How To Mix BIG and PUNCHY Drums! (Metal Mixing Tutorial)

Dennis Martensson
16 Mar 202214:00

Summary

TLDRIn this video, the creator demonstrates the process of transforming raw drum tracks into a polished mix. They detail their approach to EQ and compression for each drum element, including kick, snare, toms, and overheads. The video also explores the use of parallel compression to enhance punch and sustain while maintaining the tracks' vitality. Additionally, the creator discusses blending room tracks with snare for a fuller sound and the importance of processing individual tracks with a purpose in mind.

Takeaways

  • 🎙️ The video is a tutorial on mixing drums for a song, emphasizing that there are multiple ways to achieve good sound.
  • 🔊 The kick drum track starts with an EQ to remove dullness, using high-pass, cuts at 100 Hz and 200 Hz, and a low-pass filter.
  • 🗜️ A compressor is used on the kick with slow attack and fast release, aiming for 3 dB of gain reduction.
  • 🎚️ Console saturation and high-end boost are applied to the kick for additional warmth and clarity.
  • 🥁 A secondary kick track is used to subtly reinforce the main kick, with similar EQ and compression settings.
  • 🪘 Snare tracks are mixed with a purpose, focusing on body from the top track and high-end crack from the bottom track.
  • 🔄 EQ on snare tracks removes ring frequencies and boosts certain frequencies to enhance body and crack.
  • 📈 Compression settings vary between snare tracks, with fast attack used for the bottom track to enhance sustain.
  • 🏷️ Room tracks are considered part of the snare sound, with close and far tracks providing different smack characteristics.
  • 💥 Saturation is key in processing room tracks, adding depth and character to the snare sound.
  • 📉 A parallel compression track is used to add punch and sustain to the drums without over-compressing individual tracks.

Q & A

  • What is the main focus of the video?

    -The video focuses on demonstrating the process of mixing drums for a song, transforming the raw drum tracks into a polished mix.

  • What is the first step the video creator takes in mixing the drums?

    -The first step is to disable the processing on all tracks and start with the kick drum, adjusting its EQ to eliminate dullness.

  • What is the purpose of using a high pass filter at 45 hertz on the kick drum track?

    -The high pass filter at 45 hertz is used to remove low-frequency content that is unnecessary and can make the kick sound muddy.

  • How does the video creator approach the snare sound?

    -The video creator mixes each snare track with a specific purpose, extracting different characteristics like body and high-end crack from various tracks.

  • What role do room tracks play in the snare mix according to the video?

    -Room tracks are considered part of the snare tracks and are used to capture the small and big smack sounds of the snare.

  • What is the reason for using multiple compression settings on different drum tracks?

    -Different compression settings are used to control the dynamics of each track, aiming for specific amounts of gain reduction to achieve the desired sound.

  • How does the video creator use saturation in the drum mix?

    -Saturation is used to add warmth and character to the drum tracks, enhancing their tonal quality and presence in the mix.

  • What is the function of parallel compression in the drum mix?

    -Parallel compression is used to add punch and sustain to the drums by compressing a separate set of tracks heavily and blending them with the original tracks.

  • Why does the video creator use different EQ settings for the overheads track?

    -Different EQ settings are used to balance the brightness of symbols from different drum kits and to cut out unnecessary frequencies that may clash or muddy the mix.

  • How does the video creator handle the processing of the hi-hat and right spot mics?

    -The hi-hat and right spot mics are processed to give the hi-hat more presence and percussiveness, with similar plugins as the shells group track to integrate them into the overall drum sound.

  • What is the final step the video creator takes to complete the drum mix?

    -The final step is to listen to the mix and ensure all the drum tracks work well together, providing a cohesive and polished sound.

