Review: Transgressor by Boz Digital Labs

brandonshirePlugins1 Comment

Recently Boz Digital Labs released Transgressor, which is a transient designer that allows you to eq the transient and the sustain separately. This plugin seems like it was created with my workflow in mind, so when I got the chance to get a review copy I was stoked! Let me explain.   I tend to avoid compression for transient shaping. … Read More

Why I Don’t Care About Accurate Analog Modeling.

brandonshireConcepts, Plugins16 Comments

Plugin manufacturers are on a never ending quest to develop the holy grail of plugins…the perfect digital model of a classic analog piece that everyone in the industry embraces as the most accurate, bar none. This is admirable in that it pushes the technology further and further, and now we have top tier mix engineers like Andrew Scheps and Jack … Read More

Understanding Drum Sample Libraries.

brandonshireConcepts, Production, WorkflowLeave a Comment

From bedroom producers, to the top brass mixing engineers with multiple grammies, there are a lot of people who use drum samples in their mixes. Joey Sturgis is famous for using Kick 10 from Steven Slate Drums in many of his productions (although now Joey Sturgis has his own sample library on the market called Drumforge), and Randy Staub used … Read More

Why I use Expanders on DI’s.

brandonshireConcepts, Production1 Comment

Picture 1. In the first picture, you’ll see 4 colored bands on the analyzer. The red band is the noise floor of my interface, and it’s reading down around -110dbfs. The dark orange band at the very bottom is where the expander is pushing that noise floor to, down around -170dbfs. I usually use HoRNet Track Utility to bring the … Read More

Do we really need more 1176 plugin models?

brandonshireConcepts, Plugins7 Comments

Back in the day, we had hardware. Since then, we started using software. Over the years, we’ve become better and better at developing this software so that it fools the trained ear into thinking it’s hardware. We make it move, overload, have noise, and try to recreate the exact sonic imprint of the hardware. We’ve put a ton of time … Read More