Now that we've had a
look at the minimum requirements, let's
continue to prepare our instrumental track
for a Dub session. For that, we have to
process the raw musical data into something
more audible. We've got to make a little
better mix and in order to do that, we need
to create a few "sub mixes". Where
we used three channel inputs for each horn
instrument and two for the skanks, we need
to mix the horns into one sound before it
will enter our master mixing board. We need
to do the same with the piano and the organ,
with the guitar and the clavinet, and lastly
we need to combine the drums and
percussion.
This gives us five
different audio tracks:
- Drums
- Bass
- Horns
- Skanks
- Guitar/Clavinet
Take a look at the
following screenshot. It's taken from Reason
but it has the exact same lay-out as any
self respecting software simulation of a
real studio mixing board situation (click
to enlarge):

Schematically,
the set up would look like the table below
(notice the only instrument -bass- that goes
straight to the Master mixing board):
INSTRUMENT |
SUB
MIX |
CHANNEL
IN |
Drums |
Sub
Mix 1 |
|
Kete |
Sub
Mix 1 |
|
Percussion
FX |
Sub
Mix 1 |
Channel
1 |
Bass |
|
Channel
2 |
Piano |
Sub
Mix 2 |
|
Organ |
Sub
Mix 2 |
Channel
3 |
Trumpet |
Sub
Mix 3 |
|
Saxophone |
Sub
Mix 3 |
|
Trombone |
Sub
Mix 3 |
Channel
4 |
Pucking
Guitar |
Sub
Mix 4 |
|
Clavinet |
Sub
Mix 4 |
Channel
5 |
Now, why is there
such a need to create these sub mixes? Is it
not possible to adjust the right volumes and
everything straight on the master mixing
board? Doesn't this make things more
complicated? The key word here is
anticipation.
At the moment we
will add the effects, at the moment we will
actually be dubbing the music, we want to
have an overview on just these things that
are relevant. Take the horns. At the moment
you're in your Dub mixing, you decide you
want to draw in the horn section. You'll
have to use three sliders or mute buttons.
Better is to use one. On top of that, you
will want to add some specific effects to
specific section, like a phaser on the
horns. Instead of taking an aux-out at the
master mixing board, you can do this in the
sub mix. Besides, when we're adding the
final effects we're already doing a rather
complicated thing.
In order to provide
a little bit assistance, I've prepared a
number of files basically containing
everything we did thus far. It could help
you out as we will turn this basic
instrumental into a Dub.
For Reason 3.04 and
up, I have a Zip file containing the
original set up as displayed in this chapter
(that's including the sub-mixes) in a RNS
File, along with the Refills needed for the
percussion. The RNS includes the wave
samples used for the drum but just in case,
they're provided as wave files as well in
the pack. It's about 14 mb. CLICK
FOR DOWNLOAD PAGE (IN NEW WINDOW)
For all other users,
I have a zip file containing the raw
multitracks in Wave format. The five
channels (Drums and Percussion, Bass,
Skanks, Horns and Guitar/Clavinet) come in
five different wave files. When all inserted
on a different audio channel in your audio
sequencer at 140 BPM right at the start,
they should play in sync. When you want
loops, well, Control-C and Control-V in your
favorite audio editor. Well over 90 Mb. CLICK
FOR DOWNLOAD PAGE (IN NEW WINDOW)
There's also a MIDI
FILE containing the raw musical
data. RIGHT-CLICK
HERE TO DOWNLOAD
|