things. You can map these LM, H buttons to your quirt keyboard or keyboard or a knob
or a fader or whatever. You can just hit them,
Kill all the lows, do something, and then drop them back in when you want them. It's really handy for that. Okay, let's move
on to Auto Filter.
44. Auto Filter: Okay, auto filter is a single band filter with
modulators built in. We can say, here's our filter. We can dial that in to
be however we want. We've got different shapes here, We've got a couple different, what we call circuits here, and they'll sound
slightly different. Then we've got this
LFO that we can set up to basically modulate this almost like a wah pedal. Hear that kind of wa, petal sound can just
it a little bit, a few different
shapes for our LFO. This gets us to like a sample and hold is what this
S and H stands for. This is a sample and hold Sound This is on
off toggle almost. We can turn on this quantas
which will make it so that the modulation motion is attached to a beat
can get a cool sound. Yeah, cool. A little filter. We can also side
chain with this. We talked about side
chaining in the last class, but when we think about
side chaining normally, we think about compressors. But we can do side
chaining with EQs also. And a few other effects too. If you want to side
chain with it, you would hit this right here. Okay, let's move on
to the channel Q.
45. Channel EQ: Okay, last in this
category is the channel. This one actually to be
totally honest with you, I think where this comes from
is that logic different. Introduced a feature a
while back where there was just an EQ on every track or
every channel of the mixer. Same thing, just by default. This was Ableton's
answer to that, I think, where they said, let's just make a nice simple EQ that you
would put on every track. They didn't put it on
every track for you, but they made it easy
to add to any track. I don't do that, I don't
put it on every track, but some people do probably. It's a simple Q we can dial in. We have three bands,
so we've got low. We can boost or
cut mid and high. We can boost our
output with our, we have a mid frequency
selector here. If we give it a little
boost here in the mid, we can dial in where that is, we can also cut
with it if we want. Then we've got just a low
end cut button right here. I would say this
channel Q is great. It's a utility. It's designed, I think, for more
subtle EQ work. If you have that need,
throw it on a track, and you just want to quick
base cut, throw it on a track. This works really,
really well and easy.
46. Auto Pan: Okay, next let's go to some
pitch and modulation effects. These are effects that
have some kind of modulation built in that are still frequency
based effects. Let's start with auto pan. Here we go. This is a
relatively simple one. Panning right is our
left to right balance. We have access to panning
on any given track right here, left and right. What this is going
to do basically, is we can set up an LFO
inside this effect, that Weill start moving our
sound around left and right. We can start with
some amount, okay? We can see our left signal
and our right signal. We can speed it up. We can
adjust the phase here, they're going to move
at the same time. And here completely opposite, we can round out the shape of that if we want
it to feel like it's moving, jumping back and forth. Or if it's more gliding
back and forth, feel it, it might be more
obvious on something like this cello sound N we feel like going
back and forth, kind kind of wacky. Let's slow it down a little bit. Okay, that's cool. We can also switch it to
division of the beat. So right now it's
on a 16th note. Let's slow it down to like
an eighth note, maybe. There we go. So now it's
moving on an eighth note. That'll be more interesting
for a drum beat. We can go back and forth
between an inverted version, which let's slow it, well, let's speed it up so we can see, okay, basically this is
what it's calling normal. An inverted version is
basically going to flip it. You can see where to left becomes right,
right becomes left. If we invert it, that's all. We can offset it a little bit. Maybe we wanted to to dart
the pattern on a unison. A couple of different
shapes we can play with a randomized one. It's wacky, pretty simple. It's going to move
our panning around.
47. Chorus-Ensemble: Up next is chorus ensembles, grab that and throw
that on there. Now this one looks
actually similar because it does have some motion
modulation built in. If you're not
familiar with chorus, it's an effect that we usually use to thicken a
sound a little bit. If you think about a choir, the thing that makes
a choir sound big is the slight imperfections between everybody
singing a similar part. You can think of the same
thing in a string orchestra. If you have 20 violins
playing exactly the same, all it's really going to sound like is one violin really loud. But if you have 20 violins playing the way
humans normally play, which is with very
slight variations, it sounds like a big ensemble, that's like a chorus effect. What we're going to
do is we're going to use two or sometimes three, in this case, very short delay
lines to peel them apart. And then we might even pull
those signals out of tune, just this pinch, and
that's going to make it sound big and thick.
So let's check it out. Here's our classic. We can do a quick little low
cut here if we want. With this big rate, it's
going to be our speed. Let's put this on our cello. That will be the most obvious. So you can already feel
that, that weird thing, that weird thing
is called Favor. You can speed it up. We generally don't want to
do that more amount more feedback gives us that. Please your gun. Sound Okay, let's go to ensemble mode
where we have a third delay. It just makes it feel
a little bigger. Let's try it on our
other trombone thing here, that's so obvious. Let's go back to Marcello
Vibrato effect is gonna go down to one
delay line and it's gonna move around
quite a bit more. That's an awful lot for vibrado. You want this to be quite a bit shorter chorus ensemble. These kind of thickening
effects that can really help in your mix or in synthesis and sound design
just to make a sound, or a part of a sound,
even a little full.
48. Corpus: Corpus. Corpus is up next, you ever do that thing where you sing into the body
of a guitar and you hear how the guitar body
resonates or into like a fan. And you hear how the fan
chops up your voice. That's what corpus is. Corpus is a physical model. We talked about physical models. When we talked about synthesis, what a physical model is, is it's basically this
giant algorithm that tries to emulate
the physical world. What we can do with corpus, we can run a sound
through an object, like if you are running
a sound through the body of a guitar and letting the guitar
body resonate it. It's that same thing.
Let's take a look. Here's the thing we're going
to run our sound through. Let's do a pipe. Okay, that's obvious. We can change where we're
listening to the pipe, change the size of the pipe, adjust the radius, decay. Is the pipe open on both ends? How big is that opening? We get access to more parameters depending on which
one we're doing, which material we're using. We have tuning here
which is really going to dial in that U Sound, the frequencies that are
resonating out of this. The cello is playing
something in G sharpish. Setting this to
resonate G sharp sounds rather nice, fine tuning. You can add an LFO just
to kind of spruce it up. That sounds ghostly. Throw a little filter on it. This bleed is kind of
like a dry, wet mix. It's going to take
some of the original and filter it back through. So it's somewhere between a dry, wet mix and a feedback. Let's go all the way wet.
That's a pretty extreme effect. You can do some really
fun stuff in Corpus. Let's switch it to a string. What if we ran our
cello through a string? It's like making me
a little sea sick. It's a really fun effect. Play with some of the
presets on this one, especially, and you'll
find some cool tools.
49. Shifter: Okay. Up next is shifter, let's put this on our track. Now this is a pitch shifter, again, a frequency effect. Now a lot of people have asked, does Ableton have a
good auto tune plug in and no, it doesn't. This is probably one of the biggest complaints
that they have. And when asked directly about
it in a recent meeting, the person I was
talking to said no, which makes me think
they're working on one. But this isn't an
auto tune effect. This is an effect that's going to shift the whole
pitch of your thing. So you can say transpose it
high, transpose it lower. Just move the whole
thing up or down. That's different than autotune. However, there are some kind of hidden little gems in here that make this a
really fun effect, especially for making
big ambient sounds. So first we can run our
sound through this, then we can adjust the pitch. Here I'm in steps or
semitones, right? Or I can go down whatever. It's fine. I can do fine tuning where
I'm moving in sense. I can also switch to like a frequency mode where
I'm just dialing in frequencies of the transposition
or a ring modulator, which is like
multiplying frequencies. It's a bit like FM synthesis. But let's go back to pitch and let's move it up like almost. Okay, now if we're
all the way wet here, we're just hearing
the transposed one, which is usually what you
want when you do this. But if I put it down to
half wet and half dry, we're going to hear the
untransposed and the transposed. Okay? Weird. But we also have this little feedback
loop built into this, which gets really fun. Okay, watch this. Let's turn on the feedback loop. Set it to a quarter note, and just turn it
off quite a bit. We have an LFO we can add in. Okay, let's make
this a little less sickly and set our
transposition to an octave. Try an octave down. Don't like that. With the feedback loop. You can do some wild
stuff where you can make some things that just keep
moving and going and going. I would maybe put like a
bunch of reverb on this and then maybe use that envelope follower
to shape all of that feedback that's
coming out of it. And that would turn
it into a pad. Sound almost. It's simple, but you can do some
fun stuff with it.
50. Phaser-Flanger: Right up next is
our phaser flanger. This is similar to
the chorus ensemble, where we have two, actually, three effects in one. Here, a phaser is
like when we take the wave forms of something and just let them move
in and out of phase. We say it creates a very specific effect that we call a phaser.
Let's hear that. Kind of hear it. That thing you're hearing
is called phasing. We can make it go faster. Ordering. Gonna add some feedback to it. Ordering, that is
phasing ordering. And all phasing is really doing is just making another copy of our wave form and just
moving it in and out, lining it up with the other one sometimes and letting
it kind of move around. A flanger is very similar, it's a very short delay and with phasing issues that it causes makes this very specific sound. Flanger always has
like a Y and Y. Then a doubler is just
going to thicken things up, like our chorus and ensemble. But this does it a
little bit differently. It's a strange sound. Take our feedback down and
our amount down, there we go. See this just sounds
like two cellos trying to play together that are just really out of
tune from each other. But you can make
some cool effects with it, play around with it, you can adjust the timing
on this to make it a little more tasteful but
pretty simple effects.
