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Bundle - Maschine MK3 Complete Courses Collection

Bundle - Maschine MK3 Complete Courses Collection

Product information "Bundle - Maschine MK3 Complete Courses Collection"

After this massive 23-hour tutorial package, you’ll find yourself knowing Maschine inside and out, having learned every aspect of the software and hardware, been shown numerous examples of track production and even had lessons on music theory. So whether you’re a complete beginner or have a fair bit of experience already, our expert tutors will provide you with an abundance of production knowledge to help advance your music making skills to a professional level.

skills: Complete Guide
software: Maschine

House Production with Maschine

Course Contents

In this lesson, which is the free sample from the course, Rob shows how the beats are made, by programming in the main and secondary drums as well as some FX, all of which is done either in step mode or by recording in parts, and then editing and processing individual sounds and the entire drums group with various effects.

Module 1 - Creating the Beats

This lesson shows how all of the melodic parts in the track are conceived, those being the bassline, main chords, other lead sounds and strings. The fundamental theory behind parts is explained, outlining how each one fits with the other sounds in the song, and the overall resulting harmony. Then, once the patterns have been created, Rob jams with them to show how the arrangement could be constructed.

Module 2 - Creating the Melodic Parts

This lesson shows how a large vocal sample can be chopped, sliced, edited and rearranged to form a variety of different vocal patterns for a track, either as prominent main elements or subtler accompaniments.

Module 3 - Creating the Vocal Parts

This lesson shows how to arrange a track from the elements created so far on the course, at first laying down the basic structure and then going in and fine tuning sections, to add smaller edits and variations, parameter automation and so on.

Module 4 - Arranging the Track

This lesson runs through the finished arrangement, explaining how parts have been developed and tweaked, and the processing used on individual sounds, groups and the master, in order to polish and hone the final mix.

Module 5 - The Final Mix

Drum and Bass Production with Maschine by DJ Fracture

Course Contents

Fracture begins by showing how a fat DnB break is made, first by step sequencing and playing in sounds from a Maschine kit to create the main rhythm, and then embellishing the pattern with an additional group, containing a sliced and resequenced loop. Drums are processed individually and together to help beef up and unify the break.

Module 1 - Creating the Beats

The main bassline is created, by slicing a loop and then programming a new pattern, which is then processed with various effects, to produce the sub group. Two additional upper bass layer groups are then made, which are modulated with envelopes and different send effects to create two contrasting main groove sections.

Module 2 - Creating the Bass Part

Taking the basic building blocks made in the previous 2 lessons, Fracture begins to lay out the track, starting by making a 16-bar section in the Scenes area. Patterns are duplicated and edited, and various automation applied to create interludes and turnarounds. Additional percussion parts are then applied to the next 16-bar section, to create more movement and interest, as well as a mini sub bass impact effect.

Module 3 - Building the Arrangement

Melodic parts such as pads and leads are created and programmed, then developed and woven with new drum patterns to form intro and breakdown sections, which are edited and processed with different insert and send effects.

Module 4 - Making an Intro and Breakdown

Numerous sound effects are added to the arrangement, to create atmosphere, smooth transitions, build tension, apply emphasis, fill out the mix and unify the track.

Module 5 - Adding SFX

Fracture uses multiple instances of Drum Synth to layer up all the main drums, creating a much fuller sound.

Module 6 - Fattening up the drums with Drum Synth

The new mixer section in Maschine version 2 is utilised in full as Fracture demonstrates pro tips for refining and tweaking the mix, including balancing, fine tuning compressors, EQs and other effects, then processing the output bus to create the final mastered track.

Module 7 - Mixing and Mastering the Track

Complete Glitch Hop Production with Maschine by Defazed

Course Contents

Defazed starts the course by exploring the demo track. He goes through the different sounds and the processing applied, then shows how to set up the master channel for live performance.

