Transcripts
1. Introduction: Hi, my name is Will Edwards
and welcome to this course all about loudness
in audio production. So I have experience as a performer doing
singer-songwriter stuff, going into studios recording. But I also have it on the other side where
for many years I ran a professional
commercial recording studio. I did a lot of
engineering for bands, for soloists, even instrumental cues
and that sort of thing. I've done music
production for licensing. And then I've also
done in production for artists where I'm looking at doing arrangement
orchestration for them, things like that. So in this course, I'm going to talk
about loudness. Specifically, this is
kind of a nuanced area that you really
need to know about if you're producing music, whether you're going electronic
musician, you recruit, we are producing tracks to
put on SoundCloud or Spotify. If you're a commercial producer or somebody just working
in a home studio and you're wondering
how loudness figures into your production
cycle, right? Maybe you're curious about the difference between
peak and true peak. What is RMS? What's dBFS? Why is my audio clipping,
that sort of stuff? Understanding how
to produce music, final product that's
loud enough to hear, but also professionally
balanced, right? Professionally normalized,
so that it comes out of these different
platforms sounding like professional recording. That's what we're going
to talk about here. We're gonna talk about things
like RMS, peak and peak. We're going to talk
about crest factor, which is really
important sort of way to measure and understand
the loudest you record it. We talked about lumps and the loudness
normalization standards that you'll find occurring in different platforms like Spotify or international broadcasts. This course is going to be
perfect for anybody who is at home as a studio engineer, somebody who is a
music producer, producing tracks
and they need to to kinda do the
mastering themselves. This course is going to
cover everything you need to understand the principles and you're going to find a product, whatever software you're using, you have the tools
that are required. You don't have to
necessarily have the exact tools I use
in these lessons. These are universal
tools that come on most software packages,
things like compressors, EQ, multiband compressors,
some kind of metering, right? Limiting, that's sort
of things, maximizers. So these are tools that
a lot of people have. You probably already have them. So we're gonna get
started here with some lessons that are going
to introduce the principles. And if throughout the course, at any point you have questions, you can post them
in the comments, or you can post to the
discussion board forum message me directly. So
let's get started.
2. Absolute vs. Perceived: So let's talk about
absolute loudness. All right, this is an important
concept to be aware of because loudness is a
very subjective thing, and that's part of what
makes it so tricky for audio producers
to figure it out. So I want to do just
a quick example here. I've got a couple of tracks. And they basically are
going to demonstrate that although they have
different, very, very, very different sort of
levels in terms of dB, they sound very much like they are as
loud as one another. So if we start with
this example here, this is just a very low pitch. And if we kind of
analyze it a little bit, we can see that this is
coming in around 64 hertz. Okay, so c1, 64 hertz,
very low pitch. And then if we were to look
at the level on this channel, we can see that it's
coming in at minus 6.9, so minus 70 dB. Okay, So that's relatively
loud in terms of the metering, minus 70 dB is pretty
close to 0 dBFS, which is pretty loud. Now, if we compare the loudness of this signal with
this higher pitch here. Alright, and we just
listened to this pitch here. We see that this one is actually coming in
at minus 41 dB. So there's a difference here between minus seven
and minus 41. So there's a huge, huge difference in the
absolute loudness. And the difference is
that we, as human beings, we don't hear low frequencies
quite as effectively, efficiently as we hear
higher frequencies. So the higher frequency
here, which is, let's see what that comes
in and as we play it. So this is coming in around 1k. So the sound of a one k pitch, and this is just a
sine, sine wave being produced by a synthesizer. A one kilohertz pitch at minus
41 feels kind of like it's about as loud as a 64 hertz
pitch at minus 70 dB. So huge, huge difference in terms of its metered loudness, but no difference or very little difference in
its perceived loudness. So we want to separate
out these two ideas of absolute loudness and
perceived loudness. So we want to start
measuring this stuff, right? That's what we're
gonna get into in the next lesson where we talk
about measuring loudness.
