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Actually making humanized sounds.

Posted: Sun Jan 02, 2011 1:04 am
by EDN
I saw the other humanized sounds thread and got pretty excited because a lot of what I'm going for at the moment is making beats and melodies sound more human.
Alas the thread was not as I thought, so here is the lowdown (from my end).

A minor point, I will be primarily talking about drums because they can make the most obvious sounding changes, but pretty much everything applies to melodies and harmonies as well.

First thing to consider when trying to make stuff sound more organic is that humans along with their capacity to play instruments are not perfect.
Even the best drummer in the world won't hit every beat perfectly, some of them maybe, but not to the extent that your DAW would quantize it.

So... tip #1 is either tap/play your beats/melodies in by hand. It may be hard and you may have to redo it a few times or tweak it afterwards, but it will be well worth it, trust me.
While you can just exclusively do this as a way of making your stuff sound a bit more "real" or "live" you can also do this to achieve a specific effect.
If we take for example the most basic form of dubstep drums, kick on one and snare on three with a couple of high hats inbetween.
By the way please do try this out so you know what I mean.
If you shift the hats and the snare slightly to the right then your beats can sound quite sluggish or plodding which can be good if you are using it on a slow lazy track with a reasonably low energy.
Conversely if you move your snares and hats (and in some situations kicks) slightly to the left then you will get a sense of immediacy and your beats will appear to have more energy.
Bear in mind when I'm talking slightly I mean really tiny amounts, so it still sounds pretty much in time but has either a more stumbling or more upfront feel.
The same also applies to melodies, although I will stress if you are going to do one thing with your beats, you are probably better off doing the same with your melodies, otherwise it can sound quite jarring (obviously not a hard and fast rule but generally true).

Think about a real drummer for a second, he is realistically never going to hit a drum twice with precisely the same amount of force, and based on the force he hits it with and where he hits it, it could make many distinctly different sounds with all sorts of tonal differences. Sooo...tip #2 is to try to vary your the velocities of your notes. (Also, side note, if you can get a drumkit patch with lots of velocity layers it will make a whole bunch of difference.)
When doing this there are a number of things to consider, for example in common time (4/4) there is a stress on the first note of the bar and a slightly smaller stress on the third note of the bar, so if I was programming in a 4 hit pattern in this time signature it might go something like...
Hit one = 127 (velocity)
Hit two = 100
Hit three = 115
Hit four = 105
Other than time signatures, think about the drummer himself (were he to exist), he is either going to be left or right handed. Except for a tiny portion of drum virtuosos a drummer will almost always have a harder hit with their strongest hand, so try and replicate this.

Keeping with the subject of our imaginary drummer we get to tip #3 a drummer has two hands and two feet, meaning that unless he is from mars then he can only play at one time: a kick, a high hat pedal (obviously you could have the pedal linked to something else but that would be extremely rare) and two other drums (i.e. two tom toms). So if you have a snare, a tom tom and a ride cymbal, thats just not going to fly I'm afraid.
This also ties in with the left and right handed thing, it is going to be very difficult for a drummer to play (with one hand) something on one side of the kit very soon (like really really fast) after playing something on the other side.

Finally a bit more about melodies and more specifically sampled instruments. Choose your sounds carefully, if you are going to something slow and mournful, don't use a staccato (a short burst of drawing the bow across the strings) violin, likewise if you are going for powerful and epic, maybe dont go for the smooth sounding finger plucked guitar.

Obviously these are not hard and fast rules and the most important thing is to feel where the music wants to go and what it wants to do with itself, but give some of them a go.

Be warned however, doing this and making it sound good takes SHITLOADS of time, because you literally have to customise EVERYTHING! And still nothing really beats a human player for sounding human.

-t-

Re: Actually making humanized sounds.

Posted: Sun Jan 02, 2011 1:41 am
by 3za
^^^^^^
Some good tip :W:

I just got a few things to add;

1. Rock your mod wheel- If you got a mod wheel make the most of it. You can assigned it to all sorts, a few good places to start are filter cutoff, attack time, decay time, and volume. This gives you more touch when playing your lines in.

2. Rock your pitch wheel - This can make pitch bends sound more natural, and is a more fun way of doing it imo.

3. Rock your randoms- When playing a real instrument, or analogue synth every time you play the same note you don't get the same sound. You can emulate this using small amounts of random modulation to a few, or even all the parameters in your softsynth. The trick is to go easy with it just tinny amounts of modulation, good places to start to modulate are pitch, filter cutoff, and velocity.

