| name | jp-mixing |
| description | Mixing techniques - low-end strategy (Kick/808/Sub layering), saturation/harmonics, sidechain, vocal processing and effects, classic techniques like Gated Reverb, and sound-recreation parameters for 17 genres based on landmark albums. Use when the user's low end is muddy, vocals won't cut through, they want the sonic character of a specific era/genre, or they need concrete EQ/compression starting-point parameters. |
Japanese-Style Mixing Techniques (jp-mixing)
Sources:
- Kosuke Nakamura, "DTMใใใฏในใฎใณใใไธๅใงๅใใๆฌ" (mix recreations of landmark albums across 17 genres, Rittor Music)
- "ใฏใชใจใคใฟใผ๏ผใจใณใธใใข็ดไผ๏ผใใญใฎๆฒไฝใใใฏใใใฏ"
- Hi-hat production techniques: SUI / Matt Cab / MK / mabanua
- Rhythm-section saturation: Satoshi Fukuda
- Low-end strategy (below 50Hz): Ayaka Toki
- Vocal-triggered sidechain: Atsushi Asada (AmPm)
- 7 vocal effects: MATZ / TeddyLoid / T-SK / JUVENILE / yasu / MK / murozo
- "ใใญใฎๆฒไฝใใๅใใๆฌ" Chapter 7, engineer-style arrangement techniques (Nagie)
Core Principles
- Before mixing, form a clear mental image of the "ideal sonic picture"; there is no standard answer chart for EQ โ no theory says "boost XXdB at XXHz on paper and it's good."
- Imagination comes from listening to lots of music and expanding your "drawers" (mental reference library) โ with enough drawers, you can judge the best mixing approach the moment you hear the material.
- Workflow: repeatedly compare "full mix โ Solo โ full mix", and frequently A/B with plugin On/Off.
- Listening to a processed part in Solo for too long destroys your judgment โ always return to the full mix to confirm.
- The mix "box" has a fixed size: if one thing comes forward, another must step back.
- Prioritize the low-frequency instruments first:
- "The Kick is the star throughout the song" โ the Bass yields;
- "The Bass entrance is the hook" โ set the Kick with that as the premise;
- Piling both up to the max (morimori) never works โ without a priority order there is no chance of winning.
- Every genre has a law of "make the highest-priority instrument bigger":
- Reggae = bass (whole drum kit โ5dB / bass +5dB)
- Hip-hop = drums + vocals
- Metal = guitar (mixing order: guitar โ drums โ bass)
- Shoegaze = guitar wall (vocals half-buried in it)
- New Soul = bass at the same volume as the whole drum kit
- All numbers are "starting points," not "correct answers" โ adjust while the song plays and stop when it sounds cool.
1. Low-End Strategy (below 50Hz = the key to the modern sonic image)
1.1 Fundamentals
- Low-End โ below 50Hz; the lower it goes, the harder pitch is to perceive โ less a "note" than an earth-rumbling "pressure."
- Turning point: around 2011, James Blake's breakthrough โ extremely sparse note counts yet cool, with the Low-End playing a huge role.
- A track with a full low band makes even the highs feel extended โ the entire vertical "sense of scale" is completely different.
- Why a Kick sounds fat: its energy is dense in the lows โ even if the peak sits around 50Hz, you hear it together with the accompanying content up to about 100Hz.
- The 50Hz of a guitar and the 50Hz of a Kick, soloed at equal volume, actually differ little โ the 50Hz content of the top-layer instruments (uwamono) should be cleaned out to make way.
- Music where the "Low-End works" fundamentally shapes its impression via the lows-to-Low-End of Kick and Bass.
- Monitoring checks:
- Phone/laptop speakers cannot reproduce true lows, but the attack components and midrange of Kick and Bass must still convey the groove to pass โ always verify balance via phone playback.
- A small single-driver speaker (AURATONE 5C, the classic trusted by Dr. Dre) surviving a Mono check = solid low-end work; if it differs too much from your stereo monitors, find out why.
- Sub-bass monitoring relies on headphones: FOCAL Clear Professional โ 20-30Hz is not only "visible" but "trackable" (transients and release movement are rendered faithfully); judging whether gate/release processing is right depends entirely on this.
1.2 Core Low-End EQ Techniques
- Boost lows with a wide Q to expand "area":
- Example: boost about 4dB with a wide Q around 46Hz, so the energy occupies a broad base rather than a narrow peak;
- Toki's approach: use wide Q for both low-end boosts and cuts.
- Always check two side effects after boosting:
- Excess bloat appears above (around 120Hz) โ cut it;
- A sub-low bump at the attack transient (around 17Hz) โ use a dynamic EQ to suppress it only at the attack instant (FabFilter Pro-Q 3) โ only in the offending moment, only in the specific band, without sacrificing the overall tone.
- For low-band attenuation, also avoid Low-Cut/Shelving blanket cuts:
- Use small wide-Q Bell adjustments (example: cut about 1dB around 11.5Hz);
- Reason: a Low-Cut cuts too much and destroys the balance with other low layers;
- Do not kill everything below 20Hz with shelving โ preserve natural sub-low extension.
- To make room for the bass's lows: precisely (pinpoint) attenuate the unneeded low content of Snare and similar.
- Directional summary: "Raise the band you 'want to hear a bit more of,' then cut and shape the excess that got raised along with it."
1.3 Kick Processing Chain (House-style, goal: "lows โ closer to the listener")
Step 1: Compression to unify the sense of speed (when the attack arrives before the lows and you want both to "hit at once")
- SOFTUBE Tube-Tech CL 1B: has a Dry/Wet knob so it can serve as parallel compression;
- Fully Wet sacrifices the lows โ use Dry/Wet to find the point with "the ideal amount of body without burying the lows";
- Adjust Attack/Release Time to tune the compression's "speed feel" so the lows and the attack arrive nearly simultaneously;
- Ratio: basically a very low value is enough.
Step 2: Post-compression compensation EQ (Pro-Q 3)
- Boost 2.5dB around 30Hz โ the part of a real Kick that "strikes the air" in a concert hall;
- After the boost, the area above sounds excessive โ cut 0.7dB around 57Hz;
- Around 210Hz the pitch character is too strong โ attenuate slightly (this band will be filled by chordal instruments; the Kick has no need to assert itself here);
- Slightly lift around 6kHz to restore the Kick's high-frequency information.
