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wayfinder
Jul 7, 2003
If you find yourself having to adjust for a shrillness in EVERYTHING, regardless of its source, it may pay to check your monitoring situation.

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The Skeleton King
Jul 16, 2011

Right now undead are at the top of my shit list. Undead are complete fuckers. Those geists are fuckers. Necromancers are fuckers. Necrosavants are big time fuckers. Skeletons aren't too bad except when they bleed everyone in the company. Zombos are at least not too bad.


What do you mean by that?

Declan MacManus
Sep 1, 2011

damn i'm really in this bitch

I AM NOT THE MOON! posted:

What do you mean by that?

Certain headphones or monitors may accentuate certain unpleasant frequencies, or you might have something in your chain that's causing unpleasant peakiness.

wayfinder
Jul 7, 2003
Or it could be room resonances.

flink127
Dec 5, 2013
So I'm having trouble figuring out Basic Channel/Maurizio sub-bass.

Here's some examples:
https://www.youtube.com/watch?v=Uv2Obf4tGRA
https://www.youtube.com/watch?v=EckVABp2moI&t=195s
https://www.youtube.com/watch?v=6iV4fKanfzM

As far as I've gathered, it's a square/triangle wave (likely not a sine because of all of the harmonics). Then it's put through overdrive perhaps? Then heavily saturated? Compressed?

So far my attempts have just given me a sub-bass that could work in a typical electronic song with bass (dubstep, bass music, etc), but it just doesn't have the punch. Even if I turn it way up and obliterate the headroom, it just mehs.

I'm also open to use analog equipment - effect pedals, etc, in order to achieve this sound, since I have some equipment and I know that these songs were created with analog equipment.

snappo
Jun 18, 2006
I hear mostly square waves, without any real processing. Here's your first link re-done with a Minimoog; not a lot of resonance, cutoff all the way down, filter envelope amount set about halfway, a tiny attack lag, and decay set to give it a similar bounce bounce.

flink127
Dec 5, 2013

snappo posted:

I hear mostly square waves, without any real processing. Here's your first link re-done with a Minimoog; not a lot of resonance, cutoff all the way down, filter envelope amount set about halfway, a tiny attack lag, and decay set to give it a similar bounce bounce.



Ooh neat. That is really similar. I'll have to play with square waves for sure. Thanks!

The Skeleton King
Jul 16, 2011

Right now undead are at the top of my shit list. Undead are complete fuckers. Those geists are fuckers. Necromancers are fuckers. Necrosavants are big time fuckers. Skeletons aren't too bad except when they bleed everyone in the company. Zombos are at least not too bad.


RobattoJesus posted:

I had a go at this sound because it seemed cool. Here's what I ended up with:



I used a simple pulse wave (a square wave with an offset) and a sin wave blended 50/50

The amp envelope was A = 0%, D = 10%, S = 0%, R = 0%
Filter envelope A = 0%, D = 35%, S = 0%, R = 0%
A low pass filter set just so that it's just about silent when played, but with enough envelope follow that it opens up nicely when the key is hit.

Then the real key to the sound is to use a delay clock-synced to thirds which makes the whole "arpeggio" sound happen. The sound in the actual track has a much nicer delay, but I just used the simple delay on my synth to get a ballpark sound.

I know this was a while ago. But I have not been able to get it still. The closest I got is still a ways away. This is what I have.
The pluck is too low pitched or something, and the tone still isn't right. I tried what you said but it didn't work very well. I have been trying to get it right for weeks but it still isn't close.

Tilde White
Jul 24, 2013
edit: Never mind, probably off the mark in comparing fx.

Tilde White fucked around with this message at 05:24 on Mar 2, 2014

snappo
Jun 18, 2006

I AM NOT THE MOON! posted:

https://www.youtube.com/watch?v=EWqCGxm0e6Y
I know this was a while ago. But I have not been able to get it still.

Couple of things. There's a root D playing offbeats in the pattern, a bit quieter than the higher notes. Hard to hear distinctly, but that's what fills it out, and maybe why you can't tell if you're playing too low or high. Also, there are two different delay lines going: a (bpm 170) quarter note tap panned to the left and a 3/16 tap to the right, which gives it the back and forth sway.

