Greetings. Today I'm going to talk about how
I take kind of janky, terrible-sounding midi arrangements and turn them into something
a bit more realized and fat-sounding. In this video I'm basically going to go through
how I turned this [Music] into this [Music] I'm not really sure if this is a tutorial or
just me sort of talking about a final fantasy project that I've been working on because I
want to, but I still think for anybody who's kind of like a home musician and wanting to
record s
tuff in Logic and make full songs that you'd be happy releasing, and also how to
kind of turn those into something that you can actually play with a real band or other people,
I think there'll be some pretty useful information potentially in this video for people who aren't
necessarily interested in Final Fantasy music. I've just put out an album of stuff that is like
this and if you've seen any of my other videos, it's basically combining everything that
I talk about and use all together,
but in actual proper music that you can hear through
the vessel of Final Fantasy stuff, I guess. So what exactly is the point of all of this?
well yeah basically as a introduction to this Final Fantasy project of mine, my aim is
basically to create a tribute band performing music from Final Fantasy VII, VIII and IX
live, but in some kind of more contemporary ways - combining sounds from genres like rock
and metal, electronic/IDM, experimental music, sort of more moder jazz fusion and Hip-Ho
p
and stuff, and kind of like smooshing it all together with Final Fantasy music as kind
of like the Bedrock of that, essentially. The idea is to play some of the tracks in
a more contemporary tekkers and fun style to kind of highlight some of the cool rhythms
and enhance some of the really cool melodies, or some of what I think are really
really cool melodies on the soundtracks. I absolutely love the music of these games
by Nobuo Uematsu and I've always kind of wanted to do a band like th
is or a project
like this, but I've only recently felt like I've actually really got the skills to be
able to pull it off, so I am now doing it. So if you're not really like familiar with what the deal is with Final Fantasy
music here is a quick history lesson! Back in the day, PlayStation 1 discs could
only store about 700MB of data or so. Because the Final Fantasy games were pretty big, what
that essentially meant was you couldn't store high-quality audio files like wavs on the CD,
becau
se it would just take up too much space which was obviously needed for the rest of the game. So
to kind of get around that technical limitation, the composer did everything as MIDI, and I think
what's basically happening when you're playing the game is you're not hearing a recording of music
that you would normally traditionally expect, but it's just MIDI files or instruments that are
I guess are built-in to the PlayStation hardware. The long and short of what that
means is on the original
soundtrack, there's no recorded instruments - it's all just
realized with software stuff and I absolutely love the sound of it personally, I
find it really charming and kind of, I love the the janky 90s mid Rompler sound of
those soundtracks - I think they have such a specific quality and texture because of the era
and the technology that they used. I don't know, somehow despite that for me they still are
quite like uh timeless and interesting. Something that I just find fascinating and
ob
viously a lot of other people do is 'what would those sound like if they were brought
to life with real musicians?' and this has obviously been done a lot by orchestras and other
cover musicians. But just for me personally, I've never quite heard anything kind of do it
in the ways that I've imagined hearing it and kind of taking influences from more sort of
contemporary artists, rather than thinking about it like soundtrack music, I think is
kind of the way I like to think about it. So my p
rocess for doing this uh kind of starting
with a janky midi song and turning it into a live thing breaks down into a few steps and I'm going
to cover all of those in a little bit of detail in this video, but more separately in later videos
- but this is it just quickly kind of broken down. So part one of my process is to download
a midi file created by somebody else, for whatever song it is that I want to
cover, and uh that will basically give me some information that I need like some of
t
he notes or chords for parts, and then I work out how to play things on guitar or keys
myself by referencing uh other people's midi. Then essentially what I do is
create a project which is just meant to emulate the original
song as closely as possible, without any kind of additions or alterations
- so I first try and focus on getting it to sound nostalgic and like the original versions
of each song pretty much as accurately as I can. Third part of it is I then start basically
embellishing
that with my own stuff, like adding more complicated drum parts, guitar
and bass riffs, other synths and like electronic programming and some of my DOOMy bass sounds, just
to kind of like enhance the melody and the grooves and I kind of create different interpretations
of genres for each track kind of depending on what the sort of emotional style of the original
song is or what the purpose of it is, I suppose. So for example the 'Opening Bombing Mission';
I've done that in kind of more of l
ike a Metalcore style, and uh kind of yeah industrial synth
sounds and stuff like that like the sort of DOOM 2016 soundtrack, and the reason for that
is because that song has kind of got like this, uh it's got this quite sinister melody this
sinister riff that's cycling through it in triplets, and um it's like the introduction
to the game so it's meant to have this quite kind of like 'momentous' and epic feel to it, so
I've made it quite lively and more aggressive. But in other places on th
e album
where things were meant to be a little bit maybe more like delicate or
emotional, I've gone for softer genres like like Post-Rock and Hip-Hop and stuff
like that, so it's a bit of a mixed bag. So then basically once I've
finished producing the track, I then figure out how I'm going to convert
that into an Ableton Live session and start basically figuring out how I'm going
to make the version that I've produced performable in a live context, and I'll
kind of go into that in a littl
e bit. And then yeah, once that's done I basically
rehearse this like mad, and then do that also with the band; we all sort of like learn it in
our own time then bring it together and yeah. It's on - we stop on the 4.
