Mixing and cinematic music production – Sampled Orchestra
Mixing a live recorded orchestra is an undertaking by itself, but mixing a sampled orchestra, with multiple different sample libraries, can introduce challenges that not a lot of composers can deal with.
This course is perfect for beginners and intermediate level composers, as well as music producers who are looking for a way to improve their sampled orchestral mixes.
If you are struggling to improve the sound quality of your orchestral mock-ups, but don’t know where to start, and are lacking the technical know-how, this is the right course for you.
In this course, you will learn how to:
– Create your mixing template to ensure a consistent quality through an entire soundtrack production.
– Proper setup of your project and level balancing for gain staging before you start mixing.
– Mixing and processing each instrument section (strings, woodwinds, brass, choirs, percussion, etc…)
– Setting up a custom combination of convolution and algorithmic reverb for that large cinematic sound.
– Group bus processing for a cleaner and tighter mix.
– Master bus processing and mastering for final touch and hitting that loudness level for releases on all streaming platforms.
About the instructor:
Nikola Nikita Jeremić is a music composer and sound designer with 10 years of practical experience in film and game industry. Teaching game audio related courses at SAE Institute in Belgrade, Serbia.
As a professional composer and/or sound designer, Nikola is credited on numerous AAA and Indie game projects, including Cyberpunk 2077, Destiny 2, Warhammer 40K Chaos Gate, Warhammer 40K Battlefleet Gothic 2, Stray Blade, Turbo Overkill, Scathe, Graven, Starpoint Gemini, Hellpoint, and many others.
Overview & Setup
Short description of the course and topics it covers.
How to setup a mixing template to make sure we have a consistent mix quality for an entire soundtrack release.
Learn how to setup your project and perform proper gain staging before processing anything.
String section clean-up and processing.
Woodwind section clean-up and processing.
Brass section clean-up and processing.
Percussion clean-up and processing.
Choir section clean-up and processing.
Additional instruments clean-up and processing.
Adding depth and space to orchestral sections with convolution and algorithmic reverb combination.
Bus processing on instrument sections for a tighter and cleaner mix.
Level automation for adding more movement to melodic lines.
Signal chain processing which helps us get a transparent reproduction on any sound system or streaming platform.
Evolution from start to finish. What we have learned so far.