Skip to content
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension


Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
1 change: 1 addition & 0 deletions .github/workflows/main.yml
Original file line number Diff line number Diff line change
Expand Up @@ -62,6 +62,7 @@ jobs:
contents: write
issues: write
pull-requests: write
statuses: write

steps:
- name: Checkout
Expand Down
8 changes: 4 additions & 4 deletions Dangerfile.js
Original file line number Diff line number Diff line change
Expand Up @@ -97,9 +97,9 @@ if (!CONVENTIONAL_PATTERN.test(danger.github.pr.title)) {
fail(
`PR title \`${danger.github.pr.title}\` does not follow ` +
'[Conventional Commits](https://www.conventionalcommits.org/) format.\n\n' +
'Expected: `type(scope): description` — e.g. `feat: add reverb section` ' +
'or `fix(tooltip): clamp position on narrow screens`.\n\n' +
'This is required because the PR title becomes the squash-merge commit ' +
'message that **semantic-release** uses to determine the version bump.',
'Expected: `type(scope): description`\n' +
'e.g. `feat: add reverb section` or `fix(tooltip): clamp on narrow screens`\n\n' +
'The PR title becomes the squash-merge commit message that\n' +
'**semantic-release** uses to determine the version bump.',
)
}
14 changes: 7 additions & 7 deletions index.html
Original file line number Diff line number Diff line change
Expand Up @@ -146,7 +146,7 @@ <h3>Snare Drum</h3>
<div class="freq-card boost">
<p class="freq-hz">100–200 Hz</p>
<p class="freq-action">BOOST — body</p>
<p class="freq-desc">Adds <span class="tt" data-tip="The low-mid fullness and weight of a drum (100–300Hz). More body = rounder, fatter tone. Less body = thin and snappy. This is the resonance of the wooden shell.">body ?</span> and fatness to the shell. Makes the snare sound like a real wooden drum, not a tin can.</p>
<p class="freq-desc">Adds <span class="tt" data-tip="The low-mid fullness and weight of a drum (100–300Hz). More body = rounder, fatter tone. Less body = thin and snappy. This is the resonance of the wooden shell.">body ?</span> and fatness to the shell. Makes the snare sound like an actual wooden drum rather than a tin can.</p>
</div>
<div class="freq-card cut">
<p class="freq-hz">300–500 Hz</p>
Expand Down Expand Up @@ -330,7 +330,7 @@ <h3>Recommended Settings Per Piece</h3>
<div class="setting-row"><span>Threshold</span><span>−6 to −8 dB</span></div>
<div class="setting-row"><span>Attack</span><span>30–50 ms</span></div>
<div class="setting-row"><span>Release</span><span>100–250 ms</span></div>
<p class="setting-note">Glues all drums together. Should feel like one kit, not separate pieces.</p>
<p class="setting-note">Glues all drums together. Should feel like one cohesive kit hitting the same room.</p>
</div>
</div>
</div>
Expand Down Expand Up @@ -712,7 +712,7 @@ <h1 class="hero-title">Mastering</h1>
<h2 id="master-eq-heading">EQ for Mastering</h2>
<span class="section-pill">Gentle overall shaping</span>
</div>
<p class="section-intro">Mastering EQ should be subtle. If you need more than 3–4 dB of any boost or cut here, the mix has a problem that should be fixed at mix stage — not masked in mastering. Think of it as fine-tuning, not surgery.</p>
<p class="section-intro">Mastering EQ should be subtle. If you need more than 3–4 dB of any boost or cut here, the mix has a problem that should be fixed at mix stage — mastering can't paper over it. Think of it as fine-tuning. Targeted adjustments, kept small.</p>

