Transcripts
1. 01 Introduction: Hey everyone, how's it
going? I'm Gary Hiebner and welcome to my class on
Mixing in Studio One. In this class, I'm gonna
show you how you can take your mixes to
the next level by taking advantage of the tools and features and tricks
within Studio One. This is going to take a look at different routing options and organization tips
and techniques. For example, how to pack your
tracks into Folders and map those two buses and
VCA is and just have much better overall
control of your mix. I'll expand on
Compression and give you a much better understanding on How Compression
Works and heart, it can really
benefit your mixes. Also, we'll touch on
multi-stage compression, different types of
EQ-ing that you can use in your tracks to get them
to submit it and the mix. And then also other processes
that you can use to help excites and saturates and get that mixed to
really punch through. So now that you know where
we're headed with this class, Let's jump in and see how
to mix and Studio One
2. Top Down vs Bottom Up Mixing Styles: In this video, I want to
talk about the two types of different Mixing approaches that you can use in your Productions. The One is the Top-Down Approach or the Bottom-Up approach. And this is determines what type of direction
you're going with consideration to the tops of tracks that you using
in your production. For example, if the song
you're working on and the style is predominately
vocal focused, which is like a lot of RMB, some pop, and maybe
some country music. Then you start working
with the vocal and you mix the vocal to where
you get that way once it, and then you move
on down through the other types of
instrumentation. We're with a Bottom-Up approach. You start off with the more
rhythmic based elements like the drums and the base. And you build these
app and start mixing these in and then move up through all the other types of instrumentation like the
keyboard, the guitars. And then finally you finish
off with the Vocals on top that you just sit
on top of the mix and you get everything balanced. Now, that is the
approach that I'm going to be taking in this class. I've got a predominantly
rock focused song. So I'm going to work from the
drums and the base and in, up through the other
instrumentation. And then finally
with the Vocals. So just make sure you know
which type of style that you want to use if it's
other Top-Down or the Bottom-Up approach. Because it gives you a good focus on what you
want to focus in on. For example, on my song, on a focus on getting a good solid rhythmic Bass
with the drums and the base, where maybe you would have
focused more on the Vocals. Then you'll start
off with the Vocals, start mixing those, and then move through,
through the other tracks. So that's just the two styles
that you can work from. But you really don't
have to stick to these, but I just wanted to clear
this up and just give you an idea on where you could
start with your mixing. Now let's jump in and see
what steps we can take
3. Organizing and Routing Tracks: In this video, I want
to talk about a type of organizational technique
that you can use to Organize your tracks into Folders so that you have
more control with them. And you're going to have
more control because the similar type of tracks
are packed into a folder. And in these folders
are routed out to Bus. So you've got these buses
that can give you sort of sub Mixing
control of your mix. This is a song that
we're going to be working with for
this video series. As you can see, there's
roughly about 32 tracks here, and it's a combination of audio tracks and
virtual instruments. But further on in this course, you are going to see
how I'm going to bounce a lot of the
virtual instruments, dance audio because I just find it's better
working with audio. We can see the waveform and
have a bit more control. And overall, we just want more control over our song
said we can make it better. Like I mentioned
in the last video, we're going to be doing a
bottom-up approach with Mixing. So we're going to mix
the instruments from the drums up to the
base, then guitars. And we're going to finish
up the instrumentation. And then finally,
we're going to be focusing in on the Vocals. And that gives you an idea on what you want to pack
everything together. I want to pack all
the instruments into instrument folder and in the
Vocals into a vocal folder. So I can separate these two
entities within the mix. I can get all the
instrumentation rights and then just sit
those Vocals on top. And if I don't want
the Vocals, I just want to have an
instrumental mix. I can just mute those Vocals. My instrumental section is
completely mixed perfectly. So let's take a look.
Alice has done. So I've got these
drums all over here. And it's a combination
of electronic drums and acoustic drums using
virtual instruments. Now, if I want to take
all these tracks and pack them into a folder,
I'll just select them. So I'm going to select
the first track. And then I'm gonna
hold down Shift and select this last
track over here. Then I can just
right-click on any of these tracks and then
say pack folder. So that packs it into
this folder here. Just neaten this up
the whole arrangement and I can rename this to drums. Now there is one catcher. This has got the electronic
drums and acoustic drums. But I want to have
control over both. So for example, let's say
the electron trumpets are signing ever to live now
and to bring those down, then what I'd have to do is
I'd have to expand this, go into those two tracks, maybe open up my mixer and then adjust the levels
of those tracks. There's a much better
way of doing this. So I'm going to undo that
pack folder that I did. And instead, I first want to pack similar elements together. So I'm going to take
these tracks here, which are the virtual instruments
for Steven Slate drums. It's using an acoustic kit. I'm going to select all
the tracks down to room B. Then I'm going to right-click
on it and say packs of older call this acoustic drums. And then more importantly, I just wanted to expand
this so that I can see the area over here where I can wrap this
to a Bus channels. So now this has given
it a Bus channel with the name of acoustic drums, which means I've
got volume control over these acoustic drums. Then I can take these
electronic drums, which is an instance
of impacts though, and I can pack those into
a folder, name it as well. So electronic drums. And the same thing. I just want to drop this down and add the best
channel for that. Separate, independent control of the electronic drums
and the disk trumps. Now here is another
important step. I can take both those. So select the electronic drums and then select the
acoustic drums. Right-click and say
packed subfolder. And now all the drums
are housed within here. And I can expand this and rat that to
a Drums Bus channel. So can you follow me here? I've got the drums
all going into Ostrom's folder where I've got volume control over the drums. And then for unpack that, I've
got the electronic drums. We have got control over
the electronic drums there. Expand that and adjust the volumes of the different
elements within there, as well as the acoustic drums with total volume control over the electronic drums or going into the respective tracks
and changing those. And like I said, those are
all routed to the drums. So if we just move over
to the mixer quickly, you can see I've got, let's say these acoustic
drums over here. They all going out
to the acoustic drums bass channel over there. Then that Bus channel is
going add to the drums. And the same with the
electronic drums. I've got the two tracks here. They're going out to the
electronic drums verse channel, and that is being routed
out to the main drums bass. That gives you an idea on
what we're doing here. And obviously, another
nice thing is you can minimize things to take
them out of the views. They can focus on specific
things within the arrangement. So there are my drums done. Now. I've got three
Bass Tracks here. Could pack all this
synthetic base instruments into a folder and in acoustic
basis into another one. But really there's
only three tracks. So for here, instead, I'm deciding just to pack these into Folders and
calling it Bass. And adding a to the
base Bus channels. These are synth elements or pads or whatever
you want to call them. I'm going to select them and
pack them into a folder. I'll call those since. So obviously you just
name it something that makes sense to you that you'll know where
to go when you're looking for it within your song. Now, here, I've got
the tars, I've got to Guitars to electric
guitars and lead guitar. Now, the lead guitar
you can think of as an electric
guitar instrument. So I'm going to first take
these acoustic guitars, pack them into a folder. I'll call that acoustic impact. These all into electric
guitars folder. I'll just call it an
electric guitar for short. And don't forget to map
these add to a Bus channel. And in like you saw
with the drums, I'm going to take both these
Guitar best tracks and pack them into folder and Bus
them to a guitarist track. So now I've got total
control over my guitars. And another thing I
haven't quite pointed out yet is that on each Bus channel, you can add different
processing. So for example, and then
on electric guitars, I could add specific types of EQs and compressors
onto this track. Then on electric
guitar bass channel, I could add a different set of Processing on Etsy
process that Bus. And then that's going
into the guitar bass. And I can add even
further processing. So as you can see, you've got multi stages of
processing that you can play with the
new mix when you get very deep into
the mix process. I'm just going to
minimize those. Then lastly, we've
got the Vocals, so I'll take all of
those and then pack them into a Vocals folder. So that's Vocals and send that
to a Vocals best channel. Now the important thing that
I mentioned in the beginning is I want to leave the
instrumentation separate, so I've got control over the instrumentation and in
the Vocals by themselves. So if we just take a look at the guitars in the mix console, you've got all the
guitars coming into this guitars bass channel. And then that is going
to the Main Output. And the same with the
Vocals. The Vocals is going to the Main Output. Now what I want to
do is I want to select all these instruments, Bass Tracks, pack
them into a folder. So now I've got a
instrument folder that contains all
the instruments. I'll just label it
instruments and send that to a Bass tau. So as you can see, we've really minimized
everything here. We've got all the
instrumentation has within all these different
folders where we've got different control over
the different tracks, the different best channel, and that different
Bus subchannels. And in all of that goes
into the instrument Bus. So if we take a look here, let's just take a look at
this electric guitars. Again. We've got these
three electric guitars going to the electric
guitar bass channel. Then the electric
guitar bass channel is going to the guitars
bass channel. And then the goods
has Bus channel is going to the
instrument Bus channel, and in the instrument
Bus channel is going to the Main Output. Now, I know this sounds
like quite a bit, but as you go
through this course, you'll see how this is a really
important step of having control over your mix and
really fine tuning things, and being able to process
things differently and have total volume
control of all sections. For example, if I
just play this back, let's say I want to
meet the Vocals. I can meet them. And they say, I find that the acoustic
guitars us to lab. I can just jump here
and drop there. So I don't have to
jump to the mix console and do change there. Then let's say I want
the base of the ladder. I can just jump there and
use the Bass volume fader. And the same with the
drums, just drop the drums. So I've quickly and
easily got access to total volume control over all these packed Folders because they'd been routed
to Bus channels. And then I can separate the instrumentation
from the Vocals. So the Vocals is going
straight to the main Bus, but all the instruments
are housed within here. So that is my idea of how to
pack your instrument tracks into Folders and in Bus them out to Bus channels to
have much better control. And because I'm doing the
Bottom-Up approach to mixing, we got the Vocals
last and then they're going out straight
to the Main Output. So I'm gonna keep the
Vocals muted for now while we worked through the
rest of the instrumentation. Now, in the next video, let me show you one more
step that I like to do with some VCA faders
catch in the next video.