Module 1: Introduction and Demo-track overview

The existing beats are analysed and selecting the right samples is discussed. Defazed demonstrates how to map the drums to the hardware for maximum playability. He then records and edits a new beat, showing how editing from the hardware is quick and intuitive.

Module 2: Recording and Editing Beats

Defazed demonstrates how to create intricate glitch percussion and loops using filters and automation. He then utilises these techniques to create an 8-bar drop by layering the glitch percussion and high impact hits.

Module 3: Glitch Percussion and Vocal Hits

In this lesson, Defazed provides a step-by-step guide to making the basslines in the track, showing how they are created from scratch with Massive and then made into patterns to go with the drum break.

Module 4: Producing Glitch Hop Beats and Bass

From start to finish, Defazed shows how to take a bass sound and sample it, goes through the processing on the bass group in detail and shows how the main hard-edged bass that is so characteristic of Glitch Hop is given its punch and power. A demonstration of his use of mid-side processing using Brainworx BX Control V2 is also given.

Module 5: Bassline Construction and Resampling

Defazed shows his use of NI Massive to create chords by altering the fundamental frequency of the oscillators, demonstrating the individual effect on the sound that each one has and how he uses them to great effect. He shows how to add variation to different scenes and builds up a huge, dancefloor-filling sound.

Module 6: Melodic and Atmospheric Parts

In the penultimate lesson, an outro and additional atmospherics are created. Patterns are edited and additional automated effects applied to complete the arrangement.

Module 7: Completing the Arrangement

Defazed goes through the track, identifying and explaining weak and problem areas and how to improve them, whilst defining the Glitch Hop vibe. The overall mix is analysed and tweaked. A brief overview of sidechain compression, reverb levels and mastering is given before the final track is exported.

Module 8: Final Mix Tweaks, Master and Export

Techno Production with Maschine by Rob Jones

Course Contents

This module goes through the process of creating a multi-layered kick group, complete with macro controls for customising the bottom and top ends, kick attack and body, as well as the kick duration, so a pounding 4 to the floor beat can be laid down.

Module 1 - Creating the Kick

In this lesson, the main rhythmic bass part is created using percussion samples, so the distinctive, rumbling low frequency march can be added to the kick. Several groups are layered together and a sidechain compressor used to control dynamics.

Module 2 - Low Frequency Percussion

This last main lesson on the low frequency elements of the track focuses initially on sub bass, adding some very bottom end, to establish a tonal centre and fatten up the sound. All bass groups are then processed together to gel and solidify the mix.

Module 3 - Sub Bass and Bass Processing

The first high frequency percussion lesson starts to add some of the classic and syncopated parts, including hats, cabasas, clicks and other miscellaneous samples, to accompany the bass parts and create the main groove of the track.

Module 4 - High Frequency Percussion Part I

In the second high frequency percussion module, the parts are processed with send effects, and samples are mixed and layered to improve the sound. Then, a new main rhythmic element is added, complete with various effects for automating throughout the arrangement.

Module 5 - High Frequency Percussion Part II

This tutorial covers a large number of techniques to consider when creating melodies, showing a few different ways for playing phrases, either using Maschine's built in chord and arpeggiator facility, or playing events in live. The new lead is processed with insert and send effects, including resochord, which is used to create new harmonic texture for developing in breakdowns.

Module 6 - Melodic Sounds

After discussing the different considerations for how the melodic parts in the track can develop throughout the arrangement, some new sounds are created, including a new vocal part, which is constructed using different slices of a larger sample, which are then processed with different inserts to create a cool tape delay effect.

Module 7 - Additional Textures

With all the main components now created, the arrangement is started, first building a collection of different scenes, which are named and coloured accordingly, then using that palette to put the main building blocks of the track in place.

Module 8 - Arrangement

After the basic arrangement is carried out in Maschine, the software is opened as a plug-in in a DAW, in this case Ableton Live, to finish off the arranging and mixing. There is an explanation of how automation is carried out, as well as how to route sounds in and out of Maschine, then various parts of the arrangement and mixdown are shown and discussed.

