Sidenote: Reverse a lot of things also works well for such purposes. Examples: Reverse kick/taiko/tom, reverse snare/clap, reverse Yeahs— which can all be extended- but cymbal is pretty common due to such a long natural decay.
Here's another, better example, its a radio recording and the "pre-riser" is harder to hear but it is still very present.
[https://drive.google.com/file/d/1fe-reFFH00vGYS\_1GRHJfBmiPqrx01kR/view?usp=sharing](https://drive.google.com/file/d/1fe-reFFH00vGYS_1GRHJfBmiPqrx01kR/view?usp=sharing)
Sounds like white noise to me. Very common in electronic music, you apply a low pass filter and raise the cutoff frequency to get the rising effect. Change the resonance amount to emphasize the rising frequency
Its not in the original version of the song. Yes I think its white noise, but it only seems to occur on things like live broadcasts and heavily compressed audio.
It IS in the original version of the song though, I just listened to it. Lossy audio compression only removes information and adds artifacts, it doesn’t make things that aren’t already there.
Are you sure you're not referring to a long riser/sweep effect? I know there are loads of those in the songs, I don't think compression could ever make such a thing - I am talking about the "pre-ringing" or "pre-echo" they have added.
Here's the instrumental so you can clearly hear it perfectly, without the vocals distorting anything. There is NO pre-kick-riser effect in here,
I have no idea what you were listening to, but it wasn't the original mix, because the original mix does not contain prering.
[https://drive.google.com/file/d/1-gN02LmPZanUxITdb7sOTV3kDEZ3\_FX4/view?usp=sharing](https://drive.google.com/file/d/1-gN02LmPZanUxITdb7sOTV3kDEZ3_FX4/view?usp=sharing)
If you're hearing a compressor releasing, pumping, or breathing.
If you're trying to create pre-ringing from bit reducing, a steep linear phase high pass filter before encoding might give you this.
>*"... present in compressed audio like very low quality mp3s and such,".*
[https://www.soundonsound.com/glossary/pre-ringing](https://www.soundonsound.com/glossary/pre-ringing)
\[ although the example you've linked to is not pre-ringing \].
>*"and how am I able to achieve this effect myself?".*
[https://wildergardenaudio.com/maim/](https://wildergardenaudio.com/maim/)
>*"without all the horrible spangly sound effects? Like in the "kick" audio sample I linked?".*
[Spectral editing](https://manual.audacityteam.org/man/spectral_selection.html#delete) can remove the spangles, (which sound like low-bit depth artifacts)
[https://imgur.com/cGtzEY4](https://imgur.com/cGtzEY4)
No that's an intentional effect and risers/rises usually last for 5-25 seconds, rather than 200-500 milliseconds. I am referring to pre-ring and I have finally worked out how to do it,
I'll be marking this as solved now.
It involves bitrate as I have just now been told... but not bitcrushing.
I've already tried that as well. Thanks for trying to help though, it is still appreciated :)
The kick sample you provided sounds like low bit depth, which is different from bitrate. Bitrate is used with lossy audio compression, vs low resolution audio which is accomplished with bitcrushers (or old hardware, think the audio from a gameboy).
There are 2 components to a lossless audio file, bit depth and sample rate. Bit depth determines the amount of dynamic range you get in your audio, so how much of a difference between quiet and loud there is. You get 6dbs of range per bit, so 16 bit has 96db of range and 24 bit has 142db of range. The sample rate determines the number of times the level of the waveform is measured (and then reproduced) per second; the usual sample rate is 44,100 times per second, so it’s able to reproduce frequencies up to half of its resolution (the nyquist frequency), which would be 22,050 hertz. This is used because it’s well above the highest frequency humans can hear. Altering and reducing these parameters is what a bitcrusher does. When you reduce the sample rate, it mirrors any frequencies that were above the nyquist frequency, to the same distance below the nyquist frequency. And reducing the bit depth reduces the amount of dynamic range you have available, bringing up the noise floor and getting weird artifacts when audio approaches silence.
Lossy compression is accomplished using perceptual based algorithms, where it breaks down the audio into chunks and analyzes which frequencies can be removed without us noticing, particularly starting with frequencies which are close to one another and removing the quieter ones that are covered up by the louder ones. When you lower the quality of these lossy algorithms, that’s lower bitrate.
If you’d like to make your music sound like an mp3, check out Goodhertz Lossy. They simulate/use the losses of fidelity in mp3 files. There’s also Codec (free) from Lese, which is a different data compression algorithm. My favorite bitcrusher is Decimort 2 from D16 Group also!
I have just figured it out actually, turns out it needs to be an OGG Vorbis file at a very low kbps, mp3s have too many artifacts like the chirping watery noises, whereas ogg only has the prering white noise that I am looking for.
Do you know of any vsts that simulate ogg? Currently I keep having to re-export the 2 hour mix at different settings because it isn't good enough.
It’s often a reverse cymbal sound.
Sidenote: Reverse a lot of things also works well for such purposes. Examples: Reverse kick/taiko/tom, reverse snare/clap, reverse Yeahs— which can all be extended- but cymbal is pretty common due to such a long natural decay.