Step 3: Sub-low enhancement + Gate one-two punch
- BOZ DIGITAL LABS Bark of Dog (free version available): lifts 13Hz, enhancing centered on the sub-lows, giving the Kick a true "foundation";
- After boosting 13Hz the tail drags โ cut the excess ring with Pro Tools Dynamics III Gate;
- Logic: "want the sub-low body, don't want the sluggishness it brings."
Step 4: Two-stage Release strategy to reinforce the release (in House, the Kick is the "axis" of the whole track)
- First plant a pivot with EQ: SONNOX Oxford EQ, about +1dB around 36Hz;
- iZOTOPE Ozone 8 Equalizer:
- Boost around 2kHz for the "drumhead ring" to add dimensionality;
- Afterwards it sounds a bit light โ go back and boost 86Hz;
- Boost about 2dB around 6kHz so lows and highs share the same sense of speed;
- Cut the loose, dragging energy at the very bottom;
- Set Q mostly at "1-strong" (slightly above 1).
- Ozone Dynamics single-track compression: Release about 37ms (tail stays tight; the goal is "bring the sound closer"), low-band output makeup about +1.7dB;
- Then insert a Maximizer: about 1dB of firm reduction;
- Drums & percussion Bus compressed again: Release about 467ms (on the low-to-sub-low band, letting the Kick's release blend snugly into the whole);
- Finally Maximize again: 3-4dB reduction.
- Summary: EQ boosts the lows โ "compress โ maximize" the same band; another round on the Bus โ two stages with different Releases (37ms pulls closer / 467ms blends) reinforce the Kick's release.
Headroom management (pre-mastering)
- Peaks around โ8dB;
- Levels of the main elements clustered around โ16dB;
- Low-to-sub-low tracks within 2-3dB of each other (level gaps between low-frequency instruments should stay small);
- Overall around โ18dB, leaving margin for mastering.
1.4 Synth Bass / 808 / Sub Layering
Three-layer structure (real example: Noritake Kinashi "OTONA feat. Toshinobu Kubota," mixed by Ayaka Toki)
- Layer (1): spans from "sharp" to "elastic and meaty," most audible, carries the pitch;
- Layer (2): adds flesh to (1) and pushes the center of gravity down;
- Layer (3): adds low-frequency push to (1), Low-End specialized;
- The bands covered by (1)โ(3) get progressively lower.
- Processing order: set the rough balance against the drums โ Solo and adjust (1) โ bring in (2) and process โ finally tune (3) together.
- Guiding principle: "raise the unity of the three layers" โ "file down" whatever sticks out beyond the ideal tone and fill in what's lacking.
Always check phase when layering
- Waveform peaks opposed = phase offset; lows and highs get canceled and lost;
- Principle: bass wavelengths are long โ heavily affected by phase offset (short high-frequency wavelengths always find partial alignment even when partly inverted);
- Tools:
- Polarity flip: the Trim plugin bundled with Pro Tools;
- Or nudge the waveform by a few to a few dozen samples (sometimes this actually adds dimensionality);
- For MIDI instrument tracks, nudge slightly with Time Adjuster or sample delay.
- Alignment trick: rather than lining up each layer's "note onset," align the other layers' onsets to one layer's peak (the first crest after the note start) โ sometimes it's "bouncier";
- With experience you can tell by ear alone "which band is being lost to phase misalignment."
Measured EQ parameters (Pro-Q 3, wide Q)
- Layer (1):
- 260Hz +1dB (more elastic, meaty);
- Correspondingly 3.5kHz +1dB or so (tonal balance follows along);
- 30Hz about +0.7dB (the "glue with the other two layers" cohesion when all three play together).
- Layer (2) (after polarity flip):
- 38Hz +1dB-plus ("want a bit more underneath" when playing with (1));
- Cut about 1dB at 11.5Hz (wide-Q Bell, not a Low-Cut);
- 120Hz +2.5dB (the band where you want the "core");
- This then clashes with (1) โ suppress about 1dB around 430Hz with dynamic EQ.
Spread into the empty Side space (WAVES Center)
- Conventional wisdom says a Stereo Imager on Bass buries it, but look at the whole mix: the Sides often hold only the highs of the top-layer parts, with the low region nearly empty;
- Spreading the Bass moderately into the sides = "slotting into the gap" โ presence actually increases, coexisting zone-by-zone with the centered Kick;
- Division of labor: (1) has edge and clear pitch โ keep it Center-panned; hand everything below ~430Hz to (2) (the aforementioned 430Hz dynamic EQ serves exactly this);
- After widening, directly Cut the bands that overlap the Center and become "too much" in volume (left unattended, the overall level sounds doubled or tripled);
- Do not create a "sides-only" state (it feels unnatural and loses energy).
Low-end stereo widening / harmonic enhancement always via Send & Return, blended in sparingly (dry signal stays mono, centered)
- SONNOX VoxDoubler's Widen: pseudo-stereo kept "barely perceptible," send level deliberately low โ the standard safe method when you want just a touch of width on the lows;
- WAVES Renaissance Bass: emphasizes around 40Hz (psychoacoustic harmonics make small speakers perceive the sub-lows), likewise layered thinly with Intensity kept in check.
Uneven levels between notes
- Tube-Tech CL 1B with slow attack/release tendencies to even them out (taking its "sticky thickness");
- Then Oxford EQ to shape the lows and the mid-high band where pitch identity lives, so the outline is discernible even at low volume.
1.5 Low-End Mixing Checklist
- Before mixing, form a clear image of the ideal sonic picture;
- Repeatedly verify in the order "full mix โ Solo โ full mix";
- Watch the cohesion between low instruments like Kick/Bass;
- Decide "what you want people to hear" and cut the unneeded bands accordingly;
- Make the sense of speed of all low-frequency components consistent.
1.6 Trap Kick/808 Reference Tracks (listening-point cheat sheet)
| Track | Listening point |
|---|
| 21 Savage "break da law" | Differentiated use of two TR-808-style Kick/Bass sounds |
| Travis Scott "NO BYSTANDERS" | Kick and Sub Bass fully separated by frequency band |
| Cardi B "Money" | TR-808-style Kick/Bass with tight Release |
| Drake "God's Plan" | Outline handled by the Kick, "contents" handled by the Bass |
| Migos "Walk It Talk It feat. Drake" | Still powerful at low playback volume (a textbook of loudness processing) |
| Joji "YEAH RIGHT" | Cohesion between Kick and Sub Bass |
2. Saturation and Harmonics (key to the rhythm section)
2.1 Principles
- Saturation = the faint distortion "just before obvious distortion": input exceeds the gear's limit point and waveform peaks get flattened (keep pushing and it eventually approaches a square wave).