4. Creating a SubMaster VCA Fader: In the last video,
you saw how we routed all our Instron tracks into sub-folders and then into this instrument
folder where they are being sent to other the instrument Bus or the
Main Output, like the Vocals. Now there's one extra
step that I liked supply that might not
quite make sense now. But when we get down the line to where we sending
everything to the Main Output and we wanna do some Bus Processing
to the Main Output. You'll see how it's
important over there. And what this is, is that I want to
create a SubMaster VCA. And it's pretty easy to do. First, what I wanna do is
go to my Mixing Console. And then just in the
blank area over here, I'm just going to right-click
and say add VCA channel, and then adds a VCA
channel over here, right on an, on the right. If you're not seeing it here, maybe seeing it on the left, just go into the
Settings icon over here, and then just choose to keep
VCA channels to the right. And I want to name
this SubMaster VCA. Now what I can do is I can
rats tracks to this VCA. If you just click on
these areas over here, you can choose for
these to go to a VCA. So I want the Vocals to
go to the SubMaster VCA. And I'm basically
going to do the same for all these
other folders. But do I really have to do that? Probably not all
have to do it for as the instrument
channel and the Vocals. Now, what's gonna happen is all these tracks are going to be passed through the
SubMaster VCA. And in the SubMaster VCA is
going to the Main Output. And the reason I want
to do this is because I don't want to touch
this master control. I want to leave
this at unity gain. Then when I add my
mastering Processing or Main Bus Processing, this is where I want the
master fader, it's B. And if I need to adjust
any of the levels, I'm going to do it on
the SubMaster VCA. So look what happens here. If I drop this down, you can see that
that is dropping the level for the Vocals
and the instruments. So that's what I really need. Let's say that the levels that's going into the Main Output
is just a Bud Light. Then I can just take
this Master VCA and just pull it down. And it's immediately sending a lower level to
the master output. But it's not adjusting this
Master Fader. Pretty simple. So just to be clear,
if you notice sure, what a VCA is, all it's doing is it's acting as a volume fader for any audio
that passes through it. There's no processing
that's being applied. So basically what we weren't is just total volume control, like I've mentioned
a couple of times going add to this Main Output. And this is just to make
sure that we not clipping anything or the signal that's going to the Main
Output isn't too loud. So that's really
at all is for now. But it's going to
make a bit more sense when we get down later
into the video series. So just keep this in mind, added to your song and you'll see how it's
used a bit later. Now let's move on and start
talking about some Mixing
5. Using a Master Bus Compressor on your Main Output: Now before getting
into any Mixing, what I like to do a strep, a Compressor onto the main Bus. So this is going to act like
a Master Bus Compressor. And what this does
is it just helps Jill everything together before
you give them to mixing. So I'm gonna get into
compressors and the next video. But basically, what a
Compressor is doing is it's taking the
softest and ladder spurts and just narrowing
that dynamic range so that you got a smoother dynamic
range across your song. Isn't it what you
want? You don't want weird things to be jumping
out and pumping out new mix. You want everything
to sound smooth and balanced and are putting a
Compressor on the Main Output. It's going to do exactly that. What are we going to do is
use a very subtle settings. So it's not drastically
changing the tonality, but it is just helping
contain the dynamic range. So on this Main Output Bus, I'm going to be adding the stock Compressor
within Studio One. And what I want to dial in is a ratio of about two to one, so a very low ratio. And then with the attack, we don't want a
very short attack because it's going to cut
off those transients. We went to retain that initial
transient of the sand. So setting a slower attack
is gonna be much better. So somewhere around about, let's say, 50 milliseconds
is going to Work. And the release, I'm
just going to leave at this default value
of 120 milliseconds. Now, what I'm going
to do is I'm just going to play back and
pull down this threshold. And I'm just going
to keep an eye on this meter here to get a bad minus two dB
of gain reduction. And then we can use
the makeup gain to make up for that gain-loss. So when you bar parsing
the Compressor, you're not noticing this
drop in volume because that is one of the biggest
problems with compressors. You use a Compressor and
then use some makeup gain. And your idea is that if
you hear something ladder, it sounds better and we
want to avoid that pitfall. So let me show you
how to Stan the playback that audio
from the start and then tweak this threshold. Keeping an eye over here,
roundabout halfway there. And then threshold
at about -25 dB, we got about 2 db
of gain reduction. Now let's makeup for that
with 2 db of gain makeup. So take a listen here. So
that's really all we're doing. Just a simple adjustments
like that with a Compressor to help jill everything together
on the Main Output Bus. Now I'm going to play
back and I'm going to bypass the compressor
and take a listen, how just really does help
jelly everything together. Let's bypass at first
and then playback. I don't know if you heard
that, but I could definitely feel hot was tightening
up things and just squashing the
dynamic range ever so slightly and giving a smoother dynamic
range across that song. Now, when I'm mixing, I'm going to be mixing into
this main Bus Compressor. So I've got an idea on
the end results on what I want it to be with regards
to the Main Output Bus. And I can jump into
my Tracks now and do the necessary processing to get where I want to
get with my Mixing. Now another thing to mention
on the Main Output Bus, some do like to Master within their song as opposed to
using the project section. So you can have a
mastering chain going over here and load
up different plugins. But if you send in your song to a mastering engineer or a separate person to
do the mastering, your going to have to bypass these effects and
incented to him. And I think if you've got a subtle Compression like
this on your Main Output Bus, and you do add some
mastering Effects in the mastering chain over here
by bypassing them a leaving this Compressor and sending that to a mastering engineer is going to be satisfactory and
is still going to have a good mix that can be
used to be mastered. For the remainder
of this course, I'm going to leave as
Compressor on here, and then we're going to move
over onto the tracks and do Mixing on they're
not in the next video. Let's get into some more detail on Compression and
how greedy works.
