Monday, September 15, 2014

Streaming songs for pennies

don't know too much about but apparently they don't pay very much.  from the looks of this screenshot we got about $.0003 per play from them.  by comparison an itunes download gets you $.70 ... it's kinda funny to look at that bottom line and say "wow we got 5379 plays!" and then look just a little left and say "whoa we got $1.86 out of that?"

guess it's the nature of the new music game.  20 years ago if i wanted someone to hear something i did i would have to bust out the cassette, so i guess it's a decent trade-off.  i think i'm gonna re-invest that $1.86 in some new equipment.

Sunday, August 10, 2014

"El-Oh-Vee-Eee" dj jesster

little beat i made on the plane this morning on a flight from ATL to vancouver CA.  had this roberta flack song in my head all week so i chopped it up and made something new out of it.

Tuesday, July 29, 2014

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Thursday, July 17, 2014

Quote on Parallel Processing when making beats...

saw this in an article on beatport and copied out what i thought was really good info.  dusky was talking about his top 5 tips for production.  the last one was especially interesting to me:

Parallel processing

Utilizing effects and dynamic processing by way of sends to bus channels is the way forward. Once you understand the concept and learn to balance the levels appropriately, it will add depth and subtlety to your mixes that can't be achieved with a channel insert. The only way to get good at this is to practice, but here are a couple of key parallel processing techniques we use to get you started.

Reverbs: This works for any instrument, including bass (not putting reverb on bass is a myth). Send the signal to a bus with a reverb insert set fully wet, match the pre-delay time to your tempo, use parametric EQ on the reverb to get rid of any unnecessary frequencies (normally 1000 Hz – 4000 Hz and a low cut), side-chain it with compression if you want it to "pump," then set the level.

Compression: Works especially well on drums if you want to add subtle "punch." As before, send your drum signals to a bus, add compression with a high ratio, fast knee, very slow attack, and very short release. Then bring down the threshold until you start lose a bit of volume. Add an EQ with a bit of low cut, boost around 100 Hz, and a high frequency shelf with a low Q setting around 12000 Hz. Set the level to add the necessary required punch