How Long Does it Take to Make Professional Sounding Music?

For people who are just getting started with production and recording their own music, many wonder how much practice is involved before they can create professional sounding music that they are happy with. I often get asked questions like this:

I’ve been making music non-stop for 6 months. Why am I not happy with how it sounds yet?

In terms of life experience making music, 6 months is nothing. You’re basically a toddler in the world of music, but being a toddler is also a once-in-a-lifetime experience and has some advantages as well. In comparing yourself with people who have many more years of experience, it’s normal that it might feel like you’re still far behind. You’re not really being fair to yourself; you can’t expect to squeeze in so much knowledge in such a short time. Most people who make music for a long time usually have also worked in the company of other experienced artists, learned some valuable tips from their experiences, and many have also spent a lot of time at events or working with live sound. All these details are often overlooked by newcomers who often have the misconception that making professional sounding music is something that’s relatively easy to do. Making quality music takes a lot of time—it usually takes many years. However, the difficulty in being satisfied about what you do doesn’t decrease as you gain experience.

Each time I learn something new or that I understand that a type of detail is actually a mistake, I start hearing it everywhere in my past music and it drives me crazy. If you think that with over 20 years of production I might be more easily satisfied with what I make, then I have bad news for you—I still get frustrated, get writer’s block, and most of the time, I’m not entirely happy with how my songs sound. The difference between myself and someone new to making music is that in 20 years, I’ve learned something you’ll learn too: imperfection is a part of the process.

I met a DJ once who told me:

All quality producers I love are full of self-doubt, but the ones that sound like crap are so full of themselves.”

Not being satisfied with your own work also means you’re willing to learn. So, what are the options available for someone just starting out? Is it just a matter of time?

There are a lot of paths one can take, and unfortunately, sometimes friends or other music producers send new artists down the wrong one. Generally, people will advise others to take a direction that worked for them, but this might not necessarily work for anyone but themselves. I say this before I get into more detail about how long I think it takes for a new artist to make art he or she is satisfied with; the advice below is what has worked for me and what I have seen work for others.

Understanding a sound

If you’re not happy with your sound, you should first ask yourself what sound you’re after. There are a few things to really grasp to understant what’s “wrong” in how you perceive this sound.

Sound monitoring: What monitors are you using? Are you using KRKs? Genelecs? Yamahas? Some people have poor equipment and it’s a handicap in how you’ll “understand” your sound. The clearer and more reliable your tools, the easier it will be. Before buying anything else for your studio, monitoring should be where you invest the most of your budget. You can buy very expensive gear, but if you can’t hear it properly, you’ll always be on step behind.

People will recommend certain speakers or headphones, but monitoring is extremely personal—I encourage you to go to a store and spend a good amount of time comparing different brands and models. I swear, when you hear your favorite track on a specific system and it triggers goosebumps, you’ll know that system is for you. Prepare to invest in good speakers—there’s nothing professional about buying cheap monitors just to save a bit of cash.

A/B referencing: Cross-validating is one of the most important things to do when you make music, and though a lot of people seem to have reservations about it, this is how professionals and people who want meaningful results will work. This goes for not only audio, but in pretty much any craft; you need a model, a reference, and something to guide your vision, or to keep track of your progress. As you work, you need to constantly check what’s going on. You might hate it at first, but that’s how it’s done. In terms of audio, having good headphones and other output systems to cross-reference with is very beneficial.

There are many tools out there that can help make doing A/B checks easier and more pleasant. For instance, Reference is a great tool to see if your levels are right. Magic A/B is also great, but doesn’t have the precision of Reference. Levels is also another great tool to analyze the technical requirements of your song. But more importantly, I recommend a good FFT such as SPAN by Voxengo (free) or Izotope’s recently released Ozone 9, which is a good overall bundle of tools to have that can really help make a difference in what you do. Ozone comes with an “assistant” that listens to your music and can propose fixes, enhancements, and overall adjustments, while comparing your work to a preloaded reference track—it can be a big investment, but it will be a tool you’ll use every time you work on music.

Listening volume. The worst way to listen to music when you want to understand it is at high volume (eg. 85dB+). I try to keep my listening levels low so I can easily hear what’s wrong. You’ll be able to tell that the highs are too sharp or that the low end is too low at lower volumes (something that’s barely possible to do at high volume due to the Fletcher Munson Curve which says that after a certain volume level is reached, the human hear stops perceiving things in a neutral way). Make sure you keep the volume low and don’t touch the knob as you work. Take pauses every 20 minutes too—you’ll notice problems more easily.

Sound preparation and “mental jogging”. When you actually sit down to make music, you shouldn’t just start right away; you need to do some “mental jogging” first. Forget shortcuts like smoking spliffs or drinking beer. Just sit there and listen to music at around 65dB (I use my apple watch to monitor decibel levels). Listen to music for a good 30 minutes to an hour, then make music. Never touch the volume knob. Your ears need to adjust to the right levels of highs, mids, and lows. If you touch that master volume knob, you’ll screw up the exercise.

Learning

To get better at anything, you need to educate yourself. Perhaps you love to learn by yourself (like me), but I swear, it only takes one video or a bit of reading to feel like you’re improving, and you’ll feel silly you didn’t look for that information before. I’m personally always on the hunt for tutorials, even on matters that I know a lot about already, because I want to make sure I know as much as I can about each subject. You’ll often realize that a problem has many ways it can be solved, and it’s important to learn multiple different approaches to achieve a certain result. Why? Sometimes, a certain approach will reach its limits and another one might be a better fit. This also applies to plugins and gear. You might have 3 different compressors, but they all have their own persona and might work better than one another in different contexts.

However, I wouldn’t worry much about tools to start. It’s more important to create conditions where you can properly understand sound, develop healthy habits towards your work, and constantly allow for time and resources to dedicate towards self-improvement.

Tools come and go—what really makes a difference in going from an amateur to a professional is how you understand and use them. Understanding how audio engineering works and how you perceive sound is hugely important.

Good Quality Schools and Learning Hubs

Point Blank Online Music School. I only hear good things about Point Blank, and their tutorials on YouTube always are quality.

Noisegate. I’m currently testing it and got a few tips from there but it’s mostly for new comers.

Puremix. For advanced users and mostly oriented towards Protools. Even so, I’ve learned a lot from them.

Loopmasters. They sell classes and they’re very good; a favourable ratio of get-what-you-pay-for.

SEE ALSO : Make Music Faster: Some Organizational Tips

EQing Resonant Frequencies and Harsh Sounds

EQing resonant frequencies can be a very difficult task. Once in a while, I see ads in my Facebook feed that claim to reveal some “secret” EQ tips. Recently, I clicked on one just to see what they had to say, and was very disappointed to read stuff like “if your track sounds honky, you need to cut at 500hz…blah blah blah…”, as if a simple cut at a specific range would easily solve everyone’s EQ problems. The thing about EQ’ing music is that one simple solution cannot apply to every case—it’s more complex than that. Yes, there are things that you can do consistently that will make a difference, and yes, in some cases, cutting at a specific frequency can help, but there are other ways to EQ, too.

In this post, I will provide a very high-level outline of how to identify resonances and to fix them with surgical EQ’ing. If you’re an advanced audio nerd, I recommend you carry on with your online searches for EQ tips.

In past articles, I’ve referred to the benefits of shelving EQs in certain cases to fix tonal issues in a song. Using shelving EQs to correct tonal issues is one of the most misunderstood concepts in mixing and it is also, in some ways, probably the easiest to fix. Surgical EQ cuts are the exact opposite, as they are difficult to really explain—especially through a simple blog post—and can be a bit of an esoteric subject.

Training your ears to detect resonances

Ear training is the most important part of EQ’ing and it is also the most difficult to develop; it demands practice and guidance. I’d say roughly 90% of my clients’ projects have bizarre EQ correction(s). I often see multiple cuts, very sharp and very low. When I remove them, I hear no difference in my studio. Why? Probably because of how they hear things at home with their speakers/headphones. Bad referencing is counter-productive, as you might expect. It’s like wearing glasses with a stain on them; you’ll see it everywhere. Problems can also arise from the acoustics of the room which might overload certain frequencies, creating resonances that aren’t in the mix itself, but from the room, which results in people cutting valuable frequencies from their mixes and sounds.

I find it useful to mute a problematic sound and listen to an oscillator on its own, to train your ear to recognize that kind of frequency.

One trick I found useful in developing my understanding of resonances is the use of a keyboard and a simple oscillator (note: Ableton’s Operator will do). When I hear a resonances—which sound a bit like a delay with too much feedback—I would try to play the note on a keyboard with a sine oscillator to mimic what I hear. With the help of a FFT or a great EQ plugin like Fabfilter Pro-Q3, I can then “see” the frequency of my note and compare it to my sound. You want to play them roughly at the same level to see exactly where the resonance is in the spectrum.

Another way to identify a resonant frequency is to take your EQ, starting with a wide Q of about 1, and boost it by 5dB then scroll through the frequency spectrum. This will amplify what you hear in certain ranges and you might notice a resonance. Once you spot a sensitive area, leave your boost on that spot and slowly increase the Q to 2.5, then adjust the covered area to pinpoint where the resonance might be. Once you get to about 5 on your Q, then you can cut down on the problematic frequency, starting by cutting 3dB off. Toggle the bypass on the EQ to see how much of the frequency you removed.

Sometimes resonances are the sum of multiple incoming sounds that have similar frequencies that overload on top of one another. These are nasty because you might want to EQ one sound, but you can’t really pinpoint where the problem is coming from. It’s best to group similar channels and EQ them all together.

I usually tell people to group channels by “sound families” such as all metallic sounds, organic percussion, synths, etc. Grouping can be great for fixing issues, and also to place sounds into a specific spot in the bubble you’re creating in the mix (ex. fore front vs background).

Visually speaking, resonances are often difficult to see on the FFT. Sometimes people believe it’s a simple peak rising, but that might not actually be the case. This is why on the Pro-Q3 or Ableton’s EQ8, you can monitor what you’re altering. But before searching for a resonance, it’s important you hear it first. Otherwise, you’ll go hunting for problems that might not exist, which will create “holes” in your mix (a frequent problem I hear in mastering but luckily it’s easy to fix). If you’re checking for little peaks poking out only visually, sometimes those can actually be pleasant frequencies, but because of a poor listening environment, you might interpret them as bad ones.

My general tip on cutting frequencies is: never too sharp and always start with -4dB. Often you’ll hear resonances from 200hz to 800hz, mostly because a lot of melodic content and ideas have a fundamental note within that range, so some sounds might clash. Also, if you feel you need more than one EQ to fix a problem, just trash the thing you’re trying to fix. It might be garbage and if you need to really alter it that much, there’s something fundamentally wrong with it. Using too many EQ points might also result in phasing issues. Same thing goes for using more than one EQ plugin…it can be risky!

Optimizing your listening conditions and environment is a hugely important thing to do.

Detecting Harshness

Harshness or other difficult frequencies that aren’t resonances can be found at any level of the frequency spectrum. Most of the time, harshness-related issues are around 1-5khz. The human ear finds this range sensitive, and when there are too many sounds in it, it brings confusion, muddiness, and unpleasant feelings.