3. Measuring Loudness: So in the last lesson, we could see in here that
absolute loudness isn't really a good way to measure what we
perceive as loudness, because base frequencies we don't hear as well as
mid-range frequencies. So another words, if, if things are
perceived to be loud, it could just be that
the mid-range is loud and we're missing
all the base, right? It could be that the base
is super loud and it's actually distorting and
ruining our speakers. But we're just not
hearing it that well, all we're hearing
is the mid-range. So we want to have ways to
measure loudness around. Sure. What's the absolute loudness? Because that's an
important measurement. But in terms of the loudness we're talking
about in this section, we're really talking
about how to make an audio file sound
and feel loud. We want to measure it in
terms of perceived loudness. And the unit that
we use for that is usually called L UFS or lumps. And it stands for loudness
unit, full-scale. And what we wanna do is
learn how this unit of measurement relates
to average level, timber, and dynamic range. So this loudest
unit, full-scale, kind of measures how we
perceive loudness and we'll see that play out throughout
the next several lessons. But I want to touch on a few different factors that we perceive differently. Okay? So there's average
level which is, okay, let's say we're
listening to a full band. The sound of the snare
hitting the snare drum being hit each time has a
much higher peak value. Then the vocalist singing
the range between the quietest vocal and
the loudest vocal is less than the range between, say, the loudest snare hit and the quietest kick drum hit. But our ears as biological entities for
listening the sound, they actually sort of average
this stuff out and we perceive sound somewhat
in an average level. We don't really perceive
the peaks so much. Then there's timbre, which is the frequency range
that we're hearing. Are we hearing low frequencies, mid-frequencies,
high frequencies. The human ear is much more sensitive to mid-range
frequencies. And that will play into our perceived loudness if the music's got a lot of
mid-range frequency, instruments like human voices, guitars, synthesizers,
things like that. It can be perceived
to be louder than if it's a rumblings set of drums. Low frequency content, right? Then there's a third factor
which is dynamic range. And this is important
for our loudness because we do kind
of perceive the, the proximity that we think we are to a sound is somewhat dependent
upon dynamic range. And that is what's the
difference between the quietest and the loudest
sound that we're hearing. If we're further away from things generally
quiet things are extremely quiet and loud things are loud,
but not that loud. It were right up next to things. If you put your head
down next to a drum kit, It's like the dynamic
range between the quietest hit
and the loudest hit is really hard to distinguish. So the difference
between loudest and quiet as things does, that's what we call
dynamic range. And that does factor into our, what we perceive as loudness. So we want to try to maintain two different factors throughout all of this punch and clarity. Clarity is something that's
very much tied into a timber. And dynamic range. Does the dynamic range fit
what we expect to hear? And is the timbre, mid-range or upper
mid-range frequency that we hear very well. Those things have to do with
how we interpret clarity. And punch as well is how
quickly does a transient occur, how quickly does something get loud and how quickly
does it get quiet? How sharp is a
transient that punch? And in the next
lesson we're gonna talk about how punch and clarity are something
you want to manage. How they are, they are very desirable and some of the
things that we want to consider when we're trying to
cultivate and maintain and develop punch and clarity even as we bring
our loudness up. That's in the next lesson.
4. Punch & Clarity: Now I'm going to play
this example here. And I want to talk a little
bit of how hunch clarity. So I think as I play this, you can probably
hear that there's quite a lot of
clarity in the drums. You can hear the kick,
you can hear the snare, you can hear the symbols
in the high hat clearly. All right, and there's a
certain amount of punch. Now the reason for
that is that there's quite a bit of dynamic
range in the drums. So the quietest
to the loudest is something that we're
noticing subconsciously. Okay. Things are clear
because there's a lot of sound in the temporal range for the frequency range that our
ears are very sensitive to, which is mid-range
and upper mid-range. Even the kick drum, you'll notice that
what you really perceive about the kick
is actually an upper, mid-range or mid-range
tone in the kick. It's the sound of the beater
hitting the kick drum, not, not the low-end
wolf of the kick. That's not what you hear
so much as the beater. So we want to
maintain this punch and clarity as we
bring up the volume. And we're gonna go
through a number of ways that we can do that. But thinking about
how much punches there are all the transients. Maybe it's, maybe it's
not a drum transient. Maybe it's the transient
of a plucked guitar, nylon string guitar, or
something like that. That has a, has a very
distinct punch to it, right? It's got a very distinct
transient character. We want to maintain those
transient characters. Because if we squash them too much as we'll
find out later, It's very detrimental to
the impact of our music. But we also want this
clarity where there's the ability for the listener to separate what they're hearing. Separate different instruments. If things are squash too much with limiters and compressors. If everything's too
loud all the time, then it's very hard
for our ears to really distinguish between
different sounds. This will happen
at a loud concert. If you go to a loud concert and the volume is
incredibly loud, It's very hard at that level
to really differentiate between guitars,
bass, and drums. I mean, you just, you
kind of hear it and you kinda hear feel at all but that allowed or something
is at a certain point we stopped being able
to determine clarity. Now in the next lesson, I'm going to introduce
you to a concept called crest factor. And this is going to be a
really important way to start measuring both
punch and clarity. While also starting
to measure there are perceived loudness that's coming up in the next lesson.
