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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:01,680 --> 00:00:05,520 In the last video we had a look at saturation and using it to create little 2 00:00:05,520 --> 00:00:09,920 pockets of frequency density to allow us to rebalance sounds and almost use it 3 00:00:09,920 --> 00:00:14,160 in the same way as we'd use EQ to try and separate things out, declog areas 4 00:00:14,160 --> 00:00:19,100 create kind of little areas of frequencies and sounds to help the mix 5 00:00:19,100 --> 00:00:21,080 of the speakers and be a bit more full of life. 6 00:00:21,580 --> 00:00:25,000 Now we're going to have a look at another use of saturation which is 7 00:00:25,120 --> 00:00:27,200 it's just another by -product of saturation really. 8 00:00:27,660 --> 00:00:31,060 We're going to do that in context of this Tech House style track. Now, this 9 00:00:31,060 --> 00:00:34,500 track I made for the Producing Tech House series on Groove3. So if you like 10 00:00:34,500 --> 00:00:37,200 kind of music and you like the sound of the track, then definitely go and check 11 00:00:37,200 --> 00:00:37,959 that out. 12 00:00:37,960 --> 00:00:44,400 So what we're going to do now, we're going to use Decapitator again to create 13 00:00:44,400 --> 00:00:46,780 sound which has a higher RMS versus peak. 14 00:00:47,500 --> 00:00:52,760 Now, this is especially important for drums because obviously we have really, 15 00:00:52,860 --> 00:00:55,180 really loud transients and loud peaks in our drum sounds. 16 00:00:55,420 --> 00:01:00,100 Then we're going to hit our... ceiling of 0 dB full scale quicker than if those 17 00:01:00,100 --> 00:01:03,180 peaks are slightly tamed and the RMS is higher. 18 00:01:03,420 --> 00:01:06,920 So the tail, the sustain of the sound is louder in comparison to the peak. 19 00:01:06,960 --> 00:01:09,820 That's how compression works. We all know that. If you're not sure what I'm 20 00:01:09,820 --> 00:01:12,940 talking about in terms of compression, then read up on that because that's an 21 00:01:12,940 --> 00:01:14,240 important principle to understand. 22 00:01:14,740 --> 00:01:19,060 But in the same way as compression allows us to bring down the peak, bring 23 00:01:19,060 --> 00:01:23,180 the sustain, or it could allow us to actually increase the peak or the 24 00:01:23,180 --> 00:01:26,660 transient. and bring down the sustain, but a lot of time with compression we're 25 00:01:26,660 --> 00:01:28,740 trying to tame peaks and bring up RMS. 26 00:01:29,520 --> 00:01:34,760 Saturation can have the same effect and can actually do it in a more transparent 27 00:01:34,760 --> 00:01:38,600 way in some ways, or maybe not even transparent, in some ways it actually 28 00:01:38,600 --> 00:01:42,860 the sound bigger, fuller, larger than life in the same ways we saw in the last 29 00:01:42,860 --> 00:01:47,160 video, but it has the byproduct of also taming the transient and bringing up the 30 00:01:47,160 --> 00:01:48,180 sustain. Let me demonstrate. 31 00:01:48,580 --> 00:01:50,140 Now let's have a quick blast of the track. 32 00:02:03,400 --> 00:02:04,900 So let's have a look at this clap sound. 33 00:02:05,360 --> 00:02:06,860 So I'm going to bring in Decapitator. 34 00:02:07,580 --> 00:02:10,940 Now what I'm going to do with this, or what Decapitator is going to do is 35 00:02:10,940 --> 00:02:14,420 some kind of audio magic for me, because we're going to be able to increase the 36 00:02:14,420 --> 00:02:18,980 perceived volume of this clap without actually increasing the peak volume of 37 00:02:19,100 --> 00:02:22,960 Let me demonstrate what I mean. So I'll just dial in some parameters. I'm going 38 00:02:22,960 --> 00:02:26,880 to put the punish mode on, so this is going to be quite extreme overdrive. 