Thursday, 5 March 2015

LO1 - Task 1: Investigating the technologies used for music production

Technologies within Music production

Computer/MAC.
The computer provides the solid center for any studio set up. It groups together all the MIDI and audio inputs/outputs into the DAW (digital audio interface). The computers used in studios are very powerful as they need to easily handle a lot of processes happening at once, especially if internal instruments are being used. Studio computers also have large amounts of hard drive memory in order to store the large amounts of sounds, samples and external plugins in which the producer uses at their disposal.


MIDI controllers.
MIDI stands for musical instrument digital interface and this converts digital data into variables which the DAW can use to control parameters. The MIDI controller provides a vital hardware interaction which isn't provided through a computer keyboard. MIDI controllers come in all shapes and sizes from keyboards to drum samples such as the native instruments machine. Most MIDI controllers are quite versatile allowing them to be programmed to do what ever the user desires.


below is a video of the usability of MIDI controllers to make music.





External hardware.
The oldest way to make electronic music is to use external hardware such a synthesisers and drum machines. This form of hardware is bottom line an instrument. it takes hours of sound design to tweak and programme its oscillator and effects interfaces to get its desired sounds. Famous examples of synthesisers used in early productions are the Roland Juno-60 and the Minimoog. Also with the growing up rising in electronic music the drums have also been automated using synthesis drum machines. This allows the producer to programme complicated patterns like what you would find in drum and bass which a drummer simply couldn't play live. This opened so many doors for producers allowing them to pioneer new genres such as house, dubstep and drum and bass. Key drum machines which stand out in the history of music production include the Roland Drums 606/707/808 and the 909. External hardware is still produced today with models from Akai such as the Timber Wolf and Roland with the System-1. However very effective and fun to play with they are very expensive to buy.

Below are some examples of the sounds which a produced with the TR-909 drum machine

below is an example of the types of sounds produced by the Minimoog synthesiser




Digital audio workstation
The digital audio workstation works hand in hand with the computer to collect and send the information from all the MIDI and audio inputs/outputs. There is many software packages on the market all with their own interface and instrument assets. The main leaders in this product area are ; Ableton live 9, Pro tools 11, logic pro x, Native Instruments Komplete and FL Studio. Each DAW follows a similar set out. Most packages have a timeline setting in which musical elements can be set out in order of appearance. Also most have a rack set out or sometimes know as session view which takes a layout found on a studio mixer show volumes, pan and sometimes EQ. Each DAW has its own range of virtual instruments and effects which are designed to behave in the same way hardware would. Digital audio workstations vary in price from £200 up £900 this difference is due to about of software included in the pack.




Types of audio products

music track

A music track is normally in the form of a song including elements such as drums, guitar, bass and mostly vocals to create an audio product.

Here is an example of a music track





Sound track for audio visual productions

A soundtrack can be recorded music accompanying the images of a motion picture, book, television programme or a video game. These productions are made to accompany the visuals not to be released as a stand alone product such as an audio track or a song.

Here is an example of an audio visual soundtrack

Ringtones

A ringtone is a short caller sound which keeps playing to let the user know that they are receiving a call. These tend to be very simple a repetitive to allow it to be easily loop throughout the call tone.

Here is an example of a ringtone



 Production processes in Music production

Pre-production


Before you start any project you must make sure everything is in place and working so faults don't interrupt the creative process. This routine check should include all connections are working like monitor cables, Midi connections, Microphone connections and audio interfaces are working. Then make sure the recording artist or vocalist is ready and prepared to record within the session. 








Production
The main production process in the production is the recording and choice of the musical elements. This can be midi files from a controller or keyboard or it can be a recording of a physical instrument such as a guitar or drums. These elements can be devised from synth plugins, external drum machines, electric guitars and vocals. A common technique is to record an instrument live with a microphone and use that clip to sample through MIDI data in the computers DAW. In production the sequencing is the main creative element of composition. Its what gives a song its structure so it sounds professional. Effects are placed on the desired channels these can be reverb, filters and flangers to create new sounds or to create more diversity in a long chorus or breakdown. However effects such as EQ are not used as heavily in this stage as this come in when the mix and mastering takes place.


