Transcripts
1. Introduction: Have you heard about mastering
but are unsure what it is? Have you always heard
of Martians be in some kind of darker
or voodoo magic note any boys slept for you or
have you tried master and a final results inconsistent and your songs sound of
flats and compressed. And lastly, do you want to use Mastering to create a
fantastic sounding song? Mastering was certainly
something that was shrouded in mystery when I first
started to learn about it. So in this class, are we demystify mastering by teaching you my
masculine fundamentals. So if you want to
learn more about the fundamentals of
modern mastering, then this is the course for you. My name is Darin Smith, but please call me smudge, and I'm a professional
mastering engineer and educator based in the UK. And in this class I'll be teaching you some of
the core techniques and principles that are used as a professional
mastering engineer. In this class, you'll
learn what mastering is. The common terms associated
with modern mastering. The fundamentals of
loudness normalization, and how streaming platforms
will process your songs. Limiting and how to use the limiter in a
mastering context, equalization and accounts which
he balanced in your song. Compression. Do you need to use
a compressor and how to use one to
get the best results for exporting and fall conversion and what files you
need to really show some. Following the class, you will learn the core understanding and mastering that will help you create a release ready songs. Somebody in the course, you will be able to
demonstrate an understanding of what masteries and explain
the core terminology. Apply your knowledge of
how streaming platforms altered the volume
of your songs. And use this knowledge to get
the most impactful results. Effectively using limiter to get the optimal balance between
loudness and dynamic range. Get the most from an
equalizer by using broad EQ moves at definitions
your songs understand the role of compression
in mastering and use compressor to add balance and cohesion to your songs and export your release
really songs to the world. I hope you enjoyed
this class and I can't wait to hear your results
in the project gallery.
2. Class Project: This class, I've created
a class projects in which I'd like you
to master a song. This can be one of your
own songs or another, so we have permission to use. But if you don't have some
available, do not panic. There are plenty of
songs available via the Cambridge music techno
technology, your website. This website has tons of songs
available to practice on. I don't really need to
do is find something that has an unmasked have mics. Download the file,
and then you can use this song as the song
for your class project. Once you've found a song
of them like you to master the song using the
skills learned in this class. But don't forget to give
you your own personality. Mastering is very much a creative process
and I want you to use the tips and
techniques I want to show you in this
class as a guideline. Give it your own personality and put your own stamp on it. But most of all,
trust your ears. Once you have
mastered the summer, we did not use submit two files, one being the master version and the other being
the premaster. Before any processing,
you can use the project gallery section of this class to upload your songs. And I'd like you to
submit something, maybe St. like a Google Drive or Dropbox link or
something similar. Alternatively, you can use a file sharing system
of your choice. We transpose generally
a good option here as you can
transfer files up to 2 gb in size for free as part
of their free pricing plan, I would not recommend using YouTube and YouTube
links because the YouTube processing
will affect the overall quality and
the sound of your sung. Along with the fall links, it will be great if could
write a brief description in the project gallery section on how you approach to mastering. Give me an idea of your intent. When you first
listen to the track. What were your
initial impressions? What did you feel
needed working on? What did you want to
enhance from the song? Was this something you
didn't like the sound of? And what did you do to
get to the end result? This will then allow
me to not only compare their master
against the original, but it will also
give you an idea of the sound you are aiming for. This will then allow me to give you a more
meaningful feedback, which will help you along
your mastering journey. But don't forget to have fun. Mastering is very much a
creative and artistic process. So enjoy yourself. Have fun. Trust your ears, and I
can't wait to listen to the results inside of the
project gallery section.
3. What do I need for this class?: Cost of the point of entry for modern music production
is coming down with time. So it's never been
easier or more cost-effective to create music. But there are some pieces of equipment that become
quite technical. So I've broken this down into a few simple steps to get
the best from this class, there are a few items
that you will need. You will need a computer, Mac or PC, desktop or
laptop or rule find. Some software will have
minimum system requirements or recommendations are certain
software to run smoothly. So make sure you check that the technical specifications
of the computer you use will run a digital
audio workstation. Most modern computers
will be absolutely fine. You will need a digital
audio workstation or DAW software to
master your song. This software will act
as the main application and editor to master your song. This class is DAW agnostic, so you don't need a certain
DAW to follow this class. Use one that works for inspires you to create great music. Most DAWs across platforms. So what will we both Mac or PC, but there are a few exceptions. If you are new to
the world of DAWs, then I would recommend trying
out caucus Reaper as there is a fully functional 60
day evaluation period. So you will get full access
for 60 days free of charge. But I'll be using studio
one for this class. It is my DAW of choice, but you don't have to use Studio one to follow this class. In addition to the DAW, you will need for plugins, a limiter, compressor equalizer, and they level meter. These plugins will generally be included as part of your DAW. So make sure your DAW
includes these four Plugins. These are all included
in cocoa Reaper. If your DAW doesn't
have these plugins, then there are plenty of
third-party options available. I would also suggest that you check that your level meter is capable of reading
L UFS measures, which may appear as an
EBUS R1 28 modal preset. If not, I would
recommend downloading either the DP meter
five plugin by TB pro audio or the Eulerian
loudest meets a plug-in, both of which are free. As the main sound
hub for your setup, you will need an
audio interface. To explain the role of
an audio interface is a rather complex topic that could be a class
in its own rights. However, in simple terms, we need an audio interface
to playback sound at a higher quality and to connect
our monitoring devices. The interface will allow
you to connect headphones and studio monitors and convert the all day
from digital to analog so you can hear your
song from your computer. It is not recommended
connect headphones directly took computer
headphone jack, as this will not be a
sufficient quality to reproduce an accurate
representation of your song. Lastly, you will need
either headphones or studio monitor speakers
to listen to a song. This is once again,
another vast topic that has many factors does discuss which are quite frankly beyond the
scope of this class. In an ideal world, we would all have
dedicated studio spaces with lots of bespoke
acoustic treatments, create an optimal
listening environment. But we don't live
in an ideal world. So unless you have a
dedicated listening spice, it is acoustically treated. I would recommend using a set of headphones for this class. Headphones come in
all shapes and sizes which have their own
challenges sold. Simply recommend using
assessor studio headphones, which are over ER, and preferably open backed for a more optimal
listening experience. But the most important
thing here is do not let equipment
gets in the way. There are numerous examples of fantastic Santos
songs being created with less than
optimal equipment. So don't be deterred if you don't have the latest
and greatest gear.