39 00:02:26,880 --> 00:02:30,900 low cut it a little bit, increase a bit for the brightness. 40 00:02:31,770 --> 00:02:35,690 because it's a clap sound we want that to come through a little bit now i'm 41 00:02:35,690 --> 00:02:42,570 going to mix this in in parallel i'm going to keep the output quite low okay 42 00:02:42,570 --> 00:02:49,290 let's just bypass it 43 00:02:49,290 --> 00:02:56,290 okay so let's have a 44 00:02:56,290 --> 00:02:57,290 look at our peak level here 45 00:03:10,730 --> 00:03:14,130 So with decapitator in, we're peaking at minus 15. 46 00:03:14,450 --> 00:03:15,450 And with it off, 47 00:03:15,510 --> 00:03:22,890 we're 48 00:03:22,890 --> 00:03:25,670 peaking at minus 13. Once again, minus 49 00:03:25,670 --> 00:03:30,810 15, 50 00:03:31,070 --> 00:03:33,770 minus 13. 51 00:03:34,050 --> 00:03:37,090 Okay, so now focus on how much louder the clap feels. 52 00:03:46,700 --> 00:03:52,320 So that means to say that this clap sound is now in terms of peak level two 53 00:03:52,320 --> 00:03:57,360 decibels quieter than it was but in terms of perceived level it's far far 54 00:03:57,360 --> 00:04:00,940 so we could actually kind of bring this down even further 55 00:04:14,760 --> 00:04:20,220 we're actually losing some of our kind of compression or suppression of the 56 00:04:20,220 --> 00:04:22,079 transient because I'm bringing down the mix control. 57 00:04:27,500 --> 00:04:29,380 Now we're even higher, minus 16. 58 00:04:31,500 --> 00:04:35,920 So it's 3 dB quieter, but obviously much louder in terms of perceived level. Now 59 00:04:35,920 --> 00:04:38,940 this is an extreme setting, so I don't have to have the punish on. 60 00:04:52,360 --> 00:04:56,240 But listen to all that extra level I've got without there actually being any 61 00:04:56,240 --> 00:05:00,740 extra level. So the next challenge is to fine tune this so it isn't too hard, 62 00:05:00,860 --> 00:05:04,800 you know, and it kind of works in the context of the track. Now, it's good to 63 00:05:04,800 --> 00:05:07,740 this in parallel a lot of the time because that means you can maintain the 64 00:05:07,740 --> 00:05:11,500 transient as it is. So what you're really doing is just dialing in a load 65 00:05:11,500 --> 00:05:16,660 extra sustain energy, which allows the track to come through more in the mix. 66 00:05:16,660 --> 00:05:18,400 that's just a fantastic demonstration of that. 67 00:05:18,700 --> 00:05:20,420 Let's have a look at the hat sound here. 68 00:05:23,320 --> 00:05:26,060 Actually, let's choose this hat because that one already sounds quite crunchy. 69 00:06:09,580 --> 00:06:13,680 So you can hear, again, that hat is coming out of the mix so much more, but 70 00:06:13,680 --> 00:06:17,380 there's no real change in level. I think it was slightly louder, maybe a dB, but 71 00:06:17,380 --> 00:06:21,920 if I actually gain match that, or volume match that exactly, then I'm sure 72 00:06:21,920 --> 00:06:24,380 you'll find, again, we'll be saving ourselves peak energy. 73 00:06:25,280 --> 00:06:31,240 Okay, so let's try taking all our drums, and we'll put them to a bus, 74 00:06:31,500 --> 00:06:35,080 and let's try a little bit of bus processing for this. 75 00:06:36,100 --> 00:06:37,160 Let's just try... 76 00:06:38,320 --> 00:06:45,280 using radiator so again this is going to be saturating the 77 00:06:45,280 --> 00:06:48,740 drums I'll do it with the mix control down and bring it in 78 00:07:33,060 --> 00:07:36,880 So we're getting it a little bit louder but all that extra volume we're getting 79 00:07:36,880 --> 00:07:37,880 out 80 00:08:13,680 --> 00:08:17,060 I mean it