Internal Mixing - Notes
Internal Mixing - Notes
DIMENSIONS
PROCESSING IN GROUPS
Compression in groups to save resources and beef up the sound:
Particularly popular are plugins that are full of character like 1176 or LA2A. It's better to compress
frequently and gently rather than rarely and hard. Working with compressors in groups has a lot of
similarities to working with large analog consoles.
TIP: If there are a lot of individual drum tracks a good compressor is applied to most important tracks such
as Snare and Bass drum, and the group compression is then used to weld the other individual tracks together
with the snare and bass drum to a single entity.
The same applies to lead vocals, doubled tracks and ad libs
MIXING WORKFLOW
Define the mixing strategy with a panorama sketch.
Start building up the rhythmic backbone, starting with the bass drum, followed by the snare, making use of
panning, EQing, compression, gates and hall, until the folder track "Drums" represents a powerful and
rounded sound.
Next step is to build up the instruments which provide harmony and warmth. Distribute the elements
according to their complimentary spectral properties to the left and to the right in the panorama. Either in
group solo mode or in conjunction with the "open" drum group.
Create a good lead vocal sound and add it to the centre.
Balance the group levels of all groups edited so far.
Distribute decorations and additions in a spectrally sensible manner around the existing basis.
If a particular event sounds fuzzy, look for a spot within the 3 dimensions where it can be clearly heard. If
you cannot find the spot either with a good panning strategy or with EQing or layering, reconsider the reason
for having this particular event where it is, and possibly mute it or look for a better spot elsewhere in the
song.
Fine-tuning of volumes at extremely loud or quite play volumes.
With a little bit of routine and experience, after 3 to 4 hours the mix is 90% ready. The static mix provides
the starting point for the hard part of the work which follows. 4 hours to finish a mix, the remainer is for fine
tuning and it's the most time consuming, usually 1 or 2 days
In order to shape the final 10 %, you need a healthy level of perfectionism. But don't do this by yourself,
team up with a colleague in order to generate the dynamics required to reach higher targets.
Volume automation for introducing new events.
Volume automation for song structure dynamics
Panorama and stereo expander automation for clearing up the last remaining fuzzy spots.
Carry out further automation.
Creative fine-tuning to refine details.
Experiment, experiment and experiment again in order to improve individual events that do not yet sound
right.
Set the brickwall limiter in the master section to -0.3dB in order to ensure slight and consistent peak limiting.
Export the master with a bit of lead-in and lead-out and without fade-out in 32-bit floating point resolution.
DIMENSION 1: PANORAMA
A good plan for the panorama is the basis of a good mix.
Start the mix by drafting a mixing strategy in which you set out the placement of individual instruments.
Almost like placing them on a stage.
The most important aspect in planning the panorama outline is 3-dimensional thinking.
After placing Snare, Bass Drum, Bass, Vox, Mid tom in the centre, now we look at the 2nd dimension
(Frequency Distribution) because the centre is already crowded with so many events.
The lowest 1½ octaves in the centre are exclusively occupied by the bass. This is not a place for any other
instrument.
Above that is the bottom sector of the bass drum at about 80Hz to a 100Hz. The head creates localization
with the clapping sound. Depending on the bass drum sound, it has quite a broadband presence in the upper
mid-range to 6kHz. Because this section of the bass drum sound is characterized by transients and occurs in ?
rhythmic sequences, this range doesn't generally interfere with the upper mid range of the lead vocals.
Above the bass drum are the toms which we'll ignore here because of the panorama distribution and their
sporadic occurrence.
Next instrument in the centre is the bottom sector of the snare at a 120Hz to 260Hz. Because of it's rhythmic
transient character, the snare coexist peacefully with the lead vocals without any spectral competition.
The main body of the lead vocals sets in at the lower mid range "misery range" responsible for the warmth of
the sound, and from then develops upwards to the higher regions.
The range around 1kHz is responsible for the nasal sound whereas the speech comprehensibility for the male
voice begins at about 2.5kHz and slightly above 3kHz for female voices.
S sounds and similar consonants are located between 6kHz and 8kHz, above that the shinny uppernotes.
The snares broadly occupy the area from the upper mid range to the treble areas.
The only range so far with the potential cause for concern is the lower mid range because it's also occupied
by the bass drum and the bass. However, because this range is less important to bass drum and bass it's
possible to counteract this slightly with parametric filters resulting in a slight thinning of the range between a
180hz to 250Hz.
The distribution strategy becomes more complicated the more instruments and events there are to be
distributed and the more inconsistent their appearance. In this situation, separate panorama outlines for the
various parts. If necessary, instruments switches sides in subsequent parts if this is what's required by the
instrumentation. In complex pop music there's no detrimental effect associated with instruments switching
sides within the panorama. However, any unnecessary panorama switches should be avoided in more
intimate music with consistent instrumentation.