Waveform sounds to me like a single sawtooth, with a low cutoff, touch of reso, and a quick plucky filter+amp envelope. Here's my attempt, with some fairly drastic EQ bandlimiting (hp @ 250, LP @ 2750) and a big narrow boost around 875 Hz, which is where a lot of the energy in that sound lives.

Tayter Swift
Nov 18, 2002

Pillbug
I am bad at figuring out FM synthesis.

I'm trying to recreate the sound used in late 80s Williams pinball machines. Examples:

https://www.youtube.com/watch?v=fCKDvjVzpNQ (tell me this doesn't get you fuckin' pumped to play some pinball)
https://www.youtube.com/watch?v=W075Y1p3gAE
https://www.youtube.com/watch?v=J38EqLOuFGw (This one was a bit later, may be different hardware)

These are pretty similar instruments if not entirely identical. The Williams games of this era used the Yamaha YM2151, a 4-op FM synth that was pretty common in arcade games of the day; its bigger cousin made its way into the Genesis.

I'm armed with most of the iPad synth apps, notably TF7 and DXi (a 4-op DX7 clone that's probably my best bet). I can get kiiiinda similar but not really there. Any ideas? Wish I were more familiar with figuring out FM sounds but no luck so far.

The Skeleton King
Jul 16, 2011

Right now undead are at the top of my shit list. Undead are complete fuckers. Those geists are fuckers. Necromancers are fuckers. Necrosavants are big time fuckers. Skeletons aren't too bad except when they bleed everyone in the company. Zombos are at least not too bad.


snappo posted:

Couple of things. There's a root D playing offbeats in the pattern, a bit quieter than the higher notes. Hard to hear distinctly, but that's what fills it out, and maybe why you can't tell if you're playing too low or high. Also, there are two different delay lines going: a (bpm 170) quarter note tap panned to the left and a 3/16 tap to the right, which gives it the back and forth sway.

Waveform sounds to me like a single sawtooth, with a low cutoff, touch of reso, and a quick plucky filter+amp envelope. Here's my attempt, with some fairly drastic EQ bandlimiting (hp @ 250, LP @ 2750) and a big narrow boost around 875 Hz, which is where a lot of the energy in that sound lives.



Can you show me a picture of what you did, a visual reference could help me a lot when I try it again.

The Skeleton King
Jul 16, 2011

Right now undead are at the top of my shit list. Undead are complete fuckers. Those geists are fuckers. Necromancers are fuckers. Necrosavants are big time fuckers. Skeletons aren't too bad except when they bleed everyone in the company. Zombos are at least not too bad.


Eegah posted:

I am bad at figuring out FM synthesis.

When I tried figuring out FM, I used this guide: http://blackhole12.deviantart.com/art/Sytrus-Synth-Creation-Part-1-75704794
It is pretty useful in learning some basics, and has pictures of each step to make it a bit easier. Definitely one of the better guides I have seen for this.

snappo
Jun 18, 2006

I AM NOT THE MOON! posted:

Can you show me a picture of what you did, a visual reference could help me a lot when I try it again.

I did it on a Minimoog, but I'll download Synth1 tonight and see if I can screenshot a similar sound for you. The main component of the sound is the plucky filter envelope, where LP cutoff is set at or near 0, filter envelope amount is set just high enough to create the right level of brightness, with an instant attack, 0 sustain, and a short decay set by ear to approximate the length of the notes you hear in the example.

Flipperwaldt
Nov 11, 2011

Won't somebody think of the starving hamsters in China?



I'd be very interested in seeing that too, because I wanted to help out and hosed around with plucks in Synth1 all evening and couldn't get nearly that close.

Now I'm wondering if that's because of my relative ineptitude or if the filter or envelopes of Synth1 just don't allow it.

Got some pretty sweet sounds and the start of a new track in the process though.

snappo
Jun 18, 2006
Here you go. The envelope shape of Synth1 doesn't seem to lend itself quite as well to pluckies, but it can get you in the ballpark. Also including the EQ curve I applied, as well as a visual of the alternating MIDI pattern.