4. What is Mastering?: Well, first lesson, let's
briefly discuss what is mastering in modern
music production, we can generally broke down the song creation process
into definable actions. Typically these actions
are as follows. Songwriting, where we write the sum that we
wanted to create, recording and production,
where we record the song at the necessary instrumentation to create the body of the song. Mixing and editing all of the tracks into a balanced
version of the song. Mastering where we add the final polish and get the
tracks ready for release. And then finally,
distribution where we release your
music to the world. Mastering is a very
important part of the chain can be broken down into four main key actions. Quality control, where we
listen for pops and clicks, clipping, distortion,
and any other issues. Objective Listening.
Well, we ensure the font of Sam matches
the artist's intent. Creative enhancement where
we enhanced the song bulk, creating a polished
final version, and informal presentation
where we increase the overall loudness
of the tracks when appropriate level for
our chosen medium. At phase to ensure a smooth
transition between songs. Add metadata
information for credit and royalty purposes
if required, and create the necessary
files for release. Mastering is often considered an add-on to the mixing process, but it actually has some
unique differences that sets it apart from
the mixing process. First and foremost, we are
generally working with a single stereo fall relevant an individual
instrument tracks. So we're looking at the formal presentation of the song in its entirety over
individual elements. Mastering is also more
broadly focused on the frequency
spectrum as a whole rather than individual
instrumentation. So we generally tend
to think more on broad frequency ranges over individual frequencies
in Master. And we also look at how the songs would translate
to your audience. Given that your
audience may listen to songs on a multitude of devices, we need to ensure as part of
the mastering process that the song translates to as
many devices as possible. And lastly, we also
need to ensure that we keep an
objective mindset to make sure that the foreign or sound meets the artist's intent. These are all components
are what are referred to as the mastery mindset and a key separating
yourself from the mix and creating a final polished
released ready song. So to recap, mastering is an important part of the
music production process, where we focused on
four main key areas, which are quality control
of the overall song, Objective Listening to
achieve the artist's intent, creative enhancement to create a polished release ready song, and formal presentation
including loudness, fades metadata, and
creates an audio files. In our next class,
I'll be showing you the common terms associated
with mod mastering to help you understand the terminology you will come across when
mastering your song.
5. Common Mastering Terms: Before we get into the
body of the class, and I want to share
with you some of the common terms
associated with mastering. This will really help
you understand some of the key terms that you will come across when mastering your song. I will be referring to these
terms throughout the class. Some of you may be aware of, but some of them are
more associated with mastering over
mixing or recording. The key terms associated with modern mastering,
our peak level. True peak level, digital
ceiling, digital clipping, headroom, dynamic range, and L UFS loudness units
relative to full-scale. Peak level is a
measure that indicates the instantaneous level
of an audio signal. Peak level fluctuates based
on the loudness of the song, but also measures
the loudest peak or loudest part of the song. Peak level is
measured in decibels, or more accurately, decibels
full scale or dBFS. True peak level is
similar to peak level, but it's a far more accurate
measure. Why is this? A peak level meter in a DAW actually measures the digital
re-creation of sound. So we record sound into
the DAW and the analog to digital converters inside of our interfaces will digitally
recreate a sound file. But to hear the sound
file from the DAW, our interfaces then need to convert that digital
signal back into an analog signal
so we can hear it via headphones or
studio monitors. During the reconstruction
from digital to analog, there may be a
variation in the level between the digital and
analog read creation. And therefore the true
peak level measures the analog re-creation and is the more accurate measure once the signal has been
converted back to analog, because that is what we hear. Peak is also measured
in decibels. The digital ceiling is
the maximum peak level allowable before
distortion occurs. The digital ceiling
can simply be referred to in most cases as zero dBFS. Digital clipping
in simple terms, is an unwanted sound
distortion that occurs where the peak level tries to pass
above the digital ceiling. This is an undesirable sound and something we need to avoid. Headroom is the measure of difference between
the peak level at the loudest part of the
song and the digital ceiling. So e.g. if I allow this
peak is at minus five dBFS. And the digital scene
and these zero dBFS, then we will have five
dBs worth of headroom. Dynamic range is a
rather technical term to express and can be many things to many
people as there is no real direct meaning
of dynamic range. Dynamic range for sun can
be the difference between the loudest and quietest
peaks of a song. For some, it can be
the difference between allowed us an average measure. But without getting into the technical
aspects, generally, the dynamic range is a
term used to describe variations between the quieter and allowed a part of a song. A more compressed
sound will have a lower dynamic range than
a less compressed sound. It'll be more dynamic. For ease of reference, I'll refer to dynamic ranges or loudness range as this is what he's catching on
the DAP meter five plugging that I'll be
using in this class. Loudness units relative
to full-scale, or EFS, is a relatively
modern concept and is used to measure
perceived loudness. Perceived loudness is
actually quite important. And in simple terms, more accurately
represents how we listen as humans and
how we perceive sound. So it factors in the
human perception. Efs or love's, are measured typically in three
different ways. Short-term our UFS,
which measures the most recent 3 s or sound to represent
a more averaged, less events dependent loudness. Momentary L. Ufs measures the most
recent 400 milliseconds of sound to measure the
instantaneous loudness. And integrated LFS measures
the perceived loudness from start to finish and is used to measure the perceived
loudness of the whole song. And now let's recap on these
common mastering terms. Peak level, true peak level. Digital ceiling,
digital clipping, headroom, dynamic
range, an L UFS, loudness units relative
to full-scale. And breve is a lot of
information to take in here, but don't worry, I'll be referring to the terms as
we go through the class. You'll get to see how these terms are
applied in practice. But don't forget,
you can always come back to this class
as a refresher. And the more predominant
terms that I'll be using as part of this class are true peak level
and loudness units relative to full-scale on
the integrated measure. Integrated loves,
which is gonna be of great importance
when it comes to our next class on
loudness normalization.