51. Resonators: All right, next we
have resonator. We've seen effects very
similar to this where we added frequency content by superimposing a
resonator basically. But what we have here something
much more pitch centric. First we have a filter now. Don't sleep on this filter because using this on
your entire sound, I find to be not super useful. But if we say, okay, I want this just to
affect the high stuff, let's go all the way wet, okay? So this is just going to
apply to the high stuff. Now what we're going to do is
we're going to set this up. Then we're going
to take our dry, wet back and it's going
to add all kind of shimmery resonance
to this cello. Sound First line of stuff, we have main settings. The mode is just like a different algorithm
behind the scenes. The A mode is the default mode to get
a realistic ish sound. The mode is better for
more extreme effects, especially when you're
doing low stuff. We're filtering out
the low end here. The mode isn't the
best way to go. Let's go with a, This
constant button, which is short for
constant holds. The decay time of the
pitch for longer, regardless of the pitch. Now, when we see these Roman
numerals one through five, this is where we get
into the real resonance. The first one is different
than the other four. The first one, we're going
to say what a pitch is. I believe we discovered that this cello riff, G sharp ish. Let's dial in a G sharp. It's going to use arrow
keys to get G sharp here. Okay? Now, these other ones are relative to this first one, we're going to say
seven semitones, 12 semitones. I'm just thinking of
some harmonic idea here, then maybe let's
do like a ninth, which will be 14 semitones. I have one more, two, okay? You can set those
however you want. We're basically
adding a bunch of semitones above this first one. We can detune it with these. These are going to give
us some sense control. So they're going to detune
it in less than a semitone. Then gain we have control over how much of these
extra frequencies are popping in.
Let's hear it now. It's going to this back up. Can hear those extra
overtones that are coming in and they're kind of piling up
because we're hitting that fundamental with that G sharp and that's resonating it and that's what's giving
us that clip. But let's pull down our dry wet. Now we've just added
kind of a weird shimmer to our cello sound. Let's try that on
like this trombone. Here's just the resonance, you hear that it feels like it's like
hitting a lead pipe. So it can be a cool
effect to add some, just kind of brute force add upper partials to
some of your sounds.
52. Spectral Resonator: Okay, our next two effects
are both spectral effects. What are spectral effects? In most tools that
we have in live, we have access to
two parameters. They are the amplitude
of the sound time. If we look at a waveform, we see time going this way
and volume going this way. That's mostly what
we have access to in your average waveform. But in spectral effects, they do a little fancy
math behind the scenes, usually something called an FFT. They give us access
to the pitch content. Now we have access
to three parameters, the pitch content, the
time, and the amplitude. We tend to see things displayed in a spectrogram,
something like this, where we're seeing the
pitch content horizontally, the time vertically, and
the amplitude in color. With that, since we have
access to the pitch content, we can do some wackier stuff. We already know what
a resonator is. We're going to add or bring out some upper partials or
frequencies from the sound, but with a spectral resonator, we can really amp that up. First, we have two modes. Internal, meaning we can just listen to the
sound that's coming in and dial in what, what frequencies we
want to bring out. Or Midi. If we select Midi, what we're going to
do is we're going to select a Midi track, which I don't have any
with anything going on. And then it'll look at that Midi track and get
the note data there. And use that to drive the pitches that
we want to bring out. But let's use internal for now. Here's where we
set our frequency. I said it to G sharp
already so you can hear. It's basically, it's
keeping the tamber and throwing out the
pitch of our cello. Remember this is what it sounds like with spectral resonator off And here it is with it on. It's keeping the
rhythm but just having it play that G sharp
over and over. We've got some filtering
here that we can do and then some added effects that really bring this to life. So watch this modulation rate. Wow, wow, let's stick to this last
drum beat for a minute. Let's take this unison and
set it to something big, like eight, maybe go up
a bit with our pitch. Then we're Oct higher, now we're in a wet cave. What I did with this
unison here, by the way, it was default to one, meaning it's just going
to use our signal. If we set that to
a higher number, it's going to duplicate our
signal. I set it to eight. There's eight versions
of our signal there that creates phasing, so just a thicker sound. Let's go back to our cello since we're all intimately
familiar with that. Now let go to eight and
combine it with the dry. So now we're like adding
these upper notes. Let's do it with a Midi track. So what did we say? G sharp. So let's see, let's
add some notes to it. Let's go sharp,
sharp, sharp, sharp. Sure, that'll be fine. We'll just stretch those
out for this whole clip. I'm not even going to put an
instrument on this because I don't think I need
one. All right. Now let's go back to
our spectral resonator. Select mid, mid, to mid. It's using these Mies to decide on what we want to
come out of our resonator. Let's go all the way wet. We can add a
transposition to this. I can go like up and octave, or down in octave, alright. So it's really just
using one note. It's not using the whole
chord that I put in there. But it's still a cool sound spectral resonator. Super fun. Let's move
on to spectral time.
53. Spectral Time: When I'm starting a new track, I don't really know
what I'm going to do. But maybe I've got a
sample that I like, and I just want to start
monkeying around with it and seeing what I can get out
of it and what feels good. The first tool I reach
for is spectral time. Here's why I feel like I can put this on a track or on a sample, actually find the harmonic
essence of that sample. That's not a real term, it's just something I say sometimes. Basically I can pile all the
frequencies together and just sustain them forever and
just start playing on it. I might just start
improvising on top of it and feeling it. Let
me show you what I mean. Okay, so we have two
big sections here, the freezer and the delay. Okay, so what we can do with the freezers, exactly
what it sounds like. We can just say freeze. And it's going to do just that. Let's play this sound. And I'm going to hit
the freeze button, somewhere in the middle of it. Okay? It doesn't work when we're looping. Let's go like this. Let's take, put these over
here, turn off looping, and go like this.
Okay? There it is. We have our spectral stuff here. So I can do that all the time. I can also set
retrigger and tell it to actually hit this
freeze button for me. Quarter note, let's
say quarter note. Okay, Now it's gonna take a new freeze every quarter note. Okay, that's kind of cool. Let's go back to looping it. Okay? That's actually too fast. I need like a longer sound for this to really work the way I like it to work, but
we'll make it happen. Once I have something
that I'm playing with, I can go to this delay and
do a spectral delay to it. I've time feedback,
do some pit shifting, increase the stereo field, mix tilt, you'll see
that in a second. Spray and mask. So let me
get something in there. Okay, here's tilt. Oops, I
got to send, it's Emmanuel. So now with this, I can do
a fade in and a fade out. And if I put these
all the way up, I have like instant
ambient music. Let's let this play through this drum loop, go
all the way wet. Even that look, I really
love all the way wet. Let's go back to
our cello sample. There we go. So this is
what I'm talking about. You can get this kind of thing and just start playing
with it and start feeling what's happening
and what we can do with it. I love this sound.
Play with this effect. It is one of the most
fun effects we have. It can be complicated, but you can set up these
just really drifty patterns. Check out some of
the presets here. Freeze fading, I think is
probably one of my favorites.
54. Vocoder: Okay, Last one in this
category is vocoder. Now, vocoder is not autotune. Vocoder is a different effect where we're basically
going to take different bands of the signal, not unlike an EQ band, Different section
of the frequencies. Rebuild it with a
different carrier signal. Okay, Right out of the box, it's going to be set to noise. So we're going to take our
cello sound, basically, we're going to peel it apart and rebuild it with
this noise sample. Okay? Yeah, not so interesting.
We can change that. So it's not noise but
it's something external. A different sound. Maybe.
Let's take this trombone, line it up, and then we'll say, Audio, what is that? Three trombone. Three trombone. Now, we'll use the same thing, but we're going to use this
trombone sound for it. Okay, so that's not
a great option here. We can also do a modulator, let's get rid of
that sound for now. And pitch tracking where it's trying to do it
with various wave forms. We can also draw in the limits of O of the different bands. If we want the
high stuff to come out, we can do it this way. Now we're getting a
little more buzziness. This can be cool if you want to pull back in some of the dry can go all the way wet. We have a whole new sound
that's interesting. Now we did talk about how
this is not auto tune. The shifter plug in we
looked at is an auto tune. There's basically not an auto
tune in live, but there is, there are various
Max for live devices that are great little
auto tune plug in. We'll get to those when we talk about Max for live in detail, but for now let's move on to dynamics and talk
about compressors.
55. How Compression Works: Okay, let's move on and
talk about dynamic effects. So with dynamic effects, we're primarily talking
about volume, okay? So you might think
like, how many effects can there be with volume, right? Like you turn it up,
you turn it down? Not really, actually, quite
a few because there's a whole bunch of
different ways we can turn things up and
turn things down. And we can do it
very, very fast. So let's start with compression. Compression is the main, most common dynamic
effect that there is. It's also a wildly
misunderstood effect and a really important
effect because if you want your music to sound loud and big and
like it's on the radio, this is what you need to
master is using compression. Okay, so let's take a look. Before we use compression, let's take a quick look at
what's in this wave form. Okay, this is our
little cello sample. So let's hear it one
more time. Okay, neat. Now, here's what we see here. Our signal is going up and down. Right? That's just
how this works. We weigh in, we'll see that it's going up and down
and up and down, and it kind of swerves
around this line right here. We're not going to worry about details of that at the moment. What we are going to worry about is the top of this up here
is the loudest we can go. Now, we usually measure volume in terms of
a negative number. This to the loudest
point is zero, okay? Everything under that
is negative number. If we want something to
be as loud as possible, we want to get it as close
to that zero as we can. We could turn up the volume on this whole thing until
the loudest point, which is probably this
point, hits zero, okay? And then we'd scale
everything up so that the loudest point hits zero and then everything else
is relative to it. That would be
called normalizing. It's just boosting everything up till the loudest
point hits zero. Normalizing, but that's
not compression. Compression is actually going to change the dynamic range. That means the distance from a loud thing
to a quiet thing. See, it's this far. Okay, In compression, what
we can do is we can say, let's take this loud thing and this quiet thing and balance them out so that they're
the same volume, okay? Now technically the way we do that is we take the loud stuff, we quiet it down,
and then we boost everything by the amount
that we quieted down. Okay, so we're
going to smush it, compress it, and then boost
everything appropriately. If we use a ton of compression, a ton of compression, we can flatten this
thing out so that everything is the
same volume, okay? All nodes are the same volume. If we use a little
bit of compression, it might look similar to this. Okay, let's do it.