Outlines

00:00

🎶 Mixing Drums: Kick and Snare Processing

The speaker begins by explaining their personal approach to mixing drums, emphasizing that there is no one-size-fits-all method. They start with the kick drum, using EQ to remove dullness by applying a high-pass filter at 45 Hz, cutting at 100 Hz and 200 Hz to eliminate boominess, and boosting highs. Compression is applied with a slow attack and fast release for about 3 dB of gain reduction. Additional saturation and high-end boosting are used for further shaping. A secondary kick track is used for subtle reinforcement, also processed with EQ and compression. The snare tracks are discussed next, with the speaker focusing on extracting specific characteristics from each track to achieve the desired snare sound. The top snare track aims to provide body, with EQ adjustments to reduce ringing frequencies and boost at 150 Hz, while the bottom track uses fast attack compression for more sustain. Room tracks are included in the snare mix, with EQ and compression applied to enhance the smack of the snare.

05:05

🥁 Snare and Tom Processing in Drum Mixing

Continuing with the snare bottom track, EQ adjustments are made to reduce ring frequencies, with a fast attack compressor for sustain. The room tracks, considered part of the snare, are processed to bring out the smack of the snare, with EQ to cut ringing frequencies and boost lows and highs. Compression is used for sustain and saturation for warmth. Dedicated reverb tracks for the room tracks are set up with a band pass and low decay time to give the snare a bigger sound. The toms are then addressed, each with individual EQ and a group track for further processing, including EQ, compression, saturation, and limiting. The parallel compression track is introduced to add punch and sustain without over-compressing the individual tracks, using heavy compression and EQ to achieve this effect.

10:07

🎚️ Final Touches: Overheads, Hi-Hat, and Mix Integration

The video script concludes with the processing of overheads, hi-hat, and right spot mics. The overheads track includes EQ to cut ringing frequencies and boost highs, with compression set to respond to the snare. A reverb is added to the overheads for a wider sound. The hi-hat track is processed for more presence, and the right spot mics are included for additional percussiveness. All these tracks are then routed to a symbols group track, which has similar processing to the shells group track. The final mix is played, showcasing the integrated sound of all the processed drum tracks, demonstrating the effectiveness of the mixing techniques discussed throughout the script.

Mindmap

Keywords

💡Mixing

Mixing in music production refers to the process of adjusting the balance and interaction of individual elements within a multi-track recording. In the video, the speaker is demonstrating how to mix drums for a song, which includes adjusting the levels, EQ, compression, and other effects to achieve a polished sound. Mixing is crucial for creating a cohesive sound that translates well across different playback systems.

💡EQ (Equalization)

Equalization is the process of adjusting the balance of frequency components in an audio signal. In the context of the video, EQ is used to shape the tonal quality of individual drum tracks such as the kick, snare, and toms by cutting or boosting specific frequencies. This helps in eliminating unwanted 'mud' or 'ringing' and enhancing the desired characteristics of each drum sound.

💡Compression

Compression in audio engineering is used to reduce the dynamic range of an audio signal, making the loud parts quieter and the soft parts louder. In the video, compression is applied to various drum tracks to control their dynamics and achieve a consistent level, which helps in making the drums sound punchier and more cohesive in the mix.

💡Saturation

Saturation refers to the process of intentionally distorting an audio signal to add warmth and character, often emulating the sound of analog equipment. In the video, console saturation is used to add harmonics and depth to the drum tracks, giving them a richer and more vintage sound.

💡Kick Drum

The kick drum is a critical component of a drum kit, often providing the bass and rhythm foundation of a song. In the video, the speaker focuses on processing the kick drum track to eliminate boominess and enhance its punch and high-frequency presence, which is essential for making the kick drum stand out in the mix.

💡Snare Drum

The snare drum is another key element of a drum kit, often providing the backbeat and rhythmic punctuation. In the video, the speaker discusses the importance of combining different snare tracks (top, bottom, and room mics) to achieve a balanced snare sound with body and crack. This illustrates the layering technique used in drum mixing.

💡Tom Drums

Tom drums are the cylindrical drums in a drum kit that provide mid-range tones and fills. In the video, the speaker shows how to EQ and compress individual tom tracks and then blend them into a group track for a cohesive sound. This process helps in achieving a balanced and impactful tom sound within the mix.