Frequency List
Vertical axis = the half steps. Horizontal axis = octaves.
If the signals are precisely tonely defined you can use this list for the exact settings of EQ frequencies.
Frequency Bands:
Sub-bass Bass Low mid (mid Mid Upper mid Trebles Upper
range misery) trebles
0 to 25Hz 25 to 120Hz 120 to 350Hz 350 to 2kHz 2 to 8kHz 8 to 12kHz 12 to 22kHz
Frequencies between 0 and 100Hz are called DC offsets and also have to be eliminated.
TREBLES (8 ~ 12kHz)
This is where cymbals, high percussion instruments, "s" sounds, chimes and high range of many instruments
frolic about.
Get the mental picture before anything else, then start tweaking. First clean then enhance with broad Q
curves (Pulteq). Think before you touch, you can do a lot with very few settings, the signal will stay more
together and you get a better mix.
Cutting is mostly done with fairly narrow peaks. Enhancing is best with shelves, if problems arise, do a little
cut within the shelf.
In the Panorama Dimension the vertical frequency range is split at least 3 ways, Left, Centre , Right.
A sensible panorama strategy is the pre requisite for a good frequency distribution.
A balanced frequency distribution across the Left, Centre, Right sectors is the secret for loud mixes. Any
rectifications of imbalances in the frequency distribution at the mastering stage have to be paid for with a
loss of sound quality and dynamics
The Lower Mid Range (120 to 350Hz) is of no importance for the Bass or the Bass drum, is very simple to
create space in this are for the lead vocals.
The bass gains its warmth from the lower 1½ to 2 octaves and its tonal comprehensibility between 400 and
800 Hz. The range between 800 and 1200Hz makes the bass sound more woody and planky.
Bongo EQ spec: Bass 40hz, Low Mid 400hz, High Mid 2.5kHz, Treble 6.3kHz.
Sting Ray only works at about 800hz.
Jazz Bass can go as far as 15kHz. The clicking sound of the frets and the slapping noises are higher.
The bottom of the Bass Drum is at about 90Hz and it's rhythmically localization in the Upper Mid Range (2
to 8kHz). Correspondingly, the Lower Mid Range (120 to 350Hz) is rather unimportant for the sound and
can be reduced. This results in a balanced sound in the centre frequency reduction.
Apply the same principle to the frequency distribution in the left and the right section of the Panorama. The
only difference is a lesser bass presence in the extreme Left and Right.
For very complex mixes, imagine the frequency distribution as split into 5 sections (Outer Left, 9 to 10:30
o'clock, Centre, 1:30 to 3 o'clock, Outer Right) in order to find space for each event.
For the pressure of the bass drum, it's sometimes helpful to apply a very steep low cut at 50Hz in order to
create more space for the bass.
Basic EQ rules:
Apply a frequency distribution concept on at least three levels (L – C – R);
Implement a frequency distribution concept or respectively panning strategy on at least three levels (L – C –
R);
Familiarize with the sweet-spot frequencies of the various instruments;
First lower, than raise;
Lower rather steeply, raise over a broad frequency band;
Use at least as many low-cut filters as the project has tracks;
Almost any change in one band will affect the sound in the other bands.
PULTEQ tips:
Pulteq 200Hz peak "magical frequency" with female vocals and EDM basses with bright content. 5kHz band
sounds amazing.
Look and remove a bad frequency/ Peak and cut technique (when confused about frequencies):
Stay pretty tame both in the Q and the gain if you have to do peak and cut. Don't do it with a very narrow
peak because you'll hear a bunch of artifacts. Be gentle and don't go too fast, because you're probably
passing a lot of masks you don't even know are there. Don't boost too much, if you boost too much, rippling
is gonna happen, it gonna create masks.
Start by adding the harmonic instruments which provide the foundation to the bass group and then set the
level for the lead vocal group.
After that, add the accessories: percussion, effects, fillers and less important instruments.
A good trick is to listen to the mix at extreme low volume. If you can still recognize the tune, bass drum,
snare and bass, you've achieved an initial coherence.
To determine the relation between snares and bass drum, use a peak meter and graphic analyser to set levels.
Depending on the style, kick and snare are generally given the same energy level.
If there are uncertainties regarding the level settings for certain tracks it helps to pull all faders down and
then to increase them again slowly.
The volume level of the tracks has to be so consistent that it's possible to achieve a good transparent result
without the use of fader automation. The static mix is the starting point for fine tuning with fader automation.
If you start the automation before the static mix is coherent, you run the risk of inefficiency of having to
rework the automation repeatedly and thus confusing yourself.
