How make deep sound?

Discussion in 'Mixing and Mastering' started by Uraz, Sep 8, 2016.

  1. Uraz

    Uraz Member

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    I want deep sound mixing..(or mastering)
    for exmple... John mayer - Paper Doll


    deep sound is...
    for exmple


    . guitar
    . Bass
    . Drum
    . vocal
    . speaker speaker
    . computer
    . Me

    But.. I think my music is..



    . guitar Drum Bass vocal
    . speaker speaker
    . computer
    . Me


    can you listen our music?

    https://coldcherry.bandcamp.com/
    or


    i want learn deep sound mixing ~please teach me!
     
    Last edited: Sep 9, 2016
  2.  
  3. ArticStorm

    ArticStorm Moderator Staff Member

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    sorry i dont get you? what do you want to know/learn?
     
  4. Backtired

    Backtired Audiosexual

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    Maybe learn english first so we can help you :bleh:
     
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  5. DGWyler

    DGWyler Member

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    I get him, he wants a 3 dimensional mix.

    It is a combinarion of various factors, volume and EQ first, then reverb, delay and dynamics.

    Far istruments should have less snap on dynamics, more reverb, less highs and probably less lows too, and of course less volume, try to figure out a space qith the musicians/elements places from the front to the back and from the left to the right.
    The front instruments should sound more clear, less reverb, more snappier, more highs and lows.
    Try to double the guitars and pan those to the left and right (haas effect works well on this) and pan the rides hats and overheads if you can, if you've recorded the drums with one mic try a multiband imager and spread the highs (never tried it because i never worked with a complete drum track, but i think it should do the trick)
    Try a pad or a ambience synth on the background, mix it in a way you can not listen to it but feel when you take it off.

    Hope it help you mate! :)
     
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  6. OK. You need to balance the kick and the bass first to get that depth and clarity. If the kick fights the bass it sounds too heavy. EQ the heart of the kick away from the heart of the bass. Next you need to pan out some of your instrumentation, in the track above it's all clustered to the mid. Finally reverb is the heart and soul of depth. What goes to the back gets (with acoustics, room) verb, what comes to the front gets very little. Keep bass and kick to the mid if you want vinyl compliance.
     
  7. spacetime

    spacetime Platinum Record

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    feel deeply and you will be able to fart loudly
     
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  8. Baxter

    Baxter Audiosexual

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    Deep, as in wide, spatial and 3D?
    Try various stereo microphone techniques (A/B, X/Y, ORTF, Blumelein, M/S, binaural, etc). Mess with M/S EQ and M/S compression on delays and reverbs.

    Deep, as in "phat, bass heavy and clear low-end?
    Try highpassing sounds that doesn't need bass and make the few channels (kick, toms, bass, etc) have enough room to sit alone in the lower end of the spectrum.
     
  9. [err0r]

    [err0r] Newbie

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    confirmed.

    @Uraz,
    watch video tutorials about deep music production.
     
  10. What the others say is great. So that you can have enough headroom later on when you mix and everything has a place in space, balancing the kick and the bass in the center, panning other instruments and using reverb, etc. What Baxter says about highpassing is really super important. Frequencies add up and contribute to overcrowding, making it much harder to mix later down the line. Instruments like high hats don't need any low end at all within the context of a mix and you can trim away a lot of dB fat and still preserve the frequencies that matter, that tell you for instance that it is still a high hat and not just a high pitched noise. For instruments that are panned, I feel that most times, because they are in semi-isolation in regard to the center and opposite side of the soundstage, that they can be treated within context of each other. For example, perhaps a guitar and a keyboard part are competing for space on the left side. You can decide which frequencies of each instrument you feel highlight their best qualities, those that help make them shine, cutting one frequency in a medium Q and boosting the same realtive frequencies of the other instrument, for instance. After you do that to both sides and then the middle you can finally balance volumes until the entire soundscape is nicely even across the spectrum. It is a game of compromise and juggling, but after you have done it 80, 100 or 200 times or more it will become almost second nature and you won't need to think about it, but instead begin to feel it all fit together while using plugins that you know like the back of your hand and intuitively spinning knobs and sliders unconsciously but purposely. Then you can be creative, breaking the rules and creating new ones that will define you as an artist, fronting your style and highlighting your sonic signature. I hope this helps and that you can understand what I am trying to say.
     
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