💡Parallel Compression

Parallel compression is a mixing technique where a heavily compressed version of an audio track is blended with the original, uncompressed track to add punch and sustain while preserving the original dynamics. In the video, the speaker uses parallel compression on the drum tracks to enhance their impact without losing the natural feel of the performance.

💡Reverb

Reverb is an audio effect that adds a sense of space or depth to an audio signal by simulating the natural reflections of sound in a physical environment. In the video, reverb is used on the snare and tom tracks to give them a larger, more spacious sound, contributing to the overall width and depth of the drum mix.

💡Group Track

A group track is a channel that combines multiple audio tracks, allowing for collective processing and adjustments. In the video, group tracks are used for the toms and cymbals, where individual tracks are processed separately and then sent to a group track for additional EQ and compression. This streamlines the mixing process and helps in achieving a balanced sound across related tracks.

💡Cymbals

Cymbals are the metallic, percussion instruments in a drum kit that provide high-frequency accents and fills. In the video, the speaker discusses routing the hi-hat and spot mics to separate tracks and then processing them in a symbols group track to enhance their presence and percussiveness in the mix.

Highlights

Disabling processing on all tracks to demonstrate the mixing process from scratch.

The importance of mixing drums to achieve a desired sound for a song.

Different approaches to mixing drums are acknowledged, emphasizing the subjective nature of the process.

Starting with the kick drum, using EQ to remove dullness and enhance clarity.

Applying a high pass filter at 45 Hz to the kick drum to eliminate unnecessary low frequencies.

Using a compressor on the kick drum with a slow attack and fast release for a traditional sound.

Adding console saturation to the kick drum for warmth and depth.

Reinforcing the main kick with a secondary track for a fuller sound.

Mixing snare tracks with a purpose, extracting specific characteristics from each track.

Using EQ to remove ring frequencies and enhance the body and crack of the snare.

Room tracks are considered part of the snare tracks, adding to the overall snare sound.

Applying fast attack compression to the snare bottom track for better sustain.

Using saturation on room tracks to enhance the snare's smack sound.

Adding reverb to room tracks to give the snare a bigger sound.

Processing toms with individual EQ and sending them to a tom track for a cohesive sound.

Using a parallel compression track to add punch and sustain to the drums without losing their life.

Applying aggressive EQ settings on the parallel compression track to achieve heavy compression.

Overheads track processing includes EQ, compression, and reverb to blend cymbals and other elements.

Hi-hat and right spot mics are used to add presence and percussiveness to the mix.

Final mix includes all tracks, demonstrating the transformation from dull to polished.

Transcripts

play00:00

today i'll show you how i take my drums

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from something like this

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to this

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i'll be mixing the drums for the song i

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wrote for this video if you haven't seen

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it yet you can click in the upper right

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corner to go to that video so let's

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disable the processing on all of the

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tracks and walk through how i mix each

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track one by one small disclaimer of

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course this is only how i mix my stuff

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of course there are a million ways to

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mix and no way is necessarily better

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than the other if it sounds good it

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doesn't matter how you got there but

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okay let's start with the kick let's

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listen to what this track sounds like

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without any processing

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sounds kind of dull so let's do

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something about that first up there's an

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eq here starting with a high pass at 45

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hertz and then there's a very small cut

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at around 100 hertz and next up there's

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a very large cut at 200 hertz to

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eliminate some of that boominess and

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then cutting some mids and then cutting

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some high mids and also boosting some of

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the highs and also a low pass here so

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this is what the eq looks like for the

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kick next up there's a compressor here

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with some fairly traditional settings so

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slow attack and fast release and the

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four to one ratio aiming for about three

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decibels of gain reduction next up we

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have some console saturation here as

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well as a small boost to the high end of

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the track and lastly we have some more

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saturation so let's listen to what each

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plugin does to the sound of this track

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[Music]

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i also have another example here

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reinforcing the main kick track i think

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this is actually steven slate trump's

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kick 10. so this is what it sounds like

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unprocessed

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as you can hear it's very low in the mix

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it's only there to reinforce the main

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kick in a very subtle way as with the