1-2-3-4-1-bah-bah-bah The first step is: as a reference, you can
download midi files of most of these songs uh pretty easily from Google, so um yeah if
I just do, if you just do a Google search for Final Fantasy midi um you can find websites
such as this one like Kingdom Heart
s Insider and you will find long lists of uh MIDI files
that are created by other fans and musicians um and they kind of vary in accuracy and some
of them are programmed a little bit strangely, and if I want to grab say
for example 'Battle Theme', there's a bunch of versions here, so
I'm going to try just 'Battle Theme 6'. So this is the Battle Theme in Logic, and when
you download a midi file and open it up in Logic like this you can see that it basically because
of the information in tha
t midi file, Logic has automatically assigned a bunch of instruments
to the parts that are kind of like close or 'exactly' what that instrument is meant to be,
but you will notice obviously to begin with: So yeah, I mean uh obviously it sounds
rubbish, erm, sounds like fake terrible midi that I don't think anybody would
spend very much time listening to. So it's kind of cool, like it's got, like
it is cool the fact that you've got some of these sounds automatically assigned to
it, but basi
cally I am only using this as like a reference for getting some of
the notes and what some of the parts are, because yeah a lot of the times um people
don't exactly get things exactly right. For example, I know that in this
midi version there's something wrong, so [Music] so like yeah for example, in this bit
of programming here - this section - that is, that is wrong. That is not the melody. Uh
so what that actually does, hang on a sec let's go to Spotify -- so you can hear like
in this v
ersion, that's like a vague kind of interpretation of what's actually happening
in the proper track, so um yeah, these are only sort of really useful to me as a vague
reference of what some of the parts are doing. So yeah pretty much the way that I would start
going about this is like have a listen through, and the initial thing that I would do um is tidy
up some of this midi, so it's not just, um there's a lot of like weird volume automation and stuff
happening and some weird panning, and
you can see that that's just basically causing my Stereo
Out to clip and everything's just a bit mad. The other thing to do is I'm going to make
some decisions about what exactly I'm going to keep and what I'm going to replace. I
would chuck out all the kind of like janky, terrible-sounding things, or stuff that
doesn't even really need to be there, um and then what I would do is basically
like learn the parts by looking at the notes here but then actually work it out on
keyboard or guitar
and then play it back in. The place that I am usually starting with all of these cover versions and
these demo versions is the drums. So it's basically like once I've
programmed the drums as the foundation, that is going to be half my battle won,
and then I'm going to use that as like my bedrock to record everything
else over the top of it later. But you'll hear the way that I can program
the drums will really affect kind of like the mood and the feel, and like yeah the
genre-vibe of each
track. I can actually really determine what that's going to be, pretty
much purely through the drums and how the drums are like orchestrated and performed. So um
I'll sort of show you what I mean by that. So I don't have an example of it for Battle Theme
but this is a little sneak preview of my upcoming Final Fantasy VIII material - I had the foresight
to record myself or screen-capture my entire process sequencing the drums for a cover version
of "Under Her Control" from Final Fantasy VII
I. So I've now switched to- I'm doing voice
over here just to kind of comment on this, I recorded this footage quite a few
months ago so yeah I'm just kind of going to do a little commentary
basically over the top of it. But yeah this is how I've been starting each one
of these covers, so as you can hear I kind of get the sounds of the software instruments
as close as I can to the original tracks, or sort of with this one it's like I've got them
roughly close so that they sound kind of oka
y. And then I start programming the drums
basically. So instead of programming a loop and then stretching that out for
the whole song and adding things to the uh different sections of the loop, um I've been
finding with this process I've been getting much more natural results if I program the entire
song by hand on a moment-to-moment basis, and I've just been finding that I
can get really creative with the fills and enhancing the overall punch and the
grooves of each track by doing it this
way. And yeah it took me about 50 minutes to an hour
to program this entire track's worth of drums, I'm pretty sure, um and yeah I just
find that that like that simple act of the initial laying down of hits is really
exciting and it's a fun creative process kind of going through the whole song and making
the drum part that way. um for me, anyway. So yeah the amount of time that it can take
will sort of vary depending on how inspired you're feeling or how fun you think it is,
but um yeah I
personally don't think it'd be that interesting to watch 50 minutes
