i cant remember the exact number, but it was way below the usual -18 or -22dbfs. Dan Zellman, a great tech and engnieer in NYC, told me he tracks kick drums (digitally) at like -36db or so, because thats how much dynamic range a kick has generally. ive been experimenting alot with input/output gains on various speakers and devices, i find there's spots that seem to have the most fullness, or sound most effortless. before i "learned better" i used to set the gain knob on things where they sounded best. Gain staging has been my EQ of interest lately. These weapons are weak against enemy shields, taking multiple shots to break down defences but, once those defences are down, Kinetic weapons are strong against defenceless targets, doing. its an underrated pluggin, which i immediately bought last year, after hearing it on a snare demo on youtube. Kinetic weapons in Halo are your human-made variety of guns, we're talking bog-standard bullet based stuff like the assault rifle, sidekick and battle rifle. For every combat scenario, a particular damage type may or may not be effective so it is essential to get familiar with them during campaigns or multiplayer games. Damage Types helps in influencing the combat decision of the player in Halo Infinite. i was recently remixing a blues rock cover track my old band did on a tascam 34, and the TG12345 is on most if not all 4 or 5 tracks. All Weapon Damage Types in Halo Infinite. it has a little more of a tone to it vs the eq116, they are both worth having in their own right.ĭavedog, post: 456750, member: 4495 wrote: Next record I'm doing the whole thing with only the EMI TG12345 channel strip in place I just got the fabfilter Q2 last week, and its brilliant.
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