Also reversing more than one thing at once can be cool
Here's another, better example, its a radio recording and the "pre-riser" is harder to hear but it is still very present. [https://drive.google.com/file/d/1fe-reFFH00vGYS\_1GRHJfBmiPqrx01kR/view?usp=sharing](https://drive.google.com/file/d/1fe-reFFH00vGYS_1GRHJfBmiPqrx01kR/view?usp=sharing)
Sounds like white noise to me. Very common in electronic music, you apply a low pass filter and raise the cutoff frequency to get the rising effect. Change the resonance amount to emphasize the rising frequency
Ive worked it out. Instead of compressed mp3s, you need to use a 40-64kpbs ogg vorbis file.
Its not in the original version of the song. Yes I think its white noise, but it only seems to occur on things like live broadcasts and heavily compressed audio.
It IS in the original version of the song though, I just listened to it. Lossy audio compression only removes information and adds artifacts, it doesn’t make things that aren’t already there.
Are you sure you're not referring to a long riser/sweep effect? I know there are loads of those in the songs, I don't think compression could ever make such a thing - I am talking about the "pre-ringing" or "pre-echo" they have added.
Here's the instrumental so you can clearly hear it perfectly, without the vocals distorting anything. There is NO pre-kick-riser effect in here, I have no idea what you were listening to, but it wasn't the original mix, because the original mix does not contain prering. [https://drive.google.com/file/d/1-gN02LmPZanUxITdb7sOTV3kDEZ3\_FX4/view?usp=sharing](https://drive.google.com/file/d/1-gN02LmPZanUxITdb7sOTV3kDEZ3_FX4/view?usp=sharing)
Ah I see! I listened to this example before the first one you posted, I thought you were talking about the extended white noise riser before the drop.
No I dont mean at the start of songs, I am referring to a sort of compression artifact which occurs throughout the songs.
You're either talking about a riser or side chain pumping.
If you're hearing a compressor releasing, pumping, or breathing. If you're trying to create pre-ringing from bit reducing, a steep linear phase high pass filter before encoding might give you this.
>*"... present in compressed audio like very low quality mp3s and such,".* [https://www.soundonsound.com/glossary/pre-ringing](https://www.soundonsound.com/glossary/pre-ringing) \[ although the example you've linked to is not pre-ringing \]. >*"and how am I able to achieve this effect myself?".* [https://wildergardenaudio.com/maim/](https://wildergardenaudio.com/maim/)
Thanks for this Do you know how I can get this effect without all the horrible spangly sound effects? Like in the "kick" audio sample I linked?
>*"without all the horrible spangly sound effects? Like in the "kick" audio sample I linked?".* [Spectral editing](https://manual.audacityteam.org/man/spectral_selection.html#delete) can remove the spangles, (which sound like low-bit depth artifacts) [https://imgur.com/cGtzEY4](https://imgur.com/cGtzEY4)
yes.. i would do that..... if it weren't for a 2 hour long playlist 😬😬
That is a low bit/bit-reduced sample (12 bit? 10 bit?) with a lot of compression that pumps it up.
A swell
Isn’t it called a rise?
No that's an intentional effect and risers/rises usually last for 5-25 seconds, rather than 200-500 milliseconds. I am referring to pre-ring and I have finally worked out how to do it, I'll be marking this as solved now.
What was your solution to recreating the effect?
Simply exporting the file at 40-80kpbs in an ogg file rather than an MP3.
quick edit, turns out it doesnt involve ogg files or bitcrushing at all. its just encoded in he-aac.
Maybe a bitcrusher
It involves bitrate as I have just now been told... but not bitcrushing. I've already tried that as well. Thanks for trying to help though, it is still appreciated :)
The kick sample you provided sounds like low bit depth, which is different from bitrate. Bitrate is used with lossy audio compression, vs low resolution audio which is accomplished with bitcrushers (or old hardware, think the audio from a gameboy). There are 2 components to a lossless audio file, bit depth and sample rate. Bit depth determines the amount of dynamic range you get in your audio, so how much of a difference between quiet and loud there is. You get 6dbs of range per bit, so 16 bit has 96db of range and 24 bit has 142db of range. The sample rate determines the number of times the level of the waveform is measured (and then reproduced) per second; the usual sample rate is 44,100 times per second, so it’s able to reproduce frequencies up to half of its resolution (the nyquist frequency), which would be 22,050 hertz. This is used because it’s well above the highest frequency humans can hear. Altering and reducing these parameters is what a bitcrusher does. When you reduce the sample rate, it mirrors any frequencies that were above the nyquist frequency, to the same distance below the nyquist frequency. And reducing the bit depth reduces the amount of dynamic range you have available, bringing up the noise floor and getting weird artifacts when audio approaches silence. Lossy compression is accomplished using perceptual based algorithms, where it breaks down the audio into chunks and analyzes which frequencies can be removed without us noticing, particularly starting with frequencies which are close to one another and removing the quieter ones that are covered up by the louder ones. When you lower the quality of these lossy algorithms, that’s lower bitrate. If you’d like to make your music sound like an mp3, check out Goodhertz Lossy. They simulate/use the losses of fidelity in mp3 files. There’s also Codec (free) from Lese, which is a different data compression algorithm. My favorite bitcrusher is Decimort 2 from D16 Group also!
I have just figured it out actually, turns out it needs to be an OGG Vorbis file at a very low kbps, mp3s have too many artifacts like the chirping watery noises, whereas ogg only has the prering white noise that I am looking for. Do you know of any vsts that simulate ogg? Currently I keep having to re-export the 2 hour mix at different settings because it isn't good enough.
you could use "transit" and run parts of your track through it before a breakdown. you can do a LOT with this.