Panned kicks, ping pong?!
- KVRist
- 227 posts since 19 Apr, 2022
Panning a kick from L to R, ping pong style? Better to do that via automation by using a plugin like "Pana klevgrand" (has a crossover filter, leaves low end frequencies completely untouched)? Layering the kick? Or can this easly done via ping pong delay? Any thoughts or suggestions are much appreciated!
Example Song:
Example Song:
- KVRAF
- 18530 posts since 26 Jun, 2006 from San Francisco Bay Area
Kick in the middle, as the god of thunder ordained it.
Zerocrossing Media
4th Law of Robotics: When turning evil, display a red indicator light. ~[ ●_● ]~
4th Law of Robotics: When turning evil, display a red indicator light. ~[ ●_● ]~
- KVRist
- Topic Starter
- 227 posts since 19 Apr, 2022
According "Thors rule" the kick always at 12 a clock, I know
- KVRAF
- 16891 posts since 8 Mar, 2005 from Utrecht, Holland
If I told you how to have a kick (or any other random sound) alternating between panned hard-left & hard-right, I'd have to kill you afterwards. Simple stereo->mono->stereo sample processing is a heavily guarded trade secret.
We are the KVR collective. Resistance is futile. You will be assimilated. 
My MusicCalc is served over https!!
My MusicCalc is served over https!!
-
gaggle of hermits gaggle of hermits https://www.kvraudio.com/forum/memberlist.php?mode=viewprofile&u=521655
- KVRian
- 965 posts since 18 Jul, 2021
Is the main kick being panned at all? it sounds dead centre to me but the tight ping-pong delay – which is panned – makes it sound as though it's moving.
in which case: use a ping-pong delay with a high-pass. i haven't analysed it in detail but the movement illusion might be helped by the delay switching left-right/right-left on each successive kick. you might want to look in a spectrum analyser to see whether it's doing that or whether it's consistent (i'd try it though anyway: might make for a cooler effect).
either way, the consistency suggests to me they're not just using a delay on a send from the kick but they've sampled the delay and cut it in so there's no unwanted bleed from the feedback into the following kick. but you could use a multitap to set up the ping-pongs exactly how you want and just it play through.
in which case: use a ping-pong delay with a high-pass. i haven't analysed it in detail but the movement illusion might be helped by the delay switching left-right/right-left on each successive kick. you might want to look in a spectrum analyser to see whether it's doing that or whether it's consistent (i'd try it though anyway: might make for a cooler effect).
either way, the consistency suggests to me they're not just using a delay on a send from the kick but they've sampled the delay and cut it in so there's no unwanted bleed from the feedback into the following kick. but you could use a multitap to set up the ping-pongs exactly how you want and just it play through.
- KVRAF
- 5913 posts since 17 Aug, 2004 from Berlin, Germany
Probably 2 kick tracks... one as usual mono and the other has a ping pong delay with 100% wet + reverb.
| Links-
- KVRAF
- 8749 posts since 24 May, 2002 from Tutukaka, New Zealand
As above. A) 2 kick tracks, one delayed and high passed ping pong without the source. Or B) 1 kick track with ping pong directly applied to it via a send and high passed on the delay. TBH it's easier to do with B. Nothing fancy, really. If you want to save CPU resources you can even do it by C) recording a highpassed ping pong delay from the kick and then simply paste it into an audio part.
Yeah you could do it by panning a second version with automation & high passed, but why make it difficult?
Yeah you could do it by panning a second version with automation & high passed, but why make it difficult?
- KVRist
- Topic Starter
- 227 posts since 19 Apr, 2022
Thanks to all of you for your excellent ideas and suggestions. I have already tried a few of your suggestions and yes, it's relative "easy" to get this effect "without touching" the Kick... If you know where to start.kritikon wrote: Mon Apr 25, 2022 9:06 am A) 2 kick tracks, one delayed and high passed ping pong without the source. Or B) 1 kick track with ping pong directly applied to it via a send and high passed on the delay. TBH it's easier to do with B. Nothing fancy, really. If you want to save CPU resources you can even do it by C) recording a highpassed ping pong delay from the kick and then simply paste it into an audio part.
I'm not a pro musician just a hobby musician. Spectrum analyser was a good hint and they've sampled the delay. Seems (at least for me) the best ways are listed above. C) is my favorite, for recording a delay with duck knob.
I think your suggestions are not only helpful for me, also for other users who have a similar question