5. Intro to Crest Factor: So I'm going to go ahead
and throw a copy of ozone, which is a Mastering plug-in. Mostly what I want
to use this for here is to demonstrate
many of the concepts. If you don't have ozone, you can get a h1
elements version of it. I'm pretty inexpensively. If you have Ozone 9 like I do, then you got incredible
loudness tools. And I want to go through this, not really as a
course on how to use ozone as much as it's
a great tool for demonstrating the principles
that we're going to be discussing in this
first discussion here is about crest factor. In crest factor goes back to two fundamental measurements. First of all, peak and
what is known as RMS. So RMS, which stands for
root-mean-square, really, you can think of it as
average loudness while peak is the loudest thing
that has ever happened. So if I, if I have this
loaded up and I listen to I'm going to see over here, right here in red. I'm going to see that
up here is my peaks, and this is left
and peak, right? And then here I'm
seeing my loudness, my lumps, loudness
units full-scale. And the left is kind of
giving me an average. Okay, It's, it's not
exactly the same as RMS, but it's kinda like RMS. And when I play
this, I can see that my peak values kinda change. You'll notice that
the peak values get when a new high as achieved. Whereas the integrated
lumps here, this average, it's sort of will go up
and down depending on the music of this plane
because it's constantly re-evaluating what
that average is. Now if I want true RMS, then I can change that. I can actually change
the settings up here in my, in my IO. And I can decide that I want the meter type to
be telling me RMS. Now we can see RMS for
the left and right. So what telling me is that in this audio that I've
played since I started, since I hit Play, the loudest peak in my left and right channels are
minus 12 and minus 14. And then I can see that
the average, the RMS, is a little different in
each of the channels, but it's roughly, well as when I stop
the average goes down. So I have to keep it
playing and you can see it kinda hold there for a
little bit. That's the RMS. And the difference between
these two numbers, we call that crest factor. So the peak is the
loudest thing. And often what we
really want to use peak for is to protect
our equipment. If the peak is too loud, it might blow a speaker, which we certainly
don't want to be making music for
people to listen to that's going to
blow their speakers. And then RMS is kinda
giving us a sense of this perceived loudness. Not quite as well as the
Integrated loves will give us, but lefts don't really come
into crest factor here. We want to know what the peak is and then what our RMSE is. Eigen come into my main, main sort of DAW metering here. And I can see RMS and peak. And as I play this, I can
see these numbers will hold. So RMS max is minus 14.4, peek max is so far 0. So my peak is never
going over 0, but my RMS is minus 14. That means the crest
factor is 14.4. It's the difference
between the peak and RMS. That's what my crest
factor is here. 14. So 14 is going to tell me quite
a lot about my mission, my mix, and the stems that
I've been imported here. And there are a
few considerations that we now want to go through
in the next several steps. In the next several lessons, we're going to mix a
method for maximizing our loudness with things you
want to consider as you go. So the simplest
thing is to look at this peak max and to
gain things up or down. And we're going to be doing
that in the next lesson.
6. Simple Gain: So when I play this audio, might peek max is already 0. So I can't really
gain this up a lot. But let's say that my peak
max was a lot less than that. If I were to take my mix here
and I wanted to bring down all of the different
audio sources. I can actually link these. And I'm just going to bring them all down about like that. Now what you're going to see is that when I play
the audio back now, my peak max is a lot quieter. It's no longer 0, it's coming
at minus 11 switching. So this points to an
important tip for kind of best practice when you are
using metering and you're really looking at what loudness let your audio play for awhile. See how these numbers
actually fall out over the long-term, right? So I've got minus 7.8, so I can definitely just
getting things up right, That's the simplest kind of
loudness change we can make. So if I go ahead and
I bring my faders up, and I'm looking at
this peak max value down here in the bottom
right-hand corner. So I'm just going to bring
this up until my peak max. Coming in at 0 seconds. See that? Yes, I didn't
bring it up a little bit. Let's say we want to
bring it up to 0. I give myself a little bit
of headroom there and maybe, maybe half a dB or one
dB, something like that. So that is the simplest thing
we can do, simple gain. Seeing that, you know, there's, there's margin between 0 dBFS, dB full-scale, which is
the max before you start getting distorted audio
and, and your peak. So if your peak is coming
in at minus anything, that gives you a
sense that you've got some margin that you can
just use the levels just an or boost gains and actually just bringing
things up as high as you can. We're not doing any
compression or limiting yet. But that's the simplest kind
of gain that you can do now, to get more loudness
out of this, we definitely want to, and we're going to
need to use limiting and compression and RMS. So that's coming up
in the next lesson.
