Nice one, cheers for this - good interview!pompoushit wrote:though its not about his samples, I really don't understand how can a tune be made with only soundforge, it is not even multichannel is it?"B: So I thought to myself fuckit I’m going to stick to this shitty little computer program, Soundforge. I don’t know any other programs. Once I change something, I can never un-change it. I can only see the waves. So I know when I’m happy with my drums because they look like a nice fishbone. When they look just skeletal as fuck in front of me, and so I know they’ll sound good.
M: So you don’t use a sequencer?
B: No.
M: So does that mean your drums are not necessarily in time?
B: My drums are definitely not necessarily in time. When I try and do drums that are too regimented, they lose something. But the moment I put drums where I think they sound good, rather than in time, they seem to have that roll, the swing of the jungle and garage tunes I love."
(from: http://blackdownsoundboy.blogspot.com/2 ... chive.html)
Burial type samples
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i think using a restrictive medium can often force u to be more fundamentally creative with the sounds ur using and the composition of a track.
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Re: Burial type samples
Sample out of massive attakFullyRecordingz wrote:Does anyone know where any wooden hit samples are? If you have any, or know where any are, I really need em. MSN me or post some links. thanks.

I totally agree with this...rekorder wrote:i think using a restrictive medium can often force u to be more fundamentally creative with the sounds ur using and the composition of a track.
But I don't understand how Burial could do everything in Soundforge... How do you program drums that way? Copy and paste for every hit?
you would have to fx and eq each sound separately before sequencing the track.thenapking wrote:well maybe, but seeing as it isn't multitrack how would you apply different levels of fx/eq to different elements? how would you write a tune w/o being able to do that? that's what i call nigh on impossible...
think about it, it would take massive amounts of concentration and focus, but there's no danger of ur track not coming out exactly how you wanted it from the start, because you can't change it along the way.
i reckon if u could get into that mindstate it could be amazingly productive...
anyway, just bought this, amazing for making beats out of sampled shit, i've been running round my room hitting the radiator and cupboards for a couple of days now:

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Burial has a very nice way with found sounds, sort of like Boards of Canada with dubstep beats. I like to make field recordings myself, although things have a tendency to sound a bit same-ish. I mean, how many cars or footsteps can you record
It's mainly about recording a lot and then trying to picking out the best parts.

The H2 looks like a good buy for the cash. Some cool features like the mid-side 3 mic business. Thought it was in the shops already, but apparently it's not out 'til August because of some microphone redesign or summat.forensix (mcr) wrote:I'm looking at getting one of these need to find somewhere where i can try it out tho
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definitely possible to do a track purely in soundforge
about 3 years ago, before i got my hands on Ableton, i used to do dj mixes (dnb) in soundforge through a combination of crude bpm calculation & time stretching, region markers and copy/paste mixing
it was all very trial & error... mix a section of one tune into another, shit they start going out of time after one bar, undo mix, undo time stretch, re-stretch, mix again, ok 4 bars in time that'll do, start on the next 4 bar section... tedious in the extreme but the results were suprisingly good, you would not have guessed it was done with a wav editor alone
yes making a track is a whole different level of complexity over maxing a dj mix, but the principle is effectively the same just with less emphasis on beat matching and more emphasis on planning
about 3 years ago, before i got my hands on Ableton, i used to do dj mixes (dnb) in soundforge through a combination of crude bpm calculation & time stretching, region markers and copy/paste mixing
it was all very trial & error... mix a section of one tune into another, shit they start going out of time after one bar, undo mix, undo time stretch, re-stretch, mix again, ok 4 bars in time that'll do, start on the next 4 bar section... tedious in the extreme but the results were suprisingly good, you would not have guessed it was done with a wav editor alone
yes making a track is a whole different level of complexity over maxing a dj mix, but the principle is effectively the same just with less emphasis on beat matching and more emphasis on planning
just sample percussion and stuff from old tracks etc.. personally when i was making more hip hoppey stuff back inday, i used to sample the shit out of my rents record collection, started doing that again actually.. plus the crackles in will give u that burial sound... if thats what you really want
edit: oh yeh i just read this thread and it now all makes sense why burial tracks r so fucking hard to mix! fuckin outta time drums
edit: oh yeh i just read this thread and it now all makes sense why burial tracks r so fucking hard to mix! fuckin outta time drums

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Last time someone tried to ask spaceape anything this happened:Ask Spaceape![]()
http://www.dubstepforum.com/viewtopic.p ... +interview
no shit ive tryed to make an track in the way of burial only i used reason instead of soundforge.. I dont wanna copy burial even its a genious.
its possible to get your shit unquantized and make a drumloop out of it. You need a good ear and a good feel of rhytme thats what i say
its possible to get your shit unquantized and make a drumloop out of it. You need a good ear and a good feel of rhytme thats what i say
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A good place to start is just getting a drumloop with a start and and endpoint and then taking quantize off or setting very high and moving stuff about. In the words of Madlib "Makin is sound on even though its off"
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