Inconsistencies are better remedied directly at the events or clips.
RMS peak:
RMS peak is a rarely used parameter defining the characteristics of the release and compression behaviour.
RMS oriented compression is advantageous in the mastering process in order to achieve the loudest possible
results, whereas a peak oriented compression is a pure top end compression with little effect on the overall
loudness.
RMS = loudness oriented compression is based on release behaviour that is analogous to compressors based
on electro controlled VCAs
The Urei 1176 is particularly used for editing vocals, because with a long attack time it adds unmistakable
bite to the vocals which is particularly evident in percussive sounds and hard consonants.
Many legendary lead vocals sounds owe their success to the use of the 1176.
Caution: the attack time works the wrong way around. Knob to the left equals long attack time and knob to
the right equals short attack time.
Summary:
At he mixing stage compression is predominantly used to structure the sound and to control or respectively
limit natural dynamic leaps, and not mainly to create greater sound density (loudness) as it's done during
mastering. In this context we repeatedly encounter 3 different compressor uses:
Supporting sustain (presence through level consistency)
Supporting transients (presence through snappy artificial transients)
Raising the level of quieter sound sections. Indirectly this processing results in restricting the signal
dynamics. The compressed signals can thus be louder and more level consistent.
The use of compressors in groups often requires more subtle inaudible setting with low ratios with the goal is
to join individual signals and achieve a subtle restriction of dynamics.
In individual cases, the loudness maximizer may be used in the compression of groups as long as that creates
the desired pressure.
There are 2 designed concepts available with the significant psychoacoustic effect on the ability of our ears
to interpret distance: Pre-delay and frequency curve of the reverb return.
Pre-delay is an important parameter to set distance. It's used to set the time span between the direct sound
and the onset of its first reflection. The longer this time span, the greater the distance of the sound source
from the listener. However, for the positioning of percussive instruments this parameter has to be used with
great caution. For all percussion events including drums and bass, reverb should be set without pre-delay or
with pre-delay of up to only about 10ms. While all the time checking for rhythmic coherence. High pre-delay
settings can destabilize the rhythm, particularly a percussive sound events. High pre-delay values of up to
about 60ms are particularly suited for choirs and strings to assign them back to the back "?".
In sound theory it is correct that a longer pre-delay makes a sonic event appear closer to the listener. From
my experience this applies for very acoustical projects, let´s say a recording with two classical guitar
players or possibly also for a live recorded jazz band. However, popular music is in most cases much denser
and at least in the realms of my personal experience it appears that this rule does not work very well when
dealing with dense pop music.
For a typical pop music setting with a 5 piece band, a handful of doublings and a bit of ornamentation:
Send effect 1
In line with the panning strategy outlined as developed in the section on panorama regarding the placement
of individual instruments, the drums are placed at the back of the stage. Use a subtle little ambience reverb
on stage reverb. This reverb creates just enough information to bring the dry recorded drums or carefully
programmed and totally dry samples out in the spatial dimension. In context, you'll only be able to identify
the reverb as such if you listen very carefully. Only by switching it off again we'll notice the absence of
spatiality. To make sure the bass isn't coming from another dimension, it's only giving enough of this reverb
to appear as a unit with the drums.
In the drum section, it's preferred to give a little less ambience to the bass drum than to the other tracks, in
order as not to overemphasize the ambient part of the bass drum skin sound. Otherwise, the result, maybe a
rather flattery sound of the bass drum.
Send effect 2
Depending on style and genre, an additional reverb is often used for the snare, which is more obvious and
which creates more space for the snare. Caution is advised though, otherwise you might find yourself on a
trip back to the 1980's. If using loops with integrated snare or live snare with crosstalk, separate the snare
first to make sure that the big reverb is applied just to the snare.
For ballads it's quite possible to apply this same send effect to the toms to make them sound more
impressive. If needed, this reverb can be gated and using the gate to reduce the decay. This gives the option
of using a full long reverb which is artificially shortened. This trick also originates in the 1980's and has to be
applied with caution and sensitivity. The gate setting should be adjusted to the song tempo.
Once you've implemented the panorama distribution consistently, your aim is to create a modern and
comparatively dry sound style. Guitars and keyboards without reverb can be placed on the left and on the
right in the panorama and thus become ?peratively far forward. Sometimes it's more useful to use a delay for
the mush free differentiated creation of a subtle spatiality. This moves the events in question less far into the
background than would have been the case with reverb.
Send effect 4:
To place choirs, percussion and other instruments deliberately at the far back requires a large reverb with a
bit of pre-delay and damped high ends. In this case the reverb part has to be set quite high to make our ears
accept this spatial information, because in this, you have to fight the masking effect.