Remember that the two panned delay lines (quarter note and 3/16 note) can't be done within the synth alone, you'll need to use one or more additional delay plugins to accomplish that.







Flipperwaldt
Nov 11, 2011

Won't somebody think of the starving hamsters in China?



Ah, sweet. I was just starting out from the wrong osc shapes alltogether and did no eq'ing at all.

dr. blanky
Dec 26, 2007

Probably an easy one.. I've been looking for this drum sound, I swear it's off some old drum machine but I haven't been able to find it. It's the higher pitched sound that starts within 5 seconds in this song. https://www.youtube.com/watch?v=klIXtwEKoeU

Flipperwaldt
Nov 11, 2011

Won't somebody think of the starving hamsters in China?



dr. blanky posted:

Probably an easy one.. I've been looking for this drum sound, I swear it's off some old drum machine but I haven't been able to find it. It's the higher pitched sound that starts within 5 seconds in this song. [video]
The free sampleset here has it. It's a TR-808 Cowbell sound.

If it sounds too crisp, maybe make it 12bit/22KHz or something or use some other trickery to simulate it being run through various stages of sampling in a hardware sampler.

The Skeleton King
Jul 16, 2011

Right now undead are at the top of my shit list. Undead are complete fuckers. Those geists are fuckers. Necromancers are fuckers. Necrosavants are big time fuckers. Skeletons aren't too bad except when they bleed everyone in the company. Zombos are at least not too bad.


Edit: nevermind, figured it out

The Skeleton King fucked around with this message at 21:07 on Mar 5, 2014

Greggster
Aug 14, 2010

I AM NOT THE MOON! posted:

What is the name of that EQ?

ReaEQ, the EQ for the program Reaper :)

Flipperwaldt
Nov 11, 2011

Won't somebody think of the starving hamsters in China?



I AM NOT THE MOON! posted:

What is the name of that EQ?
Cockos ReaEQ, looks like.

EDIt: Well, don't I look like a fool.

SaucyLoggins
Jan 4, 2012

Panstallions For Life
I think someone actually asked about a similar sound in this thread before but I can't seem to find it. It's been in a lot of UK songs for the past few years. https://www.youtube.com/watch?v=SKh9BedNVR8 at 59secs.

It sounds to me like a couple saw waves at different octaves played in a chord with some subtle phase modulation and a ton of unison and a slow attack and rising lowpass filter maybe? I just can't seem to get to get it right on though so maybe I'm missing something.

coolskull
Nov 11, 2007

This feels like it should be an easy one, but it's giving me a hard time.
https://www.youtube.com/watch?v=mZ-baSbryTc

The synth line that starts right at the beginning of this track. Played around in Alchemy for a while trying to match it but there's something I'm not getting.

wayfinder
Jul 7, 2003

SaucyLoggins posted:

I think someone actually asked about a similar sound in this thread before but I can't seem to find it. It's been in a lot of UK songs for the past few years. https://www.youtube.com/watch?v=SKh9BedNVR8 at 59secs.

It sounds to me like a couple saw waves at different octaves played in a chord with some subtle phase modulation and a ton of unison and a slow attack and rising lowpass filter maybe? I just can't seem to get to get it right on though so maybe I'm missing something.

Try a single saw wave osc (no unison), rising volume and vibrato.


edit: playing lots of notes, with the vibrato synced. If your synth doesn't do that, record it without vibrato and apply vibrato to the sampled line.

wayfinder fucked around with this message at 23:56 on May 4, 2014

wayfinder
Jul 7, 2003

BKPR posted:

This feels like it should be an easy one, but it's giving me a hard time.
https://www.youtube.com/watch?v=mZ-baSbryTc

The synth line that starts right at the beginning of this track. Played around in Alchemy for a while trying to match it but there's something I'm not getting.

Take a square wave, filter-envelope it into a pluck and waveshape the gently caress out of it. That may work.