or so of me doing this so I've just done a little quick montage-edit here showing
how I compare things to the original track to make sure that I'm nailing all the drum
phrasings right, and getting some sort of 'key' stuff in from the original before
I add anything or divert in my own way. But yeah if anybody would be interested in
watching the entire video and just seeing my process of how I did this un-edited, uh do
let
me know, but yeah I don't imagine that would be that interesting to that many
people so I've just left that out here. So yeah and obviously you can hear probably
like if I play you a full example of what that sounds like, um the full song
with the programmed drums on it now This really does the trick for me and it's like
half the battle won, I think because you can hear that like that drum arrangement and the drum
sound, um it just does so much to kind of inject interest to the original arr
angement and kind
of keep it fresh as it moves along, but it's actually kind of like done something to bolster up
those kind of um, should we say like, midi sounds, I suppose - those cheap software instrument
emulations of real things um actually sort of it's starting to come alive a little bit, and
now as soon as I start adding in more layers of real instruments like my guitar and bass -- even
though this is all software instruments, as soon as I add those two quote-unquote organic things
to it, it's going to suddenly really come to life so we're going to dip back into Battle Theme So this is my own project file for
Battle Theme and you can see how I've kind of arranged everything, and
I will sort of just go through it um and kind of break down what's happening
with each layer or what each thing is. so this is what I consider to be
un-mixed, all I've got on the Stereo Out is a Gain insert just to stop anything
um getting too loud and uh going over 0.0dB. so at the top here
you've got the drums,
and these are coming from Addictive Drums, and I've talked about this in a different
video this is kind of like my baseline default kit setup that I've been using
for these Cactuar Collections albums. Yeah so I've mentioned it before, but yeah it's
got like um, it's mostly sounds and kit pieces that come from the Metal pack - but whilst
they've obviously got this rad-as-[ __ ] uh flaming Metal graphics and they look metal as
[ __ ], I actually think they're more diver
se and malleable than that than many of the
other kits and you can kind of make them work for a lot of different genres, in my
opinion; they don't just work for metal. Like the um Under Her Control part, I've
literally programmed this by you know, I don't program like a loop and then
work from that way with this project, it's literally I create a region is the whole
length of the song and then go through and pretty much click in each one of these hits individually,
and I just find that lik
e doing it that way you make a more realistic and dynamic-sounding drum
part that is actually more like a real drummer, because you just don't end up copy-pasting.Llike
when you're programming the drums on like a moment-to-moment basis throughout the song, I
find that it gives you just this really cool ability to mess about with fills um and just
like play about with dynamics and stuff in a way that -- not that you can't do that if you're
like sat at a real kit and practicing, but I just fi
nd it very different programming drums and
listening back to what the fills are doing, versus actually doing it on a real kit. I find
I don't listen in the same way if I'm playing, so I find this like a really interesting writing
tool, even though I could probably -- well I'm actually not good enough at drums to play these
parts either, but let's forget about that :D again with this song, because it's one of the
ones that's quite high-energy and kind of like, it's the Battle Theme, right, s
o it's got this
quite up-tempo high-energy feel to it, and I thought it'd just be interesting to hear that done
in kind of like Metalcore/Electronic Rock vibe, um and I was pretty inspired by basically like
Architects and bands like Three Trapped Tigers. with Architects in particular I'm thinking of like
uh the Tom Searle era and I am 99.9% sure that Tom Searle was a massive fan of Final Fantasy 7, so in
a way this is sort of like my kind of like tribute to him, as well as Nobuo Uematsu. Bu
t yeah that's
kind of where I'm coming at with this right. As a result of that, I've also kind of arranged
stuff in this track a little bit differently, so that it can be played on guitars [Music]
uh then you've basically got all the uh Percussion tracks. so these aren't coming
from anything special at all, these are all just like built-in Logic instruments. So
if I solo- so that's the tambourine part And yeah like when I've been making these,
I've been pretty pretty much consistently hopp
ing backwards and forwards
between you know (the OG versions) [Music] I kind of want every detail of it to
be accurate to what was going on in the original before I start adding
things and you can kind of hear; So those are the timpanis, which is
also this is all you know these are all just coming from logic instruments and
they don't have any plug-in processing, or any compression or anything on them.