4. Rock the tempo- I was reading in sos about a year ago, about how in traditional music the tempo changes in the track. How at the peaks of the tracks the tempo is faster, and in breakdowns is slower. They had graphs showing some popular songs, and how the tempo changed during the track. You could apply this to your music if you really want to have more life in your track, and not sound like a computer. I think this tip could have a thread of its own, because I can see their being some very strong different opinions on this tip (DJ's).

5. Rock the groove (steal the groove)- Say their is a track you like the groove of, you could steal this groove, and use it in your own track. You chop the bit of the track you like to a few bars, this must be dead on, and loop. Then you find out the tempo, and cut at all the transitions, now save this as a groove template. You can now apply this to all your own tracks. If you would like to know more on how to do this in your DAW search for tutorial on making groove templates in your daw, if you use FL hit me up.

Re: Actually making humanized sounds.

Posted: Sun Jan 02, 2011 2:03 pm
by amphibian
Interesting thread as this is something I'm looking into atm. I wouldn't say more human, but more organic, starting with anlog drums layered with digital ones where necessary (but mostly analog). The problem I'm having is making synthesized sounds work well with it :P

Re: Actually making humanized sounds.

Posted: Sun Jan 02, 2011 2:35 pm
by EDN
Yeah I know what you mean. A good way to get synthesis sounding more organic is to use sends to effect all your synths together to get consistent sounds. For example short decay reverb or amp modelling (depending on what kind of sound you are going for) cause they can get you a quite "woody" sound. Or little filtery, resonance tweaks for watery, wet sounds. You can get some nice metallic sounding stuff from a chorus as well, but it depends what you are after really.

Re: Actually making humanized sounds.

Posted: Sun Jan 02, 2011 3:51 pm
by WingWeaver
"is either tap/play your beats/melodies in by hand." YES!

I play the piano, since i was 6, i took music GCSE in 3 months when i was 14. Most of my ideas come from piano playing, and i spend most of my time when im thinking beat boxing, which i dont realise, and then think, hang on, thats a good beat, ill use it.

THIS is the kind of thread i wanted, not some noobs going on about yoi yoi yoi and shit.....

Thank you EDN

Re: Actually making humanized sounds.

Posted: Mon Jan 03, 2011 1:55 am
by 3za
BUMP!!!

The real humanized thread, with 0% YOIYOI.

Re: Actually making humanized sounds.

Posted: Mon Jan 03, 2011 2:04 am
by EDN
Yeah man, playing stuff in by hand is ideal.
I'm by no means a good pianist, but you will always put in some sense of emotion that you wouldn't when pointing and clicking.
Yeah you might have to tidy a little afterwards but its worth it.

Another good point is, that if you want an organic sound, use organic samples. I try and keep processing to the minimum when going for this kind of stuff. Gentle compression, a little eq and reverb pretty much does it for my style of stuff.

Also if you are going to use obvious effects, I would personally use them on send tracks as this gives you better control over the overall blend of the sounds, and you can send multiple tracks to one effect to get a consistent, natural sound.

Re: Actually making humanized sounds.

Posted: Mon Jan 03, 2011 2:19 am
by Sharmaji
short, dark reverbs w/ a bit of pre-delay.

Re: Actually making humanized sounds.

Posted: Mon Jan 03, 2011 2:26 am
by EDN
Sharmaji wrote:short, dark reverbs w/ a bit of pre-delay.
Depends on the sound for sure, but yeah, that and a combination of amp modelling and extreme filtering can make some really nice "organic" sounds with otherwise quite artificial sounding synths. (Generally nothing too spiky though...)
Its all about making "Blue Whale in a bass cabinet" :m:

Re: Actually making humanized sounds.

Posted: Mon Jan 03, 2011 2:55 am
by back2onett
Don't just humanise shit for the sake of it, not everything needs to have minute imperfections in fact I'd say most things don't.

Re: Actually making humanized sounds.

Posted: Mon Jan 03, 2011 3:02 pm
by EDN
Depends on your style man.
The music I'm making right now is meant to sound like orchestral film score stuff with metal/jazz drumming. It uses no artificial (synthesised) sounds and has an extreme swing on it.
With that, pretty much everything needs to be dragged around.

