April 28, 2011
Cakewalk Sonar X1 Producer Review
Some software is so mature and refined that it's difficult for developers to convince its users to upgrade. Not so for music-production software, though. Recording musicians and engineers seem to have an insatiable desire for high-tech tools that push their productions into new territory.
Cakewalk Sonar has often risen to this challenge, but as the features mounted, so too have the number of buttons, menus and right-click commands. The result is that Sonar had a steeper learning curve than its rivals.
Sonar X1 aims to address this with a new interface, dubbed Skylight. Its tabbed panels make more efficient use of the screen than the floating windows of old, and much of the onscreen clutter has been reworked into a more approachable Control Bar. The transport controls and tools palette appear here too, and a new Smart Tool uses context-sensitive commands to reduce the amount of tool switching required. We like the Command Bar's use of big buttons, but it's a shame it doesn’t fit on a Full HD screen; we had to hide some modules to see what had fallen off its right edge.
The revised Browser window is docked on the right and gives access to media, along with plugins that are available or in use. We appreciate the ability to jump directly to the various bundled media libraries, and also to audition REX loops at the project tempo – although this audition feature was initially routed no go nowhere, resulting in silence. Drag and drop is more comprehensive, but it still can't match the intelligence of Ableton Live for anticipating users' intentions.
A MultiDock window at the bottom houses the mixer and the various audio and MIDI editors. It certainly makes Sonar look tidier than before, but it's a shame these haven't been optimised to fit into a narrow strip along the bottom of the screen. At least it's quick to switch to a more spacious MultiDock window using the Screensets feature, or to undock any of the panels and arrange them over multiple monitors.
The Inspector panel on the left reveals not just the selected track's mixer channel but also the bus channels it's routed to. It also houses another impressive new feature in Sonar X1: the ProChannel. This is essentially just a combination of compression, EQ and tube saturation effects, but the quality of each one is a step up from the effects bundled with competing packages.
The compressor has two modes. One is modelled on the classic Urei 1176 hardware compressor with its distinctive presence and gutsy punch; the other is based on an SSL 4000 Series bus compressor with a smoother response that's better suited to treating submixes. The six-band EQ has three modes - Pure, Vintage and Smooth - but they share the same controls, making it easy to switch between them and assess their subtly different tones.
It's not just the rich, musical sound quality of the ProChannel effects that make it so welcome. It's also the fact that it's plumbed into every channel in the mixer by default, significantly speeding up the time it takes to get a mix up and running. Our one quibble is that it can only be positioned before or after other effects in a chain and not in the middle. Having an option to load it as a normal plugin would make it more versatile.
It’s not easy reinventing a user interface without alienating existing users, but once they’ve re-learned a few tasks there's still a lot here that should feel familiar. In fact, we'd argue there's a little too much. Despite the raft of interface changes, we still encountered various niggling issues.
Mix automation is generally well implemented but there's no way to automate the bypass switches for the bundled Sonitus effects plugins. Opening a MIDI piano roll editor usually just revealed blank space, leaving us to scroll around to find the notes. Preset management for the supplied virtual instruments is untidy, with various redundant controls that suggest there are no presets available at all. The metronome can also only be toggled on and off when playback is stopped, which we found seriously frustrating. Long-standing Sonar users may be immune to these issues but they reveal a lack of attention to detail next to Steinberg Cubase or Ableton Live.
Where Sonar wins hands down, however, is value. The flagship X1 Producer costs around £150 less than Cubase 6, and yet the quality and quantity of its bundled effects and instruments are notably superior. Ableton Live costs £300 inc VAT, but a fairer comparison is Ableton Suite with its bundled instruments, which costs £500. Finally, those who don't need Sonar's extensive plugin bundle should consider X1 Studio, which costs just £169. (The full comparison chart is here.)
All-in-all, we still prefer Cubase 6 for its more elegant editing tools, but Sonar X1 Producer is a viable alternative for those who need a cost-effective package they're unlikely to grow out of.
April 6, 2011
Classic VST Plugins for Home Recording - Free
Classic VST Plugins For Home Recording
- From the HowtoGeek.com
- Source link below
Since I am a guitarist and love computer technology, it would not be right if I did not include some articles on home recording. I am by no means an expert in this area. Music is a hobby for me and I learn from others experiences and good old fashion trial and error.
Some home recording software suites can be quite expensive depending on how in depth you want the production to be. Having a rack mount of hardware effects can also add up to much money. These software effects do a solid job of mimicking their hardware counterparts.