There's these toms that are seperate. I think to be honest these sounds in
isolation wo
uld sound a little bit crap, but because they're layered in with Addictive
Drums too I think it's managed to blag it and it actually kind of sounds like, um that actually
sounds alright to me as a percussion section, at least with no mixing or mastering done to it. The tones in particular sound uh pretty realistic,
and then there are three more tracks here which are basically like these one-off incidental
effects tracks. This is a reverse cymbal whoosh that I've shown before how to make, lit
erally
just a reverse cymbal and you get that kind of -- and then here is like a
couple of impact sounds, so I think that is actually just from a sample pack
that I have of just like splashy effects kicks, and then this is like a -- that's like a sub
drop from one of my Reaktor synths, and you don't really, I don't know, kind of you don't hear
it but you kind of sort of feel it, I suppose. At this point with all of these, with most of
these Final Fantasy 7 Nobuo Uematsu tracks, they just b
asically, the whole arrangement
is that long -- but then it loops twice, basically, and pretty much my formula for
these covers has been for the first half I want it to be faithful for the most
part, or uh less heavy and less detail, or like less of my own additional detail in the
first half - and then when it gets to the second half is when I really start going pretty nuts and
adding different variations, more layers and just heavy-ing up what's going on, basically. So that's
pretty much
the formula of all these tracks. And yeah I just find that these like little
effects here do a thing to establish the 'reset' of that loop, so that you know that
it's going to kind of get a bit heavier this time around, psychologically in
a sort of subtle way, hopefully. So then you've got the 5-string Bass midi, and
um I always kind of program bass parts and stuff with my acoustic drums before I even bother
getting it out of the case and recording it. Again I just really like programming t
hings
as midi because it's just I listen differently uh when I'm programming it in here, compared
to when I'm actually playing the instrument. I find it really helps for knowing if my ideas are even going to work before I bother to
try and record it, if that makes sense. So the sound from this, let me show you, is
uh again it's just a Logic Sampler instrument, and this doesn't really matter cuz
I'm going to replace it later anyway, but just to show the one that I
think is best for this it'
s the uh Sampler > Bass > Electric Bass and I like
"Session Bass". I've got Neural DSP Parallax on that just to make it sound like a, you
know sort of driven Metalcore sort of vibe. I kind of use this as my uh, this is like
my tab, basically. so once I sort of-- with the drums -- so yeah it's basically
from that that I'll then learn the bass part and record it in on a real bass,
which improves the sound massively. Moving down to this chunk of tracks
here that are all in orange, these are t
he synth tracks and basically what's
going on here just to quickly explain it, It's all the kind of I think the hookiest
and catchiest parts of the strings and brass sections from the original track, and what
I've essentially done is uh re-arranged these parts and condensed them down for three synth
players. So I'm kind of trying to make what a whole brass section and a whole string section
are doing, uh emulating that with three people. And it's like I'm not sure if you'll hear
it, but we
haven't necessarily got all the melodies or all the call & response, but I think
we've got the most important ones in there. And the other thing is like even at this stage,
I'm trying to think about the logistics of how we would actually play this song live, um for
example each keyboardist I think would have like, we often have two keyboards each, for example,
and you've got to think about the logistics of somebody being able to get their hands
from one place to another quickly enough, and
in some cases with these melodies, the way
it's arranged, it's like that's actually really [ __ ] difficult and you need a larger orchestra
or more people to kind of help you with that. I've arranged the parts so that it gives each
other sort of time and rests to kind of stop and then come back in, and like for example if
somebody has to stop playing a melody like a lead synth to get to the keys part, somebody else
in the band takes over that line from them, and I think that way you kind o
f get this interesting
kind of call & response thing happening [Music] I'm mainly using a synth called Fabfilter
One and it's just on like a Sawtooth setting, just to kind of give it that lik,e
I think it's still video-gamey but I think that kind of synth sound can also
make it kind sound kind of Squarepusher-y, or Three Trapped Tigers-esque and