Lotron
Aug 15, 2006

Still clownin'

BKPR posted:

This feels like it should be an easy one, but it's giving me a hard time.
https://www.youtube.com/watch?v=mZ-baSbryTc

The synth line that starts right at the beginning of this track. Played around in Alchemy for a while trying to match it but there's something I'm not getting.

wayfinder has a good idea.
my idea though would be to peak out a sine wave that has some filter and pitch envelopes, then map that peaked out sound to a sampler to play at a non-ear-ending volume. it sounds like there might be a little reverb on it too.

HaB
Jan 5, 2001

What are the odds?
This thread is insane. I can't believe some of the poo poo you guys are able to recreate.

I need help with 2 sounds. The first is the one which sounds almost like a phone busy signal in the intro/verse to this song:

Spacehog - In The Meantime

https://www.youtube.com/watch?v=TDkhl-CgETg

And the sound which is in the verses to this (enters at 0:23 or so):

311 - All Mixed Up

https://www.youtube.com/watch?v=JjTjtJDZomw


Thanks!

wayfinder
Jul 7, 2003

HaB posted:

This thread is insane. I can't believe some of the poo poo you guys are able to recreate.

I need help with 2 sounds.


First sound: probably a simple square wave with a bit of white noise, high- and lowpassed together and possibly with a slight, slow vibrato. make sure the volume envelope is a perfect gate, without ramp-up (the sudden start is what can produce those clicks)

Not sure what you mean in the second example... if it's the low slide-whistle, that could be approximated with a sinewave with a narrow, pitch-synced bandpass, overlayed with soft bright noise (think ffffffff instead of SHHHHHH). The signature here is in the portamento (also called glide in some synths) - set it to a relatively high value so that the notes slide into each other.

a retard
Jan 7, 2013

by Lowtax
What are the basics of making drums for industrial?

Laserjet 4P
Mar 28, 2005

What does it mean?
Fun Shoe
Get yourself into a kitchen or factory or kitchen factory with a field recorder and start recording.

Load the results in an older (90s or before) sampler and pitch that poo poo down.

Then, run it through a stompbox.

The Skeleton King
Jul 16, 2011

Right now undead are at the top of my shit list. Undead are complete fuckers. Those geists are fuckers. Necromancers are fuckers. Necrosavants are big time fuckers. Skeletons aren't too bad except when they bleed everyone in the company. Zombos are at least not too bad.


Well, I've finally taught myself to play guitar enough to record stuff, but now I have the problem of not knowing how to make it sound how I want. I use VSTs in place of an actual amp (because I have no money, and don't want one anyway). Anyone have an amp VST that they recommend, and more importantly, how do I get my guitar sounding like the one at the start of this:
https://www.youtube.com/watch?v=K612pQRFizg

I can play that, but I can't get my guitar to sound that way.

stickyfngrdboy
Oct 21, 2010

THE MOON! posted:

Well, I've finally taught myself to play guitar enough to record stuff, but now I have the problem of not knowing how to make it sound how I want. I use VSTs in place of an actual amp (because I have no money, and don't want one anyway). Anyone have an amp VST that they recommend, and more importantly, how do I get my guitar sounding like the one at the start of this:
https://www.youtube.com/watch?v=K612pQRFizg

I can play that, but I can't get my guitar to sound that way.

I've had a few beers so I can't answer your last bit, but guitar amps? Here's a few:

Guitar rig 5 from native instruments. This is the free player which comes with enough cabinets and presets to get you going. Tweak the presets. Buy pro.

LePou plugins have a few totally free and very good guitar amps that will let you get a decent sound. Hybrit and Le456 are my faves.

Plektron's guitar amp (free edition). Not the best amp sim out there but this is the free version which comes with a couple of nice cabinets which, if you've already got some other FX plugins to add to it, can get a decent sound.

best til last: Revalver by peavey. About the best there is, for me. 200 american dollars, but worth every penny if you want your guitar to sound amazing with VST.

