Tag Archive for: kick

The rule of thirds in arrangements and mixing

One of my favorite aspects of music making is to use proportional ratios regularly. While this seems perhaps counter-productive when compared with the artistic side of producing music, I use it to eliminate a bunch of technical roadblocks that emerge in the process of decision making. Because making decisions can sometimes end up in roadblocks, you can use this technique as a general rule that you always refer to whenever you have to.

Let me explain how this rule of thirds can give you wings.

The first time I familiarized myself with this concept was when I used the iPhone grid to take pictures. I had read that a tip to take better pictures was to use that grid to “place” your content. To compose your photos according to the rule of thirds, you must imagine your photo divided into nine equal parts using two vertical lines and two horizontal lines. For example, the square in the middle should have the subject of your picture, so it’s perfectly centered, it is also recommended to have something like a detail where the lines cross.

When I practiced this, I immediately saw a parallel with musical arrangements. For instance, any song will have three distinct sections when it comes to the story line (intro, main section, outro). Where each section meets, there must be a pivot, an element of transition. When I work, I always start by dividing the song into equal thirds, then, I’ll divide again so I have nine sections total. Starting with arrangements, they have equal parts, but this will then change as I dive in details of arrangements; some of the “lines” of the grid will be moved around.

TIP: Use markers in Ableton and give names to each section.

What you want in arrangements, is a good balance between expected and unexpected elements.

Using the rule of thirds helps achieve this balance: while you center the main idea of your song right in the middle of your timeline, you can have an overview of where the listener will sort of expect something to happen. Then you can play with that. Either you give the listener something where they expect it, or move it slightly to create a surprise.

The rule of thirds can also help in a few other aspect of your work:

  • Tonal balance: We covered this topic recently and this means splitting your song’s frequency range in three areas (low, mid, high). You can use a shelving EQ to help you with this or you could re-route your sounds into three busses that are per-band. This will allow you to control the tone using the mixer of your DAW. In this case, by simply splitting in 3 bands, you minimize the work of deciding which tone to take.
  • Sound design: We’ve discussed sound design before but I’d like to pinpoint how you can apply the rule here. For instance, think of how a kick is made. There will be the mid punch of the kick, supported by a bit (or a lot) of sub, then a transient on top. Most of my percussion are layered with three sounds. One will occupy most of the space, another will add add body, and the last one will be adding transients or texture. I also find that shuffling with three sounds often makes it difficult to get bored of a sound. The rule of thirds – where you have sound variations – pretty much always works for me. The question to ask is, is there a balance or is there a dominant?
  • Mixing: When I do a mixdown, I always have multiple categories for my sounds. Part of this is that – since I really don’t want all my sounds to be front forward – I’ll have some that are intentionally low, others in the middle, and the loudest one are the ones that are meant to be right in front of me. It’s very soothing for the ear to have these three areas of sound levels because it help creates dynamic range and creates an acoustic feeling of tangible spacing; putting some sounds in the back will give support to the ones who need to be heard. Just like sound design, if you always keep in mind that you’re layering in thirds, this can give your mixes a lot of depth.
  • 1, 2, PUNCH!  This is a technique that I’ve learned in my theater classes, consisting of creating expectations to then mess with the expectations. Basically, you want to introduce a fun sound, and in the pattern introduce it again later, but at the exact same place, then the listener will expect it to come a third time. This is where you can surprise them by either not playing the sound or by bringing something different. Simple, but very effective.
  • AUX/Sends. This might sound a bit much, but I limit myself to not use more than 3 aux/sends. I find that an overflow of effects will make your song messy and unnecessary busy. One of my starting templates has only three sends by default: reverb, delay, compression (or another sound modulation effect such as chorus).
  • Stereo spectrum. I like to see the placement of my sounds in a grid of 3 x 3 zones. It will go as: right, middle, left then, low middle and high. Some of the main sounds will have to be right in the middle (ex. clap, melody), some in the low-middle (ex, bass) and then some elements that are decorative, around. A healthy mix is sort of shaped like a tree: middle low should be strong with bass/kick, then middle left-right and middle-middle are strong too, then some content in the middle-high, with a little presence in the high left-right. You want to be very careful with the zones of low left or right as this could create phasing issues. You want your low end to be in mono, therefore, centered.