6. How a Compressor Works: Now I've got to say one of the most confusing
things when alpha is going to mixing was understanding
how a Compressor Works. Normally, I'd just
strap a Compressor onto a track for the
with the settings. Not really know what
I was doing with it, and then just move on. But understanding exactly how Compressor Works and in what case scenarios to use it really can make a huge
difference to mix. If you look at E queuing, That's fairly easy
to understand. You've got your bands or your different
frequency areas and the other boosted, or you cut it. And you find areas that you want to not want
and take them out. So that does make a lot
of sense, but obviously, getting into finer detail
on EQ takes time as well. But I definitely find if you can understand Compression
a bit more, it can really make a huge
difference to your mixing. So what I want to show you is a Compressor on this
Bass track over here. And how it's going to change the shape and
a tone of the sound. So this is the bass
part by itself. So as you can see
from the waveform, there is definitely very degrees of dynamics in this audio. And that's because
it was me playing on the base and the plane
was slightly sloppy. But I did that on
purpose just so I could show you what's
happening over here. So there's just zoom up and get a better
look of this waveform. As you can see,
you've got software, birds and ladder births and
some peaks going on as well. So what I wanna do is
strapped Compressor on here, Dallin quiet a hectic sitting, and then we're going
to Band set down to a new track so you can see
the change in the waveform. So let's just go for
the stock Compressor. And what I'm gonna do is quite an extreme sitting like I said. So let's do a ratio of about, let's say six to one. And we want to have a super short attack and release time. So let's play back and move over until a
threshold and pull it down till we get some extreme
gain reduction happening. We're getting at about
-12 dB of gain reduction. So let's do a makeup of, let's say maybe 12 to
be, see if that works. My bosses. I'm just going to pull it down
slightly so we don't notice such a big difference in the volume when we
turn it on an off. That's working for me. Now,
what I wanna do is select this part and we're going to bounce us to a new audio track. You can see if you go to events, you've got this option
over here where you can bounce to a new track
suit on the Mac side, it's using Option Command B. I'm going to use
that as my shortcut Summer Option client beat. And that is going to bounce
down to a new track. So take a look here. Let's just minimize those actually at bypasses
original tracks. So if you see here, you can see the difference that's happening with
the audio lessee. So it's taken the
most quiet experts, it's brought them up. And then it has
taken the lattice, but also just
increase that level. So between the quietest
and louder signal, you've got less range. That's probably the
best way of saying it. So it's actually flattened out, giving you a smoother
dynamic range. Now let's do that again and maybe do even something
more extreme. So I'm gonna go back here and let's squash this ridiculously. So a super high ratio in
a super low threshold. That is pretty extreme. So let's bounce
that down as well. So what you can see here is a way more drastic measure
with the Compression. They just zoom up over
here and bypass that. So obviously there's
been a drop in level. So let me just take this clip
gain envelope and increase. It. Looks similar. There's some slack
sparks that got through. But what you can notice is that it's sort of squared
off this waveform. There isn't a very
big dynamic range between the softest
and ladder signals. Now this is obviously not what you're
trying to shoot for. So what he's shooting for is a good level
of dynamic range, but not too much, so that you have to ride
the fate of the volume and attract to make ladder bit
softer and softer bits ladder. So it's controlling that volume, but you still one retains some dynamics that actually
add to the performance. That is, in a nutshell, what we're trying to
achieve with Compression. Now, the next important thing to understand How Compression is the envelope and the
attack and release times. So if you've got a
very slow attack, it's going to allow
those transients in. So if you just take a
look at this audio, you've got transients here. And if I've got a long attack, it's going to allow
those transients in and then the Compression
is going to kick in. But if you've got
a short attack, it's going to cut out
some of those transients. So you might lose
that initial attack that you have with some sounds. For example, sounds that
have high transients, drums, you generally want to
adjust this attack so you're not losing that
initial transient. And in the same
with the release, you can have either a short or foster Elise depending on how you want that Compression
to come out of the Compression As it
goes past that threshold. So these are just sitting, be tweaking depending on the source material that's
coming into the Compression. You can determine how much
Compression you want to add. So what the ratio
is going to be? How much you want to apply that. So with the threshold and then also shaping the
envelope to determine how it's shaping
the transients and the tails of the source
audio that's coming in. And then obviously
like you've seen the makeup gain to make
up for any gain-loss, because like you saw
that last example, with heavy Compression,
there's going to be a drastic amounts of gain-loss that you're going
to have to make up for. So I hope that's clearing
up what Compression is. Obviously by giving
you a visual example, showing you what's happening to the waveform is a good idea to see how they're Compression
is being applied to audio. So what I recommend
you to do is if you compressing a track and you not to show how the
Compression is working, do what I did over here, banter down to a
new track and then zoom in to the
original waveform. And then the waveform offer the Compression and see
what it's doing to Audio, you'll get a really
much better idea on how compressions working
with their track. And as you start using
Compression more and more, you're going to develop an ear
on how a Compressor Works. And when you jump to
different tracks, you can have settings
that you jumped to. And you're just going to know how much ratio and threshold you're going to use and what
type of attack and release
7. Gain Staging Crash Course: In this video, I'm gonna go over Gain staging again just
to refresh you on it. I didn't go over this in my
mixing and mastering course. So this is gonna be a very quick crash course
going through it. Basically with Gain staging, you taking all your faders
and you dropping them down. And then you're going to
slowly start increasing them until you get a good
balance across your tracks. So you've got a
good balanced mix before you start
adding any Processing. Another thing is to
make sure that you're not pushing up the
fetus too much. Therefore, we're not
giving you enough headroom on the Main Output. But the BD with the setup, how we've set everything up here with the instrument Bus
and the vocal bursts. And in that going
to a SubMaster, all I can do is just pull down the SubMaster if I don't have enough headroom
on this Main Output. So starting off, let's take a look at how to gain
stage the drums. So I'm gonna go across
to my drums trachea, then I've got the
electronic drums and then the acoustic drums. What I want do is just drop
the levels for everything. So I want to solo the drums. Then I want to drop the levels of the electronic instruments. Just makes sure that
this is at unity gain, these subgroup Folders, and then pull
everything else down. This is just my instrument.
I don't really need this. Here are the individual
Drum tracks, so I'm just going
to select the first track I think are the end. So I've got the overheads and remarks over here
and pull these down. Now I'm going to start
playback and I'm going to slowly increase these
as it goes through. So starting off with a kick, sounding good at zero dB. Now for the snare. And I'm going to pan the snare
slightly to the left. So I'm doing this from
the Drum of perspective. I like to mix as if I was
sitting in the drummers stool. And that's how our
pan the drums across. The other perspective is from
the audience perspective. And if you're doing
it from this way, then your snare and your Tom's, for example, would be
reversed on how they pad. Now this is entirely a
personal preference, but I like from the
dramas perspective, if you like from the audience perspective, then for example, you'd be taking the snare and pushing across sloppy
to the other side. It's here, the hats. Then I've got some Tom's
over here and write about both 15 to 17. This just loop
that It's time to. That's just one time too, but I'm just gonna do
a rough estimate with the other faders
and with the toms. These guys are gonna be
panned from left to right. Tom, one sitting rant
about somewhere over here. Some to just offset
from the middle, some three a little
bit on the other side. And then Tom for all the
way on the other side. Now, I'm just going to move over onto the section over here after Bio 17 because I've got
some of the other elements, they spool the overhead and
so this has got the symbols. And it's also a tambourine. Yeah. Anna clap. I don't think I've
got a ride anywhere. We do. So I'm to bring that in. So I'm obviously using the
stephen, say drums over here. So if you using the drums within Studio One or another third
party Drum instrument, that's an acoustic
bass instrument, you'd be doing the same thing. Now I don't have a cowbell. Some leave that at the bottom. What am I missing here? What I'm missing is
actually probably two of the most important elements
of an acoustic kit, and that is the remarks. Now, I totally used to ignore
how important remarks were. So I'm gonna show you
how well they work now. So I've got two
remarks over here. What I'm gonna do is
slowly bring them in. But here, how much character these remarks add into
a drum performance? That's what that tiny
bit dry and flat. All obviously changed
level of these. But I think that's good
roundabout over there. So just an important thing to note when we get into mixing drums and start adding some extra processing
onto the elements, that's going to affect
the Main Output of the drums that's going out
to the main Master Bus. But for now, I think this is pretty good for the
acoustic drums. Now let's move over onto
the electronic drums, which is basically
a kick and snare. That's put louder. You just want this to
complement the kick. So it's layering of electronic KYC worth
and acoustic kick and snare patterns for suicide. So those rooms are
a little bit loud, so I'm gonna pull down
this Main Output. I'm just looking at this
Main Output over here. And it just needs
to come down a bit. Because as I start adding
the other instruments, it's going to get a bit
overloaded on this Main Output. So that's the drums for you. That's just a very quick
run-through on gain Staging. I didn't use a V meter. It is really good
practice to use that. So if I just go to my
plugins over here, there isn't extension that you can add, which is the VU meter. And you can just use
this to make sure that you'll levels aren't
getting overloaded. And this is really low, sitting around about -20 dB. So that's pretty good. So I'm using mainly my ears now because I'm used
to what I want to do, but definitely uses
VU meter to make sure you're getting good
amounts of level or enough level and
not too much that's overloading the Bus channels and then into the Main Output. Another thing I want
to point out now is because we made all
these sub Bus channels, it's really easy to gain
stage and bring these in. So for example, I'm
just going to minimize the Bass and I just want to bring in all these
other elements. I'll leave the Vocals may be at. But for now, let's just
do everything else. So I'm going to bring down
the Bass, bring down these, since, bring down these acoustic guitars,
electric guitars. I'll leave the main guitar
bass channel over there. Just meet the tracks that
we're not going to be needing. And let's start adding the base. In a sense. Then the
acoustic guitars, the electric guitars
that consider Butler. This is obviously
going all through to the guitar Master
Bus channels. And these guitars Bus
to this Master Bus. And if I find the
guitars are too loud, I can just
simply drop it over. Yeah. There you go. That is a very quick run-through
on gain Staging. I focused a lot on the drums
that because I'm forming the basis with my drums and they next I'm gonna move
over onto the base, but I just wanted a gain stage
the other tracks as well. So I've got a good
ballpark figure of where everything's
going to sit. So that is a quick
catch-up on Gain staging. Now, the next video,
let's take a look at some Drum Processing
and more specifically, some Parallel Drum Processing.
