Humbuckers are known for a big, beefy sound, while single-coil pickups are more about clarity and definition. If you want the best of both worlds, you can warm up a soldering iron, ground the junction of the humbucker’s two coils, and voilà—a single coil pickup. But there’s an easier way: use the Pro EQ, which gives the added benefit of not losing the pickup’s humbucking characteristics.
The main difference between humbucker and single coil pickups is the frequency response. The blue line in Fig. 1 shows a humbucker’s spectral response, while the yellow line shows the same humbucker split for single-coil operation. Unlike the single-coil’s response, which is essentially flat from 150 Hz to 3 kHz, the humbucker has a bump in the 500 Hz to 2 kHz range that contributes to the “beefy” sound. Starting at 3 kHz the humbucker response drops off rapidly, while the single coil produces more high-frequencies than the humbucker from 3 kHz to 9 kHz.
Fig. 2 shows an equalizer curve that modifies a bridge humbucker for more of a single-coil response. Of course different humbucker and different single-coil pickups sound different, so this kind of EQ-based “modeling” is an inexact science. However, I think you’ll find that the faux single-coil sound delivers the distinctive, glassy character you want from a single-coil pickup. Feel free to tweak the EQ further—you can come up with variations on the single-coil sound, or “morph” between the humbucker and single-coil characteristics.
The difference between a neck humbucker and single-coil response isn’t as dramatic, but the curve in Fig. 3 replicates the neck single-coil character, and provides yet another useful variation for your guitar tone.
The bottom line is that you don’t need to break out a soldering (or void your guitar’s warranty) to make your humbucker sound more like a single-coil type—all you need is the right kind of EQ.
As with so many aspects of audio, the subject of compression presets polarizes people. The purists say there’s no point in having presets, because every signal is different, and the same compressor settings will sound very different on different sources. On the other hand, software comes with presets, and there are plenty of recording blogs on the web that dispense advice about typical preset settings. So who’s right?
And as with so many aspects of audio, they all are. If a preset works “out of the box,” that’s just plain luck. However, there are certain ranges of settings that work well in many cases for particular types of signals. In any case, the effects of compression are totally dependent on the input signal level anyway—if the threshold is set to -10, then signals that peak at 0 will sound very different compared to signals that peak at -10.
The most effective way to approach compression is to decide what effect you want the compression to accomplish, then adjust the compression settings accordingly. It’s also important to remember that compression isn’t just some monolithic effect that “squashes things.” For example, with kick and snare, compression can act just like a transient/decay shaper due to a drum’s rapid decay.
The usual goal for compressing kick is an even sound, yet one that doesn’t reduce punch. However, you have a great deal of latitude in deciding how to implement that goal.
The preset in Fig. 1 uses a fairly high ratio, and hard knee, to even out the highest levels. You want the compression to take hold relatively rapidly, but not take away from the punch. The best option is to start with the attack time at 0, and increase it until you hear the initial hit clearly (but don’t go past that point). Because a kick decays fast, release can be fast as well.
For transient shaping, slowing the attack time softens the attack. Raising the ratio increases the sustain somewhat, while making space for the attack (assuming an appropriate attack time). Between the attack and ratio controls, you can pretty much tailor the kick drum’s attack and sustain characteristics, as well as even out the overall sound. A higher threshold is another way to emphasize the attack, by letting the decay occur naturally. Lowering the threshold reduces the level difference between the attack and decay.
Snare responds similarly to kick, however with an acoustic drum kit, the kick is more isolated physically than the snare. As a result, compressing the snare has the potential to emphasize leakage. Fortunately, the snare is often the focus of a drum part. As a result, you can simply compress the snare, and accept that leakage is part of the deal. With individual, multitracked drums (including electronic drums) where leakage is not a problem, it’s still usually the snare and kick that get compression.
With snare, you may want to use a lower ratio (2:1 – 3:1) for a fuller snare sound. Or, increase the ratio to emphasize the attack more. Again, use the attack time to dial in the desired attack characteristics.
With both kick and snare, you’ll usually want a hard knee. However, the knee control is a fantastic way to fine-tune the attack—and once you have that dialed in, you’ll be good to go.
So there you are, with your shiny new Impact XT virtual instrument. You want to populate the pads with some fun drum sounds, and although you like the included kits, you’re itching to get creative and come up with some kits of your own. Fortunately, it’s easy to use Audioloops to populate your Impact XT with a custom selection of drum sounds.
Open the Browser, and under Loops, look for files with the .audioloop suffix. The reason why .audioloop files stretch elegantly is because the loop is cut into slices, with each slice representing an individual “block” of sound—kick, snare, clap, kick and cymbal hitting at the same time, snare and high-hat hitting at the same time…whatever.
When you expand an .audioloop, you’ll see each slice listed individually. Some have only one or two slices, but others—for example, the Combo Beat loops under Electronic > Drums > Loop (Fig. 1)—are rich sources of slices.
Figure 1: The Browser’s Loop tab is loaded with slices, just waiting to be used with Impact XT to create custom kits.