The best advice is to experiment with the stereo expander in the reverb return.
Left-right split reverb return for the large reverb:
If the result is undifferentiated or insufficiently mono compatible, try using 2 identical reverb presets from 2
separate devices, one in which returns in the right side of the panorama, the other in the left. Both reverb
devices receive reverse sent signals so that the instrument in the left of the panorama is revered to the right
and vice-versa.
Send effect 5:
Specially in mixes that tend towards dryness, vocals require a particularly high quality reverb to prevent the
vocals from being low into a reverb cloud. Sometimes all that is needed is a subtle, small and unobtrusive
reverb with attributes similar to a drum booth. Sometimes combining with an additional delay works well,
which is less inclined towards blurring than a medium sized reverb space.
Combinations of reverb and delay or delay in reverb can also be used to this end.
In the present scenario, 4 to 5 reverb devices are all you need, provided that for the large reverb space, you
just need 1 reverb device with the stereo left-right return.
Send effect 1 and 2 have no or only a very short pre delay. Send effect 1 can have a slight treble rolloff to
define spatial level whereas the snare reverb can be without EQ in order to place the snare at the front.
Bear in mind that instruments played laterally in the panorama with the effects being sent via aux send and
returned with the central panorama setting, tend to be drawn into the center. This phenomena increases with
the effect amount and applies particularly to modulation effects. Counter balance that with the extreme
panning of the dry track and should that be impossible, use a second panorama effect, or in that case, insert
the effect into the effected track to replace it as a send effect.
In the program setting, the last entry under VST is the option to link the panorama control for send routing to
the panorama control of the channel. This is a useful function to avoid the use of effects blurring the dry
panorama settings which you have made.
The time and effort of using left-right split effects is only justified if the reverb part becomes too large to
convey all the spatial information because it competes against the masking effect. The more complex the
mix, the greater potentially the time and effort required to place all events accurately within the 3
dimensions.
INSTRUMENTS
BASS DRUM
Occasionally, there are 2 tracks for the bass drum. One track with the mic placed inside the bass drum closed
to the drum head, representing the head sound and one track generally recorded by condenser mic closer to
the front skin, or the hole in the front skin containing the deeper frequencies.
Regardless of whether there are 1 or 2 tracks, in both cases the bass drum have the same frequency
characteristics which are important for its function, and which it needs to be properly modelled:
The bottom or main body between 65 and 110Hz and the head sound in the upper mid range between 3 and
5kHz. In rare cases up to 8kHz.
EQ:
For a good bass drum sound, you can use the bell filter to boost the bottom sound. For this purpose Q
amounts should be moderate.
Pulteq EQ is a miracle cure for bass drums that are somewhat weak in the low frequency. Select 60 or 100Hz
and turn the boost knob up a good amount. The attenuation knob can be used in addition in order to reduce
unnecessary mid range components in the bass drum.
With a second bell filter you can specifically control the head sound and thus the rhythmic definition. Qs that
are too high when levels are raised result in artificial sound. Depending on the bass drum, center frequencies
from the entire upper mid range (2 ~ 8kHz) are possible.
The next step is reduction. In practice you'd always reduce prior to raise frequencies of the main areas. If the
bass drum is very low, you can apply a very steep low cut filter at about 30Hz in order to keep the bass sector
tighty.
A far greater importance is the lower mid range "misery range" (125 ~ 350Hz). I this range the bass drum has
no particular purpose and if it's too overbearing there you can use a bell filter to reduce it in this range. This
way you create more space for the bass for all other events which desperately need this range to fulfil their
potential.
If there are 2 tracks available, you can use this to achieve a clear modelling and joining of the main
frequencies. To that end, you could apply a higher low cut to the track with the head components in order to
eliminate all bottom components from this tracks.
Compression:
For the bass drum the compression has 2 functions:
Restricting dynamics in order to catch scattered individual high level peaks, also referred as top end limiting
or top-end compression;
For creating more punch through artificial transients using a long attack time. With a long attack time the
small overshoots support the rhythmic definition and the percussiveness of the bass drum.
Gate:
If the gated bass drum sounds too artificial, you can double the bass drum track, gate one tracks and mix in
the other unprocessed track as ambience.
A short gated bass drum can be more extremely processed with EQ without significant increases in the bass
range flooding the entire sound. The reason for this is that short impulses tend to be less tonal. You can
always add the open unprocessed bass drum track discretely to the mix in order to preserve the impression of
a natural ungated drum set.
The lower the bottom centre frequency of a bass drum, the shorter it should be gated in order to keep it free
from becoming tonal and interfering with the bass. By contrast, a bass drum with a long sustain and little
damping can be processed with just some slight bass increases to avoid an oversaturation of the bass band.
