458 로열티 프리 오디오 트랙들 "Cymbals"에 대한

00:00
00:01
The samples of these different types of hickory drumsticks was recorded with reaper and m-audio firewire 410 sound card. All these sounds was picked-upped by akg d5 microphone. There are these samples of. Wav 16 bit 44. 100 khz sound quality:. 1. Pro mark l. A. Special dc hickory march drum sticks2. Pro mark l. A. Special hickory drum sticks 5 a;3. Lutner woodtip hickory drum sticks 7 b;4. Pro mark l. A. Special hickory drum sticks 5 b;5. Lutner hickory drum sticks rock nylon;6. Lutner hickory drum sticks 2 bn;7. Pro mark l. A. Special hickory drum sticks 5 bn;8. Pro mark l. A. Special hickory drum sticks 2 bn;9. Pro mark l. A. Special hickory drum sticks 2 b;10. Lutner hickory drum sticks 5 a.
著者: Theriavirra
00:00
00:04
X-act heavy metal drum kit==========================drum kit: tama rockstarsnare: mapex maplecymbals: zildjianall were recorded in studio with a sennheiser e835 microphone plugged into a roland juno-g synthesizer. Cymbals need some 15khz eq increase because of the dynamic microphone's treble roll-off. No copyrights, free for all uses. I recommend using native instruments battery to launch the samples. Each of the battery's cells can accept stacked multi-samples, and the kit can be played through an electronic drum kit through midi. Excellent results. Any comments, contact matias: matias. Reccius@gmail. Com.
著者: Matias
00:00
00:03
Drum: pearl sensitone steel 14" x 5. 5". Head: genera dry. Mic configuration: mono room, two overheads [spaced pair], batter head, reso head. I did basic eq cuts and boosts with some compression. No limiting used. Each articulation was carefully played and gain adjusted to seem as natural as possible. My goal was to also create a multi sampled snare drum that could be drag and dropped into a sampler with ease. Articulations: x-soft, soft, medium, hard, and crack. ***i will post a link to the complete multisample pack for all to download soon.
著者: Yellowtree
00:00
00:01
Sounds from the following packs where used as bases for the creation of this pack, then i used audacity and renoise to layer and process the samples. Http://www. Freesound. Org/people/pjcohen/packs/8851/http://www. Freesound. Org/people/sandyrb/packs/2265/http://www. Freesound. Org/people/quartertone/packs/8588/http://www. Freesound. Org/people/theriavirra/packs/16665/http://www. Freesound. Org/people/cbeeching/packs/4857/http://www. Freesound. Org/people/zgump/packs/6172/http://www. Freesound. Org/people/walter_odington/packs/1583/http://www. Freesound. Org/people/quartertone/packs/8491/http://www. Freesound. Org/people/alteration/packs/12139/.
著者: Soneproject
00:00
00:20
This is a version of a previous file i created (https://freesound. Org/people/funwithsound/sounds/394897/)that includes a gong at the end to make it more dramatic. The link to the gong sound is here: https://freesound. Org/people/veiler/sounds/209917/. It would be really nice of you to credit the user "veiler" for their awesome gong sound, and maybe me for making the failure sound. But no obligations. :-). While perusing freesound for a nice and dramatic sound or two of failures, all the ones i've seen were pretty wimpy, so-to-speak. So i decided to create a few failure samples on a music-making program called musescore. These are for big whopper failures (or "epic failures") and are very dramatic - they may also be used for a scary event in a film or play. It includes a short buildup and a loud dissonant chord at the end to create suspense and horror. For this project i used violins, violas, cellos, double basses, timpani, cymbals and brass. Enjoy!.
著者: Funwithsound
00:00
00:02
This recording is for people who hate the highlighted high frequencies. An old sabian aax small recorded with a røde m5 mic. I the created two copies of the original recording:1. On the first file i applied low pass at 2 khz and hard compression at -24 db without makeup gain. 2. On the second file i applied high pass at 2 khz and hard compression at -24 db without makeup gain. Then i lowered -2 db all the spectrum except for the band from 3. 5 khz to 9. 1 khz and i applied hard compression at -24 db without makeup gain. I merged the two files. The envelope was very flat due to the compression and thus i reshaped it on wavelab (process > level envelope. . . Or press the "v" keyboard button; draw a natural fade out in steps [non-linear]). The result is a warm crash for people who don't want them loud.
