Copycat Cool

Apr 15

There’s a saying, “Copying is the highest form of flattery.” Copying is also one of the best ways to hone your production skills. Taking the time to pick apart and recreate a song done by your favorite producer is almost like being an intern for that producer. You’re getting the benefit of dissecting the techniques used to produce their unique sound without the hazards of being an actual intern (you’ll never be shackled to the coffee maker nor asked to clean up after the band).

When selecting a song to copy, make sure that it is full bandwidth audio (like what you find on an audio CD), not a compressed audio file format (such as MP3 or AAC). You need to be able to hear every nuance of the original production, and a 128 kbps MP3 file just isn’t going to cut the mustard, there’s just too much audio content missing. You can audition MP3 files to find the song that you want to copy, but when you’ve identified the song, you should buy the audio CD to ensure that you’re listening to the best quality audio available.

The object of copying a song is to get as close to the original sound as possible. However, even though this is a great bar to shoot for, it’s not usually possible from a technical standpoint. For example, the producer used a $20,000 Lexicon 960L reverb unit, and all you have to work with is D-Verb (the Pro Tools LE factory reverb plug-in). Obviously, their sound isn’t going to compare. Fortunately, simply going through the process of copying the song as closely as you can is practice enough. Even if your copy isn’t a dead ringer, you’ll still be going through the steps and experiencing the techniques required to create the producer’s sound. Of course, ultimately, the idea isn’t to become a clone of your favorite producer, it’s to learn a variety of techniques and then to apply them in your own unique ways.

Neither is it necessary to copy an entire song, from start to finish. It’s fine to copy just a short section of the song. For example, the chorus, the bridge, or simply the intro beat. The production elements that you’re wanting to emulate are, more often than not, contained in only a few bars of the music. Copying just a section makes it convenient to loop the part, then beat match your session’s tempo to the loop. This also makes comparing your copy to the original song, right in your session, a total snap. Plus, with your session beat matched to the original, it becomes possible to extract the loop’s groove (using a tool like Beat Detective in Pro Tools) and apply it to your own tracks.

Here are some of the questions you should ask yourself when you copy a production:

copycat questions

Attached is a Pro Tools session in which I’ve imported and looped a short drum loop from Missy Elliott’s “Sockit2me” (produced by Timbaland). Then, I’ve used Xpand! and the Pro Tools LE stock plug-ins to copy the song’s basic production sound. It’s not perfect because of the limited palette of sounds I had to work with, but it certainly captures the flavor of the original beat. In fact, I even picked up an interesting production trick along the way: hard panning a gated reverb return to the left speaker, and then hard panning the original dry signal to the right speaker. See if you can hear this effect in the original loop and then find how I recreated it in my mix.

Copycat Cool Pro Tools

A mashup (AKA bootleg) is taking two songs and beat-matching them together to create a new blended mix of both songs. For example, the classic mashup of Kylie Minogue’s “Can’t Get You Out of My Head” and New Order’s “Blue Monday.” It’s often done using full stereo mixes (with vocals), or, alternately, an a cappella and a stereo mix (possibly an instrumental). To hear a variety of well crafted mashups, check out Party Ben.

Mashups became such a hit on the dance-floor that some producers (such as Richard X) went on to remake parts of the original songs in order to clear the entire mashup for commercial release. For example, the 2002 UK hit by the Sugababes, a combination of the lyrics from Adina Howard’s “Freak Like Me” and the music of Gary Numan’s “Are Friends Electric?”

The point behind my little history lesson is, you don’t always have to play a traditional instrument, or even record a track, in order to be wonderfully creative with music. I have the privilege of working with music production students at all levels of experience, some are seasoned musicians while others are just starting piano lessons. Obviously, for our production project in class, I expect students to create their own tracks, one way or another. It’s a snap for experienced players to record a performance, but a serious challenge for students just beginning an instrument to record something decent. As an alternative, I encourage the use of MIDI files, a cappella mixes, and sampling. (For educational purposes only, of course.) These resources can provide a signal and a musical performance with which to practice your production chops whether you play an instrument or not.