In this situation, a significant rise with a bell filter can sound slight undifferentiated.
Reverb:
Too much reverb emphasizes the head components in the upper frequency spectrum and makes transients
sound fluttery and imprecise.
Use reverb without pre-delay in order to prevent fluttery due to rhythmic offset.
Add a small dosage of a small drum ambience reverb in order to create a spacial link between bass drum and
the rest of the drum set. A totally dry bass drum can easily sound out of context and disjointed but it's used in
certain genres like hip hop.
Bass drum reverb has to be used to subtly that its absence is immediately obvious when switched off but
when on doesn't sound overpowering or latent.
The top of the bass drum can get in the away of the vocals or the bass, attenuate 3 or 4 at 500Hz with Pulteq
(acoustic or electric Bass drums). That way it may make it fatter.
SNARE
Like the bass drum, the snare has 2 important frequency spots. The only difference is that the bottom
frequency is somewhat higher than the bass drum that is, in the lower mid range. Depending on the size of
the drum or the sample, the centre frequency of snare drums fall between a 120 and 260Hz.
The top mic is mainly focused on recording the punch in the upper mid range (2 ~ 8kHz) and the strainer one
on the snare sound in the upper mid (2 ~ 8kHz) to top range (8kHz >). In the upper spectrum the snares can
often create a broad hiss up to 20kHz.
EQ:
If you're not happy with the snare sound, there are 2 areas where you could intervene. The bottom and the
overtone spectrum. In addition it's recommended a low cut at 80Hz and if necessary a damping in order to
create more space in the mid range. The low cut is important to avoid crosstalk with the bass drum.
The semi-pitch sounds of metal snares add an additional interesting aspect to this equation. These
frequencies can be specifically emphasized or dampened with a mid range Q of a bell filter.
A snare sound that is in tonal context with the key of the song is easier to integrate stylistically into the song.
If the sound is off key by half step it'll most likely sound awful. Don't hesitate at all to use the pitch shifter
function to pitch the entire snare track to a suitable note (i.e.: the root or fifth).
If you find the sound obtrusive, you can use the technique of track-doubling to move the sound further into
the background. To bring out the snares overtones, it's recommended to use high-resolution high shelving or
parametric filters with low Q factors.
Compression:
Snare compression can fulfil 3 tasks:
Top end limiting/top end compression to restrict dynamics. In this case care needs to be taken to ensure that
the natural transients remain unaffected by the compression, because otherwise the resulting sound might
resemble a cardboard washing powdered drum. It sounds as if someone has let the air out of the snare and it
occurs as a result of too much distortion of the natural transient due to excessive dynamic processing;
Boosting snappiness and percussiveness to the use of long attack times;
Adjustment of the quieter signal components, specially the strainer sound through fast release times. The
faster the release time, the more strainer sound.
OTHER INSTRUMENTS
Toms:
If the toms sound somewhat weak, you can create more punch by using an extreme bell filter with a medium
to high Q. To this end, identify the exact center frequency of each tom.
Depending on the genre, you can also mix a small dose of the large snare reverb to the toms in order to bring
them out.
Hi hats:
The high hat microphone contributes to the overall drum sound as a kind of super close ambience track.
Overheads:
The overhead track is already a preliminary stage to the spacial sound of closed ambience. Here a low cut
filter is used. In this case it's recommended a soft roll off of 12 to 24dB per octave. Use your ears to
determine the frequency. Sometimes it adds to the overall sound aesthetics to reproduce the entire spectrum.
In other cases, a low cut at about 400Hz is the appropriate solution.
Remember that the overhead microphones at 2 meters distance from the snares already have a delay of 6ms
which can result in slight flamming of the bass drum if you set the low cut too low.
If the drummer has forgotten his cymbal cleaner for the recording session, you can successfully use a soft
sounding high shelf filter to add some of 12kHz onwards
TECHNIQUES:
Snare needs to be louder (To bring out quieter sections to make them more audible in context): Snare
separation from any crosstalk from other instruments:
Make a copy of the snare track, high pass it so that mainly the higher sections of the snare remain then
compress it and blend with the original track.
BASS
EQ
The bass can only handle a low cut if it uses one a very steep bass roll off. 36dB per octave is often not
enough for a very deep bass and it would excessively dampen the lower desirable range from about 32Hz
downwards.
Some bass lacking in bottom can benefit from a level increase between 40 and 80Hz with medium Q. If the
bass threatens to take space away from the other instruments, you can dampen the low mid range misery
(120 ~ 350). The sector between 800 to 1.2kHz controls the nasal, wooden sound components. It also
supports tone definition. Above these frequencies there are only a few quiet overtones that are mostly fret
and muffled sounds.