Harshness can also be a result of the sum of multiple sounds. It’s important to hear everything on its own—specifically similar groups of sounds—then mute them one by one to find out which ones are causing an issue. Once you find the problematic sound, I suggest you try the following corrective techniques:

  • Start by lowering the volume to see if that can help.
  • Try the EQ’ing cut method explained above to see if you can isolate a resonance or something annoying. Try cutting it by 3dB. Cutting along with the volume drop can sometimes be enough to fix a problem.
  • Try panning it to the opposite position. I often see that sounds that are crammed in a same location will clash.
  • Add subtle reverb. This trick can help smooth things out. I’d suggest a reverb at a 10% wet/dry.
  • A chorus effect can sometimes do wonders on certain sounds.
  • Controlling a transient can fix wonders. Instead of cutting with an EQ, just spot the problematic frequency and then use a multiband EQ like Melda’s mTransient to remove some of the attack of that band. Isolate the frequency. If you don’t have a transient shaper, you can create your own with a compressor that has a fast attack.
  • On higher-pitched sounds, a de-esser can really help. If you don’t have one, make sure to grab ERA4 De-esser as it’s affordable and super useful.

Harshness is easier to fix than resonant frequencies—it’s often simply the result of noisy sounds at wrong levels that need adjustments. With practice, your mixes will be clearer and smoother. Train your ears!

SEE ALSO : Creating Depth in Music

The legal pitfalls of underground music

You’re about to sign a release with an unknown label? You want to do an edit of a track by Billy Eilish? You want to start your own vinyl only label?

We got you covered with this video.

This long interview with lawyer, electronic music expert, Mark Quail who also worked with artists such as Hawtin and Mathew Jonson, will provide you straight and surprising answers you didn’t think of. But I’ll point out a few highlights too as well as personal thoughts.

Ever since I started my coaching group on Facebook, I’ve seen a good number of people turn their home production into a release, which is a great thing but it also opened a can of worms, as in, what does it legally implies. For some reason, many artists feel like the underground is either a safe, no man’s land because it is a place of development and good vibes but it’s not always the case, of course.

Signing your first release or releasing on an unknown label

This is typical for new, emerging artists as bigger labels have their eyes on the bigger names, it’s rare that you’ll see them be interested in investing on younger, less known artists. There’s a reason why and that is clearly because a lesser known name demand a lot more leverage to push it’s release on various channels. Magazines are also less interested in covering them because they might not attract the same number of viewers and the return on your investment is most likely going to be a deficit. Does that mean that releasing on a small label is a bad thing?

No, not really. Building your profile by piggy ridding little labels is a great way to get your name out there. Also, small labels have sometimes a lot of passion for what they do and as Mark points out, a white flag to look for in the label you’ll work with, is how much they can promote your music. If they work their social medias properly and have a following, that’s usually a really great start.

TIP: This is why it’s crucial that when you submit to a label, you can showcase who you are and what you can bring them, plus also be clear on your expectations towards them.

In the video, we also discuss how less known labels often don’t offer a contract. This is so common and cause insecurity among artists so what does it implies? Is the risk big? The answer is grey on that one. In a way, it’s more for the label that a contract is useful. Mainly because if they don’t have a signed agreement that the artist accepts to work with them, they could be in hot waters. But a contract doesn’t mean you’ll get paid though as some labels aren’t the best with numbers and getting your money for sales might be, even with a contract, a pricey process that might not be worth it.

Mark’s tip: Be cautious to not signed multiple track unless you know more of what they can do for you.

A term we sometimes use in the music business is when you “sacrifice” a song for the sake of doing an experiment or to test something. This is something you can do with some labels, new streaming sites, give a free download or any other ideas that you want to test before going all-in. This goes along with what Mark says and in the end, it’s to see where you are fitting the most. It’s basically impossible to know if you’re a good match for a specific label until you give it a go… so does the label.

Starting a label from scratch

This one has been covered in the past and I questioned Mark about the essentials behind this kind of project. Well, as a label, there are all the elements of starting you own business, but also, you need a network, at least 6 releases beforehand to show you’re serious and be prepared to release on a regular basis. This is usually the most important part.

Comes in questions about Publishing, contracts and all that. You don’t need to have long, detailed documents, but it’s important to have something that all parties can understand and know what it means if they sign it.

The advantage of being on a label is the reach it can do for you. So if you want to start one, keep in mind that your main goal is to offer a platform and community for joining artists to expand, be known, reach people who love their music and ultimately, provide a significant income. When it comes to give artists a voice, it will be important to give a space space for the artist to come back over and over for more releases. Usually this is also a good sign that if you see one artist releasing multiple times with the same label, it often means the label can have healthy relationships with their people. As for artists who releases everywhere, it sometimes also means the artist might be hard to work with or that he’s constantly trying to expand.

As a label owner speaking, I can tell you that the last thing you want is to try to control your artists, both in their decisions, in their music and in their requests. This is where an agreement is important and one by email will not be enough. If you have something on paper, it is what you agreed with.

I invite you to read more about my blog post on how to start a label for the right reasons and listen to what Mark adds to that.

TIP from Mark: While some sites will provide you pennies, it’s collecting them that will eventually make dollars. In the penny economy, you need to run after all the crumbles to eventually see something coming out of it. If you don’t take care of that, someone else might collect it (eg. Publishing done wrong).

The limits of sampling

Mark comes up with a known case of where people think that if they sample less than a few seconds, they can get away with it but it doesn’t work that way. Some people do edits of known songs (Billy Eilish was very popular over the summer) and put it as a free download on their Soundcloud and think that’s no big deal. Well, not so fast on those ideas because there is a risk and being in the underground scene is not making you less vulnerable to some backfire.

Well, one important thing to keep in mind that platforms such as Soundcloud, Youtube and Bandcamp are using algorithms that improve really fast and can pinpoint the use of copyrighted material. A few years back, Soundcloud was made fun of because everyone kept getting warnings over material but they got better and we see it happen lesser than before. Youtube is more advanced on that topic and while some people post edits of tracks on there, they’re putting themselves at risks because there’s potentially some bot that might find out. Labels get a notification if that’s the case to which they can check if there was some substantial money made out of it, and then possibly can make legal action. All those clips people make at festivals can, at some point, even make a backfire as that can be a proof a song was performed and publishing could be raised. In Canada, clubs and festivals have to pay an amount to a royalty collecting company on the behalf of artists… who can claim that money later on.

As for people simply using another artist’s music to make it theirs, that can be a bit more complicated but according to Mark’s view, although we didn’t go far on that topic, there’s not much you can do about it and while you could potentially do something, it would become way more expensive than what you’d get in return. But between you and I, the person who doesn’t have morals and does such thing is shooting himself in the foot; he is publicly showing that he’s too creatively limited to do something on his own, also he should know that people will eventually know and that will play against him in his networking attempts.

As for giving away music for free, using other’s samples, a label could claim this does harm to the original track and come after the artist who did that. This is, to my experience, very rare. It was something I’ve seen in the days of mixed CDs where some labels weren’t consulted and that ended up being really bad for the label and artist in the end.

If you perform the known melody of a song and record it yourself, you keep the royalties but the original artist has the publishing rights over it.

In some cases, everyone can be a winner in such scenarios if it’s done right. That means clearing the rights to use the samples. It can be sometimes surprisingly affordable. It’s worth asking and in some case, the original artist might even like what you did and who knows, work with you in other ways.

SEE ALSO : Sending demos to record labels as an “unsigned” artist—an online experiment

Integrating a modular setup with your DAW

Using modular in Ableton or another DAW of your choice opens up a range of possibilities—from simple multi-tracking where a modular is just one part of the musical whole, to MIDI style sequencing, and to the exchange of complex control voltages between the DAW and modular system.

I’m going to run through the three basic methods of integrating a modular system with your DAW:

  1. Basic synchronization with a clock signal
  2. Sending MIDI from the DAW to a MIDI to CV converter
  3. A purpose-built CV tool to output CV directly 

Clock synchronization

The simplest method of integration is simply sending a clock signal from your DAW to a clock module in your eurorack. That can be as straightforward as sending a regular 1/16th rimshot (or any short sound with a fast attack and sufficient volume) pattern to a clock module. With the volume as high as possible (Euro levels are higher than line) it should work. However, not all clock modules are the same—some might not respond at all to a line-level signal, in which case you’ll need a signal processor to boost your clock signal.

Syncing a clock is computer-modular integration at its most basic. With a clock signal you can record into your DAW and keep things in time with your plugins or other hardware. You don’t have transport controls or any sequencing options.

If the appeal of modular is escaping the computer and your DAW is a necessary evil just for recording purposes, this is the way to go.

MIDI to CV converter

Most synths and all DAWs use MIDI as their main control method. MIDI information includes pitch, note on and note off, and velocity. With the right MIDI to CV module you can utilize all of this information and convert it into CV and gate signals. For flexibility and price, I highly recommend the Mutant Brain module from Hexinverter Electronique, or the CV.OCD from sixty four Pixels (essentially the same thing but in a standalone box).

Unlike CV, which is a continuous signal, MIDI is made of discrete digital signals. These signals have a fairly low resolution, which means they  cannot express a smooth curve. Smooth LFOs and pitch slides—portamento—are beyond MIDI’s capabilities, except through cunning workarounds. So, portamento messages in MIDI simply tell the instrument when to turn on portamento and how long the oscillator should take to slide to the next pitch, but if the MIDI device controlled the oscillator directly and tried to implement portamento, you would hear distinct stepping of pitch. Similarly, you can send MIDI LFOs to some MIDI to CV converters (including the Mutant Brain) as CC messages, but they will be stepped audibly, depending how you are using the LFO.

Still, the ability to tap the vast world of MIDI sequencing—from your everyday piano roll in the DAW of your choice, to ingenious little Max for Live devices, to dazzling iOS apps like Patterning—will be enough for many people.

Custom software and hardware, or a DC-coupled interface

For a long time this section would have included only one company: Expert Sleepers. Their suite of plugins, Silent Way, in conjunction with their ES-series of modules, have offered high resolution integration between DAWs and analog equipment for around ten years. They support both the output and input of control voltages using either one or more of their own ES modules, a DC-coupled audio interface, or a non-dc-coupled interface and some pretty basic DIY circuitry.

What is DC-coupled?

All audio equipment deals with two types of electrical signals—AC and DC. All audio signals are AC (Alternating Current)—they alternate between a positive and a negative polarity. A DC (Direct Current) signal alternates between 0 and a positive voltage, never going into the negative. A DC current should never go into a speaker. Speakers work by pushing the speaker cone in and out/ When the cone is pulled backwards, into the speaker, the voltage is negative; when the cone is pushed outwards, towards the listener, the voltage is positive. A DC current would only push the speaker cone outwards, without letting it spring back equally far—you can probably imagine how this could damage a speaker.

So…in order to send CV signals from your computer you need a device that can output DC voltage. Expert Sleeper’s hardware fills this role. Or you can use a module to provide a DC-offset, such as Doepfer’s A-183-2 or A-138. You might already be using an audio interface with DC-coupled inputs; most notably, all of MOTU’s audio interfaces feature DC-coupled interfaces.