Let's go to compressor. I'm going to put
it on this track. Okay, here's what we have here. We have the ratio attack,
release the threshold, which is this line here, okay, we can get it right
there to the threshold is our meat and potatoes here. Now, one thing I like about the Ableton compressor is that we have these
buttons down here, and what these are
showing us is really just three different ways of
looking at what's happening. Okay, these are all working. We can really just visualize
this three different ways. Which is great because it
can be a little tricky to visualize. Let's
start with this one. If we take our sound coming
in and my threshold so I can, okay, the blue line is the threshold and it's
above our signal, right? So it's fine. The compressor
is doing nothing. But if I pull this down, okay, so what's happening now is the yellow line is
now in adjusted, that yellow line is
our volume change. So what you can see here
is that if there was a volume fader right here, it's not doing anything in here. It's starting to push
it down and then when the signal gets really
loud, it's pushing it down. All right? It's almost mirroring the arc of the waveform, right? Because as the waveform goes up, this line is saying push
the volume down so that it's staying about
the same volume. If we pull this
threshold way down, now we have basically completely
flattened that volume. I can prove it by
exporting this clip, we call it smushed, then importing it,
we can see it. Now you'll see it is smushed. Everything is the
same volume here, and it happens to be very quiet. We flattened it so that the quiet stuff and the loud
stuff is the same volume, but it's really quiet.
How do we make it? There's a setting
called Make Up. What make up is going to do is the amount that we push
the loud stuff down. If we turn on make up, it is then going to boost
everything up by that amount. So our loud stuff will
be as loud as it was, and our quiet stuff
will come up. Okay, So I turn this on now. We can really hear it. But
if you listen closely, you'll hear that quiet stuff and loud stuff is all the same. Let's do our export
thing again so you can hear so you can
see what we're doing. Say smushed to, okay? And let's pull in smush two. And you will see that it is now more or less the same
volume and still very quiet. Probably because
I turned this way down so I could talk over it, but very similar volume. Let's look at the fine points of how compression actually works now that we understand
what it's really doing.
56. Using The Compressor: Okay, so I just told you
that this compressor showed what the compressor is doing in three
different ways. Let's go to a
different view here, and I'm going to
turn our threshold up a little bit here, Okay? Now, what we're seeing here is this ball here is our threshold. Okay? And the little
ball is where our signal currently
is in terms of volume. It's above the threshold, it's below the threshold, it's going above and below. This blue line here is
what we're going to do to the signal when the volume is, at what point on it. So let's do this, Okay? Now we're doing nothing
to the signal, okay? The volume is unaffected. When we're in a perfect
diagonal like this, volume goes up and comes down. Okay, Nothing fancy. I want to find this. Okay. What this means
is that the volume is mostly unaffected until
it hits the threshold, and then you can see it
kind of flattens out. So we're still letting
it get a little louder once it goes
after the threshold. Because this is on an angle, it's just not as steep as this. But we're not going to let
it go very much higher. Okay. We're going
to kind of slow down its rate of ascend. If we really want to
flatten it, we do this. So now, once the volume goes
above the threshold here, we're saying like, no, you can't go any
higher than that. So we're going to
push the volume down so that it
stays right there. But underneath the threshold, we're not going to mess with it. We're going to let
it do what it does. O okay, so let's see what
these 3 meters are telling us. This one is showing
us our threshold. And where this one is the
most interesting right now, GR is gain reduction. How much we are smooshing, that sound, how much we
are pushing it down. As you see an amount here, it's going to be upside down. You're going to see
it come from the top. And it's going to show
us how much we're pulling the volume down
at any given moment. Okay, here we just
have our output, the result, and we can give it a quick boost here
if we want as well. If we want more gain reduction, that means we want
to compress it more, we're going to lower
that threshold. Okay? If I go all the
way down to here, this little bit still will
fluctuate, but above it, totally flat, It feels, feels, that's that feeling. Okay, let's look at our
third way of looking at it. Here, we just have threshold
gain reduction and output. So if you want to do a
little bit of compression, you want to put your
threshold where it's just kind of given
a haircut to those, to that signal at the
top of the on there. That's a little bit
of compression, maybe a little bit more if you want to give it a
lot, pull that way down. Now everything is flat. Now we have a couple other
controls here too. Ratio, we can see best here, Ratio is the angle
of this line, right? So we can make it more
extreme or less extreme, the attack and release. Now this is speed. How fast this thing kicks on
For different situations, you might want different
things to happen. You might want to slowly kick
on that the signal goes up and then you pull it
back a little bit and then maybe you slowly let go. It goes all the way
down before you let go, the compression turns off. For mastering, you tend to want really fast acting things,
you can mess with that. Usually I just set them
all to be quite fast, that's usually what I need. The knee is this angle. You can think of it as
like a knee on your leg. It's the sharpness of
that angle, that point. Then we've got a dry, wet mix. Now, there's interesting
history behind this. There's a lot of different
types of compression. Maybe you've seen the phrase
New York compression. There's a bunch of
different compression types that are named after
a city like New York. San Francisco
compression, I think is one LA compression,
stuff like that. A lot of them have to do
with mixing a certain amount of uncompressed signal with
the compressed signal. If you want New
York compression, I believe that's like 50, 50. By mixing some of the dry, we get what's called
New York compression. It's a subtly different
sound in this case, but if you want to, if you want to play with
that, you can do that. That's how compression works. Now there's something
else we can do with compression that
is side chaining. We've already talked
about side chaining. I think in the previous class, maybe we'll go over
again how to do it just because it's a question. I get asked 1
million times a day. Let's talk about
sidechain compression.
57. Side-Chaining With the Compressor: Okay, side chain compression. The only thing that makes this different is that
we're going to use, we're going to compress a clip, but we're going to control the compressor with
a different clip. Okay, that's side
chain compression. That's all it is. Let's
take something like this. What if I did this and put an instrument on it
with just resonance? Okay, It's, maybe take that down an octave so that
it doesn't drive us insane. Okay, that's cool. Now I'm going to take my
compressor off this track, because in order to do
what I want to do here, I need the compressor
on this track. Let's put our
compressor here, okay. Now what we're going to
do is we're going to tell this compressor to
compress this synth, but do it by listening
to something else. So we're going to hit
this little arrow right here and we're going to click on side chain and we're going
to say listen to, and we're going to
do that cello thing. Okay? So now I can see
there's the cello pull my threshold down. Okay. So now you could almost
imagine the cello playing, but we're basically creating a volume envelope with
it and applying it here. That's cool, let's try
it on this drumbeat, it's already set up for that. It's listening to that track. Let's go there. Whoops.
So now let's try it. Now it's the drums
controlling the volume of the compressor, right? So most of the time you've
heard sidechain compression, it's just with a
kick going, boom, boom, boom, and it's
creating this type thing. Let me show you that.
Let's just find a kick sample sample. One shot. Sure. We'll go like this, 1234. Turn that into one clip
and put this against that. Okay. And then we'll loop it. Okay. This is what you're used to hear in your
side compression, right? It's ducking down every
time the kick hits, the kick hits and
then the volume for the synth scoops out under
it and then comes up. If we listen to both,
this is that sound. You've heard the sound
1 million times. People think this is nauseating. I agree, but it's
a normal sound, but it's just using
side chain compression in an extreme way. There are some really
cool things you can do with side chaining that aren't that even like taking this and just
toning it down. Even that is a nice sound too. You can do a lot of things
with side chain compression. It can be really handy
once we get into mixing. It's great for composition
to come up with effects. I even like it for like
weird effects like putting a rhythm onto
this sound by using this, this will apply this drum
rhythm to this sound. It's not the traditional
way that we think about using side chaining, but it's a great effect
that is side chaining.