8. Using Parallel Drum Bus Compression: Okay, So in the last
video you saw how we did some Gain staging
to these tracks. We mainly focused
in on the drums. And then I quickly went through these other Bus channels here and did a rough gain
Staging on them. Now, in this video, I just
want to show you how we can do some mild Drum Bus Processing before we move over onto
the other instruments. And that's going to be a form of Bus Compression on the drums. And more specifically, a form of Parallel Bus Compression. We're going to be using
a Compressor with a very hard Compression
setting and then in a mix between the heavy
Compression and uncompress. And so it will retain
the dynamics but have a really nice pushed
effect, but the Compressor. Another thing I just forgot
to point out and do in the last video was
these ride symbols. If you've got symbols,
you also need to pan them around
on how they are in the stereo field with a drama plays and how
they're kipp is setup. And this rod then because I'm mixing from a
Dramas perspective, I need to push this
right over to the rats. I just forgot to mention that and do that in the last video. I just want to let you know now. Okay, so I'm going
to solo these drums. All of the drums, that's
Main Bus channel. And Anya, I'm going
to add a Compressor, just the stock Compressor
from Studio One. And I'm a dial-in, a super
heavy Compression setting, so a ratio of about a tenth one. A very fast attack, a very fast release. And I'm going to playback from just this section over here
from Bus 17 to, let's say 27. And I'm gonna pull
down this threshold. And you can see there is a lot of Compression that's
going to be happening. But -12 dB of gain reduction. So I'll make up for that. Start from Bio 17. Now obviously this is a very drastic amounts
of Compression. But I really liked the
field that you get when you using a heavy Compressor
on the drums. It gives us sort of pushed feel and brings out
their tech in them. But as the one
retained the dynamics. So what I'm gonna do
is pull back this mix. So this is what the drum
sounded like before. Very nice and mild. And then now let's mix it in before and after with some heavy Compression,
Parallel Compression. And it's sort of game. Again. And with it on, I like to mix my drums into a
form of Parallel Compression. On day Master Drum Bus. I just feel it
gives a nice Bob to Nashville and you've got energy that's pumping
to the drums. And then you can go
in and start adding your EQs and your compressors, and you'll other types
of processing that you want to plot on the
individual Drum tracks. But you working in
towards the strum channel with a Compressor
and you're going to have a Nashville
from the start. So I'm gonna get into Mixing the drums a bit later and
what type of processing. But for now, I
think that's fine. We've got a good
overall Drum level. And this Parallel Compression
with a heavy Compression mixed with the natural dynamics
is giving us feel to it. So next, I want to move over onto the base and
I want to show you a nice technique
that you can use on any type of instrument
within the mix, but it really works well
on bass heavy instruments. I'll catch you in
the next video.
9. Split Bass Techniques: In the last video, you
saw how we could add some Drum Bus Parallel
Compression on their Drum Bus and
just really give it a vibe and feel with
a lot of energy. Now, I don't want
to touch anything more on the drums for now. I just want to move over onto the base and show you a
technique that I like using with the base to really make it stand
out within the mix. But you can actually do it on other types of
instruments as well. For example, on your sons, so your guitars or pianos
and keys, or even Vocals. But I find it really works well on bass heavy instruments. So I've got this base part over here which is
a finger pick Bass. I'm just going to solo
it and play it for you. I've got two effects on
here that I'm actually going to bypass and not use. Basically, I've got a
base M modelling plugin. This is the modeling plugin
by brainwaves of the SVT, but there's actually
a modelling of the M Peg in empire that
comes with Studio One. So our such using this
when I was composing, but I don't really need it now. So I'm going to bypass this
and bypass the compressor. So this is now the
Rodia of the base. Not really sounding
too exciting. So let's do something to really give this
some more character. First, what I want to add
is an instance of prey Q. Now, what I'm going
to be doing is doing different Processing on
two different bands. Once a low band and
then a high band is pretty simple. That's
all I want to do. Now, how do you go
about doing this? Well, you can use it
with the split a tool. But first, I need to create the first band that I want
to work with, the pro EQ. I'm going to take the
hacker and I'm going to cut this old way to
run about 100 hz. Basically what I
wanna do is just be working with the
subs of the base. So this is what you hear. Nothing much there, but
you'll find when you mix and processed at Bass
sand with a heavy processed, how Band based sound, it really comes together. So now what do we do? Well, I'm going to click on the
split tool over here. And it's basically going to open the split a window for me. And what you can
do here is split your signal chain into
different things. So what I wanna do
is take the splitter and just added before the break, you now remember our
bar pass these plugins. So our once one chain over here with a set of Processing
and other over here. So I'm going to take this
pretty cute and edit over here. And basically I've got
another chain that I can use. So I've got separate volumes, so each one so I
can pull this down. That go down, yes.
And I can play back. And that is the prey
Cubase with Dade, hi, lows, one coming through. Now if I pull this down and
pull this up, That's smart. Rodia. Now, I want to do some different
Processing to this. When I first wanna do is add
an instance of pretty cute. So I'm gonna go to the
inserts and find pretty Q. Now what did that is by default, it just checks it at the
end of the chain you're signing to drag that over here. And I want to do the
opposite over here. I want to take a low
cut and cut away all the frequencies
below 100 hz. Now another thing to do
because I'm going to be adding some Saturation
tab Plug-ins after this. And this is going to be in
the form of empire using an AMP Bass Model and
a distortion effect. Now, what I want to do before I apply any Effects is fine. Any resonant frequencies and
the base and pulled out. So what I'm do is
do a boost with a narrow Q and then
just sweep this around until I hear some
harsh frequencies poking out. Narrowed that Q even more. And boosted and sweep around. Definitely roundabout
the 600 hz region. So I'm just going
to cut that out. Let's do another
boost. Normally ran about 500 hz and 1,000 hz. You're going to
find some things. So like you saw
the previous one, just narrow Q with a boost
and sweep it around. Maybe go, type it out. So I don't want those in my mix. Now with these Bass,
I want to solve, accentuate the picking of
it and the higher modes. So I'm going to do a boost
of he had to bring that out. So that's a good
starting points. Basically, if you go back to this splitter plug-in,
we've got this With the subs and in
this with the other. Now let's do some exciting out. Add an instance of empire. Pull this off the effects
on the side of the chain. Open up the plug-in and add
an instance of this MOSFET, which is basically an
emulation of an MPA SVT. I want to use this bright
mode on the second channel. And then on the second channel, I'm going to boost the highs. And then I want to
turn up the treble. But also don't forget you need a cabinet, so
I've got an AMP. And for the cabinet,
I want to send this to a type of base speaker cab. Much the Hausa. Then I want to gritty
the setup even more. So I'm going to jump down. So stump boxes here. And this is an emulation of a pro quo rats distortion pedal that was made in the '70s, I think, I think it's actually the first assertion
parallels ever made. So we're going to pull this in, just gritty up that sound. This filter, if you pull it
all the way to the left, opens up all the frequencies, acts as a sort of cut. As you go higher up, it cuts out the
high frequencies. So I'm going to open up all the frequencies and just
dial in the distortion. Give it some more level. Okay? So as simple as that. So now if I go back
to the splitter, I'm going to make
sure this is all let zero dB for that one there. I'm going to pull
this down. Watch how we can mix two types of sounds together to
get this gritty mass. Full Bass, sad for the mix. Santa, good. Maybe
going back to this EQ, I can do a slot boost, boosting the lows even
more on the subs. And then just everything out. Let's just enable
this Compressor that was above everything. And this is going
to act very similar to how I add this Compressor
on the Main Output. It's just going to be a
very simple Compressor. Ran about two to one, just to even out
any dynamics with both these signal chains that are gonna be
summing together with a faster attack. Before. It's a very subtle. But just helping even
everything else. Listening back
again, I just want to pull this side down a bit. So now if you take listened
to the space on itself, let me give it a bit more level. And then pulling these drums, drums can actually
come down now. So just to give you an
idea on where we've come, this was the base before
with just the dry signal. And now what that split chain
signal with the low Serbs. And then the other
side of the chain with the sort of guitar Saturation
and Bass and modelling. And it's Compressor. A
very nice, warmer, sad. So for example, you could do the same technique on a synth. They've got a lovely synth
that's got some nice lows and some nice upper harmonics
and the sand as well. You could use the splitter, split the chain up and on
the low side do a low cut, add some heavy Compression
on there to give a good square waveform of
dynamics on the lows and highs, you can add some modulation or Saturation Effects and just give some extra character to the higher areas on
the meds and hammered. I just showed you one way of
working with it with a base. But as you can see, you could go completely
wild with us. But it really does
work and giving your sounds more
character and the mix
10. Editing Techniques for Mixing: In this video, I just
wanted to talk about something which is a bit of
a step back from Mixing. And that's actually you recorded performances into Studio One. So this is, for example, if you're recording some audio takes into the application. Now, if you using midi, it's a bit of a different story because you can write
in your midi data, recording midi data in quite easily quantized and move
your midi notes around. But what I'm more talking
about in this video is where you record
in audio parts. And we're some of
the parts maybe a bit sloppy and
you want to tighten it up or you actually going
for a more loose feel. To show you what
I'm talking about. I'm going to first take a look
at these acoustic guitars. So as you can see,
There's this beginning, let's call it the verse section, where there's audio
parts that have been cut up all looped, which I will show
you in the SEC. And then the second
parts of a here, which is the sort of Course idea where I've recorded