- There is no clear boundary between it and Distortion; the call is made by sensibility and musicality.
- Distortion inevitably produces harmonics (overtones), and the harmonic type determines the character:
- 2nd harmonic (2x the fundamental = one octave up): vacuum-tube circuits, tape โ warmth;
- 3rd harmonic (3x the fundamental = a perfect fifth): 70s transistor circuits โ "bite," adds warmth to the low mids;
- Non-integer harmonics: the source of the texture of percussion, husky voices, whisper vocals.
- Even adding only ~1% of harmonics meaningfully affects the tone; a spec sheet's THD can be read as the "harmonic addition rate."
- More harmonics = more information = a more three-dimensional tonal character.
- Tape compression (Tape Comp): peaks flattened โ tails relatively lifted โ parts sound more continuous โ loudness feel, grain, and groove all rise.
- A compressor's character (kyarakutฤ) is likewise built on saturation.
- Quick character notes on classic units:
- NEVE 33609: "Glue"-style "quiet" compression โ plants the torso firmly, effective without sounding compressed; the fixed Attack of about 3ms is superb on drums; harmonics spread upward with a "matte" texture;
- UREI 1176LN: Attack 20ฮผs-0.8ms, extremely fast; harmonics "stretch upward," suited to Snare/Bass that need speed; on Kicks in rock and Black music it's actually used less.
- Gain staging matters: passing signal at the proper level yields "subtle" saturation โ electrically it's distortion/noise, musically it's a "hidden flavor" that brings persuasiveness and tonal sheen.
- Gear with tubes + discrete circuits + input/output transformers (common in vintage units) easily produces good saturation; modern IC designs chasing clean sound have a hard time producing good saturation.
- Over-EQing is a cause of "thin sound":
- When a band recording loses its energy, it's usually excessive EQ;
- Endlessly EQing because "I want a bit more highs" never converges on the right answer;
- When the musical appeal of the ensemble is shrinking, adjusting the center of gravity with saturation gets you to the finish line faster.
2.2 Five Practical Techniques (Satoshi Fukuda)
Technique 1: Ambience-mic saturation = depth and dimensionality
- Place one mono ambience mic in front of the kit (where Kick/Snare/Hi-Hat balance well) (NEUMANN M49 tube condenser);
- Into a TELETRONIX LA-2A, pushing the GAIN knob up to create saturation;
- Judging the amount: the critical line is that a hard Crash hit must not distort to the point of transient collapse โ take loud sections to "just about to overflow";
- Principle: attacks get flattened โ tails and reverb components relatively rise โ the "contour" of the recording space (wall-reflection information, etc.) is highlighted โ the close-mic sound gains depth and dimensionality;
- Difference from Reverb: Reverb "pastes on a separate layer of spatial decay," whereas this "highlights the real room reverb of the recording" โ tightness is not lost, so it still suits drums;
- Saturation's characteristic "shattering, scattering" quality is the point (it cannot be produced merely by raising Release with compression);
- Plugins: SOUNDTOYS Decapitator or Devil-Loc (the UAD LA-2A plugin's distortion grain is too smooth and pretty to yield dimensionality; Devil-Loc Deluxe = a model of the SHURE Level-Loc, self-described "Audio Level Destroyer").
Technique 2: Saturated ambience changes the Groove = laid-back feel
- Once the distorted ambience is blended in: notes ring longer and feel gently pulled backward โ the perceived groove shifts "behind the beat," groovier;
- Non-integer harmonics increase โ hit outlines blur slightly โ timing errors stop being conspicuous โ even the rhythm's wobble becomes pleasant;
- Practical advice: don't rush to fix timing before mixing โ apply saturation first; very often things simply "sit right," then decide whether fixing is still needed;
- The same goes for vocal timing/pitch; Black music especially calls for loose handling โ use saturation to preserve the "human feel" of instruments and vocals.
Technique 3: Parallel saturation for punch
- Snare with 2 top + 1 bottom mics (SM57ร3): one top mic through an ALTEC 1567A (60s tube 6-in/1-out mixer amplifier, also used by early Motown), slammed hard into the head amp;
- "Unrecognizably mangled" is the requirement โ if it still sounds "decent, ringing normally" in solo, the saturation isn't deep enough;
- Blend in parallel with the other, cleanly recorded mic: the sound's "front face (outline)" stays clean while only the "back side" texture is rewritten โ grit and punch rise;
- Essentially the parallel-compression concept (compressed signal blended with the original);
- Same method at mix stage: duplicate the Snare track โ saturate โ blend with the original;
- Plugins: Decapitator, Radiator (= 1567A model; BASS/TREBLE/INPUT/OUTPUT/MIX);
- Additional "grit just by passing through" plugins: UAD Harrison 32C, Neve 1073 Legacy โ with the EQ section engaged the mids stand up with a "zaku" bite and turn punchy; better suited to Black-music snares than the newer UAD Neve 1073.
Technique 4: Controlling the center of gravity
- ALTEC 436C as a pure saturator:
- Threshold at max, Release at fastest (= almost no compression), input level pushed to about 2 o'clock;
- Adds "zara-zara to bari-bari" (gritty to crackling) distortion; the sound's outline stands up;
- On low instruments it means "staying low, yet slightly pulled upward" โ the center of gravity doesn't sag but gains outline.
- GATES Sta-Level (Vari-Mu tube limiter):
- The compressed signal stacked back onto the original โ the sound "stretches downward," saturation forms in the lows โ the center of gravity drops;
- Merely passing through it lowers the center of gravity;
- Real example: the Bass on ENDRECHERI "HYBRID FUNK" โ Line + Mic summed and fed into the Sta-Level; a "firmly planted" heavy feel, with no EQ inserted at all.
- Clap penetration comes not from boosting high-band EQ but from saturation:
- Decapitator on an AUX track for Send & Return saturation;
- Additive thinking โ the Send amount decides "how much flies over"; aggressive, like "hurling the sound at the ceiling."
- Kick example (Shunskรฉ G & The Peas "Groove Me"):
- Beater (impact point) / shell resonance / Sub low recordings summed to an AUX track โ insert Decapitator;
- DRIVE 2-3 (about 9-10 o'clock), emphasizing the shell's "boko" component;
- Use the TONE knob as an EQ = skip difficult EQing and instantly get the desired tone.
- Decapitator = the author's "My Best": universal for Clap/Snare/Hi-Hat/Kick/Tom/Overhead โ all rhythm material;
- FABFILTER Saturn: finer, more delicate distortion grain โ suited to EDM and other electronic styles and acoustic+electronic hybrid dance music; rich presets.