Next, open up Impact XT. To audition the slices, toward the bottom of the browser turn off the loop and metronome options, select a slice, and then click on the Play > button. Click on various slices and when you hear something you like, drag it over to an Impact XT pad (Fig. 2). You won’t have to click the Play button again to audition slices until after you drag a slice over.
Figure 2: Drag slices over to Impact XT pads.
The real fun begins when you start to use Impact XT’s sound-shaping options. For example in Figure 2, one of the kick slices has been dropped in pitch, truncated, filtered, and given a new Amp decay setting to sound more like an explosion. Note that the pad’s name will be the same as the .audioloop, so if you’re using multiple slices from the same .audioloop, rename the pad to avoid confusion (right-click on the pad and choose Rename).
And remember, you’re not limited to dragging over slices from the Browser—you can split any file in the Edit window at the Bend markers, and drop those slices into Impact XT.
Sure, Impact XT comes with a lot of preset, ready-to-go kits when you just want to load something and start grooving. But you might be surprised how doing a little mixing and matching with the Browser slices can create something new and different—and each new pad sound is only a click + drag away.
Reverse audio was a common technique back in the days when doing it was a challenge (flipping tape reels over, recording, flipping them back). Now that reverse audio is easy to do, it’s uncommon…go figure. But let’s revive reverse audio with preverb—reverb that swells up to a sound, instead of decaying after it. We’ll first look at a method that requires having some silence before the clip to which you want to add preverb, then cover what to do if the clip starts at the beginning of a song. Note: the screen shot shows each step, but you’ll end up with only the two yellow clips to create preverb—the other clips are for illustration only (i.e., you don’t need to keep copying the clip).
Step 1. Start by copying the clip or track to which you want to add preverb. Use the Paint tool to draw a silent section in front of the copied clip that’s equal to or longer than the anticipated reverb decay tail you’ll add in the next step, then bounce the silent part and the copied clip together. Tip: Consider rolling off some of the low end on the copy so the kick is less prominent. Kicks don’t get along with reverb all that well, and preverb is no exception.
Step 2. Select the bounced clip and type Ctrl+R, or right-click and choose Audio > Reverse Audio. Insert your reverb of choice (the Open Air 480 Hall preset from Halls > Medium Halls is a good place to start) into the copied/reversed track or clip, then set the reverb’s Mix control to 100% for an all-wet mix.
Step 3. After your reverb sound is as desired, right-click on this clip and choose Mixdown Selection. This clip contains only the reverb sound.
Step 4. Reverse this clip, and now you’ll preverb when you play it along with the original clip. You can also try nudging the preverb left or right to play with the timing—for example if the reverb has pre-delay, the kick and reverberated kick might argue with each other.
To add preverb before the entire song starts so that the preverb leads up to the first sound, select all tracks and shift them to the right to open up a few measures at the song’s beginning. Now you can extend the copy of the track or clip you want preverbed to the project start so it includes silence. Continue by copying the original track, reversing, and following the steps detailed previously to add preverb, then shift the tracks back to the their original position.
To hear preverb in a musical context, go to https://store.cdbaby.com/cd/craiganderton and click on the free preview of song 2, “The Gift of Goodbye.” The preverb is on the guitar solo toward the middle of the song and then occurs again at the end, during the fadeout.
Grammy-winning music producer, engineer and songwriter Pete Stewart with Fourth Wall Music Production has over a decade of experience in the industry and a trophy case of awards. Here Pete shares about his frustrations with Pro Tools and why he chose to try Studio One for free for 30 days. After the trial he was hooked and his workflow has never been the same. Now with 3.2, it keeps getting better.
If you’ve been holding off on crossing over to the most quickly-growing DAW on the planet, there’s never been a better time than now! Save $50 to crossgrade until April 30! – See more HERE!
[This just in from Andrew Hulshult, who is using PreSonus Studio One on an upcoming remake of the PC FPS Classic, “Rise of the Triad.” I asked him to do a little piece on using Studio One in Audio for games, and instead of a blog post he wrote a book! It follows.]
Studio One has been more than a blessing for my workflow, time, and creativity while working with Interceptor and Apogee on Rise of The Triad. I can create, edit, mix, master and deliver a product to my team that they love within a very small window of time. I absolutely would not have been motivated enough from the constant crashes and saving issues of other previous DAWs to have the ability to work on this project if a good friend of mine had not introduced me to it. It is very refreshing to see a company that is obviously made up of hardcore musicians, wanting to make the technological struggles of a recording session a thing of the past.
In 2010, I was truly sick and tired of the problems I was having with sessions while trying multiple DAWs. I found things that I really enjoyed about each of them but unfortunately the bad outweighed the good for the most part. At this point in time I had seen that there was a remake of an old game I used to play called “Duke Nukem 3D.” The person making it at the time (Frederick Schriber) was working solo. Immediately, I decided to remake a couple of the songs from it and send them his way. They follow.
Duke Nukem 3D Reloaded theme remakes: “Grabbag” and “Stalker.”
Guitar: Les Paul standard, Mesa Boogie studio preamp, ProEQ, and Channel Strip.
