Mixing Considerations Series: Task Separation (Part 4)

4m 49s beginner Beginner
Author: Jorel Corpus

Rounding off the four-part series on mixing considerations, Jorel Corpus covers task separation. Topics include producer vs. mixer tasks, difference in production and mixing elements, and tips for balancing a project when you are the producer and mixing engineer including the workflow benefits of separating mixing and production tasks and squaring off production tasks before you mix.

Mixing Considerations Series: Level Matching (Part 3)

6m 01s beginner Beginner
Author: Jorel Corpus

In this third tutorial in the four-part series on mixing considerations, Jorel Corpus focuses on level matching, discussing loudness vs. quality, perception of frequencies at different volumes, objective listening, comparing your tracks to commercial tracks, avoiding tunnel vision when mixing, maintaining objectivity in your mixing. He then breaks down level matching on specific elements of your mix such as EQ, compression and individual instruments.

Mixing Considerations Series: Session Quality (Part 2)

4m 35s beginner Beginner
Author: Jorel Corpus

Jorel Corpus continues the four part series on mixing considerations focusing on improving session quality. In part 2, he covers technical improvements including recording properly, dealing with distortion, clipping and noise, and plugin programming. He also discussing dealing with phasing issues, and tips for starting your session with better material. [/one_third]

Mixing Considerations Series: Referencing (Part 1)

4m 18s beginner Beginner
Author: Jorel Corpus

In Part 1 of our Mixing Considerations Series, Jorel Corpus walks through what reference tracks are, and how to use them effectively to ensure that you are producing a commercially viable mix. In the tutorial he covers objective listening and being decisive, and A/B testing as well as other topics.

Game Project Walkthrough: Siegebreakers

39m 03s intermediate Intermediate
Author: Jacob Pernell

Let's dive in and take a look at some of the music from a game project I recently worked on called Siegebreakers! I'll talk a little bit about my process and show you how I laid out the song in Logic, show you what samples I used, and also talk about setting up the track for having different intensity layers. You'll walk away from this video with a little insight into one person's process and hopefully pick up a few new tricks along the way!

Anatomy of an Instrument Patch: Guitar Synth

12m 11s intermediate Intermediate
Author: Chris Fitzgerald

Coming from a perspective of crafting the perfect sonic landscape for a film, this tutorial explores building creative effects chains. Focused on electric guitar, though touching on ideas that could be used for any instrument, we discuss creative use of delay and reverb, and compression and stereo imaging.

Sound Design Techniques: Layering

11m 29s intermediate Intermediate
Author: Richard Gould

Often in film and games, sound design elements need to be more complex than just being one recorded sound. This tutorial explores various techniques to create layered, complex sound effects, touching on selecting sounds, processing elements, using EQ and panning automation to create movement, and using aux tracks to pan and process.

Drum Groove Production with Logic Pro X

14m 36s intermediate Intermediate
Author: Chris Fitzgerald

As composers, we all want the big orchestral score project, but it's crucial to be able to write for a variety of genres and ensembles, including the drumset. Especially with projects that are limited in budget, calling in a live drummer to record may not be possible. This tutorial explores the features of Logic Pro X's Drum Designer, an easy-to-use, sophisticated tool to produce solid drum tracks even if you have minimal sequencing and mixing experience.

Creative & Practical Applications of Convolution Reverb

24m 44s intermediate Intermediate
Author: Chris Fitzgerald

Convolution reverb is a sophisticated hybrid of physical and synthesized reverberation. It takes a sampled space (or impulse response) and simulates audio tracks interacting with the space, creating lush, high quality reverb. In this tutorial we walk through many different uses for convolution reverb, from typical mixing scenarios, to creative and outlandish sound design applications.

Layering & Looping in Interactive Music

24m 51s intermediate Intermediate
Author: Chris Fitzgerald

Interactivity is the foundation of game music. The music and audio in a game must be flexible and adaptable to input from the player and to various game and character situations. This tutorial demonstrates how to use two bedrock techniques in game music: looping and layering.