the part in one take. Now, what you're gonna do is analyze what you want
out of your song, and then you can determine what the benefit is of each of these. Obviously, your lats
are called the part in one take as a very
type performance that fits with all song. But actually, the
most honest answer about that is sometimes your recording
apart and you just not nailing it or you're
not getting it quite right. Or maybe you're
recording the part and the slight inaccuracies that you get from this real recorded performance
from a real person. What you want. That is definitely what takes into account in this part over here. It's a strummed acoustic
part. I'm going to solo it. So it's not exactly perfect, but basically I've
recorded two takes here and each time it's
slightly different. And if you take a
look on each guitar, one is pan to the left, one is pants the rats. And these slight differences actually add to the performance. It's just so strum
part with some basics, Drums and since over
it and this acoustic isn't really forming the
main part of that section. So it can be a slight bit loose, but more importantly, on jump across to the
section over here. And as you can see,
I've loop the pot. It's a finger pick part. And basically I couldn't
get it as Tatas. I want, I didn't
have the dexterity to play through the whole way. But that doesn't mean
it has to be like this. This is a song that I'm recording for a
student performance. I'm not going to be
playing it live. So with regards to what I
mentioned the beginning, where you need to
take into account what you want achieve
from the song. With this song, I want to achieve the tightest
performance. And what that required was me cutting apart and looping it. If I just remove
these parts over here and just drag them out, you'll see what I mean. So I recorded one part over here and here are
quarterly or twice. Take a listen to
the second part and you'll hear heart
actually mess it up. I don't get the pod Ras. It's really not
that creative here. There's a note that learnt like, so what I chose
to do was instead to cut up the pot like
this and lipid across. So I'm just going to select these and drag them across
or copy them across. So that forms a loop
going across these bars. So now I've got this. And that sounds perfect for me. How I want the song. If you just zoom up,
you just need to make sure that when you cutting parts that it is
on zero silence. So if I just look over here, it's not cutting anything
off the zero songs. Yeah, there's that can be
any clipping and it's going to loop or playback perfectly. So that is one scenario I've chosen for the n-bit
to be a loose one. Take where the beginning, I wanted a tata and I cut out the best part
and looked at across. And that goes the same for
this space part over here. This is a bass part where
I've used my fingers to play, as opposed to the course section
where I've used to pick. But for the space part, you can see I've looped it across, so I'm
gonna play it back. And that is the loop over there. Now with a bass part, it's a very dynamic instruments. So there's a tendency for somebody to poke out and other bids to be lost
in the performance. So if I just show you the original performance
are accorded half that section and it's not as tight as
I'd like it to be. I really don't like
that part over here. I could have just kinda out
and just use their section, but instead, I want
to loop it like that. But if you zoom up, you'll see that here it's not
on a zero crossing points. But I don't really hear
a bad clicker anything. But what you can do just to even out things and make
it safe such you not getting any clicks and pops and audio is just
selecting them all. And I'm going to go to
the end of this one and do a slight crossfade at an, in a very tiny cross fading. Now, this is going to sound much smoother Works for me. So basically, what I'm
trying to point out is choose what's best
for the recording. You might have a very
good performance, but that might not be what
you want for the recording. Maybe you want
something a lot tata, where you cut up parts and use the best section of each part. So just remember that recording is not the same
as a live performance. You may want it's B, but it is actually a
different thing. You might want the
performance to be a good reflection of how
you are as a performer. You want there according to be super tight with no mistakes. That's what I've shown you here. I've taken parts,
chosen the best of each part, then
looped it across. It's suited the scenario in
the song over here, we're, other times it required a one-tailed performance to
get that selection down. So that's just some little
info on some audio editing. And now we're going to
continue with some mixing. But basically throughout this
course I'm going to drop some little hints on
some audio editing because recording
the right audio N actually helps improve your mix. And we're this part, I wanted
to make sure that my Takes were as solid and as tight as possible
for the performance. So now let's continue
with some more mixing
11. EQ-ing Instruments: In this video on
a focus on high, you can EQ and
compress your guitars. Now, if you're
looking at the tires, the most predominant thing
that you can say about them is that they a mid
focused instruments, meaning that they mainly focus in on your mix at the mid-range. It's important to know
exactly where things sit in your mix with regards
to the frequency spectrum, so that you don't
have Instruments battling for the same
frequency space. For example, your
kick annual base. They like to sit in
the lower areas or the frequency range of
around 60 to 150 hz. But they also might battle
for the frequency area. And there's things
that you can do to get them to sit
well together. But we will focus in on that in a bit later
in this course. But for now on a
focus on things like the tires and maybe
also since can be bundled in this things that's a very nasty within the
mid-range of mix. Over here, I've got
some acoustic guitars. I've got to record
a guitar tracks when panned left
and one pound rat. And in both of these
have been packed into folder and set up to Bus
channel called acoustic. Now I could go on to each track and add different
EQs and Processing, but I actually want
these to sound the same. So what I'm gonna do is do all the processing on this
acoustic Bus channels. Now, I've learned
a few things about guitar and good things on how to get that to San are
much better than the mix then I have in
some previous courses. So let me show you some more advanced things that you
can do with guitars. Starting off with this acoustic, let's add to the chain a pro EQ. Now, like I said, it's
a mid-range instrument. So what you can do straight
off the bat is do a low cut, cutting out any of those lows with quite a sharp
slope of about 24 dB. I'll play back over here and you can hear how much been cut out. Basically, I'm going
to sweep until you start hearing the loads
going a bit too far, cut out, and then bring
it back slightly. I'll have it playing back with the rest of the instruments
that mixes well. That's kind of at Fiverr there. So we can pull this
back to around about maybe 150 hz, maybe pushing 120. So from now on
through this course, I'm going to start
playing a lot of the tracks in conjunction with the rest of the mix because you can't really Mixing oscillation. So it's good to check how the things sounds within
the context of the mix. Now, the same with the Hockett. I can cut out a lot
of these hearts. Also with the 20 dB slope. It's playback and start cutting until we hear too
much that's cut out. That's been far
somewhere around 6 khz. So there we've carved
out quite a lot of areas that we don't want in
this mix on acoustic. So many, the guitars are
sitting predominantly around 150 hz all
the way to 6 khz. Now the next thing is to
look for some resonance, or rather say nasty
prison and peaks. Often they found at 2 khz
and 1 khz on the guitar. So I'm going to jump for
this over here, activated. I'm going to do a boost
with a very font EQ. And I'm going to
sweep this around until I hear that resonant peak. So definitely they RTK. So I can bring that down and maybe make that
cute, even finer. Take it down around
about eight dB. Then the other one that I
said is normally at 1 khz. So I'm going to
change this to 1 khz. Have a narrow Q boosted
up and sweep around. It's very close to about 1 khz. I'll bring it down by cutting out the lows and
the has and removing these resonant peaks is
really just going to help the audio going straight in
through the rest of the mix. Now I'm going to solo acoustic so you can hear what it
sounded like before. And now that EQ adjustments, you'd be surprised how different it sounds
in our session today, you can definitely hear the
lows and the highest cutouts. And in also these
resonant peaks. Let's check it out before Gain and then add them back in February. Slight adjustment, but the
readers make a big difference. Then offers would I like
to do is add a Compressor? This is just to even
out the dynamics, just to smooth everything
off with the guitar. We're going to go for
quite a high ratio of about seven to one. Worth a shorter attack,
a shorter release. And let's pull back this
threshold as we play back. And I just want to see
some gain reduction that's happening on this meter. Sackbut of gain reduction
of about four dB. Before And they didn't the
context with the mix. Now with this very cute and Compressor says before and with us. So if you think about this, actually just some
fine adjustments here, just to locate a hacker. Some resonant peak cuts, and then some Compression. And that's ready-made a huge
difference with getting these guitarist to sit
much better in the mix. So that's the acoustics. Now let's take a
look at dielectrics. With Electric's. I've
done the same thing. I've got two electric guitars, one panned left, one parent rat. And then these are being passed to the electric
guitar bass Zhao. I'm just meeting the
lead guitar because I will come back to
that in later video. Now, I'm gonna do the
same thing on this. I want to find some resin peaks, remove them, and then do
a low cut and Hockett. So I'm going to add an instance
of the prey Q. I'll also play back in
isolation and look at of a slope of 24 dB and cuvette. It's actually quite hard to hear those electric guitars
because for this track, I've decided to bury them a
bit in the mix soap for now. I'm just going to solo it. And then we'll here within
the context of the mix, when you've done the Processing, too many lows,
lifts about 150 hz. Same with the hackett, with a 24 decibel slope
and cut those out. As you get here, there
was still leave Qatar. So I'm going to mute that. And what I noticed
is worth this loca. Actually don't want
to capitalize that. I prefer to shelve it.
So take a look here. There's a shelf
with a 12 dB slope. Now, if you look at
the shape of a shelf, it's cutting out the lows
but not all of them. It's shoving off and
just retaining them. But so if you look here, there's very hard cut. There's no has after that. Whereas with the shelf, it's a bit more of a delicate EQ where you losing those hires, but you still retaining
some of the shape of that sad sounding good today at about 7 khz. Now, these three spots
I like to look for, for resonant peaks
with electric guitar. One of them is at 4,000 khz. So I'm just going to move
that around 4,000 khz. Boost with a narrow EQ.