Technique 5: Turning a "vertical sound" "horizontal" (widening the image)
- Applies when the Kick feels "tall and narrow" and the sides feel lonely (COMA-CHI "water" example):
- Send the Kick via Bus to an ALTEC 1567A and GATES Sta-Level, blend the processed signal in parallel with the original โ the ALTEC makes the sound "slowly bleed outward"; the vertically extended sound broadens horizontally and thickens;
- Send & Return the original Kick again through a UREI 1178 (stereo version of the 1176) โ running mono material through stereo outboard can sometimes yield a bit of stereo feel = width;
- Also return an extremely short Room Reverb at only โ35.2dB โ it bleeds, widens horizontally, and gains fullness/presence within the arrangement.
- Fast, dense Bass lines: UAD UA 1176LN Rev E to emphasize the outline (note its extremely fast attack compresses "fast"; when you want the part laid-back, switch to another compressor);
- Material that's "a bit thin": run it through AVID Fairchild 660 (bundled standard with Pro Tools; three knobs INPUT GAIN/THRESHOLD/TIME CONSTANT) โ the moment it passes through it "gently" thickens.
- Judgment when mixing for clients: sounds that deserve saturation = those that "want one more push of heaviness" or are "too polished," lacking harmonics and grit โ add sparingly, step by step.
Iron rule for the upper limit: saturation isn't just "roughing up the sound" โ it serves space, groove, punch, center of gravity, and width; never overdo it โ the ceiling is "the attack must remain clearly perceptible."
2.3 Other Favorite Saturation Tools
- UAD Studer A800: the most-used tape sim; switching tape type and IPS (tape speed) gives clear-cut changes; excellent harmonic feel, also used "just to pass signal through."
- U-HE Satin: continuously variable tape speed is the appealing point; just-right grit.
- EMPIRICAL LABS Distressor EL-8: the name itself = Distortion + Compressor; Dist2/Dist3 modes add distortion content; frequently used on Bass and Kick.
- SHADOW HILLS The Equinox: summing amp and monitor controller; the sound "bleeds with quality richness," close to the feeling of working on an SSL console.
3. Sidechain Applications
3.1 Vocal-Triggered M/S Sidechain (core recipe, Atsushi Asada)
- Goal: the backing automatically steps aside the instant the vocal appears โ the vocal is clear without pushing its level up.
- Added value: the linked "when A appears, B yields" motion makes the two perceptually bond into one unit โ vocal and backing gain cohesion, keeping loudness while securing intelligibility.
- Compress only the Mid content of the top-layer instruments; leave the Side untouched:
- The vocal sits in the center of the field (Mid), and what clashes with it is mainly the backing's Mid content;
- Preserving the Side โ stereo width is unharmed and the processing is better concealed.
- Plugin: BRAINWORX BX_DynEQ V2 (a dynamic EQ supporting M/S mode + external sidechain โ better than an ordinary compressor at limiting "which band, which channel component" yields).
- Parameter recipe:
- Processing target: the Mid of the top-layer parts (M/S mode, Mid only);
- Attenuated band: around 350Hz (the low mids that clash with vocal body; the main battlefield of vocal thickness/presence is roughly 150-500Hz);
- Key signal: SC band set to ext (external input = the vocal track);
- EQ the key signal itself to 681Hz โ triggering off the vocal's energy around 681Hz tracks the moments of "actually singing" more accurately; confirm the key content with the SC solo button;
- Attack 0.06ms (extremely fast), Release 12ms (very fast), Threshold โ47.7dB;
- Attenuation about 2.2dB โ the empirical sweet spot is 1.5~3dB for the most natural result: "you can't hear the processing, yet the vocal is somehow clear"; too much gives it away.
- Operating order: SC solo to confirm the key โ lower the threshold until you see the desired triggering โ set max gain around 2dB โ play the whole song and confirm the groove isn't ruined by a "sucking" sensation.
- Comparison-experiment conclusions:
- Compressing the whole top layer (Mid+Side): the backing "loses its axis" and the vocal paradoxically floats without blending (worse as attenuation approaches the 5dB range) โ preserving the Side and moving only the Mid is clearly superior;
- Vocal-triggered compression of Bass (Mid): the bands barely overlap so the effect is weak, but "the lows dipping slightly the instant the vocal appears" can create a breathing groove.
- Synth-Lead-triggered version (EDM Drop, "make the main melody definitely land"):
- Faster Attack, slightly fast Release, attenuation by ear around 4dB;
- M/S compressing only the Mid: Side intact, the field doesn't collapse (the author's preference);
- Ordinary stereo compression: the melody juts out more, more momentum โ both are valid; choose by the track's character.
3.2 Classic Kick-Triggered Pumping (Nagie)
- Feed a four-on-the-floor Kick into a compressor's sidechain and compress "everything except the Kick":
- At the eighth-note point after the Kick's decay ends, the bass surges out with a "whoosh" = the Pump;
- Kick decay and bass surge in inverse proportion, with zero gaps in the sound โ ultimate loudness music (Daft Punk / Justice-style Electro).
- Not just bass: piano, synths, vocals can all be hooked up โ sounds vanish and surge back in unexpected places, generating interesting phrases.
- The sidechain input needn't be the Kick: feed a pattern different from the Kick โ more complex pumping effects.
- Routing: bass group / synth group / vocal group each get an AUX with a compressor; the Kick is sent to every compressor's sidechain input โ all groups sum into the master fader with a bus compressor pushing loudness to the max.
- The decisive parameters = the compressor's Attack Time and Release Time (getting the imagined compression curve rarely happens on the first try); with multi-stage compression watch out for DAW latency.
- At this level, balance is no longer controlled by mix faders but by "sound combinations + how the sidechain acts" โ that determines the music's entire balance.
- You can stack a Transformer-style effect on top (AVID Transfuser etc., tempo-synced "chopping" of the audio) for a mix of pumping and stuttering.
3.3 Lightweight / Derivative Sidechain Uses
- Hi-Hat sidechained with the Kick as trigger (mabanua): the Hi-Hat only "peeks out" in the Kick's gaps, adding groove to just the beat; try different depths.
- Easy tool: NICKY ROMERO Kickstart (Mix 100%);
- Trap layering trick: time-stretch a Cymbal about 4x longer (without changing pitch) โ apply Kickstart โ the long tone "breathes" on the downbeats, padding behind the Hi-Hat for dimensionality.
