Making Prodigy's "Smack My Bitch Up" in Ableton by Jim Pavloff
victusspiritus.com
victusspiritus.com
I often think that there exists a clear analogy between electronic music and video games. The computer games of the 80s and early 90s possessed a simplicity and level of fun - often characterised as playability - which was to a certain extent lost when the exponentially-increasing power of hardware in the late 90s led to programmers to concentrate on all encompassing 3D effects at the expense of simple fun.
Likewise, I feel that many musicians today get too caught up in the neverending technical possibilities offered by their software (and digital hardware) at the expense of good, simple music which hits a spot close to the heart.
All the gear, but no idea - to coin a phrase.
I'm not sure what you'd call the musical equivalent of playability, but I think more musicians should bear it in mind. :)
Love it. I think this is a universal rule. I've seen it apply to music (electric guitarists with their pedals), graphic design (with Adobe CS), renovations (shiny tools) and conversation (superlative vocabulary).
That's not to say I don't agree with a lot of what you've said.
Now, there's a resurgence of minimalism which I'm absolutely loving. When there aren't a thousand things going on in a tune, the choices you've made are laid bare for all to see. We had to go through some pretty ridiculous stuff to finally get here, though.
I completely agree with the analogy between 8 (and to some extent 16) bit video games, and the current generation. Limiting your scope makes it much easier to flesh out your ideas... it forces you to go for depth, because your breadth is more or less predetermined. Some of the best music humankind has ever seen was written for one person sitting at one musical instrument, capable of making a fixed range of sounds.
As a fan, I prefer a good layered number of tracks that drop down to simple and ramp back up to complex melodies/harmonics. It's hard to find the perfect song, but I've listened to thousands of near misses ;)
Glad to hear things are leaning out, hope that doesn't always mean less tracks.
Frank Zappa pops into mind as an example. Eric Satie another. They just did their thing. It's an important decision: If pop sounds are your thing ... which might be called 'musicality' ... it's a much easier road. But most ear candy is soon forgotten. And the 'deep' stuff takes time to find an audience.
Hundreds of thousands of people have access to the technology, so sounding modern but standing out from the crowd is really hard. Luckily, the tech has also provided the means to reach an audience you could never reach before. So whatever you do can find an audience.
In other words, if I distill this down to the simple melody, harmony and rhythm that is present in my music, can it stand on its own?
You can always tell the difference between a musician and a technician.
http://www.romhacking.net/hacks/48/
(To get it working, you need an emulator and a SMW ROM, which I won't link to here.)
still "playability", I think
After years of using soft samplers and synths, I recently moved into a bigger house and set aside a whole room for my music studio. With that much space, I now have:
+2 Akai S950 samplers (with enough memory for about 16 drums)
+3 mixing desks (2 vintage, one newer - the Yamaha vintage makes everything sound great
+Already had an Oberheim Xpander and a Bit 1, and a Crumar Toccata organ
+2 outboard compressors, UC200 chorus pedal
+Laptop with 192khz soundcard to master and sequence MIDI
My basic tactic is to make the entire track sequenced - recording only vocals and the non-MIDI Crumar Toccata - and then record it straight from the desk. A hardware mixer mixes better than Cubase can mix.
So overall, the older equipment was harder to use, but to my ears, sounded more 'real' than computer instruments. But I'm not in any way saying a music setup is 'better', just different, and sometimes different is what you want.
Sounds like a pretty sick and expensive setup. Nice job putting it all together.
Then the mixer I bought had FX inputs, so I bought the outboard FX units. Then I read about the S950 and bought 2 . They have 8 outputs which you can run through a mixing desk and EQ, adjust gain and volume, and even put an FX unit on a drum.
The great thing is all this equipment was bought on eBay in just a couple of months.
I put together a spreadsheet of the costs. The Akai's, mixers and effects units came to about £1000. The Xpander wasn't cheap, but I bought that in 2004. The organ was about £200 including postage.
But the point is, you can build a retro studio quite cheaply and experiment.
Now with software like Etherpad, I wonder if soon we'll have screencasts of the making of great code.
Humbling to watch epic artists at work. There's nothing in my life that has ever held a candle to the master level creators. It doesn't stop me from trying though.
I believe the payment is a flat rate, through rights clearing houses and the artists' agents.
As I understand (I have to check it) those sheets are then handled by legal dpt. in production company that sends that sheet to the authors union of sorts in whichever country this show is played in and they send the bill either to the TV house or production house, or sometimes both based on total songs played in that month or something like that. It's hell. It gets even more complicated when the product is to be standalone (as in a movie or show that gets sold around).