Module 9 - Final Arrangement and Mixing

Chill Trap and Future Bass Production in Maschine

Course Contents

CAPSUN kicks off the course by recording in the main melodic parts of the track, chords, smooth strings, a dreamy arpeggio sequence and some bass for the track intro.

Module 1 - Intro and Melodic Parts

This lesson teaches how to create a typical chill trap kick and snare pattern to form the fundamentals of the beat.

Module 2 - Programming the Kick and Snare

Continuing on from the previous lesson, CAPSUN continues adding other elements to the beat, including pitched snare fills, hi hats and rims, and also shows how he processes them within Maschine.

Module 3 - Filling out the Drum Beat

In this module, big 80s sounding Toms are added to beat and processed with transient master to fit with the more modern style of the track.

Module 4 - Adding Toms

CAPSUN shows how to create an 808 style snare, shaped with transient master and D16s Decimort plugin.

Module 5 - Creating an 808 Snare

In this quick module CAPSUN adds the newly created 808 snare to the beat, with accented hits and snare rolls adding to the groove of the track.

Module 6 - Snare Fills and Rolls

This module teaches how to quickly transpose melodic parts to a more suitable key for the track.

Module 7 - Transposing Melodic Parts

This lesson shows how to clean up vocal samples and process them with compression, reverb and pitch shifting to create interesting vocal chops and ad libs.

Module 8 - Vocals

CAPSUN shows how to process a vocal sample and use portamento in order to create a gliding future bass lead.

Module 9 - Creating a Gliding Lead

This module shows how to use scene mode to start to build up the structure of the track from the patterns created in previous modules.

Module 10 - Sequencing

CAPSUN adds a booming 808 bass to fill out the bottom end of the track, along with some SFX. He also adds a sidechain to create a pumping effect around the kick drum.

Module 11 - SFX and 808 Bass

This module shows how to achieve a basic mix, carefully blending the levels of the drums and melodic parts. There are also a few tips on EQing and adding stereo width using Plugin Boutique's Stereo Savage plugin.

Module 12 - Basic Mixing and Mastering

The course concludes with this module, in which CAPSUN explains the arrangement of the track, including taking a look at the bridge section. He finishes by giving an insight into some of his mixing and mastering techniques.

Module 13 - Final Arrangement and Mix

Precision Drum & Bass Construction in Maschine

Course Contents

In the first module, Icicle gives a detailed explanation about designing and layering kick drum sounds, giving a methodical description of Maschine's many drum parameters.

Module 1: Designing the Kick

Continuing the drum parts, you'll learn about the different Maschine drum engines in the layering of a powerful snare sound and how to apply precision processing to the combined snare.

Module 2: Designing the Snare

Next, Icicle moves onto the other parts of the drums, starting with the hi-hats. He begins by creating an initial sound, before adding a side-chain compressor, EQ and transient shaper to give the hi-hats remarkable clarity.

Module 3: Designing the Hi-Hats

Module 4: Creating an Original Drum Sampler

In this module, you'll learn how to add additional, unique percussive sounds to the drums. With great care, Icicle meticulously layers these additional elements adding excitement to the track.

Module 5: Layering Additional Percussive Elements

Module 6: Creating the Bass

In this module, Icicle adds a sidechain to the bass, showing how to apply effects to groups, carving a hole for the drums which keeps them sounding punchy and powerful.

Module 7: Sidechaining the Bass

Module 8: Shaping the Lead Sounds

Continuing from the previous module, Icicle demonstrates how to add evolving automation to the lead sound, using the hardware, extending his musical idea and beginning to shape the distinctive sound of the track.

Module 9: Automating and Editing the Leads

In Module 10, Icicle adds the pads, creating several progressive sequences which add a futuristic sounding atmosphere to the track. Using Maschine's built in arpeggiator, these evolving sounds fill out the track, adding movement and enriching the sound.