- Sidechain origins: broadcast ducking (announcer's voice automatically lowers the BGM) and the De-esser (sidechain compression with an EQ'd key signal) โ understand this and you can freely mutate the technique.
- The Key-In triggering of Gated Reverb is also a sidechain application (see 5.1).
4. Vocal Mixing Chain and 7 Vocal Effects
4.1 Mixing Order That Makes Vocals Stand Out (Nagie)
- Drums and bass first:
- Once the rhythm section is set, bring the vocal in to test;
- When the bass collides with the vocal: EQ-cut the bass around 1kHz (the zone that easily obstructs vocals) while keeping the bass tone natural;
- If bass volume swings are big enough to hit the vocal: flatten the level with a fast-Attack compressor.
- Yield the center to the vocal:
- Guitar panned left, piano panned right;
- Harmonies (Cho) widened left/right with chorus or short delay (creating an out-of-phase "valley" in the center);
- Bass sits at the bottom;
- EQ the instruments whose bands clash with the vocal โ carve out a "seat" for the Vo in the 1kHz vocal zone;
- Goal at this stage: a backing track that "sounds cool even without the vocal."
- After placing the vocal back, set the basic position first (heavy-rhythm tracks slightly bury the vocal; a flagship single opens it fully), then two cleanup methods:
- Method 1 (rework the offender's sound): EQ away from the vocal band / tame runaway peaks with compression / change panning away from the song / deepen its reverb to push it behind the vocal;
- Method 2 (volume control via automation): listen carefully for the moments something blocks the song and duck that instrument momentarily;
- Never do the reverse โ push the vocal up: raising the vocal โ other instruments then feel lacking โ everything gets raised โ the master level instantly clips; a death spiral;
- Until the backing is sorted, resist touching the vocal fader.
- Finishing:
- Automate expressive vocal-level detail (fine dynamics);
- Multiband compressor on the master fader to shape loudness, final fine-tuning;
- Advanced: group the whole backing to an AUX with a compressor, rebalance "backing group vs vocal," then a compressor on the master fader โ stronger vocal presence;
- But beware: cohesion between song and backing can thin out; with many compression stages, automation may stop behaving โ weigh and experiment.
- Respond to each singer's voice character (which band its features live in, whether the voice cuts through) โ preset-style moves like "cut 3dB at 4kHz" don't work.
- 60s retro vocal compression: Attack 4ms / Release 2s, about 5dB GR โ the short gap before the Attack means initial breaths and sibilants escape compression, which is exactly the "flavor."
4.2 Seven Vocal Effect Recipes
(1) Vocoder / robot voice (MATZ; reference: Daft Punk "Harder, Better, Faster, Stronger")
- Principle: voice = modulator, synth = carrier; pitch comes not from the voice but is "played" via MIDI on the carrier side.
- ABLETON Live's built-in Vocoder on the vocal track; carrier = a fat LENNARDIGITAL Sylenth1 sawtooth;
- Program the original melody one octave down as MIDI for the carrier;
- Vocoder settings: Carrier set to External, Audio From set to the Synth track, taking the Post FX signal point;
- Larger Bands (band-split count) = higher intelligibility; smaller = rougher and more retro (example: Bands 8, Range 80Hz-12.0kHz); the band bars can be hand-drawn up/down like an EQ;
- Daft Punk-style "human touch" trick: switch Carrier to Noise + Unvoiced Sens. about 55% โ unpitched content like consonants/breath gets filled with noise for a "whispery feel"; the robot voice ends up sounding more human;
- Write pitch-bend automation into the carrier MIDI: slide the pitch at phrase starts or ends, tuning "toward sounding more human";
- Redux for old-sampler texture: Bits=8, Rate=40.0kHz (Jitter/Shape 0%);
- Alternatives: SOFTUBE OTO Biscuit, D16 Decimort 2, WAVES OVox (+Morphoder), TAL-Vocoder (hardware-like texture).
(2) Auto-Tune "kero-kero" voice (ใฑใญใฑใญใปใใคใน, hard-tuned croaky vocal) (TeddyLoid; reference: Perfume "ใใชใชใบใ ")
- ANTARES Auto-Tune Pro switched to CLASSIC mode โ "the Auto-Tune 5-era sound"; this is what sparked the original boom, and pros prefer this mode for kero-kero;
- Auto Mode: set KEY/SCALE to the song's key, choose INPUT TYPE (Soprano/Alto/Tenor etc.) per the singer's range;
- RETUNE SPEED turned fully left = 0 (fastest) โ pitch snaps instantly and rigidly to the nearest scale degree; the source of the "frog" effect;
- Simultaneously HUMANIZE=0, NATURAL VIBRATO=0, completely removing humanization for maximum mechanical feel;
- FORMANT on; adjust timbre with THROAT (throat-length modeling, example value 93): formants shifted up = cute and slight, down = thick and full โ changes the voice color without changing pitch.
(3) Digital Choir (T-SK; reference: Kanye West "Lost in the World feat. Bon Iver")
- Use: chorus pads or Drops โ vocals stacked into a "digital choir," sacred and coldly gleaming;
- iZOTOPE VocalSynth 2 in MIDI Mode (not Auto Mode); create a MIDI track and route its MIDI output to the plugin;
- Enter chords on the MIDI track (write whatever harmony you want the choir to sing);
- Note: no sound where there are no MIDI notes โ "from where to where it sounds" is precisely controlled by note lengths;
- Start from a thick-sounding MIDI Mode Preset (categories like Classic/Clear/Deep/Edgy/Lush), then fine-tune as needed;
- Finish with Pro-Q 3: low-cut to clean the bottom + attenuate around 774Hz where it clashes with the lead vocal to make way; optionally add a stereo imager (widening) and a De-esser (de-harshing).
(4) Talkbox (JUVENILE; reference: Bruno Mars "24K Magic")
- First treat the dry vocal (a talkbox must "speak clearly" as a prerequisite): low-cut below 200Hz, control the consonant/sibilance zone above 3kHz to keep consonants clear, compress to gather dynamics;
- VocalSynth 2 with the Talkbox module enabled + MIDI Mode;
- MIDI = unison with the main melody + one layer an octave up โ the upper octave layer adds cut-through and thickness;
- Drive (distortion amount โ funkiness) and Speaker (speaker resonance character) are the two most important knobs; always adjust them; the module also has OSC waveform/Sub/LFO;
- Afterwards add EQ, reverb, chorus; consonants get buried easily โ keep them clear.
