The Audio Production Suite - www.ampthetex.co.uk

Effects

When applying dynamic effects you must use the insert point on the desk this allows the compressor/noise gate to be applied at the earliest point in the signal flow.
(It is in a loop/It takes the signal and processes it and puts it back into the desk, back into the same channel)

When applying complementary effects you must use the auxiliary sends and route the signal from the desk to the effects unit and then back from the effects unit back into a spare channel on the desk.


Original clean drum loop sample, no effects applied.

Hass Effect (True 3D Type Effect)
The hass effect is a physco-acoustic effect, this means that after a while the brain will perceive there to be no effect at all.
This is because the human ear perceives any sound under 25ms to be all one sound.

How To Create The Hass Effect
You will need a delay unit that will give you 4 individual delay times.
Each delay time must start from 15ms up to 60ms with 15ms intervals between each of them eg. 15, 30, 45, 60.
Pan each of the delays in order eg. 15ms Left, 30ms Right, 45ms Left, 60ms Right.
Each delay time has to be at the same volume level when being blended with the original signal.
This effect can be applied to various sound sources but you shouldn't over do it.
It is best left to just one sound source, e.g. Guitar, Drums, Vocals, etc.


Drum loop sample, hass effect applied.

Modulation Type Effects (They all have to have 25ms delay's or under to work best)


Effect - Parameters You Need Control Over
Phasing - Delay Time, Frequency, Speed of displaced signal.
Chorus - Delay Time, Speed of displaced signal, Pitch.
Flange - Delay Time, Speed of displaced signal.
Vibrato - Slight Pitch, Speed of displaced signal.
Tremolo - Amplitude, 1 or 2 Voices Modulating, Speed of displaced signal.
Pitch-Shift - Delay Time, Pitch Fine, Pitch Course.
Echo - Delay Time, Feedback/Regeneration, Depth.

Explanation Of The Different Type Of Sound Effects

Phasing
When phasing use tight delays for best use, the higher the frequency the faster the cycles.
Produces wishy-washy type of effects on your sounds.


Drum loop sample, phase effect applied.

Chorus
When using chorus it uses multiple voices, usually a minimum of 4 voices.
Produces a Big effect on your sounds, gives it a fuller feel and richness.


Drum loop sample, chorus effect applied.

Flange
When using flange this effect works by creating a sweeping effect, The modulation sweeps up and down.
Produces a type of widening effect on your sounds.


Drum loop sample, flange effect applied.

Tremolo
Tremolo works on amplitude, it copies the original signal, with the copied signal it changes the amplitude.
Produces a shaky/moving effect on your sounds.


Drum loop sample, tremelo effect applied.

Pitch-Shift
Pitch-Shifting is basically taking the original signal and changing the pitch of the harmonics, in octaves in realtime.
It takes control of the sound and changes the pitch up or down in half half increments and goes up to around 2 octaves.
Produces an higher or lower pitch on your sounds.


Drum loop sample, pitch shift effect applied.

ADT(Acoustic Double Tracking/Artificial Double Tracking)

There are 2 type's of ADT they are as follows;
Acoustic Double Tracking is when a part is sang once and then sang again and placed side by side.

Artificial Double Tracking is when you duplicate the part or let the machine do the work for you, and displace the signal via a delay unit by about 25ms to 50ms.
Produces a Big effect on you sounds, excellent on vocals.

Echo
When using echo, you should make sure that the delay time is anything from 25ms to 500ms (1/2 Sec) with repeats (More than 1 delay).
Anything over 500ms is classed as a delay.
The delay time controls the time between each repeat, and the number of repeats is controlled by the feedback/regeneration.
The higher the number of feedback the more repeats.
Produces a kind of mirror image of your sound.


Drum loop sample, echo effect applied.

Reverb
Reverb is a prolongation of a sound source after it has decayed away (Dying away).
Many thousands of reflections which become more dense as time goes on and then they decay away.
A reverb unit is a unit which produces the acoustics of an environment such as a room, cathedral etc.
Produces an environment, and places your sound within it.


Drum loop sample, reverb effect applied.

Multi-Effects Processors
Multi-FX processors are complementary effects that will give you a very large variety of different types of effects processing E.g. Reverb, Chorus, Flange, Vocoder, Phaser, etc. You will have dynamic effects such as dynamic filtering, etc.
Produces a wide array of effects and some units allow multiple effects to be used together.

Equation To Work Out In Time Delay Time
Equation = 60 (sec's)/BPM (Tempo) = IN Time Delay

Use a metronome with a BPM counter to estimate the tempo or use a drum machine to get a rough reading by stopping and starting the drum machine with the track over 4 bars.

The Procedure For Connecting An Effects Unit Is As Follows;

1) Set unity gain on the channel input.
2) Check to make sure your in the correct mode on the mixing desk (Pre/Post).
3) Channel fader must be on.
4) Turn up the channel auxiliary send level.
5) Turn up the auxiliary master level.
6) Solo the channel auxiliary and adjust the level to near the unity gain level on master level.
7) Connect the effects unit or via a patchbay, finding auxiliary master output 1 on patchbay.
8) Connect the studio tie line into the input of the reverb unit.
9) Adjust the level on the reverb unit if necessary.
10) Connect the reverb output on the patchbay and bring back the signal into the desk on a line level.
11) On returning the signal to the mixing desk, set unity gain.
12) Assign the channel fader to the main Left and Right.

The auxiliary allows you to send a separate or an additional mix to a musicians headphones, If so then you should;


1) Select the headphone source ON.
2) Select Left & Right.
3) Turn up the auxiliary send pot.

If you are sending a separate mix via the auxiliary to a musicians headphones you should send the signal from the monitor section which is coming back from tape.

If you want to record an effect to tape you should always send the signal from the channel input and not the master.

 

 

 

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