I think that blends together really well with like the heavy guitars and
all of that kind of nonsense, right. So it sounds appropriate to what the
strings and brass were doing originally, but it now kind of fits in a context
for like a smaller rock band, I guess. next down here are these Green guitar
tracks and basically these are like my demo or rough recordings. I kind
of do an initial pass in this midi project just to sort of try out
some ideas and see if they sound any good. So yeah guitar tones for this
are all coming from Neural DSP plugins. And you've got this um sort of Rhythm track,
which is like uh this is what Adam's pla
ying in the video basically, these two L&R tracks
here that are double-tracked. Yeah again so this riff is like, it's incorporating various
different parts of the original arrangement amalgamated for guitar, right. So it's like
there's parts from the brass, that's in there, but then there's also the synth lead parts
are now sort of incorporated on the guitar, as like a Djenty lower-pitched metal riff,
so it's kind of trying to emulate different parts of that larger orchestral arrangement,
but just on the one instrument, essentially. yeah again sort of the vibe that I'm going for
with that is uh kind of sounding like basically bit like Architects or the Fall of Troy, um and
yeah just kind of stuff like that essentially. So next two tracks below that are my parts,
um and this is like a lead tapping riff. Again it's basically it's inspired by uh
the Fall of Troy and Architects, again, that kind of [ __ ]. But um I thought,
this part isn't actually in the original song at all an
d I've just made it up and
put it in here, but what it's doing is it's obviously like emulating what the main
Topline Melody for each section is doing, and it's like I think it's hopefully not too
intrusive and distracting, or like doesn't get in the way of the original song but kind of helps it,
still further cements it in this new context of, I guess like I don't know what you call
it, math-rocky metalcore [ __ ] I guess Then the next two tracks here are my
kind of Djenty guitar tracks r
ight, and these are using uh Archetype: Petrucci again, because it's got that Transpose function in it
so I can basically turn my six-string guitar into what is ostensibly an eight-string,
or get that kind of Baritone guitar sound. And this riff is basically, it's just doing
exactly what Adam's playing and John on the bass, as I mentioned earlier yeah the second time
this big chorus happens I essentially just want it to get heavier, and a way to do that is
just to then layer in this guitar
djenty part, and I think as a performance maybe
it's kind of cool because - hang on if I delete that, because that's
not meant to be how it is -- For the first half of the song I'm playing lead
synth, and I'm doing most stuff on keyboards, and then it's just quite fun for me to be able
to change which instrument I'm playing mid-song, so once you get to this section I can
then start joining on guitar, basically. And just to kind of further illustrate what
happens there because we don't have
enough members or enough people in the band to play all
the parts live, essentially what happens is that synth part that I was playing gets transferred
to my little Pocket Piano synth that I've shown before and then that is playing lead synt line
for the parts where I'm playing it on guitar. So it's kind of is still happening live, but
obviously the midi is being sent to a synth and it's just taken care of it for me for the
bits where I'm using both hands to play guitar. Just to give you a
little
idea of what that sounds like Yeah so it's basically just giving it a
little bit more aggression and a bit more impact um on this second version of this chorus
riff, I suppose. think [Music] I've [Music] so yeah without it -- and with it -- Obviously that's meant to be
emulating the whole uh [Music] so yeah now it's - I don't know, I think it's kind of fun. Then the remainder of these tracks, all of these
here, are basically the um, these are the original strings and brass parts rig
ht, arranged, and
they live pretty quietly in the mix, quite quiet. so that is like the janky midi sound, um but
I've instead of using- some of the Logic default things are okay, but you can see that I've
like replaced some of these instruments with other- yeah I've replaced these instruments with
other like slightly uh better-sounding software instruments basically. Spitfire Audio's LABS
collection has got some really good stuff in it. And yeah all of these sort of like layered together un
derneath these
synths so it's quite subtle You can just kind of hear that like they're
behind the synths, but they kind of fatten everything up a little bit. And then yeah
you've got the same kind of thing going on here That's a good trick, often its just
layering a few software instrument patches together that are doing