58. Gate: Okay, up next is gait. Now when I was talking
earlier about like how many different kinds of ways can we turn the
volume up and down? Well, we saw compressor, that's one gait is another gate often gets
used for noise reduction, but it's actually not
that great for it, but it's good for other things. Basically, what we have in
gate is a threshold, okay? With this threshold,
we're going to say do not play any sound until
we exceed the threshold. What that means is
that we could turn this really low and we could say make it so that
when I'm not talking, it just goes down
to zero, right? Like small amounts of volume just get zeroed
out. Let's look at it. Okay, so now our threshold is underneath the majority of our signal. Let's push it up. Get it in there
just a little bit. Mm hm. Right? So now you can kind
of see what it's doing. We hear nothing unless we
go over the threshold. Okay? So that means think of this like what
it's named after a gate. If we exceed that line, the gate opens and we can hear that sound
if we come under, the gate closes and we
can't hear that sound. Now to make things a
little more complicated, we have this return amount. This means that the
signal can go up above the threshold and we'll start to hear it
on its way back down. It has to get past the return
before it shuts off. Okay. That can make this
a little smoother o you can play with that to make it so
that it's mostly on. When I said noise reduction, a lot of time we use this if we have a recording and there's ambient noise in the background, this will chop that out, Meaning that if we were running my microphone
through this right now, whenever I'm not talking, it would go down to zero. But the problem is, the
reason this isn't great for noise reduction is that
while I am talking, that noise would still be there. You're still going
to have a noisy mic, it's just going to be
silent in between. It's not all that great
for noise reduction, but it can be a cool
effect for let's put it on these drums now. We can just get the tops of those still have like thinned out these drums by just listening to the
things, the loudest notes. Now we also have
this floor setting. This is going to
make it so that in between we don't go all
the way down to zero. We actually let a little bit of the background sound in it, can make it a little
more elegant. This is all the way up,
the effect is off really. We're basically
turning down the stuff under the threshold here, okay? Then we have attack
and release times. That'll just be how quickly the thing latches
onto the sound. And then hold will be how long it can stay there before it starts to move around
under the return. Pretty simple. You can also actually flip it, which is fun. Now we're chopping out
those quiet sounds, that can be a fun little trick. You can side chain with this. This isn't something
we would normally think about side chaining with, but it can be really interesting
experiment with that. Let's.
59. Glue Compressor: Okay, up next is the
glue compressor. Now we're back into
compressor land here. So this is on one hand,
another compressor, right? It works the same as the other compressor that we
already looked at. However, this one has a
little bit of extra sauce to it and the majority of
that is behind the scenes. This is called a glue
compressor because it's really designed for you to take
several different tracks, put this on them, and it's supposed to help them
blend together nicely. It's going to compress them
all and help them blend. We would typically do
that with a group. So we would say
select two things, command, put them
in a group and then put glue compressor
on that group. That's its best use if
you want that glue sound, but you can also just
use it as a compressor. Let's check it out
on these drums. This should be pretty
familiar to you by now. We have our threshold and
then we have the makeup gain. We can manually push this
makeup gain a little bit, which is different than
we saw on the other one. Okay. So right now it's
not doing anything. We're going to pull
our threshold down until we see that
needle start to move. Okay, Now we're pulling
our threshold down. Okay. Now it's moving a lot, so we're applying a
lot of compression. Now let's kick up
our makeup game. And there we are. There's
our compressed signal. It really brings out
those little ticky things in between, little symby things. Again, we have our attack, our release the ratio. This soft clip
we've seen before. We saw this on
something recently. This is going to
just push the signal a little bit and give it that warm small
amount of distortion. Let's compare the two. Here it is. We also have this Range
button here that we can use to pull back the possibility
of compression here. If we pull it down at now,
let's try this soft clip. Now that we're really
hitting this clip, it is a little softer when
it's already clipping. And we hit this soft clip, it softens it down a little bit, but I know a lot
of people who are using this effect
right now for nothing. They're just leaving
that all the way up. That all the way
down. All the way up. Now it's not doing anything. No compression. The only thing it's doing is the soft clip. I've seen people
using it a lot for that something to consider. A lot of people
are really liking that soft clip circuit here. But try this on,
especially drum groups, this works especially good on.
60. Limiter: I'm is a limiter in a way is
like an upside down gate. We have in limiters
relatively simple effect where we're going to say the signal can
go to some amount. Once it gets to that amount, it shall go no higher. It shall not pass. We set
what's called a ceiling, and we say that's the top. You cannot anymore past that. Take a look at this. Here's
our ceiling. Pull it down. Okay. Now you can see we're
hitting that ceiling. If we listen, we're
really softening those, Like I'm really slamming it
up against that ceiling. Now what's happening here is that we're basically
clipping it by going by artificially lowering the top of the loudest sound
that's possible, right? Because it's zero is the loudest sound that
we can deal with. We're lowering that
with this ceiling. We're artificially clipping it by telling it to smash
up against that ceiling. Normally you don't want to
smash that hard up against it. But this is a tool that we
use a lot in mastering. We use a lot in mixing, where you can just put this
at the end of a chain of effects just to make
sure nothing goes crazy. You can say, no
matter what happens, this is the top,
Don't go past it. You might want to
set that to be like negative eight for mastering
or something like that. That'll keep anything just
getting out of control on you. It's often used as
basically a safety net at the end of a bunch
of complex processing.
61. Multiband Dynamics: Okay, multiband dynamics. The music content I'm
going to be using here to demonstrate this is
going to be a little different than the
videos around this, because I made this
video and then I literally just like woke up in the middle of the night
last night being like, oh, I didn't explain
that very well. Let's do it again.
Multiband dynamics and what we have
here is two things. Three times we have
a compressor, okay? So compressor, and then
we have that three times. Another, another compressor, another Q, and
another compressor. We have three bands of
EQ and a compressor. For each one we have like
a triple compressor here. First, let's dial in our EQ. If I play this little clip, I've got drum and bass. So here's our highs, there's our mids, and here's our Los. Now what I've always
been taught to do with this is listen for
the snare drum, okay? If I go to my lows, I want to get just a hint
of that snare drum in there. There it is. Okay. Now, the same
thing in the hives. I want to raise my
cut off a little bit here because I want just a tiny bit of
that scenargoI'll do. Okay. You can set that
up however you want. We'll talk more about
this particular device when we get into mastering, but for now that's just a good, just general basic
rule of thumb. Now the compressor part of it, this is a different
interface for the compressor than any other compressor
interface I've ever used ever. This is different, it's
a little tricky to wrap your head around. Here's
what you need to know. Let's look at our highs, okay, First thing I'm
going to do is I'm going to move this block down so that I get my signal in the range
of my compressor. Okay, this is basically
your threshold, right? We're just going to get
that up into our threshold. Now, we're not doing
any compression yet, we haven't done anything to it, we're just getting it in there. Now the thing you need to
remember is that each of these vertical lines here
is ten DB of volume, Okay? So what I'm going to
do is I'm going to click and drag inside this box. I'm going to pull down. Okay. Now, each of
the lines inside this box is still
ten DB volume. Okay? Now you can see
it's just got to go farther to get ten B volume. That's compression. This is, if you're a
scifi nerd like me, you might know this is like
an FTL drive in Like a lot of scifi shows where
they basically like warp space time in
order to move fast. We're warping math in order
to get through it faster. That's the way I
think about this. We've got a lot of
compression here. Now let's look at our
mid, let's get in there. And then pull that
down a little bit, compress it and our base, okay, we can compress
it this way. Now there's something
else you can do with this that you might
not have noticed. We can go up. Okay. Now, that doesn't sound
very good in this case, but what that's going
to do is it's going to make each of those ten
DB lines farther apart. This is called
backwards compression. It basically means we're going to uncompress it a little bit If you're working with a sample that has already been compressed a whole bunch and
you want to get more dynamic range back into it, this is a way to do it
backwards compression. Sometimes we do that in
mastering a little bit, just to give us a little
bit more dynamic range. If in the mixing process something has been
really compressed a lot. But there we go. In
addition to that, each one of our compressors
has our setting, our threshold and ratio attack
and release times output. We can boost that
volume up if we want. That's pretty much it, a different way to
look at compression, but it's really useful
if you get used to it. Again, we'll come back to
this one in mastering because that's where this one
is really powerful.
62. Using Time Effects (Bussing): Okay, we are up to time effects. There's a bunch of effects
that do various things with time delays echo even reverb is a time effect
because it's very short. Amount of delay is what
makes the reverb sound. In order to use time effects, we need to talk about
busing a little bit. It is common, and it is good practice to use
time effects on a bus. Here's what that means. We talked about this
I think earlier, but in live we have
these two buses. By default, what this
means is that we can very easily route Sound
down to these tracks. They are right here. This is going to
send signal from this track down to this
track. This is the first one. This is the second
one. This is A. This is the first one. Sends the signal down to A. If I hit play right now, you're going to see
it show up in A. Nothing is showing up in B because I didn't
send anything to B. I can also send it to
though by doing that. Okay. Now there are a few different
reasons for busing, but the one we're concerned
about right now is effects. In particular, time
based effects. You can do this with any effect, but there is a
common acceptance, I guess, that time effects
are better going on a bus. If I wanted to put a big delay
on this, I might send it, I might not put a delay
directly on this track, but instead put it on a bus and then route the
signal down to that bus. Now, the reason for that
is that it can make the sound a little cleaner to do it that way,
what you would do. Let's do it here. We have B, and this has a
big delay on it, right? When we do this, we always
set this all the way wet. If this is all the way wet, what that means is that this volume knob is
basically your delay amount. So if I don't want any delay,
I'm on the wrong track. This one. If I don't
want any delay, I just turn this
all the way down. If I want delay, I turn this up. Let's loop this. I
can turn this up. And now my delay amount
is this volume of the. The idea here is that if
we separate those two, if we have a volume knob that is just delay and a
knob that is dry, which would be this one. Then we can layer the delay on top and it can be
a cleaner sound. But if we put that delay
right on the track, the muddy up the dry signal a little bit, let's
actually try it. So I'm going to take
this exact same delay and put it on this track. Let's get rid of this
multi bandynamics. Okay, so here is the same delay going
right through this track. Okay, let's turn it down
to half, dry, half, okay? Okay. Now keep
that in your head. And I'm going to turn off this delay and turn
on the bus delay. Oops, that's right. Yeah. Okay. So it is a
little bit different. Sound Something to consider. Now, let me also say that
if you look around online, you will find people who say you absolutely must put delays, Maybe even reverbs on a
bus in order to use them. Anyone who puts a delay directly on the track
is wrong, wrong, wrong. That's what you'll
find people saying. And I could not disagree more. Sometimes you just
throw a delay on that track and nobody
gets hurt. It's fine. I do it all the time. You don't have to route things with the
bus for your time effects. You do not have to do that. You can do it. The reason to do it is that it generally results in a little
bit cleaner sound. But if you've got a super distorted sound
that you're adding and bunch of delay to and don't
care about it being clean, then you don't have to do it. It's fine. So keep that in mind,
you don't have to do it, but it can sound pretty good
for these going through, just for the purposes
of our example, I'm probably not going to do it. I'm just going to put them
right on the track so that we can go back and forth to
hearing them on and off. But keep that in
mind, I think I might talk about this a little
bit more at the end when I talk about how to build effect chains more
on this shortly. Okay, off we go.
