Showing posts with label sound mixing tips. Show all posts
Showing posts with label sound mixing tips. Show all posts

Friday, March 27, 2009

How to get a Kick out of the Bass Drum using EQ

The bass drum, which many know as the kick drum, plays an important role in music. It stirs emotion in the audience, making them want to dance as it thumps through their bodies. This is of course, what it's supposed to do but if the kick drum is mixed incorrectly, it will leave the audience feeling pretty bored - no matter how good a song might actually be. Don't worry though, because that's why I wrote this post. To help you learn from my bad experiences...

Okay, so it's called the bass drum... So, if you're anything like the younger version of myself, you'll be thinking that the more bass the better, right? Well, I'm afraid not, but I won't just tell you, I'll show you. Below is a picture of the EQ settings for a kick drum. It is evident from the picture that only the bass frequencies (100 - 200 Hz) have been boosted.

EQ for a kick drum, where only the bass has been boosted.
EQ for a kick drum, where only the bass has been boosted. Click on Image for full size.

One would think this would make your kick drum more lively. Don't get me wrong, it does give it some thump, however, when added to the rest of the instruments, the bass gets lost and the beat with it. Below is a link to an .MP3 extract from a song where the above EQ has been used.

kick-with-only-bass.mp3 (588 KB)

Okay, you might be thinking that it didn't sound too bad, but if you play around with some of the higher frequencies (3000 - 5000 Hz) you will find what many call "the Click"...

For the rest of this post visit the new home of Brian's Bedroom at the link below:
http://briansbedroom.org/sound-mixing-tips/how-to-get-a-kick-out-of-the-bass-drum-using-eq/

Monday, October 27, 2008

Where to Place the Microphone when Recording Acoustic Guitars

As Mike said in the previous post, things have been a little hairy on this side, so I must apologise for the lack of new content over the last few weeks. With the formalities out of the way, let's get started with the good stuff...

When recording acoustic guitars, it is typically best to use a microphone rather than its built in pickup. The reason for this is that an acoustic guitar is known for its acoustic sound (i.e. the "natural" sound it makes in a room) rather than for the electronically reproduced sound its pickup would create. However, the quality of the recording is also highly dependent on the quality of the mic. So, this leaves you with two options: either buy a decent mic (preferably a condenser mic), or use the built-in pickup if it sounds better than your cheap mic.

Okay, so I've now convinced you to get a decent mic, and you probably think that it makes no difference where the mic is placed, as long as it's fairly close to the guitar. Well, that's simply not true, your mic placement is extremely important. Let me explain...

If you place the mic far from the guitar you will get more of a room sound than a defined guitar sound. In other words, your guitar track will sound quite spacious, as if there was a reverb effect on it. On the other hand, if you place your mic close to the guitar, you will get more guitar sound than room sound. This seems pretty obvious, and it is... but sometimes it's good to hear the basics. I can see you're a bit disappointed, so let's go a little deeper...

If you place your mic close to the bridge, you will get a very twangy sound (i.e. loud mid to high frequencies with little bass) and you will also hear the pick hitting the strings. However, if you place the mic close to the bottom of the neck, you will get a bassier/warmer sound. The reason for this is that the strings have more room to move on here than they would at the bridge, meaning that the higher frequencies of the note are produced where the string is tight and the lower frequencies are produced where the strings are loose. You may not want to place your mic right by the sound hole because it is typically too bassy and loud there, so your mic will start clipping.

You can see from the pictures below, that I like to place my mic by the bottom of the bridge, but aimed towards my strumming hand. By placing my mic here, I will get a warm mix (meaning a mix with a fair amount of bass but still with a defined mid and high tone). By aiming the mic towards the strumming hand, the sound of the pick hitting the strings will become clearer, which most artists consider to be a good thing because it adds definition. The nice thing about this setup is that if you want to remove bass later, it is simple to add a high-pass filter in Ardour (or any other DAW) to get a thinner and clearer mix.