Once you have a means of outputting DC signals, Silent Way offers perfectly smooth LFOs, envelopes, pitch perfect sequencing, smooth portamento directly out of your computer, and lots more.

As I mentioned, for a long time Expert Sleepers was the only company offering this type of product. However, in the past few years a couple of other offerings have appeared. First, in Bitwig Studio, then Ableton came out with a suite of CV Tools in Max for Live. These all offer similar features to Silent Way and which one you prefer might come down to which DAW you’re using.

I’d like to finish by outlining one feature that’s found in all of these products—Silent Way, Bitwig and Abelton’s CV Tools—and which might just be their “killer feature”: automated frequency calibration. With the high resolution control voltage they can output, coupled with your DAW’s ability to analyse audio, you can calibrate your CV signals so that your oscillators track perfectly in tune, over the full audible frequency range–even if they don’t intrinsically track well at all. All those weird, characterful oscillators that are never in tune, the analog drum circuits, the self-resonating filter that sounds amazing but doesn’t respond to anything like 1v/octave – all of these can now be played in tune! This feature makes these products very tempting….

SEE ALSO : Live recording with the Ableton session view

Creating a music sketch

In this post, I’d like to explain how making a music sketch can help you to stay on track when creating a song or track, much like how a painter creates an initial sketch of his/her subject. I’ve explained in previous posts that the traditional way of making music goes something like this:

  1. Record and assemble sounds to work from.
  2. Find your motif.
  3. Make and edit the arrangements.
  4. Mix.

Here we’re talking about a way of making music that was popularized in the 1960s and is still used frequently today. But what happens when you have the ability to do everything yourself, and from your computer alone? Can you successfully tackle all of these tasks simultaneously?

When I do workshops, process and workflow are generally questionable topics to address because everyone has different point of view and way of working. However, to me it always comes down to one thing—how productive and satisfied an artist is with his or her finished work. Satisfaction is pretty much the only thing that matters, but I often see people struggle with their workflow, mostly because they keep juggling between different stages of music-making and get lost in the process (sometimes even losing their original idea altogether). For example, an artist might start working with an initial idea, but then get lost in sound design, which then leads them to working on mixing, and then sooner or later the original idea doesn’t feel right anymore. For some people, perhaps its better to do things one at a time; the old before-the-personal-computer way still works. But what if breaking your workflow into distinct stages still doesn’t work? Is there another alternative approach?

In working with different artists and making music myself, I’ve come to a different approach: creating a music sketch—a take on the classic stage-based process I just mentioned. Recently, this approach has been giving me a lot of good results—I’d like to discuss it so you can try it yourself.

Sketching your songs and designs

I completed many drawing classes in college because I was studying art. If you observe a teacher or professional painter working, you’ll see that when they create a realistic painting of a subject, they’ll use a pencil first and sketch it out, doodling lines within a wire-frame to get an idea of where things are. Sketching is a good way to keep perspective in mind, and to get an idea of framing and composition. The same sketching process can be used in music-making.

When I have an idea, I like to sketch out a “ghost arrangement”. Sometimes I even sketch out some sound design. The trap a lot of people fall into when making a song—particularly in electronic music—is to strive to create a perfect loop right from the start. Some people get lost in the process easily which is, honestly, really not important. People work on a “perfect loop” endlessly in the early stages of making a song because when you are just starting a song, the loop will have no context and it will be much more difficult to create something satisfying. By quickly giving your loop a context through a sketch-type process by arranging or giving the project a bit more direction, you’ll hear what’s wrong or missing.

I’m of the belief that having something half-done as you’re working can be acceptable instead of constantly striving for perfection. I think this way because I know I’ll revisit a song many times, tweaking it a little more each time.

Sketching a song can be done by understanding at the beginning of the process that you’ll work through stages of music-making more quickly and roughly, knowing you’ll fix things later on. This is more in line with how life actually goes: we live our lives knowing some problems will get solved over time, and that there are many things we don’t know at a particular moment in time. In making music, some people become crazy control freaks, wanting to own every single detail, leading them down rabbit hole of perfectionist stagnation, in my opinion.

Creating a sketch in a project is simple. Since I work with a lot of sound design, I usually pick something that strikes a chord in me…awakens an emotion somehow. Since this will be my main idea, next I’ll try to decide how it will be use as a phrase in my song. In order to get that structured, I need to know how the main percussion will go, so I’ll drop-in a favourite kick (usually a plain 808) and a snare/clap. These two simple, percussive sounds are intentionally generic because I will swap them out during the mixing process. You want just a kick in there to have an idea of the rhythm, and the snare clarifies the swing/groove.

Why are the basic kick and snare swapped out later?

I swap out the snare and kick later because I find that I need my whole song to be really clear before I can decide on the exact tone of a kick. A kick can dramatically change the whole perspective of a song, depending on how it’s made. Same thing goes for a snare—it’s rare I’ll change the actual timing of the samples, but the sound itself pretty much always changes down the line.

For the rest of the percussion, I’ll sketch out a groove with random sounds that may or may not change later on, but I use sounds I know are not the core of my song.

With bass, I usually work the same way; I have notes that support the main idea but the design/tone of the bass itself has room to be tweaked later.

As for arrangements, when creating a music sketch I will make a general structure as to what goes where, when some sounds should start playing or end, and will have the conclusion roughly established.

Design and tweak

Tweaking is where magic happens—this is where, in fact, a lot of people usually start their music-writing process. Tweaking and designing is a phase where you clarify your main idea by creating context. I usually work around the middle part of the song; the heart of the idea, then work on the main idea’s sound design. I layer the main idea with details, add movement and velocity changes.

  • Layering can be done by duplicating the channel a few times and EQing the sub-channels differently. Group them and add a few empty channels where you can add more sounds at lower volume.
  • Movement can imply changes in the length of the sound’s duration (I recommend Gatekeeper for quick ideas), panning (PanShaper 2 is great), frequency filtering, and volume changes (Check mVibratoMB for great volume modulation). The other option is to add effects such as chorus, flanger, phaser, that modulate with a speed adjustment. Some really great modulators would be the mFlangerMB (because you can pick which frequency range to affect—I use this for high pitched sounds), chorus (mChorusMB) to open the mids, and phasers (Phasor Snapin) for short length sounds. Another precious tool is the LFO by XFER—basically you want the plugin to have a wet/dry option and keep it at a pretty low wet signal.
  • Groove/swing. This is something I usually do later—I find that adjusting it in the last stretch of sketching provides the best results. The compression might need to be tweaked a bit, but in general the groove becomes much easier to fix once everything is in place.
  • Manual automation. Engineers will tell you that the best compression is done by hand, and compressors are there for fast tweaks that you can’t do. Same for automation, I find that to be able to make your transition and movement using a MIDI controller is a really nice finishing touch that is perfect in this stage.

Basically, the rule of finalizing design is that whatever was there as a sketch has to be tweaked, one sound/channel at a time. Don’t leave anything unattended—this can manifest from a fear of “messing things up”.

When tweaking specific sounds from the original sketch, you should either swap out the original sound completely, or layer it somehow to polish it. I always recommend layering before swapping. I find that fat, thick samples are always the combination of 3 sounds, which make it sound rich. When I work on mixing or arrangements for my clients and I see the clap being a single, simple layer, I have to work on it much more using compression, sometimes doubling the sample itself, which in the end, gives it a new presence. Doubling a sound—or even tripling it—gives you a lot more options. For example, if you modulate the gain of only one of the doubles, you not only make the sound thicker but also give it movement and variation.

All this said, I would recommend making sure your arrangements are solid before spending a lot of time in design. Once you start designing, if your arrangements have a certain structure, you’ll be able to design your song and sounds specifically according to each section (eg. intro, middle, chorus, outro) which gives your song even more personality. Sound design completed after a good sketch can be very impactful when the conditions are right.

Try sketching your own song and let me know how it goes!

SEE ALSO : Creating Timeless Music

The benefits and risks of using a reference track when mixing

In the group I run on Facebook when we discuss using a reference track when mixing, I often ask people what sort of tracks they have been using as a reference—I ask so regularly that people find my predictability funny. There are so many reasons why I encourage people to use a reference track when mixing, but for me personally to give someone feedback, I find it critical that I provide commentary based on the artist’s views. In the early days of the Facebook group, someone posted a song and everyone was criticizing its kick, but after a bunch of people commented on it, we all realized that the song creator was trying to mimic the low end of a very lofi song where the kick was intentionally “ugly”. From the perspective of people who love highly-produced techno, this particular kick was “wrong”, but only from this point of view. There’s no one-size-fits-all kick.

I encourage people to be super careful with feedback they give to artists in the event one may not totally understand what that artist is trying to do. I’ve developed this habit as a mastering engineer—if you’re too technical and detached from what the person is actually trying to do, it will be hard to really achieve mastering results that will please them, while respecting the artistic direction he or she is trying to achieve.

Think about using a reference track in the same way as how a painter might draw someone—it would be easier for the painter if he/she had an image of the person to use as a reference. Of course, the painter could try to “freehand” the drawing from memory, but it would probably end up less accurate.

The main concerns people seem to have with respect to using a reference track is that it might be too much of an “influence” on what they’re working on, and that they’re trying to find their own original sound. Many people think using a reference track would sort of corrupt their vision.

The problem is, if you’re trying to “sound like no one”, you’ll get a lot of confusing feedback about your work because most people won’t understand it. People always have something already in mind when they listen to something new. They’ll compare and try to make sense of it, but if it’s totally unsettling, they might feel a bit lost. If you refer to something they know, then there’s link that can be made by the listener.

A reference track can only be used for certain portions of a song and not all of it, which to me is the reason why it can’t totally corrupt your vision. Plus, if you use the same reference a few times, you’ll introduce new habits into your workflow, and this will ensure that your tracks are on the right path.

How can a reference track benefit your mix?

  • Tone: This is mostly what I use references for, myself. The longer I work on a track, the more fatigued my ears get, and I lose sense of the lows and highs. If I can quickly A/B another track, I’ll know if I’m on the right path.
  • Arrangements: If you know a track is really successful at, let’s say, creating a tension, or really nailing it with the timing of the drums in a timeline, you might want to study its structure to understand it.
  • Mix levels: Very useful if you want to know if one element of your sounds is loud enough in a mix, then you can see what kind of relation the reference has. People are often confused with the mids which is the part I always fix in clients’ works; I can fix it because I can check my references that have very clear, present mids. Mids are critical to have right on a big sound system.
  • Loudness: You can also check if you’re matching the power of your reference—but keep in mind that your reference has probably already been mastered by someone with experience!

How can a reference track harm your mix?

Despite having many benefits, using a reference can have pitfalls as well. The most common error in using a reference track is using a song that’s actually poorly mixed or mastering and trying to emulate it. If your reference isn’t great from a production point of view, you risk messing up your whole perspective on music production and mixing up what’s “good” with what’s “bad”.

How should you find a good quality reference track?