Today I would like to show you some of my favorite VST plugins which are completely free and work very well. Usually when I am recording my guitar and bass I mic the amp to try and get the best possible "real hardware" tone that I can, then use VST plugins to mix the different tracks. All of the following can be downloaded from Kjaerhus Audio. You can get them here:
http://www.acoustica.com/plugins/vst-directx.htm
Classic Chorus
Classic Flanger
Classic Compressor - (This is probably my favorite VST plugin)
Classic Reverb
Classic Delay
Once you download these programs you simply add them to the VST folder of your home recording program. These effects can be used on any sounds you record including guitar, bass, drums, vocals … etc. The main thing I have learned is to experiment like a mad scientist! It's a lot of fun and you never know you might become the next Rick Rubin!
This article was originally written on 08/21/07Some home recording software suites can be quite expensive depending on how in depth you want the production to be. Having a rack mount of hardware effects can also add up to much money. These software effects do a solid job of mimicking their hardware counterparts.
Today I would like to show you some of my favorite VST plugins which are completely free and work very well. Usually when I am recording my guitar and bass I mic the amp to try and get the best possible "real hardware" tone that I can, then use VST plugins to mix the different tracks. All of the following can be downloaded from Kjaerhus Audio. You can get them here:
http://www.acoustica.com/plugins/vst-directx.htm
Classic Chorus
Classic Flanger
Classic Compressor - (This is probably my favorite VST plugin)
Classic Reverb
Classic Delay
Once you download these programs you simply add them to the VST folder of your home recording program. These effects can be used on any sounds you record including guitar, bass, drums, vocals … etc. The main thing I have learned is to experiment like a mad scientist! It's a lot of fun and you never know you might become the next Rick Rubin!
Source: http://blogs.howtogeek.com/mysticgeek/2007/08/21/classic-vst-plugins-for-home-recording/
Other sources of free VST Plugins:
http://freevstplugins.blogspot.com/
http://www.sadglad.com/freevstplugins6.html
http://www.vstplanet.com/
http://free-plugin-list.com/
http://www.vst4free.com/
http://www.audiomastermind.com/browse-free_vst_plugins-5886988-1.html
http://free-loops.com/free-vst-plugins.php
http://www.computermusictutorials.com/index.php?topic=VSt
http://www.vstcafe.com/
http://www.kvraudio.com/get.php
How Dynamic Range Changes Audio We Hear
HTG Explains: How Does Dynamic Range Compression Change Audio?
- From the HowToGeek.com
- Source link below
Dynamic Range Compression is used in everything. Most audio editors have a “compressor effect,” and mastering it can mean the difference between an amateur and pro-level mix. To understand how it works, we need to see what exactly it does.
Dynamic Range Compression
First of all, this should not be confused with general “audio compression,” which is data compression and covers things like MP3 conversion. We’re most definitely NOT talking about compression of quality for space-saving reasons. If that’s what you’re looking for, check out HTG Explains: What Are the Differences Between All Those Audio Formats?We are talking about compression of the dynamic range of sound in an audio track. If you record a pin-drop followed by a TNT explosion, you’ll notice that there’s a very large difference in the intensities of those two sounds. That’s what we refer to as dynamic range. Now, our ears are pretty good at working with large differences like that, but audio equipment isn’t. If you ever watched a war movie where the actors’ dialogue was drowned out by gunfire, then you know what I’m talking about. Granted, that would be difficult to hear in real life as well, but the audio equipment involved in the process makes it pretty unintelligible. That’s where a compressor comes in.
The image above shows a rack-mounted compressor, which will take an audio signal and adjust it based on several parameters. It’s a lot like having a personal audio engineer that will constantly adjust the signal to where it “should” be, as it’s running through the system. Compressors are usually physical devices that process signals that can be chained to other effects and processors, but the effect can also be applied via software. You can adjust the levels he starts to turn the knobs at, how quickly he acts, and how much compression is applied over what time period, but that’s what his focus is limited to. This reduces the dynamic range in predetermined ways so that the result is uniform audio, or at least audio whose loud and soft ends are much closer to each other.
As an Effect
Compressors can be used for artistic effect, too. It can enable singers to whisper just as loud as the distorted guitar. This result that wouldn’t really work as well by just adjusting the volume, especially if the singer suddenly switched from whisper to all out scream. Let’s take a look at some examples.Listen at around 0:43 for the bass drum; you’ll heard the rest of the track’s volume drop.
Listen for the lead singer’s high-powered vocal at 0:22, and a low-powered one at 1:29.
Both of these examples show what DRC can do in isolated circumstances, i.e. as an effect on a particular clip. It’s somewhat harder to illustrate how compression is utilized in its more mainstream usage.
Constant Volume
Image illustrating various compressor configurations to limit volume (from Wikimedia Commons)
DRC works well as a more advanced volume limiter that prevents the signal from clipping, which can distort the sound quality and damage sensitive equipment. It’s universally used to smooth out an audio track so that when an equalizer is applied afterwards, you reap more of the benefits. DRC is also used in movies so that in loud scenes, you can still hear the actors’ dialogue, or so that the dying whisper of a victim is still loud and clear after the gunshot that ended him. It can still preserve some of the dynamic effects, however. Let’s take the example of a band.
