Quality drum hits for house
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- KVRist
- 147 posts since 11 Apr, 2005
can any one recommend some good samples for drum hits for use in making my own beats on soulful house tracks ??
i have some on sample cds but when using them they lack a certain Umph
maybe it to do with reverb, compression etc
any help or tips on getting my house beats sounding better would be really appreciated, as im new to this using live at the moment,
thanks mark
i have some on sample cds but when using them they lack a certain Umph
maybe it to do with reverb, compression etc
any help or tips on getting my house beats sounding better would be really appreciated, as im new to this using live at the moment,
thanks mark
MB
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- KVRist
- Topic Starter
- 147 posts since 11 Apr, 2005
maybe some one has some tips for making my drum sample sparkle a bit more
my beats just seem a bit dull
any one ?
thanks mark
my beats just seem a bit dull
any one ?
thanks mark
MB
- KVRAF
- 4090 posts since 31 Oct, 2002 from Montreal, Canada
Funny you are asking this, I made a tip last night that may help you. I just posted it this morning here:markbenson wrote:maybe some one has some tips for making my drum sample sparkle a bit more
my beats just seem a bit dull
any one ?
thanks mark
http://www.kvraudio.com/forum/viewtopic ... 93#1089693
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- KVRist
- Topic Starter
- 147 posts since 11 Apr, 2005
arh, not a bad idea, i suppose youll get varied results though with this,
thanks mark
thanks mark
MB
- KVRAF
- 19156 posts since 13 Feb, 2003 from Vancouver, Canada
Try a bit of distortion. If you use Cubase, the included Quadrafuzz is excellent; it provides the possibility to distort 4 different bands; so you could just distort the lo-mids of the kick drum, say, for a punchier sound that won't rely on cranking the bottom end to sound "big". Or there a lot of free compressor/distorters that can give you an analog style punch to your drums. Experiment with distortion and compression on individual instruments or drum buses to get the right feel. I tend to use:
Camelphat free (kick ass for kick drums)
UKM Nonlin
Comprimiere
TBT Tubelimit (having a hell of a time finding this EXCELLENT plug-in. can't figure out why the dev stopped making it?)
Included with Cubase:
QuadraFuzz
Puncher
Magneto
There's a start. There are so many compressors/tube sims that you should just try em all. SoundOnSound have amazing tutorials about this kind of stuff too.
Camelphat free (kick ass for kick drums)
UKM Nonlin
Comprimiere
TBT Tubelimit (having a hell of a time finding this EXCELLENT plug-in. can't figure out why the dev stopped making it?)
Included with Cubase:
QuadraFuzz
Puncher
Magneto
There's a start. There are so many compressors/tube sims that you should just try em all. SoundOnSound have amazing tutorials about this kind of stuff too.
- KVRAF
- 4090 posts since 31 Oct, 2002 from Montreal, Canada
Yes, aside from the samples you pick to double your original kit, the results will also vary with the mix levels and panning of your kits. You can also have different FX for the 2 kits, or one dry and one processed (lightly or heavily).markbenson wrote:arh, not a bad idea, i suppose youll get varied results though with this,
thanks mark
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- KVRAF
- 1682 posts since 13 Oct, 2003 from Oulu, Finland
Good source material is essential (if you're not going to use synthesized sounds, but sample based, that is...)
Try these two single hit sample cd's:
Dance Megadrums 1 (drum machine samples)
and
Bob Clearmountain Drums 2 (premium quality acoustic drumkits)
Then it's all about compression and eq...
Those two sample cd's ROCK! (no bullshitting! they're the ultimate thing!)
Try these two single hit sample cd's:
Dance Megadrums 1 (drum machine samples)
and
Bob Clearmountain Drums 2 (premium quality acoustic drumkits)
Then it's all about compression and eq...
Misspellers of the world, unit!
https://soundcloud.com/aflecht
https://soundcloud.com/aflecht
- KVRAF
- 19156 posts since 13 Feb, 2003 from Vancouver, Canada
yeah! Dance Mega Drums! Hardly a day goes by when I don't use that wonderful, huge collection.
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- KVRAF
- 1682 posts since 13 Oct, 2003 from Oulu, Finland
Just to promote more of those two sample cd's:
Imagine the day when there were no VST's, just hardware synths and drummachines. Most drums machines were sample players and some were older real drum synths. Those sample players had limited number of sounds in them (usually 200-400 of them). Drum synths had different sound engines to them. Each sound channel of the drum synth was usually limited to some specific kind of sounds for, say, kick drums and snares (they had special synthesis circuits for each type of sound). So they also had quite limited sound palette to them. Dance Megadrums 1 offers pretty much everything from those two areas (sample based & synthetic drum machines). So why not use it?
You could use that old hardware sample playing drum machine which has 200-400 samples in it, but you could also use Dance Megadrums 1, which has almost 5000 drum samples in it (and they're all in very good quality!). Sample CD's are a good thing, no matter what someone might say
(and to quote someone from these forums: "and that's a fact in my opinion"
)
Imagine the day when there were no VST's, just hardware synths and drummachines. Most drums machines were sample players and some were older real drum synths. Those sample players had limited number of sounds in them (usually 200-400 of them). Drum synths had different sound engines to them. Each sound channel of the drum synth was usually limited to some specific kind of sounds for, say, kick drums and snares (they had special synthesis circuits for each type of sound). So they also had quite limited sound palette to them. Dance Megadrums 1 offers pretty much everything from those two areas (sample based & synthetic drum machines). So why not use it?