6. Loudness Normalization - The Basics: More than morphine. And with the introduction of
new technologies, by far the most popular
medium for listening to music in the modern day is
virus streaming platform. Think Spotify or Apple Music, tidal and the like. Now one of the
biggest challenges for the streaming platforms when you consider
they have millions of songs on their platform, is that they need to ensure
that all of the songs are being played back at
a consistent volume, which in turn creates a greater listening
experience for the audience. So how did they do this? They apply loudness
normalization to all songs on their platforms with the aim of creating a consistent volume for all of the songs
being listened to. To give this some contexts
you might have heard of the phrase loudness wars. Simply put the loudness
wars relate to a time when people wanted to make
music as loud as it could be. As humans, we perceive
louder to be better. So there was competition
to make songs are louder than the competitors. The view was that if
we make our songs louder than the audience
would think it was better. This was especially the case
in the broadcast industry. We've radio stations and
even TV adverts using the loudness as a tool
to compete against each other stations and brands. However, the broadcast industry soon took control
of the situation. There were two important pieces of legislation introduced. International
Telecommunication Union, ITU, or B, S 17, 70, and the European
Broadcasting Union, EBU, R1, 28. There are others, but these
are the main legislations for the United States and Europe and a generally adopted worldwide. These legislations created
a framework to ensure that all broadcast media
playback audio at a regulated and
consistent level. But as you may know, this
applies to broadcast media. Only a doesn't actually apply
to streaming platforms. In fact, as of 2023, there is no regulation
that applies to our loudness normalization
for streaming platforms. Streaming platforms do however, take on some of the principles
of these legislations. But as it's not regulated, there are still some
inconsistencies that amongst the individual
streaming platforms and how they apply
normalization. So what principals
did they adopt? Here we need to refer to
our measurement scale, which is loudness units
relative to full-scale. Specifically the
integrated measurements. Streaming platforms use the
UFS integrated measure to calculate the
perceived loudness of the songs on their platforms. And the loudness normalize the songs to a consistent level. In addition, they also apply a true peak level
recommendation with the aim to ensure that no digital
clipping occurs during the uploading
and encoding processes. So what hasn't been adopted? We'll put simply, there is no consistent loves integrated or true people measure
that has been adopted by the
streaming platforms. Let's look at this in practice. Here we have the website
loudness penalty.com, which is a great tool to find
out the impacts of loudness normalization for the
main streaming platforms. Loudness normalization
will be used to either turn the
volume of your sunk down or maybe even up to create the consistent volume
the audience is looking for. We can use this website to analyze a song and
it will tell us the impacts of the
loudness normalization for the main platforms. Just a side note here, the name loudness pregnancy
is a little misleading as it suggests that mastering
too loud will compromise or penalize the song. This isn't actually
the intention is it merely suggests
that we could create more dynamics by
mastering not so loud while being less heavy
handed with a limiter. More on this to follow
in the limiting class. Here, I've uploaded
the song that I've recently MasterCard
where all the angels by that sfumato effect to have colonial album to use their
songs for this class. I mastered a song
that measured -12.6 L UFS integrated as a
perceived loudness measure. From looking at the results,
YouTube, Spotify, Tidal, and Amazon will turn this
song down by 1.4 dB in their standard mode
and normalized to approximately -14
l UFS integrated. Apple, we'll turn a song down by -3.4 D Bs and normalized
to approximately -16. Lof has integrated and diesel will turn the
song down by -2.4 dB normalized to approximately
-15 or UFS integrated. You can see how
confusing this can be. There are also further
irregularities around the true peak level
recommendations for each platform. They all also offer different loudness
normalization modes, and variance is dependent on the preference
of the listener. One of the most common myths surrounding mastering is there
is a target loudness for streaming platforms with
the figure often been quoted as -14 l UFS integrated. As you can see, there
is no such thing as a target as there is no regulated level of normalization for all of
the streaming platforms. This is a very dense
and technical subjects, but the main key takeaways
here are streaming platforms. We use loudness normalization
to ensure there is consistent listening
experience for the audience. Loudness normalization
will even be used to turn up or turn down
potentially your song. Loudness normalization is
based upon perceived loudness. So laughs integrated is used
as the measurements measure. But they will also take
into consideration the true peak level of
the song file to minimize any chances of digital clip
in either the upload stage or the encoding process
when it comes to uploading the files to
the streaming platforms. Once again, there's a
lot to take in here, but I will be showing you some practical examples when we get to the limiting class, we can start to see these knowledge actually
be put to practice. But for now, let's get
onto the next class, which is all about setting
up on mastering session.
7. How To Setup a Mastering Session: For our first practical class, I'm going to show you how to prepare a song for mastering. Set yourself up for a
successful mastering session. The summer I'll be using for
these classes is the song Born to be free
by tomato effect, who have kindly given
me permission to use his song for these classes. This was something
that I mastered and is available on all major
streaming platforms. If you'd like to listen to
the former master version. One of the first things to
discuss is the importance of having a dedicated mastering
session to master your song. I'm often asked, is it okay
to mastering the mix session? I always recommend having a dedicated mastering
session to master a song as it's
important to get into mastering mindset
over mixing mindset. If you try mastering
the mix session, you will always be tempted
to focus on individuals, so elements rather than
the song as a whole. And in mastering, we're
very much looking at the overall presentation of the song over
individual elements. We also need to
consider here and not everyone has a
powerful computer. And if you have a dense mix with a lot of tracks and plugins, and adding more
plug-ins on top can create additional stress
onto your computer. Potentially creating
a bottleneck. Once we have a blank
session and we need to make sure that the DAW session matches the song fall in relation to sample
rates and bit depth. I'm not gonna go too deep into sample rate and bit
depth for these are in-depth topics
beyond the scope of a mastering one-on-one class. But if you want to
further your knowledge in relation to sample rates, then I would recommend
you research the topic of Nyquist theorem, which goes into detail
regarding sample rates. But you would need to find out the sample rate and
bit depth details of your song Foil and set the
DAW sessions so it matches. In studio one, I can change
the sample rate and bit depth via the sun tab and by
choosing songs setup. But this process will
be different depending on which DAW you are using. Once a DAW session has the correct sample
rate and bit depth, we can go ahead and
import our file. This process will differ based
on the DAW you are using. But generally the
fall input options are in the fall
tab of most DAWs. But the song tab in Studio One. For our last session change, we need to ensure we make the audio interface buffer
size as high as it can be. The buffer size is controlled by our interface
software driver. For Mastering, we
need a hypothesis into add less stress
to our computers. The interface
buffer is generally set quite low when it
comes to recording. As a high buffer size
can introduce latency. Latency is a challenge
for recording as it's a delay between the signal going into the recording source, a microphone, and in
the signal coming back. Freudian suffice for
playback purposes. In mastering is
we're not recording. We can set the buffer as high as possible to reduce
strain and our computer. Finally, we can add our
plugins into the session ahead of any process and we will
do for ease of reference, I would recommend adding
the plugins directly to the track which
contains a song fall. In many DAWs, we can place plugins either directly
on the song Foil, onto the track which
contains a song fall, or a master channel
which controls the final outputs to your
headphones or speakers. For simplicity, I
would recommend adding the plugins to the track
which contains a song fall, as demonstrated
here in this class. The order in which we
add our plugins is important as this creates
our mastering chain. And each plugin will alter the song going
through the chain. Therefore, recommend the
compressor being added first, followed by the
equalizer limiter. And then I'll loudness
or level meter. The important thing
here is that the limit is added after our
compressor. An equalizer. As a limiter needs to be last in line control a formal
output from any processing. Our loudness meet some needs
to be after our limiter, so it reads the
phone or loudness. I've also included
a spectrum meter for demonstration purposes, but this is not essential. So to recap, in order to
set up a mastering session, we need to create a blank
mastering session in our DAW. Change the sample rate and bit depth to match the
song we're working on. Import the file to our session, change our interface buffer
setting, and add the plugins. We will be using it onto the track which
contains the song file. For our next class, we
will take a look at the quality control
site and mastering.