The drums are a really dynamic and overall loud part of a band. If the drum track is uneven, it’s pretty noticeable. Say the drummer’s tired or makes some slight mistakes throughout the track. Some parts of the track will have louder bass kicks than others. Using a compressor will even that out so that the lighter kicks will be just as loud as the normal ones, and the harder kicks will be toned down a bit. Snares can also by toned down by dampening the initial strike, thus allowing the “crack” that follows to become more prominent.
On a bass guitar, the higher notes will be louder and punchier than the lower ones. A compressor will keep the low tones loud and higher ones soft. On the other hand, when you use slaps to accent, you can keep them from spiking too high and being distracting, but still keep them sharper than the normal bass notes. You can also increase how long the note is sustained at a higher volume.
Guitarists often can get carried away with their playing. Compressors can make sure that the lightly plucked or strummed notes stay light and the heavier ones stay loud. After a certain point, heavy strumming starts to distort the audio. Setting the compressor’s threshold – more on that later – to less than that will prevent entranced guitarists from messing up the track. You can also alter the sustain.
In the same vein as the bass guitar, singers tend to sing louder at higher pitches and softer at lower pitches, depending on their range. You can keep the singer’s pitches even without requiring the singer to put more or less power behind them.
In these ways, dynamic range compression can be used to smooth out smaller fluctuations in performance by artists. This allows a more uniform sound but still allows musicians to deliberately emphasize certain notes and cadences. It doesn’t get rid of the dynamic range of sounds completely, it just makes it so that the musician has to put more effort into it. All of this is especially important at live shows where performances are highly variable and much more sensitive to the performers’ stamina and frame of mind.
Listen to the first 20 seconds, focusing on the change between the intro and the rest of the song.
Listen to the end of the solo intro at about 0:07.
Ultimately, it depends on what you want. Professionals say that compression should be used on each individual track, then if needed, over the final track as a whole. Dynamic range is good because it adds flair, nuance, and color to audio. Compression is used to illustrate that where musicians want it to be, and that’s done by reducing variation elsewhere. On the other hand, compression can add its own effect to audio. Several artists and even the majority of some genres use this for a specific feel, as an artistic effect.
Compression Parameters
Compressors are built in different ways. Some use tubes, others use valves, some use light sensors and LEDs, and the cheaper ones use solid state parts. Different types of DRCs will “color” the sound differently, albeit slightly. The goal isn’t to change the sound itself, of course, but having an expensive tube compressor that makes the audio sound warmer certainly won’t hurt. Whether cheap or expensive and regardless of the mechanism, they all work to see the signal and adjust the volume. Compressor effects essentially mimic hardware compressors; above you can see the pane for the compressor effect in Audacity. Both focus on a handful of parameters.
Threshold: This is the level at which the compressor will act. This can be set to the minimum or maximum volume, but it’s more commonly used as a guide post at which the compressor enacts changes. After this point, increases (or decreases, if used to bump upwards) in volume are significantly dampened.
Ratio: This is ratio by which the exceeding output is reduced. A 20:1 ratio will reduce whatever exceeds the threshold by that much, so 20db over the threshold will come out of the compressor as 1db over. Because the decibel system is logarithmic, this is has a much more pronounced effect on the volume. Really high ratios, like 20:1, 60:1, or infinity:1, effectively hard limit the volume.
Attack: The signal isn’t altered by the compressor immediately; there’s a slight delay. Attack allows you to control this delay. It’s measured usually in milliseconds, so higher values will allow spikes of volume through the threshold before behind compressed, making guitars sound more punchy. Lower values will help with hard limiting.
Image diagramming a compressed signal in comparison to its original signal (from Wikimedia Commons)
Release: Compressed sound can be immediately returned to their actual volume or they can held at the threshold for longer. Using a higher value for release will help increase the “sustain” of a guitar or bass, allowing for notes to be held out much longer.
Knee: The Attack dictates how quickly the compressor will act on a signal that exceeds the threshold. Knee dictates how quickly the compression is applied to that signal. A “hard” knee means that as soon as the compressor acts, it fully compresses the signal. This works well when using the compressor as a volume limiter. A “soft” knee will gradually build to using full compression. This keeps vocals sounding natural despite using compression.
Output: This is the output level, which can be modified. After compressing a track or signal, it can be brought back up to its full volume or cut to a lower one.
Different instruments sound more “natural” with specific settings, of course. Do some research online and use your ear to experiment until you find the sound you want. You have to ask yourself “What does my track need?” Now that you know how dynamic range compression works, you can tinker with the sound for yourself.
If you’re looking for more info, there’s a great post on the Seven Strings guitar forum on DRC.
Source: http://www.howtogeek.com/57903/htg-explains-how-does-dynamic-range-compression-work/
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