63. Putting Effects on Sends: O let me talk just really quick, that if you do want
to use the sends for things like delays,
this is how you do it. We talked about
using these to send. Down here we have what
Ableton by default gives you, two sends and one is called reverb and one is called delay. And they have a reverb
and a delay on them. They don't have to
be called that you can delete this reverb and get rid of it and rename this with command R,
whatever you want. Delays. Sure, you can add more by going up to
create in search, return track and you'll
get a third one. Whenever you do
create another send, you get another send up here, another place we
can send it with. You can create as many
sends as you want. You'll get tons of
them down here. Then all you do is
go to your send and then put whatever
effects on it you want. Here's an echo gait phaser. Sure. Now I've got this
complicated effect here. If we want to use it, we just send signal up to it. Make sure that when you
do things this way, you always set it
all the way wet. This doesn't have a dry wet. This one doesn't make a
whole lot of sense here. Whatever set them to all the way wet so that you can balance
all the effects with this. You can do this for
any kind of effects. Like I said, there are other
good reasons to do it. One reason that I really like for doing it
this way is for something like a delay or
even this big crazy effect. I might say, I want
this crazy effect to happen to a bunch of stuff. Keeping track of all of
these settings is hard. I might just put it
down here on a bus. Then any thing I
want sent to that, I can just do it with
that so that I don't have to copy all those
settings to a bunch of different tracks and worry
about getting one wrong. I can actually just think of
another really good example. I was working on this podcast where I was writing the
music for the podcast. But they also wanted some
treatment of the voices. So the voices to
sound like they're in a certain place or
with certain things. And there's like ten
tracks of voices, but there's only
three characters, so there's a bunch of different, a bunch of different tracks
of the various people. I could just set
up the effects in a bus for where I wanted
them to sound like, and then just route them to
the right bus for each track. And then I was sure that all
the right characters had the right effects and no
one would get mixed up. And I put one person's effects on the other person's voice
or something like that, Very handy for things like that. Anyway, that's how we set it up. You can put whatever you
want on these tracks. These bus tracks
are funky because it looks like we can do some
cool stuff with them here, but you can't put any clips on these like it won't let me
drag this down there. That's wasted space for now. They just hold
effects and things. That's why we usually keep
them nice and small because there's no real need
to see all this stuff. Okay, let's move on
and talk about delay.
64. Delay: Okay, let's talk about delay. This is our general
all purpose delay. The way we have
these numbers here, it can be a little
confusing at first. Let's start there, okay? First of all, sync or not sync. Sync means that it's going to lack our delay to
divisions of the beat. If we turn that off, we just get a
millisecond amount. If you want to do beat
based things, keep that. If you're doing more ambient things and there's no pulse or anything you can use
the probably just fine, this is going to unify the left and right channels
so that they stay the same. Which can be good sometimes. And sometimes you want
them to be different. To make a little kind
of hocket sound. This little percentage
down here can be used to push our delay amount
forward or backwards. And very slight amounts, if we say like three 16th notes and we just push it
up a little bit, you can get like maybe
a swung feel or just a different kind of feel you
can play around with that. I don't use it very often, but it's pretty great for really dialing
in like exact groove amounts into your delays
feedback feedback. How many times this delay
is going to come back? This infinity symbol on the feedback sounds
awfully dangerous. It sounds like you're going to feed back something forever and then we're all going to
die. That's not what it is. It's like a freeze button that
we saw in spectral shape, where basically it's
just going to stop taking in new stuff
and just feedback what it already has in its buffer forever
until you tell it stop. Okay? So these numbers, okay, Wait, so let's go
back to these numbers. So these numbers are
numbers of 16th notes. Okay? So 1234, this is going to be one
16th note, two 16th notes, also an eighth note,
three 16th notes, four 16th notes or a beat. Five 16th notes, six. There's no seven button here. Eight is going to be two beats, 16 is going to be four beats. You can dial them in a little
more specifically using this if you want one
of those odd ones, but like seven is strange, like you wouldn't
normally do that. Usually this is what we want is one of these options, okay? Then we have a filter. This
filter does nothing until we turn it on. There
it is turned on. Basically what we
can do is we can use this filter to carve out
what's going to get delayed. Let's say like right here I
have this, it'll be okay. Let's say I don't want
to delay those kicks. Okay, that's something that
we often do with a delay, is try to not delay our kicks
or low base type sounds, it makes it really
hard on our mix. Let's just take
this and say, okay, I'm going to carve out the
low end and we're just going to apply a delay
to the high end. What we're going to hear
now, because my wet is at 100% we're just going to
hear the delayed high stuff. But if we want to
hear the low stuff, let's pull back our dry wet. Now our kicks are not delayed. Cool. Lastly, this mode, this has to do with
what happens when you change the delay amount
while it's running. Okay, in most cases you don't
need to worry about this. But let's say this is going, let's just make it big and wide. I change the delay amount, it makes a little glitch
type thing that happens. Well, because you've
got a buffer and you're asking it to do something
different, it's complicated, but basically when you switch the amount of
delay while it's running, it's saying, do you want me to do this weird re pitch thing? That's just a algorithmic thing. Do you want me to fade between the two amounts or do you want me to just jump
right to the new amount? You can specify how
it's working here. Ping pong is going to add
some panning into your delay. It's going to move things
back and forth, which is fun. And then dry wet. We've also got a
little modulation we can put on our filter if we want that to move
around a little bit while we're playing with it. But this is pretty much like
out of the box normal delay. We'll look at some
more complicated ones, so in fact, next. So yeah, let's go
on and look at a little more complicated
one, the Echo.
65. Echo: Okay, next is echo. Now echo is like delay, but a lot more complicated. Let's start over here. Here we have our delay
amount. Same thing. We can link them together so that they're the same or not. Here we have 16th
note and we can basically just crank up
a division of the beat. But we have some more options. We can turn sync off just to get us back to a millisecond, but if we don't want
to do that, we can say dotted triplet 16th. These are going to add
different rhythms to it. We could say we
would combine these. If I said eighth note triplet, our delay amount is going to be an eighth note triplet rather
than just an eighth note. If you're not familiar
with these terms, a triplet is a little bit
faster than an eighth note. It's going to make it trickier. It's going to make it
not line up perfectly. Same thing with dotted.
It's going to be a little bit longer
than an eighth note. If it's a dotted note, that's going to make a much
more complex echo happening. We've got our offset here, so we can nudge it a little bit. We can attenuate our
input a little bit as it comes in with this and
our amount of feedback. Okay, next we have this
really cool graphic. Ableton calls this the Tunnel. You would be
hilarious as if I put a whole bunch of echo on
that. When I said it. Like the echo, I had to entertain myself somehow while I'm
doing all this. Anyway, here's what we see here. We see the left and
the right signal. If I separate the two signals, you can see they're different,
left and the right. The white dots here are showing us a
constant eighth note. Okay, that's what a constant
eighth note would be. The white dots are
just for reference, the yellow lines
are our feedback where we're going
to see it as we move down towards the center, we're going to go bum, bum, bum, bum, bum, bum, bum, bum. Right? If I pull back the feedback, we're going to get
less of that, right? At zero. We're just
going to hear bum, bum. That's it. Let me
fix that there. Okay, so it's just a visual representation of
what we're going to hear. It's neat, actually, if you
have a push controller, it's really gorgeous on
a push, to be honest. We do have a filter here. It's hidden away, but there is a filter just like
we saw in delay. If we want to focus this in, we can use it, I'm
going to turn it off. Then we have reverb
that we can add to it. Just reverb, as we'll
talk about in a minute, is basically like a
super short delay. It's adding another
layer of delay. We can decide if that goes before the other delay or after the other delay or combines
with the feedback of that delay decay of that reverb. Whether this is a stereo delay, ping pong, meaning it
goes back and forth. You can see what that's
going to do there. Or mid side, meaning that our two basic things
that we're playing with are the middle
and the sides. More on that when we
talk about mixing. Okay, now we also have
some extra goodies. Here we have modulation where
we can really play around with the stereo balance by
adding in some modulation. Basically we have something like an LFO going here to control it. Then some character
elements, we can add a gait. We can do some ducking, which is basically saying side chaining but
just manual here. We can say, here's
the threshold, turn it down, add a
little bit of noise, add some wobble to it. Just fun. Here's that re pitch thing
that we saw earlier. If we mess around with some parameters
while it's running, you're going to get
this re pitch effect. It's going to sound
like the pitch. You can turn that off
there, that's it. Echo is weirdly complicated. And check out some of these presets because there's a lot of really
handy stuff in here. But that's basically
how it works.
