Sunday, May 13, 2012
Lovelife紀錄片 完整版
Love Life 4 ever
Thursday, May 10, 2012
Man Utd Home and Away Jersey 12/13
Monday, April 30, 2012
Faith is More Than Feelings
And they go out after the service and maybe they even cried a little or felt God's presence. But just because you feel God's presence, doesn't mean you have real faith. There's a big difference between faith and feeling.
James says faith is not mere sentimentality. You go out on the street and you see some homeless person who's destitute. They're poor, they're hungry, they're cold, and they need clothing and shelter. And you walk up to them and say, "Well, I'll pray for you."
That's not faith. Faith is compassionate. How many times did Jesus say, or it was said about him, "He was moved with compassion for people." Faith is practical. It gets involved in people's hurts. And when you see a need, you do something about it. That's real faith.
James 2:15-16 NIV
Suppose a brother or a sister is without clothes and daily food. If one of you says to them, "Go in peace; keep warm and well fed," but does nothing about their physical needs, what good is it?
*Taken from Rick Warren's Daily Devotional
Friday, April 27, 2012
Confident About the Future
Why should Christians be thei most confident people about the future?
"Therefore we are always confident and know that as long as we are at home in the body we are away from the Lord. We are confident, I say, and would prefer to be away from the body and at home with the Lord." (2 Corinthians 5:6, 8 NIV)
For Christians, death is a transfer, a promotion. It's on to better things; no more problems. You're not ready to live until you're ready to die. You don't know how to live until you're ready to die. Only a fool would go all through life totally unprepared for something that everybody knows is inevitable.
You're going to die - someday. If you've accepted Christ, then you're going to go to heaven. You'll be released from pain, from sorrow, from suffering, from depression, from fear: "He'll wipe every tear from their eyes. Death is gone for good - tears gone, crying gone, pain gone - all the first order of things gone." (Revelation 21:4 MSG)
Monday, April 23, 2012
Monday, April 16, 2012
Frequency Range
Please Note – The values below are marely guides, each mix is unique and individual so experimentation is advised.
Low Bass: Anything less than 50Hz
This range is often known as the sub bass and is most commonly taken up by the lowest part of the kick drum and bass guitar. Boosting blindly in this area without valid reference point can and will permanently damage most speakers, even PA systems. You have been warned!
Bass: 50-250Hz
This is the range you’re adjusting when applying the bass boost, although most bass signals in modern music lie around the 90-250Hz. A small boost in the upper ranges will add some presence and clarity.
Muddiness/irritational area: 200-800Hz
The main culprit area for muddy sounding mixes, hence the term ‘irritational area’. Most frequencies around here can cause psycho-acoustic problems. If too many sounds in a mix are dominating this area, it will become annoying.
Mid-range: 800-6kHz
Human hearing is extremely sensitive at these frequencies, and even a minute boost around here will result in a huge change in the sound – almost the same as if you boosted around 10db at any other range. This is because our voices are centred in this area, so it’s the frequency range we hear more than any other. If you have to apply any boosting in this area, be very cautious, especially on vocals. We’re particularly sensitive to how the human voice sounds and its frequency coverage.
High Range: 6-8kHz
This is the range you adjust when applying the treble boost. This area is slightly boosted to make sounds artificially brighter/’lifelike’
Hi-High Range: 8-20kHz
This area is taken up by the higher frequencies of cymbals and hi-hats. Boosting in this area requires a lot of care – it can easily pronounce any background hiss, and using too much will result in a mix becoming irritating.