Let's take a listen. There we go. Cut that out. There's another
one at 2,000 khz. That adds, and
another at 1,000 khz. So you can hear what that recent peak is is when EQ-ing as sharp tone as you move
cross onto that area. And I'm going to
minimize that as well. So three things
that we've done, a, a locates a high shelf, attenuation and in three
resonant peak cuts. So this is the guitars before. Definitely, but too
much low, isn't it? Giving it a purple focus now, the lowest cut out, the
hash of its innervation. And in the resonant peak cuts. So that pro EQ or that EQ
has been a corrective EQ. Now I'm going to add
another EQ after this. So this is going to be a
multi-stage of E queuing. So I'm going to load up another
instance of the prey Q. In basically, I'm going to be
using this S tonal shaping. I'm going to play
this back within the context of the mix. And I'm left here if maybe
some areas needs and boosting about 2.7 khz. And then maybe a
high shelf as well. Change that to a 12 dB of gain with no tunnel
shaping with the CQ. And they now with the CQ in isolation. This is before. Very subtle. Basically,
all I wanted to do is just give a slap more
boost and the hominids. And instead of using
it on this EQ, I've used a multi-stage EQ, meaning one EQ into the next. So that is the thing to think
about within your Mixing. You don't have to use
one plug-in to doodle. You can have one EQ
that's doing one thing, then into another AQ that's
doing another thing. It's all about the
incremental changes that you do as audio moves from
one plug-in to the next. If I had to do, for example, one huge boost shared
will be way too drastic. So for instance, I
could do a boost over here and then maybe add a, another EQ over this, doing another boost over here. And those small
little changes add up to lot bigger changes
within the end of the mix. So that some ideas on what's
do with some guitars, or maybe even some
sense where they are primarily instruments that
sit in the mid-range. You're going to do
some cuts to cut out the lows and highs. And in some reason
peak cuts to do some corrective EQ and then maybe some tonal
shaping with another EQ
12. How to Use Saturation: In this video, I
want to talk about saturation and how this can help jump up some elements in your mix and get
them to push through. This is really a great
effect that just helps to give some extra excitation
to some of the harmonics. The frequency range
oven instruments, and just gives it a much
better place within the mix. When you think of saturation, you might think of
distortion and taking a clean sand and adding some
heavy distortion to it. But it's really not that
it's quite different. So I've got the synth
part over here. I'm just going to
take off the effects that I've got on and
I'm going to talk you through what we can do and how are we going to add
some saturation. You'll notice the difference how it changes it
put in the mix. So this is the synth. So it's just an instance of my tie playing through
an arpeggiation. Now, I want to open up this EQ over here. I'm not
really using it. But what I'm using is the spectrum frequency
analyzer over here. If I turn it on and playback, you can see the
shape of that sand, sand with regards to
its frequency response. And as you can see, it's
predominantly sitting in the low mids and some
in the hominids. So what I wanna do is do the same that I did with the guitars
in some previous videos. Where first off, I
start off with an EQ and I cut out some of the lows and cut out some of the highs. So I had this before. Now with this located at 120 hz and the high
cut at 6.8 khz. Just got rid of some of
those low frequencies that we don't need and just some of the sharpness
and the highest. Then like Esau, are the electric guitars
added a multi-stage EQ. I've done the same
here. I've added another instance of pro EQ, and I've just ducked at
some of the frequencies at around 315 hz in
another cut at 1.2 khz, and then a slight
boost at 4.5 khz. And a bit of a boost on the
high shelf at 12 khz or so. You don't really need to know
too much what's happening. But basically what you're seeing is how you cutting
out the lows and highs and needing some tonal
shaping with another EQ. But more importantly, I want
to show you some saturation. So there's an extension
for studio one, which is the
saturation of which is a free plugin that you can add to your arsenal
of tools, effects. And it's a really simple effect. You can basically choose
the saturation top and then just move this knob here to increase the
amount of saturation. This yellow knob over here just depicts witness distorting. So let's take a look and
see what this is doing. First off, I'm just
going to move this over here and pin it
so it stays open. And I want to move the
saturation before this last EQ. And then I want to open up this EQ and this
is already pinned. And you can see the
frequency curve shape. So let's leave this
on low and playback. That's the waveform shape. Now I'm going to slowly
increase the saturation. It's distorting quite a bit, so I'm going to pull it back. But take a look at this
waveform as I'm users. So there's a slight boost
across the frequencies, which is adding some
excitation to the harmonics. And if I jump up to neutral, it's just going to be a bit
more of a heavy Saturation. And in heart is the highest
type of saturation. You can push it to where
it really distorts. But that's not really what
I'm trying to achieve. I may keep the sit on neutral
and I'm going to play this synth back within
the context of the mix. And then I'm going to
increase the saturation. And you're going
to hear how just pushes that add to the mix. So here it's a bit low. Now let's increase
the saturation. So very subtle.
But if I bypasses, disappears, add some saturation. All I can say is it's
a very simple tool that really works. Maybe you're not quite firing. Eq is helping you with getting an instrument or
partner sit well in the mix. Trust, slap on some saturation, choose a saturation top face starting with maybe keep
low, they're neutral. And in adding some
saturation and hearing that assigning
within the mix. And you can really
use this across so many different types of instruments. So
that's on a synth. I could go to these
electric guitars and add some extra saturation. So even though there's
some distortion and amp muddling on
electric guitars, I could go here and add saturation up and do some further saturation
to the guitars or even other drugs. Let's go to the drums. With the drums, it's just minimize everything so
we can see everything. It's an instrument. And then down here, we've got the drums. So even on these drums, I could add a saturation of plug-in and add some
slight bit of saturation. I could literally
strap this across all my best channels and add varying amounts of saturation. And it would work really
well within the mix. So basically, what I'm saying is it's a very simple plug-in. Don't push it too far, but a little bit
really goes a long way with getting elements to really
push out through the mix
13. Clip Based Editing vs Automation: In this video, I want to
talk about the difference between Automation first,
Clip-Based Editing. And when I mean
Clip-Based Editing, I'm meaning when you taking a clip and you riding
up the volume here, as opposed to going into the automation view and making
changes to the Automation. I've done a strong
move away from automation to more
Clip-Based Editing, because I just
find that it's lot easier to view everything with Clip-Based Editing
over having to open up the Automation and then taking a look and seeing what
has been automated. Now, we're not talking
about automation now. I'm just meaning volume
rides on tracks and faders. I'm not talking
about Automation. For example, the
rates on of course, because that probably is
going to have to automate it. But I'm talking about
how you can neaten up the balancing of your tracks. For example, if this changes
along the timeline for part. So what I would have
done in the past, let's say this vocal over here, you can see the waveform. Now, don't mind, I have done some editing with male dancer. He just seeing this node
data over here, for example, if I go into the
middle down editor, this is the pitch node creation that's happening on each clip. But what I want to look
at is these waveforms. So let's say I
wanted to increase this part over here
with the waveform. What I would have done before is gone into the
automation view. I'm just using a on my shortcut. But if you just
go and check out, you can see that the
shortcut to show the Automation is over here and a track and
show automation. And my shortcut is a. So what I have to do is
going to show automation. Choose the volume lane. They're not have to
make some node points and move these up for
that volume automation. But it doesn't show any changes. So what I actually prefer doing and I find is a
much better method of working is if you want
to automate this volume, meaning increase that volume, I'd go to the split tool, split that clip over there, take this and increase it up. You can see the changes to
the volume of right away. That's very clear
if you zoom up. So I can adjust the
volumes like this on a Clip-Based level to get
everything sound and correct. Now, if you take a look
at these vocal parts, I've recorded different
parts here and there's varying degrees of
level adjustment. Now, let's just play through
and I'll show you how I go through and edit the Clip-Based
Editing for these Vocals. But before doing that,
in my next console, I have added a basic vocal chain to the Vocals on each track. I've got the same chain, but basically it's a Compressor with about a ratio
of 3.6 to one. I've pulled down the threshold, so there's some
slack gain reduction of about four dB of gain. Then I've got a pretty Q. We have cut out all the lows. I've notched, add a
sort of reason and peak area at about 676 hz. And then have
boosted just to give more presence and aids
the Vocals at about 4.7 khz is a slight bit
of saturation as well, just to help push that
vocal through the mix. And then I've Bus the Vocals to a room reverb and a Delay. And with us Delay, I've
actually just used the stump us Delay an empire and it's
using eighth note delay. We have just cut
out the lows and highs so that those repeats
are getting full Sadat. So very simple, I'm just
going quickly through that, but I don't want to focus in on Mixing Vocals because I do have a dedicated course on that. Basically with this, I
just want to show you how I'm using Clip-Based
Editing over Automation. So what we're going to do is
let's just solo the Vocals. And I'm going to play
through this part over here. And I might have
to meet sections, but I'm going to
show you how are we going to adjust the volume, you know, when it will. So I think this is
the main vocal that I'm hearing when it
starts Add Zone, know when it will. And so I think this is
the low vocal over here. If you listen, that's
lower and that's higher. And the levels seem okay. I just want to adjust the
volume of this, increase. That slightly sloppy sounds, you know, when it will you be. So this is isolate those
and hear what that is. This is this, you
crumbled to map. That can actually come
down a bit. That's fine. Maybe this part can
be slightly louder, so I will create a new
