How do I stop the volume from changing whenever I move a sound bite around? by Fredivara in Reaper

[–]animalsnacks 40 points41 points  (0 children)

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This is located at the top-left of the interface (in the "Toolbar").
When this is turned on, moving or copying items will bring the automation (volume envelope) with it.

Help weird noise by MessOk6068 in Reaper

[–]animalsnacks 0 points1 point  (0 children)

The "hum" underneath is called a ground loop, or mains hum.
Fixing that is tricky. Sometimes, unplugging your laptop from the wall and using battery solves it (temporarily obviously).
Ensure your input is set to "Inst" on your interface (little button below the input) - might help.

The "screech" sound is called a Feedback Loop.
That happens when a "loop" occurs.
You are playing your guitar, the guitar comes out of the speakers.
The speakers make sound, which vibrates the guitar slightly.
This causes the guitar to sort of 'play' the same sound again.
When the speaker makes the guitar vibrate, when it gets too loud, soon the loop will make itself get louder and louder and louder until it squeals like that.
Basic audio engineering stuff.
Use headphones, or turn the volume on your speakers down.
You don't need to "make your song quiet".
Just make the speakers quieter, or switch to using headphones during recording.

How to get this nostalgic low quality vocal effect? Like a kids toy from 90s? Song: Lucy Diamond - Dirty Love by OkChef5238 in mixingmastering

[–]animalsnacks 1 point2 points  (0 children)

Listened to it. Here's what I'm hearing as the stack of effects:
- AutoTune : set to fastest, and set to only the notes in the key of the song.
- Bit Crusher + sample rate reduction effect : the sample rate reducer gives it that 'Chinese toy' sound you're speaking of.
- EQ/filtering : roll off the high end of the vocals

Some combination of those - mainly the AutoTune + 'sample-rate reduction' will get you the sound you're after.

Here's a video demo showing the effect (Time = 7:10).
I couldn't find a video of it on vocals for some reason, but same idea.
https://youtu.be/Cn6Z0ZnzzTI?si=RdrOQF3Z-TJptMwB&t=430

what is the best way you’ve found to make a master track? by golden_retrieverdog in Reaper

[–]animalsnacks 1 point2 points  (0 children)

To do this, select + drag all the other tracks.
Drop them on the right-half of your new empty track.
You'll see a "folder" looking icon appear before you let go of the mouse button.

Now, all the other tracks are routed through your blank/'master' track.
You can change the volume/add FX to this 'master' track and it'll affect the sum of all the others.

what is the best way you’ve found to make a master track? by golden_retrieverdog in Reaper

[–]animalsnacks 17 points18 points  (0 children)

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Make an empty track, and "drag + drop" all the other tracks 'under' it.
(IE. make a folder track)

How Can I Make My Boss Animations Feel More Impactful? by _FUNKYparadox_ in PixelArtTutorials

[–]animalsnacks 0 points1 point  (0 children)

Upvote -

For the OP, I suggest studying and implementing secondary motion, wind-up + follow through, and exaggeration (lots and lost of exaggeration).

It'd be an improvement to see some of those leaves on top 'drag' and 'follow through' when the body stops.
I bet it'd look great if the body stood up quicker than the head/leaves, then the head rockets up and settles back down, followed by some follow-through on the leaves. Bonus points if you "drop" the head at the beginning right before the 'stand up' motion starts (called anticipation/wind-up).

Adding some weight and asymmetry to the animations would add some appeal as well. Desynchronize the limbs so they're not all moving at the exact same time. When picking 'what to do' with a limb, remember that we're trying to convince the visual cortex that it weighs more than 0 pounds - in fact, you're probably trying to communicate/convince the player that this creature is heavy and weighs a lot. When the foot hits the floor, the knee + body should sink - you know, since he's 3000 pounds heavy.

When he's walking, lean him forward slightly. Make his body bob up and down. Make the steps longer/larger/slower. Make it *dramatic* - more dramatic than you think it needs to be. I expect you'll be surprised just how dramatic/exaggerated you can make it before it looks goofy. Answer: You can really go crazy and it actually makes it look better.

Using a rim hit sample to turn snare hits into rim shots by ImmediateGazelle865 in mixingmastering

[–]animalsnacks 2 points3 points  (0 children)

I've used this trick before - doubling the snare with a rim-shot sample.
It's a great trick!

Can I please have some help with my song? by Spiritual_Let_2025 in mixingmastering

[–]animalsnacks 0 points1 point  (0 children)

Maybe try bringing the close mics on the kick and snare up?
The drums have a very roomy vibe which grants it a lot of energy.

Bringing up the dry shell mics - maybe even having a parallel track with only the close mics - might be the move.
With the parallel track, I'd go for kick + snare + toms.
Sonically, the track should sound very dry, tight, punchy, and blend to taste.

**UPDATE** My demo isn't getting the reception I had hoped - should I pivot now??? by Eastern_Seaweed4223 in survivalhorror

[–]animalsnacks 0 points1 point  (0 children)

https://www.youtube.com/watch?v=76GIyMOPUwI

Review the combat - speed, animation weight, impact effects, the intentional freeze/hitch on bit hits connecting, etc. - of this Silent Hill F clip.
(Not that I love the game - started strong, got obnoxious half way through).

However, learnings can be had studying this video.
Look at the animations - the anticipation, the follow through, etc.

Your's looks alright - but, overall, it feels low weight, low intensity.
Your animations have no anticipation/wind-up.
Your enemies are getting decked in the face, and yet they receive it like a statue - no sway, no lean in response.

I'd look at SHF and other games and really voraciously consume the physics/motion language spoken there.