Module 10: Adding Pad Textures

Module 11: Beginning the Arrangement

In Module 12, Icicle goes into detail as he creates the different sections of the track. He creates variations in sound, instrumentation and automation to give each section a distinct flavour, taking the listener on a musical journey.

Module 12: Arranging the Track

In the final module, Icicle demonstrates his mastering chain, giving a thorough explanation of what, why and how he processes the final mix. He uses a variety of plugins to EQ, Compress and Limit the track, with playing out to the club always in mind.

Module 13: Mixing, Mastering and Completing the Track

In this bonus module, Icicle walks through his technique for creating lead sounds in Massive.

Bonus Module 1: Designing Lead Sounds

In this bonus module, Icicle walks through his technique for creating atmospheric drone sounds in Massive.

Bonus Module 2: Designing Drone Sounds

Maschine Hip Hop and Trap Design

Course Contents

To begin, Capsun introduces the course.

Module 1: Intro

In this module, Capsun demonstrates how to layer and process multiple different drum sounds, including sounds from the Maschine drum engine and processed samples, to create a powerful and original kick sound.

Module 2: Layering Kicks Part 1

Next, Capsun begins creating the second kick, starting with a dirty and distorted 808 sample and some Foley, which he combines and edits. He then processes the new sound to create a dirtier, synthetic kick sound.

Module 3: Layering Kicks Part 2

In Module 4, Capsun demonstrates how to create a Future-Bass style tonal snare, used by the likes of Jack U, Diplo and DJ Snake. He combines several tonal samples and processes them, adding the resulting sharp and percussive sound to the drum kit.

Module 4: Creating a Future-Bass Snare

In the next module, Capsun creates a percussive snare sound, beginning with a well known Alesis trap snare sample. He cleans up the sample and adds additional processing, widening the sound, before adding it to the drum kit.

Module 5: Creating a Trap Snare

In Module 6, Capsun demonstrates how to create a stack clap sound, by layering different styles of claps from his sample packs. He discusses playing in the claps to create a more natural sound, which he then resamples and processes.

Module 6: Creating a Clap Group

Next, Capsun moves on to the hi-hats. He starts by demonstrating how to turn a clean hi-hat loop into a crunchy and live-sounding breakbeat style hi-hat sample.

Module 7: Creating a Live Sounding Hi-Hat

In this module, Capsun creates open and closed versions of an 808 style hi-hat, using Maschine's drum synth.

Module 8: Creating an 808 Style Hi-Hat

In Module 9, Capsun discusses creating your own percussion loops. He begins by creating a tambourine sound which he pitch shifts and processes.

Module 9: Creating Percussion Elements Part 1

In this module, Capsun discusses creating your own library of Foley sounds to layer into your drums.

Module 10: Creating Percussion Elements Part 2

In the final percussion elements module, Capsun creates a reverse cymbal from scratch, demonstrating how he produces this iconic sound which he then tweaks to make his own.

Module 11: Creating Percussion Elements Part 3

In Module 12, Capsun goes back over all of the drum sounds that you've created so far. He tidies up the sounds, editing the ADSR envelopes and adjusting the levels of each individual element.

Module 12: Overview of the Drum Sounds

In this module, Capsun demonstrates how to create drum sequences by inputting MIDI notes. He layers up the different parts, explaining how to edit the sequences to prevent them from sounding robotic.

Module 13: Programming a Sequence

In Module 14, Capsun demonstrates how to play in a similar pattern using the hardware. He demonstrates how to align the hits and then adds additional percussion parts.

Module 14: Playing in a Sequence

In the penultimate module, Capsun discusses his approach to processing the drum group. Next, he adds some melodic parts, demonstrating how he'd start building a track.

Module 15: Next Steps

In the final module, Capsun concludes the course.

Module 16: Outro

Complete Guide to Maschine MK3

Course Contents

This module provides an overview of the Maschine software and hardware, to demonstrate the extent of its capabilities, showing both completed projects with arrangements and brand new projects for setting up and getting going with pattern creation.