clip to turn snapping off. I can just get finer
details of where when a place where I can place
those splits on a clip. And in this list, take listen. Criminal to map the
song altogether. We've got this. Sound
good if the music. Now, let's just get
onto this next section. Sounds girls are times
when things work in, please, as you can see
from the waveform there, that is a very big jump. So what Add once do is go in with the split tool Gain
and make his split share. And you can actually
get quite fond detail. I could actually go into
each one like this. For example, bring that down, bring this up and bring this one with a very
hard level right down. So your evening out, the wave
form between all the parts. Sounds Galba, are
times when things I can also select multiple clips and bring them all
down in one go. Sounds girl, of times
when things were killed. And now with the
vocal sounds go by. Times when things
work in, please. That sounds good. Any. Now,
this last bit of here, you can see some
varying degrees. I actually got a bit of grit and distortion happening
on this vocal. So what I wanna do is actually make some clip
adjustments there as well. So this is a bit higher, so
I'm gonna bring it down. And as you can see, it's
very fast and you get a very clear indication on what's happening
with the waveform. This take listened to
this one over here. You'd say is better
than swears Cree. Maybe I'll bring
that up as well. So it's very quick and easy. This one is definitely going
to need some changes there. You can always just
listen back in here if these drastic adjustments
are actually working. Okay, sound good. So that was a very
quick editing with Clip-Based Editing on the
Vocals with us verse section. And you can see the
waveform changes. Now, if you take a listen here, there's a bit of a
drop in level because this part was recorded first and in these
Vocals recorded next. And the voice was really warmed up and had some
ladder level to it. So basically if I go here, oh, consols and fairly lives
smashing sequence as an through, then I feel like I need
to raise this a bit, say that the waveforms
match up, that one's fine. This one mark need
a slight increase. But as you can see, there's gonna be some problems with some of the waveforms. So if you take a look here, we just going to quickly go
in and make some changes. So I really like the workflow of Clip-Based Editing and I
find that it works nicely, just having a visual display of the waveforms and you can
quickly go in and make changes. So it is very, very fast work with. And if you find that
you've gone too far, just easy just to go back
and just check what you did. For example, I'm
just going to make some quick edits here
on this lab part. And as you can see,
I can drop it down. I can see that I'm dropping a minus TDB and it's
the difference. And I can go back
up and restore it basically back to what it was before it find that
it's not working. Because ions and failing lies. Smashing sequence as
Andrew then drop. That is not actually
I was, but too soon. So just doing some
cuts are similar. And even if you're
cutting rights on a part, you'll find that you
can get away with quite a bit by not having
any clicks or pops in audio, but just by doing some
volume adjustments. And these last ones are but
loud. A very quick and easy. That is how we do some Clip-Based Editing
over Automation. And here are showing you
how to do it with a vocal. So now just hearing
everything within the context of the mix.
Here's the Vocals. You know where on and take
those and drop them down. Sounds go away of things, working, lives. Now overall, I'm finding that all these Vocals were
just a bit loud. So I can just go and select them all. Hi and just
bring them down. It's that easy. I don't
have to mess around by going and some automation
making changes day to each node point. It's just done right there. So definitely consider where
you working with audio, where you can go in and use Clip-Based Editing
over Automation. Obviously, if you're working
with virtual instruments, you're going to have
to use automation. But alternatively, if you're happy with
the virtual instrument, why not bounce it
to audio instead? And then get involved in doing Clip-Based Editing
with their track as opposed to Automation?
14. Hyper Realism in your Mixing: Now I've mentioned in some
other parts of this course how it's good to add some
tartness to performance. Where you probably take it
to the point where it's more of a Studio performance
than live performance. And another thing I want to
talk about is Hyper-Realism. And that's where you
take your audio editing to a point where you
take it past Realism. We're, you do some heavy editing to get it to sound
really polished. Now this is gonna be
a personal thing. Maybe you don't want
to take it this far, but I just want to show you
some steps that I've taken in some more productions
and show you how I did to really tighten
up some things. So for example, in this
vocal part over here, I'm just going to
solo the Vocals. And you've got this note that's extended with
all these harmonies. But as you can see, they
all end at different times. But just to tighten everything up and to make everything
ended the right point, let me show you some editing
Techniques that audio. So first off with no snapping enabled
using the slip tool. I'm going to split
this part up over here and split near the end and just get rid
of this tail here. As you can see, it looks like
the ends and about there. So what I'm going to do
is create another split, maybe two splits
that should work. And then I'm going
to drag this cert looks like that tail ends
about the same area. Then what I'm gonna
do is I'm going to take this part here and duplicate it and
just drag it across. But as you can see, as
you drag things across, you get these gray areas. Now if I just zoom up, if I press X, it creates cross fades
between all these areas. Now if you take a listen, now if you listen to the
part in isolation by itself, it might not sound quite right. But with those cross fades, it's actually even that
adds and made it too. There's actually a
solid and right there. Now, this is taking listen
from start to finish. So we can listen
to this part and this feels like
that extends out. But this part needs
to be edited as well. Somebody do the same thing, just create some
cuts. Drag this out. So it's sort of ends
at the right area. That should be good.
And I'm going to extend this out and
just make cross-fade. So if you don't know
where the crossfade is, it's created crossfade under the audio Craig
crossfade and a Masada, the shortcut is X slam shut. That's pretty much
the default one. So now let's add in
this vocal part. That's ending well, and then
finally, this last one. If I just hover over here, I think they all pretty much
any get the right part. So just with that slot,
edits of cutting, duplicating and
creating cross fades has tightened up that
vocal performance. Not another tool
that I'd like to use to really tighten
up the transients and starts of audio pause
is the slip edit tool. So I'm gonna scroll over down to these guitars over here and
show you how it's done. It's just scroll up to
these acoustics here. I just zoom up. You can see they don't quiet
start at the same point. So you can get really
meticulous about this. But basically, if you
hold down the command, an option, or the
controlling alt on a PC, you can slip edit
the audio within. But because I've
actually really got the start and endpoints of the audio region
really at its max. What I need to do
is sort of creates a lack fake area on where
this is going to be. So I'm going to catch her and
I'm going to minimize that. And now just drag this across. Now if I just hold down
the Command and Option, I can drag that around.
As you can see there. I can really tighten
up to make sure that those parts start at the exact same time
with slip editing. So basically, the
way can think of slip edit is this is a container and you can slip that audio part wherever you
want within that container. And if you want it to be
super, super accurate, you could go in and create
slip edits for all your parts. So I'm just going to do
a quick integer there. I can bring those in. Maybe I feel that that part
needs to change there. And you can really tighten
up all these performances. So the starts are exactly
where you want them. As you can see, there's
some slight discrepancies. So you'll leave I'll leave
it to your discretion. But I find that you can
really tighten up things and make it feel like that you can really tighten up
things and make things feel really polished. Just bear in mind
if you obviously slipping summing round that you create a sort of break points for the N and the start states. You can supergravity not
moving the whole area of that one looks good. There. We're going to need
to do something as well. So just that option, Alt or Command and Alt, and just slipping everything on time can be a bit tedious, but depending on how tight
you want the performance be, you can really get in there and make sure that everything is sitting right on
top of each other. And once you get the hang
of it, It's really quick to just go along and DD slip edits. Now if you go back, just going over this
section over here, it's going to be really tight. So that is how to use
some cross fades, some duplicating of
parts to extend tails, and some slip editing to make a really hyper real
top performance
15. How to use Delay and Reverb Throw Effects: In this video, I want to talk about reverb and delay throws and how they are sometimes done and a way that I
look at doing them. Over the section over here, I've got some held vocal nodes. And maybe you want to take a line and with
the line finishes, you want to throw up that Reverb or
throat Delay sense create an effect with the vocal, for example, with this. So I'm going to solo
this track and playback and listen out for
the effect that I'm going for when our
Throw this Delay app. Will you traveled to Matthiae? Now to do that, I'd have to go in and automate this parameter. Now, like I mentioned
in another video, I'm preferring some other
methods over Automation. For example, they are talking about changing in volumes and how App food Clip-Based
Effects where you can adjust the volume
over Automation volume. And here is another method. We are actually preferred
doing something else other than going and
automating parameter. And that's by creating
a new track and then using that track
for the delay sand. So what's nice about this is when you're looking at
your arrangement view, you can see exactly where Effects apply because you've got dedicated tracks for that. So for example, let
me show you how many do this with this track. I'm going to right-click
on it and I'm gonna say duplicate track. So that's duplicated the
track with all the Effects. I'm going to name this Vocals to underscore Delay Throw
just so I know what it is. And then I'm going
to take this part and I'm going to copy
it down over here. And I only want this section over here to be the Delay Throw. So I'm just going to
minimize the tracks. So it's just using
that audio part. And the beauty of having a
dedicated track like this now is I don't have to just
go and increase this Delay. I can actually go wild by adding extra processing onto it. So first what I