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main kick track it starts with an eq

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here with a high pass cutting out some

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mud also cutting out some of the mids

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and high mids and also boosting some of

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the highs and it also has compression

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with similar settings as well as console

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saturation and a bump to the heist and

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also some more saturation so let's

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listen to what each plugin does to this

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track

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and this is what the two tracks sound

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like together

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[Music]

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by the way if you're new here don't

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forget to hit the subscribe button and

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ring the bell so you don't miss any of

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my future videos but okay so let's take

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a look at the snare tracks i think an

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important thing to realize when you're

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mixing the scenario is that most likely

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each snare track is gonna sound quite

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awful on its own you are unlikely to get

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the snare sound that you have in your

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head from just one track i find what

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works for me is mixing each track with a

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purpose so i'm trying to extract a

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certain characteristic with each track

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that i want in my snare so for the snare

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top track i'm trying to get the body out

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of the snare and from the snare bottom

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track i'm trying to get the high end

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crack out of the snare and i kind of

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consider the room tracks to be part of

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the snare tracks as well as they have

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mostly the snare in them so for the room

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close track i'm trying to get the small

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smack out of snare so to speak

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and from the room far track i'm trying

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to get the big smack but okay let's take

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a listen to what the snare top track

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sounds like unprocessed

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first up there's an eq here that

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completely demolishes some ring

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frequencies i noticed let's see if you

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can hear what it eliminates

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and then i have another eq press the

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high pass and then a very small boost to

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150 to get a bit more body out of the

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snare and then the small cut in the

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lower mids another cut in the mids and

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another big cut in the high mids and the

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small boost to the heist let's listen to

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what this eq does

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[Music]

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it sounds kind of dull but again the

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idea here is that this track should

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provide the body of the snare so it's

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okay and again we have a compressor with

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the same settings so slow attack fast

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release four to one ratio aiming for

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about three decibels of gain reduction

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we have some console saturation small

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boost to the highs and some more

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saturation so let's listen to what each

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of these plugins does to the sound

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[Music]

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let's go over to the snare bottom track

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starting with an eq again cutting out

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some of the ring frequencies of the

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snare and then another eq which kind of

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mirrors that of the snare top track and

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again a compressor but here i actually

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have a fast attack as i found that

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worked better for this track and i

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actually have another compressor here

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that gives this track a bit more sustain

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and again some console saturation and

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small boost to the heist and also some

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more saturation so let's listen to what

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each plugin does to the sound of this

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track

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let's actually go straight to the room

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tracks now as those contain mostly the

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snare so this is what it sounds like

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unprocessed

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so let's go over the plugins on this

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track first up again there's an eq

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cutting out some of the ringing

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frequencies of the snare and then we

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have another eq that is very similar to

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the snare top track boosting some low

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mids here also cutting out some mud and

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some mids and also a fair bit of the

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high mids and also boosting some highs

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again we have a compressor set to fast

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attack and fast release to give the

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track a bit more sustain and also

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another compressor also aiming for about

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three decibels of gain reduction we have

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some console saturation and also small

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boost to the eyes and some more

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saturation saturation actually sounds

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really good on the room tracks so

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there's a fair bit of it here so let's

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listen to what each plugin does to this

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track

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[Music]

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and the processing on the room far track

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is basically identical to the room close

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track it sounds like this

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[Music]

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and each of the room tracks also has

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their dedicated reverb track as well

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they are fairly low in the mix but they

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give the snare a bit of a bigger sound

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let's just quickly have a look here at

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the setup of the rev track so first up

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there's just a band pass here and then

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we have the reverb fairly low decay time

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and we also have the center plug in here

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to make it sound a bit more wide so

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let's listen to the room far track here

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with and without a reverb

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[Music]

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it's very subtle but i think it gives

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the snare a bit of a bigger sound so

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let's listen to all of the snare tracks

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together that is the snare top track

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snare bottom track

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but also the room tracks as i consider

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them to be basically additional snare

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tracks

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[Music]

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alright let's move over to the toms so i

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have four tone tracks here each of them