If you’re in doubt, to me there are two main ways to find a reliable reference track:

  1. Ask a reliable source to validate something you’ve chosen, or to provide you with one that’s similar to your selection. The source can be someone in the industry, a record store owner, a DJ, a fellow producer, etc. Make sure your source is someone you trust.
  2. If you go out in a club and hear something that sounds really great, ask what it is. There are a lot of people who want to know what’s playing so if the DJ is unable to tell you, perhaps someone else can.

Once you have your reference track chosen, you can compare anything to it to see if it’s in the same “ballpark”. Try to get a 24-bit WAV or AIF version of the reference track. Once you have a high-quality version of the reference track, I recommend “audio jogging” everyday—listen to the reference on your sound system, not too loud but at a comfortable level, and then don’t change the volume for the whole duration of the session. Now your reference track has been set up as a guide for you to work from; cross-check your own project with the reference as you work!

SEE ALSO : How to balance a mix

Live recording with the Ableton session view

Many people who sit in from of a computer to make music find this style of music work counter-productive or “too nerdy”, and will always prefer using gear, instruments, and live sounds to create music. If you’re finding your workflow too rigid when working in the arrangements view of a DAW and feel like your usual song structures are “too square”, it’s good to remind yourself that there are other ways to make music.

If you feel limited in your current production style, finding a better way might come from exploring alternatives.

This is partly why modular synth music feels free—tweaking a machine you can’t entirely control with often unexpected results. Similarly, in DJ’ing, the DJ is the master of when a song starts, stops, and how to control certain outputs. One of the best ways to see where you yourself stands is to understand what brings you excitement when you make music. I often hear stories of people struggling with an inner voice telling them how music should be made The Right WayTM and they’ll sit in front of their DAW hoping something happens, but what comes out feels weak, boring and not worthy of any energy. These individuals have been misled in what is believed to be The Right WayTM (though for some the DAW approach works).

The last thing you want to do if you’re bored of DAW-based production is to jump straight in the modular world, especially if you don’t know much about it. Even though you may have read a lot about modular, you might get started with it and not really enjoy it either, which is a waste of time and money.

Explore low-cost alternatives

My view and approach to finding a new way to produce your music is through low-cost gear or instruments, and a drive to explore less predictable music-making methods. When it comes to knowing how to make music, I always insist that what you should master first is the knowledge of your personal tools and how to get the best of them. It takes time and patience, but this approach starts you on a road to success with controllable results instead of facing a long list of failures resulting from never truly being an expert at any tool you use.

Using live audio recordings in Ableton Live (and other DAWs)

It’s easy to forget that you can totally turn your production methods with Ableton Live (or any DAW, for that matter) upside-down without spending a dime. One of the most powerful aspects of DAWs—though sometimes under-utilized in electronic music—are their ability to process live recordings. “Real”, original audio recordings feel more organic than pre-made samples or boring MIDI blocks. So, how can you go about working with live recordings in an effective way?

Gather your loops for source material to jam with

Pre-made loops

There’s a lot of bad-mouthing out there regarding the use of pre-made loops. If you use them “as-is”, you risk having the same loops as other people’s songs, and perhaps be accused of not being original. However, don’t write-off pre-made loops completely—there are many advantages to using them.

  • Search for quality loops. If you hunt for loops, chances are you’ll find some that sound great, and perhaps some will also have at least one sound that you might be interested in. It’s important that you train your ear to what good quality sounds are, and that you are able to see how they are sequenced and processed.
  • Slice the loops into smaller pieces. Once you have a loop, right click to use the option of Slice to MIDI. Once sliced, you can trigger the sounds you want to keep and reprogram them.
  • Drop the slices in a sampler. Using the sampler, you can also isolate one part of the loop, and by playing a note, you can control its pitch—another way to recycle sounds from pre-made loops.
  • Use envelopes. In the clip itself, you can draw automation for gain/volume, and have part of the loop playing while silencing other parts. You can also automate pitch if you want. The fun part in using envelopes is to create automation that isn’t linked to the length to the clip itself—a good way to create strange results or polyrhythms.
  • Adjust the length. You can make tiny loops out of long ones, and you can create strange rhythms by having the loop points a bit “off”.

Recording your own loops

If you are one of those people who doesn’t like tweaking things on a screen, of course you can always record organic sounds yourself, and create source material from those recordings instead of using pre-made loops created by someone else. Once you have recordings saved, you can always tweak them in a similar fashion to the methods we just discussed.

How many sounds or samples should you create for your song?

Collecting and creating quality sounds from pre-made loops takes a fair bit of time and research. You need to do part of the sound design yourself in order have decent material to make your song. As an example, below I’ve created a list of what I believe to be “the bare minimum” to create in terms of loops and slices before to have a productive jam. Keep in mind that this is for mostly electronic music, but it could also apply to other genres:

  • A 2-bar loop minimum of kick or low end sounds that mark the tempo.
  • A 2-4 bar loop of low end material. This can be bass, filtered low synths, toms, etc.
  • 3-5 loops of rhythmic elements to be used as percussive material. For percussive sounds, I strongly encourage you to have at least A/B structure, as in 1 bar of sequence and then a variation in the second. The AAAB pattern is also a great way to keep ears interested.
  • 1 main idea—as long as you like—which will be your hook. Often this can be a short phrase, a melody, or something one can sing. Main ideas work well if they can evolve and develop.
  • 2 sub-ideas to support the main idea. This can be through call-and-response with the main idea, or something in the background. These ideas are secondary to provide support, not to stand out.

I know this seems like a grocery list, and it feels perhaps still very far from the main topic of this post, but keep in mind that if you’re not so found of doing all this, you can also get pre-made loops to practice programming sequences with PUSH.

The power of the session view and recording yourself jamming

Ableton’s session view

Often misunderstood and misused, Ableton’s session view is a very powerful panel that allows you to jam, play, improvise and explore.

Start by building scenes, starting with the main idea from your song. Imagine your song and how it might sound right in the middle of it, when everything is playing together. I know it can be a bit confusing to imagine, but this helps you generate ideas. The second row of the session view could, for example, be the same clips as the first arranged differently. Following that, perhaps you add more new ideas, and so on. Just make sure that row X with, lets say kicks, only has kicks—one sound per column. Basically, you want 10 lines of material to jam with; then once you have this, you jam.

Now that you’re ready, hit the record button and record yourself jamming. Don’t aim for perfection, don’t aim to make a song at all, just jam and eventually you’ll end up with great moments you can use.

TIP: Change the global quantization to 1 bar or less and experiment with how it goes.

When you press the record button while in the session view, everything will be tracked and recorded on the arrangement view. Afterwards, you can slice out the best parts of your jam, and then arrange them in a way that makes the song interesting, while avoiding feeling too “on the grid”. You might even end up with material for multiple songs. I strongly encourage you to read about the creative process I use to start and finish tracks, but working out of jams is very pleasing. I often use jams myself when I have a lot of loops and aren’t sure how to use them in a song.

SEE ALSO : Integrating a modular setup with your DAW

The art of making long, linear songs

I’ve always said that long songs are in a way, a genre in themselves. If you think of an artist like Brian Eno with his long meditative songs, or Villalobos with his spaced-out explorations, they all have a way in to people’s hearts who understand the sort of exercise involved in long songs. Since I’m a big fan of long-lasting songs and can’t never get enough of them, I thought I’d write about how I view creating them, and then share a few tips about how to make efficient but meaningful longer tracks.

Why make long songs?

There are as many reasons for making longer tracks as there are people who make them, but I think the main two reasons are:

Immersion: Longer tracks immerse you in a mood and moment, and will sink you into a world that overcomes you.

DJ tools: Some artists who DJ love long tracks because they can layer them to create new ideas. Having a long track lets you focus on carving the two (or more) tracks playing, in order to have content to play with.

Long, linear music in-itself isn’t meant to be listened to with your full attention, but more as something you let take your body over.

Eno’s Reflection is a masterpiece of ambient music.

Brian Eno explained long songs quite well, saying “[they] shouldn’t be enough to have your full attention nor be boring enough to be forgotten.” In generative music, this means you can include musical ideas, but they shouldn’t be overpowering either.

For North Americans, long songs and extended sets are often misunderstood as bars and clubs close early, and immediate satisfaction is what DJs tend to go for. Sets should be exciting and deliver a response within 5-6 minutes, and therefore music that lets things go on for a while isn’t always fitting the needs of these types of DJs. In Europe for instance, clubs are often open until 6:00am or later, which means the crowd is very patient and understands that tension building is part of the pleasure of listening to a DJ play. Long sets are favoured by many Romanian DJs, who prefer using long, linear music as a way to focus on a mood, rather than an immediate reaction or excitement. The thrill is to see where things will lead to, more so than enjoying “a drop”.

The reason I mention a drop is because resisting the temptation to make one in longer tracks is important, but also because you have to trust the DJ who will use your longer track. Plus, if you intend to make something long, it’s nearly impossible to have exciting things happening for 20-minutes. This is also why long tracks are often hard to swallow for the average listener, as they often seem too “noodly” and pointless, since it can sometimes feel like there’s a lack of direction or a goal in the song.

The main goal of long tracks in sets is to play a supportive role. In a movie, a good secondary character is essential in making the main character seem stronger. Overdoing it or taking up too much space isn’t helpful, and likewise an overly pale or weak supporter is equally useless. Some actors become very solid in secondary roles and are just as in demand as the main characters (yet, that is often overlooked by the general public).

This is why long tracks don’t necessarily need to be interesting, but perhaps, more technical while carrying a strong motif—but the theme should be clear, useful, catchy, and timeless. I’ve played live many times in my life—I’ve always approached gigs with improvisation as my focus. I don’t believe in totally planned sets, as I may have to deal with certain sounds not coming out as planned. In the past, at many shows I’ve ended up carving a groove that fit exactly what the crowd needed, and stretched it over 10 minutes. People wouldn’t get bored because it was what was needed at that time.

One philosophy of long tracks is to provide the DJ with material strong enough to fit into his or her set. You create, then you trust it will be used properly.

Approaching long tracks this way is different than making a track for let’s say, vinyl, which is usually between 5-to-10-minutes long. Using shorter tracks as a model, we can revise the architecture of those tracks and translate them to longer works. Below are some approaches I find to be useful in creating long songs.

One main idea, supported by two secondary ideas.

This approach is the key to having something solid while keeping it simple. What usually ages well is music that is simple, compared to more complicated works. If you know my music, this might seem like a contradiction to my own work as mine is complex, but that’s another topic. I’m talking about music I personally still love, 20 years later.

For example: One main idea could be a melody, supported by a vocal and a trippy and catchy percussion sequence.

Divide the song into 3 sections.

Intro, core, and outro are usually enough to make a song structure. The intro and outro should be easy for a DJ to mix, for bonus points.

Have one new element per section to motivate the listener to keep listening.

This can be an effect, a sound that evolves, a change of tone, a raise of tension, etc. If the listener feels there’s no reason to continue listening, he/she might stop altogether.

Insert an Easter egg.

The idea that you can have one element in a song that happens just once is a bit surprising—it might not be heard on the first listen but makes the listener want to start the song all over to hear it again. The Easter egg is not part of sub-ideas and is not part of the element per section I described above; it’s something on its own.