However, if you have never worked with samples or imported a MIDI file, taking advantage of these resources can be intimidating. One of the best ways I know to explain the whole process is to show you in a song. So, without playing a darn thing, just using my ears and production skills, I produced a mashup in Reason 4 using an a cappella, a MIDI file of a cover tune, and a sample of the original tune — all items I found for free on the Web. This mashup features Tone-Loc’s “Funky Cold Medina” and Kraftwerk’s “The Model.”

You can download the Reason 4 song file below (it’s about 8 MB) and explore the production, from its samples to its mix. To download an MP3 of the mashup, visit my myspace page.

Cold Medina Mashup

There’s a lot that goes into producing a convincing drum track, especially when your drummer is a software sampler (such as Reason’s Redrum and NN-XT, Native Instrument’s Battery, or MOTU’s MachFive). Indeed, the shear number of techniques employed to create a great drum track would keep me writing blogs for months to come. But, rather than go on and on about how to produce realistic sounding drums, let’s cut to the chase and look at how it’s done in a Reason song file.

Using Reason 4, I’ve cooked up a song file that demonstrates how to produce and mix realistic sounding drums. I’m using only samples found in Reason’s Factory Sound Bank and Redrum as the sample playback device. You can do much more with the NN-XT in terms of the shear number of samples and velocity zoning. However, since most beginners reach for Redrum first, I decided to hold off on the NN-XT. The mix is not mastered (there’s no Mastering Combinator or Maximizer in the rack) so that you can see and hear how your drum levels should be hitting before mastering. (Mastering should be used to make a great mix sound awesome. Unfortunately, mastering is too often used to make a poor mix sound passable. But, that’s a subject for another blog.)

If you have Reason 4, you can open up this song file and explore the connections and settings. Of course, your drum tones and compression levels will vary with each individual mix, in relation to the other instruments in your song. For example, you might want your snare to have less compression on the initial attack of its waveform, for greater snap, or your kick to exhibit more mid frequency pop around 8 kHz. Fine adjustments such as these are easily accomplished when your devices are properly set up and routed, as they are in this song file. Alternately, if your drums aren’t properly routed, fine tuning your drum mix can be an exercise in frustration. Many of the techniques employed in this drum mix are the sorts of things that I teach in my Berkleemusic course, Producing Music with Reason.

Here’s a list of the production techniques used to produce this drum track:

· Compression and parametric EQ inserts
· Parallel compression
· Group effects
· Individual outputs
· Gesture sampling
· Proper levels and gain structure
· MIDI performance sample (a drum sequence created by a real drummer)

Turn your speakers up and have fun exploring this song file!

Redrum Drum Mix Demo

Shot of the Drum Mix Rack

Of course, just because you don’t understand compression doesn’t mean that you’re mentally challenged. As a rule, the compressor, and how it controls a signal’s dynamics, is one of the more challenging processors to grasp. Learning how to effectively apply compression in your mix can take a significant amount of study time, patience, and good old fashioned experience.

Now, I could explain what each parameter of a compressor does and how it affects the signal. I could even give you some compression presets to get you started. But, this approach would be old hat and does nothing to help you actively hear compression and how each of its components work. You see, without the ability to hear in your mind how compression colors a signal, and to then know which parameters on a compressor to reach for in order to achieve your sound, you’re just fumbling blindly.

The skill necessary to properly operate a compressor is comparable to the ability you developed as a toddler to recognize and apply colors. You learned to visualize what color you wanted to apply to the flower in your coloring book, and you learned which color to reach for in your box of crayons to achieve your objective. The trick with compression, as with any type of processing or synthesis used in music production and sound design, is to know, instinctively, which parameters to reach for in order to create the sound you’re hearing in your head. It’s a deceptively simple process because it’s so easy to quantify, but as we all know from experience, it’s tough to put into practice.