66. Filter Delay: All right, up next,
filter delay. Here's what it looks
like. This might look a little familiar. Yeah, this is a bit like the
multiband dynamics where we have three filters set up and then we can do
delay things separately. We saw in both delay
and echo that they had a filter built in
so that we could focus our delay on
where we want it. This is that just amped up. If we want to say,
here's my low, here's my mid, and here's
my high, we can do that. We say I want this
to delay like this, I want this to differently. And this one maybe we don't want this one to delay at
all, that's fine. We can turn it off, or we can set it to
something different. Now, we can also do some
interesting panning things here. If we want, we can
say this one is left, this one is right, and
this is left and right. That is by default
what is set up. You can see the
panning right here, but we don't have
to use it that way. We can say that these
are all centered or however we want them to go. In other words, we
can set this up so that the filters are pointing
to specific frequencies. Or we can set it up so
that these are going to treat our left and right
channels differently, or we can actually do both. Here's where we set our delay
time again in 16th notes, Our feedback amount,
the panning amount, and then the volume
for each one, our dry, wet amount. We're often running, I like
this on drums where I might say nothing on the low end. Maybe three in the mids
and four on the highs. No, the other way around.
Because the odd numbers are going to get you
a more complex sound. They're going to interfere
with everything. And generally
speaking broad terms. Odd numbers in your delay. Odd numbers of 16th
notes are going to get a more bouncy thing. Even numbers are going to get
things that line up easier. This will make our
high end at our mid, more or less line up, so there's that kind of
syncopated feel to the highs. I just Jag what's
going on in the mids? Let's turn off the Hives. It's a solid groove. Maybe we'll have to
come back to that and play with it some more, but for now, let's move
on to grain delay.
67. Grain Delay: Okay, let's talk
about grain delay. Now, do you remember
when we were talking about the spectral
effects from before spectral resonator
spectral time? That idea of spectral
is very similar to the idea of grains or granular. We talked about
granular synthesis. I think back when we were
talking about synthesis. Whenever you see that
word grain or granular, what that means is
that we're using a technique a lot like the
spectral technique where, But in this case what
we're doing is we're taking the sound and chopping
it up into little bits, like small amounts of sound that are maybe ten to 15
milliseconds each, okay? Now, once we chop up the sound into those
small little bits, we can rearrange them
however we want, and that can make some
really interesting sounds. Think of them as little
droplets of rain, right? Like there's all these little
droplets of rain falling all over the place and we can scoop them up and put them
together however we want. Granular effects give us some control over
some neat things. This is a confusing
effect the way it is. Basically, we have this big grid that we can
play around with. We can set these things here. We can say spray. Now, this is when those little droplets
of rain hit the ground. How far are they just
chaotically going to go? We can say, yeah, a lot. We can set frequency
where there's going to be a certain amount of
frequencies generated. Pitch, I believe is more of a transposition than
adding new things. Random can say make random stuff how much feedback we want
and how much dry versus wet. This is all the
way wet right now. Then we can give it
a delay amount here. Now you have the settings and then the same
settings down here. And the reason is we can
set them to values here, but we can also pick two of
them to place in this grid. So we can say, I want spray on my vertical axis and pitch
on my horizontal axis. Okay, that makes this little dot a really fun thing to map. If you have a pad or some controller that
you can move around, do this, you can make some really crazy effects
by modulating this. You can even automate it, but
it's more fun to play live. See, like watch this, Let's go all the way wet. It's pretty cool.
It's pretty fun.
68. Reverb: All right, onto reverb, we don't often think
about reverb as a type of delay
or a time effect. But it is actually a very
short delay bouncing around and that's what gives us the effect. How
does reverb work? Reverb actually is
three elements, okay? In the most classic situation, we have the direct signal, the early reflections,
and the reverb tail. Okay? In our reverb here, this input filter, this is going to deal with the direct signal. The input signal. Okay? We
can shape what we want. We can do a low cut,
a high cut both. And just shape where we
want to put our reverb. Okay, let's just leave
that off for the moment. Early reflections are the first bounce
back of the signal. For example, in the
room I'm in now, there's a wall about
seven feet behind me, but there's a screen about
1 ft in front of me. When I talk, the first
thing that's going to happen is my voice is going to hit that screen
and then bounce back. And I'm going to
get it right away. That's going to tell my brain a lot of information
about what's happening. It's going to be like less
than ten milliseconds. Those are the early reflections. After that, the sound
is going to bounce back behind me and hit
that wall, then come back. This is the actual bigger rever with our early reflections, we can do this spin thing where we move them around
a bit, adjust the shape. This is all in this automation or modulation, I should say, of these, the diffusion network is what happens when it hits that back wall and
then spurs out. I have these big black
things right here. These suck up Sound And don't let them bounce
around a whole bunch. But they are specifically
for this purpose. To stop diffusion, we can create a little filter to shape how these sounds
are coming back. If we want a brighter reverb, we're going to do this thing. If we want a darker reverb, this thing, Okay,
then down here, this pre delay, sticking to
the analogy of where I am, this pre delay is going to push my screen back a little
bit if I want it to. So I can give the sense that the room is a little
bit bigger than it is. The size is the
size of our room. So I believe this has to do with what we
were talking about before. If we change the values
while it's running, how does it deal with that? Fast and slow means
it's going to catch up quickly or slowly, or it's just going to do none. I always have that set
to fast, then decay. This has to do with the length
of our actual reverb tail. I notice this is in seconds, everything else is in
milliseconds, this is in seconds. 2.5 seconds is big reverb tail. We can freeze it so that it just really goes nuts
for a long time. Density is going to
divide our signal up into multiple signals and put them back together
like a chorus effect, which we also have here. And then we diffusion amount
and reflection amount, all of that gets us reverb. Reverb is actually a
weirdly complicated effect. Check out your presets to get you in the ballpark,
and then go from there.
69. Hybrid Reverb: There are two different
ways to do reverb. There's actually a few
different ways to do reverb, but there's two
more common ones. There's reverb by algorithm, which is what we
just talked about in the reverb tool effect. Then there's also something
called convolution reverb. And what you do in convolution
reverb is you take what's called an impulse
response and you analyze it, and you create a
reverb based on that. Let's say you want a
reverb that sounds like a grain silo, right? If you don't know
what a grain silo is, Google it, it's a big
concrete building. One thing you can
do is you could go into a grain silo with a gun. A real gun, don't
use a real gun, but like a starter pistol, something that shoots blanks. And you could set up a
bunch of microphones. Shoot your gun and then listen
or record the reverb tail, just how long that reverb goes and all the
frequencies of it. Then you could put that analysis into something
called a convolution reverb. And it would basically extract
the reverb elements from that sound and give you a reverb that sounds like that grain
silo convolution reverb. It's pretty cool.
In a hybrid reverb, what we have here is both. We have the algorithmic way
of doing it blended with the convolution reverb that can produce some
wacky reverb sounds. We have some similar things
here. We have pre delay. We can set that to
be a division of debt if we want feedback amount. Here we have our
convolution setting. Convolution impulse response
I R. What do we want? Do we want early reflections
stuff or big things, let's say like textures? Then we have these ones. Jet wash blanket. Sure. That's what the
impulse response looks like. That's like it's going
to grow really big for a couple of seconds and
then it's going to tail off. It's going to sound crazy. Let's try it on our
cello Sound Here, that's a long reverb. Okay, so we can set how
these things process. Do we want them to
process in parallel? Two different kinds
of reverb and then parallel like this and then come together
at the end serial, or do we want to just
do algorithmic reverb or just convolution reverb? Okay, so that's how we can
combine them together. For the algorithm side, we have a couple
different templates here. We can do the freeze thing, delay, decay, size damping, shape,
normal settings. This vintage effect can be
cool where it's basically, every time it feeds back, it's going to degrade
it a little bit more so that it sounds like it's falling apart as
it moves away from you. We also have an EQ in
here if we want to, if we want to tailor
the output of it, pretty cool effect, go to this. If you're looking
for a little bit of a weird reverb sound, there's a lot of
crazy presets here that will get you some
really cool effects. Gossip.
70. Beat Repeat: All right, two
more time effects, and these two fall into a big category that we just
generally call performance. Meaning that these
are great tools for using a live performance. However, at least the first one, I've used a whole
bunch just on a track, not for live performance, so both of them, I mean, they can be used
however you want. You're the boss, you
do what you want. Um, okay, so beat repeat. This is great for
like glitchy effects. So here's what this one does. Imagine you've got
a glass of water. Okay, and you pour, well, you've got an empty glass
and you pour water into it. Then from anywhere in the glass, the computer decides to poke a hole in
that glass and let the water out in different ways. That's what Beat
Repeat is doing. We're going to take in a signal, some music that we play into it, and then it's going to store it and then
start shooting it out in different ways,
creating glitchy effects. We can add some randomization
to it if we want, or we can make it
very predictable. Basically, what we
have here is we have this grid where we
see four beats. Okay, we're looking at 1 bar. Here's the first, be the second, be the third beat,
and the fourth beat. We can make it longer if we
want with this interval, but 1 bar is the default. While we're listening
in, we're going to grab something in this first 2.5 beats is the way we're set up. Now we can say we want it
to pick up more than the 2.5 beats by going to this
gate and opening it up more. Now we're saying
we can listen to the whole bar or anything else. Let's take it back. Let's
take it to like two beats. We can move forward where
those two beats are. Oops, We can move forward which
two beats it's targeting? With that, we can chop this
up more With this grid, we can say, I want you to focus on 16th notes or 32nd notes. Let's set it to 16th notes. We can crank up this variation, they'll add some randomization.