Misspellers of the world, unit!
https://soundcloud.com/aflecht
https://soundcloud.com/aflecht
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- KVRist
- Topic Starter
- 147 posts since 11 Apr, 2005
great thanks alot, yeah it seems there are always new sample cds being released but they arent all up to scratch, i suppose if you start with less than perfect samples the poor qulity will carry through your mix, ill look for these sample cds
and try the free vst's suggested
loops are ok but nice to have the flexability of making beats and editing them, fills rolls, precussion parts etc
cheers mark
and try the free vst's suggested
loops are ok but nice to have the flexability of making beats and editing them, fills rolls, precussion parts etc
cheers mark
MB
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- KVRist
- 317 posts since 20 Feb, 2005
my suggestion for an easy start: sample drumshits from the tracks you like. but not the whole beats! cut up and mix up the sounds from different sources.
right now (and possibly later too) it will be more efficient for you to have a small library of great samples rather than 5000 "good" sounds. at least for the most important pieces: bd, snare, open hihat. then you can blend in other sounds for variety.
getting the right sounds is important and a good start. to get the whole beat consistently right you need to practise. a lot. in addition to technical knowledge, your ears/brain must learn to pick up on the subtleties. you'll slowly improve over many many months/years. If you're a professional DJ/musician etc you have a good head start.
your main parameters are (sorry if obvious)...
1. the sounds. choose good source sounds rather than trying to mangle bad sounds into submission.
2. composition of the beat - timing, interplay between the different hits and silence.
3. volume (get the balance between the individual hits right)
4. eq (+ pan) of individuals hits separately
5. compressor (on the whole beat), route the sounds to a group if this is possible in Live. you need enough to make things gel with eachother and maybe pump and breathe a little, but not so much that you loose the transients and dynamics or even distort it.. if you can't hear the difference, just keep trying, A/B compare, leave it for a bit - come back and listen.. etc.
+ effects and sometimes compressor/transienton the individual hits to spice things up. some room/reverb on the snare and a little delay+reverb on the percussion to start with.
all that said, never be afraid to experiment. although the genre you're aiming for can be quite orthodox, you still need to find your own sound..
good luck
right now (and possibly later too) it will be more efficient for you to have a small library of great samples rather than 5000 "good" sounds. at least for the most important pieces: bd, snare, open hihat. then you can blend in other sounds for variety.
getting the right sounds is important and a good start. to get the whole beat consistently right you need to practise. a lot. in addition to technical knowledge, your ears/brain must learn to pick up on the subtleties. you'll slowly improve over many many months/years. If you're a professional DJ/musician etc you have a good head start.
your main parameters are (sorry if obvious)...
1. the sounds. choose good source sounds rather than trying to mangle bad sounds into submission.
2. composition of the beat - timing, interplay between the different hits and silence.
3. volume (get the balance between the individual hits right)
4. eq (+ pan) of individuals hits separately
5. compressor (on the whole beat), route the sounds to a group if this is possible in Live. you need enough to make things gel with eachother and maybe pump and breathe a little, but not so much that you loose the transients and dynamics or even distort it.. if you can't hear the difference, just keep trying, A/B compare, leave it for a bit - come back and listen.. etc.
+ effects and sometimes compressor/transienton the individual hits to spice things up. some room/reverb on the snare and a little delay+reverb on the percussion to start with.
all that said, never be afraid to experiment. although the genre you're aiming for can be quite orthodox, you still need to find your own sound..
good luck
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- KVRist
- Topic Starter
- 147 posts since 11 Apr, 2005
thanks for all the info on this, the processing parts is very handy, isnt the dance mega sample cd quite old ??
had a listen to a demo on the timespace.com website, didnt sound that great but hey it was a 20 second sample.
i read some where that for house alot of different hats and shakers are used and panned hard left and right, it said that about 4 different hats and 4 shakers were used i didnt realise this, as it definatly doenst sound like this, maybe thats how they get that full pumping sound ??
mark
had a listen to a demo on the timespace.com website, didnt sound that great but hey it was a 20 second sample.
i read some where that for house alot of different hats and shakers are used and panned hard left and right, it said that about 4 different hats and 4 shakers were used i didnt realise this, as it definatly doenst sound like this, maybe thats how they get that full pumping sound ??
mark
MB
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- KVRist
- 317 posts since 20 Feb, 2005
this can help to make a wider fuller soundscape. just beware that if you add too much, it'll turn flat and cluttered instead - the omphh in a drum track is in the interplay between (near) silence and the hits.markbenson wrote:thanks for all the info on this, the processing parts is very handy, isnt the dance mega sample cd quite old ??
had a listen to a demo on the timespace.com website, didnt sound that great but hey it was a 20 second sample.
i read some where that for house alot of different hats and shakers are used and panned hard left and right, it said that about 4 different hats and 4 shakers were used i didnt realise this, as it definatly doenst sound like this, maybe thats how they get that full pumping sound ??
mark
the pumping is achieved through compression of the whole drum track with a fast attack and short release time (10ms or so).
