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Episode: 2104
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Title: HPR2104: Basic Audio Production: Reverb
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Source: https://hub.hackerpublicradio.org/ccdn.php?filename=/eps/hpr2104/hpr2104.mp3
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Transcribed: 2025-10-18 14:20:44
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---
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This in HPR episode 2,104 entitled, Basic Audio Production, Reverb.
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It is hosted by Acho Daudi and is about 24 minutes long.
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The summary is a very basic description of the Reverb Effect.
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This episode of HPR is brought to you by an Honesthost.com.
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Get 15% discount on all shared hosting with the offer code HPR15, that's HPR15.
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Better web hosting that's Honest and Fair at An Honesthost.com.
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Hi folks, this is Naturalty one more time and with our podcast for you guys in Hacker Public Radio.
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This time I'm going to discuss the end of my series on audio production.
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By now I've covered equalization and compression.
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The third element that will finish the basics of audio production would be reverb.
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I'm going to give a very brief overview because as usual, as I've said in other chapters,
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there's a lot of information in the internet so you can then deepen in the special areas you are interested in once you got the basics.
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And again, like I said in the other podcasts, I think it's an item of general culture.
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I would think to have knowing a bit about the guts of audio production.
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So what is reverb about what are we going to discuss today?
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Well, the 50,000-feet explanation of reverb, the way to describe it in layman terms.
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The elevator pitch of reverb, 30 seconds definition, is like adding a sort of an echo to the tracks.
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I still remember the first demos I made with the computer when I was getting started in home recording.
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Everything was right but everything sounds very dry, very in your face, very harsh to listen to.
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I discovered that it was due to the lack of reverb.
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In nature, natural spaces, sounds produce echoes and sound bounces against different surfaces and bounces back into your ear and divides.
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But when you're recording into a computer, you are in front of a microphone and everything is like straight forward.
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Analog sound waves that you produce with your voice or with your musical instruments get digitized.
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And I guess all those factors are what make that sound sounds very unnatural to the human hearing.
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Or even sometimes you are producing the sounds with the computer itself, so it's completely synthetic.
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I guess that's why synthesizers are called synthesized as connotations of something artificial.
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Although synthesizers, it does it's like parameters to get the sound it wants, but that's a different matter.
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So reverb is a short, the short for short work for reverberation.
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We are with this reverb thing we are going to imitate what the way sounds work in nature.
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When a sound gets into your ear, like I say, it reverberates, it bounces against a lot of things before getting back to us and that's part of the richness and the complexity of sound.
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So what are we going to use this reverb for in all your production?
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Well first, like I said, to make our tracks feel more natural.
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By using different kinds of reverbs, we can make for example a track come closer, make it feel like it's closer to us.
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Or the other way around we can make something feel like listen far in the distance.
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So the amount of energy, the amount of sonic vibration you have is limited.
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Part of the fun of audio production is the way you decide to share that sounds among different instruments.
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And the reverberation helps you achieve that.
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Maybe an instrument is like stealing a spotlight to either one, you can bring it to somewhere else or all kinds of crazy effects.
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Also one of the main uses of reverb, at least in the generous side, I know one and I think the generous side usually play.
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But I think it's the same for all kinds of music. It's what it's called production, the reverb loop.
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It's a way in which you blend the tracks that maybe have been produced in very different devices or even by different people, etc.
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By applying a common reverb effect to all the tracks, you get them to sound like more within the same space.
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It would be the equivalent to in a visual program, like I used Gimp and MT paint.
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So what you do with a blur effect, where you sometimes you need, you are using two images from two different places.
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You want them to blend together better, you use some kind of blur.
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The sonic equivalent, like I say, would be using this reverb loop.
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That makes the tracks work as a whole instead of otherwise they sound like disjointed, no matter how good it is.
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The song, how well composed and how much all the care you've put in the arrangements, you still need a way to that they feel together.
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And a great way to achieve that cohesion is through reverb.