8. Quallity Control: In this class I'll be
walking you through the quality control
aspects and mastering, but also measure the
song loudness before Master processing will make notes of what we feel needs
enhancing or control. And also look at the
concept of headroom and how this will affect any
mastering decisions we make. To do this, I'm going to play the song through from
start to finish. During the play
through, we'll be looking out for the following. Are there any audible
clicks and pops? These generally come
from an overload of the computer system during
the recording stage. But it might also be
click and pop sounds captured by the vocals
through mouse sounds. We need to pay
attention to this too. Is it too much siblings
from the vocal, which are those harsh S sounds
that are voiced Mike's. Does the song have
any digital clipping or order any signs
of clipping or unwanted distortion
will not only be looking at allowing
this means is to read the maximum
throughput level. But listening for any
distorted or heart sounds, does the mix sound
natural order, any sounds that really stand out that do not
fit with the song. This will then allow us to make a more informed decision
as to whether there may be any recommendations to take another look at the mix. In addition to the
quality control, which I'll also be
taking some notes to answer the
following questions. Are there any sounds that jump out whilst listening
to the song? If so, do they sound natural? And can you hear all of
the instrumentation? So think about all of the
individual parts of the song. Think of the drum kit,
the bass, guitar, guitars, vocals,
etcetera, etcetera. Does the song sam balanced
and the frequency range? So think about the sound. Is it too much base
frequency contents? Do the base frequencies
complement the rest of the trunk? And then asked the
same questions for the mid-frequencies and
the high frequencies. Do they all complement
each other, or is there an imbalance? And lastly, does the overall sound match
the artist's intent? If you are the
artist and engineer, is this the sound you
were aiming for when you wrote the song or does
something they working on? These are all questions you
can answer to help elevate your song using the
master and mindsets. But this is also a great point to mention that
if you are taking part in the class projects and your mastering your own song, then it'd be great
if you could write a note detail in the
following information. When you first
listen to the track, what were your
initial impressions? What did you feel
needy working on? What did you want to
enhance when the song? Was this something you
didn't like? The sound of. This is all information
that you can note at this particular stage
of the mastering process. So without further ado, let's check lists the song. I'll open the loudest makes us. So we can see this in action. Berlin forever up the slide and the size. So
that's the ocean. Again. Flaming. Be good with the work of our lives. But the stairs fly like to be. No. So from a quality
control aspect, the song sounded great. There were no orderable
clicks and pops and there was no
clipping or distortion. You might have heard
a slight click, which I will show to you. Now. This clip was caused by a screen capture
software whilst recording this class and doesn't
feature in the song. So we're all good from a
quality control aspects. In regards to my mastery notes, there were a few observations. I thought no mixed sounded
great, but I felt it could do. Listen more overall energy. The base content sounds nice and defining
saga hear the bass, guitar and kick drum, but
it didn't feel alone. Mid-frequencies sounded
quite muffled and muddy. I noticed something in
the song that made me feel like there may
be a distortion. But upon closer listening, I notice there as
percussive elements in the background and Nasir
distortion caught my ear. I also feel the overall
frequency balanced sounded good, but we could maybe
look at bringing out the mid-frequencies and
listen more and maybe give the song some
high-frequency sparkle to make the vocal stand out. But what do you think? This is where
mastering can become creative and there are no
right or wrong answers. Just creative decisions
based on what we're hearing. But always remember
to take into account the artist's intents and be objective in your
decision-making. These are the type of
considerations that will help you bring your song to life.
