Showing posts with label reverb. Show all posts
Showing posts with label reverb. Show all posts

Thursday, March 7, 2013

Reference Recordings: Getting out of your own mix!

And . . . I'm back at it after a short hiatus while on tour. So far we have only discussed some segmented concepts in the mix. EQing, depth, space, reverb, delay. Now, we are going to take things a step further, but not with adjusting your mix. This time we are going to actually get out of the mix for a moment and into something called reference recordings. A reference recording is anything that you feel you want your music to sound like (a finished, commercially produced product). By sound like, I don't mean copy cat. We are talking about mix, not song-writing. You should already have your song worked out and recorded (and possibly mixed to some degree) if you are delving into this step. At most, your reference recording should be within the same style. Here are a few things to think about before selecting a reference recording:

1. Instrument Sound  

You should ask yourself a few questions. How big are your guitars? What about your kick drum? Snare? Piano? Do they fit in the mix? Or do they sound segmented and out of place? Do specific instruments shine through the way you would like? Regardless of instrument, you need to think about what your mix sounds like when you hit the playback button and then what you WANT it to sound like. What are you going for? 

2. Depth

We have already discussed this in an earlier post and it is something to consider here. Is your track 'deep' enough? Is there enough distance between each instrument? Should there be more? Do you want more? Does the style call for a lot or a little?

3. Compression

I have not discussed the inner workings of compression as of yet in this blog (it is coming soon) but it is something to consider here (please message me if you don't understand this step and I can give you more of a synopsis). Do you want your track squashed and have everything as loud as possible with no dynamic range (lots of hiphop and rap records are mixed in this fashion)? Or do you want to maintain the dynamics of your original track and allow some ebb and flow? 

After thinking about these things, get ready for the mirror. Select a reference recording (or more than one) . . . then play it back to back with your track. Don't be shocked if the difference is pretty great. Keep in mind that a commercial recording is already mastered and has probably been mixed with gear that is worth more than most of your possessions combined. However, don't worry . . . one thing I was told when I first started tearing into audio production, was that 'your mixes aren't going to sound like everyone else's, and that's okay.' You are going to have your own sound, and that is a good thing and nothing to be ashamed of. However, you still want to have a quality product so listen to your reference recordings. Remember the concepts mentioned earlier? Instrument sound, depth, and compression? Analyze the references using these concepts except this time, use the info you find to tweak your own mix. One of the best ways to learn is to watch (in this case listen) what others have done and expand your knowledge and capability accordingly. I have used recordings from Prince, Bruce Hornsby, Whiteheart, Steve Stevens, and others to assist in this process. These artists (among others) have some of the best engineers alive working on their stuff and they are fantastic sources to utilize for learning. Also keep in mind, that this whole thing is very subjective. Finally, if you are unsure of yourself (and you should always be somewhat unsure because that is what will keep you striving towards perfection), let someone whose opinion you trust hear it.

And when you are happy with your mix . . . this is what you'll look like:


Thursday, February 14, 2013

Mix Depth: An Orchestra Conductor's Perspective

While we are cruising around the idea of spaciousness, let's discuss the idea of mix depth. To describe the semi-abstract world of mix engineering, I'm going to use a very real world example. For the guitarists reading this, set aside the guitar for a minute. No worries though; you can bring this back to guitar music and apply these concepts to many different areas.

Imagine a symphony orchestra from the conductor's point of view. This type of group can be around 100 players and requires (as I'm sure you can imagine) a sizable room in which to rehearse, and even more so to perform in. Each section extends row by row, further away from the conductor and eventually ends with the percussion section towards the back of the room (or in a performance setting, back of the stage). Due to the fact that every player in the room or on the stage, is sitting in a different spot with varying distances in relation to the conductor, the actual time it takes for the sound to travel between the two is going to vary greatly. The further away a player is from the conductor, the greater the delay in sound travel. So far, we have only discussed the physical delay between the players and the conductor. Now, there is reverb to take into consideration and depending on the size of the room and where you are standing, it will very widely. These factors create the very distinct depth that is associated with a symphony orchestra. We could spend a lot of time talking about that, however, I would like to just touch on it for the time being and head back to applying these concepts to a mix.

Stick yourself back in your mix chair, and imagine the conductor's position and his viewpoint. Now, considering we are in an artificial environment, there are lots of sneaky things one can do to establish depth in a mix. We are going to look at two of them. Remember the delay from the player to the conductor? You can add a small amount of delay to a track (or several) in order to distinguish them in the mix. Now when I say 'add delay,' I am talking about 20-30 ms. This is very specific to application though. It will all depend on what you are doing and how far back you want the track to sound (you don't want it to be out of time unless that is the vibe you're going for). Sound travels at roughly 1 ft. per ms so we are talking about mimicking sound traveling around 30 ft. If you have strings in your song, then this technique is crucial for a sense of both depth and realism (remember the orchestral imagery). This leads me to my second topic, reverb.

Reverb can be severely overused if you aren't careful so try to use it sparingly in the beginning. The use of this effect will place your mix (or elements thereof) in an environment. Be it a bathroom, a church, or a horse stall, it will be an environment that will have it's own characteristics which will in turn effect your mix a certain way. This is another topic that could become very drawn out so I will cut to the chase for this post. Depending on what I'm doing, I usually set up a reverb bus (normal bus with a reverb loaded into an effects send) and route whatever tracks I desire to it. As long as you use a 'send' on each track, you can control the send level to the reverb. To start establishing depth, only put a little (or no reverb) on the tracks that you want in the front of the mix. The tracks that you want further back, add a bit more reverb. The more tracks you have, the more you can (and should) layer to establish depth. So to wrap it up . . . based upon how deep you want your tracks to sound, and where you want to place your tracks in the mix, you can utilize delay and reverb to establish a sense of depth. Please feel free to comment or ask questions! This post was probably a little too short to explain certain aspects of depth so if there is something you want explained in a more detailed fashion, please feel free to ask away!