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There are other ways, other things you can try, but the glue reverb is a very useful and also in fact it's a resource that it's very nice in terms of the effort it takes you.
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And the results you get ILA short after I record all the tracks that my song is going to have.
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I like to apply a reverb maybe with random parameters, but just to feel, to get a feel for the first time for the song as a whole.
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Because yeah, the reverb immediately brings like the sum to more to life, makes everything come together.
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So, well, there's a little bit about reverb that I'm not going to cover here.
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It's like an introduction, another view and to tell the truth, I'm an expert I've been for a very long time.
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I've just used the default reverb that came with our door.
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It was in my district, it was a played reverb and I never, I never, it worked just fine for me and I'm always, I always prefer being recording stuff and trying to find new plugins.
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So, for a long, long time I just used that reverb, but I'm going to give the general parameters that I think I can be applicable to all the reverbs in general.
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Although some of them maybe can have more complex options, naturally, but in general the parameters that you will find in all reverbs are first the room size.
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Room size, it's pretty self explanatory, I think.
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When you know that room is not, it's literally thinking of a room of a house.
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What you control with the room size is the room, the size of the room you are supposedly in,
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the room that the computer is emulating.
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So, what difference does it make?
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Well, the smaller is the room, the quicker you are going to listen to the reverberation because the sound will take less time to go and then come back.
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So, a small room, if you imagine a small room that is empty of any furniture, if you clap, you are going to instantly listen to the echo against the walls.
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On the other extreme, it would be, for example, a casserole.
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If you get a humongous room size, the sound will take a long time to get back to you, so it's a very characteristic sound.
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The casserole is an example, obviously, the scenario in your music for a casserole is limited, but this kind of long echoes in the distance can be very useful.
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In some sounds, you get some intuition on when you need a short and quick reverberation when you need something that takes longer.
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So, another parameter would be the decay, which is a number of milliseconds, as the tail of the sound lasts.
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This one, I don't think I can explain it better.
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You get a feel of it by playing with the values. If you make a decay very short, maybe for what I remember, you're going to lose the reverb because it doesn't take enough to be heard.
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The best way to get that feeling for what decay can do is just experimenting.
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Another parameter that's very interesting is dumping.
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Dumping emulates the absorption of sound by the objects.
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Besides what I mentioned before, the room size and a factor in real life that can change your results and how echo comes through,
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is if the objects, the sound stumbles upon.
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Typically, the objects absorb more high frequency than low.
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And you can emulate these behavior of objects with the damping parameter.
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It's useful to have some damping sometimes because it makes the sound feel more natural.
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Otherwise, sometimes you get some ringing sound, some artifacts that you don't want in your productions.
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Also, I think depending on the kind of objects that you find in the room, one's logically absorbed more sounds than others.
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It's not the same having racks on the floor, I don't know, a metal wall or concrete.
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So you can experiment with that kind of damping parameters.
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Some plugins, I think, have two knobs or more knobs, one for high frequencies,
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damping in high frequencies and damping in low frequencies.
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And also, depending on the music, it's good to remember to regarding all these parameters that you don't have always to emulate nature.
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Maybe my tendency is to think that way because of the music I do.
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I like my music too.
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I like generally rock, maybe a bit of jazz.
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And I like the music to sound similar to what a band could do.
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But I also enjoy and admire things that are products of sound engineering
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that are things that couldn't be real in nature.
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So that's another possibility about reverb.
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You're not limited to what you can do in real world.
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You can invent new stuff.
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In the end, the only rule is your creativity and your aesthetic intent and your sensitivity.
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So, well, that's a side note.
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I have one more parameter that I'd like to comment.
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It's a drive versus wet.
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This is a parameter that you can find in a lot of plugins.
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It's not exclusive to reverb.
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It's a drive versus wet.
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It's a proportion.
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In between how much of the track is the original track, the track without the effect,
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without the reverb in this case, how much is the track with the reverb effect.