So be sure to practice. This is part of
mastering and really focus on building your
listening skills. Before we move on to
discuss headroom, I do want to share with you a top tip for building
your listening skills. If you feel you can hear that something doesn't
sound quite right, but can't place where in
the frequency range it is. There is a free plugin
and a technique that can really help build
your listening skills. This plugin is
called the TD ANOVA by a company called
Tokyo dome labs. This plugin is a type of
plug-in called a dynamic EQ. We won't be using this
plugin in the class. But the great thing
about this plugin is that you have the ability to solo different
frequency bands. This is great as you can use the bands to move to
different parts of the frequency range and solo
just those frequencies. So you can learn which
instruments take up certain parts of the
frequency range. Here's a brief example, right? This technique can also
be generally used with another type of plug-in called
a multiband compressor. As long as it has a
band solo function, you don't need to change
any settings except for changing the frequencies
you'd like to hear. Now we move on to headroom, which is something that is quite important when it
comes to mastering. As mentioned in the common
terms class headroom is a difference in volume
between the digital ceiling, in this case, zero dBFS and
the highest peak level. We also discussed that the true root level is more
accurate than the peak level. If we take a look,
all loudness made so we can see that this song has a true peak level of -4.4 dBFS, which means that our
head room is 4.4 dB. There was a common myth with
mastering the easterlies 60 be worth a heroin before
your master processing. The minus six dB figure
comes from a time before digital
audio workstations, when certain capture
devices would distort before the
digital ceiling. Therefore, it was
always safe to leave extra headroom to minimize
the risk of this distortion. Now moving on to modern
day old yo with DAWs, there is no real need to leave lots of headroom because we can non-destructively
adjust the level of the song to a level
that we choose, as long as the mix is
not digitally clipping. If the song has at least
no 0.1 dB of headroom, we can adjust the volume
before Master processing. If we now go back
to our song with 4.4 dB, where for headroom, this can also create a few challenges from
mastering process. Namely that it could cause a limiter additional
processing stress, which may run the risk of over
compressional distortion. Discuss this more in our
next class and limiting. But a good rule of
thumb is to allow two dB of headroom going into
our master processing. This means that we need
to increase the gain of our song by
approximately 2.4 dB. Or we can achieve this
by increasing the gain and the song or annual again, plugin In studio one, this is achieved
manually by dragging the song follow-up to
the required amounts. Alternatively, most DAWs heard gain plug-in that can
achieve the same result. This plug-in needs
to be placed at the very top of our
mastering chain. The reason why I would
recommend two dBs wherever headroom is due to the streaming platform
loudness normalization, which in most cases requires a true peak level of no
more than minus one dB, which we will consider
when using a limiter. The additional dB of headroom as a safety measure do to
the variance between the peak level increasing the DAW and the true
peak level in our meter. Remember, the manual gain
increase of the song in your DAW will be measured in peak level and not true peak. It's important to get the settings right before
we start limiting, which is the class coming next. So to summarize, we need to listen to the song
all the way through, highlights and fix
any potential clips, pops, distortion or crackles. Make our mastering notes who we are clear about
what we need to do, and set the headroom to minus two dB ahead of our
master processing. Now let's talk about limiting.
9. Limiting 101: For this class, I'll be showing you how to use the limiter to achieve a good balance between
loudness and dynamics. But you might be
thinking smudge. If the limiter is
the last plugin in the processing chain, then why are we starting
with the limiter? One of the biggest challenges
flows new to master, and he's trying to
achieve a sound that has a competitive loudness, but without the
songs semi flats, or lacking in energy. From my experience
as an educator and from speaking
to many novices, I've noticed that
many who start with compression and equalization and get a good tonal balance. But in loser dynamic energy, once they start limiting, generally I find this is
due to two main issues. They are transferring
for loudness level, it doesn't fit the song and are therefore limiting too much. Or they are applying too
much compression from the Mastering compressor
before it hits the limiter. By using a limiter is
the first process. Getting the overall
loudness increased to a competitive level greatly reduces the chances of over limiting or over
compressing beforehand. The main reason why limiter
is sometimes a challenge to use is as it is in
essence a compressor, but a very aggressive
compressor. The role of the compressor
is to smooth out a dynamic audio
signal by reducing the level of the
alleles peaks whilst increasing the level of
the qualities peaks, thus achieving a more
balanced and even sound. A regular compressor
has many settings with one in particular
being a ratio setting. The ratio of the compressor is used to determine how much audio is outputs in relation to
how much is inputs. So e.g. a. Compressor with a ratio setting of two-to-one
would mean that for every two db a signal
input into the compressor, only one dB a signal
will be output. For a four to one
ratio for the Bs of input would mean one dB
of output and so on. A limiter however, is
compressor that in general terms has
an infinite ratio. Hence why you may see them being referred to as a
brick wall limiter, as they are designed
to heavily limit the signal going out to minimize the chances of digital clipping at
the distal ceiling. But in addition to
the role of providing a safety buffer as
it is a compressor, it will also raise the level of the quieter pigs and thus make
the overall volume louder. But we need to be
cautious as it will also decrease the dynamic range. As we've all things in
master and limiting his game of balancing
compromise between achieving loudness whilst maintaining adequate
dynamic range. But let's take a look
at a limiter on. Go over to core functionality
before I then show you a simple but effective way to use an amateur
for your mastering. Limiters vary slightly
in their functionality, but generally there are
a few core components. I'm using the stock limits
here inside a studio one and from left to right we
have a gain control, a ceiling parameter,
a fresh hold control. And finally we have the
attack and release settings. The most common parameters
found on limiter or a gain control and
a ceiling control. The gain control
allows you to increase the volume going into limiter. So the more you
increase the gain, the louder the sound will be. The ceiling. On the other hand, access to barrier with the aim of preventing
digital clipping. This means we can
set the ceiling to our desired level and
we can then use to gain control to increase the volume until the signal
hits the ceiling. Once the signal
hits the ceiling, the signal will then start to limit and compress the peaks. The more you push the
gain into the ceiling, the more compression you get. Push it too far and
you will overcome press and start to
distort the sound. Next up we have the
threshold control, which is something that is
not found in all limiters, but it's common in many
compressor style plug-ins. The threshold acts very
similar to the ceiling, and it sets the
threshold where you want the compressor are limited
to start compressing. So where we have the ceiling, that is the last
line of defense, the threshold can be used to set the starting point for where you want the compression to begin. So e.g. let's say we have a
son with five dBs, whether headroom and we use the limiters gain control
two at five dB is worth. Again, we can use the ceilings flexes the
last line of defense. And if we take the use case of streaming loudness
normalization, where we want to ensure that
the true peak level doesn't go above minus one dB true peak. We can set the ceiling to minus one db set of signal hard
limits at minus one dB. But the threshold can be used to lower the decimal
starting point. So let's say we want the
compression to kick in at minus two dB and still use the same as the last
line of defense. Then we can set a
threshold to minus two dB. Signal starts being
compressed at monitoring DB. And a ceiling can then control any further signal that the compression threshold
doesn't capture. Lowest of all, we have the
controls for a second release, and these systems
control the speed at which the compressor
reacts and releases. An example to show
how attack and release works is that
our finger of the hand, where my hand is fully open, it's not reacting a tool as the threshold assuming
there has not been reached by the audio peaks. But when the audio peaks
reached a threshold or Caelian, the attack sets the speed
at which my hand closes, and then the release sets the