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has an individual eq with a high pass a

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small boost in varying places in the

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lows and then they all get sent to a tom

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track which starts with an eq so we got

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a high pass cutting out some mud in the

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lower mids again cutting out some mids

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also cutting out some high mids as well

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as boosting the highs we have the by now

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fairly familiar compressor plugin again

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aiming for about three decibels of gain

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reduction we have some console

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saturation small boosted eyes we have

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some saturation and we have a small

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limiter just to bring the volume up a

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tiny bit we also have two reverb tracks

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just to give the toms a bit of a larger

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presence in the mix so this is what each

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of the plugin does to the thomps

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[Music]

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track and all of the shell tracks is

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actually piped into a shell's group

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track where i do some additional bus

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processing it starts with a very simple

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eq just a tiny high pass and the low

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pass also cutting out the tiny amount of

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mud here in the low mids as well as

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cutting out some sharpness in the higher

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mids and we also have a compressor here

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which adds a fair bit of nice saturation

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but also brings down some of the peaks

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which gives these tracks some glue and

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also a bit more sustain and then we have

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another compressor which has the same

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role and again just basically repeating

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the eq we had at the beginning so let's

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listen to what these plugins does to the

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sound

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[Music]

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so let's go to one of my favorite tracks

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here the parallel compression track the

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idea here is instead of compressing each

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individual track so much that it

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completely sucks the life out of the

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tracks you send all of these shell

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tracks to different tracks which

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basically annihilates the tracks and

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compresses them to hell and back and

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then you blend that track in to give the

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drums a bit more punch a bit more

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sustain but still retaining the life of

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the tracks so to speak so let's go over

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the plugins that are on this track

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starting with a familiar eq cutting out

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some ring frequencies from the snare

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then we have a basic eq here cutting out

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some of the high mids and cutting out

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some of the low mids because these

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frequencies tend to build up when you're

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compressing heavily and then we start

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the compression chain here with fast

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attack fast release and actually aiming

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for about 10 decibels of gain reduction

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here and then we have another compressor

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again aiming for about 10 decibels of

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gain reduction and then we basically

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have the same eq here we have our

play11:01

console saturation a bit of a boost to

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the highs we have some saturation and we

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have a limiter which further compresses

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the tracks so this track sounds like

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this

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it sounds awful on its own but when

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blended in with the rest of the tracks

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it gives the drums a bit more punch and

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a bit more sustain than mix let's listen

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to the drums with and without the

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parallel compression track

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definitely gives them a bit more punch

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so alright let's take a look at the

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overheads track i actually have symbols

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from both modern and massive and also

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invasion so i route them to different

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tracks here so i noticed that the modern

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massive tracks are are a bit brighter so

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to kind of level that out the modern and

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massive track dials down the highs of

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the symbols a bit while the invasion

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tracks brings up the highs of the

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symbols a bit and those are then fed to

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the overheads track which sounds like

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this unprocessed

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[Music]

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so let's go over the plugins on this

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track starting with an eq cutting out

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some of the ringing frequencies of the

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snare then we have a simple eq here

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fairly aggressive high pass also cutting

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some low mids some mids some high mids

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but also boosting some of the highs then

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we have a familiar compressor here again

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aiming for around three decibels of gain

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reduction this compressor is basically

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just responding to the snare here and we

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have some console saturation boost to

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the high and some minor saturation and

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the overhead track actually has their

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own reverb as well so let's listen to

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what each plugin does to this track

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[Music]

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i also have tracks for the hi-hat and

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the right spot mics so for the hi-hat

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track this is basically just here to

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give the hi-hat a bit more presence and

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percussiveness to the mix and the same

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goes for the right track and then all of

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these are piped into the symbols group

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track which has essentially the same

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plugins as a shells group track so

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that's all of the tracks let's listen to

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what it sounds like

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and this is what it sounds like in the

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mix

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[Music]

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[Music]

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thanks for watching this video if you

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enjoyed it there might be another video

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on the screen that might also be in your

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interest and don't forget to like and

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subscribe see you in the next video

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