|
|
|||
|
|
Part 3 - Trimming, Cutting & Splicing |
||
|
Now we'll put the theory from Part 2 to use. Our step-by-step example for using a breakbeat starts here. Actually, I'll start by taking a step back, so make sure you download the appropriate files if you want to follow this properly.
Trimming
Check it out.^ Here is a screen-shot from the classic audio editor, Cool Edit Pro (more recently upgraded and repackaged as Adobe Audition). In this image, hattrixx-example-1.wav is playing in loop mode. If you don't have the file saved already, right-click here and select 'save as', so that you can open it in your audio editor. Notice how what you hear and what you see are 4 bars of the same loop.
Focusing on just the waveform itself, I've highlighted (^in green) where the first kick drum and hi hat take place, to indicate where the 1st beat starts each time. We're going to start by cutting the sample down to just 1 bar, discarding the repetitions. To do this, you need to decide which 1 of the loops you're going to keep, and find where it starts and ends on the waveform. Why is this important? Well, I would strongly advise against using the first or last loop of the sample, because this will make it more difficult for you to make sure you have a smooth and accurate loop. So pick one of the middle 2 loops, and highlight to isolate it very roughly.
It is vital, at this stage, to ensure that you have selected more than the loop you want to isolate, not less. ^The image above clearly shows how I've selected from just before the loop, to just after the loop. You should be able to see that my selected area begins just at the tail of the last hit in the previous bar, and just a small amount into the 1st hit of the following bar. If you try to play this selection in loop mode, it will sound horribly inaccurate. Right now, that is exactly what we want.
^Yes, that's what it's supposed to look like. Now we have everything we need to cut more accurately and achieve the smoothest-sounding loop possible. Why is that important when an inaccurate loop can sound just as good? This is what we're about to find out.
^Above is Cool Edit Pro's representation of a 'zero-crossing'. The next step for us is to find a 'zero-crossing' on our breakbeat. A zero crossing is the point at which a waveform crosses the zero amplitude mark (the red line in the image above). In reality, almost no digital sample is going to fall exactly on the zero amplitude mark, but zoom in as far as necessary to get as close to a 'zero-crossing' as possible.
The Post-Trimming Phase To progress, simply make sure you have trimmed the sample at both ends, and it loops nicely. The 2 zero-crossings on my provided example breakbeat will look identical, since the loop is a digital clone. When you have a smooth, accurate-sounding loop, you will be able to count the number of bars (in this case 1). Which leads us back to the BPM calculations. FORMULA FOR FINDING THE TEMPO (BPM) OF A SAMPLE: For this example, I want the loop to run smoothly at 135 BPM. The source tempo in this case is irrelevant. I know that I want the sample to last for 4 beats at 135 BPM, so I just need to find the length (in seconds) to stretch the sample to. The Windows calculator (found in 'Accessories') is handy for this!
Now, obviously some of you won't be using Cool Edit Pro. I just want to make it clear that the stretch is to be achieved using the length in seconds only, and that you do not preserve the pitch. Why not? Well, time stretching is a complicated business, and drum loops are perfect for exposing the flaws of time stretch algorithms. Besides, I'm covering the essentials now, and will be explaining how you can alter the pitch of the drum hits independent of tempo later on in this guide. For now, it's better to learn these more traditional techniques.
Cutting & Splicing
Don't worry, you haven't been eating too many sweets. ^I've coloured different sections of the breakbeat to roughly indicate my chosen cut points. The blue section starts with the kick; the green section starts with the first snare; the yellow section, a distinct hi-hat shuffle; the orange, a smaller hi-hat shuffle; and the red section is just that metallic-sounding snare at the end. I've chosen these points by watching the play cursor, while listening out for those distinct elements.
|
|||
|
|||