Maybe not with "normal" electronic music, but why not try it and see how it sounds?

Re: Actually making humanized sounds.

Posted: Mon Jan 03, 2011 3:13 pm
by mr hello
Trying to play your whole drum pattern on a pad can be pretty challenging, (great if you can, but) sometimes just doing your high hats give you all the necessary swing and velocities, then you can arrange those hits across whatever drums you want. This basically gives you a rhythm/velocity template you can use to create a ton of different beats in a track.

Re: Actually making humanized sounds.

Posted: Mon Jan 03, 2011 3:26 pm
by EDN
Yeah thats it, I never try and tap in ALL of my drums, get the basic pattern and "feel" from something and then tweak the other stuff to adjust.

Re: Actually making humanized sounds.

Posted: Mon Jan 03, 2011 4:11 pm
by paravrais
I always quantise my bass and my first kick drum of each bar but everything else get's played in by hand with imperfections.

Re: Actually making humanized sounds.

Posted: Mon Jan 03, 2011 7:46 pm
by back2onett
EDN wrote:Depends on your style man.
The music I'm making right now is meant to sound like orchestral film score stuff with metal/jazz drumming. It uses no artificial (synthesised) sounds and has an extreme swing on it.
With that, pretty much everything needs to be dragged around.

Maybe not with "normal" electronic music, but why not try it and see how it sounds?
Nobody plays their music wrong on purpose it just happens and when it does happen it's barely noticeable. If it sounds too 'robotic' then change the timing or as you said use a swing/groove templates or whatever but don't just drag things around so that nothing's in time.

Btw metal drums (recorded ones anyway) are often sequenced especially the kick.

Re: Actually making humanized sounds.

Posted: Mon Jan 03, 2011 8:03 pm
by EDN
paravrais wrote:I always quantise my bass and my first kick drum of each bar but everything else get's played in by hand with imperfections.
Yeah first kick is pretty essential, and should (I reckon anyway) be closer to quantization than anything else you wanna play around with.
Bass however is a bit of a different story for me, cause I use an upright bass sound which is a different kinda thing to what I imagine your talking about. (i.e bass that has to sit precisely with the attack of the kick to groove properly) Although please correct me if I'm wrong.

@Backtoonett: Oh yeah, I'm not saying "drag stuff at random" alter stuff if and when you need to to make the music feel right.
When I said everything needs to be dragged around I meant that I had a swing with the whole track that couldn't really be replicated by template (not that the velocities could anyways) so I had to do it all by hand.

Vis á vis metal, yeah so I've heard, but they would use exactly the kind of stuff I was talking about at the top of the page, rather than just quantise to eighth or sixteenth notes, cause it would sound rubbish if they did.

I probably haven't got the right message across to you, I'm not talking about writing music that isn't in time, I'm saying that humans aren't perfect and that if you want to make something sound more human (if thats what you are going for) then you need to account for that in your programming.

I wonder if anyone could make awesome music that was completely out of time though hmmm... -q-

Re: Actually making humanized sounds.

Posted: Tue Jan 04, 2011 6:03 am
by back2onett
Yeah ok I think I get what you mean, I was just saying that especially with classically trained musicians the imperfections in their playing are almost undetectable and like you saidi it's more about the feel/swing/groove of the whole track rather than individual elements.

Re: Actually making humanized sounds.

Posted: Tue Jan 04, 2011 1:05 pm
by DannyDubstep
There are various humanizing plugins you can get.
Tempo/Velocity are the main two things you want to randomize.

Also, get a sound pack where you've got 10 copies of the same snare, each different hits so each a lil different.
That'll help it sound human.

Re: Actually making humanized sounds.

Posted: Tue Jan 04, 2011 1:05 pm
by DannyDubstep
There are various humanizing plugins you can get.
Tempo/Velocity are the main two things you want to randomize.

Also, get a sound pack where you've got 10 copies of the same snare, each different hits so each a lil different.
That'll help it sound human.

Re: Actually making humanized sounds.

Posted: Tue Jan 04, 2011 7:26 pm
by EDN
Yeah a lot of the big drum packs like abbey road drums have hit randomizing features, as well as a million and one velocity layers.
Addictive drums is pretty good for that as well.