speed at which it reopens. So we can set
different combinations of close and open space to suit your
particular needs and get different
compression results. We've all that said,
I want to show you a simple way to use
a limit set to get the most impactful results
without compromising dynamics. To do this, we're
going to focus on the gain and ceiling
parameters and will completely ignore the threshold
by setting this to zero. Why are we doing this? By using the threshold to reduce the starting point
for compression. Where instantly compromise and dynamics before we
hit the ceiling. And we've all limiter
have an infinite ratio. This is a heavy-handed
approach and will not yield the results we are after without fine
attention to detail. Once we'll set our limit
is gaining ceiling. If we do need
additional compression, we can then use our compressor, which we'll discuss
further in our next class. Let's start with a ceiling. A good starting point is the
ceiling to minus one db. This minus one dB figure
falls in line with many streaming
platforms who require a true peak level of no
higher than minus one dB. Once we start to add the gain
and it hits the Assuming, we've mainly to adjust the ceilings to ensure
that we maintain the minus one level as some signal will still be able
to parse about the coelom. Once we have the
saving in place, let's play this song
and adjust the gain until we get the
desired results. So what are the desired results? You may be thinking, there are two things I'm looking for. In particular, I want to increase the loudness
to a level that sounds good before it starts to over limit, breakup or distort. Now once we show the
last level reaches at least -14 UFS integrated. As always be going
and adding around for the baby worth of
gain is insufficient to reach at least -14 LU fs risk the song sang it too quiet on the
streaming platforms. About pushing the gain to
nine dB makes the sound. The store coupons more years is around 46 DVDs
worth again increase. You might have noticed more
intentional use of the words, at least when it comes to
dimensional -14. Yeah, UFS. As we discussed in the
loudness normalization class, there is no target
L UFS figure that is consistent across
all the platforms. Hence, y -14 l UFS integrates, it is not considered
the targets. In fact, the reality is we
don't even need to worry about the UFS level as long as it is at least -14 ADFS integrated as it's the
streaming platforms at normalized a sound. We don't have to. All we need to do is focus on getting the software
loudness level That sounds good and not overly
compressed or distorted. I always recommend achievement at least -14 LU FS Integrated because the streaming platforms
concern the songs down, but not always turn them up. They do this by simple
attenuation process by reducing the peak level to achieve a consistent L UFS level across the songs that
you are listening to. So in our example using the
loudest penalty website, we could see how much they
would turn the song down by. But they can't always
turn the song up. The streaming platforms, as
we've already discussed, need a true peak level of
at least minus one dB to ensure that there's
no clipping during the upload and encoding process. So if our master a song to a
level that is quieter than -14 earlier fs -16, our UFS. But if I maintain the true
peak level at minus one dB, then it will not be
able to turn the song up without clipping. So they won't turn
to some app at all. And there's songs sound quiet, and others on their platforms. There are so many
variables at play here, we just need to
focus on achieving the level that
sounds good and let the string of platforms handle
the normalization process. Every song is different, so practice within limits again, as seen in the
settings to achieve a loudness That
sounds good to you. But make sure that you achieve
a level of at least -14 or UFS integrated and you maintain the minus one
dB true peak level. Lastly, if you
have the option to adjust the attack and
release settings, here is when you can start to experiment with the
limiting sound. The attack and
release needs to be considered in
conjunction with one another as to why they react together will give
you different sounds. A fast attack and slow
release may even out the sound that can create a
pumpkin cell as shown here. This pumpkin is more of a
sustained sound as the pump. It occurs once the
pigs are released. So that Pixar attacks than sustained and then releasing it. But a false attack of
phosphorylase will Craig less pumping but more gain
reduction assurance here. But with a slow attack
and slow release, you may also get
a pumpkin sound, but it's less sustained
than with a faster time. To take a listen here. Loss of all, with a fast
attack, a slow release, you might achieve less pumping, football game reduction, Limits of clamps down
on the pigs quickly. These are very much
variables to play with, so you can experiment
with your sound. But this song or sound
of a medium attack, so the peaks are
not clamped down so quickly coupled with
a quick release. So the limiting isn't sustained. This keeps a more natural
sound to my ears. So let's briefly recap on
his class on limiting. I limiter is a compressor
with an unlimited ratio. Limiter is used to smooth out the dynamics of a
song and also raise the overall loudness was also acting as a safety
barrier to prevent clipping. A limiter will have a gain and a ceding control that are used together to increase
the loudness. The ceiling is set
to a level that maintains the true peak
measure at minus one dB. The gain increases
the loudness by pushing the level
into the ceiling. We want to achieve a
loudness or at least -14 l UFS integrated without the song sounding
over compressed or distorted and let the streaming platforms
normalized a song. We can use the
attack and release settings to change the style or sound of the limiting based on the Sun
we're mastering. For our next lesson,
we'll take a look at a compressor and
answer the question. Do we need to use a
compressor where mastering?
10. Compression - Do I need a Compressor?: Next class we'll
be looking at the role of a compressor in a mastering context and
answering the question, do I need a compressor
for mastering? And the answer is, maybe. As we discussed in
our last class, the limiter is also a compressor
with an unlimited ratio. So we have already applied
some dynamics processing. But the way the limits of works
is very aggressive and is more focused on the control
of peaks and loudness. Whereas a typical compressor allows a much more
subtle level of compression that can help
to sculpture overall sound. I compressor will have very
much the same look and feel and typically some
of the same controls, the limiter, but
most importantly, will have far greater
control of the ratio. And it's the subtlety
of the ratio that will give us much more
control of the sound. So going back to our question, do I need a compressor
for mastering? If you are happy with the
dynamics of the sum of the limiting field as
good overall balance in energy than the
answer may be, no. But if I go back to
my mastering notes, I want to add some more
energy to the song and compression can be a great
tool for adenine energy. Before we dive into
the compressor, you will note that
it's the first plugin in the mastering chain. The compressor is
interchangeable with equalizer. So you could have the equalizer
before the compressor. But generally, I like to control the dynamics before equalizing, but feel free to experiment as your TA will give you
slightly different results. But they must both be before
the limiter in the chain. Here, either stop compressing
the studio one that has a somewhat typical
layout for a compressor. Typically a compressor
will have controls for the following threshold ratio, attack, release and makeup gain. We've already discussed what the threshold ratio attack and release system is doing
the limiting class. So I won't go through
these and deep detail, but I do want to mention the
makeup gain with a limiter. We were very much focused
on loudness and balancing dynamics by pushing
gain into the ceiling. This would give us a louder song whilst limiting the peaks. But it's typical
compressor always works in reverse in that it can make
the song sound quieter. If we go back to our
discussion on ratio, whereby it controls
the output level based on how much we input. A ratio that is hard
and one-to-one will always output less than
what's being newly inputs. We use the limiters gain control
to counteract and again, reduction the limits are made, which made our
song sound louder. But if compressor will make
the song sound quieter, the makeup control
is used to make up gain or volume that we
lose fruit compression. You will also notice
that the makeup gain is a secondary control and the threshold is a more
permanent control. As we have no ceiling. With a limiter, we didn't use the threshold that we will
do so with the compressor. The controls will
be focusing on here are the threshold ratio, attack, release, makeup gain. The threshold acts as the starting point where we want the compression to begin. The ratio determines
how much level is output compared to
how much is it inputs. The attack controls how
quickly the compressor reacts. And a release determines when the compression releases
