Ableton has an instrument called Drum rack that makes it easy to make your own drums by just populating the fields with samples or instruments. So keeping to my project of only sample based instruments I populated the drum rack with samples that sounded like the corresponding sound that should have been in the spot as the drum rack uses the GM drums standard
So I looked through all the samples I collected picking out the samples that sounded the best for watch part of a drum kit placing them in there GM assigned spaces and then I would gain the clips so they all sounded even in audio quality making sure to keep their volume sliders at -12dB so there is space for other instruments in the projects so it doesn't instantly add up making the audio insanely clip when played with anything else
Ableton has two different EQ’s built in the 8 EQ that uses 8 bands that can be customised or the 3 EQ that allows you to gain or subtract from the lows, mids and highs individually.
I used the EQ 3 for most of my drum work as it was just removing the highs or lows from the sample to make it sound more like its drum kit counterpart but I would also use the EQ 3 to help remove some of the high airiness from reverbs.
The 3 EQ works by using the 3 different bands gain knob to gain or subtracted from the sound that was being imputed on its left but you can also completely remove a sound all together if you turn the L, M or H off. As you can see on the left in the picture I have also changed how much so the frequency spectrum I am modifying.
The Saturator is mainly used to bring the bass frequencies out on a sound and add some distortion and clipping along the way. When using the saturator the main two things you need to dial in is the amount of drive and the depth, As the drive will gain the original sound making the sound be more affected by the sign wave and the depth controls the amplitude of a sine wave that is superimposed onto the distortion curve. I mainly used the saturator on kick drum and Hi-Hat (Ableton, 2019)
Reverb was mainly used to help make a sound last longer and sound a bit brighter and was used on Nintendo switch claps and letter close hat. The main things you want to dial in are the size of the reverb, the decay time and dry/wet percentage.
The size sets the distance the imputed sound has to travel before it bounces and travels back to where the input was then it's processed and output. reverb time is the time taken for the reverb level to fall 60db relative to the first reflection (Mayne, 2021). Dry/Wet is on most effects and plugins it determines the prestige of the device in this case reverb is taken into effect so a 0% (completely dry) would not include any of the effect and 100% (Completely Wet) would have none of the imputed sound mixed in.
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