With all this in mind, I’ve cooked up an interactive compression lesson to help you better hear compression, and learn to associate compression colors with specific compressor parameters. It’s a Reason song file full of MClass Compressors, with each Compressor adjusted slightly differently, but applied to the same snare drum signal. Each compressor’s label reflects its parameter change (such as “More Attack” or “Less Attack”), so that you can easily identify the Compressor’s parameter that you’re hearing, in relation to a base compression setting (the “Basic Compression” device). And, since a sound is rarely heard on its own, but, instead, always with accompaniment, I’ve included the rest of the drum mix as a stereo stem on Channel 12 of the mixer.

Here’s How You Work It
Press Play to start the drum pattern, then, to hear each compression setting, solo each snare drum signal on the mixer (Channels 1 to 10), one channel at a time. Leave the drum mix on Channel 12 in solo mode so that you can hear how the different compression settings make the snare “sit” in the drum mix.

Many of the changes to the snare drum’s sound are subtle and a challenge to hear, especially if you’re new to this sort of critical listening. Accurate monitors are also key in being able to hear the differences in the drum’s sound. So, if you’re not hearing the differences right out of the gate, not to worry, below is a description of what you’re listening for in each compression setting.

Channel 1: “No Compression”
This is the snare drum dry, with no compression processing.
Channel 2: “Basic Compression”
This is a decent snare drum compression setting. It is the starting point from which a single parameter is changed in the following Compressors. For example, on the “More Attack” Compressor, all the parameters are identical to the “Basic Compression” settings except the Attack parameter.
Channel 3: “Less Threshold”
Increasing the Threshold means that less of the incoming signal will be compressed. Another way of putting it is that the threshold at which the signal will begin being compressed is higher.
Channel 4: “More Threshold”
Decreasing the Threshold means that more of the incoming signal will be compressed. Another way of putting it is that the threshold at which the signal will begin being compressed is lower.
Channel 5: “Less Ratio”
There’s no easy way to explain the compression ratio. It’s math, there’s no getting around it. Ratio sets the amount of input signal necessary to cause a 1 dB increase in output signal. For example, with a ratio of 4:1, an 8 dB increase in input will produce a 2 dB increase in the output. So, less Ratio means that an increase in input signal will sound louder at the output, less compressed compared to the original “Basic Compression” setting.
Channel 6: “More Ratio”
With more compression ratio applied, more input signal will be required to produce a 1 dB increase in output signal. Consequently, the output signal will sound more compressed when compared to the original “Basic Compression” setting. At high compression ratios, limiting occurs, where, at the most extreme settings, the output level stops increasing no matter how loud the input level becomes (referred to as “brickwall” limiting). In situations where the output level is very low in volume, you can use the Compressor’s Output Gain control to turn it up.
Channel 7: “Less Attack”
The Attack parameter sets how quickly the compression will begin. So, turning the Attack up means that less of the signal’s initial transient (the very beginning of its waveform) will be compressed. This is good if you want to retain the crack and pop of the waveform’s start.
Channel 8: “More Attack”
Turning the Attack down means that more of the signal’s initial transient will be compressed. This is good if you want to diminish the crack and pop of a waveform’s start.
Channel 9: “Less Release”
The Release parameter determines how long it will take for the compression effect to fade out. So, less Release equals a shorter release time and the signal’s waveform will be compressed for a very limited duration. This is good if you want to retain the natural decay of a waveform.
Channel 10: “More Release”
Turning the Release up means that the time it takes for the compression effect to fade out will be longer. This is good if you want to compress the natural decay of a waveform, like increasing the volume as the signal fades out.

After you’ve listened carefully to each compression setting, try describing the changes in the sound that you hear. This will connect what you’re hearing to a concrete idea in your mind. And, ultimately, help you to associate a compression color with a specific compression parameter. Once you master hearing what each compression parameter can do on its own, then you will begin to hear how all of the compression settings work together to create a variety of compression effects and sonic colorations.

Here’s the Reason song file. Remember to press Play before you begin soloing each snare drum signal, and only audition one snare signal at a time.