(5) Megaphone voice (yasu; reference: Ado "้ฟไฟฎ็พ
ใกใใ")
- MCDSP FutzBox (lo-fi multi-effect), starting from the built-in preset "Red Megaphone" but not taking it as-is:
- EQ: low-cut below about 600Hz, high-cut above about 8kHz, boost about 6dB around 2-3kHz (the megaphone's narrow-band midrange honk);
- FILTERS section: high-pass about 400Hz, low-pass 14kHz lightly (don't over-cut the highs);
- DISTORTION section: gradually raise AMOUNT to "just about to break" โ past that it's only noise;
- In the right-hand EQ, boost 2.8kHz another 3-4dB and the megaphone flavor snaps into focus.
- Finish: iZOTOPE Ozone's Exciter, mode "Tape", Amount about 8.4 โ too much becomes harsh.
(6) Formant Changer (MK; reference: Porter Robinson & Madeon "Shelter")
- Principle: formants = spectral peaks determined by the vocal-tract shape; shift only the formants, not the pitch โ male/female/child/elderly voices โ the source of an "uncanny hook";
- Method: create a formant shift amount automation lane under the vocal track and draw it up/down at the right moments โ sustained offsets or intermittent "twitches," creating a dislocated feel of male/female or near/far flickering;
- Plugins: WAVES Vocal Bender, ZYNAPTIQ Morph 2, SOUNDTOYS Little AlterBoy, FL Studio's built-in feature โ any plugin with a formant parameter works;
- Advanced: layer a formant-processed duplicate behind the lead, or stack chorus/effects on top of it.
(7) Telephone / radio voice (murozo; reference: YOASOBI "ใใถใ")
- Positioning: a great etude for EQ fundamentals;
- Pro-Q 3 band-pass: low-cut about 300Hz + high-cut about 4kHz as the basic shape;
- The steeper the filter slope (6/12/โฆ/72dB/oct up to Brickwall), the stronger the lo-fi feel;
- Don't memorize frequencies: move the cutoffs while the song plays and find the spot where "the vocal still opens up and stays intelligible" (the optimum differs per singer and between male/female voices);
- Bonus: light saturation/distortion makes it more convincing; layering noise pushes it from "telephone" toward "radio";
- The key to usage = contrast with the dry lead vocal: use the narrow-band voice at scene changes like intro/interlude/bridge, then return to the full-range vocal at the verse โ the contrast makes the lead more dimensional.
Bonus: a 60s trick โ MOOG-filtered vocal (The Doors "Strange Days")
- Peaking EQ, narrow Q, boost 30-40dB at 2.5kHz (if one EQ can't boost that much, chain 2; real example: 2538Hz, Gain +18, Q 6.50);
- โ low-pass filter cutting everything above 2.5kHz;
- โ Delay 167ms (imitating the tape-machine delay time at 15ips tape speed).
5. Classic Techniques Toolbox
5.1 Gated Reverb (the signature 80s sound)
- Origin anecdote: during the recording of "Peter Gabriel III (Melt)" (1980), the drum room's talkback mic (with compression + Gate on it) accidentally picked up the drums โ the over-compressed/gated room sound was unexpectedly cool (Steve Lillywhite ร Hugh Padgham).
- Basic flow: close-miked snare โ tightened with a Gate โ the gaps between hits filled with digital reverb โ that reverb tail cut off again with a Gate.
- Method (1): Key-In sidechain triggering
- Send the snare track to a reverb track (UAD Lexicon 224 or another digital reverb; many recent plugins recreate vintage digital reverbs);
- Insert a Gate after the reverb โ but a Gate alone won't cut the tail crisply;
- Key point: feed the dry snare into the Gate's Key-In (sidechain input) to trigger it open and shut;
- WAVES C1 example parameters: sidechain source Bus 10, Gate Open=โ25.8, Gate Close=โ31.7, Attack=0.15ms, Release=63ms, Hold=257.63ms;
- The reverb length is set by Hold โ the right length varies with tempo; turn Hold while the song plays and stop where it sounds cool.
- Method (2): compressed ambience mic as the reverb
- Put a fast-Attack / slow-Release compressor on the ambience mic to lift the air and use it as reverb (a major element of the original Gated Reverb);
- WAVES CLA-76 (1176-style): Attack fastest (fully right) / Release slowest (fully left) โ note that both its ATTACK/RELEASE knobs get faster the further right they're turned.
- Vintage-reverb-flavor tricks:
- Lower the Density (reverb density) a little = slightly grainy sound, more 80s atmosphere;
- For "reverb applied yet the sound stays up front": turn off the Reverb Tail and add only the Early Reflections.
- Recording note: close-mic the cymbals and handle them separately from the snare โ otherwise gating the close snare track can't remove the tails bleeding into the Overheads.
5.2 Parallel Compression
- Principle: compressor on a Bus, Send & Return blending only the needed amount of the squashed signal back with the original โ deep compression without losing the sound's "core."
- Single-unit option: a compressor with a Mix/Blend knob, e.g. EMPIRICAL LABS Arousor (example: IN=6.25dB, Att=31.3ms, Rel=625ms, OUT=11.75dB, BLEND 3.13; Soft Clipping steps: Pinned 14%THD / Toasty 8% / Hot 3% / Warm 0.5%).
- Application (1), compression as reverb (Tchad Blake style): deeply compress off-mic material โ attacks flattened โ room tails (reverberant content) float up = an exaggerated space with a flavor different from digital reverb.
- Application (2), parallel saturation: original + "unrecognizably mangled" saturated signal blended = rewriting only the back-side texture of the sound (see 2.2 Technique 3).
5.3 Advanced Compression
- Two in series (the Roger Nichols principle):
- For compression to sound natural, GR on a single source should not exceed 3dB;
- Need more = 2 compressors doing 3dB each โ far more natural than 6dB from one;
- Division of labor: unit 1 with slow Attack for a natural compressed foundation; unit 2 dedicated to catching the attack transients the first one missed;
- More "musical" peak control than reaching straight for a Maximizer;
- Example: WAVES CLA-2A (optical) + CLA-76 (FET) in series.
- "Foul-play" usage (Tchad Blake style):
- At 15-20dB GR the tone is no longer flat: mids bulge, highs roll off, so the lows sound lifted;
- Extremely short Release produces distortion;
- Deliberately breaking the rules draws out a compressor's "other face" (Tchad used the SPECTRA SONICS 610, SHURE Level-Loc);
- Choose plugins that "change the sound the moment they're inserted": SOUNDTOYS Devil-Loc, WAVES Abbey Road RS124 (most plugins compress with a flat tone and don't suit this).