著者: Veiler
00:00
15:16
It's a 15-minute long drum improvisation. It contails a lot of different beats and rhythms played so you might cut-out some loops for your needs. The kit has:- single kick- snare- hihat- 3 toms- broken crash that sounds really short- ride. The kit was old and not in perfect condition. I also used my sticks to play on some other part of the drumkit, like metal stand for the crash etc. I also got up and stated running around in a circle hitting sticks together and afterwards hitting drums and cymbals while running around the drumkit. I took my shoes off before i started so you can't hear my footsteps. I didn't use a metronome and i know i don't hold the tempo and it's a bit wiggly sometimes. I think this performace was inspired by band mr. Bungle. I recorded this with zoom h2 handy recorder's front stereo xy mics. It was standing on a table about one meter above the floor. Facing the drumkit and me. It was captured into a 48khz/24-bit wav file, then i trimmed the ends and converted this to flac using audacity. No processing applied, though i think it sounds nicer when you put these effects:. 1. A compressor:-attack: 10ms-release: 50ms-ratio: 2. 5:1-treshold: around -24db2. A reverb:-decay: 1. 5 to 2 seconds-dry: 0db-wet: around -15 db. It amazes me how much energy compression actually adds to drums!. I made this with my podcast (http://unfamusic. Com/fnr/) in mind. I want to overdub guitars, vocals and make it one big schizophrenic song. If you're interested to hear it, leave me a comment so i can find you, or just subscribe to my podcast's rss (http://feeds. Feedburner. Com/unfa-fnr/).
著者: Unfa
00:00
21:21
This is a failed attempt at sampling a rock drumkit on 6 tracks. The channels are as follows:. 0: oh l1: oh r2: kick3: snare4: room l5: room r. I've captured this into ardour 5. 12 using 3 different audio interfaces:. Behringer umc202hd - overheads (dynamic mics)line 6 pod studio ux2 - kick and snare (condenser + dynamic)zoom h2 - room ambience (built-in xy condenser mics). This file is a 6-channel 24-bit flac file encoded using ffmpeg from the raw wav files exported from the original ardour session. There are several issues with this recording however:. 1. The tracks seem to drift, because the individual audio interface clocks were not in sync. The proper way to record multitrack audio is using a single multichannel audio interface - but i didn't have one. 2. There's either x-runs or some usb transfer issues creating small glitches and dropouts in various tracks her and there. Don't know why did this happen, as we've been tracking the real drummer's performance without these issues. Now - fixing these issues manually would be an insane amount of work, but i hope maybe someone has means to either solve them with programming a special tool, or know a tool that could fix these, and make this recorded session ready to be sliced as a drumkit for say - drumgizmo. There's some really good stuff in here - an i was able to cut and mix some really nice drum samples, that i've been using for years, but it's not ready to be fully sliced for maximum flixibility. The instrument was played by myself - it's a drumset by pearl (don't remember the details), owned by the drummer of a band i recorded this with. The band was called small hint - hence the drumkit name. We were recording an ep, and i used some free time left to capture this as well. The ep was never finished and we disbanded soon after. Regarding fixing the issues - here's what i think needs to be done:. 1. I think each hit would have to be automatically phase-aligned on all 6 channels, to correct for the drift. 2. I think it should be possible to automatically detect clicks by simply watching for a sudden change in amplitude between adjacent samples - marking bad areas and then using something like audacity's repair effect to interpolate the waveforms. I think the glitches have much steeper changes in amplitude than even the drum transients, so it should be possible to differentiate between those automatically. If you found a way to fix at least some of these problems - please let me know!. If you've made some "remixes" on freesound - i'd also love to know that. Apart from that - sample what you can out of this and make some sick drum tracks!.
著者: Unfa
451 - 458 / 458 중
/ 10