Drums: BFD2 assigned to a bus with multiband compression.
Bass: Ibanez sr300 direct using Guitar Rig 4 with the Channel Strip on post.
Master Chain: Multiband Compression usually starting with the “slightly loud” preset and working from there, ProEQ, and a limiter.
I had recently seen my friend and engineer Kevin Deal (Bexarametric) use Studio One and I was very impressed with it, so I decided I would give it a shot. I bought a copy of it and was amazed at how easy it was to just drag and drop instruments into the DAW and how fast it was. I remade the entire theme song within a few hours and Studio One blew me away! I had never had a DAW this easy to use before. No crashes, no problems loading plugins, no edit problems after reopening a session, just raw power that was easy to use.
Getting the job
Although the mixes were VERY amateur at the time, Fred was very pleased with how fast I was able to get him these tracks and asked me to join the team and work on the music for the game! I was extremely excited that I got a super cool job on the side doing what I love to do. So I continued through about 6-7 more tracks with Frederick and the boys that would later become Interceptor Entertainment. I was able to create, mix, and give a shot at mastering (heh) with all these tracks very easily. Unfortunately the project was put on hold for reasons I cannot disclose… but before it was put on hold, we got lots of press on the game and we were receiving a lot of fan support.
Rise Of The Triad
Not too long after the project was put on hold, Fred got a call from Apogee’s Terry Nagy. They wanted to do a remake of Rise of The Triad. I was told that I would have to send Terry a demo of a remake of one of the game’s most memorable songs, “Going Down the Fast Way,” by Lee Jackson, and I only had three days to do it. I was very excited at the time, but I was also extremely nervous. Here I was, some guy in his bedroom writing songs through a small interface into some cool software, and now I had to really prove myself to someone who had worked in the game industry for a good portion of his life with Apogee, 3D Realms, and Gathering Of Developers. They had quite a few auditions, and some pretty good ones at that, but after spending three days to re-create this monster of a song I presented it to them and they loved it! By the time I was finished, I couldn’t believe how much automation Studio One allowed me to do. It looked like I opened up a session of MS Paint and just started scribbling random lines all over the place. Right after they heard it, I got the job on Rise Of the Triad for music and some small voice-over work. I also created the trailer we used for the unveiling at QuakeCon 2012.
Rise of The Triad reveal Trailer: “Going Down the Fast Way”
Guitar: Schecter baritone black jack custom, a 60/40 blend of a Mesa Boogie Studio Preamp and the “Ultra Sonic” head and cab in Guitar Rig 5, ADA MP-1 V1.38 and Ampire with overdrive on some leads, Whammy pedal, 535Q Wah pedal, and the Studio One Channel Strip effect.
Drums: Studio Drummer and SSD Platinum (on one stereo channel), Multiband Compression, Channel Strip, Limiter, and Transient master.
Bass: Musicman Stingray through a Tech 21 bass driver set to a light overdrive, through the Guitar Rig 5 bass cab. Compression is set to very fast, and in some cases is blended with the Mojito synth playing the same notes very lightly to add a cool low-end effect.
Using Studio One with Game development
This software really shined when I found I was able to sync all my audio to video. So when the team needed to create another trailer that required some big percussive sounds, I could do it VERY quickly with the Presence library’s machine sounds! It was seamless creating oddball stuff with Studio One. An example that comes to mind was this last trailer we did. I took a recording of a big floor tom, then stretched the audio with incredible ease, with no processing or real significant taxing on my CPU while doing it. After, I would create a Buswith OpenAir and find a cavernous space. I would then enhance the low end just a bit with ProEQ and some multiband compression. I would then create something very close to a long bass drop with some automation, chorus, compression, and Mojito. Then I would blend the two sounds together and I had the biggest drum hits ever! I did all this without leaving my seat once in about a twenty minute period…VERY cool.
With these projects, the ability to create a song in a small time frame is critical. I have a day job (as most of us do) that limits me to about two days a week to punch these songs out. So it is CRUCIAL that nothing gets in the way of my creative freedom. On any given day off, I will sit down and open up Studio One, and drag Ampire into a session then bring up the song I am recreating on the top window with a click track and learn the song. After I have some solid takes, I will check out how close they are to perfect with the transient detection and audio bending, so I can store those guitar licks for when I start building drum tracks. Next, I will open a drum plugin and start creating 4-5 beats over each section. After I find some riffs that play nicely with each other, I drag them around and start seeing what arranges well with what, a sort of “trial and error” composition. I usually settle on a decision in an hour ot two. Mixing is what really takes the time, along with automation and mastering. I will say that being able to save my plugin presets on one channel has been a godsend though. I can recall these at any time on any session for drums and that rocks!
I would say that anyone in the game industry that is looking for something simple and much more powerful and CPU-friendly than the stock audio automation built into most engines should give Studio One a try for sure. It will do wonders for you. I would not be doing any of this today if this product was not released. Thank you PreSonus and thanks to the PreSonus community for giving feedback regularly to help them build the audio monster that 2.5 is today. You all ROCK!