Compression
Limiting dynamics (from top end compression to limiting) to limit disruptive peaks and effects of a regular
playing;
Create sustain for long, sustained notes, particularly popular for slow song tempi;
Emphasise the quieter lighter tones through a short release time;
Transient support. Boosting the rhythmic definition and percussiveness with long attack times.
In normal popular music, the bass is the most subtly and almost inaudibly reverbed with the ambience of the
percussion. This underlines the unity of drums and bass. For a fretless bass, the use of a subtle spacial reverb
is quite popular, other than this, a reverbed bass belong to a particularly style.
1176 or LA2A is compulsory. A gently adjusted 1176 also contributes to a good sound.
VOCAL
Panorama:
In pop music, single lead vocal tracks are generally placed at the center. In parts of the song that are able to
convey an impression of intimacy it's always better to use single lead vocal tracks rather than doubled ones.
If one track isn't enough to create the required presence, you can always duplicate the track and decorrelate
the doubled track, in order words, make then different by processing them separately using different
compressors and EQs and distribute them in the left/right panorama. However, make sure that you retain the
phantom center, in other words, the impression that the lead vocal is coming from the centre. This strategy
results in giving more punch and presence to the voice.
For some pop stars with rather finer voices, we tend to exceed the critical mass by duplicating the song 40 to
60 times and applying auto tune to each track. After sufficient editing, even this, results in a good sound and
the impression of a single full voice.
Pop music refrains are frequently doubled. 4 duplications per singer and part are the usual average. If there's
one lead singer and 3 choir voices, you can easily end up with 16 vocal tracks. For separation of the sound,
route choirs tracks to a separate group.
The spread of the double lead vocal tracks within the panorama should only be wide enough to ensure that
the phantom centre is retained and that the choirs surrounds the lead vocals in the panorama.
The choirs is always placed in the panorama in such a way that the higher voices are further towards the
outside and the lower voices more centered. Pre mix to attain a closed sound within the group and then
embed it within the mix. You can insert a stereo expander in order to increase the basic width of the choirs in
those sections with the separation of choirs and lead vocals seems to be inefficient.
EQ:
For lead vocals, 80Hz high pass is sufficient and for choirs tracks, up to 400Hz with 12 or 24dB per octave,
depending on individual style or situation.
Vocal recordings often suffer from resonances in the bass and the lower mid range as a result of room
acoustics, associated room modes and comb filter effects, because recording situations generally only
recognizes and eliminate the foreground interferences in the mid to higher range. This interferences are
characterized by a dull mumbling, or a closed sound. In cases like this, identify the resonant frequencies by
scanning the frequency band between 120 and 350Hz using extreme and steep amplification and then
reducing them with notch or bell filters with high Q factors.
The lower mid range must not get too thin, this is where warmth is conveyed, particularly of male voices.
The mid range up to 2kHz controls nasality. For male voices from 2kHz and female voices from 3kHz you
can boost speech comprehensibility with a broad increase (with a low Q). Some slight support in this area is
standard practice because placing vocals at the phantom centre, same loudness left and right creates a comb
filter effect as a result of the muffling effect of the head, which weakens just theses frequencies. Comparing
this to a signal from the centre speaker from the front, the signal reaches the left and the right ear uniformly
and without distortion. Reproducing the signal simultaneously on the left and the right channel results in time
differences, because the signal from the left box also reaches the right ear though slight delayed and damped,
thus adding up to a comb filter effect with the right signal and vice-versa.
Frequencies between 6 and 8kHz are very sensitive, this is where the "s" sounds are located. With due
attention to hissing and "s" sounds, all increases consequently must be subtle and over a broad frequency
range, possibly in conjunction with a de-esser.
You can create openness with a gentle increase of the trebles from about 10kHz upwards. It's quite common
to use shelving filters for this purpose.
To edit the upper band, EQs that work with over sampling and have a soft sound are highly recommended.
Compression:
LA2A and 1176 are very popular. The 1176 is the vocal compressor of choice. Only it will give you the
unmistakable Bob Clearmountain sound. A popular term in this context is the bite in a vocal sound which is
adjusted through the use of long attack times. These allow the initial impulses of the vocals to pass unedited
until the compressor starts working. You can select rations of up to 12:1 for the lead vocals. Even if the
compression sounds extreme in solo mode, the sound of the song blends in well and no longer appears as
being glued to the front.
REVERB TECHNIQUES
Apply gate to the reverb send according to the tempo of the song. (from the 80's)
To place choruses, percussion and other instruments deliberately at the far back requires a large reverb with a
bit of pre delay and dumped high ends.
