Kick explained – Find right kick so it needs less processing – Cut kick at 18 hertz to cut mud (tip)
The groove I used mpc down 16 on 100%
Kick shown with midi notes and velocity
Have basic sounds in drum racks to start beat and make process faster (Tip)
Kick drum rack shown and explained with different kicks
Noise hats shown – made with operator – Done by messing with decay times and automated in the track
Noise hats – processing – heavily side chained – EQ explained – sound shown with and without processing – Creates this rising fx
Clap – Main clap played through
Clap Processing – Reverb used on clap – Little room reverb also used on clap – Denis perfect room reverb – Gives it more width
Clap Layer explained – Clap played and shown where I took it from – Midnight gospel show – Both claps played together
Organic clap layer – recording process shown – where I got it and how I used it and processed it – How the idea came to me
Finding right sound to not work too much on the track – Take your time in finding the right sound – Do not compromise on sound – You will spend a lot of time making sound right if it does not fit (Tips)
Hats are shown – Same mpc groove 16 down applied on clap hats and kick –
Hat layer shown – its sidechained – EQ
Hat processing - Have a room reverb on the hats – to give hats space in the mix
Room reverb trick – (tips) – I put a little room reverb on individual percs or the whole drum group with a short decay time and low mix setting to keep them in same room in the mix – I try to make it as dry as possible which is the secret – You don’t want it to be too much and ruin and overpower the mix – it’s a basic technique but adds subtle spice
Sound shown with and without the Room reverb
Room reverb trick can be used on vocals and synths as well
Sub kicks made from operator same key as song in d minor – Can be tuned to key of song – Also midi notes are in d minor
Sub kick processing – compressor on it with sidechain and EQ on it
Ride explained – simple 909
Ride processing – panned a bit to the left – compression – EQ
Ride detuning with max for live pitch – gives rising and fall fx
Song played with the ride
Glitchy sounds – Foley Sounds recorded by me
Glitch incidentals shown – processed through fracture vst to break and stutter the sound
Fracture vst shown on/off
Glitch incidentals – glue sidechain to ghostkick – transient designer used to tighten things up – EQ cut off
Vocal glitch incidental shown
Organic sound in second part of song shown
Organic sound processing – reverb was already processed and consolidated – put glue compressor and EQ on it
Fills explained – Tom fills
ARP TRICK – for fills (tips) – Use arpeggiator on the fill by placing midi notes from drum rack and it will randomly shuffle and create different fill variation
Fab filter added on whole drum group for taking out some brightness
Same Stereo image (parallel processing fx) trick which earlier I applied on bass, I applied on drums as well to make them fatter – sound shown with and without it