Same thing with chance. We could pull chance down
that would say we're going to get one
of these repeats, like grains, actually only 50% of the time that we expect it. We can add some pitch
changes to the, to the repetitions of it, and we can even set a delay, a decay on the pitch that
it ramps down or up. Then this is what I find
most interesting about this. What we can do with these
three controls is we can say, I want to hear both
the glitchy stuff and the original stuff. It's almost like a dry, wet mix. Or you can say, I want to hear just the glitchy
stuff with this gait, or I want to hear just the
input signal with this. In then of course we've got a little filter on here, so we can help target it. Let's look at some
of these defaults. Brain Dance, let's put it on. Let's go to this clip here. Let's just hear it
turn off this one. Here's that brain dance preset. You hear that? That's
the pitch decay. We go to G, we're going to hear just the glitchy stuff
that it's adding. Yeah, that's kind of cool.
Let's deconstruct one. Let's just do a mix. It just crazy this air push one is obviously
this is designed to emulate I think
square push his music. Let's go to gait. So fun, glitchy stuff with this one.
71. Looper: Okay, last thing in our
time effects is the looper. If you've ever seen
someone like a singer, songwriter, or something using a looper pedal or any performer
using a looper pedal, where they have a
pedal that maybe it'll cycle back
their voice again, maybe their guitar again, so they can build big harmonies
and things like that. Someone who does it really well. I love watching
these performances. It can be just fascinating. A lot of the time when
people are doing that, they're using something
that looks like a guitar pedal goes on the floor and they run
their equipment through it. But they could be doing
it with a laptop if they are doing it in Ableton. This is how
they're doing it. This is designed to emulate those looper
petals perfectly. You can record in a thing
and then add layers to it. You can keep recording
on top of it, or you can let it play while
you do something else. I'm not very good
at using these, but basically what we have
is this big red button. Well, it'll turn
red. Basically what we have here is this big button, this is our action button. We say when I click this, do this Record X bars, which we can change
however we want. Then I believe is
continue adding more layers on or we can change that to just play the
layer that I just added. If I do this, I'm going to play this drum loop into
it, which is weird. Let's move it out here. I don't need this loop on,
but I could have it. Let's arm this to
record so that it's got my voice coming through.
And let's try it. Here we go, Check, check, check. Now I'm going to
add some loop or to it and check, check, check. Now it should start
playing that. Check, check, check.
Now I'm off and running loop to it and
check, check, check. Okay? I'm going to
add some loop to it. So let me turn that car, okay. Now I could do some weird things like change the speed of it, reverse it, add some
feedback to it. One of the coolest things is if I really like what I made, I can go to this drag me and
actually just take it as a clip and throw it onto
a track and just keep it. That's a cool feature of it. But the ideal thing that
you would do is maps, map this button to a petal, or a key or something, so that you can use it
as a performance tool. Using these loopers
is not my jam. I think it's awesome when
people are really good at it, But I've never really practiced it and got into
using looper petals. But if you want
to do it in live, this is the way Star Wars
72. Audio Effect Rack: All right, Up next is
audio effects racks. Now we've looked at
instrument racks, we've looked at drum racks. I think we looked at
media effect racks. What we need to look at here
is audio effects racks. Now this is my favorite, this is my go to for effects is to do something with
an effect rack because it's just so powerful and so versatile and there's
just so much stuff you can do with it. If you remember,
instrument racks, this will be really similar. What we're going to do here is we're going to
build super effects. We're going to combine
a whole bunch of effects into one thing. Okay, let's go to this track, we'll look at this
drum thing now. Let's say I wanted to do something to this
where I'm going to give it some compression. Let's put a compressor on there. Maybe a little delay spectral time to do
something weird, okay? And maybe a reverb
in there too, okay? Now I have this
chain of effects. I have a compressor,
then a reverb, then an echo, then
spectral time, okay? I can put all those effects
on a track. That's fine. They're going to run in series. They're going to run from
this one to this one, to this one, to this one. It's going to sound like this, like popcorn going off
all over the place. Now I could dial
these in and get this to sound cool,
that's all great. But I could also turn
these into an effect rack. Okay, if I go up here
to audio effect rack. Okay, let's throw
that on this channel. Okay, Here's my
audio effect rack. Okay? It's empty now,
there's nothing in it. Let's take the spectral
time and put it, and just drag it into
that effect rack, okay? Now, my effect rack has
this spectral time effect. Let's open up our chains
here, which is this knob. You remember this from
instrument racks, and let's put Echo on a different chain just by
dragging it down here. Okay, now I have two chains. Let's put reverb down here, let's put compressor
down here too. Okay, now I have three
different chains in my effects. The way that this is different, before everything was
running serially, it went from one effect to the next effect
to the next effect, to the next effect
to the output. Okay, that was before. Now that it's in a rack,
what this is going to do, before I mess with
anything this is going to do is it's going to process these all
at the same time. Signal comes in,
splits into fours. Gets processed by each
of these effects and then comes back together
into one on the other side. This is called
parallel processing. These are all processing at the same time and then
getting put together. In our case, right now, it's not going to sound wildly different than it did when they were just
in a row. Let's hear. It actually does sound quite a bit different actually, but that's not the
greatest thing about this. We can do a few things before we get into the
really cool stuff. There's some stuff right
on the front we could do. We could say that this echo is a little quieter than
the reverb if we want. We can blend these effects
nicely, just like that. We can adjust the panning of
the effect. We can solo it. We can mute it. We can
do all kinds of stuff. Now there's two
super special things we can do with an effect rack. Let's deal with those
in separate videos. First, let's talk about
the chain selector, and then second, we'll
talk about macros.
73. Chain Selector: Okay, if you remember
from instrument racks, we could build a
super instrument by going into the chain selector and deciding what
effect was being used. When we can do that same
thing with Effects Rec, we click on this
chain here right now. Basically we're going
to build a cross fader for our effects that one effect morphs into
the other effect. Okay, let's say spectral time, we want to happen, I don't know, half the time. Echo, we want to
happen half the time, and reverb, we want to
have happen half the time. This compressor, maybe we want
going all the time, okay? Let's say on the low end, we want to go reverb and
then echo the spectral time. This is basically
making a longer and longer reverb or delay. Actually we start off with
reverb, tiny tiny delay. We get to echo where
we have big delay, then we get to
spectral time where we basically obliterate time. Okay, Then we're going to have this
compressor that's just always on and moving. We adjusted the range of these. Now we're going to adjust
the little tiny bar, you got to get right
in there and we can do this and that, then that, oops, it's hard to grab that
little bar sometimes. Okay? Now, as I move
this chain selector up, we're going to move
through these effects. The compressor is
always going to be applied and then we're going to end up on
this spectral time. Okay. Now you'll remember that when we did this
with instrument racks, we had a key selector where it could decide which synth to use based on
what key we played. And it had a velocity
selector so it could decide what synth we
use based on velocity. This doesn't have either of those because this is
not a Midi track, right? This is audio. Those won't always apply,
Sometimes they will. If we put this onto an audio
well, sometimes they will. What we have here is
just the chain selector. So we can take a knob
and let crank it up, but we can also automate
the chain selector. Okay, We can draw a line on
how this is going to move. For now, I'm just going
to click and drag it, and this is what it sounds like. Now we're in the reverb,
moving into the echo, moving into spectral time, cool. Set up our spectral time
settings a little bit here. Okay, I'm going to mute our compressor just to
make this really dramatic. And I'm going to
turn up all the way wet on all of these effects. Okay, now let's check it out. Okay, so here's our, our weaver moving up into our delay and then into the infinite void
where we get here. Okay, so now we've got
this super effect. So how can we control this dial a little
bit more elegantly. Let's talk about macros next.
74. Macros: Macros. We click this little button
here and we get macros again. We saw this with
instruments, right? One thing we know we
can do with macros is assign a whole bunch of
parameters to a single effect. The idea behind macros
is that we don't want to dig through all of
these chains and all of the effect settings
just define the effect. We want anything that we
want access to quickly, we can put on one of these macros so that we
see it right out front. The first thing I want to access to is the chain selector. I'm going to control,
click on it, map to macro one. Now that's here, there's
my chain selector. Now if I want to do other stuff, I could say the dry wet mix, Let's put that on macro two. But then let's go to
spectral time and put the dry wet mix
also on macro two. Reverb, I already did echo. I don't think I did put the echo on macro two
and the compressor, maybe if I want. Sure. Okay, now macro two is the dry, wet mix of all four effects. Okay, I can control
them without even clicking inside of
these parameters. I can control them
where they are. Anything else I might want, I can map to a macro, we can make more macros or less macros right here
with this plus and minus. Then with this chain selector, I can easily just go
into automation mode and say click on the chain selector to
make sure you've got it. And then say, I want
this to go like this. Now, this effect rack is the ultimate live
performance tool, right? You move that chain selector and you've got this crazy
amount of effects. I'll show you a trick for
this once we get into the DJ setting where basically this is like your transition
for everything. It's just to use one of these. But for now, even not
live performance, but just for production, these chain selectors
are awesome. So if I get out of here, well, I can leave that on
and we listen to this. Let's pull the dry, wet
down of everything. That's cool. That's what
we can do with macros. We can control every element
of it With the macros. Again, there are so many
audio effect racks. Here it is, ridiculous. Okay. There are tons of them. There are some
mastering set ups. This is where it's
unfortunate that they're out of the folders
that they were in, but you can see here,
master, big boom. Over driven tape, master media, analog master,
full chain master. These are get you in the
ballpark of a good master. Take this master, put
it on your main track. Now you've got some good set
up for a mastered track. It's not fully mastered. You need to dial this in, but in a pinch it's a good place to start play around these
audio effect racks. They'll blow your mind once you really get into them.