the same thing can actually make them sound pretty fat.So for example that
that strings part, if I just grab that. Yeah on its own it's obviously not really that
great, o
r it might be okay if you put a bunch of compression and stuff on it, but yeah it
just sounds quite MIDI I guess and fake, but yeah just putting a few more layers on that I
think can kind of help make it sound a lot better and a bit of reverb of course, something like
Valhalla VintageVerb is always nice to have. Pretty much all of this will end up as
backing tracks in my Ableton project right, so um the rest of it is all stuff that
we're actually going to play for real on real instruments a
nd we'll have to learn
it as a band, but all of this stuff kind of sits in the Ableton project and it's
something that we would play to in a live context just kind of like to fatten
out the actual parts that we're playing. I'm kind of leaning towards like- I'm trying to
use backing tracks in this project as little as possible, so doing most of the heavy lifting
by actually doing it on real instruments and having to learn stuff for real is kind of mostly
what I'm doing with this project, ba
sically. Once I'm happy with how I've got everything
sounding and recorded in my arrangement, I then basically convert this project into
audio and then I start my Mix project file. So for example yeah the drums I would Bounce
out as an individual file, and then I would go through and do the Tambo, Toms, Timps and just
yeah every track becomes its own audio file; some things get grouped and summed down together and
then I basically move over to uh my mix project. Okay this is my final Mix fi
le, uh my final
mix project in Logic for Battle Theme. I'm doing a another voice-over here because
unfortunately again, this is old footage that I've recorded that I'm going to have to narrate
over, but yeah essentially this part of my process is once I'm happy with everything from the *Logic
MIDI project, I convert it all to audio and then I put it in here in a blank session. Some of those
software instruments and stuff can be quite a drain on the CPU, just to make sure I've got my
full C
PU power available to me for adding more plugins to do mixing processing and stuff like
that, I've just committed everything to audio. The only things that stay as midi
are the Addictive Drums part, and that's so that I can open up Addictive
Drums and still kind of tweak the drum mix and stuff quite late into the day, so that's
something that I haven't committed to, and I still have the Neural DSP plugins active in
this session on the DI bass and guitar tracks, um and that enables me to sti
ll tweak the tones
and not necessarily like commit to them, because they've not been bounced to audio, so I can still
kind of tweak those things down the line right. Admittedly with this project I'm not doing a huge
amount of processing to anything individually, so there's basically no EQ or compression or anything
happening on individual tracks for the most part, which obviously looks a bit weird for a mix, but
um I have done some I always route things to Bus Groups um and do a little bit
of processing,
but there's really not a lot going on in this one and in this instance it's most of the kind of
like "Mix" stuff that you're hearing is actually just happening on the Master, um on the master
channel, so I pretty much put a bunch of plugins on the Stereo Out and apply it to everything at
once, rather than doing so much individual work. And I found that with these tracks I've
kind of been able to get away with it, just because my starting- what I've
recorded already sounds re
ally good, there's less of a need to fix things
because they already sound kind of good, which would be different if I recorded the drums
entirely acoustically for real, there'd be a lot work to do on those raw mic recordings to
sound as good as it would do, basically, but because of what I've used it's just kind of
negated that, which is quite interesting I think. And yeah you can see in this project I've
also added sounds from the original track that I managed to source authentically off
of my EMU Proteus 2000 -- so for example that like trashy kind of 'CKHHH' sound that
you can hear uh in the original um IS here, and I've actually sourced that without nicking
it from the original game, basically. So um yeah I think that's kind of uh, my USP possibly
with this, but I think that's kind of cool. Now yeah obviously as I get into this more,
unfortunately my uh, this mix session is, I did this on my old Mac which is a 2012 iMac, which has
recently pretty much died - it really c
an't handle doing a screen capture whilst playing the mix file
in real time with all the plugins, um as you can see CPU just craps out and it's really uh, I just
basically can't record it much or show you much of this in detail, which kind of sucks, so from now
