.Working with electronic music _ INDEXPAGE only because of FALSE POSITIVE MALWARE!
We got so many acts, so many labels, so many stuff all around the world now. Electronic music is everywhere. What is good electronic music for me today?
Complex question. I just can say, what electronic music for me should be. The music should be unique. It should be well designed. It should be interesting. Good music should be cool to hear not feeling like doing some trainings workouts. It should have soul and energie. I love electronic music, and just want to share my favorite music with you. Hand picked interesting stuff, with excellent quality, and try to play around, creating something unique with it. Thats why i use the modular mixing system. Give your music the option to breath, give your tracks a well done drive, do not use too much limiting and compression. Uuse Eq's wise do not cut out the mids complete.
Less is more. Better doing a simple track that is well done, since a complex one, with tons of fx the wrong way.
.Working with digital audio signals
I am a certified mastering engineer since 17 years now, with thousends ot hours studio experience. I did more than 4000 music masters. I am doing mastering stuff as well as creating tracks, and remixes. Have a look at the mastering section.
Limiting & compression are nice tools, if needed! Today, a lot of stuff (underground stuff as well as f.e. us/eu chart stuff) using too much of this earcandy tools. This crashes tracks! This crashes your ears, too. Do not try to make your music as loud as the brickwall limiter allows.
Try to form your signal. But only forming, not crunching or to much compressing it. I got tons of tracks a month. Most of them are well done, but sometimes i can not stand it, what some producers are doing to there tracks! Today the quality of samples and the quality of the daws is so high, that you do not use too much tools to model them out very well. Let your instruments talk to each other! Try to become Loudness master (EBU R128) if you make DVD stuff.
.Having fun with audio experiments
I created music software called "Fantom", wich is used to design the .hiB series. The software is for djing as well as for live mixing stuff. It is still beta. Fantom allows you to be more creative a simple way, then other software does. You can use it with one Laptop as well, as for two. You can connect them to give them a oldschool mixing feeling like on your turntables, and connect some midi stuff in there. You can realtime connect Cubase projects for upgrading your creative processing.
.Having fun with with creative .hiB modular mixing design
As you read before, my .hiB (high implemented beta test) is just more than a simple mixing series. What do i use for doing it?
For "The ContInoursly LiVe" series:
PC with my Fantom Software & Plugins, Software Synths with my Presets (I prefer a special version of Omnishere, Lennard sylenth1 etc.). A sample Bank with Samples (most preseted stuff i did for it) in Fantom, or wav. Format, Cubase projectfiles, Random Fx, Finished Tracks, Unfinished Tracks, pre remixed stuff, 2 Midi keyboards, Ideas, Mixing Hardware, Monitors, fun, random presets, a mic (very important!). With the mic. I can do some random stuff, everytime i use it the final result will be unique and never be the same again.
For "The passiV Progressive" series:
2 PCs (Laptops) with my Fantom Software & Plugins, Software Synths with tons of presets (I prefer a special version Omnishere, Lennard sylenth1 etc.) that the hardware can talk to each other. The Laptops can talk to each other, also like the midi keyboards, or the fx section also. A sample Bank with Samples in Fantom, or wav. Format, Cubase projectfiles, Random Fx, Finished Tracks, Unfinished Tracks, 2 Midikeyboards, Ideas, Mixing Hardware, Monitors, fun, random presets, a mic (very important!). How long did it take to create a new .hiB? It often took about 4-6 weeks till the final release is ready.
Thats why i do not have so much episodes. Diving into the sound needs time. Doing some pre remixes for one episode takes time. Vintage realtime ideas & fx take time and practise as well. Sometimes the software is still buggy, i have to start from scratch again, and again. All those processes take time. Till 2011 i tried to bring 192kbps mp3 to the limits. I have all my episodes as raw wav32 files rendered. Since 2012 I decide to render them as 320kbps files, for download. I try to learn now to bring 320kbps to the limit.
.Working with the .hiB vst plugins for pc daws
My .hiB series shows up my latest skillz & visions in mastering, signal manipulation and modular mixing.
To create the show i just use my coded software & manipulation tools for windows pc. Every single episode is handmade, created mixed and mastered to make them unique.
Every episode has his own mastering, sounding style, sounding color, and to be honor, sometimes some mistakes. I am working on my plugins series for 8 years now. I use the latest steinberg sdk which can be downloaded for free. Till 2012 i did vst for coloring my music, rendering them, shaping of Attack & release phases of sounds, and a compressor, that can provide an increase in the apparent loudness of almost any programme, without obvious loss of quality or audible reduction of dynamic range, yet avoiding damaging increases in the peak level of the signal. The process can also bring power, presence and warmth to programme material and even provide headroom overload margin above digital maximum with a subtlety and musical character reminiscent of tube systems. My latest creative processing is the shakkser plug-in. Resulting from many years research into professional dynamics applications, it offers separate Compress, Limit, with full independent control of used parameters. Features such as selectable time constant curves and variable soft compress functions allow the user to confidently tackle all common uses of compression, from subtle unobtrusive level control and mastering functions to the production of great artistic effects.
The use of a feed-forward architecture with logarithmic side chain processing, making use of look-ahead techniques, ensures exemplary sonic characteristics and dynamic accuracy, with an artistic capability simply unavailable from other single units, analogue or digital.
.Having fun with graphic tools
am a certified Adobe cs4 graphic artist freelancer, too. I create covers, logos and stuff like that. But I am not really focused on this. If you want a unique .reEto cover or Logo for your projects, than first take a look at the PRICING LIST and then contact me. I am a demoscene graphician, too. Some older portfolio stuff is here. I have graphemic synesthesia. With this ability I do some abstract Graphic stuff as well, as you can see in the graphic section. Thats why i use so "funny" names for my .hiB episodes. Some of my expressions are really wired, but i think, cool, too. Feel free to share stuff, you like. Some of my stuff is created as 1920 x 1080 wallpaper for download. I love tools like incendia, to create some 3D Multiprocessing Fractals. Some examples also found in the graphic section.
.Having fun with the werkkzeug4 realtime Demo engine
The .werkkzeug4 is a realtime demosystem creating exe files. The werkkzeug4 engine was coded by farbrausch, a german demogroup. What is a demogroup?
I am a farbrausch member. My passions are doing some music stuff, as well as complete demos. I love to use and modifie the engine, to create some cool realtime stuff. You can download the engine, and some example files here. Have a look at the news section, where i posted some farbrausch demo stuff there.
Have a look at the ryg blog and the "Debris opening the box" article. Creating Demos is fun. Doing some cool realtime stuff, with highly skilled people is one of my greatest hobbies. I learned so much about multimedia art the last years, and meet a lot of really cool demoscene dudes around the world. Come to a demoparty next to you, and visit me. (maybe)
.Having fun with path of exile
Exile Yourself to the Unforgiving Continent of Wraeclast! Path of Exile is an online Action RPG set in the dark fantasy world of Wraeclast. We're a small independent team of hardcore gamers based in New Zealand and have created Path of Exile as the game that we'd want to play ourselves.
It is designed around a strong barter-based online item economy, deep character customisation, competitive PvP and ladder races. The game is completely free and will never be "pay to win"