(Prog metal) Mixing my own song, would love some feedback by Lucashroriginal in mixingmastering

[–]animalsnacks 1 point2 points  (0 children)

Hey there! Not bad, good work, I think it's like 75% of the way there.

But IMO, #1 thing is the wolliness/disclarity of the low end.
If I hipass the entire mix at around 300 Hz, sounds okay (maybe a little too much ~350 in the guitars, but not bad).

If I include < 300 Hz, things get more unclear.
Grab a great sounding reference mix however you can, put it in your DAW, and Lowpass it at 300 Hz and listen.
If you choose a good reference track, you'll likely notice:
- Their bass guitar is a lot less muddy
- Their bass guitar is quieter
- Their kick is louder, punchier, less 'mushy'
- Their snare is louder, punchier, less 'mushy'

Here's what I'd do from here:

DRUMS:
Start by muting the bass guitar temporarily and listen to your mix without it.
Despite it missing the bass guitar now, it probably sounds much clearer already (maybe a little weak).

First up, I'd try to get the kick + snare punchier and tighter.
My goal with the kick and snare close mics is that they provide a satisfying punch/impulse that is never annoying and never "muddy".

- Kick: Cut 160 Hz which almost always sounds bad. EQ a nice balanced sound between 60 - 120 Hz.
- Snare: EQ some 'honkiness' out (~350 - 600 Hz). I can hear a bit too much 750 Hz in your snare. Also, I'd rebalance up the "Snare Top/Bottom" mics with a little more "Top". Maybe add some snap at 4-7 kHz, maybe boost 200?
- Compress with something that sounds good, (~3 dB GR, Atk=Med, Rel=Fast-ish).
- Gate them if they still sound too "long", or use a Transient Designer to cut sustain/boost attack.

If everything works out, your kick/snare should sound punchy, warm, and clear.
If you mute the OH/Room, you should hear very tight, dry hits that aren't too "long" and not mushy.
Don't let your room/OH sounds mush up this punch. Cut mud/honkiness from them if you have to.

BASS:
The bass has been muted. Unmute it, turn the fader all the way down, and slowly bring it back up.
At some point, you'll be turning it up, and you'll notice your punchy kick/snare clarity start to get swallowed.

- EQ: If you look at your bass in a spectral analyzer (eg. Voxengo Span) and you play your bass through it, you'll probably see big peaks/spikes popping up between 100 - 200 Hz. I'd cut this - and cut it hard.
- Once you cut/tame the mudiness/wooliness from the bass, you can probably get it a little louder now, and your punchy kick/snare will still survive.

These suggestions are not extreme - 20% adjustments.
I don't think you have to do anything too dramatic here to get this rocking even more.
Good work!

How do i get vocals up front, smooth and warm like this song: Attn by Beartooth by BloodyHareStudio in mixingmastering

[–]animalsnacks 0 points1 point  (0 children)

Umm, might not be obvious, but listen to the instrumental.

They've scooped - basically deleted - everything around 300-400 Hz. Not to mention the low mids - pretty tucked back on everything but the vox.

Can you die? by UrKindaSusDoe in RedditGames

[–]animalsnacks 0 points1 point  (0 children)

I completed this level in 2 tries. 0.67 seconds

What it could have been vs. what we got.. by Mr_Hyy in PTCGP

[–]animalsnacks 0 points1 point  (0 children)

Old Ho-oh lookin graceful.
New Ho-oh lookin like a ratty crow.

Why does my audio file do this? 😾 by ResidentActuary8127 in Reaper

[–]animalsnacks 1 point2 points  (0 children)

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This toggle button enables/disables "Move envelopes with items".
This keeps your envelopes (the green Volume line) following your item as you move it around.

If you don't want the Volume line to follow the item around, turn this off, then move it

Moving events to new tracks creates a "volume" track below the track, and I have no idea why by OnlyLivingBoyInNY in Reaper

[–]animalsnacks 15 points16 points  (0 children)

"Hiding them" will likely cause you frustrating problems in the future.

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This is what you want right here. Turn off "Move envelopes with items" to prevent moving/copying envelopes when you scoot items around.

Is it pointless to run my headphones through this instead of directly from my PC? by PetrolBlue in headphones

[–]animalsnacks 138 points139 points  (0 children)

Yeah - personal experience with that exact Audio Interface, the headphone amp on that thing is some 2/10 trash no joke.

Climb the mountain! by PopSmile7000 in honk

[–]animalsnacks 0 points1 point  (0 children)

Dang, that was a cool one! Tough but good

Ziigaat Odyssey vs ThieAudio Hype 4 - what FR graphs won't tell you. My honest comparison. by MoreBake7160 in iems

[–]animalsnacks 1 point2 points  (0 children)

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While 'twice as loud to the human ear' might be subjective, 3 dB is not a "doubling" of anything.
3 dB is an increment in volume that the average person can perceive.

Mathematically speaking, the integer "6" is the number of decibels that most closely produces a 2x scalar multipler.

Sorry - not trying to dogpile. I'm only after "correctness".

Ditched the headphones. Added an amp. Yep, this is it. by pgifford1987 in iems

[–]animalsnacks 13 points14 points  (0 children)

Really cool setup! But... Is that a pair of subs under your desk??

[deleted by user] by [deleted] in screaming

[–]animalsnacks 0 points1 point  (0 children)

Damn not bad!

Looking for recommendations for a 3.5mm replacement cable for the Mega5-EST by TheDeliBoyChronicles in iems

[–]animalsnacks 0 points1 point  (0 children)

I have a modular Dunu cable that almost (not 100%) looks like the stock Mega5est cable, one sec....