HaB
Jan 5, 2001

What are the odds?

wayfinder posted:

First sound: probably a simple square wave with a bit of white noise, high- and lowpassed together and possibly with a slight, slow vibrato. make sure the volume envelope is a perfect gate, without ramp-up (the sudden start is what can produce those clicks)

Not sure what you mean in the second example... if it's the low slide-whistle, that could be approximated with a sinewave with a narrow, pitch-synced bandpass, overlayed with soft bright noise (think ffffffff instead of SHHHHHH). The signature here is in the portamento (also called glide in some synths) - set it to a relatively high value so that the notes slide into each other.

Whoa. Can someone translate this for the synth stupid among us? (me)

A Synth1 screenshot would be even better. I *just* worked through Yoozer's first few tutorials, but I am VERY new to this.

Thanks.

HaB
Jan 5, 2001

What are the odds?

HaB posted:

This thread is insane. I can't believe some of the poo poo you guys are able to recreate.

I need help with 2 sounds. The first is the one which sounds almost like a phone busy signal in the intro/verse to this song:

Spacehog - In The Meantime

https://www.youtube.com/watch?v=TDkhl-CgETg

And the sound which is in the verses to this (enters at 0:23 or so):

311 - All Mixed Up

https://www.youtube.com/watch?v=JjTjtJDZomw


Thanks!

I still need a hand with these. Wayfinder's advice was way above my head. :blush:

Bill Posters
Apr 27, 2007

I'm tripping right now... Don't fuck this up for me.

HaB posted:

The first is the one which sounds almost like a phone busy signal in the intro/verse to this song:

Spacehog - In The Meantime

http://www.youtube.com/watch?v=TDkhl-CgETg

This is actually a telephone busy signal. Sampled from the Penguin Cafe Orchestra song, Telephone & Rubber Band.

https://www.youtube.com/watch?v=RWZ4pve5Mkc

HaB
Jan 5, 2001

What are the odds?

Ah yes. Good catch. I have found I can get the pitches of the Spacehog version by playing E then F# & G# together.

I suppose I could sample/detune like they did, but then we're talking about writing a sequence and the drummer having to play to a click in his ear and that's just overkill for a cover band. So I'm hoping I can get close enough with the sound to actually play it, rather than using a sample/sequence.

But yeah - I THOUGHT it sounded like a busy signal. :)

Declan MacManus
Sep 1, 2011

damn i'm really in this bitch

A square wave might get you in the ballpark if you EQ it (cut everything below 450 Hz and everything above 2 kHz) and you're okay with it not being totes authentic

Vastarien
Dec 20, 2012

Where I live is nightmare, thus a certain nonchalance.



Buglord

a retard posted:

What are the basics of making drums for industrial?

The dude from Dead When I Found Her wrote up a nice little guide on creating Industrial drums. I can't find a link to the original article, so here's the copy/pasted version. It's a bit long, but informative!

Dead When I Found Her posted:

Every fan of old-school industrial knows that the sound of the drums is one of the most crucial elements at play in the mix: both the timbre of the used drum hits and the style of sequencing used in the drum patterns form a definitive element of the 80's-90's industrial sound. They're big, they're thick, they PUNCH; and the patterns are slick, infectious, and often subtle and unpredictable in their movements. And though occasionally (or often...) we hear the standard four-on-the-floor beat, we just as often find syncopated layers of rhythm that, while perhaps simple, nonetheless avoid cliche dance rhythms and form infectious patterns that stick in the mind for days, weeks, years...('Addiction,' anyone?)

If you're like me, you've probably felt that a sad majority of modern industrial music has tended, rather oddly, toward using drums of a very different sort. Today's popular drums, disappointingly, are too frequently built from the standard trance-kicks paired with light snappy snares. And worse yet, these tend to play looping four-on-the-floor patterns with little (if any) variation.

But I'm not here to insult today's drums, but rather to discuss how we can go about making Old School Industrial Drums, and bring this sound back to the genre.

