Giving the kick and snare "punch"

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whack
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2012/01/16 12:20:52 (permalink)

Giving the kick and snare "punch"

Hi All,
 
This has been something that I have technically lacked over the last while but noticed that I am getting better. Im particulary gearing this question towards dance/pop/electro type music where the beat is the foundation and main focus of the song.
 
So how do people achieve this punch?
 
Compression - 1,2,3 compressors? how much gain reduction?do you input the same make up gain? What are the attack and release settings (which I find the hardest to get my ears on) do you use?
 
EQ - Do you boost the desired regions,cut others?
 
Parallel compression/sidechaining?
 
I have that gut feeling that about 80% of it comes down to compression and the right settings.
 
Thanks in advance,
 
Cian



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    batsbrew
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    Re:Giving the kick and snare "punch" 2012/01/16 15:02:04 (permalink)
    if you want punch, take compression and limiting off.

    then they'll punch the crap out of you.


    then, use creative eq to find the 'punch factor' in the overall eq of the drum piece...

    with kick, thump and punch is in one range....
    in snare, it's another...
    when you combine all the drums on it's one (or 2, or 3) drum buss, the collective peaks will hopefully not line up on each other.

    if you push 120hz on the kick, 120hz on the snare, 120 hz on the toms, etc, you're gonna have peak signal heartache.

    so the idea is to carve out frequencies for each and every part of the kit, and not have them ever boosted at the same frequency on any other track.


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    #2
    mattplaysguitar
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    Re:Giving the kick and snare "punch" 2012/01/16 15:40:22 (permalink)
    Try this, eq to give a boost at the low end thump, boost high end click, and cut mid range tub. Find ideal frequencies and set notes there. Boost and cut a little, max of about 5dB. Add a gate. Gate of the tail just a little if necessary (often necessary on acoutic drum samples, not so much on electronic samples).

    CLONE the track. Tweak that eq so boost the hell out of the low and high end nodes and CUT out that middle heaps. Go over the top here. It doesn't matter if it sounds bad on its own. Just go crazy. Now get the hell out of it. Gate it so it's just a very sharp and sudden smack and it's gone. Probably around 50-100ms long, depending on the sample. It won't sound good alone. Turn the level of this clip right down. Play your song. Adjust your original kick track so it's at a reasonable level, maybe ever so slightly on the quiet side. Now bring up the level of this cloned track until you recieve the desired oomph. Tweak to taste. Also works on snare. I pretty much do this to every kick and snare I work on. I love it.

    It's essentially acting as a type of super expander - or a multiband expander.


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    Guitarhacker
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    Re:Giving the kick and snare "punch" 2012/01/16 15:54:58 (permalink)
    I actually thought I was getting more punch in the kick by using multi-band compression that allowed me to highlight the kick and bass. Working the compression  and the EQ together added a nice thump in the bottom end. I rarely use a limiter or massive compression. 

    Starting with a strong kick and bass does help. 

    Dropping Ozone on there seemed to do it for me as it has all the modules in it for this kind of thing.




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    #4
    whack
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    Re:Giving the kick and snare "punch" 2012/01/16 17:31:43 (permalink)
    ha, im laughing because again there is no real answer as conveyed by the above three posts, all different!

    Thanks for you comments guys. I think I may be over compressing and maybe should focus on (a) some parallel compression and also eq to get more "thump" and "click" rather than just boosing the lowest fundamental frequency.

    Cian



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    Philip
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    Re:Giving the kick and snare "punch" 2012/01/16 19:01:02 (permalink)
    The last 2 years I've been a Beatz freak and have done a little research:

    I'm afraid, Bat is probably my 1st thought for enhancing percussive attack-transients.  Sweeping the EQ and some of the harmonics or whatever ... preferably with a decent non-Sonitus EQ.  But Bat is not a beatz meister, IMO.

    Likewise, Matt and Cian, using a parallel drum buss for *upward compression* and *expansion*.  (On that buss I'd employ some serious HPF and LPF with EQ dips as well.

    I sometimes do like the beloved country-meister GuitarHacker, where beatz are not a chief concern ... then I'd throw on an Ozone and just tinker ...

    -------------------------------------------------

    But, again, I am a beatz freak like Cian's "Freak-Out" grooves, and have resorted to Sonar beatscape and www.producerloops.com for the best beatz out there ... requiring no EQ or comp taming! JamesYoyo taught me the importance of beatz ... but not how to accomplish them with his magic.

    Beatz have already been produced and mastered to perfection, IMHO, by others better than I, rendering all the drum kits I've used as obsolete vanity (Session Drummer, Superior Drummer, Slate, Addictive, etc.).  I've also enlisted the aide of great beatz-meisters ... like TruckerMusic.

    Don't get me wrong, I've written and produced about 10-20 dance
    songs (My HeavenSkate album and others) ... and oft they still lack some bass umph and clang-sparkle. 

    But, if you/I must re-invent the beatz wheels that others have perfected ... the following might be considered:

    1) A Slate fg-x limiter on the bass percussives ($250 ouch!) ... if you must use the *vinyl-friendly* kits (like Superior Drummers).