is louder so it's going to come out a little bit more but it's not 81 00:08:17,060 --> 00:08:22,020 just volume it's adding extra harmonic to the drums creating life and vibe in 82 00:08:22,020 --> 00:08:23,020 the drums 83 00:08:45,260 --> 00:08:48,560 because I've EQ'd this again taking that little bit of bass and boosting 84 00:08:48,560 --> 00:08:54,200 slightly the treble I'm kind of tilting the drums or tilting the radiator output 85 00:08:54,200 --> 00:08:58,740 which we're mixing in to be favoring the high frequency slightly so it's kind of 86 00:08:58,740 --> 00:09:02,780 bringing out and decluttering again that low mid area helping kind of the bass 87 00:09:02,780 --> 00:09:05,680 sit a little bit better because the drums are being taken away from there a 88 00:09:05,680 --> 00:09:09,360 little bit so you can see again another use of saturation different style of 89 00:09:09,360 --> 00:09:15,110 music but still works perfectly so enabling us to tame our transients, 90 00:09:15,110 --> 00:09:16,830 our sustains, increase our RMS. 91 00:09:17,210 --> 00:09:20,330 When you come to mastering your track at the end of it, you're going to thank 92 00:09:20,330 --> 00:09:22,970 yourself if you try and do this as much as possible. 93 00:09:23,590 --> 00:09:27,230 Subtly, a little bit goes a very long way. You don't want to overdo saturation 94 00:09:27,230 --> 00:09:29,210 because the mix will just fall apart. 95 00:09:29,510 --> 00:09:32,850 So you've got to be really, really mindful when you're doing it. Just 96 00:09:32,850 --> 00:09:37,050 bits here and there. And by the end of it, you'll have a mix which has got a 97 00:09:37,050 --> 00:09:39,370 really nice, warm kind of feel to it. 98 00:09:39,640 --> 00:09:42,660 And I don't mean that in a kind of negative way. If you're looking for a 99 00:09:42,660 --> 00:09:44,520 kind of punchy mix, that's fine. 100 00:09:44,720 --> 00:09:49,040 But it's going to have that kind of density to it that you get with analog 101 00:09:49,040 --> 00:09:50,300 emulations and saturation. 102 00:09:50,760 --> 00:09:55,420 And this is why when digital first came in, in the kind of 80s and 90s, all the 103 00:09:55,420 --> 00:09:59,160 engineers hated it because they didn't get anything back from it. It was just a 104 00:09:59,160 --> 00:10:00,460 true representation of sound. 105 00:10:00,800 --> 00:10:05,100 Whereas when we had analog gear before that, and obviously now we're still 106 00:10:05,100 --> 00:10:09,220 analog gear now, these plug -in emulations, they bring in extra 107 00:10:09,560 --> 00:10:12,800 from the kind of degradation of the signal. It's the limitation of the 108 00:10:12,800 --> 00:10:16,740 itself. But actually our ear likes the fact that it brings in these slight 109 00:10:16,740 --> 00:10:21,280 imperfections to the sound and that's what saturation is. So what we're trying 110 00:10:21,280 --> 00:10:25,440 to do is inject a little bit of that principle using these plugins to create 111 00:10:25,440 --> 00:10:31,260 extra harmonic, tame transients, create nice big fat waveforms. And as I said, 112 00:10:31,280 --> 00:10:34,360 when it comes to mastering, it's a far easier job than trying to limit the hell 113 00:10:34,360 --> 00:10:37,300 out of everything at the end because you've got all these crazy transients 114 00:10:37,300 --> 00:10:38,640 very low RMS. 115 00:10:39,719 --> 00:10:41,200 Okay, so that's saturation. 116 00:10:41,720 --> 00:10:44,220 In the next video, we're going to have a look at some of the spatial effects in 117 00:10:44,220 --> 00:10:45,220 the sound toys bundle. 118 00:10:45,380 --> 00:10:46,380 Thanks for watching. 11150

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