1. The Drum Programs
I'm very picky about which drum programs I use inside my host. For my needs, Ableton's Drum Racks are the best thing out there, most notably because they allow you to apply individual effects for each drum sample in a simple and quick way (and furthermore, drum racks offer a collapsable mixer channel for each drum pad, so the extra visual element is there IF you want it). I can also drag and drop samples from Ableton's browser right onto the drum pads, which is also key for me, as it's a huge time-saver when I'm sorting through my rather ridiculously large library of drum sounds. Products like BPM, Guru and Battery allow for individual effects per pad, but only if you create new audio channels in your mixer and route the pads to them, which I find to be a huge workflow killer (not to mention a quick way to create a visual mess in your mixer). Battery and Maschine both have some built in FX, but if you're like me, you don't want to be limited by the native FX section, and need your bevy of 3rd party plugs on hand.

It's also worth noting that sometimes it's nice to use (or create yourself) synthesized drum sounds, as opposed to sample based drum design. In this case I almost always use the excellent Microtonic drum synth made by Sonic Charge. The rest of this article, however, generally pertains to using sample-based drum programs like battery, drum racks, guru, redrum, BPM and so on.

Last note: if your goal is to build industrial-style drum tracks, you can kiss goodbye the notion of finding preset kits in any of the above mentioned programs that will provide you with ready-to-go industrial drum sounds. You will, of course, find any number of glitchy, trancey, housey, techno-y kits out there among the vast preset kit libraries.

2. The Samples Themselves
This step and the next step are the most important on this matter; regardless of what drum tool you use, your drums are never going to sound suitably industrial if you don't a) use good samples to begin with and b) know how to make FX work for you (though I should note that sometimes, with really heavy FX like a good distortion plug, the FX chain can work magic on even the crappiest of samples, resulting in powerful drums regardless of your original source). I recommend hunting down one-shots (as opposed to loops) because extracting hits from loops tends to keep extra material like hats or other random percussive noises, which can get in the way of crafting a perfect, pure industrial kick or snare. I do, however, like using loops (either ones I've made in Maschine or others found online, from a library, etc) and filtering/EQ'ing and otherwise processing the hell out of them and then dropping them "behind" the primary kick and snare pattern, as this will often create a strong sense of additional movement to the overall pattern.

So, back to finding good one-shots: here's my secret tip, take it or leave it, but guard it safely: the best one-shots for industrial music are those that come....from 80's pop music. Whether from 80's style sample packs, or literally sampled from 80's pop tunes themselves, much of industrial drumming involves taking 80's style kicks and snares and then processing them heavily with reverb, distortion and compression. No doubt this is simply due to the fact that industrial music started up in the 80's, and the industrial musicians of the time were, to be reductionistic about it for a moment, basically creating a counter-culture version of what was mainstream pop at the time: pet shop boys, a-ha, tears for fears, depeche mode, bowie's 80's phase, and so on. Here's some proof: go listen to some samples from Janet Jackson's "Rhythm Nation" album, and just pay attention to the drums. If you strip everything else away, what's left would fit at least decently well (if not far better) in any track from Mind: The Perpetual Intercourse or Front By Front. So: do searches online for 80's drum samples.

There are all kinds of resources around the internet for finding 80's drums. Zenhiser sells some cool sample packs, as do Dance Midi Samples and PureMagnetik. But you can also track down 80's style drum sounds from numerous free sites; see my old post about "feeding your sample" for some great starting points. That particular 80's sound often came from early sample-based synthesizers (and also, of course, sample-based drum machines) that used small waveform samples to form a core library of available sounds that could then be run through the usual filters and modulations. The LinnDrum was an early example of this, and has an iconic sound still heard in popular recordings today (though if you want to know what LinnDrum samples sound like, just listen to any track from Prince's 1999 album). The sample-synth idea eventually evolved into the 'workstation' concept, fully realized in 1988 by KORG with the seminal M1 workstation synth. Check out Korg's excellent emulation (part of the KORG Legacy Collection: Digital) of this synth, and a quick run through the drum kits will reveal plenty of distinctly 80's sounding, crunchy sample-based drum hits. Synthesized drums naturally have their role to play in industrial as well, with the classic Roland beatboxes popping up all over, to name one example, the entire discography of Skinny Puppy. But purely synthesized drum hits (particularly the snares and hats) tend to have a thinner, snappier kind of sound that, while having their place in industrial, won't by themselves provide adequate material for big, crunchy drums (unless, like Cevin Key in 1985, you know exactly how to heavily process these things to full effect, using the sorts of tricks mentioned below).