- Taming slap bass: Ratio 8:1 or higher, shortest Attack (0.01ms), Release about 50ms (WAVES C1 example: 7.95:1, Threshold โ15.0, Makeup 5.0); keep the settings and deepen GR until the phrase is clear โ the Reduction meter swings 5-10dB on the "smack" moments.
- Vintage slow-Attack texture: insert a distortion effect after the compressor = recreates the old ALTEC sound where "only the uncompressed attack distorts" (Beatles bass: A/R both 50ms + distortion after).
- 60s ping-pong-recording density: submix buses of like instruments bounced down layer after layer, each bounce passing through light compression.
5.4 ADT and Pitch-Shift Tricks
- ADT (Artificial Double Tracking, mid-period Beatles vocals): WAVES Reel ADT; or a plain Delay around 35ms + automation wobbling the delay time + Feedback OFF.
- Hannett-style "delay + pitch shift" combo: a few ms of delay + a pitch shift offset by a few cents, used via Send & Return;
- Insert version: WAVES Doubler or SOUNDTOYS Crystallizer (example: PITCH โ6 cents, SPLICE 31.3ms, DELAY 8.9ms) โ a psychedelic sound quite estranged from the original.
- Snare shifted up several semitones overall (EVENTIDE H949 Harmonizer style, "She's Lost Control").
- Reggae speed-up feel: raise the drum track's tempo + pitch by 3-7% (about 50-100 cents) (Pro Tools Pitch II RATIO 106.00%); for MIDI drums, PITCH +2 overall in the sampler after the part is finished.
- Two Trap pitch-shift uses: material +19 semitones up into hi-hat range (toy sounds turned into samples); whole loop โ5 semitones = dark lo-fi atmosphere.
5.5 Gate and Transients
- Gate principle: cuts sound below the threshold (the opposite direction from compression); overuse = only the attack remains, a creatively tightened tone.
- Gate to tighten the beat (Hannett style): WAVES C1 "Compressor/Expander" mode example: Type=Gate, Floor=โInf, Gate Open=โ20.8dB, Gate Close=โ25.9dB, Attack=2.00ms, Release=30ms, Hold=0.01.
- Watch for bleed mis-triggering: with heavy hi-hat bleed in the snare mic, a loud hi-hat may open the gate by mistake.
- Metal guitar noise floor: continuous "hiss" โ Noise Gate placed before the Distortion (C1 example: Openโโ46.2 / Closeโโ50.2 / A 2ms / R 100ms); too high a Threshold gates away the guitar itself; if you dislike the gate's tonal change, just trim the silent regions in the DAW.
- Transient shaping:
- SPL Transient Designer: SUSTAIN turned slightly left = funk-style dry tightness, like muted percussion;
- NATIVE INSTRUMENTS Transient Master: on the drum bus with Smooth (smooths the attack without fuzziness) + Limit (a grain-preserving limiter; MK always engages it).
- Post-distortion tails dragging โ light Gate to cut them and re-expose the attack (SOFTUBE Valley People Dyna-mite's Gate mode).
- Lo-fi snare: snare โ Bus โ Bit Crusher โ Gate โ inserting directly turns everything to mush; Bus processing + Gate cutting the distorted sustain = "only the lo-fi'd snare speaks by itself."
5.6 Space and Depth
- Depth formula: far = more reverb + fewer highs:
- Add reverb + EQ-cut the highs to push a part back; the lead gets thin reverb and sits up front;
- Soft-rock example: lead vocal reverb thin, chorus reverb deep (Plate about 3.5s) + High Shelf cut on the chorus.
- Two Pre-Delay uses:
- Hannett-style snare reverb: Pre-Delay set to about 10-20ms (tight dry center + a longish Pre-Delay reverb = a technique unique to digital reverbs);
- "Sticky" reverb: set Pre-Delay to a 16th-note length (an on-beat value) โ an adhesive quality with groove.
- Reverse reverb (Shoegaze):
- WAVES Renaissance Reverb type=Reverse (example: Size 99.4, Diffusion 89.1, Decay 3.30s, Wet/dry 100, Predelay=โ160.0ms โ negative values allowed, letting you shift when the reverb appears without moving the audio);
- UAD AMS RMX16 presets 9/10 = Reverse (utterly "canonical"), presets 8/18 = Nonlinear (the reversed sound of the drums on Prince's "KISS").
- Wall-of-sound bleed recreation: 4 Room Reverb buses, all the same size, with ER and Reverb Time each slightly different, the same track sent to all 4 in parallel.
- Effect brightness map (Nagie):
- Brighter = EQ high boost, exciter, plate reverb;
- Darker = EQ high cut, amp simulation, De-esser, saturator.
- Effect-chain-order examples:
- Tape sim (Wow & Flutter turned up) โ reverb = "wobbling reverb" (Farkle, The Doors);
- Insert a room-type reverb deep first, then EQ + compress the whole "reverberated sound" = a very effective atmospheric tone;
- When one compressor doesn't deliver, dare to chain two.
5.7 Hi-Hat and Groove Quick Reference (three styles)
Trend awareness (SUI): in Trap, hi-hats are now treated as "top-layer instruments" (rolls with pitch changes, Flanger, layering); in the EDM world the tendency to "drop the hi-hat and build rhythm with other sounds" is pronounced; everyday sounds (tapping a glass, etc.) taking on the hi-hat role is spreading.
Trap / Future R&B (Matt Cab):
- Tone standard: plenty of highs, cold metallic texture (too fat or heavy harms Trap's sense of speed);
- Selection flow: audition sounds one by one while the Kick/Snare loop plays; decide by physical reaction (involuntary head-nodding / urge to dance);
- Sampling everyday sounds: a toy switch click pitched +19 semitones into hi-hat range โ PLUGIN ALLIANCE HG-2 pushing SATURATION (preset "13 Drums Bus 2"; the sound thinned by pitching is re-thickened) โ UAD Neve Preamp preset "DRUM-Hyped Overheads" to restore cut-through and air;
- Cymbal layering: time-stretch about 4x longer + Kickstart sidechain = "breathing" on the downbeats;
- Layer a hi-hat loop pitched a further โ5 semitones = dark, atmospheric lo-fi feel;
- Track Delay +11ms โ a mere 11ms changes the whole beat's impression; a shortcut to a next-level Trap beat;
- 32nd-note hi-hat rolls instead of fills, "placed where they make the Kick and Snare sound coolest"; every 4 bars, OUTPUT Movement adds rhythmic modulation + spacey delay;
- Cymbal finishing (Pro-Q3): low-cut below about 750Hz, high-cut above about 8.5kHz, 7kHz Bell cut 6dB to de-harsh; SOUNDTOYS PanMan auto-panning adds Shuffle/Swing groove.