Compression Lesson (Reason 3 Song File)

Writing Rough Drafts

Nov 17 2007

It’s easy for me to advise you to finish all of your productions, no matter what (see my earlier blog, How to Become a Great Producer), but what exactly are the steps to getting your tracks done? Let’s address the all too common complaint of, “I start lots of cool tracks but can’t seem to finish any of them.”

In my experience, there are two prevailing reasons for not getting your tracks done, you are your own worst critic and never satisfied with your music, and you are uncertain as to exactly how the production process should progress. Either one of these reason’s would be enough to derail your train, put them together (as is often the case) and you have a roadblock that’s a serious challenge to overcome.

Learning the technical skills behind music production is easy to address. Take some courses at Berkleemusic.com and study hard. No matter the area in which you need to improve and acquire proficiency, we’ve got it covered—musicianship, songwriting, music theory, recording, sequencing, mixing, and mastering—it’s all here. Quelling your inner critic so that you can finish your music requires a distinctly different and, most often, a less obvious path. However, no matter the path you take to find your balance and harmony, embracing a clearly defined process (complete with a list of steps you need to follow to reach your goal) can help you to better steer your music productions from start to finish. For me, the process of writing rough drafts, lots and lots of rough drafts, is the key to bringing my productions to fruition time and time again.

A rough draft is a sketch of your intentions. It’s a process that helps to bring the music you’re hearing in your head into the physical world. It lets you find the balance between what you can imagine and what is actually possible given your skill level and the tools at your disposal. It is a wonderful way to quickly build the framework for a song, because without this framework you would have no structure on which to hang your musical ideas. It’s about getting the big picture recorded first, so that you can focus on the details later. Writing drafts has become a truly essential part of my creative process, and without it I would most certainly get stuck in the details, lacking a clear direction for my song.

Of course, writing rough drafts, like any other discipline, takes practice. You’ll need to accept that your first, and possibly second drafts will probably suck—mine certainly do. But, like any discipline, with regular practice writing rough drafts will become easier and more fluid over time.

Here’s a list of the rough drafts I write each time I do a track:

1) The Basics: A starting point for your song. This might be a beat, a bass line, some chords, a melody, or any combination of these ingredients. It might be two bars or sixteen. Get it down quickly and without second guessing yourself.
2) Put It In the Pot: Record every idea that you think might work. Throw it all into the mix, to be sorted out later. Again, do this quickly and without second guessing yourself. Remember, hard drive space is cheap and MIDI sequences require hardly any storage space at all.
3) Song Structure: Rough out a basic song structure. From all the parts that you put down in the last step, arrange a working song structure. Slide the parts around, mute regions, slice and dice, whatever works to create distinct song sections using the parts that you’ve recorded so far. Keep in mind that it’s easy to add or subtract bars later on should you need to alter the song structure.
4) Produce Transitions: Now it’s time to get detailed. Produce your song section transitions using techniques such as drum fills, synth rises, arrangement builds, musical crescendos, chord inversions, etc. Take your time and really work out the performances. You may find yourself making some significant song structure changes at this stage of the production.
5) Bells and Whistles: The final stage of the music production. This is the time for you to add those last production touches, the ones that will have listener’s saying, “Wow, that was cool!” This is also a good time to begin your rough mix, the first mix pass where you begin finalizing levels, panning, EQ, compression, and group effect settings. (After this step it’s onto the final mix down and mastering.)

Let’s Talk Reverb

Nov 02 2007

It’s true that with a Mac Pro computer you can probably insert a D-Verb reverb plug-in on practically every audio track in your Pro Tools session. However, this is a clear cut case of, “Just because you can do it doesn’t mean you should.” Reverb should be applied as a group effect, on a bus, in the send/aux return position. There are a few reason’s why:

1) The purpose behind reverb is to mimic the ambiance that’s captured during the recording of a live performance. With multitrack recording, performances are recorded at different times, often in different spaces, and sometimes with no ambience at all (as in the case of a direct line input recording or a virtual instrument). Consequently, there is an absence of the cohesive ambiance that naturally occurs in a live recording situation. Placing a reverb on your mixer’s bus let’s you send an appropriate amount of signal from each performance in your session through the same virtual space, just as if you had recorded everything live, in one space.