Maschine Intro & Demo

This module starts to teach how patterns can be created, predominantly by playing in events with the hardware pads, as well as some important event parameters like velocity and timing.

Pad Mode Pattern Creation I
Pad Mode Pattern Creation II
Software Pattern Editor

A demonstration of how to edit patterns on the hardware, after recent software updates removed the Arranger button shortcut. Arranger button fully explained in Module 5a.

Pattern Editing from the Hardware

This module teaches some soundslot fundamentals, by showing how to build up your own kit in a group, consisting of various drum and bass samples, which are edited and sequenced into a groove.

Adding Drums and Creating a Break
Editing Soundslots in Sampler
Adding Bass and Finishing the Kit

This module continues looking at pattern creation, focussing this time on the additional pad modes, including step, keyboard and chord, as well as 16-velocity mode.

Step Mode
Keyboard & Chords Mode
16-Velocity Mode

This module shows how scenes and sections can be used to create different fixed combinations of patterns, either for jamming with different loops or laying out an arrangement of a song along a timeline.

Scene Mode
Section Mode
Unique and Auto-Length

An explanation of how the Arranger mode changed on the hardware in a recent software update to include Ideas and Song modes, and remove pattern editing facilities.

Arranger Button Update

This module teaches how to record and edit your own samples, including single hits and loops, either from external sources or internally within your project.

Recording Oneshot Samples
Recording Loops
Slicing Samples
Stretching Samples

This module runs you through how to apply effects processing to sounds within Maschine, be they individual soundslots in a group, whole groups or the master output, so all groups simultaneously. As well as providing a guide to the range of effects on offer and how to use them, this should also help to further develop your understanding of the Plugins section of the software.

Adding and Editing Effects with MK3

Drum Synth
Bass Synth

This module teaches some more advanced effects techniques, including modulation, meaning both automating of effect parameters into patterns and also onboard effects themselves, as well as setting up send effects and using sidechains.

Modulating Parameters with MK3
Envelope and LFO Modulation
Step Mode Modulation
Send Effects
Sidechaining

This module shows how the various performance-related controls on Maschine can be used to add expressive elements to your music.

Macros
Lock Snapshots
Smart Strip
Perform FX

This module shows how Maschine works running as a plugin in the DAW, to highlight the differences and ways it can be used.

Using Maschine in a DAW

Producer's Guide to Music Theory with Maschine

Course Contents

After explaining what the key of a song means, there is a guide to the major and minor scales, showing what they are and how to play them with Maschine.

Module 1 - Key signature and Major/Minor Scales

This lesson teaches how to form basslines in a minor key, applying the knowledge from the previous lesson into a series of examples showing how to play a whole load of patterns, ranging in length and complexity.

Module 2 - Creating Basslines in a Minor Key

This lesson shows how cool accompaniment can be constructed purely by playing intervals from a particular scale, with each pattern creating a different mood and harmony.

Module 3 - Intervals

This lesson explains what chords are and many of the different types, from simple triads, to more complex jazzy chords, like sevenths and ninths. The principles are put into practice in an example project, by playing numerous different sustained and stabbed chord patterns over a bassline.

Module 4 - Chords Part I

This lesson extends the knowledge from the previous lesson, showing several examples of how to create longer and more complex chord progressions, that either stay in one key or modulate to other keys. These sequences compliment the main groove and also form the basis of an epic breakdown in one example.

Module 5 - Chords Part II

This lesson shows how different melodic parts are conceived, in order to create all of the basic building blocks for a track. In addition to a bassline and main chord sequence, several arpeggiated lead parts are made, as well as a lush strings pattern.

Module 6 - Creating Melodic Accompaniment

This lesson gives a rundown of the practice projects that come with the course, providing an example to each of the exercises, which include identifying the key of a song from various musical parts, as well as creating basslines and chord sequences in various keys to form different harmonic sequences.

Module 7 - Practice your skills!