with the makeup gain, adding any loss volume. Let's start with a ratio. In a mastering contexts, we don't typically use
a very high ratio as aggressive compression
in conjunction with limiting can make your
songs sound flat. A good rule of thumb is to
set the ratio somewhere between 1.5 to one
to two to one. So the compression is a
subtle balancing of dynamics. Once the ratio is set
within needs to bring down the threshold to set
the starting point for the compression to begin. So let's do this
now. But this song, I like your ratio of 1.6 to one with a threshold of
around monocytes in dB. And this is where
you can experiment. The more you bring
down the threshold, the more compression
you will get. And the higher the
ratio you use, the more compression you get. So it's poured about achieving balance between
the threshold and the ratio to get the result you like
the sound of the most. Remember the wrong
no rules here. So listening to the results
of the compression is key. I typically aim to achieve
no more than two dBs and gain reduction in the
mastering context, as we want, subtle results, by adding
a little compression really brings up the
base frequencies to add energy to the song. But a compressor will act
differently in effect, different songs in
different ways. So remember to listen carefully, refer back to your
notes to make sure you are getting the
desired results. Once we have set our
threshold ratio sessions, the attacker really settings
can be adjusted to taste. The results are much
more subtle here. I typically prefer
a slower attack and a quicker release with
my mastering compression. But this will vary per song. Needs to experiments
and listen to how the compression affects the
overall frequency balanced. Lastly, we need to make up the volume that we
have lost by using the makeup gain control
as a rule of thumb, which used the gain
reduction meter to indicate how much volume
has been reduced by compression and then increase the makeup gain by
a similar amount. But I always recommend
using the arrays as the guide and use the
plugin bypass function to sense check the results
as we want to ensure there is a consistent volume before
and after compression. As any volume changes may impact the level going
into the limiter. For Lesson recap, we learned that a compressor
controls dynamic range, but he's not as
aggressive as a limiter. A compressor gives us
a ratio control to control the output
compared to the inputs. A compressor will
reduce volumes. So we use a makeup gain control to balance any volume lost. In a mastering context, we typically use a ratio of
1.5 to one to two to one. Wants the ratio is sets, the threshold is reduced to set the compression
starting points. The more you reduce the threshold
and increase the ratio, the more gain reduction
you will get. Attack and release
sessions are used to taste to alter the sound
of the compression. And finally, we use the makeup going to
balance the volume. For our next lesson, we'll
look at the creative uses of Equalization when
mastering our song.
11. Equalization Enhancement: Now we've taken a look at
equalization and how we can use broad stroke EQ moves
to elevate our song. But before we get into the EQ, let's just take a
moment to remind ourselves of our
mastering notes. Afford to mix any great, but I feel it could do a
little more overall energy. We covered how we
could add more energy in our last class
and compression. The base content sounded
nice and defined. So I can hear the bass
guitar on kick drum well, but I did feel the
low, mid-frequencies sending quite muffled and muddy. I also feel the overall
frequency is good. We can maybe look
at bringing out the mid-frequencies a
little more and maybe give this song some
high-frequency sparkle to make the vocal standout. So given my notes, these
will be my focus EQ areas. Here I have the stock EQ
plug-in inside the studio one, and we can use this plug-in
so either enhance or take away something from a
specific frequencies section. An EQ is typically sets out with specific movable EQ points in different areas of
the frequency range, with some points having
different uses than others due to
changeable EQ shapes. There are three queue
shapes that are more common in the EQ, which
of the following, a cut or pass filter
specifically to remove low-end rumble or
excessive high in information. A shelf. This has less steep curve than
a cut or pass filter, but can add or remove unwanted low or high in
frequency contents. And then a bell curve, which is most commonly
associated with low, mid to high frequencies. And it's a more focused shape. In addition to the different
EQ curve shapes generally, we can also adjust the width of the curve via the Q control and then use the Gain
Control to have a boost or attenuate that
specific frequency. Now that we know a
little more about an EQ, how do you use one of the
mastering context as we compression when
mastery and we're not generally looking for
big bold changes, but subtle enhancements elevate the mix and not replace it. As a result, you will rarely see mastering engineers either canceled booster frequency
range by more than three dB, often less than one dB, just to lift certain areas. It is also common practice to
focus on broad stroke moves with a wide Q setting somewhere
between nought point 5.2. So any EQ move mode will capture a larger EQ section and create a more natural enhancement
over any surgical change. So let's take a listen. When it comes to any
mastering processing, I would not recommend doing anything just for the
sake of doing so. As each song, as we've
already discussed, will have different needs. But one thing I do check
on every song is whether there is excessive
needed low-end. We're talking very low down the frequency range here
at around 20 to 30 hz, all without a low shelf with around one dB of gain
reduction in play, the song fruit and bypass
every few seconds. While I'm listening
for here he is by using the low shelf, I'm like cleaning up the song. There's a song sam,
more clean or clear, or do those frequencies
add something to the song? If the song sounds better with those frequencies,
didn't leave them in. If not, we use a low shelf to remove some of that
unwanted low-end. Next I want to focus on those low mid frequencies that sound little muddy or muffled. This is usually due to a crossover in the
frequencies from the bass guitar and
electric guitars in this particular genre. But also vocal and drunk
frequencies are present. So it can quickly build up in the low mid area and give them up with a low
mid-frequency Q-point, or search for a
frequency 200-5350 hz, where the song
sounds most muffled. And I'll start to remove
some of the frequencies. In this example, I've
found that removing just underwear dB
with a wide nought 0.87 Q sets in at 272
hz did the trick. Now once the mid-frequencies, and we do need to be
a little bit careful when boosting around
the 2 khz range. Has this area tends to
be sensitive to arias. After some searching
between 1 khz, 3 khz. Often that one dB boost
that around 1.4 khz, elevated complete
range without sounding harsh and gave the trap
more body and balance. Just the dB boost with a Q
system of one will suffice. And lastly, with the
high frequencies, I didn't want to make
the song too bright, but just add a little
too high in there for high-frequency boost or
recommend a shelf curve. And once again, a
subtle increase of around one dB lifted
the high-end nicely. The frequency, I said
it was around 9 khz, which captured the
top of the vocals and the symbols without creates an imbalance with the rest
of the instrumentation. Let's now take a before
and after listen with the EQ bypassed
and then engaged. The key to using the acute
for mastery is to make subtle moves with a wide Q setting to add
social enhancements, to lift specific areas. Think very much in broad terms, cross the whole frequency range. Does the song sam balance or
is there something missing? And then try and identify where that missing something is, and then either enhance or takeaway to achieve
the desired results. This is where ear training
and listening to lots of music from your favorite
artists can come in very handy. Listened to lots of music, get an idea of how your
favorite songs sound. And I'm referenced them
against your master. What sounds different? And in think, Can I create
an EQ move to either add or take away from the song to
get closer to my reference. Don't get bogged down into individual instruments
and trying to equalize specifically and think more broad with your EQ moves. So let's recap on REQ lesson. Always have a clear plan from your mastery notes and what you want to achieve with an EQ. Use either a shelf
cut or pass filter, specifically with a
low-end, high-end. Use bell curves for the low, mid to high mid-frequencies. Always thinking
enhancement over change by trying to keep an EQ moved
to less than three dB. Focus on why queue settings
generally from nought 0.5 to to achieve
broad stroke changes. Remember to buy a partial
or EQ plugin frequently to see if your EQ moves have
achieved the desired results. And use your favorite songs or references to compare your mask to and build your
listening skills to help achieve your EQ balance. That's all for our EQ lesson. So let's now take a look
at the final export or rendering before you release
your traps of the world.