They're amazing.
75. Align Delay: Okay, we just have five
more effects left. And then we will have covered everything in this giant list. These last five things
that we're kind of lumping into the
category of utilities. These are things that are handy. Let's start by looking
at a line delay. Align Delay is a max
for live device. We can tell not that that
matters to us too much, but this is something new. And my best guess
for how I would use this is in a live setting, if I'm running a PA, or running playback or
something like that, what this is going to let
us do basically is set a very small delay
for each speaker, and we can use that
for timing purposes. For example, let's
say I'm in a club or something and I'm, I have two feet of cable between
me and the left speaker, but like 80 feet of cable between me and
the right speaker. Okay, in that case I might want to slow
down the left speaker by just a smidge couple
of milliseconds so that the signal arrives at the left and right
speaker at the same time. This is the configuration things that you can do with
this particular tool. You can set it to be in
milliseconds or samples. Delay a certain
number of samples, or what's really fun in
distance, meters or feet. I can say delay this by 19 feet, which is translating
as 17 milliseconds because sound travels through
a wire at a certain speed, and obviously this
is figured it out. You can even set the
temperature as you do this, because the temperature will
affect the speed of sound. A handy utility, I'm never going to use this for
any production purpose. This is really just
for the purpose of like speaker alignment
and things like that.
76. External Audio Effect: Okay, external audio effect, you may remember
external media effect. Remember what external
media effect did, was it? Let us send a Midi signal out to some synth in the physical world and bring back an audio signal. External audio effect is
similar except it's just audio. The best purpose of this is, let's say you have some
cool outboard effects unit or guitar pedals or something like that,
something like this. Here I have a reverb petal, This is my handy
trusted reverb petal. I've used it for
years, let's say. Let's just say that I'm in
love with this reverb and I want to use this
reverb on my track, not any internal reverb. I like this one.
What I could do, it was like go to my interface, go to one of my outputs
and plug in a cable. And then I'm going to say
where that output is here. I'm going to say output one. Okay, I can give it a little
extra gain if I want. That's going to send this track the signal out output
one on my interface. Now I'm going to take
that cable and I'm going to plug it into my effect. And then I'm going to plug
out of my effect and go back in to wherever I say
here let's say two. I can give it a little gain, I can do a little dry wet. Now I can do it live like that signal is going to be running through this effect now. And I can adjust my signal and listen to it and dial it in. It's just like any effect
in live at this point. Probably not the only, but
that is the real purpose of this external audio effect, let you send out an audio signal to a physical thing and get back an audio signal to do some
processing outside of live.
77. Spectrum: All right, Next is spectrum. Spectrum is really cool. I'm going to put spectrum
on this track now. Spectrum doesn't do any signal processing
that we can hear. Okay? Spectrum is for us to see what's going
on in our audio signal. If I load that here, I have this grid and you've
seen this grid before. This was something very similar to this was in our EQ eight. But if I play the signal, we can look at it.
That's useful. But what's even more
useful is we've got this little arrow here and
we can make it nice and big. Now we can see a spectrum analysis of what's
happening in our signal. One thing that's handy is that we can put our mouse over different spots and then see
in that lower left corner, we can see where we are. We're at 99.5 hertz, which is approximately
the pitch G one. The mouse is at
negative 66.4 decibels. Okay, One thing that I get asked a lot is why is
it that we play a signal? And then when we stop
playing a signal, it looks like the signal goes up right? Here's our signal. When I hit stop, it's
like drifting away. The reason is, we're actually looking at an averaging graph. It's averaging the
signals out to see it. Once we stop, it
keeps averaging it against zero, goes away. That's just how these work. You can change what
we're looking at here. Blocks are basically the
fidelity of what we're seeing. You can look at the
left and right channel, the refresh rate averaging
how it's graphing stuff. But if you ever want to dig in deep and see what's
going on in a signal, this is a good way to do it. Throw spectrum on
there and take a look.
78. Tuner: Up next is tuner, very handy. We tune because we care. This is just a tuner. It's an old school tuner. Whenever I'm
recording my guitar, I throw this on a track. This one, just like spectrum, doesn't do any processing. But you can put this in a chain of effects and it's
going to do you no harm. Even if I have other
effects on here, like this petal
effect, the signal is going to go right in and
right out of the tuner. It's not going to affect
our signal at all. We can put it there
and it doesn't matter. It's still going to pass
right through it and go to Petal or whatever is next in our chain or to our
output With this if, let's just turn on
my signal here. And now you can see it
doing what it's doing. I was getting kind of close, so when it turns green, it's in tune. Let's do this. Let's switch to input
two, which is my guitar. And now let's look it,
my guitar in tune. This is potentially
embarrassing. Ooh, so flat. Turn it up. There we go. Come on, come on. Tiny bit sharp. I like these to be my A string to be a tiny bit sharp,
but that's too much. It's like negative 1,000
in Minnesota right now. And I have a space heater
right next to this guitar, which is why it's out of tune, but that's how it works. Very simple. It's a tuner, just like any kind
of other tuner. You can put anything into
it, you can sing into it. You can play a guitar into it. You can play your zoo into it. It'll tell you if
you're in tune or not.
79. Utility: All right. Last but not least, appropriately
named utility. If we put utility, this is a little
Swiss army knife of goofy things
you might need to do at different points
for a given clip. I've needed to use all of them. If you just need like
a crazy gain boost, you can do that. If you just need to do some hard panning,
you can do that. This is going to
invert your phase. If you need to do
phase inversion, if you need to swap channels, the left and right channel, you want to swap, be like that. You could say this is
just a right channel, just a left channel. You could say this
is a monorack. Or you could say the
base of this is mono. This mono track business
is what I use this for the most because of cases
exactly like this. See what's happened here? This is that thing we
did with the looper. It recorded a stereo file
with a single microphone, meaning all our signal
is in one channel. When I play this, it's
going to play it back all on the right side some Lu or the left side
and check, check, check. I could pan it but if
I pan it all the way right, it's just gone. Pan it all the way
left, it's there, right is just going
to play this. When you have a situation
like this where you've got a signal on one side, but it's a stereo track. It's just ugly to deal with. What you can do is put
this utility on it. Let's say this is Mano now you can deal with it
just like a mono track. You can pan left and right
and it's going to be fine. That is the number
one reason I use it. Utility effect, I
use it a lot when I get these weird audio files.
It's really handy for that. Okay, enough of that. Let's move on to a couple more things.
80. Order of Operations: All right, real quick, I get asked a lot about what order should
I put effects in. We have something called the signal chain or
the effect chain. That's if we put a whole bunch
of effects on something. What order should
those effects go in? Here's my answer to that. Here's my like weird
arts cop out answer that effects should always go in the order that they
sound awesome to you. There's no hard rule about this. Some people say there's a
hard rule, there's not. What is a hard rule is that the order of the
effects will matter. In most cases, they
will change the sound. It does matter that they go in one order will sound different
than another order, okay? There is no like this
goes before that and this goes before that if
you like the way it sounds. And that's the right order. Now if you need a
place to start, the common way to
think about this is to put dynamic effects
first in your chain, second, and time effects third. Again, there's more
exceptions to that rule then there is the rule if
that makes any sense, but it could be a
good place to start. But remember, always
listen to it. If you're hearing something and it's close, think through it, maybe try switching the
order of the effects, and it might change it and get it to something
that you really like. When in doubt, go
dynamics pitch time.
81. The Effect Chain: When it comes to the chain, the chain of effects
you use on a track. If you hear something
you really like, like if you hear a sound in
a track and you're like, man, how did they
get that sound? Search online for the name of that track and then effect
chain, you might find it. Some people publish
that information. This is especially true
with vocal effects. As you work with vocals, you'll find that the
effect chain can be really important for getting a
very specific vocal sound and for getting your
vocals to blend. If there's a performer
or a producer you really like search for
their effect chain. Especially like a
vocal effect chain. Like if you want to know how they're processing
Taylor Swift's vocal, look for Taylor Swift
vocal effect chain, you can probably either
find it or find some people who have rebuilt something that they think sounds pretty close. Those things are
out there online. Don't be afraid to look them
up and see what people did. That's how we all
learned how to do things. Something
to keep in mind.
82. What comes next?: And allright, we've got to the end of this giant
X one that was a lot, Take a deep breath, maybe take a day off from learning live. But then come back because
we've got a lot more to do. In the next class, part six, we're going to learn mixing,
Mastering Jing, okay? So we're going to spend
some time talking about how people do all this
stuff onstage live. When you see Jays
onstage live with a laptop and they're turning dials, what actually
are they doing? We're going to cover
that in the next one. We're also going to talk
about mixing and mastering. You know, we'll be pulling out a lot of those
audio effect racks, especially in the
mastering section. There's a couple other tricks that we have yet to talk about, like working with controllers,
mapping follow actions. I'll show you my
live performance set up and we'll
talk a little bit about using the push for production to all of
that in the next class. That'll be part six. It's probably out now. Go check it out. Okay, one more thing for you before we go.
83. Bonus Lecture: Hey everyone, want to learn
more about what I'm up to? You can sign up for
my email list here. If you do that,
I'll let you know about when new
courses are released and when I make additions or changes to courses you're
already enrolled in. Also check out on this site. I post a lot of
stuff there and I check into it every day. Please come hang out
with me in one of those two places or both,
and we'll see you there.