I have recorded the sound of the guitar whilst moving the mic from the nut to the bridge and whilst moving closer to and further away from the guitar. Once you hear this, you will understand completely what I've been trying to get down in writing. The MP3 is available from the link below:

AcousticMicing.MP3 (1,619 kB)

Other posts you might find interesting:
What Gives a Guitar its Tone?
Microphone Review: Shure's SM57
Sound Proofing and Room Acoustic Basics
Sound Mixing Tips: EQ vs Volume
Stereo Panning Tips: Panning for Gold

Wednesday, August 27, 2008

Using a Bus to Route Effects in Ardour

When using computer audio effects, one must always bear in mind that your poor computer has to calculate the effect output everytime you play back your tracks. So when you go too crazy with effects, your computer will probably seize up, roll-over and die! To save your computer, it is important to use buses to route repeated effects in Ardour.

Okay, maybe that sounds like complete gibberish... but please bear with me and you'll soon understand what I mean. Let's take an example of a multichannel recording of a drumbeat in Ardour (i.e. one channel for snare, one for the kick drum, etc.). For each drum, you would want to add certain effects like an EQ, reverb, and compressor. One way to do this is to add the effects to each channel like in the figure below.


Since you would want the same sounding reverb on each drum, your poor computer has to calculate the same thing multiple times. This is unnecessary because you can create a bus and route all the drum channels to it and then only put one reverb on the bus. This method achieves the same sound whilst your computer does less. You can do this by following the steps below:

Firstly, you need to create a new bus. Go to Session, and click on Add Track/Bus. Configure the window that appears to look like the one shown below. i.e. select Busses and Stereo.


You now need to route all your drum channels to the bus (I have renamed mine to be DrumBus). You do this by right-clicking on the black rectangle below the volume fader (this is called the "post effects" for the track). A menu should appear and you must select New Send... Configure yours to look like the one shown below. You do this by firstly adding an output (click the Add Output button) and then selecting where you want the output to go. In this case you choose DrumBus/in1 and DrumBus/in2 from the Ardour tab on the right of the window.


Since you have rerouted the output of the each drum track, it no longer needs to be connected to the Master Bus. So disconnect it by clicking on the Output button (just above the Comments button) at the bottm of each drum channel and select Disconnect. Your drums should all be sounding through your Drum bus. This means that if you adjust the DrumBus volume, all the drums' volumes should change. It also means that any effects you use on the drum bus will be applied over the whole drum kit. The figure below shows how the bus greatly reduces the amount of reverb effects used.


Note that I have left the EQs and Compressors in each channel and not on the bus. This is done because the EQs and Compressors are set differently on each drum and thus cannot be applied to the whole kit via the bus. I hope you found this tip useful, and that your computer will also appreciate it :). A special thanks goes out to Jakob Lund for suggesting this method of adding multiple effects.

Other posts you might find interesting:
Audio Recording in Ubuntu Studio - Part 3: Adding Effects to the Ardour Drumtrack
My Favourite Linux Audio Effects
An Overview of Compression
Panning for Gold : How to Pan Tracks
Mastering Tips: A Picture Says a Thousand Words

Tuesday, August 5, 2008

Audio Recording in Ubuntu Studio - Part 3: Adding Effects to the Ardour Drumtrack

Okay, by now you should have a drum track recorded in Ardour as the first step for your recording project. If not, check out Audio Recording in Ubuntu Studio - Part 2: Recording a Hydrogen Drumbeat. The drum track really is the backbone to your recording because it is often filled with the most emotion (i.e. build-ups, double tempos, break-downs etc.) However, in order to allow the recording artists to feel the full emotion of the song, we must add a few basic effects. These effects can then be tweaked towards the end of the project for the final mixdown.

Let's take a look at what we have. The figure below shows my multiple drum track recording of Sunday Bloody Sunday in Ardour.


It is important to record the drums as dry (i.e. no effects) as possible because this will make your recording more versatile. You can easily add effects to a dry recording but you cannot easily remove recorded effects. The above tracks are therefore dry and can be heard from the MP3 below.

DryDrums.mp3 (555 kB)

We now need to add effects to each drum by using Ardour's Mixer. The mixer can be opened from Ardour's Window menu by selecting Show Mixer (or pressing Alt+M). This should look similar to the one below, minus all the effects on each drum.


You can add effects to each drum by right-clicking in the black rectangle above each drum's level fader and selecting New Plugin. A list of all your installed effects will be shown, choose the relevant effect and select Connect. You should now see your effect appear in the black rectangle. The effect should still be bypassed so double click on it and a window displaying all the effect's options will appear. You can vary the effect options and click the Bypass button to switch the effect on or off.