“In this case, the reverb part has the be set quite high to make our ears accept the spatial information,
because in this you have to fight the masking effect.”
The best advice is to experiment with the stereo expander in the reverb return.
If the result is undifferentiated or insufficiently mono compatible, try using 2 identical reverb presets from 2
separate devices, one of which returns the right side of the panorama, the other in the left.
Both reverbs devices receive reverse sent signals (so the cabasa in the left of the panorama is reverbed to the
right and vice-versa).
“in the example, I've used separate reverb devices for percussion and chorus, because I have processed the
reverb return of the percussion reverb with the stereo expander, in order to give more space to the percussion.
In the mix, the reverb is unobtrusive but projects a certain depth”
Silky strumming acoustic guitars can be cut with a soft low cut filter around 12dB per 8ve at 250hz
BASS
EQ
The bass gains its warmth form the lower 1½ to to 2 octaves and its tonal comprehensibility between 400 and
800hz. The range between 800hz and 1.2Khz makes the bass sound more woody and planky.
Bass lacking bottom benefit from level increase between 40hz and 80hz with medium Q.
The section between 800hz and 1.2Khz control the nasal, wooden sound components. It also supports tone
definition.
Above 1.2Khz there are only a few quiet overtones, and mostly fret and muffle sounds.
If the bass threatens to take space away from the other instruments, dampen the lower mid "misery" range
between a 120hz and 350hz. Low mid range is not important for bass. So it's simple to create space in this
area for the lead vocals.
EDM bass can benefit from Pultec EQ boost on the 100hZ. If mask occurs, use attenuation.
COMPRESSION
Suggestions: Urei 1176 - (Stillwell Rocket) and/or Teletronix LA-2A - (Sonic Anomaly S.LA.X)
Processing options:
• Limiting dynamics (from top-end compression to limiting)
• Creating sustain for long, sustained notes (long release time)
for slow song tempo.
• Highlight the quieter secondary sounds (short release time)
• Transient support (long attack time)
REVERB
In normal pop music the bass is the most subtly and inaudibly reverbed with the ambience of the percussion.
For a fretless bass, the use of a subtle spacial reverb is quite popular.
TIP: CHORUS AND OTHER EFFECTS - Use plugins that allows to process frequencies above 250Hz to
avoid phase interference. If that's not available, copy the track, apply a steep low cut at 250Hz to the copied
track and only use chorus on this copy.
GUITAR
Pultec:
3 kH boost with sharp attenuation (works like a low pass filter after the boost)
VOCALS
In pop music, in parts of the song that conveys intimacy it's always better to use single lead vocal tracks
rather than double ones.
If one track is not enough to create presence, duplicate the track and decorrelate tracks, in other words, make
them different by processing them separately using different compressors and EQ's and then distribute them
letf and right panorama. However, make sure to retain the phantom center.
The spread of the double lead vocal tracks within the panorama should only be wide enough to ensure that
the phantom center is retained, and the chorus (back vocals) surround the lead vocals in the panorama.
The chorus (back vocals) is always placed in the panorama in such a way, that the higher voices are further
towards the outside and the lower voices more centered.
Pre mix to attain a closed sound within the group and then embed it within the mix.
Insert a stereo expander in order to increase the basic width of the chorus in those sections where the
separation of chorus and lead vocals seems to be insufficient
EQ
Low cut at 80 hz for lead vocals and 12db to 24db p/ octave filters at 400hz for chorus depending on style
and situation.
Vocal recordings often suffer from resonances in the bass and the lower mid range as a result of room
acoustics, associated room modes and comb filtering effects because recording situations generally only
recognize and eliminate the foreground interferences in the mid to high range.
This interferences are characterized by a dull mumbling, (a closed sound). In cases like this, identify the
resonant frequencies by scanning the frequency band between a 120hz and 340hz using extreme and steep
amplification and then reducing them with notch or bell filters with high Q.
However, the lower mid range must not get too thin, this is where the warmth conveys, particularly of male
voices.
The mid range after 2Khz controls nasality. For male voices from 2Khz and female voices from 3Khz, boost
speech comprehensibility with a broad increase. In another words, with a low Q.
Some slight support in this area is standard practice because placing vocals at the phantom center, same
loudness left and right creates a comb filter effect as a result of the muffling effect of the head which we can't
just with these frequencies.
Comparing this to a signal from the center speaker from the front, the signal reaches the left and right ear
uniformly and without distortion.
Reproducing the signal simultaneously from the left and right channel results in time differences, because the
signals from left speaker also reaches the right ear though slighlty delayed and dumped thus adding to a
comb filtering effect with the right signal and vice-versa.
Frequencies between 6Khz and 8Khz are very sensitive. This is where the "s" sounds are located.