The first minute dictates the language and pattern of the track that will then repeat.

If you use a pause every four bars, keep that logic until the end (unless you want to be a trickster and play with anticipation).

Structural organization based on part of 32 beats is welcome.

When it comes to long tracks, the logic is slightly similar on certain points as it is to shorter tracks. There’s no written laws but certain tricks make a difference.

Sections are ideally over 4-5 minutes.

Keep in mind that this is a bit of a long shot, but if you structure your music by periods of 4-5 minutes, you’ll create the impression that your song evolves and moves, and that it actually has something worth paying attention to.

The first five minutes dictate the logic of how your song will progress.

In a shorter track, your initial outline of the track might be based on a 1-minute idea, but in a longer track it could be a 5-minute idea. Long tracks benefit from solid structural organization as they are made to be layered.

Try to keep in mind that long sections are pretty much like a 32-beat section.

You can create an A/B pattern where two sections alternate.

Don’t have more than two main ideas and a maximum of four sub-ideas.

Over-crowding your song will be counter-productive if your goal is to make a track that’s meant to have a supportive role.

Experiment. Break rules. Throw an oddball in there.

Long tracks are meant to create space for experimenting, something an artist might not do in a shorter track. For instance, I like progressions over 3 minutes long; sounds that creep in so slowly that you have no idea where they came from or for how long they’ve been playing. One trick I learned from Villalobos is to have a very oddball breakdown, or complete change-over right in the middle of the song. He can do a complete break at 11 minutes for a good 2 minutes where you have no idea what’s happening. He does this mainly because that very moment will be layered over something else he’s playing, and he’ll always find a way to make it work.

Don’t worry about repeating an idea over and over.

Long tracks can be repetitive; they’re not made to be listened to as-is anyway, for the most part.

Years ago I created three songs that were over 20 minutes long—it was an experiment from which I learned a lot. To my great surprise, it was used by many DJs in Berlin back then. Some people would drop the long tracks to be able to go pee in the middle of a marathon set, while others used them to layer and create something special. Now that you’ve read about my own approach to creating long songs, you can listen to how I used the ideas I’ve just described in the track below:

SEE ALSO : Creating a music sketch

How to balance a mix

In general, I find that there are certain common elements found in mixes I’m sent, and I’d like to share my thoughts on how to balance a mix. If you google “mixdown tips”, you’ll see that mixdowns have been covered in a lot of detail online, but most articles on the topic are geared towards rock music. Since I am dealing with electronic music and DAWs like Ableton, I thought adding my own perspective to help correct and polish different types of mixdowns might be beneficial.

Let’s run through a basic mixing exercise together. To do this, you’ll need an FFT—like SPAN by Voxengo—to analyze the overall frequencies in your mix. The more time you spend checking a frequency analyzer as you work on your mix, the more likely your mix will come out balanced and have fewer mistakes.

Why does a balanced mix matter?

Balanced mixes are important because you don’t really know how clubs’ PAs are EQed until you play on them. If a club has too much low end in its system, then a bass-heavy mix will sound incredibly messy. Yes, a DJ can tweak the mix , but it will never sound the same as if he/she started with a track with a nicely balanced mix.

When people send me music to be mastered, they often forget to double check the frequency analysis of their mix, and sometimes it’s just not balanced.

A balanced mix (or flat, if you prefer) usually has a full range of frequencies more or less hitting 0dB on an FFT reader. You can go -/+3dB around it, but keeping it around 0 is the best. For electronic music, it’s pretty normal to have the low end sticking out by about +3dB though.

Now, the classic mixdown curves I see most are fairly common—they have something appealing about them, but also create downsides with risks.

But I check masters, and they’re often not flat,” you say.

Well yes, that can happen, but the mastering engineer’s job is also to remove unwanted resonances before boosting. It’s always better to have something balanced that won’t need a lot of cutting before the engineer can make the critical decision(s) of boosting a range of frequencies.

That said, let’s examine some common mixdown curves I see that aren’t really balanced, according to how they look in a frequency analyzer.

How to balance a mix according to different types of mix curves

The Smiley Curve

Look at that smiley, similar to a shark I believe.

This shape is well-known, and sometimes you’ll see EQ presets with this name—it means the lows and highs are boosted, hence the curve looking a bit like a smile.

The good: First impressions with this curve is that it’s instantly gratifying. Exciting feel, bright and shiny highs, and low end power—pretty much what humans love in music; foundation and excitement.

The bad: A lack of mid-range frequencies can mean that on a large system it feels hollow, confusing, lacks body, presence, and emphasizes hi hats and kicks over everything else, making the main theme of the song hard to discern. Harsh, boosted highs are also quite tiring on the ear and produce listening fatigue.

The fix: If you look at the FFT and your mix is smiley, there are a few ways to fix it. The first, is to manually readjust the elements who have the hot frequencies and turn them down. Highs are mostly likely high-frequency percussion, such as hats, but could be transients or the very upper part of synths and atmospheric elements. If you can spot which sound(s) have that range exaggerated, filter it with a low pass curve of 6dB/octave. Another way to fix this curve is to put a 3 band EQ on the master and lower the lows and highs, then boost the master for the loudness lost. The mids will magically appear and might feel overwhelming at first, but that’s simply because the human ear is sensitive to mids—more mids mean more presence and power, plus clarity on most systems.

The bright mix

A bright mix is dominated by an accentuation of the highs. Many of my clients frequently mix this way because it’s exciting and electric, but bright mixes also very harsh on certain systems and as previously mentioned, they’re very tiring on the ears.

The good: Excitement, air and powerful transients.

The bad: Bright mixes will sound rough at high volume level and I swear that in 50% of the time it will be played in a club, the DJ will have to turn down the high-EQ. If the system isn’t great quality, bright mixes can also create distortion.

The fix: Use a shelving EQ and turn down those highs. Look at your curve and see where the steep part starts (sometimes at 5khz, sometimes at 8khz), then just lower it down by 3-5dB until the FFT becomes a bit more flat.

Note: If you feel like you really need it bright, try to keep it under +3dB.

The bass-heavy mix

Bassy mixes are ski slopes.

Bass-heavy mixes are very common in electronic music because of the lows needed to make people dance. It sometimes becomes a huge issue for me where clients really want their kicks to punch through, but a kick will sound powerful if it exists on a full-range frequency scale (also in the mids, and high mids).

The good: Bass-heavy mixes will be powerful and can blow away the crowd.

The bad: After a few minutes of pounding lows, if you can hear anything else, it feels very dull. Bassy mixes will sound muddy, messy, blurry, and insignificant. For instance, on a Sonos (like the one I own), all you’d hear would be a thump, thump, thump…annoying, not nice sounding.

The fix: Just like the bright mix, add a shelving EQ but work with the lows. I’d encourage you to revise your kick-design process if they sound too bass-heavy, and also get to familiarize yourself with how your favourite home sound system is calibrated.

The peaky mix

Look at this peaky curves! So sexy… not…

A “peaky” mix is my own term—it’s when I look at a mix and the curve has these big frequencies sticking out, while everything else is low (hence “peaks”).

The good: If done well, emphasizing certain peaks can be a good way to create dynamics in a song in terms of volume differences between your sounds. In some cases, it can create a sense of depth, but in doing so you demand a very active listening experience from the listener to be able to achieve this effect. This technique common in jazz, for instance.

The bad: Done wrong, a peaky mix just feels like there’s no power to it and the song will feel thin and some sounds will feel resonant.

The fix: Revise your mix entirely. Pull down the gain on the peaking sounds, then turn up the gain on the master to create something more even. Fixing peaks demands patience and practice.

The Gruyere mix

A rare specimen that is a mix between Gruyere and peaky, wearing red glasses.

A Gruyere mix is one with hole(s)—on a big sound system, they can feel partly empty, or just wrong. Basically, the feeling of holes in a mix is a sign that it could tweaked to cover the missing areas.

The good: Truth be told, you can always live with a mix with holes. You won’t really face any serious issues, but your sound might feel flat.

The bad: Let’s say you could cover more mids with your percussion to cover a hole—then perhaps your percussion would feel more powerful. If your pads are lacking body at around 200hz, they will lack power. These holes are simply pointing out that some sounds could use a bit of tweaking.

The fix: Revise your mix. Try to see if you can boost weak parts of certain sounds. On the master, use a high quality EQ and gently boost the holes up, as that can make a difference.

The thin mix

A thin mix is one that, on the spectrum, looks good, but somehow doesn’t seem to drive at all.

The good: It’s gentle. Maybe you like it that way on purpose?

The bad: No power, no loudness, dull.

The fix: Add a compressor in parallel mode (50% wet) on the Master bus to give the mix a bit of thickness.

The punch-less mix

Punch-less means a mix just doesn’t punch, slap, or kick as it should.

The good: Non-punching mixes could be good if your music on the ambient side of things.

The bad: For dance music, you need at least some elements with punch, like the kick and/or clap.

The fix: Use transient shapers and/or compression with a slow attack and high ratio to turn your lifeless elements into something with attitude.

All these fixes need practice before you come out with a nicely balanced mix—I hope this has been useful advice on how to balance a mix!

SEE ALSO : The benefits and risks of using a reference track when mixing

Mixing projects with many tracks or sounds

If you are familiar with my music, you know I love things complex and busy. Many people in our online community share songs they are currently working on that have a lot of content in them, so I thought it would be practical for me to share what I’ve learned about mixing too many tracks at once.

The pros and cons of using a large number of different sounds in a song

Pros

  • The song becomes exciting to listen to.
  • For listeners, there’s always something new to discover on each listen—this is good for replay value.
  • A song can develop complex call-and-response story-lines. After multiple listens, a listener might notice that certain sounds are “talking” to one another.
  • A song becomes very colorful—covering many frequencies of the spectrum in a single track can feel like a rainbow to the ears.
  • Movement—using multiple sounds can be a cool way to create the impression that many things are moving at once.
  • Stereo effects—if you like action and panning, playing with the panning of many sounds can be fun.

Cons

  • The song can feel overwhelming. Work by someone who is not familiar with producing with many sounds can feel irritating and hard to connect with if the brain of the listener doesn’t know what to focus on.
  • Complex tracks are harder to DJ. If there’s a lot going on in a track, it can be hard for a DJ to find other appropriate songs to mix it with.
  • Complex songs can feel confusing. If a sound isn’t well mixed, it can be confusing on certain sound systems.
  • Phasing issues—if you’re not careful, some sounds can technically disappear in mono, and on some sound systems, this effect can be weird.
  • The timelessness of the piece suffers—if you’re overdoing it, it might be difficult for people to get emotionally attached to the track and it will not age well.
  • Losing the hook in the mix—it’s super important to have your hook be very clearly discernible in a jungle of sounds.

Despite these cons, it can be quite fun to use a lot of sounds in your work; most of the risks come from technical challenges in mixing too many tracks or sounds at once.

Sometimes people crowd a track with tons of different sounds because they’ve spent too much time on it and they’re afraid people will get bored.

Mixing multiple sounds requires the producer to approach the mixing process in a few different phases. Let’s say you’re happy with the arrangements in the track—you can then move on to the next step(s).

