Help
Skip to main content
  • Trust pilot, 4 point 5 stars.
  • WORLDWIDE shipping

  • FREE UK delivery over £35

  • PROUDLY INDEPENDENT since 2001

Cloud-Based Music Production: Sampling, Synthesis, and Hip-Hop

Cloud-Based Music Production: Sampling, Synthesis, and Hip-Hop

  • Author: Shelvock, Matthew T.

Book

$52.25

Usually despatched in 5 - 7 working days

Contents

  • Introduction: Cloud-based Music Production (CBMP)
  • 0.1 Defining Music Production
  • 0.2 CBMP Services
  • 0.3 Sound-Tagging and Search Filters
  • 0.4 Project Backup and Sharing
  • 0.5 Access to Professional Sounds
  • 0.6 Free Tools/Rent-to-Own
  • 0.7 Community, Contests, and Collaboration
  • 0.8 Chapter Outline
  • Chapter 1: Understanding Samples, Synthesis, Editing, and Mixing
  • 1.1 Virtual Performance: Performing Samples, Performing Synthesis
  • 1.1.1 Performance Inputs: Sample Triggering, Synthesis, and MIDI
  • 1.1.2 Point and Click Editing
  • 1.2 Creating Hip Hop Sounds: Sampling
  • 1.2.1 Technological Constraints, Sample Arrangement, and Sample Phrasing
  • 1.2.2 Types of Samples: One Shots and Continuous Samples
  • 1.2.3 Timbre and Arrangement
  • 1.2.4 Categorizing Samples: Instrument Families as Conceptual Groups in Sample Arrangement
  • 1.3 Synthesizers
  • 1.3.1 Synthesizer Types
  • 1.3.2 Synths in Modern Hip Hop
  • Chapter 2: Making Music Using CBMP Resources
  • 2.1 Making Music from Samples
  • 2.2 Drums, Percussion, Bass
  • 2.2.1 Creating Drum and Percussion Tracks with One Shots: Timbral Selection and Arrangement
  • 2.2.2 Rhythmic Congruence in Sampling: Using Continuous Samples for Additional Percussion
  • 2.2.3 Hip Hop Microrhythm: Creating Intentional Rhythmic Incongruence
  • 2.3 Bass
  • 2.4 Melodic Sounds
  • 2.4.1 Categorizing Short-to-Medium Length Melodic Samples: ADSR Profiles
  • 2.4.2 Arranging Long Duration Melodic Samples
  • 2.4.3 Arranging Commonly Used Short- to Medium Duration Melodic Sounds
  • 2.5 Textures, Atmosphere, and Harmony
  • 2.5.1 Ready-Made and Cloud-Based Textures and Atmospheric Samples
  • 2.5.2 Custom Atmospheres and Textures
  • Chapter 3: The Mix - Conditioning Musical Materials on Records
  • 3.1 What is Mixing?
  • 3.2 Establishing Genre through Material Means
  • 3.3 Spectral Distribution
  • 3.4 Dynamic Contours
  • 3.5 Stereo Configuration
  • 3.6 Ambient Design
  • 3.7 Noise, Distortion, Saturation, and Enhancement
  • Chapter 4: Hearing for Your Audience - Beat Production as a Psychoacoustic Art
  • 4.1 Sonic Realism and The Canvas of Psychophysiology
  • 4.2 Mixing Beats: Constructing Past Tense Aural Narratives
  • 4.3 Painting on the Psychoacoustic Canvas: Applying Gestalt Theory to Mixing Technique
  • 4.4 What is Gestalt Theory?
  • 4.5 Auditory Stream Segregation and the Law of Disjoint Allocation
  • 4.6 Laws of Similarity and Common Fate: Location, Timbre, and Signal Routing
  • 4.7 The Figure-Ground Phenomenon: More Applications for Mix Buses
  • 4.8 The Rule of Good Continuation: Parameter Automation and Low Frequency Oscillators
  • 4.9 Chapter Summary
  • Chapter 5: Case Studies in CBMP
  • Case Study 1: "melancholy" by kingmobb (2019)
  • Case Study 2: "fayth" by kingmobb (2019)
  • Case Study 3: "Dxn't Want U" by kingmobb, from KNGMXBB II (2017)
  • Conclusions