I also vaguely remember legal dpt. used/uses some sort of online database with all possible songs/authors from various distributors where they can pay and clear rights via them. I'm not sure if this still exists, if not - there's a great startup idea nudgenudge* for someone here.
Basically, they sampled the "orchestral riff" from Rolling Stones, and in the end got sued and were forced to pay all royalties for this song to the Rolling Stones, even though the lyrics and music was new.
Today, the entire thing can be done in a single piece of software.
Wow.
I'm not saying they didn't do this on thousands of dollars of equipment but in 1997 there's nothing you saw on this video that couldn't be done on a single piece of software (ok maybe two) even then. It wasn't the dark ages.
And get off my lawn.
http://en.wikipedia.org/wiki/The_Prodigy#Beginnings_into_fun...
Truly a master at his craft though. Here's a hacker who started making professional electronic music mostly the old way in the early 1990's, and has successfully transitioned into the digital age. If you've listened to Prodigy long enough, you end up coming across music they sampled in the most unlikely of places. It's like an endless easter egg hunt. I can't even begin to imagine how dynamic Liam's record library is.
BTW, if you've never seen them live before, you don't know what you're missing. Seen them three times already and they easily outshine NIN, Manson, and Rob Zombie in terms of live energy. The type of crowd they attract is energetic and intense. But bring a pair of earplugs if you don't want to go deaf. ;)
Edit: Check out Nekosite if you want to know more about the band: http://nekosite.co.uk/
As mentioned, the same can be said for the gaming industry, or any other industry. Technology has pushed the cost lower and created opportunity for the lowest common denominator.
The problem with "audio" in general is that it is taken for granted. MP3's on ipods sound terrible. CD's have replaced vinyl character. High end speakers have been replaced with Bose. Deflation in audio, like many other industries.
Using Pro Tool and/or Ableton is not easy and takes a lifetime to master.
As a career, like most others industries, the bids are going to lowest bidder with mediocre experience.
Audio is so important and often neglected.
Happy Holidays to All!
:)
http://en.wikipedia.org/wiki/The_Prodigy
And unlike their predecessors, their production is far more in line with the rave sound and iconography that any other group of that era.
Around 90 and 91 it moved to a focus on more hardcore techno and breakbeat. Mr Kirk's Nightmare by 4Hero was around 1990, which sounds quite primitive now but quickly spawned records like those produced by NRG, Prodigy and G Double E. Prodigy were part of a much wider scene but had the talent and music to go mainstream.
Apologies to anyone if I've got this wrong. I was about 10 back then but I have plenty of friends who lived through it (and indeed were DJs back then!) so I've picked up a lot.
Here are some tracks from 91 and 92 that I can recall as being representative of the scene: http://www.youtube.com/watch?v=GCoCTkC0oL0&feature=fvw http://www.youtube.com/watch?v=-mRIW4ZHHCg http://www.youtube.com/watch?v=jS2w6o2llHQ
We didn't really have "techno" & "breakbeat" until '91, but there were hints of it. Meat Beat Manifesto were doing industrial breaks using the drum samples that came into popularity later on. I don't have time to go into history, but there's also the US techno influences that came into play in '90.
I can share one story: back in '89 hanging on in a tiny record shop in San Diego known for industrial, new beat, and dance music. They got in some domestic imports. We gave them a listen and thought "these are really great, but where are the lyrics?"
But how much of this technology existed in 1997? How did Prodigy really make the track?
You can do this with sounds you make yourself (The Prodigy frequently samples their own synthesizers) or to anything you play in.
The sequencing would have been done with a hardware sequencer (unlikely) or a PC tracker or MIDI sequencer (more likely.) Record the outputs onto tape for mixing at the studio.
One of the better DAWs at the time was Opcode's Vision (still is, tho they went out of business back then)(Live didn't exist, Pro Tools didn't have MIDI worth mentioning) and the first decent plug-ins were just being released... nothing worked together and crashes were frequent.
Very tedious ... not to dis this production which is madly skilled. I'm still not convinced that Prodigy did all that in software.
Think of it as sound "hacking". Before samplers all we had were tape loops and synths. Samplers were a ton of fun because suddenly you could play any sound, including people's voices. It was a revolutionary new approach in the late 80s & early 90s...
I'm an ooooold geri-raver...
I'd love to see someone reconstruct some other tracks (like Public Enemy's "Fear of a Black Planet", 1989) with readily available consumer software like Apple's GarageBand.