Should you mix while working on your arrangements simultaneously?

Yes and no. When I’m arranging, I make sure the levels are OK but I won’t deploy an armada of plugins to polish the mix yet because it drains CPU and also because some unfinished arrangement details might completely change the mix itself; I would have to re-polish afterwards.

One of the first things I do when I get to mixing is to question if all of the sounds I’ve included in the project are essential to the narrative of the song or not. You can start by listening to the song and perhaps cross-checking with a reference.

How does one know if a sound is essential? Try removing it. Sometimes, having fewer sounds in a mix can be beneficial to other sounds so they can be heard properly. If you are in love with certain sounds, you can save them for the next track you’re working on if you don’t think they work in your current mix.

Establishing a hook

What’s your hook? Is it the bass? Or is it a 2-bar melodic sequence? Are the rest of your sounds either decorative, percussive, or supporting your hook? What’s the purpose of those additional sounds? People will remember the hook when listening to your song—the other sounds can be described as “decorative”. While some producers are really against using too many decorative sounds in a song, there are no rules to making the music you like and I encourage you to say to anyone telling you “you’re doing it wrong” to just mind their own business. If you like lots of sounds like I do, that’s all that matters, really.

In the late 90s, there was a huge interest in minimalist techno. One of the approaches that artists like Hawtin were obsessed with back then was trying to use as few sounds as possible in a track and still getting their message across. [Hawtin] would come up with an idea and surround it with only the bare-minimum; his idea was that a track was a part of a bigger picture that included assembling it with other tracks.

Mixing with groups

Mixing with groups can be done in many different ways, but to use groups effectively it’s essential that you have a good understanding of the nature of each sound in your project. For instance, I usually have a big group named “Percussion” which will have its own sub-groups. The sub-groups can be different themes on that main group:

  • Same “family”. All “metal” samples could be grouped together, wooded ones, synth, tonal, atonal, etc. Having a group for each family of sounds is excellent for EQing similar resonances these sounds might all have.
  • Same length. All short samples could be grouped together, all long ones, etc. This is useful if you want to use compression and control the groove.
  • By stereo position. All sounds in mono could be grouped together, sides on another. All high, forefront, or far-back sounds could be assigned to different groups. Grouping by position is useful for controlling a portion of the stereo field’s positioning and volume all at once.
  • Other sub-group types. You can come up with your own sub-groups based on what seems the best for your particular track. The idea of a group and sub-group is to control something common to all its members.

Leveling many sounds

Attaining proper volumes for each sound is critical for a mix with a lot going on. If you’re using Ableton, I suggest you switch to the session view to be able to see the meter of each channel. Just by eye, try to start by making sure that they’re all roughly even. After they’re even, lower some 20% lower, others 50%, and some very, very low. Which sounds you lower will depend on what sounds you want to be “decorative” and what sounds you think are a part of your main hook. One of the most common mistakes I hear in complex mixes with many tracks is that the producer is concerned that all of the sounds won’t be heard, so they’re all turned up too loud. The thing is, if you use a lot of sounds, it’s better to have some that are way lower in the mix, and just like in percussion—we call them ghost notes.

Creating unity in a busy mix

How can you make sure all your sounds feel like they’re a part of the same song? Sometimes when you use a lot of tracks and sounds, some might sound lost or it might feel as if two different songs are playing at once.

Grouping

Unity is something that groups can really help with. If your mix doesn’t feel like one song, the first fix you can try is to apply reverb to each of your groups. You can either use a AUX/Send bus, or apply different reverb per-group. I usually keep it at a low 10% wet only, but you can exaggerate too. Similarly, if you EQ a group, you modify the signal of each sound, and this usually helps blend all the sounds from the group together. I put an EQ on a group by default and then will do at least one cut where there’s a general resonance. Compression works magic on groups too—especially a vari-mu type of compression with a pretty aggressive setting; this will feel like adding butter to the whole thing.

Gating

There are multiple ways to use gating, but I like the simple gate from Ableton that has an envelope and an incoming side-chain. If you gate an entire group to one of the main percussion elements of your song—such as the regular clap for instance—it can provide a lot of room to other sounds and have them not be in conflict.

Side-chaining

Like I said, compression is great to bring all the sounds together and a bit of subtle side-chain is also really practical. I like to side-chain some decorative percussion to the main hats, so I make sure they peak through. The best option here is to use Trackspacer as side-chain because it will only use frequency of the incoming signal instead of the amplitude. So for instance, if you use it to side-chain hi-hats from a clap, only the conflicting frequencies of the clap will be removed from the hats.

Modulation

One of the riskiest things a producer can do when mixing many tracks or sounds is the use of stereo modulation such as auto-pan, chorus, phasing, or flanger. These effects make sounds move, and if multiple sounds are moving at once, then you’re going to face phasing issues. I always use these modulation effects on specific sounds in each song, but the sounds that are modulated are treated as “main” sounds. This means you have to give them a lot of room in the mix otherwise they’ll get lost.

Finalizing the mix

Finishing a busy mix is where most people get confused and many fail. The main percussion and other main elements of your song should be mixed first as-is. Then, all elements that are decorative should be mixed in, as a second layer like a “cloud” that completes it all—you’re bringing the main sounds and decorative sounds together. Usually, in the end—thanks to Live 10’s multiple groups feature—I end up having only two faders to mix with. You’ll need to compress them both with a gain reduction of about -3dB to create the impression they merge well together.

But before you get to your final mix, it’s important to get all your sounds right, group them, and control them all first. The final blending of these two major layers at the e nd will be pretty easy if you can get your levels together.

SEE ALSO : Creating organic sounding music with mixing

How to maintain consistency in the quality of your productions

The most consistent musicians have reached a comfortable flow and they finish tracks that they’re satisfied with fairly quickly. But how do they ensure that each of their tracks are maintaining the same level of quality as their first well-received works, as they complete more and more of them?

Making a lot of songs/tracks and actually finishing them is, to me, one of the most essential purposes of making music. Stalling on a particular idea or song builds up doubts, and eventually you’ll grow to hate it. If you finish up a track quickly—as opposed to more slowly—you capture an idea you liked at a precise moment in time and make the most out of it, then move on to the next idea.

FACT: you will always learn something new when you finish a song that you can apply to the next one.

The faster you become at completing tracks, the more you become articulate in your self-expression; if you dig a really good idea, you’ll know what to do pretty quickly to make the best out of it.

Many well-known and consistent artists make multiple songs (yes, songs!) in one day. Marc Houle, Ricardo Villalobos, and Prince to name a few, have expressed that they like to sit, jam, record, edit a bit, and then move on. Ricardo’s long songs are actually long sessions that haven’t been edited. “It’s more important to simply record something each time you hit the studio rather than make a perfect song“, I’ve heard him say.

How do you maintain consistency in your work when you’re creating a ton of tracks?

My personal mentality that I like to have is to not get too attached to the music I make, nor about its potential or future. With this mentality in mind, you can embrace imperfection, have more relaxed sessions, and have more fun. But yes, there are also some technical points you can keep in mind to avoid letting your work slowly degrade in terms of quality while trying to maintain a regular quantity of completing tracks:

  • Stay away from trends or gimmicks. Trends can be hard to spot when they’re first evolving, but usually there are signs. When many people use the same samples over and over, which can often define a style, you know that’s a road probably too often taken—in going there yourself, you might get lost in the sea of similar sounding songs. To me, production trends are about some samples, effects, and arrangements that become a norm. I’ll always remember a long time ago when I was into hard techno, I was at the record store listening to a pile of 30 records and every record had the exact same structure to the point where you could predict when the kick muted, the hats came in, and so on. Sounding like existing trends is not a good way to stand out as a memorable, original musician; timeless music is often “odd” when it’s first released, but something catchy about it makes it work.
  • Use scales. You don’t always have to be using an established scale when writing, but it will help your music age a bit better. Off-scale or highly dissonant music not only sounds a bit weird or off-putting to the average listener, but by working with established tonal scales people can reference your music decades later. When I think of high-quality music, the musicality in terms of scales is always top notch. If it’s purely experimental and still high-quality, it’s usually based on a concept that makes it relevant.
  • Cross validate with references. I can never stress this enough—your references, loaded in a playlist alongside your music, should feel right.
  • Have a friend as quality filter. A reliable friend is one that will tell you when things aren’t working. I personally like to have 5 people to send my music to in order to get reliable feedback. Sometimes I feel more excited sending them my music than submitting it to a label. You should have 5 responsive people that want to listen to your stuff; proper feedback is a great feeling when done right.
  • Keep your renderings/bounces at -6dB, 24bits. This is in case you want to release them in the future, but also because music with headroom is universally more well-received. Back when the trend was to have very loud mixes, your music was irrecoverable later on if you lost the original mix. Loudness has also aged terribly since this trend went out-of-style.
  • Use quality samples and quality tools. What makes a great mix is the use of great samples. Working with a harsh sample means you have to use more effort to make it sound better, but the end results could still bad, or even worse.
  • Simplicity ages best. Humans tend to remember simpler ideas. Complex intentions and complicated, draining music isn’t always the best in the long-run. I’m not saying “don’t do it” if you’re into it, but maybe to tone things down a bit if you’re interested in the longevity of your work. I’m in love with this quote by Da Vinci: “simplicity is the ultimate sophistication.”
  • Make sure your mixing is high-quality, and use quality effects. If you can make sure your song is properly mixed, it will certainly age much more gracefully. Otherwise, you might regret some decisions you made in your mix as it ages. Cheap effects and presets don’t age very well because others might also use them heavily. Further down the road, your originality might feel lacking as a result, and plus nothing ages worse than a gimmicky sounding effect (ex. think of cheesy effects used on audio in the 80s.)

The effects of your work habits on maintaining consistent quality in your work

There are things you can do to make sure all your tracks end up with a level of quality you are happy with and will continue to be happy with as they age. I believe that working on multiple tracks at once is a great way to maintain perspective on your quality levels. Personally, I also like to export half-completed tracks and listen to them later, or import them into the next track I’m working on to give myself better perspective(s). Sometimes, I encourage clients to bring in all the tracks they’ve made in the last few months so we can toggle between them easily and make comparisons—this task might reveal a lot to you regarding the patterns and trends you use the most.

Using Modular Can Change the Way You View Music Production

Are “sound design” and “sequencing” mutually exclusive concepts? Do you always do one before you do the other? What about composition—how does that fit in? Are all of these concepts fixed, or do they bend and flex and bleed into one another?

The answers to these questions might depend on the specific workflows, techniques, and equipment you use.

Take, for example, an arpeggiator in a synth patch. There are two layers of sequencing to produce an arpeggio: the first layer is a sustained chord, the second layer is the arpeggiator. Make the arpeggiator run extremely fast, in terms of audio rate, and we no longer have an audible sequence made up of a number of discrete notes, but a complex waveform with a single fundamental. Just like that, sequencing has become sound design.

These two practices—sequencing and sound design—are more ambiguous than they seem.

Perhaps we only see them as distinct from each other because of the workflows that we’re funneled towards by the technologies we use. Most of the machines and software we use to make electronic music reflect the designer’s expectations about how we work: sound design is what we are doing when we fill up the banks of patch slots on our synths; sequencing is what we do when we fill up the banks of pattern slots on our sequencers.