With due attention to hissing and "s" sounds all increases must be subtle and over a broad frequency range
possibly in conjunction with a de-esser.
Create openness with a gentle increase of the trebles from about 10Khz upward. It's common to use shelve
filters for this. To edit the upper band, EQ's that work with oversampling and have a soft sound are highly
recommended.
Between 20 Hz and 100Hz (12dB per octave) - High pass to get rid of unwanted noise
Between 180Hz to 240Hz (around 300Hz for female vocalists) - Notch out if vocal sounds muffled
It tends to be hell for close miked singers. It sounds like cardboard, woofy.
Go here first, especially for male vocalists.
If the vocals feels a little muffled, wooly (dark) or cottony, instead of reaching for the high end first, go down
to this area and notch it out and see how it feels
500Hz area - Notch out with broad curves if vocal sounds nosy
Be gentle, 1 or 2dBs fairly wide Q.
12kHz and above - Boost for air, space above the head
COMPRESSION
Suggestions: Urei 1176 - (Stillwell Rocket) and/or Teletronix LA-2A - (Sonic Anomaly S.LA.X)
Urei 1176
Bite = long attack times. This allows the initial impulses of the vocal unaffected.
Ratios up to 12:1 for the lead, even if the compression sounds somewhat extreme in solo mode, the sound of
the song blends in well and no longer appears as to be glued to the front.
Bad room acoustics make it almost impossible to use extreme compression because the unwanted reverb
naturally moves forward.
One of endless options is using large amounts of small room reverb. These reverbs are often so subtle and
unobtrusive that they're not consciously registered. It's quite common to combine these small reverbs with
large ones added with delay. Skilfully use delay can make the vocal sound fuller without pushing it to the
background.
Technique 1
Technique 2
PLATES/ tail
Nice bloom(early reflections) right after the vocal and then a bit of tail that thins out and is very smooth
SPRING
It has the biggest sonic imprint.
I gives a thinner bloom (compared to plates) but a denser bloom. Bloom is a little shorter.
HALL/ airy
Instead of being just tail like, there's a little bit of a height quality to it.
Comparing Hall with Plate, the ER of the Hall gives a certain height feeling. They're not surrounding the
vocal, they're more kind of airy above the vocal.
Hall gives a kind of air/height and a Plate gives a kind of tail and a surrounding place around the vocal
ROOM/CHAMBER
Same family with Hall, just a lot closer and brighter. More early reflections.
Comparing with Spring, the early reflections are similar, the tail is different, and the Spring has a ringy
quality.
It removes that rough edge of having nothing between the notes, but it doesnt give any garbage or any tail.
Ambience algorithm is really practical to be able to fill the holes in between two notes on an instrument ,
vocal etc but not any tail or garbage or heavy stuff that you have to pull on and try an EQ or do things.
It's just very discrete
In the mix, the differences between different types of reverb will be fading out rapidly but the ER type of it is
what really matters.
Andrew Scheps:
1.4 kHz - standard frequency for rhythm guitars. It brings out the tone of the notes and a little bit of the
attack but it's below where all the noise will be.
If you ever try to get kind of a vintage sound out of an EQ, add high pass (5kHz)and low pass (20kHz) to it
at very high and low frequencies, and you will find that all of sudden it has a little more character to it.
Low pass filter around 20 kHz can affect the bottom of kick drum.
Sending or not sending kick and snare to the drums stereo compressors:
"I dont always want the kick and snare to go into the stereo drum compressors, because what that can do is
make the cymbals start sucking backwards because they'll get pulled down in the drum compressor every
time there's a kick or a snare. And I need the cymbals to stay up and be constant, because otherwise it can
give the impression of the mix being crushed too much even when the mix is wide open, just because the
cymbals get that extra pump"
Aphex
"This is usually used on vocals but can be used on percussion. It can be used on anything that needs a little
bit of synthesised top end"
Rear bus
"I'm not hitting it very hard but I have a lot of make-up gain. The attack time is as fast as it can be but the
release time is pretty quick, but it's not as fast as it can possibly be. The reason for that is if you've got a very
percussive track, you would actually really hear this pumping and you'd hear it grabbing all the transients
and then letting go right away. This is the only control I might ever look at on the Rear Bus.
If I feel that the Real Bus is doing too much to a mix, then I'd come and quicken up the release time a little
bit. Sometimes that would fix it. All of sudden the mix opens up. I get a little more clarity because it's not
holding the compressor down quite as hard. In a really dense mix, that can be a problem. I don't think I
would ever make it slower. I'm not worried about being in time with the track. There's so much stuff going
into this, it doesnt have time to release in time with the track. We're talking micro to miliseconds here. We're
not talking quarter, eighths, sixteenths notes"