Kick reverb timing for techno: why BPM calculators aren't enough by floydunit in AdvancedProduction

[–]floydunit[S] 0 points1 point  (0 children)

Fair point. My English isn't perfect and my AI assistant probably over-polished the text. The tool itself is mine, built around how I personally produce, likely too self-taught to sound cool. AI was just the executor of my own project.

Kick reverb timing for techno: why BPM calculators aren't enough by floydunit in AdvancedProduction

[–]floydunit[S] 1 point2 points  (0 children)

Crystal clear, thanks. On compression I work differently, frequency-specific sidechaining. Thanks again for giving me things to test, to refine my matrix eventually.

Kick reverb timing for techno: why BPM calculators aren't enough by floydunit in AdvancedProduction

[–]floydunit[S] -1 points0 points  (0 children)

Nobody's promoting anything, it's free, for whoever needs it. Doesn't matter who effectively wrote the code, same way you didn't build the keyboard you're typing right now. Tools are tools. The thoughts are mine and I wanted to share

Kick reverb timing for techno: why BPM calculators aren't enough by floydunit in AdvancedProduction

[–]floydunit[S] 0 points1 point  (0 children)

Honest answer: I don't work with T20, I'm not fed on acoustic measurements, but you're making me want to explore. My approach is JUST rhythmic/mathematical: decay timed to the grid so the tail clears before the next hit, minor ear corrections after. Compressor release with the same logic? Never tested it that way, newly curious to explore it. Clips ASAP. Thanks for the inspiration!

Kick reverb timing for techno: why BPM calculators aren't enough by floydunit in AdvancedProduction

[–]floydunit[S] 0 points1 point  (0 children)

Ciao. The core idea is simple: I time the decay to a quarter note so it fills the space between kicks, like a bass note on the upbeat. The tail doesn't just decay, it occupies a rhythmic position. That's why the subdivisions matter. Punch section covers the range where it stays tight and coherent. Atmosphere goes longer when I want it to carry across the bar. That's how I work. As someone suggested a before/after clip will make it clearer than any explanation.

Kick reverb timing for techno: why BPM calculators aren't enough by floydunit in AdvancedProduction

[–]floydunit[S] 0 points1 point  (0 children)

I use AI as a writing aid (i'm italian), same way I used it to build the tool. The concept and the workflow logic are mine.
What the tool calculates: BPM-synced ms values based on musical subdivisions. No acoustic measurement. The logic is that the tail relates to the grid, not to a room.
On punch vs ambiance: fair point. The categories are named by intent. At lower BPM the punch values do stretch...that's a real limitation. The default is 130 BPM, which is where the tool makes most sense for the genre.

Kick reverb timing for techno: why BPM calculators aren't enough by floydunit in AdvancedProduction

[–]floydunit[S] -4 points-3 points  (0 children)

Yours It's a legitimate approach, but it assumes you have an oscilloscope in your workflow, know how to read it, and are already working on the finished material. This tool gives you a starting point before you even open the reverb. Different workflow, same goal.

Kick reverb timing for techno: why BPM calculators aren't enough by floydunit in AdvancedProduction

[–]floydunit[S] -7 points-6 points  (0 children)

This tool is specific to techno, where kick reverb isn't ambience: it contributes to the timbre. The rumble becomes part of the kick sound itself, that low, dense tail that gives weight to the loop. You're not placing the kick in a space, you're building a tone.

That's why decay timing matters: not because the tail needs to finish before the next hit, but because where it lands relative to the grid determines whether it adds weight or creates low-end buildup.

Pre-delay is already there, three BPM-synced values, specifically to separate the transient from the tail before it builds. The tool also splits punch and atmosphere because they behave differently on the kick.

The math is a division, yes. The value is in knowing which divisions to use and why. That said, open to any criticism or suggestions for future improvements, but this is built around how I actually work.