Now that you know how to add effects, which effects best suit drums? Firstly, if you want a natural sounding drum kit, stay away from EQ. The effect which is easiest and most effective for use on drums is reverb. I used the TAP Reverberator which requires a a stereo input. I therefore used the Hilbert Tranformer to convert my mono track to a stereo one. I also used the TAP Equalizer to make my kit sound a bit more like U2's, but as I said earlier, be subtle when using the EQ. The drum track with added effects can be heard from the MP3 below.

WetDrums.mp3 (555 kB)

Compressors are very useful for drums because they make the drums sound powerful. However, you can add these during the mixing stage of the project. The early use of effects is merely to inspire the artists with a emotion-provoking drum track. For more information on some cool Linux effects, check out this post: My Favourite Linux Audio Effects.

In the next part of the Audio Recording in Ubuntu Studio series, our song should start taking shape as we add a guitar track.

Other posts you might find interesting:
Audio Recording in Ubuntu Studio - Part 1: Plan your Project
Audio Recording in Ubuntu Studio - Part 2: Record a Hydrogen Drumbeat
Overview of Compression
Hydrogen Drumbeat Templates - A Non-drummers Best Friend
Panning for Gold

Monday, June 30, 2008

Sound Mixing Tips: EQ vs Volume

Here's a tip for live mixing and mastering, but can probably be used in any area of audio recording: If you can't hear an instrument, it's probably because of its EQ - not its volume. Before you push up that volume fader, try boosting the instrument's defining frequencies.

Here's an example. I was mixing for our church, and the band was playing one of those numbers that relies heavily on the keyboard strings. The mix was fine otherwise, but you couldn't hear the strings. The desk I was using had two mid-frequency pots, so I boosted the 250hz (low frequency) one until I could hear the strings. This brought out the full presence of the strings.

Increasing the volume wouldn't have had the same effect. Each instrument has a frequency that defines it - especially in a mix. For strings on a keyboard, I've found that frequency at the low end. Not surprisingly, it's the high end on acoustic guitars (usually 7-10khz and up).

Vocals are trickier, a whole subject on their own. I find that each person has their own 'peak' area that clears up their mix. Males are around 3-5khz and females at around 4-7khz.

To find the defining frequency, create a new peak and boost it until you can hear exactly what that frequency you're dealing with. I usually go full ball here. Then sweep it up and down the frequency spectrum until you hear the instrument come out. Then take the peak down to a reasonable level.

Other posts you might find interesting:
Speaker Placement
High There?!
Panning for Gold
Live Sound, Monitors and Pepper Spray
Audio Recording in Ubuntu Studio - Part 1: Plan your Project

Monday, April 21, 2008

High There?!

Do your recordings lack definition? Are the drums hard to hear with everything else playing? Is your mix a giant mess? Are you feeling depressed?

Well, I may have an answer to help all of the above (except the last one). First, let me ask you: do you use your high-end frequencies (10 k - 20 kHz)? If not - you definitely want to pay attention. If you do - you can add your comments and help the poor sods I mentioned in the previous sentence.

The average person's hearing ranges from 20 - 20000 Hz. So, when you see the faders on your EQ going up to 20 kHz - don't ignore the last ones! This is why: the frequencies above 10 kHz give definition and add a much needed 'sparkle' to certain instruments. Also, if you use the whole frequency spectrum, you can create a feeling of space or bunching. Another way of doing this is by using panning, but these two techniques should be used hand-in-hand. For further information on panning see my post: Panning for Gold.

Cymbals' frequencies are typically between 2 k and 20 kHz. Thus, if your drum track has the highs cutoff, they will lack definition and will not stand out. Other instruments which require a 'sparkle' factor are acoustic guitars, pianos and vocals. Vocals sound best when boosted in the low-frequencies (100 - 200 Hz) and high-frequencies (10 k - 20 kHz). Boosting the mid-frequencies (800 - 5000 Hz) can actually make the vocals more muddy and this is a common mistake.

To conclude: we have learned that the high-frequencies are important - don't forget them or reduce them on your EQ. It is for this very reason that condenser mics are better than dynamic ones. Condenser microphones have a better high-end response and thus have more DEFINITION.

