 This video was brought to you by my patrons. Thank you so much for your support We may have all the instruments and the tracks everything is structured Which was what we did in the previous video. It's time to mix and match our song Oh, we stay turned to the end of the video because I have a tip for those who want to go deeper in the arts of mixing and mastering Well mixing is the process of picking all the instruments the facts everything and Well mixing it all together so that they make sense within the song's context We are going to approach mixing as if each instrument were an actual Instrument the physical instrument like in a an orchestra for instance And our audience the listeners will be right in front of the stage listening to everything together Well picture there for a moment imagine a stage with all the instruments And how the the disposal of each instrument will affect how the audience will experience each Will experience the whole song So if an instrument plays on the left the how this will affect the audience if an instrument plays Right in front of the audience how this will affect their experience This is how we are going to approach that in that sense since the analog bass is a bit too low We are going to increase its volume bringing it right in the front of the audience But we are also going to move it to the left because this will allow other instruments to Still have some room to breathe and to play together For instance, we are going to to use the analog filter. We are going to pan it to the right instead We are not going to move it to to the front We are going to keep the volume as it is but we are going to move it to the right So we can take some of this room left from the bass The synth path is already loud enough and since it will be performing a solo it already takes the room It needs to shine so we are going to move it to the back of the stage by decreasing its volume Now the drums need a lot of adjustments Firstly, we can move them to the back of the stage because they are taking a lot of the room available So they are too loud for us And we are going to decrease both the kick and the snare volume especially the snare let's decrease it by 50 percent Since this snare is way back in the stage naturally it will reverb a lot more So let's increase the wetness of its reverb effect, which was a fact that we added in the previous video The kick though is still sounding way too loud. It sounds like an 808 or something This is because the lowest frequencies are still very high. So they are giving a long tail to the to the kick like boom And this is don't let other instruments to to breathe a lot. So we are going to add a equalizer to fix that An equalizer is like an advanced filter. It has some frequency specific knobs Each affecting a different frequency range, which allows us to smoothly cut off some frequencies while still boosting others An equalizer is another tool that we can use to design our instruments To give a snappy punch feel to the kick We are going to move the first knob of the eq to the right so we can cut off some lower frequencies And we are also going to attenuate this effect by decreasing the resonance So we get a smooth curve to really prevent the drums to go beyond a range We are going to add them a limiter effect To both the snare and the kick and to do that to both of them We are going to use a mixing table In the previous video we saw how we can apply effects to each instrument individually But using a mixing table we can group instruments together and apply a given effect to all of the instruments inside this group We call these groups channels You can add a new channel by clicking on the plus button on the right of the mixing table We can create a new channel, let's name it, I don't know, drums and send both the kick and the snare to this same channel Then we can add a hard limiter to this channel Effects chain and this will make so that this effect will apply to both the snare and the kick Oh, just so you know limiters are effects that work by decreasing the Volume of frequencies that go beyond a given threshold, a given volume So this is perfect for what we need because limiters don't clip the frequencies They attenuate the frequencies keeping them all within a given range Now that we have our drum set we need to open some room for them during the music We can do that by lowering other instruments volumes right when the drums kick When we have that kind of situation where the volume of some instruments is linked to another instrument, we can use side chaining To understand how side chaining works, you need to understand how a compressor works first because a side chain is a compressor So a compressor is a type of effect that will compress the Instruments the effects the frequencies within a given dynamic range So anything that goes beyond it will decrease anything that is still low is lower than the given range It will increase it will boost its volume. So everything will capture within the same average volume This is how a compressor works a side chaining uses this effect apply this effect based on another signal So for instance when the drums kick we will compress other frequencies So the drums will have some room to breathe We can create a new channel to bundle the analog instruments So the analog bass the analog strings and the analog filter all together And then we can apply the side chain compressor effect in this channel But now how can we make the kick control the side chain? Well turns out that we have an effect called pick controller A pick controller basically takes whenever an instrument plays It will send a signal to a controller a control and we can use this control to Control any property of an instrument or an effect So we are going to use this pick controller to control the side chaining levels But here goes the trick to side chaining on synth wave on synth wave the side chaining is Asynchronous with the drums we can't use the same signals because On synth wave the side chaining will work on every music step. So it works like Not together with the drums because we have some drum rolls We have some snare rolls and we don't want that to interfere in our side chain So for that we are going to create a new instrument based on the the kick And we are going to add this pick controller to that new kick and we are going to play this kick on every music step Now we can assign this pick controller to the side chain's level knob By tweaking it a bit we can fine-tune how it will affect the side chaining and get exactly what we want Mastering is usually the final step of music production. It is when we add equalization to the whole song We add some compression as well to keep everything consistent Some limiters to prevent some loudness and get the song ready for exporting I don't know if you noticed but since the beginning that was a default channel on the mixing table You can try to remove it, but usually you can't This is because this is the master channel Every instrument and other channels will send a signal that will end up in this channel the master channel And the master channel will send the signals will send the song the whole song built up To the output of the computer to the audio output The process of measuring is called this way because usually you are working with this channel with the master channel In the measuring process since we are going to try to make everything sound good together Is usually a good practice to Visualize the song so we can see if there is any frequencies that are lacking some volume or if something is too loud For that we can use a spectrum analyzer a kind of effect that will plot the song Using the frequencies a and the loudness and using that we can analyze the song visually So we are going to use two spectrum analyzers one for the raw song and one for after we apply every effect Then we can add an eq an equalizer to boost some middle frequencies and attenuate the others Especially the lowest ones and the highest ones Here is where compressors the common compressors are also useful We can add an a compression to keep everything within the same dynamic range to keep every frequencies sounding Uh on average the same way and also we are going to add a hard limiter to prevent any clipping and any loudness Well with that we have everything ready to be played without fearing of hurting anyone's ears From here you can add more effects to your song to make it feel more dynamic For instance, I created a new channel an equalization channel with an eq effect on it And I send the output of the sidechain channel to this new channel to the equalization channel And also I send the output of the synth pad to this equalization channel as well After that I automated the eighth channel of this effect of the equalization to cut off some high frequencies until we get Only the lowest ones. So we get this very basic song And I also automated it to quickly release all the frequencies all together to give this wavy effect Guys everything that I showed you in this video is just a tiny bit of what I learned from young gurus master classes on skew share If you want to push your song to the next level to a really Professional level I've put two links one for each of the classes that I've watched to make this video On the description you can use them to get 14 free days of premium membership on skew share instead of the usual seven days So that way you can enjoy these and hundreds of other classes on skew share. I really hope you enjoy it For this video, that's it. I really hope you enjoyed Subscribe now to get more of this content. Don't forget to leave a thumbs up as well So I know that you enjoyed and join our discord community there you can chat about everything related to game development That's it. Thank you so much for watching keep developing and until the next time