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So, for example, a track with 100% dry would have no reverb audible.
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And a track with 100% wet would sound like a cavern or like a dungeon, something very extreme.
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A funny thing you can do with this with dry and wet also is that you can, for example,
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you can find the dry track and the wet track in different ways to get different effects.
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For example, you can record a guitar track that sounds dry on the left here.
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And it's made it's reverb track, the same track, but with reverb sounding only on the right here.
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And you can get different effects with that.
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With that, what you are doing there is building 3D spaces by using the echo effects.
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So, again, there's no hard rules.
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It's about creativity and crazy ideas that you can have and you can test it in the computer.
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That's a great thing of the magic of audio production.
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Yeah, well, those are, I think, the basic parameters of all present in all reverbs.
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Maybe the simplest one, maybe on hot damping or dry versus wet.
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I'd like to also mention briefly that there are two, well, there are more than two,
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but the two main kinds of reverbs that exist are plates and spring reverbs.
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There are more of them.
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Like I said, I was always stuck happily with a plate reverb and never gave a thought to it,
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but it seems there are subtle differences in the way they sound and what are their use cases.
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So, both of them, their names, the origin of their names, has to do with the way those reverbs were produced before the computer age.
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They take advantage that the fact that sound travels very, very, very quickly through a through metal.
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So, both in plate and spring, the sound travels through a through a metal surface.
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And that sound created the reverberation.
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The reverberation was another to the mix.
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But it's pretty much all I can say about the kind of reverb I just try them and tinker around.
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And if I like the sound, I stick to it.
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And otherwise I try something different.
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I don't have a mental division very clear about plates and spring reverbs.
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And also, there are other kinds like convolution, reverb and all the stuff.
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It's a bit over my head.
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So, I cannot say anything about that except that it exists.
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So, well, I think that's all I have for you today, regarding reverb.
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I hope you have maybe got more or two nuggets of knowledge there.
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And this ends my audio trilogy.
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Again, to sum up, I covered equalization and high and low pass filter, then compression.
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And today I covered reverb.
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Those three effects are like what you use 90% of time in everything you do around a digital audio or station.
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Well, maybe also distortion is useful, for example, in guitars, of course.
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But also, if you want to accentuate a voice track or a hit in a drum, it's distortion can be useful too.
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But mostly these three are like the red and butter, I think it's expression.
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Of audio production.
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I hope you...
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Another thing I'd like to remark is that, of course, one thing is knowing these concepts.
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Another is like recognizing them.
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And having the neck to see what's the use case for each of them.
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That's something that comes with practice and no one can give you.
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You need to train your ear and sometimes go through quite a lot of frustration, at least in my case,
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because it's something that I'm not natural for this audio production stuff at all.
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I would rather be composing or playing, I think I've said it in other podcasts.
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But I would skill to have.
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And anyway, the fun in this kind of stuff is precisely when you start to recognize this,
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what I would need to do here is like, hey, I want this, this voices to feel like father.
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Hey, then I would like to do this, chase the room size, and then adjust EQ.
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And you do it, and it works, and it's like, hey, it's a great feeling.
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You know, when the thing you had in your head finally translates to a real world,
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it's something great through...
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It was rather of trial and error, but the final result is always great.
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So to me, it's a great hobby, and I don't know if all the people will feel that way.
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But I find it very relaxing.
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And the technology makes it so we see nowadays that I really recommend that,
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at least you give it a try.
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Anyway, I hope you enjoyed this podcast.
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See you in new chapters.
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Thank you very much for listening, bye.
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You've been listening to Hacker Public Radio at HackerPublicRadio.org.
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We are a community podcast network that releases shows every weekday, Monday through Friday.
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Hacker Public Radio was founded by the digital dog pound and the Infonomicon Computer Club,
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and is part of the binary revolution at binrev.com.
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If you have comments on today's show, please email the host directly,
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