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Kristoff K.

Member Since 04 Jan 2013
Offline Last Active Mar 25 2013 10:32 AM

#5026485 How to choose music and audio software

Posted by on 28 January 2013 - 01:53 PM

The thing I really pay attention to, is how stable the DAW is when handling 3rd party tools.

By 3rd party tools, do you just mean external samples/VSTs/instruments, or are there other tools/plug-ins to be considered? Is in common to need to use external plug-ins, or do some DAWs include all needed functionality out of the box?
I meant VSTs and samples. However now, that you mentioned it, there is also a function in many DAWs called Rewire. What it basically does, is connect other DAWs to your current one. Quite common to see a Reason rewired to some other DAW, like Cubase for instance.

And yes, most of the time, external tools are required for real pro sounds. I know DAWs like Cubase or Logic love to brag about how well supplied are their libraries... but let's be straight - they have their limits. And believe me when I say, you really can hear when some instruments sound artificial.


#5026340 How to choose music and audio software

Posted by on 28 January 2013 - 06:17 AM

I must disagree with the concept, that choosing the right DAW is crucial; it's the external tools that you use within the DAW really matter.
The thing I really pay attention to, is how stable the DAW is when handling 3rd party tools. And this brings me to my second point. Some workstations, like Logic, have big sound libraries. While I agree that those libraries might do the trick in some cases, you shouldn't really rely that much on them. If we're all aiming to be professionals, then our works must sound top notch. That might be just my conservative point of view, but I think, that realistic instruments can't be pulled of with a daw's native libraries. My point is, that you shouldn't look for a DAW that has the biggest library. Instead focus on a DAW that can handle 3rd party instruments with ease.

For instance, I really love Cubase 5, but I often found its lack of stability with some VSTs very troublesome.


#5021371 Demo reel 2012 - Do you think I'm ready for contract work?

Posted by on 14 January 2013 - 06:35 AM

Hmm, honestly I'm not sure, if that intentional goofiness will serve you well. I understand that you're aiming at smaller companies, however chances are, that a fraction of those companies could find this a bit unprofessional, if not unsavory  Personally, I'd stick with a more minimal and serious approach. Don't get me wrong, it's good to have a laid-back appearance, but in this case I'd just play it safe (it's always better to, say, have 10 companies having a good impression, than 8, if the remaining 2 would deem the reel too corny).


Another very important thing and, by all means, I don't want to insult you, is that voice-over makes you look quite arrogant. Quoting Sniper from TF2: "Professionals have standards. Be polite. Be efficient." Go with the modest, but sharp and effective approach. Don't sound like a used car salesman. People will see it through.


Also, play it minimal, but neat. I don't know about others, but I find flashy, out of the blue pictures, with bold and sporadic colour fonts on a white background kinda annoying.


Oh, and if I were you, I wouldn't say I'm cheap. Instead, maybe say, that you offer quality product for a reasonable, negotiable price!


Good luck!




#5020356 Constructive Criticism of Soundtrack in Progress

Posted by on 11 January 2013 - 10:31 AM


First of all, I really like the string section.

However the piano part sounds a bit muddy. A bit more spacial processing would also serve it well.


The percussion arrangement sounds good, but I'd go few steps forward in terms of processing the samples.

The kick drums is very decent, so it can stay as it is, but the other percussion bits could be underlined more.

Add some crunchiness, saturate it a bit - let the percussion be bit more bald (but not standing out too much).

Watch out for the high frequencies when doing it...

Also, some sporadic fx automation could enhance the overall appeal.


The bassline is quite good, but I know you could do it better. Now I don't want you to overdo it, but try meddling with some bass processing plugins.

If that proves to lead nowhere, then leave it as it is.


When it comes to the mixdown, refer to my reply in the loudness thread. Just watch out not to kill the dynamics!


Keep up the good work!

#5020287 Any tips on track "Loudness"?

Posted by on 11 January 2013 - 07:07 AM

My advice is that you should create a minimum -2db headroom. At that point you must scrutinize your mixdown (in terms of leveling, potential frequency clashing, dynamics, depth and panning). When you decide that everything sounds good, wait at least 2 days and check it again.


After that, you may add a master compressor to glue things a bit (if you really think you must), a frequency exciter (be very careful with those; apply with MODERATION) and finally a limiter.


The part with the limiter might be a bit tricky. What I do, is observer the meter. If I see that there is little to no activity (the meter sticks at 0db) and the signal is attenuated too much, then... well, I know I overdid it.


Be sure to use transparent dynamic processors. We don't want any additional 'flavours' at this stage.


And remember, no post-mixdown shenanigan is a real remedy for a bad mix.