<div class="knob-explainer">
<div class="knob-item"><p class="knob-name">Sub cleaning<br><small>&lt; 30 Hz</small></p><p class="knob-val">High-pass: always</p><p class="knob-desc">Even a well-mixed track has subsonic content from room noise or headphone bleed. A steep high-pass at 20–30 Hz protects <span class="tt" data-tip="The physical back-and-forth movement of a speaker cone. Excessive low frequency energy pushes woofers past their mechanical limit, causing distortion or physical damage.">woofer excursion ?</span> and reclaims loudness headroom.</p></div>
Expand All @@ -726,12 +726,12 @@ <h2 id="master-eq-heading">EQ for Mastering</h2>
<section class="section" aria-labelledby="master-comp-heading">
<div class="section-header">
<h2 id="master-comp-heading">Compression for Mastering</h2>
<span class="section-pill">Glue, not control</span>
<span class="section-pill">Cohesion over control</span>
</div>
<p class="section-intro">Mastering compression is used for <span class="tt" data-tip="The perceptual quality of a mix sounding cohesive — like all elements belong together in the same space and were recorded at the same time. Glue compression subtly reduces dynamic range of the full mix.">glue ?</span> and <span class="tt" data-tip="The sense that a mix has consistent energy throughout. No section dramatically louder or quieter than another. Density makes a mix feel full and controlled from start to finish.">density ?</span>, not loudness. The settings are extremely gentle compared to mix compression.</p>
<p class="section-intro">Mastering compression is used for <span class="tt" data-tip="The perceptual quality of a mix sounding cohesive — like all elements belong together in the same space and were recorded at the same time. Glue compression subtly reduces dynamic range of the full mix.">glue ?</span> and <span class="tt" data-tip="The sense that a mix has consistent energy throughout. No section dramatically louder or quieter than another. Density makes a mix feel full and controlled from start to finish.">density ?</span> loudness comes later, at the limiter.</p>

<div class="knob-explainer">
<div class="knob-item"><p class="knob-name">Ratio</p><p class="knob-val">1.5:1 – 2.5:1</p><p class="knob-desc">Extremely gentle. At this stage you are barely touching the signal. 2:1 is considered aggressive for mastering. Above 3:1 and you're mixing, not mastering.</p></div>
<div class="knob-item"><p class="knob-name">Ratio</p><p class="knob-val">1.5:1 – 2.5:1</p><p class="knob-desc">Extremely gentle. At this stage you are barely touching the signal. 2:1 is considered aggressive for mastering. Push past 3:1 and you've crossed back into mix territory.</p></div>
<div class="knob-item"><p class="knob-name">Threshold</p><p class="knob-val">−6 to −12 dB</p><p class="knob-desc">Set to get 1–3 dB of <span class="tt" data-tip="The amount by which the compressor is reducing the signal, measured in dB. Shown on the GR meter. 2–3dB is typical for mastering compression. More than 6dB = overcompressing.">gain reduction ?</span> on the loudest parts. If you're seeing 6 dB+, you're overcompressing and will kill the life of the mix.</p></div>
<div class="knob-item"><p class="knob-name">Attack</p><p class="knob-val">30–100 ms (slow)</p><p class="knob-desc">Slow attack preserves transients. You never want to kill the punch of a kick or snare in mastering. Very slow attack = transparent glue that doesn't touch the impact.</p></div>
<div class="knob-item"><p class="knob-name">Release</p><p class="knob-val">Auto or 200–400 ms</p><p class="knob-desc">Slow release tracks the <span class="tt" data-tip="The overall energy level of a section of music, typically measured over 3–5 seconds. Mastering compressors with slow release react to the overall energy of the program rather than individual drum hits.">program dynamics ?</span>. Most mastering engineers use auto release. Listen for pumping on loud-to-quiet transitions.</p></div>
Expand Down Expand Up @@ -853,4 +853,4 @@ <h1 class="hero-title">Glossary</h1>
<script type="module" src="src/js/main.js"></script>

</body>
</html>
</html>
5 changes: 4 additions & 1 deletion package.json
Original file line number Diff line number Diff line change
Expand Up @@ -37,7 +37,10 @@
"commitlint": {
"extends": [
"@commitlint/config-conventional"
]
],
"rules": {
"body-max-line-length": [0]
}
},
"lint-staged": {
"src/js/**/*.js": [
Expand Down
Loading