Post-production
In post production the product which has been produced so far is polished and finalised to create the fully mastered track. This stage includes Heavy EQ so that the frequencies are mixed and balanced together so it has full spectrum diversity. If a track is not correctly EQ'ed it can become distorted from too much of one frequency, this is a leading contribution to poor audio quality so the whole track sounds very poor and unprofessional. Other mastering tools include Compression which is also an essential tool as it keeps all frequencies balanced in volume so it remains the same volume for all sounds. Other tweaks a producer could use is pitch bend which changes the pitch of the musical element to make it fall into key with the rest of the track or to dramatically deepen or heighten its pitch as a creative technique. This technique is used quite a lot in electronic music such as House.

Here is an example of this technique in use, (skip to 1:18 to hear the effect in use)




Above is a common mastering effects chain used in a Digital audio workstation.

Wednesday, 4 March 2015

LO2 - Task 1: Planning for a Music Technology product

Genre
The genre of this media product will be in the region of a bass heavy house style which has a lot of garage style sounds included. This genre is heavily dominated by artists such as Hannah Wants and Chris Lorenzo, here is an example.


Purpose
The purpose of this audio product is to purely entertain as it dosent contain any informative or educational information nor does it contain advertisements of any sort so the context in which it will be consumed by the audience will be either in a club, radio or personal music player. The track is also created to sell and make money.

content plan
This track will have a very solid house beat consisting of a thick kick drum, punchy snares and claps and a shuffling hi hat and crash pattern. this beat should create a solid base for the rest of the track to be built up on and follow. I will then have quite a rounded sine sub bass to give the track its meat and give it groove. I will then create a melody with bass sounds which are influenced but old skool garage to give its dirty characteristic found in this genre. Background strings will give the track space and fill up empty gaps in the tracks frequency range giving it diversity. A range of drones and FX from my garage sample library will be sampled to give the track personality and keep it interesting on top of the main melody riff. I will record a vocal sample or main chorus hook then chop it up and sample it to make a percussion pattern on top of the drums.

Production plan

Target audience
My target demographic for this production will be mostly ABC1 social category and fall in between the ages of 18 and 30. I have chosen this demographic as it is the majority you will find in the types of nightclubs in which my genre track would be played. This social category of abc1 means that they have a larger disposable income in order to enjoy the nightlife and be exposed to my audio product. The gender of my target audience will be evenly male and female as house music as a genre dosent just appeal to one gender. My target audience will also have a strong taste for house music and very bass heavy tracks in particular.

Legal and Ethical issues.
A major issue with this genre of music is the explicit lyrics which can in some ways promote the use of drugs and alcohol so to avoid this i will keep my vocal clean from this kind of promotion. Another legal issue found with house tracks is copyright towards sampling vocals. It is quite common in this new era of house to take a classical vocal and put it to a new style beat, which is perfectly fine if you get permission from either the original recording artist or record label. However for this project i do not have this luxury so I shall record my own vocals which cannot be pulled up for copy right. Copyright will be the main issue within this project as i will be using sounds from sample packs such as effects and drum sounds, but i will not have any problems in my case as I have paid for these in which they come with a royalty free licence. Another consideration for my track is not not cause offence to any specific person or group and to not promote crime or abuse in any way. With this product being all my own work I do not need to worry about a PRS licence however I will have to consider becoming a member with PRS so that when my track is played in clubs and on the radio I don't miss out on royalties.





Tuesday, 3 March 2015

LO3 - Task 1 Creating competent elements for a planned music technology product




Setting up the studio for production


My basic studio hardware setup consists of a Macbook pro, external monitor, two M-audio Bx5 studio monitor speakers, M-audio MIDI keyboard, M-audio usb audio interface and a Novation launchpad mini Midi controller. The monitors are set up so that the sweet spot in my studio is directly central, where I sit. This makes for precise mastering.

