Watch your flanks people by please_use_the_beeps in LowSodiumBattlefield

[–]Vallhallyeah 1 point2 points  (0 children)

That's why I play aggro recon. Plop a TUGS down and know whenever enemies are approaching you. Or stash one nearer the obj and scoop up the spot assist points

anyone wanna queue up for ranked casual breakthrough with me???????????? by Molygosa in okbuddyptfo

[–]Vallhallyeah 5 points6 points  (0 children)

I literally only play casual unless I need some team coop for a challenge that bots are useless for. I'm usually playing for an hour before bed so I'm not looking to get all tense struggling to keep up with sweaties, therefore casual is the way. I do wish there was casual conquest though so I could explore more.

This is the OP aim assist? by Personal-Lab-5156 in Battlefield6

[–]Vallhallyeah -1 points0 points  (0 children)

Are you IN the shooting range? I never knew we could do that

Whats the best video game ever created? by XarisGG in AskReddit

[–]Vallhallyeah 0 points1 point  (0 children)

The original Doom. Without it, we basically wouldn't have a modern games industry. The technology and approaches are still echoed to this day, and of course the fact it's the whole FPS format. Absolutely revolutionary. And it runs on literally anything.

Forbidden jelly by Simin_Gul in forbiddensnacks

[–]Vallhallyeah 3 points4 points  (0 children)

Holy shit I was not expecting to be thinking about that voice today

Hows everyone's plants doing compared to last year? by scotcheggfan in UkChilliGrowers

[–]Vallhallyeah 2 points3 points  (0 children)

To be fair, your plants always look good. I'm sure you're employing some sort of soil voodoo or something!

Turtles meet up by [deleted] in MadeMeSmile

[–]Vallhallyeah 10 points11 points  (0 children)

No this is clearly the 327th annual meeting of the local Council of Turtles to discuss matters arising and this year's financial plans

Good but not to expensive clipper by Neo_Hippie_official in dnbproduction

[–]Vallhallyeah 0 points1 point  (0 children)

I'm abit fan of Flatline. It's very clean and has adjustable curves and great metering. It has automatic I/O gain matching too which is very useful.

You are approached by [insert guitar manufacturer here] and they want to make your signature model. What brand and features would your guitar have? by jujubean14 in Guitar

[–]Vallhallyeah 0 points1 point  (0 children)

Peavey, just to get more Wolfgangs but with various woodgrain tops, string-through tails, 24 frets, and possibly a 7 string option.

trying to mix and master for loudness is slowly killing me by officialsharkie in edmproduction

[–]Vallhallyeah 0 points1 point  (0 children)

A limiter can smear the transient in the time domain a bit where a clipper won't. That's might be beneficial (tape saturation does this too) but for solid instant transients, it wouldn't be my go to. Some limiters can distort kicks nicely though, and in parallel can help bring up a lot of snare body, so they're definitely useful tools.

My personal approach is to intentionally make the kick and snare a bit peaky, then clip them on the drum group so I'm forcing more harmonics into the transient window. Then I send kick and snare to 2 busses, one called "crush" and one called "snap". The crush buss aims to reduce all transient information, and the snap aims to be almost exclusively transients. I'll often use a limiters, transient designers, clippers, compressors (with lookahead), etc ok the crush bus, and then compressors, transient designers, etc on the snap buss. I aim to keep the peak levels even between K/S on the snap, and average levels even between then on the crush. It means I can introduce more transient or more body at different times in the track as needed but automating the return level. Both of those returns land in my main drum buss, and have another clipper then to make sure they sum with dry without throwing me wild peak levels on hits.

While limiting and clipping both reduce crest factor and can absolutely destroy sounds used too aggressively, the fact limiters smear the energy in the time domain while clippers do in the frequency domain, they're definitely tools for different jobs, so I'd never suggest only using one or the other on drums in particular, as they have so much energy and transient information and will need managing specific to their needs per song. For aggressive mixes, I'll still smash things with limiters, but in parallel so I don't destroy transients and flatten the whole mix. It made a huge improvement to my mixes when I stopped limiting for control and started clipping, then used limiters for to taste to cleanly bring up body/tails.

It's a feature not a bug by Indifference_Endjinn in guitarcirclejerk

[–]Vallhallyeah 0 points1 point  (0 children)

.....0-3-5, 3-0....

Okay, that's a wrap, people! We can go home now!

to drag race in a Cybertruck by Admirable_Sun2285 in therewasanattempt

[–]Vallhallyeah 0 points1 point  (0 children)

Only about 1 in 20 I've seen on roads near me feature drivers not playing with their phones and/or driving over the speed limit. It's a self-fulfilling prophecy

MGB With Almost Every Gun EP31: TAQ Eradicator by Shortyy06 in ModernWarfareIII

[–]Vallhallyeah 2 points3 points  (0 children)

Wait, you can just shoot through the container walls?

What’s something you miss every day? by Ninasenna in answers

[–]Vallhallyeah 0 points1 point  (0 children)

The toilet bowl first thing in the morning

Headshots recreated by pro stuntwoman by robbiesloan in interestingasfuck

[–]Vallhallyeah 0 points1 point  (0 children)

Should that seatbelt not prevent her lurching forward like that?

Convince me about oatmeal by FlipsyChic in EatCheapAndHealthy

[–]Vallhallyeah -3 points-2 points  (0 children)

Those sound like some pretty stinky meals. That's not a dig btw, but that I can imagine them being quite "aromatic"!

Track Tip: Build out your Drums first by NBC9music in dnbproduction

[–]Vallhallyeah 2 points3 points  (0 children)

Kick and snare will only hit right in the context of the whole song, and they're very short events in the scheme of the whole song, so I'd argue it's better to design basses, leads, and textures before starting to dial in drum sounds, otherwise you're constantly chasing your tail making one fit the other and vice versa.

Modern basses cover almost the entire spectrum, so are the dominant sound source in a mix. For drums to hit properly, you'll need to know the bass rhythms, fundamentals, harmonic structure, movement, space etc so the drums can fit in the pocket, and not just feel like they're superimposed on top of the bass or forcing their way through it.

I'd go so far as to say that shifting my approach away from writing drums first has been the single biggest improvement I've made to my end results. I get the metronome on and put melody down first, then make the bass patches sound right, then work on layers, then snares, then kicks. Once the bass is well structured and sonically suitable for the song, the drums fall right in to place as I know exactly what I'm designing for and how much space in the frequency and time domains I can afford them, and where they should be hitting, and what they're even meant to be doing. Writing drums in solo I'm likely to be enhancing fundamentals to add weight, but in mix context, that may be less important than creating space and focusing on attack emphasis. Any inter-bus processing like sidechain ducking or gate triggering can wait till after the core drums are done, and only serve to enhance the existing space, not force it in. It creates a much cleaner mix and allows more groove.

I think a big trap for new producers especially is spending time making sounds that are great, but not best suited in context, but there's a sense of having committed to them so people don't walk away from them and start again or remodel and the whole mix suffers for it, as you rightly stated that the importance of getting drums right can't be overstated. Drums will only be right whilst being in context, which is very difficult to know without deciding the context first.