on I'm going to be doing everything on my newer Mac M1 cuz it will actually be able to handle it
and I'll be able to show you stuff in more detail. But yeah basically at the moment that's
what's going on. You can sort of see a little
bit my Master Bus there, so it looks
like quite a lot but all of these plugins are kind of doing small things incrementally
that add up, and yeah the Acustica Amber EQ is basically just doing a lot of like top
end EQ (20Khz Boost for 'Air'), um there's a bit of Compression and then some Limiting
and Clipping but there's not really a huge amount going on, but I'll go into this
all in more detail in a separate video. Right so uh I've just nipped into my Ableton project which is the full live
Ableton
project for the Final Fantasy 7 album, you can see literally every track is arranged
in here, and before I go back to the Session Ciew I'll just give you a quick tour of
basically what's going on with my setup, So I've got a bunch of Groups here,
so this is my Instruments Group, and you can see I've got some some stuff on
it - good old Beat Repeat - I won't be able to show you what that does at the moment, but
basically if I open that up there's a bunch of tracks in here right and
this first
one which is called LX61 pertains to my- so um, that's just my uh, that's my
keyboard, right so this track just corresponds to everything that's
happening on my MIDI keyboard. If I go into that, you'll see I've got
an Instrument Rack and these are all the plugins and every synth that I use
for the whole, the entire set right, so these are all the instruments that
are going to appear in all the songs. And you can basically see that um some of them
are off and some of them are o
n, and uh through the power and the beauty of Automation I've
basically got this all set up so that for example, if I click "Under the Rotting Pizza" you can see
there that everything just changed to give me- and if I for example change back to "Shinra
Inc." or let's change to another song, So it's pretty useful because basically yeah,
whenever I start a particular song I know that my keyboard and all of its effects settings and
stuff have basically set themselves to exactly where I need th
em to be, see you can hear that
that's got delay on it there and now I've got a Rhodes sound that has no delay on it, so
it's just really really useful for having everything ready and because I'm using quite a
lot of kit, it's just saving my brain a lot of headache remembering to turn certain things
on and off. So I think that's pretty useful, and that's happening basically on every
instrument that I've got in in the project, right. So moving on to the next track is the guitar
and this is
my Guitar Channel. And yeah similar again where I'm using an Audio Effect Rack and
I've got these three, I've got all my Neural DSP guitar plugins loaded up because I use
different plugins for different tones live, and you can see that these turn themselves off
and on at different points when I need them to. So for example Battle Theme, cuz I'm going for
the heavy tones you see I switch to Archetype: Petrucci for that song, and obviously within
the songs as well there's more like automation
happening, so for example I might have
like a Dry/Wet FX kind of turn itself up at a particular point in the track where I need
it to, um or the Transpose function will change itself when I want to have my eight-string /
pseudo-eight-string guitar versus the normal six-string, so it just offers a lot of kind
of cool creative flexibility and fun stuff. So you can also automate- for when the guitar's
not in use, I obviously don't want it feeding back or making any sound, so again in certain
songs
where I don't want the guitar to be heard it can just be Off and then it comes on specifically
when I need it to. Let me show you, actually. So yeah for example if I change to a different
song like 'Lurking in the Darkness' -- uh and yeah and for example so I can't possibly
make any noise, uh I can't trip myself up by turning the volume knob down and forgetting
that I've done that, um yeah that can happen. So So yeah for me, that's just like, I find
that awesome and really really use
ful So that you can hear a bit of the
eight-string action engaging itself. So I think that's prettyyy siiiiiick Then basically this next track here is
the Pocket Piano, these are all the notes that are getting sent to my synth and yeah, I
won't be able to show that right now so I'll do this in a separate video, but you can see for
example, the keys part of 'The Nightmare Begins', the whole thing just gets sent to my Pocket
Piano and that basically means that I ca do some messing about with
that to kind of get
some synthesized sounds at certain points, if I want to, at any point in the song I can
kind of turn that up and get something out of it. "Pad Percs" is a bunch of drum machine sounds