The use of an external monitor allows extra on screen space to play about with and also increasing my work flow rate. The monitor is connected to my Macbook pro via the Display port.


Also connected to my Mac is the audio interface. This is where external audio devices are connected to my DAW. This is usually my studio monitors, Headphones and any inputs such as microphones or guitars.


In the back of the interface is two 1/4" jack outputs and a USB port to connect it to the computer. The 1/4" outputs are what connect to the studio monitors from the interface which is connected to the Mac via the USB. The USB allows the transfer of both input and output signals such as the microphone. The interface is then mapped within the DAW of choice so the inputs and outputs are connected to the correct place within the software.


These monitors are essential in I studio set up. These vary a lot form the standard HIFI speakers you'd find on a home system as these have a flat EQ curve. This means that no areas of the EQ spectrum have been boosted like on a cinema system. This is vital for mastering as it gives a true image of the sound which the producer can correct if theres an issue. 


The monitor has two inputs which are 1\4" jack, which is the one im currently using due to the connectivity to the interface and a 3 pin XLR input.


Everything which requires a USB in my studio is plugged into a powered USB hub. This reduces the strain on one of my Mac's USB ports and also increases how many ports I have. This then allows me to have my interface, MIDI keyboard, standard keyboard, Launchpad and my hard drive all connected at once.


Everything is then connected into my Mac book pro computer for use.





For the production I will use several software packages. The main digital audio workstation I will be using is the Ableton live 9 suite package. This allows me to create music straight out the box. However some of the sounds within abletons library arn't quite up to my standard so I have many sample packs which ill use to achieve this track. These are mostly drum samples and FX sounds which give my productions its personality.










Here is an example of the sample packs I will use for this project.





Also in this production I will use a VSTI synth plugin from Native Instruments called Massive. This synth has huge capabilities for all kinds of sounds and I mainly use it for basslines, pads and plucks. I also have a large library of preset packs which I tweak to my requirements. The plugin is the directly integrated into Ableton live to the create a sequence.


Here is an example of the preset sample packs for Massive I will be using




The last software package is the effects from fab filter. In this package I mainly use the Pro.Q which is the EQ in this package. It is very precise and has very good quality output. I also use the pro. C which is the compressor in this package which gives very little distortion under a lot of compression this also goes for the pro. L which is the limiter. These are all external VST plugins so i can easily integrate it into Ableton to on effect one or multiple channels.



Safe working practices in the studio
  • Make sure I take regular breaks from the studio.
  • Work in a well lit space to avoid straining eyes.
  • Sit in chair correctly to avoid short term pain in the back, which could lead to long term injurys.
  • Make sure all liquids are kept well away from electrical equipment to prevent damage and potential fire.
  • Keep monitor volume low to prevent damage to the ears and potential deafness.
http://www.ergonomics.org.uk/standards/
http://www.hse.gov.uk/humanfactors/topics/design.htm
https://www.hfes.org/web/Standards/standards.html

Production process


To start any production I load all my required instruments into the session. This is usually all my separate racks for drums so it is easier to master them. Multiple channels for the massive synth which will power my bass, sub, pads and any other melodies I will have in. The next part will be to load all the require samples im using for the session, this is usually just the drums and FX I load in. Once I have everything prepared i then begin to programme the drums and sequence them into abletons arrangement view. Once the drums have been sorted I then layer a sub bass from massive. From this stage I then start to build the main elements of the track such as the main riff and hooks. These are built around the key I have chosen for the track. For my style of music this is usually a minor key. Once I've finished the creative process of sequencing and arranging the track i then get to work making sure the mix is super tight a neat. I use automation to ad filters on required areas and adding reverb. This makes everything rounded and less sudden when an element of the track drops out. Then finally i master the track to give it it's last 5% sheen. I use the high end quality of fab filter's plugins to get the best quality and most precise mastering. This makes everything balanced and appear loud on as many sound systems as it is possible.



The once I have finished the track I create visuals with my individual branding to present it to my audience. The track is uploaded to social media such as Facebook, Soundcloud and Twitter.


Sunday, 1 March 2015

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