2) Reverb creates a sense of depth in your mix, of front to back space. The more reverb a signal is blended with, the further back in the mix it will sound. Alternately, the less reverb a signal is blended with the closer it will sound to the listener. By using a channel’s send to add different amounts of reverb to a performance you can bring an instrument forward, or push it to the back of your virtual sound stage. For example, a lead vocalist can be made to sound in front of the stage by mixing her with only a little reverb, while a cello can be made to sound at the far back of the stage by mixing it with much more reverb.

Always keep your reverb’s dry/wet mix parameter set to a 100% processed return. The reverb effect is created by mixing the dry channel signal with the wet reverb effect return. If your reverb’s dry/wet mix parameter is less than 100% you’re just returning dry signal back into your mix, and this is not the object. Use a channel’s send to adjust the amount of reverb you want mixed with a track. The higher the send level the more reverb effect return you’ll hear for that track.

3) Reverb, used correctly, on a mixer’s bus, sounds superior in both clarity and depth than individual reverb plug-ins inserted on each mixer channel. When it comes down to it, that’s really what matters, it just sounds better.

In most modern DAW mixers you can send to a reverb in either mono or stereo. I prefer a mono send and a stereo return for most projects (such as dance, hip-hop, and alternative). However, a stereo send and a stereo return is equally acceptable and I often use this configuration when I want to achieve a higher degree of separation and fidelity (for example, a sparse acoustic recording or string quartet). Pictured below is a mono send/stereo return reverb configuration for Pro Tools (notice my choice of the “mono/stereo” version of the D-Verb reverb plug-in). I’m also attaching a Zip of a Pro Tools 7.3 session so you can dig around and see first-hand how it’s all set up.

Reverb 4 U Pro Tools Session File

Reverb 4 U

Students often ask me the loaded question, “How do I become a great music producer?” Now that’s an easy one to answer in a thirty minute chat, not. But, actually, the answer is deceptively simple. The key to becoming a great music producer is to be a finisher. That is, complete your songs, wrap your productions, put an end to the tweaking, stop being a perfectionist, just finish it.

Every time you complete a production you move one step closer to becoming a great producer. This is because every time you complete a project you have a finished work to show for your efforts. Plus, you get the added bonus of learning something new each time you wrap a song and honing your production skills in the process. There actually is a formula for getting your songs done, but it is a personal formula that only you can develop for yourself, over time, one production at a time, with study, practice, and the feedback of contemporaries.

Begin by setting manageable goals for yourself. “This month I will finish one song, it doesn’t have to be perfect but I will get it done.” Don’t let your perfectionist side stand in the way of moving quickly through the process of completing the production, from the writing, to the recording, to the production, and the mixing. If at any point in the process you find yourself stuck and taking more than a few hours on a part or a tweak, forget about it and move onto the next step. The part in question will still be there for you to tweak later, but if you don’t get the whole song down, the entire production mapped out, fretting over a single part without the whole picture in view is myopic and self-defeating.

Your first several productions probably won’t sound that great. This is to be expected, you aren’t going to produce a hit overnight. However, somewhere down the road, in five, ten, or two dozen productions your tracks will start to sizzle. You will lock into your own personal production formula and start to roll with it. This year you might only finish four not so well produced tracks, but next year, if you keep at it, I guarantee you that you’ll find yourself completing ten much better tracks. The next thing you know you’ll be producing two dozen “radio ready” tracks in a year. If you keep at it on a daily basis you will become increasingly better at what it is that you really want to do, finishing great sounding tracks.

To quote the hit songwriter, Diane Warren, “I just kept doing it. In a nutshell, I just kept doing it no matter what.” (You can read the complete interview with Diane Warren, by Michael Laskow, the president of TAXI, here, http://www.taxi.com/faq/ar/warren.html.)

Alvin & The Chipmunks