Needless disclaimer: Obviously I'm just talking about a specific sort of sound here, heard throughout much of the Classic Industrial backcatalog. It goes without saying that any kind of drum samples could be put to good use in industrial music, with the right creative tweaking. Oh, and maybe try some samples drawn from two rare, little-known machines that show up and now and then in the electronic music world, I think they're called the 808 and 909...

3. Production Techniques
This is where it gets really fun...but a whole book could be written on this subject. Your FX toolbox provides endless ways to toughen-up your drum sounds and make them really crash & clang. But I'll focus on a few FX tricks that lend themselves very well toward the Industrial 'sound'...

1. Gated Reverb (plus a few notes on sample layering)
It may have started with Phil Collins, but this trick is heard all over the industrial drums of the 80's and 90's. Usually you hear this on the snare drum, but often it appears on the kick (or more typically, one the 'click' layer of a multi-layer kick drum). Reverb Gating is basically where you run the sample through a big roomy reverb, and then run this signal into a Gate that effectively cuts off most of the tail of the reverb. The result is an expansive sounding punch to the hit (again, usually of the snare) that then quickly disappears, resulting in a much wider, crashier hit that can nonetheless be played repeatedly without numerous long reverb tails starting to overlap and muddy up the whole sequence. If you do this on a kick, I recommend layering your kicks such that one kick provides a lower, bass-centric 'oomph' and another provides less bass and more of a mid-range 'click' sound (you can sculpt these with your favorite EQ plugin) and then run the 'clicky' kick through the gated reverb. The combined result is highly effective, and if you want a perfect example of this kind of sound, just listen to 'Deadlines' from Skinny Puppy's 'Bites' album.

2. Parallel Compression
This is also called the 'New York' compression trick. Put a compressor on a Return channel and set it to a fairly high ratio (like 4:1 or higher); now put an EQ after it that scoops out the midrange, as we want the added 'oomph' to focus on the lows and highs, but not the mids, as these tend to sound grating and tinny when over-processed. The threshold setting of the compressor will have to be adjusted to taste, but it will usually be something of a moderate setting -- enough to pump a lot of the signal without pumping all of it, if that makes any sense. Now, use the Send on your Drum channel to send around %50 (give or take a bit) to the Return -- this will add the compressed signal from the Return into the mix, on top of the already heard drum channel, resulting in a beefier, snappier overall mix to the drums. Typically, compression is used as an insert effect in a serial FX chain; parallel compression mixes things up by using compression in parallel instead (e.g. adding wet signal to dry signal rather than dry becoming wet by a certain percentage) via the use of your DAW's send+return channels. If this all sounds a bit confusing, do a quick search on the difference between serial and parallel fx processing and you should be able to sort things out.

3. Making Noize
There's a wealth of tools out there to mangle your drum sounds. For industrial, a good distortion unit is always a good choice. Personally, I'm not too fond of extremely overdriven drums, e.g. the sort you'd hear in power-noise and it's brethren; but a subtle use of distortion or saturation can give drums extra grit and punch, and occasionally can be great for extreme sonic destruction, if controlled and sculpted appropriately. My recommendation for distortion (and for other crazy fx) is most definitely the kooky french group OHM FORCE, who make the most wicked distortion plugin you're likely to ever hear -- Ohmicide. This is a multi-band distortion unit that really just has to be heard and played with to be understood. You can find out more at https://www.ohmforce.com

Well, that wraps up my introduction to industrial drums. I have a feeling I may revisit this territory again in the future; meanwhile, if you have any particular tips and strategies, or know of any great sample resources relevant to this kind of thing, please drop a comment below!

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Bolange
Sep 27, 2012
College Slice
Is it possible to create a sound like this guitar sounding synth without using a sample?
http://www.youtube.com/watch?v=smE-uIljiGo

Obviously there's distortion and and some delay but how would I create something like this on my Blofeld?

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