There are other examples, but these are the main ones that come to me!

How to Create a Deep Kick

One of the most important parts of electronic music today is the quality of kicks. Back when I started making techno in the 90s, kicks had greater or lesser importance. You could use a drum machine like a 909, select a kick, and that was pretty much it.

Things have drastically changed.

The rise of the Funktion One and the emergence of better sound systems in clubs led producers to create kicks that were better defined. Club-goers began to show more interest in the well-crafted kicks, and producers have responded by putting a whole lot more work into the design of their low end.

Music fans know a great kick by the nice body sensation that gets you up and moving on the dance floor. But to better understand what goes into making a beautiful kick, you’ll need a bit of a sense of how sound is used in clubs.

four voices sound systemVoices. By voices, we’re referring to how the sound is defined. The typical club will have a sub and a top. Since some tops have 2 voices, the average sound system would feature 3 voices at most. But while most of the kick is heard in the low end (ie, the sub), it actually comes through all voices. One thing new producers sometimes won’t realize is that hearing the kick is more about increasing the presence of the mids than about boosting the low ends.

Crossovers. This technical term refers to the frequency setting used to divide two voices. For example, the sub usually covers a frequency range going from 20hZ to roughly 80-100hZ. The mids will fall between that first crossover and the next one, which will define the frequency range covered by the highs.

Why it matters. Because knowing how sound is used in clubs will allow you to produce music that sounds the best it possibly can. And the more your music stands out for its technical quality, the closer you’ll be to standing alongside the top producers who have mastered their sound.

DJ mixers. If you look at DJ mixers like the Xone series by Allen & Heath, you’ll note they support 4 voices, with separate knobs for the lows, low-mids, high-mids, and highs. These mixers are a good way to get a better sense of how DJs will control your sound when playing it live.

 

 

What is a deep kick?

In more underground and non-commercial strains of techno music, deeper kicks are central to crafting that deeper, warm sound. Physically, you feel deep kicks heavier in the lower part of the body, hitting you below the hips for extra warmth.

There are different kinds of kicks:

The full kick: This one covers the frequencies ranging from super-low all the way up into the high-mids. It is very punchy, well-defined, and direct.

The mid-kick: Popular in lo-fi music, the mid-kick, as the name suggests, occupies more of the mids. The lower end of the song might be covered by a bass, or might not be as present in the genre. This one punches you right in the chest. It’s punchy, but lacks thump.

The low-kick: This one places the accent on the sub part of the kick. This means the bass won’t be struggling there, since it will move up to the lowest end of the mids. This one has less punch, and creates a warmer effect by landing below the hips.

One thing about kicks that often gets overlooked: you’ll benefit a lot by finalizing your kick as the last part of your mixdown. Why? Because until the track is completely finished, you can’t exactly know your track’s needs. This is a detail, but an important one. Try it, and you’ll see that adding the kick last can produce incredible results.

Once you determine your track’s needs, you can use these tricks to make your own kicks. I’ve also created a macro that should make things a lot easier, but first, here are some important tips:

Synthesize the sub. Use Operator or your favourite VST synth to create the low end. Using a sine wave can be a really effective way to create that warmth.

 

Layer another kick for the mids. Use a sample of a kick you like for the mids. This means you need to cut its lowest end to avoid conflict with the sub. The simpler the lows, the better the results.

Saturation. This is not really a trick, so much as something to use freely and without hesitation. Saturation will add warmth and oumph.

EQ. A good method here is to slightly cut down the 160-to-200hZ range. This little hole you’ll create will allow the crossovers to breathe, and will open more room for the lows. You can lightly boost it around 1khZ to help define the transient and attack.

 

Compression. Use at the end of your chain to glue everything together.

Pheek deepkick maker, kick maker, deep kick, kick drum machine, analog

 

Here is the macro I created to help get you started. Having playing with it. Download it here: [download id=”30199″]

Let me know what you think of it!

 

 

SEE ALSO :  Sound design: create the sounds you imagine inside your head