Showing posts with label stereo panning. Show all posts
Showing posts with label stereo panning. Show all posts

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!

Sunday, February 10, 2013

Big Guitars: Makin' it Wider

Let me set up a scenario: You are in your studio, and just finished laying down a rhythm guitar part for a new song. You hit the right notes, your amp tone sounds good, everything seems to have been set up perfectly. Then you hit the playback button . . . something is missing. Depending on how you recorded your tracks, your guitar track probably sounds very centered in the mix, not at all spread out extra wide and thick like that Metallica record you listen to all the time. What do you do?

Much of the time, guitar tracks are recorded in mono. This means there is just one track (and one waveform) and usually the default panning (the knob above the volume fader in your recording software) is set to center. So, if you are listening to your mix on headphones, it's going to sound as though the guitar was coming right at your nose. Most of the time, this is probably not what you are going to want and it isn't going to deliver that massive sound. What you are looking for (whether consciously or not) is that wide, stereo sound. The big guitar, wall of sound associated with many of the famous rock recordings within the past 30 years is attributed to a myriad of different sound engineering tactics including everything from stereo miking to playing each rhythm part twice. However, there is one very simple, very easy tactic you can use to help get that big sound and take your mono guitar track into a wide, stereo-emulating, guitar sound. For starters, double your guitar track. You should be able to right-click on the track and select that option (it may be referred to as cloning). Then pan your original track hard left, and your newly doubled track, hard right. See Ex. 1: 


In the picture, I only panned mine to 80% on either side, but you can pan all the way to 100%. You want to be sure to pan in order to create space (I will discuss 'space' in a later post). If you do not, they will only make the guitar part louder and even more in the way of everything else in the mix. The next step is REQUIRED to effectively use this technique. Go to your effects rack for your newly doubled track and add a delay. This is not going to be your solo delay type of effect, but rather a literal 'delaying' of the sound. What we are going to do, is delay the arrival time of the doubled track to your ear. In this case, it is the right ear. This causes an offset between the two tracks and in turn, it creates a stereo-like effect. See Ex. 2: 


Set the delay time to around 20 ms (I set it a little past that in the picture). Depending on the plugin you use, make sure the 'mix' and 'gain' controls are all the way up. You should hear an instant 'widening' of the sound and some distinct separation between the left side and the right side (you can hear this effect best with headphones). To understand what is going on here, think of it this way . . . you have two guitarists standing about 20 feet apart from each other playing the same song and you are standing directly between them. They may be playing the song together incredibly well but because of the human factor, they are simply not going to hit the strings at precisely the same fraction of a second. This is going to cause the sound coming from their amps to hit each of your ears at slightly different times. The resulting sound from this sort of a situation is a stereo effect which is what we have emulated in the above examples. You can use this tactic in a lot of different situations and for many different styles of music. Please understand though that this is very subjective. The width of your guitar (% of panning and amount of delay) is going to depend highly on the type of music you are recording. For example, if you are recording an R&B track, you may not want it that wide. It all depends on taste. Always keep that in mind.