Kick Topic (Give feedback before posting yours)
Forum rules
Kick questions/feedback in these topics ONLY:
* Kick feedback (Get feedback on the kick you made and help others)
* General/how-to kick topic (How to create a certain kick, questions, troubleshooting, etc)
* How is this sound made (Questions, troubleshooting, etc about how to create a certain sound)
Kick questions/feedback in these topics ONLY:
* Kick feedback (Get feedback on the kick you made and help others)
* General/how-to kick topic (How to create a certain kick, questions, troubleshooting, etc)
* How is this sound made (Questions, troubleshooting, etc about how to create a certain sound)
Re: Kick Topic (Give feedback before posting yours)
@Jens
Attack of the first kick is a bit to quiet for my liking.
Second and especially third kick are nice! Really like the distortion in the third one :-)
@Soundphase
Clyp is gone - cant hear it anymore.
Went for one of those kicks with a high peak in the mids for the attack.
Attack of the first kick is a bit to quiet for my liking.
Second and especially third kick are nice! Really like the distortion in the third one :-)
@Soundphase
Clyp is gone - cant hear it anymore.
Went for one of those kicks with a high peak in the mids for the attack.
JensJacobsen:
Kick 1 sounds like the tail takes too long to come in after the punch. That might be the low volume and the resonant frequency masking the tone of the tail though.
Kick 2 is the best one, has a nice crunch. The punch is a little too "housey" in the tok though, i.e. it sounds like a kick with a large pitch bend from a relatively high frequency. If you were to change anything, work on the tok and don't touch the tail.
Kick 3's tok is too stereo. The tail has interesting characteristics but seems too forced in the character fade, where the tone immediately after the punch is too loud and the rest too quiet. IMO it would sound better with a character fade similar to your second kick.
You have two good kicks that you can put extra work into and get something great out of. Even layering the two together would probably give you a nice result.
Soundphase: It's here lad general-sound-design-f66/hardcore-kick-topic-give-feedback-before-posting-yours-t8098-135.html
Jay:
Not sure what feedback I can give for these kind of kicks, the tok isn't completely overwhelming though which is what I seem to hear when people attempt these kind of kicks. You've got the low-end down. Not sure how I would improve it personally.
The RaveN:
The character feels a little "plastic" in the high-end. I'm not sure what causes this, and I get it sometimes when I make kicks too which is annoying. It may be due to lack of reverb to blur out the high-end so it's not as sharp, or too much emphasis on 8-9khz and not 10khz+. Unsure, one day I will figure it out.
If you're going for a more modern kick, you've got to improve the crunch of the character. More distortion, more reverb, more more more. If you're going for a more 2007-ish kick, I would make the high-end in the tail quieter and call it a day.
I've been layering a shitload of my kicks together and ended up with this:
Made this from scratch too in an attempt at a headhunterz style kick, which turned out pretty okay:
Kick 1 sounds like the tail takes too long to come in after the punch. That might be the low volume and the resonant frequency masking the tone of the tail though.
Kick 2 is the best one, has a nice crunch. The punch is a little too "housey" in the tok though, i.e. it sounds like a kick with a large pitch bend from a relatively high frequency. If you were to change anything, work on the tok and don't touch the tail.
Kick 3's tok is too stereo. The tail has interesting characteristics but seems too forced in the character fade, where the tone immediately after the punch is too loud and the rest too quiet. IMO it would sound better with a character fade similar to your second kick.
You have two good kicks that you can put extra work into and get something great out of. Even layering the two together would probably give you a nice result.
Soundphase: It's here lad general-sound-design-f66/hardcore-kick-topic-give-feedback-before-posting-yours-t8098-135.html
Jay:
Not sure what feedback I can give for these kind of kicks, the tok isn't completely overwhelming though which is what I seem to hear when people attempt these kind of kicks. You've got the low-end down. Not sure how I would improve it personally.
The RaveN:
The character feels a little "plastic" in the high-end. I'm not sure what causes this, and I get it sometimes when I make kicks too which is annoying. It may be due to lack of reverb to blur out the high-end so it's not as sharp, or too much emphasis on 8-9khz and not 10khz+. Unsure, one day I will figure it out.
If you're going for a more modern kick, you've got to improve the crunch of the character. More distortion, more reverb, more more more. If you're going for a more 2007-ish kick, I would make the high-end in the tail quieter and call it a day.
I've been layering a shitload of my kicks together and ended up with this:
Made this from scratch too in an attempt at a headhunterz style kick, which turned out pretty okay:
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- State Celebrity
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@phazon the one made from scratch really does sound like a headhunterz kick! do you use an overdrived 909 as the source?
Purpose, thou art the compass.
Thanks!Soundphase wrote:@phazon the one made from scratch really does sound like a headhunterz kick! do you use an overdrived 909 as the source?
I generally just use a very basic sin wave kick with a clicky transient inside Serum as my source sound.
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- State Celebrity
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lately I was working on making kicks an entirely different way, instead of putting high dB distortion at the beginning of the chain, I do it at the very end instead, and I actually "design" the sound before the overdrive so to speak...
this is just a drumazon layer with 4 jeskola waveshapers, about 10 eq's and a basic symmetrical clip at the end of the chain
I personally like that kind of result
this is just a drumazon layer with 4 jeskola waveshapers, about 10 eq's and a basic symmetrical clip at the end of the chain
I personally like that kind of result
Purpose, thou art the compass.
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- State Newcomer
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- Joined: 15 Sep 2017, 12:32
Soundphase: Seems to be a decent kick (will listen to it via speakers later that day).
Having at least 1 EQ before distortion is the way to go (according to my experience). A simple highpassfilter with medium resonance predistortion will make the kick sound way more aggressive, while creating the problem of lacking power on subpunch freq (of course EQ can avoid this) The predist EQ will also determine the character of the kick, while strong dist before any EQ runs a high risk of giving a "blurred" sound that you cant fix after distortion anymore.
EQ after dist should be some lowpass (with small peak(s) higher than bassfreq).
Predist EQ gave best results with very low cut away, then 1peak slightly lower than punch/reaching into the lower end of the punch, 2nd peak(a bit louder than nr1) between middle and upper end of punchfreq, local minimum between 1 and 2 is still a lot higher than the rest of the curve, positioning of these 2 peaks gives many possibilities for one and the same unprocessed kickdrum. "punchfreq" here depends to some degree on the kick u use.
This is just what i found out so far. I believe u already found out most of it yourself already by setting your EQs
Having at least 1 EQ before distortion is the way to go (according to my experience). A simple highpassfilter with medium resonance predistortion will make the kick sound way more aggressive, while creating the problem of lacking power on subpunch freq (of course EQ can avoid this) The predist EQ will also determine the character of the kick, while strong dist before any EQ runs a high risk of giving a "blurred" sound that you cant fix after distortion anymore.
EQ after dist should be some lowpass (with small peak(s) higher than bassfreq).
Predist EQ gave best results with very low cut away, then 1peak slightly lower than punch/reaching into the lower end of the punch, 2nd peak(a bit louder than nr1) between middle and upper end of punchfreq, local minimum between 1 and 2 is still a lot higher than the rest of the curve, positioning of these 2 peaks gives many possibilities for one and the same unprocessed kickdrum. "punchfreq" here depends to some degree on the kick u use.
This is just what i found out so far. I believe u already found out most of it yourself already by setting your EQs

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- State Outsider
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- Joined: 25 Oct 2017, 14:54
Does anyone here know how to create a kick like Devin Wild and ANDY SVGE?