Tuesday, April 1, 2008

Panning for Gold

Hey guys, sorry I've been away a while. To ease my guilt, I'm writing a post about panning with an excessively cheesy title.

Panning is exceptionally important for allowing each instrument in a mix to be heard without detracting from the song itself. It can also be used for funky effects, which can make one dizzy, or for highlighting certain sounds. It is easiest to understand panning visually. Please meet my visual aid buddies in the figure below: Burt, George, and Jim. They will be dancing around the stereo plane to illustrate my point.


Refer to the figure below. If all my visual aid buddies are placed in the center of the "stereo plane" (i.e. equal left and right volumes), they are very difficult to see. Luckily each of my buddies looks a bit different. If they didn't look different, one could be hiding behind the other. This is similar to a piano sounding different to a guitar. When they are played with the same pan setting, you can still differentiate between them but when two guitars are played with the same pan setting, it will sound either like a mess or as if one guitar has a chorus effect.

In the figure below, two of the buddies are panned close together, near the center. They are both quite visible but are blending together well. The green guy looks as if he is a super-geek or smells really badly because he is standing out. This is exactly the same idea for panning different instruments... the guys in the center crowd are gonna have the bigger punch, but unless they are slightly spaced out, they will just be a mess. The guys who choose to stand out will have less punch but more definition. However, I warn you that if the nerd stands out too far he can sound really bad. Also, if you space everything out too much and don't have an "in-crowd", you will have no punch and basically land up with a bunch of bad-smelling nerds.

Yes, that's right... the secret of panning is merely peer pressure. I'm sorry if this explanation is really childish. To make up for it, here are some real tips:

  • Start with your rhythm instruments... i.e. drums and bass.
  • Mute everything else and setup your drum's panning similar to as if you were sitting behind the kit... i.e. your snare and bass close to center, cymbals on far left and right, and toms going from left to right.
  • Next unmute the bass and slowly move the panning fader from far left to far right. You should hear where the punchiest point is. There is no solid rule - you simply have to find it.
  • Next unmute the guitar and repeat the same process as the above step.
  • Continue this method through all the instruments and then move on to the vocals.
  • The lead vocals should always be near the center and background vocals shouldn't be panned too far to the left or right unless you are trying to be arty.
  • Make slight adjustments until you are happy.
  • A word to the wise: be very careful when panning anything too far to the right or left, no one really likes nerds :)
Panning is useful for both live and recording mixes so don't neglect it if you have the facility. You're the sound-guy... be creative.

Other posts you might find interesting:
Monitor/Speaker Placement
Sound Mixing Tips: Bringing an Instrument Out of the Mud
What Gives a Guitar its Tone?
Sound Mixing Tips: High There?!
What Exactly is Mastering For?

Thursday, November 29, 2007

The Best Programs in Ubuntu Studio

Ubuntu Studio rocks - it's a fact, you're just going to have to come to terms with that. Here's a list of my favourite open source recording programs which come with the Ubuntu Studio package:

  • Jack is a fantastic interface which sits between ALSA (essentially your soundcard) and most other audio applications. This allows you to connect all your audio programs together in which ever way blows your hair back.
  • Ardour is an excellent professional multi-track recording program which just kicks arse (Ardour is similar to Pro Tools). There are others, Audicity and Jokosher, but they fall far short of Ardour.
  • Hydrogen is a great program which allows you to make drum tracks using MIDI inputs or just your creativity. There are also many different drum and percussion sounds available which are easily loaded into the program. These drumkits can also be created and edited all within the program. With a bit of patience and the right drumkit, your drum track can really sound mean.
  • JAMin is a killer mastering program which can be used as an insert effect on your master track in Ardour. This mastering program can really take your songs from being mediocre, home recording losers to buffed-up, professional sounding hits.
  • ZynAddFX or Virtual Keyboard can be used to record MIDI sounds if you, like me, don't own a real keyboard.
Those are not all the programs that come with Ubuntu Studio but they are without a doubt the best ones. Another advantage of Ubuntu Studio is that it comes with many effects already installed.

Other posts you might find interesting:
Beginner's Guide to Ubuntu Recording
Hints and Tips for using Ardour
Hints and Tips for using Hydrogen
Hints and Tips for using JAMin
Hints and Tips for using JACK