wanna do is filter out some of the lows and
full traps and behaves. So I'm going to have a different filtered
Vocals side for this take. So let's add an
instance of the prey Q. And on this, I want to
cut out all the lows to, let's say, around about 500 hz. And the same with the
hackett on a cap that out to about 2.4. Let's say I've got a narrow band where we're going to be applying the effect. And this I want to be
before the Saturation. Instead of using the lesson to create that sort
of Delay Throw, I'm going to use
an insert Delay. Delay are really like is the
stump box Delay an empire. Some are low that up and go
for this Delay over here. With us, I'm going to
use eighth note delays. And let's just cut and for those repeats or want them
to be filtered out as well. So I'm filtering out some
of the lows and highs. And this mix, I'm gonna turn all the way up
to hundred per cent. So this is what this part
is going SoundCloud, just click here and
here at an oscillation. Listening back to it, I
can increase the volume, pan it to the One side's, create some extra interest. And I'm just going to
increase that feedback. So if we listen back
to both these tracks, this is the result we're
going to have now. You traveled to Matthiae. Very nice. Now, how about
this vocal part over here? Let's do the same thing. We're going to
duplicate the track. I'm going to call this
reverb and delay through. And we're going to do
something very similar. So I'm going to copy that
part down with this. I just want that
part to be repeated with this R1 to maybe pen
it across quite wide. So the rat, so this is
going to be on the left, and in this games
be on the right. Let's add a pro EQ. Same thing. I'm
going to filter out the lows to about 500 hz. And the same with the
highest full to those ads. So again, we've got
this narrow band that's going to be
before the Saturation. I'm going to add an
instance of empire again with a delay with
similar settings as well. And this time I want
to use coordinates. So on the left, the Vocals going to have Delay repeats
of coordinates, and on the right is going to have repeats of eighth notes. So it's just gonna give an
R stereo spread Effects. I'm going to locate
those lows and the hackett increase that
mix and the feedback. And like you saw in the
name, this is going to be a reverb and delay Throw. So what I wanna do is
increase this Reverb. So what you got now is this. So the two throws, we've got this listening back. This can come up and
this can come down. And now in combination
with the other Vocals, gravel to be. Sounds good. So before it was less
credible to Matthys? Its okay. But this Daphne
creates more interest. You gravel to Matthys. And within the context of the
whole mix, we've got this. So it's subtle. I could
go way more wild. I could add other effects. I could change the
volumes maybe so that you can really hear the difference what's
happening with this. But I'll leave that up to you. Definitely experiment
with us and try it out. But basically, the idea
here is if you want a special effects on a vocal or guitar or a
specific part of the drums. Then cut that part out, have a dedicated track for
it within your arrangement, and then go wild day
with Processing. Sometimes it's better having
an effect as an insert as opposed to send because it'll
work more net instance. Like yeah, I preferred
the delays and inserts. And then on this track, I
did use the reverb send. But as you can see, you've
got a lot more control. You can see exactly where
everything's happening. And I find there's
just a better way of incorporating these into mix
16. Multi Stage Compression on Vocals: Welcome back. In this video, let's take a look at
multi-stage compression. Now, what I mean by multi-stage
compression is using more than one Compressor to get the desired results with the audio and getting the
dynamics that she wants. For example, let's take a
look at this vocal part. What I want to first do is
just mute these other Vocals, so we just listening
to the main vocal. So let's just make sure
that those are all muted. And they, so there's just
this Main vocal parts. We've really got a
Compressor on here. So what I want to do is bypass the compressor and bypass
the Saturation up. So we've got this and
just increase the level. Okay, so that's a
starting point. Now, why would you want to use two compressors are more
than one Compressor? Well, you want to
use each Compressor to do a specific thing. So for example, you
might want to add your first Compressor
that's got a slower attack, but it's going to even add and bring out
the softer dynamics. Then with your next Compressor, you might use a faster attack to nail down on those
sharp transients and bring them down just to
even know that you've got a nice smooth audiotape that's
got some good dynamics. For example, if you just look at this vocal part share you got some quiet birds and in
some sharp transients. Now we're going to
use two compresses to help even out these. So let me show you what we do. So starting on his vocal, let's add a new Compressor. On this compressor, I want
to use a slow attack. So let's go for a slow attack of around about 40 milliseconds. So a much slower Compressor. And now was actually really important is this knee function. So basically with the
knee all the way here, you've got a hard knee
at the threshold points. What this means is when the input signal comes in and
hits that threshold point, the Compression is going
to kick and straightaway. But if you soften this knee, you're going to have
a softer curve. And especially with
something like Vocals, which is quite dynamic and
you don't want to nail down too hard on
with a Compressor, you can have a
smooth compression happening at that
threshold point. Now next up, let's set a ratio. So let's say the ratio
of about six to one. I just wanted to
demonstrate this by actually recording
a tune audio track. So you can see
what's happening to the audio waveform as
it gets compressed. There's no hard and fast
rules with compressors, but basically you do
have to use your ears, but sometimes you need
to use these meters just to confirm
what you doing with Compressor is actually happening visually with the metering and
you can hear it and audio. So what are we shooting for is a good input signal
that's coming into Compressor of around about
minus six to minus dB. That's a good level. There's a good level for
the audience come in. Then we're going to
apply some Compression and see the results would be going forward for this first
compressor is a soft knee, a higher ratio,
and a slow attack. Now let's just take a
listen first and just check up if we need
any makeup, gain. Awareness. Pull down the threshold. So we've got about
minus four dB of gain reduction when
things should be good, and then just have
some makeup gain. Okay, So that's the Compression
settings that we're going to be going for
for this demonstration. Now, what I wanna do is
create a new audio track. So I'll go for a
new monitor track. And on this, I want to record
the input of this track. So for the input,
I can go down to tracks and that tracks called
Box2D, and I'll set that. So before doing anything, what I wanna do is
bypasses Compressor. So all we've got this,
the EQ and the room reverb and delays and
record it into this track. And I'm going to call this
Vox know Compression. I'm gonna record Ahmed and estrus recording a
snippet of us audio. I'll just solo that vocal. And according well, it
starts at Zona aware on it will and gravel to map. Okay, so let's just take
a look at the waveform. As you can see, this is with no
Compression and you've got some hard sharp transients and
then some soft quiet bits. So now let's enable
the Compressor. I'm going to meet that and
creates a new monitor track. On this track, this is going
to be the first Compression. So I'm going to call it comp one that should do
also set the input. So this is going to
get the audio from Vox to and record Ahmed.
And here we go. Well, it starts at
Zona aware on it will gravel to Matthys. So if you're looking
at this waveform, you can see that the
software bits of the audio or the softer
dynamics have been increased, but you still got these
sharp transients. So what does
Compressor has done? Has brought up the quiet but, and just decrease the
dynamic range of it. But you've still got this sharp transients happening
at the beginning here. So now let's go for a second Compressor
to help even this ad. For this, I'm going to add a
Compressor after this chain. And with this Compressor
on use a very sharp knee. The compression
ratio, Let's go for again for about
maybe six to one. But these are just
really drastic settings by just wanted to show
you what it's doing. In this time, I want to
use a very fast attack. Now let's play this back
and go for around about minus 22 minus three
of gain reduction. When it starts to pull
this threshold down. Cradled zoom out. Some makeup gain just to
make up for gain-loss. So as you can see, we've got a medium ratio with a hard
knee and a sharp attack. So for this time, I'm going
to add another new track. So let's go for a
new monitor track. And this time we're
going to call this vox competency sets
after the two compressors. And the input can be
pulling the audio from Vox to record Ahmed and record. Well, it starts at
Zona aware on it will travel to Matthys. Ok, So Check this out now, from the two compressions
you can see with no compression going to the first Compressor
with a slow attack. But just evening
out the dynamics. And in a second Compressor that's nailing
down and it's hard transients and just
smoothing everything out. So you've got a much
smoother dynamic range. So I hope this gives you
a good demonstration, which you can see from
the initial waveform is you've got quiet, a dynamic range on the
vocal with some very quiet, but it's in some
very sharp trends. For example, check there. As you go down here you can see the dynamic range has been even dad and the sharp turns into the beginning
have been smooth as well. So overall, you
should have a much smoother vocal now from plying
a multi-stage compression. So what I'm gonna
do is just remove these tracks and just turn
a folder meeting of parts. And for what we got now on this vertical part is
these two compresses, and I'll add in the Saturation again after the Compression. Well, it starts at
Zona awareness. Will you be much better upfront, but smooth dot dynamics. Now that's just on
this one vocal part. If I really went to
the ticket to turn, I'd go to all these
other vocal tracks as well and use some
multi-stage compression. But just what I want to
show you here is you don't have to use
one Compressor to help target and fix
everything on the part. You can use Multi
compresses to do different things
to help even out the dynamics or tighten
up the dynamics, or what you want to get what you want with the
dynamics and that audio
17. Conclusion: Mixing is definitely one of the most important steps
in your production. And after you've implied some of these tips and techniques
into your Productions, you'll notice a huge difference compared to your mixing before. Thank you so much for watching this class and I hope you enjoy your journey with Studio One and your songs and
your Productions