    2) Waves or UAD transient designers for snare, hats, claps, etc. (very expen$ive).  Warning: Waves is currently a 32-bit iLok disaster for 64bit DAWs (per Sonar tech support).

    3) LoFi Synths and Plugins?  Others will have to comment on these for beatz ... as my experiments are scant.

    4) For the bass guitar: Trillion synths have saved my life in the dance/skate realm.  Trillion also contains a bass-trumpet-farter synth that is to die for.

    5) Propellerhead Reason 6 is suddenly a contender (July, 2011) a 64-bit consideration; it contains the Dr. Octo Rex Loop Player for making beatz with invaluable rx2/rex formats: $400  (Ouch!)

    (Hope this helps your beatz!)
    post edited by Philip - 2012/01/16 19:05:02

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    mattplaysguitar
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    Re:Giving the kick and snare "punch" 2012/01/17 01:46:28 (permalink)
    One IMPORTANT thing to look for when you're sweeping the low frequencies of the bass to find that sweet spot is to ensure you're not getting confused with room modes. Let's say in an acoustically flat room you find the perfect kick sound is at 85Hz. Now in your much more mediocre room you do the sweep and find a small peal at 85Hz, but it really resonates at 70Hz, which may just happen to be a terrible room mode. Thus you boost 70Hz, don't get the sweet spot, play it in a different room, and it sounds like crap.

    Make sure you know your room. Play some test tones to get an idea of where the room modes are so you don't get mixed up. Better still, treat the hell out of your room with bass traps. Have a listen through a few different sets of headphones and see if you get a similar frequency (keeping in mind headphones can be VERY bad and although they eliminate room mode, may have peaks and troughs all over the place anyway).

    Just keep it in mind. If you know what it sounds like, I think it's possible to differentiate between the sweet spot and a mode, just listen carefully and do a bit of experimenting till you're confident you know what's going on.


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    whack
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    Re:Giving the kick and snare "punch" 2012/01/17 07:26:43 (permalink)
    Thanks.

    Good info there Philip, James also told me about Beatscape something I havent even looked at, is it included with X1?!

    Good point Matt, You actually clearly illustrated in that point why you need to treat your room, i.e. your making serious errors due to false perception.

    Cian



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    #8
    bitflipper
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    Re:Giving the kick and snare "punch" 2012/01/17 11:30:42 (permalink)
    What we call "punch" can be described technically as the peak-to-average ratio of percussive elements. Compression tends to lower that ratio and therefore can be counterproductive to "punchiness". 

    The standard method for mitigating the suppression of transients is to increase the attack time on the compressor so that some of the initial rapid rise is allowed to pass through unattenuated. This may also be augmented by EQ to bring out the high-frequency components, a common practice in metal and hard rock genres.

    This, at least, is the standard answer. However, you specifically mention "dance/pop/electro type music", which makes me suspect that you may actually be looking for advice on pumping. 


    These styles are typically highly compressed, which would normally kill punch. However, they employ a technique in which the entire song is attenuated whenever the kick sounds, allowing it to dominate even though the average RMS is quite high. A short release lets the suppressed sound bounce back quickly, lending a rhythmic modulation to the whole song.


    One method is to use a multiband compressor, so that separate rules can be applied to the lower frequencies, allowing them to experience less compression than everything else. Another method is to sidechain the kick to a compressor that's applied to everything else.


    (Caveat: I am no expert on these genres. I don't listen to them for enjoyment. Ever. I do, however, study and read up on all genres as a matter of curiosity and can still appreciate them when they're well done. ;)


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    batsbrew
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    Re:Giving the kick and snare "punch" 2012/01/17 13:05:39 (permalink)
    my only real point was, when you take a drum, and smack it, the impact is the sound.
    that's a high transient.

    that's what i call 'punch'.

    if you limit it or compress it, you take away the punch.


    now, along the lines of what philip discussed, you CAN sculpt a sound, with fast acting limiting and release, or SLOW attack times and a proper release, and get a different sound that is very refined, and then by turning it up in the mix, create the impression of PUNCH.

    there is no rule, but again,IMHO, compression and limiting reduces punch.

    that said, i use it all the time.
    LOL


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    Truckermusic
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    Re:Giving the kick and snare "punch" 2012/01/17 14:43:03 (permalink)
    Philip


      I've also enlisted the aide of great beatz-meisters ... like TruckerMusic.

     
     
     
    (ahhhhh     Philip.........Thank you for your flattery........I appreciate that.......and you know that flattery will get you everywhere you old dog you...........now I need to go sit in the corner untill the red comes off my face) 
     
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    mattplaysguitar
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    Re:Giving the kick and snare "punch" 2012/01/17 15:45:04 (permalink)
    As bit said, using a sidechain to duck the rest of the track with the kick can sound great. Give it a go.

    Speaking of scultping sounds, why not have a play around with SONAR's transient shaper tool? http://www.cakewalk.com/Products/SONAR/X1-Producer/feature.aspx/TS-64-Transient-Shaper


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    Paul999
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    Re:Giving the kick and snare "punch" 2012/01/18 02:49:12 (permalink)
    SPL transient designer is the simplest way I've ever heard to get punch.  It is super simple to use.

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