The ubiquity of MIDI also promotes the view of sequencing as an activity that has no connection to sound design. Because MIDI cannot be heard directly, and only deals with pitch, note length, and velocity, we tend to think that that’s all sequencing is. But in a CV and Gate environment, sequencers can do more than sequence notes—they can sequence any number of events, from filter cutoff adjustments to clock speed or the parameters of other sequencers.

Modular can change the way you see organized sound

Spend some time exploring a modular synthesizer and these sharply distinct concepts quickly start to break down and blur together.

Most people don’t appreciate how fundamentally, conceptually different CV and gate is to MIDI. MIDI is a language, which has been designed to according to certain preconceptions (the tempered scale being the most obvious one). CV and gate, on the other hand, are the same stuff that audio is made of…voltage, acting directly upon circuits with no layer of interpretation in between. Thus, a square wave is not only an LFO when slowed down, or a tone when sped up, but it is also a gate.

What that square wave is depends entirely on how you are using it.

You can say the same thing about most modules. They are what you use them for.

Maths from MakeNoise. It’s a modulator. No, it’s a sound source. No, it’s a modulator.

To go back to our original example: a sequencer can be clocked at a rate that produces a distinct note, and that clock’s speed can itself be modulated by an LFO, so the voice that the sequencer is triggering goes from a discrete note sequence, to a complex waveform tone, and back again. The sound itself goes from sequence to sound effect and back to sequence…

Do you find this way of looking at music-making productive and enjoyable, or do you prefer to stick to your well-trodden workflows? Does abandoning the sound design – sequencing – composition paradigm sound like a refreshing, freeing change to you? Or does it sound like a recipe for never finishing another track ever?

SEE ALSO : “How do I get started with modular?”

Bundle module options

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Are Music Schools Worth The Investment?

Whether or not music schools are worth the money might spur a heated debate—schools worldwide might not like what I’m about to say, but I think that this topic needs to be addressed. What’s outlined in this post is based on my personal experience(s); I invite anyone who want to discuss this topic further, to contact me if necessary.

Music schools: an overview

Many people over the last few years have been asking me about my opinion regarding enrolling in music production schools. There are many production and engineering schools in the world, and a lot of them ask for a lot of money to attend. In Montreal, we have Musitechnic (where I have previously taught mastering and production) and Recording Arts. Most major cities around the world have at least one engineering school and if not, people can still study electro-acoustics at Universities. University takes at least 3 years to get a degree; most private schools will condense the material over 1 year. During that time, the physics of sound will be studied, mixing, music production in DAWs, recording, and sometimes mastering. While each of these subject usually take years to really master, the introduction to each can be very useful as you’ll learn the terms and logic of how these tasks work and what they are for.

If the teachers are good at explaining their topic(s) and have a solid background, there’s nothing quite like being in the presence of someone with a great deal of experience, not only for the valuable information they provide, but also, the interpersonal context. Having a good teacher will pay off if you ask questions and are curious. While I don’t teach at Musitechnic anymore, some of my past students are still in contact with me and ask me questions—I even hired some for internships. I’ve often been told by many students that they remembered more from hearing about their teacher’s experience(s) than the class content or material.

One issue with audio teachers I hear about a lot is that many times, teachers might be stuck in a specific era or on a precise genre, which might be difficult for a student to relate to; there might be a culture clash or a generation gap between themselves and the teacher.

For instance, if a school has teachers who are from the rock scene, many people who are interested in electronic music or hip hop will have a really hard time connecting with them. Similarly, sometimes the teachers who make electronic music can even be from a totally different sphere as well, and mentalities and approaches can clash.

The advantages of attending a school or program

There are, however, many beneficial outcomes from attending a music school:

  • you’ll get a solid foundation of the understanding of audio engineering, and get validation from experts.
  • you’ll end up getting a certificate that is recognized in the industry.
  • you’ll have access to resources, equipment and experienced teachers that you might not otherwise find.

The main issue I have with some music schools is how they sell “the dream”, in most cases. The reality of the music industry is really harsh. For instance, a school might tell students that when they graduate, they can open a studio or work for one. While after graduating you might have some skills and experience that you didn’t have before, nothing guarantees that people will come to you to have their music mixed. That said, getting your first client(s) will eventually bring in other clients and opportunities.

“What’s the best way to get a full time job in the music industry or to become an engineer?” I’m often asked, and I’m very careful about how I answer this question. I described my thoughts on finding full-time work in the music industry in a previous post, but I’ll share some points about this topic again here and how it relates to music schools:

  • Whatever anyone tells you or teaches you, even if you applied what they say to the finest level of detail, it’s likely that things still won’t work out the way you envision them. I know this sounds pessimistic, but the reality is that no path will provide the same results for anyone else in the music/audio world.
  • The industry is constantly changing and schools aren’t always following fast enough. If you want to make things work, you need to make sure that you can teach yourself new skills, and fast—being self-sufficient is critical to “make it” out there.
  • Doing things and learning alone is as difficult as going to school, but will be less expensive. The thing a school will provide is a foundation of knowledge that is—without question—valuable. For instance, the physics of sound won’t change in the future (unless one day we have some revolutionary finding that contradict the current model; this is not going to come in anytime soon).
  • Clients don’t always care where you’re from or what your background is, as long as they get results they like. Your reputation and portfolio might speak more for itself than saying you went to “School of X”. Where schools or your background can be a deal-breaker though, is if you apply to specific industries, such as video game companies, and maybe you already have some experience with the software they use—companies will see that as a bonus. But I know sound designers for some of those companies who’ve told me that your portfolio of work matters more. For instance, one friend told me that they really like when a candidate takes a video and then completely re-makes the audio and sound design for it; this is more important than even understanding specific software which can always be learned at a later time.
  • The most important thing is to make music, daily, and to record ideas, on a regular basis. Finishing songs that are quality (see my previous post about getting signed to labels) and having them exposed through releases with labels, by posting them on Youtube channels, self-releasing on Bandcamp, or filling up your profile on Soundcloud can all be critical to reaching potential clients. One of the main reasons I am able to work as an audio engineer and have my own clients is mostly due to the reputation as a musician I built a while ago. I often get emails of people who say they love my music and that was one of the main reasons they want their music to be worked by me specifically. Not many schools really teach the process of developing aesthetics (i.e. “your sound”) or the releasing process. While some do, both of those topics also change quickly, and you need to adapt. I’ve been feeling like every 6 months something changes significantly, but knowing some basics of how to release music certainly helps.

Would I tell someone not to attend a music school?

Certainly not. Some people do well in a school environment, and similarly, some people don’t do well at all on their own. So knowing where you fit most is certainly valuable in your own decision-making about schools. Perhaps a bit of both worlds would be beneficial.

Will a school get you a job in the audio world?

Absolutely not—this is a myth that I feel we need to address. It’s not okay to tell this to students or to market schools this way; it would be as absurd as saying that everyone who graduates from acting schools will find roles in movies and make a living from acting.

What are the alternatives to music schools?

If you don’t think music school is for you—because you don’t have the budget for it, or you’re concerned about the job market after, or even because you’re not someone who can handle class—there are still other options for you:

  • Take online classes. This is a no-brainer because there are a huge number of online classes, courses, and schools online, and you can even look for an international school. You can also work on classes during a time that fits into your schedule. This means you can invest some of your time off from work into it. Slate Digital has some nice online classes, as well as ADSR.
  • Become a YouTube fiend. YouTube has a lot of great content if you’re good at finding what you need. You can create a personal playlist of videos that address either a technique or a topic that is useful. There are also videos where you see people actually working, and they’re usually insightful.
  • Get a mentor. People like myself or others in the industry are usually happy to take students under their wing. While you can find most information online, one advantage of having a mentor is to speed up the search for precise information. How can you learn a precise technique for a problem if you don’t even know what it is? Well, someone with experience can teach you the vocabulary, teach you how to spot a specific sound, and teach you how to find information about it. “How do they make that sound?“, I sometimes hear, as some stuff feels magical to students until I explain that it’s a specific plugin. In my coaching group, we even have a pinned topic where we talk about certain sounds and how they’re made.

I hope this helps you make your own judgments about music schools!

SEE ALSO : On Going DAWless

Building a great groove

Have you ever been on a dance-floor and heard a track that connects with you in a very physical way? Physical connection creates a sort of energy that is infectious and makes you want to dance until your feet give up. This feeling is all about the groove in a track; creating a groove makes the combination of elements and arrangement feel just right to keep you dancing. What follows in this post is my personal take on groove, and the steps I’ve learned that I think work best to create a great groove.

Taking into account that everyone has a particular taste, a groove that can give me this irrevocable urge to dance may not do the same for you, and on the other hand, you may relate to other tracks in the same way which don’t do anything for me. To better understand groove, I recommend that you take a step back and subject yourself to some critical listening.

Critical listening includes listening to some reference tracks with your eyes closed and making mental notes of what seems to work best. How do the elements in the track relate to one another? What kinds of sounds are used? Is the groove driving or swing-y? Listening this way will give you great ideas with regards to what works and what feels forced for you personally. I cannot stress this point enough. Have you ever made a track which you felt was “good” but didn’t create a sense of physical movement or urge to dance? Review the groove and change it, and you’ll hear an improvement.

Based on my own personal taste, I feel that when it comes to groove, less is more in terms of what works best. Subtlety coupled with taking extra care in the sound design/sample-selection stage will help your ideas flow smoothly. Understand which sounds you want to be the “protagonists” from the get-go, and you will be able to fill the space much more naturally. 

Workflow for creating a groove

  1. Build a simple pattern. After designing some sounds you feel are nice, take them and start constructing the foundation of your groove. While most of the time drums and percussion are associated with the groove, they are not the only parts which have to work in order to have a nice flow. Pheek’s Guide to Percussion has some great tips on call and response—a concept you must focus on quite a bit to build a solid groove.
  2. Once you have your pattern, add some variations to it. A variation could be muting the kick every eighth bar, or having a hat come in and out sporadically, or even changing the note of a synth stab you are using for the groove. You’ll notice that your groove already feels more complete once you add some variations. Micro-variations help to keep the listener interested as the pattern evolves a bit within itself.
  3. Swing is your best friend! It doesn’t matter if you’re working inside the box or with hardware—take your pattern and apply some swing to it, whether it be via Ableton groove pool or just micro-timing changes (moving things just a tad off grid), this will make this pattern feel less robotic which is what we are going for. This last point is very important for a nice groove, but some kinds of music don’t apply this technique as aggressively because they are just hard hitting and energy driven, but many others rely on these small details and time changes to give a human touch to the pattern. 
  4. Add some effects to your sounds. Instead of programming each MIDI note or step, add some delays—both triplets and eighth notes work well—with some very short feedback and dry/wet. Here’s where you can go crazy experimenting—you will notice that when you use these delays and reverbs your sound begins to morph and ghost notes appear in the background, which make things feel fuller and glued together.
  5. To continue morphing it, apply some modulations and LFOs to control different aspects of a sound; from panning to volume, modulation allows a pattern to evolve on a macro-scale and creates movement, which is crucial in creating a great groove. 

