I literally only created an account to answer to this
>but that is caring about the process, not the music
NO, Lots of music depend on "production" shit, most of all techno, but to give a really clear example, there's some kind of ambient that is done via a two-step process that involves an lfo and an 8ch mixer; first you record the individual notes of a scale with different lfo parameters manipulating either amp or filter, then you record every note into the mixer, then the composition consists entirely of playing with the faders. (Then you play with sends for xtra touch.)
> ALWAYS COMPRESS YOUR LAYERS TOGETHER.
only if you seek wall of sound, you can create richer novel textures by not doing this
> but this does not mean playing Pink Noise for your entire song
> what is drone
> what is pink sound compressed with a bus with fader game with resonant freqs
> each of your individual tracks are kind of like Assembly Code, and when you start bussing them together, you're starting to use C
this was the main trigger
Following this analogy:
Assembly is the point of the sound design process when you are manipulating distinct frequencies to generate a distinct timbre, C is the midi information, Java is the general composition, Scripting languages are the FX automation, HTML is the arranement, Javascript is the mix, CSS is the masternig
>Sidechaining everything to the drums
>Not sidechaining the bass
>No parallel compression bus
>Tasteful use of Phaseres, Flangers, Choruses, Stereo Widening (Clone sound, put one in each ear, then delay one ear by a few ms or more), Panning, Tremelo, Delay, and even degrading a sound with a bitcrusher or something similar can actually be huge tools in a mix!
This reads like a mixing engineer handbook literal quote
The production tools should be used creatively if you live in this century, and mixing is merely the art of being able to hear the mix the same way in a variety of gear at a variety of volumes