that I have assigned to my Launchpad, so I can kind of trigger those you know whenever,
I thought there was some more in here, but - oh here we are, 'Launchpad Drums'
- oh yeah, I've also got a bunch of- And yeah like- so I can like, you know,
I can hit a pad on the Launchpad and that will
actually trigger in
real time, which is pretty fun. Next up is 'Reaktor FX', so I have this running
at all times in my project and um again I have this assigned to my Korg NanoKontrol, so
I can kind of turn that up whenever and I can do some like nice little kind of like
ambient delay fillers and stuff like that, which is quite a nice thing to
have to sort of fiddle with. And then yeah this section here, this
Group is all the Backing Tracks basically, just everything that is in the origin
al song so
I can come in and turn on the Addictive Drums and then yeah because it's obviously all
programmed exactly to specific BPMs and it's all on the grid like this, this basically
enables the possibility to send a MIDI Clock out of Ableton to, for example, my visuals guy
who's doing lights; pretty easy to get a midi clock into other programs for visuals to get
those synchronized and doing some tight stuff with the music, and that's all possible from
you know a simple rig like this whi
ch I think is pretty [ __ ] sweet right, it's my entire-
basically my guitar rig so, it's like my guitar effects and my amp, it's my keyboard/synths
and loads of stuff baked into the keyboard, and then I'm also able to kind of send click
tracks out to a band, which I'll show you, where are those- So these are my own in-ear
monitoring tracks, so I've got the backing tracks and the feed of my own instruments and I can set
different levels for those for everybody else, so if somebody wants a l
ittle bit less of me, they
can have less of me, and then down here is a Group of Recording Tracks and they basically just
record everything happening live, so if I want to record a performance that I'm doing I can just
hit Record and everything ends up on these tracks. So this way I'm basically able to record
my end of the live performance, anyway, within Ableton directly as audio,
which I think is pretty cool. That's basically the live setup
or a general overview of it, anyway. I think in
another video I'm going to
go into this in-depth and I'm going to show you how to basically set this up yourself,
um cuz I understand it probably looks like a little bit crazy when it's uh in this
sort of mad Excel spreadsheet, as it were. It is obviously time-consuming to set
this up, but I find that once it's done, it's done, and it just makes the job of gigging
and rehearsing like so fast right, because it's pretty much like I don't really have to spend
ages [ __ ] about setting up loa
ds of equipment, it's all ready to go and when I'm playing as
well, I don't have to worry about like "oh I've got to remember to turn this effects pedal
off" and then I don't have to remember like "I've got to turn my guitar back up at this point,
I've been playing keys and then I go to guitar and I've [ __ ] forgotten to turn my guitar
up and it's not making any sound and I look like a [ __ ]". Yeah there's none of that with
this, it's all just like perfectly orchestrated. And once it's do
ne, it's
done - and it becomes a joy. In future videos I'll be going a little bit more
into detail about all of this stuff I'll be using my FF interpretation tracks to cover topics
like making midi instruments sound not crap, I'll be going into the Proteus 2000 and
specifically some of the cool authentic Final Fantasy sounds that I managed to get off
of it without sampling from the original games, I'm also going to do a more in-depth breakdown
about my mixing method and kind of how to make
stuff sound a little bit better for Spotify
and Bandcamp and digital releasing and all the rest of it, and then yeah I will get to
a video about my entire life setup and kind of a detailed step-by-step breakdown of how
you can make something like that yourself. If you can't wait for more, then you can hear
my full Final Fantasy 7 covers album right now, 'Cactuar Collections - Disc One (FFVII)' Thank you very much for watching, I hope
some of this has been either insightful, interesting or
just fun to look at. If there's anything that you'd like me
to answer that I've not quite covered, do feel free to give me a shout in
the comments or whatnot, and uh yeah, don't forget to just you know, keep
being yourself and just smashing it at life, you don't need to do anything else, you
are absolutely killing it. safe, take it easy.
Comments
Super cool to see how you put these tracks together. That sneak peek of 'Under Her Control' was awesome, can't wait for the full thing. RIP to your MacBook 2012, but hey, more great stuff to come, right? Really looking forward to seeing more of how you work, especially with that Proteus. Man out here being a proper FF nerd init and I respect it. Safe