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50Hz
1. Increase to add more fullness to lowest frequency instruments like foot, toms and the bass.
2. Reduce to decrease the “boom” of the bass and will increase overtones and the recognition of bass line.
100Hz
1. Increase to add a harder bass sound to lowest frequency instruments.
2. Increase to add fullness to guitars, snare.
3. Increase to add warmth to piano and horns
4. Reduce to remove boom on guitars & increase clarity
200Hz
1. Increase to add fullness to vocals.
2. Increase to add fullness to snare and guitar (harder sound).
3. Reduce to decrease muddiness of vocal or mid-range instruments.
4. Reduce to decrease gong sound of cymbals
400Hz
1. Increase to add clarity to bass lines especially when speakers are at low volume.
2. Reduce to decrease “cardboard” sound of lower drums (foot and toms).
3. Reduce to decrease ambiance on cymbals.
800Hz
1. Increase for clarity and “punch of bass.
2. Reduce to remove “cheap” sound of guitars.
1.5kHz
1. Increase for “clarity” and “pluck” of bass.
2. Reduce to remove dullness of guitars.
3kHz
1. Increase for more “pluck” of bass.
2. Increase for more attack of electric / acoustic guitar.
3. Increase for more attack on low piano parts.
4. Increase for more clarity / hardness on voice.
5. Reduce to increase breathy, soft sound on background vocals.
6. Reduce to disguise out-of-tune vocals/guitars
7kHz
1. Increase to add attack on low frequency drums (more metallic sound).
2. Increase to add attack to percussion instruments
3. Increase on dull singer.
4. Increase for more “finger sound” on acoustic bass.
5. Reduce to decrease “s” sound on singers.
6. Increase to add sharpness to synthesizers, rock guitars, acoustic guitar and piano.
10kHz
1. Increase to brighten vocals.
2. Increase for “light brightness” in acoustic guitar and piano.
3. Increase for hardness on cymbals.
4. Reduce to decrease “s” sound on singers
15kHz
1. Increase to brighten vocals (breath sound).
2. Increase to brighten cymbals, string instruments and flutes.
3. Increase to make sampled synthesizer sound more real.
Sunday, April 15, 2012
EQ Guide for Soundman and Musician
Please Note – The values below are marely guides, each mix is unique and individual so experimentation is advised.
Instruments and Vocals EQ
Kick Drum & Toms
Any apparent muddiness can be rolled off around 300Hz. Try a small boost around 5-7 kHz to add some high end.
50-100Hz ~ Adds bottom to the sound
100-250Hz ~ Adds roundness
250-800Hz ~ Muddiness Area
5-8kHz ~ Add high end presence
8-12kHz ~ Adds Hiss
Snare
Try a small boost around 60-120Hz if the sound a little too wimpy. Try boosting around 6kHz for that ‘snappy’ sound.
100-250Hz ~ Fills out the sound
6-8kHz ~ Adds presence
Hi hats or cymbals
Any apparent muddiness can be rolled off around 300Hz. To add some brightness try a small boost around 3kHz.
250-800Hz ~ Muddiness area
1-6kHz ~ Adds presence
6-8kHz ~ Adds clarity
8-12kHz ~ Adds brightness
Bass Guitar
Try boosting around 60Hz to add more body. Ant apparent muddiness can be rolled off around 300Hz. If more presence is needed, boost around 6kHz.
50-100Hz ~ Adds bottom end
100-250Hz ~ Muddiness Area
800-1KHz ~ Adds beef to small speakers
1-6kHz ~ Adds presence
6-8kHz ~ Adds high-end presence
8-12kHz ~ Adds hiss
Piano
Any apparent muddiness can be rolled off around 300Hz. Apply a vey small boost around 6kHz to add some clarity
50-100Hz ~ Adds bottom
100-250Hz ~ Adds roundness
250-1kHz ~ Muddiness area
1-6kHz ~ Adds presence
6-8kHz ~ Adds clarity
8-12kHz ~ Adds hiss
Electric Guitars
Apply either cut or boost around 300Hz, depending on the song and sound. Try boosting around 3kHz to add some edge to the sound, or cut to add some transparency. Try boosting around 6kHz to add presence. Try boosting around 10kHz to add brightness
100-250Hz ~ Adds body
250-800Hz ~ Muddiness area
1-6kHz ~ Cuts through the mix
6-8kHz ~ Adds clarity
8-12kHz ~ Adds hiss
Acoustic guitar
Any apparent muddiness can be rolled off between 100-300Hz. Apply small amounts of cut 1-3kHz to push the image higher. Apply small amounts of boost around 5kHz to add some presence
100-250Hz ~ Adds body
6-8kHz ~ Add clarity
8-12kHz ~ Adds brightness
Strings
These depend entirely on mix and the sound used.
50-100Hz ~ Adds bottom end
100-250Hz ~ Adds body
250-800Hz ~ Muddiness area
1-6kHz ~ Sounds crunchy
6-8kHz ~ Adds clarity
8-12kHz ~ Adds brightness
Vocals
This is a difficult one, as it depends on the mic used for the vocal. Apply either cut or boost around 300Hz. Apply a very small boost around 6kHz to add some clarity.
100-250Hz ~ Adds ‘up-frontness’
250-800Hz ~ Muddiness area
1-6kHz ~ Adds presence
6-8kHz ~ Adds sibilance and clarity
8-12kHz ~ Adds brightness

