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There are 1728 drum edits that I made by hand in that track
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Have you ever met an amateur metal drummer who plays like a robotic hell machine?
Even the really good ones would need a lot of edits to grid every shell hit, if you're going for that aesthetic. If you don't like that aesthetic that's a separate issue, but even shit hot pros who can play as much as they want often get edited.
@PolarityMan - not sure if you've listened to the URM interview with Machine - but he discusses working with Chris Adler from Lamb of God... who is for all intents and purposes a shit hot drummer. He requests his drums get gridded and that all hits cut through... Machine gridded it, and individually normalised every shell hit so he could keep the original hits and maintain the natural variation in tones from the performance.
I guess now guys seem to be using that SoundRadix drum leveler instead for a similar result
The other issue is of course that once you move one hit it make the next one sound wrong and before you know it you've had to move most of the whole bar.
In the other mix room though there was a couple of very capable producers who specialised in very heavy material and editing drums to perfection was their thing. Generally when tracking they would only allow the drummer to hit the snare and cymbals, then that would be edited into perfection and the kick drawn in my hand. It could take days to get right and it used to drive me mad just hearing it from the kitchen. Christ I don't miss hearing that at all !
Anyway with regards to your issue I keep a folder full of originals, muted. Then on the tracks I'm editing I split by section, so that as necessary I can leave a whole section alone if it doesn't need any work, plus it means I'm only moving the section I'm working on and not the whole track. If I ever need to A/B I can just listen to the raw timing version to see if it's actually better or not, and can easily copy paste raw timing bars back into the edited version as necessary.
Generally it is the kick that causes the issues, and it is also the easiest thing to replace. When the foot and hand aren't hitting at the same time there's only so much you can do with any time stretch, or cut/slip/fade method before it ruins the transients.
Half the time I think it's better to just copy paste a hit from elsewhere if there's no option to replay it. Or just leave it in every now and then, putting the snare in time as priority.
Still available elsewhere - http://sxpro.co.uk/waves-ssl-e-channel?utm_medium=googleshopping&utm_source=bc&gclid=CO2Frtr_4tQCFUy37QodonQFCw
0---0---0---0---
but looks like this:
00-----0-0----
Separating too early double kicks is a PITA without destroying the cymbals.
Yeah that's an argument for using a kick pad instead of a real kick. Would make life a lot easier in this scenario.
Since I'm assuming you're not going to retrack here's how I'd deal with it.
Put everything as in time as possible that doesn't mess up cymbals. Then start copy pasting sections where he's played it correctly over the parts he's fucked up. Try to not use a part that's chronologically near where you're replacing if possible, that way nobody is going to notice that the same crash hit happens at 1:30 and 3:45 etc. This is there's repeating patterns to work with.
If it really can't be fixed, then ungroup the kick, edit the cymbals and other shells to be right, then draw in a MIDI kick. You'll have to highpass the OH, but if the music is heavy and busy enough you can probably get away with it. If you don't hear any original kick bleeding through with all instruments in it won't matter.
The reason I'd go for copy paste over just redoing an ungrouped kick from the start is that'll preserve the natural timing difference between hands and feet as it was played. It sounds weird to me if the hands and feet hit in perfect unison, even a really tight drummer has some difference between hand and foot even when they sound dead in.
Worst case scenario you'll have to redo it all with samples.
I think i might just trigger samples for just that section.
https://www.audiodeluxe.com/products/audio-plug-ins/waves-ssl-e-channel-upgrade-ssl-4000-collection
They have cycled multiple $29 dollar plugins recently. Today's is the J37 tape.
The random pricing and endless sales do make a bit of a mockery of their regular pricing, though.
Bandcamp
Spotify, Apple et al
I think they're kind of stuck in a place where their older plugins are probably too expensive now in the current market, but they don't want to slash the price of their bundles too much further as that'd piss off a lot of people, and also make it harder to justify WUP.
I do like quite a few Waves Plugins but I've never upgraded my Gold bundle - I just add the extras I like as they go on sale. A lot of their lower cost bundles don't contain the juicy stuff and Mercury is crazy $$$$'s, even if there are a lot of plugs in it.
I have no idea why anyone would ever pay full price for anything, unless they absolutely *had* to have a particular plug license right there and then - Over the last 24 months I've picked up J37, NLS, DBX160, BSS DBR-402, Renaissance Bass, Trueverb and Supertap, for on average probably 15-20% of the list price. Just by waiting for things to show up in sales.
Bandcamp
Spotify, Apple et al
There are multiple business models that seem to work right now.
The subscription model - Slate seem to have gone all in on this, standalone licenses don't seem to be discounted much any more
The rotational larger discount sales model - which Waves seems to really be going for with these recent low priced offers... requires a larger catalogue of offerings (and I guess Waves' catalogue may generate further money through WUP)
The less frequent, lesser discount, larger holidays type sales only model - FabFilter etc
The no sales model - Uhe etc
Thing is once you've had large discounts it kind of shifts perception of the maximum value of the product... if people know it recently sold for considerably less they might not buy something and instead wait for a sale. I definitely see Waves as being seen like that. Whereas if sales are pretty minor discounts or likely 3 months away and you need it now, you're more likely to pay a higher price.
Would be very interesting to actually look at how this works out ££$$ wise for companies. And to see what newer companies manage to make work.. the subscription and larger sale thing seems to work ok for compaines with a bigger catalogue of plugins, but at some point we'll hit saturation point. I don't post on Gearslutz but I do read it occasionally, some of the reaction to the new dynamic EQ from Sonnox IIRC was regarding the price point... not really sure of how representative GS is of the market as a whole but it does seem like price expectation is as low as ever and probably not likely to recover.
http://www.waves.com/subscriptions
But, any time I think "ah, I might get round to selling that"... I check and it's literally always on sale, so what's the point?
Yeah, I'd be interested to see the sales figures too. Soundtoys are a good example. They've had some cracking deals in the past with free or pay-what-you-want lite-versions of their plugins, have the occasional cheaper upgrade price offers, but seem to have better maintained the perception of quality and that their bundle is worth the regular price.
Bandcamp
Spotify, Apple et al
Plus the SoundToys bundle is awesome.
https://www.studiowear.co.uk/ -
https://twitter.com/spark240
Facebook - m.me/studiowear.co.uk
Reddit r/newmusicreview
By contrast the only waves plugin i have so far is one of the $29 sale ones so fabfilter and soundtoys are more succesful at getting my money.
Bandcamp
Spotify, Apple et al