EDM / House (MK):
- Swing amounts: Future House about 60% (ideal BPM 124-128), Progressive House/Trance about 20% (128-132);
- Even when melody Swing is 0%, always apply some Swing to the rhythm section, hi-hats first (FL Studio: the Swing knob at the top right of the Channel Rack);
- 16th-note hi-hat groove: about 40% Swing + Pan flickering left/right per 16th note + Velocity shaped with the same dynamics โ escaping grid-locked stiffness;
- Ghost notes: inserted between the kime (accent hits) at about 1/6 the velocity of the main notes โ ghost notes alone can generate groove;
- Ghost-note tones need short Release; a handy envelope: Attack 0%, Decay 50%, Sustain 0%, Release 30-40%;
- Layer hi-hats on the Synth Lead's note timing to add attack and thickness (low-cut everything below the upper mids + a little Reverb to blend);
- Reverse Open Hi-Hat + reverbed Clap/Tom stacked on the second half of bars 2/4/6/8 = the Drop's kime accents;
- Recent texture: the "crisp brightness" of XFER RECORDS OTT multiband compression; retro-leaning Future House uses the dry TR-707 Open Hat;
- Transient Master with Smooth+Limit to stand the attack up; dynamic EQ ducking the harsh 4kHz band only when it pokes out; decisively cut above 15kHz (unnoticeable in a home studio, a noise source on a big club rig).
Hip-Hop / Lo-Fi (mabanua):
- No quantizing โ record played in real time โ the hi-hat is the drum-kit part that should least be quantized;
- Tone philosophy: mid-forward "hard" hi-hats ("ka-ka-ka" percussive tones) are on the rise; "the whole track's color is carried by the hi-hat";
- Vary the cymbal openness every hit (Close โ Half-Open โ Close undulating within a bar) = live atmosphere; favored sample sources: SP-1200 / ASR-10 / MPC3000;
- Slightly shorten Decay in the sampler = keep the closed hat's "kire" (snap) while the tail gets a "suuu" extension;
- Place the hi-hat about one 32nd note behind the Kick = emphasizes the Kick's weight, a "sticky beat" (Kick priority on beats 1 and 3);
- Two hi-hat pitches: higher one on downbeats, lower one on offbeats; high โ L, low โ R = a springiness real drums can't reproduce;
- Volume sets the track's center of gravity: loud hi-hat = high center of gravity, speedy (N.E.R.D "Lemon"); quiet = low center of gravity (Jay-Z "Dirt Off Your Shoulder"); the contrast can reach 17dB; chill styles may even omit the hi-hat;
- High-frequency treatment: tame the harsh 2-5kHz band until "gentle" (this also cleans up the vocal's highs); when Kick/Snare are strong-attack sounds, boldly shaving the hi-hat's highs actually makes them pop;
- Modulation staging: Logic Ringshifter (ring mod + frequency shift) for metallic texture, Stereo Width for width, modulation synced to the tempo.
6. Genre Sound-Recreation Quick Reference (60s-2000s)
Full parameters, plugin example values, and historical background: see genre-sounds-reference.md.
| Era | Genre | One-line recipe (key parameters) |
|---|
| 60's | Beatles/Motown | Kick compression A4ms/R2s; Snare 3-5kHz boost + A0.2ms/R0.8ms compression; Bass A/R both 50ms + distortion after the compressor; submix buses lightly compressed layer by layer (PuigChild 670 TC "1" = A2ms/R0.3s); vocal A4ms/R2s ~5dB GR + ADT 35ms |
| 60's | Wall of Sound | "Overhead+Snare" blend track into Echo Chamber reverb (UAD Hitsville); Bass doubled with EP-34 Tape Echo 195ms; guitar ultra-short 10ms delay, thin blend; 4 same-size Room Reverbs with differing ER/Time sent in parallel = bleed feel; Kick volume kept small |
| 60's | Eddie Kramer (Hendrix/Zeppelin) | Ambience-track compression A5ms/R100ms/2:1, 3-5dB GR ("Moby Dick" version A0ms/โ:1, 10-20dB); Snare 1kHz +5dB (fiercer songs 3.5kHz +2-3dB); guitar 120Hz +3dB, 2.8kHz +3-5dB; real-time Pan/reverb-amount automation |
| 60's | US psychedelia (The Doors) | Console-model preamp Gain pushed up + fader pulled down = mixing-stage distortion (Lindell 80 Series); tape sim Wow&Flutter up โ reverb = "wobbling reverb" Farkle; vocal 2.5kHz narrow Q +30-40dB โ LPF โ Delay 167ms |
| 60's | Soft rock | Lead thin / chorus deep reverb (Plate 3.5s) + chorus high cut = depth; guitar cut 200Hz and 500-700Hz to make way for the chorus; Kick 1kHz cut, no outline; if the Kick vanishes, cut other instruments below 100Hz instead |
| 70's | Reggae (Bob Marley) | Drums sped/pitched up 3-7% (50-100 cents); Bass 50-60Hz +10dB (HLS Channel), cut 5Hz; whole kit โ5dB / bass +5dB; guitar and keys thinly wah'd at half-pedal (Amplitube Wah 47) |
| 70's | Dub | Real-time fader cut-outs + EQ sweeps (record the physical moves; don't pencil them in); dotted-quarter/eighth delays overwhelming the dry sound; analog delay with long Feedback + turning Delay Time = pitch glides; one-shot snare suddenly into spring reverb (REV SPRING-636) |
| 70's | Pink Floyd prog | TG12345 Channel Strip DRIVE for light saturation; drums confined to 10-to-2 o'clock, top parts panned wide (pan 54/80); Kick/Snare about 3dB lower than usual; harmonies ValhallaFreqEcho Shift โ5.54Hz; guitar Vibe Phaser with RATE automation |
| 70's | New Soul (Stevie/Marvin) | Long plate reverb on drums to "soften the tone" (Stevie = nearly inaudible / Marvin = veiled in light mist); dynamic-mic drums 16kHz +3dB to mimic condensers; bass attack slightly distorted (Neold U17); harmonies and strings deep-reverbed as a bed + dry DI parts floating on top = softness plus outline |
How to use: when the user wants "the sound of a certain era/genre," first give the one-line recipe from the table above as a starting point; when full details are needed (plugin screenshot parameters, recording-history background, Pick Up reference albums), consult the corresponding PART in genre-sounds-reference.md.