Don’t forget that it’s important that all your elements work well together. If you feel something is out of place, take a couple of minutes to review it—experiment and you’ll create “happy mistakes” which end up being great. I like to use the word coherence to describe how things work together in a track. If a track has a coherent groove in which the drums, bass-line, synths, and other parts work well together, then it will be infectious. Many people use the coherence approach, and you can go crazy with it. Again, listen to some references and use them as a starting point while asking yourself the important questions:

How much swing does the pattern have?

How does the bass-line relate to the percussion and main drums?

Are synths being used rhythmically or as background sounds?

Don’t be afraid to revise a groove, but also learn when to compromise—after a session take a break and come back to it with fresh ears. If your groove is solid, you will feel it. If not, you’ll have an easier time fixing it when your perspective is fresh.

SEE ALSO : Honing your production skills before releasing music

Sending demos to record labels as an “unsigned” artist—an online experiment

Being a “signed” artist is a big topic; it’s both a good thing and a bad thing at the same time. People’s perceptions of being “signed” to a label is mainly the issue, in my opinion. In a past article, I stated that you could go label-less and still do fine in music. But what if you want to be signed and want to collaborate with others and constantly face obstacles? For the sake of this article—which took me a while to write—I went undercover using an alias: I made some music outside of my usual music signature and then contacted a bunch of labels to see how things go when you have a very low profile on Soundcloud and are sending demos to record labels online.

The idea of going undercover was primarily to see how labels reacted to an unknown artist with quality music, but also to decipher how to make things easier.

But before I share the story of what happened, let’s talk plain strategy and I’ll share a few facts with you that I had in mind before embarking on this experiment.

What a label will look for in new potential artists

1. Labels want music that fits the label’s sound/ethos, and an artist that fits their image, so it can be presented and sold properly. Listen to the latest releases of the label on Bandcamp/Soundcloud to see if your music fits. Note: many people will contact a label based on music they released years back, and that’s usually a big mistake.

2. Usually labels will want someone from within their network. If you’re not friends of friends, the odds you fit into “the circle” is less likely, so it’s important to do a bit of name-dropping or to get to know people that the label knows.

3. Having depth in your collection of tracks is critical. If the label likes 2 of the 4 songs you have, they might ask for more. Having a bunch more is very useful, plus it shows that you write on a regular basis. In other words, it shows you’re serious.

4. It’s a huge win if you tour, play gigs, or have important releases up your sleeve. This can be an issue for many. There are way too many producers and performers compared with the number of opportunities to release and play out. So it’s a catch-22; you’re more likely to release because you already release music, and you’re more likely to play out because you already play gigs. If you don’t, then you’ll get less traction. One doesn’t guarantee the other, but either definitely helps your profile. Your network of contacts is a very important factor for finding success with your music, so whatever you do, building a contact network is equally as important as making quality music.

Getting back to my unsigned alias experiment, I decided to take on a role of someone who is completely outside of the system, is new to production (but is knowledgeable), and never plays out or releases anything. I created an alias—which I won’t reveal here as I want this experiment to be ongoing—and I said I was from Scandinavia, where the scene for micro-house is not super strong. My communication skills were okay, but I didn’t know anyone in any of the label networks I contacted.

So how did it go?

This experiment went terribly.

I contacted thirteen labels with four tracks. I validated my work with a friend who said the tracks were good, playable, and release-worthy beforehand. As a label owner myself, I’m very picky about how someone should approach me, so I wrote a professional email for each label. I contacted each label on Soundcloud and through email if possible. Ideally, I knew the best way of getting a label’s attention would be to go through an artist on the label, but I didn’t want to blow my identity. Here’s the message I sent:

Hello! My name is [XXXXX] and I’m a young producer from Scandinavia. I got familiar with your label through discovering releases that I believe are similar to the music I’m making. I checked your latest releases on Beatport to see what you’re up to recently and I think you could probably enjoy these 4 tracks I’d like to present you. Let me know what you think.

The four tracks I sent out were in private mode on Soundcloud, and I made sure that people didn’t listen to them before sending them out. My account on Soundcloud had no followers, and the profile picture was pretty enigmatic as well.

Out of all of the thirteen labels I contacted, only four took the time to listen to some of the tracks, not all. Only one label replied to my initial message with a “thank you.” Honestly, if I was the guy I pretended to be, I would be pretty discouraged. I’d say that even myself as a veteran musician, when I try contacting labels sometimes it’s still, very, very hard. I even followed up with the non-responsive labels with my Pheek alias and even then, still no replies.

From this experiment, I concluded that no matter how talented, polite, and organized you are, it’s very unlikely for things to work out well for you if you submit your demos online like a cold-call. The most successful deals will happen because you’re part of a network that probably has in-person contact. In past posts, I have been insistent on the importance of working on what you can control: the quality of your music, originality of your ideas, working with people you can count on…etc.

What labels look for in the online profiles of artists

If you still want to submit your demo online despite the difficulty in getting it heard—let alone signed—here are some tips about what labels are looking for:

  • An online presence: presence on the most important websites such as Instagram, Soundcloud, Resident Advisor, Mixcloud.
  • Material published on a Soundcloud profile with comments from listeners. No one wants to see 5k plays or less and no likes or feedback. As a label owner, I also don’t like to see a profile with no music posted publicly. As an artist, it’s important to have some kind of portfolio. It can be published material, but if you’ve never had a release, posting music you’re working on is a sign that you’re serious about what you do.
  • Self-published material is always a plus. I like to see people who don’t wait for things to happen to them, but are proactive and have the energy to make things move, even if not much is going on afterwards. Seeing someone who has a non-empty Bandcamp profile shows some seriousness and experience with how to create a release.
  • An artist with tons of quality music that is unsigned. There’s nothing more exciting than to discover an artist that is emerging that has tons of quality tracks waiting for getting signed. I can’t emphasize enough on this to new artists I work with with mix and mastering. Keep making music—tons of it. Make sure your work is quality so that the day you find a label who wants to work with you, you’ll be more than ready to present them the best quality album you have. Additionally, when a label knows that you’re working with a mentor, an engineer (myself or someone else), it shows your dedication and passion, which is also something labels really want to see in you. One of the hardest parts of finding a label is presenting yourself to the world and to DJs, so anything that can leverage your release(s) is something that can make a big difference in the end.

If you’re unsigned and you’ve had feedback from people you trust saying your music is quality, stay focused on making music and dedicate some time to trying to find people who want to work on it with you. Part of me believes that anyone talented will always find a place to release. Usually my clients hate when I say that, but I’ve had people come back to me years later who’ve finally found some level of success. I think some of the best places to meet people that you can rely on are festivals, record stores, and other in-person events where you can spot artists. You can reach out to DJs right away, but perhaps it’s more effective to reach out to a network or a group of people. What if you’re socially awkward? Typical issue for us nerds. I’ve worked with people in this position and the ones who “made it” were the ones that were picky about the contacts they made. I’d encourage you to join our community on Facebook, too—we’re friendly 😉

SEE ALSO : How To Reinvent Your Sound

On Going DAWless

Dawlessness (a word I have just coined) seems to be something that people are quite passionate about at the moment, both for and against. There are popular synth YouTube channels devoted to it (see Dawless Jammin’ with Jade Wii) and some people wear their DAWlessness as a badge of pride (see Look Mum No Computer). In case anyone is not familiar with the whole DAWless thing, it’s just what it sounds like—making electronic music without the use of a DAW (Digital Audio Workstation). This usually means a number of sequencers playing synths and drum machines, all synced over MIDI, perhaps supplemented with some live keys and/or vocals. The real puritans then record the whole thing to cassette. Don’t ask how they upload it to YouTube…

Advocates of this way of working offer a number of reasons for rejecting what is the most powerful music tool available today. They say the computer is a distraction – that you shouldn’t make music on a machine that also gives you access to Facebook, Instagram, streaming news, cat videos, etc. They talk about the sense of immediacy and feeling like you are playing an instrument rather than doing your tax returns. Some people cite the benefits of imposed creative limitations.

On the other side there has been a certain amount of mockery and meme-ing that asserts that DAWless jams are tuneless, formless, one-groove affairs with no journey. Why on earth would anyone willingly give up the boundless possibilities that a modern, fully-fledged DAW offers, they ask? Investing a lot of money to set creative limitations seems a little perverse, does it not?

I’m not here to argue one way or the other. Both approaches are perfectly valid. The explosion of external, mostly analog hardware over the last 10-15 years has made a DAWless approach accessible—and not just for the preserve of synth collectors with vast studios of vintage gear. Thanks to Roland, Korg, Akai, Arturia and others, you can now buy a mixer, drum machine, synth, and standalone external sequencer—a complete DAWless jamming setup in other words—for well under $1,000. Meanwhile, computing power has continued to grow and DAWs have become even more sophisticated, with ever-more powerful and creative VST instruments available. In reality, the vast majority of electronic music producers use some hardware alongside a DAW, and there is absolutely no need to choose.

Still, I think it is interesting how in some ways we have come full circle with electronic music production. After all, most of the greatest early electronic dance music tunes were made in a similar “dawless” way. Before PCs had the muscle to host virtual instruments and record multiple audio streams, their role—if they were used at all—was as a sequencer. A series of machines, synced over MIDI or DIN-sync, effects on the mixer send/return, a multi-track tape recorder or ADAT. Whole tracks would be built up by playing the mixer faders and mutes. Of course, the DAW itself is merely a digital simulacrum of this whole setup—instruments, a powerful sequencer, a mixer and a multitrack recorder, all in a single software package.

And if you think about what a DAW really is—a Digital Audio Workstation—you can see that in fact, many so-called DAWless jams are not really DAWless at all. Because what is an MPC Live, or a Elektron Octatrak, or a Synthstrom Deluge if not a Digital Audio Workstation? These modern devices are MIDI sequencers, samplers, synths, mixers and, in the case of the Deluge, even recording devices. With such a richness of features it is not surprising that people are finding that they can make full tracks without using a computer. In a future post I will look at these devices and compare their potential for making full songs without using a DAW.

Finally, I would argue that one of the key drivers of the popularity of going DAWless is the perceived need to deliver visually engaging live performances. The often voiced suspicion that the laptop artist is probably just on Facebook seems to have been taken to heart by a whole generation of electronic musicians. As a result some people seem to feel a table full of devices is required for a fully authentic “live” experience.

The history of music is full of arguments over authenticity and musical integrity. There was a time when people expected a recorded song to be a faithful rendition of a band playing live. Nobody expects that now…we have become totally accustomed to the notion of the creative, artist producer—from Brian Eno onwards. In a way the DAWless movement is taking electronic music out of the producer world—where things are iterated, planned, adjusted, and finally released—into the musician world, where you just play. From asynchronous to synchronous music making. There is nothing wrong with this at all; most people are attracted to one approach than the other.

Do you always use keyboards and hate programming sequencers, or vice versa?

Do you think of yourself as a musician or a producer?

Is a DAWless setup appealing to you or would you rather watch a succulent grow?

SEE ALSO : “How do I get started with modular?”