12. Final Export and Rendering: For her part to class, I will go through
the final stages of the mastering
process in order to prepare our song for
release to the world. But before we do so let's take
one final listen to songs. We can do it before and after check on our
mastering processing. I'll also do a comparison
with and without the limiter. I tell you. As you can see, we've
just free plugins and simple processing. We can create a great sound in master track that's ready
to release to the world. For a final check, I would recommend playing the song
through from start to finish to get an
accurate reading of the integrated loves measure. As you can see, I've mastered this version of the track to -12.8 l UFS integrated. But for when our
additional process in the true peak max level is
increased ever so slightly. So I can now go back to
limiter and tweak the ceiling setting to adjust the true
peak measure to minus one db. Once we're happy with
the overall master, we can go ahead
and trim the track and add any unnecessary fights. For this song, there
is quite a bit of spice that begin and
end of the track. So let's trim those now.
Hello, It's the response here. And since checkers,
I'll go by listening. Next up, we need to see the
song needs a fade in and out to make the transition
between songs seamless, the artist is already added a photo at the
end that I make, so I'm happy with that. But let's take a
listen to beginning. The beginning. That actually
sounds good to me as an intentional font before
the guitars kick in, if you did want to add
phase to your master, most DAWs have arrows
in the top corners that attracts where you can drag will fades as demonstrated now. Lastly, before we export
and render the fall, it's sometimes good
practice to loop the entire song and use the
loop range for exporting. In studio one, I can
drag the blue loop bar at the top of the timeline
from the start to finish, and enabled loop mode
in the transport panel. But this will vary by DAW. We now have our Master's
song that's been trimmed and loops
and ready to export. So let's now go to
our export settings. In Studio One is I'm using the song page for
this master or I can go to the song tab and
export mixdown selection. But most DAWs will have an export or render
setting in the File tab. Once you're in the
export settings, we can change the
final track name and choose where
to save the export your file as well as choose default top that we want
the final Master to be. If releasing your song
via streaming platform, you want to make
sure that you choose a lossless format of
the highest quality. In pretty much all cases, this will be a WAV file. Please do not choose
MP3 as an MP3 file is a lossy codec that will degrade
the quality of the song. Most, if not all, digital distributors will only
accept wildflowers anyway. So use the wife fall option
as your preferred file type. You may also notice that we
have the option to change the bit depth and sample
rate of the final Master. If you're releasing
your songs onto the streaming platforms
via digital distributor, is important to check the four requirements
they may have. Most will now accept files
with a Bit Depth of 24 bits. And as the song Fall
is a 24-bit file, we need to make sure
that the final export matches the song
fall at 24 bits. And I would recommend keeping the sample rate the same too. If your digital
distribution requires a file with a big
debt for 16 bits, then we will need to ensure that the final export goes for a div, a process if the song
false started at 24 bits. Diverse in simple terms, is the intentional
application of low-level noise that is
introduced to remove quantisation
distortion that occurs when reducing an audio files bit depth in studio one different is applied
automatically by default. But if your DAW has a tip box asking whether
you want to apply deliver, then you will need to
make sure this box is ticked before you
export your song. Once you are happy, you can
then export your song and you now have a finished and
polished mastered song.
13. Conclusion and Closing: Well folks, that as
I say, is a Rab. You've come to the end. Well done for
following this class, for It's been an
absolute pleasure putting this class together. And I hope you're able to use these techniques to make
great sound in masters. And thank you for sharing
your time with me and watching my audio mastering
one-on-one class. It really does mean
a lot to me and I hope you found this
class beneficial. Mastering can be a very
typical discipline, but by following some
simple techniques can be such a powerful tool to
really edit lysosome. We cover lots of
ground in this class. We've covered the theory side from loudness normalization. So the common terms
we've even looked at how we can introduce a
simple milestones setup. This easy to do and it's repeatable to really set
yourself up for success. And then we've looked at
limiting EQ compression and how we can use those tools to really elevate yourself. So next level, one thing above all else don't want you to take away from this class. And that is this simple message. Keep things simple. Trustor is be creative. Have fun making great music. You can follow this class
with your own class projects by uploading your mastered
song to the project gallery. Be sure to include links for the master version
and the premaster, along with brief note on
how you master this song. Then listen to your master
song and provide you with feedback to help you
along your mastering journey. Lastly, if you
enjoyed the class, please don't forget to
leave the class review. I might show you follow
my Skillshare profile as I've lots lined
up in the future. Thank you once again,
following this class, much loss for me.