7. Liming & RMS: Let's talk about
limiting and RMS. Now. What I'm gonna do here is once again, bring up ozone. And I'm going to be looking
at the maximizer module here. And if you have ozone advanced, you can actually use these modules individually
on your tracks. This maximizer is very intuitively laid out
and it's going to help us understand how limiting and RMS are related for
bringing up our game. Okay, so I've got my metering here in ozone
set to peak and RMS. When I play this audio, I can tell here that there's about four to six dB difference here between the
peaks and the RMS. Alright? What that tells me is that my crest factor is
roughly six dB, which is really actually
pretty significantly squashed. Nonetheless, are
RMS is a bit low, we want to try to aim at getting that RMS
somewhere between say, minus 12 and minus nine. Right now it's the
output is coming out. Minus 13, minus 15
sometimes, right? So what I'm gonna do
is I'm actually going to manipulate my threshold over here and bring this
down a little bit. And what I'm going to see
is that there's going to be indicators up here
of gain reduction. See it when I bring this down. Now in the lower
right-hand corner here where it says RMS max. We're going to see
that number go up as I bring this fader here down. So this is my limit
or this my maximizer. And as I bring this
threshold down, it's going to bring my RMS up. And I want to just
bring this up more or less as somewhere between say, minus 12 and minus 9. And this will just, this isn't going to change the sound of it, the audio too much. But I want to bring
up the RMS so that our perceived average value
now that we've managed peak, the perceived value or loudness is sort of more in the range of
commercial audio. Okay? So I'm going to
bring this down and actually bring this
over here so that we can kinda have these zoomed
into the same space case. We're going to watch
this RMS max number is I bring this fader down. I try and bring this
somewhere like that. Minus 11s, great. Doesn't matter if it goes
a little hotter than that. And I wanted to
be much more than a and back it off a little bit. So setting the threshold on the master limiter to sort of target and RMS between
roughly minus 12 and minus 9. Depending on your genre
is a good starting point. So depending on your genre
is an important caveat. If you're doing EDM, it might make sense that your
RMS is more like minus six, minus seven, minus eight. Whereas if you are doing symphonic or sort of
coral type stuff, well maybe then your RMS
would be more like minus 12. You might even get to
very extreme situations where certain kinds of EDM would have an RMS of minus
3 in the final outcome. While some kinds of very
dynamic music seemed very quiet and loud music might even have an RMS of minus
14 or something like that. But generally minus 12 to minus nine is a good, a good target. Okay, so now I'm just going to do a quick bypass of
this and again match. This is one of the things
I love about ozone is that as I bypass this, instead of it getting
quieter like that, I can have the gain match. So this is what and sounds
like with the limiter. And this is what it sounds
like without the lemma. And we can see that in
the meters here that the output meter is definitely hotter than
the input meters. So we've definitely gotten a little more
loudness out of it. And we can see now
that the peaks minus the RMS were
getting in the zone of, you know, minus
5, minus 6 still. But we brought our RMS up. And that's kind of the first step you want
to do with limiting. Using something with gain, match and bypass like that
is a great way to make sure with your ears that
you're not fooling yourself, you're not making any mistakes
as far as distortion, you can definitely overdo this. And in the next lesson, we're going to look at what
that looks like if you kinda squash your
audio too much.
8. Avoid Squashing: Now we can take this
mix, we can crush it. And you can hear that it starts
to get distorted. Right? Of course, we're, we're
running our RMS and our peak right up to the maximum the air and
keep you see it on the meter. You might think. Some, somebody on the street, layman's attitude towards
loudness, it would be, it would be rather
intuitive to say, well, we want things to be
as loud as they can be. But you can hear that when
you really crush this limit. What sounds bad to us is that we are undermining the sounds
that we're supposed to here. There's no longer any punch, there's no longer any clarity. It's harder to differentiate the drums from the
pianos, from the voices. Things are getting muddy. And so, yeah, there's a
lot of perceived loudness, but we haven't maintained that punch and clarity
and that's a big problem. That crest factor in
this situation is just too small, right? So in order to
really sense this, it really helps to do
a b or you can bypass. The difference between heavy
limiting and no limiting. Citizen they're limiting. Is such a significant
volume difference that you AB that and you
hear the volume difference. It's hard to tell. She liked better because,
you know, I mean, obviously in this
situation is it's overly processed, it's squashed. But even with more
subtle changes, volume is something
that we like. So when we hear
something louder, it just kind of automatically
sound better to us. We need to be able to hear at the same level how the
changes that we're making, our impact in the audio. So you want to have a tool that allows you to do this
kind of gain match thing. So now if we listened to
the original with limited, we can tell that the limited version that it's
losing that punch, It's losing that clarity. So you can definitely
overdo this. That's called squashing.
And it's just simple. Put a maximizer on there and bring it down to a
monstrous amount, get huge amounts
of gain reduction. But you don't wanna do that. You want to be maintaining
that punch and clarity while also managing
your crest factor, the difference between
the peak and the RMS, OK, and doing having an
AB with gain match, await it to a B, your before and after
without changing the volume. That is going to be key
to making good judgments. So peak level is something
that we've discussed earlier, but we want to go
back to that and talk about best practices for
peak level and give me, I want to give you a sense of some specifics that you could target when you are doing mixes. So you can, you can get a good starting point that's coming up in the next lesson.
9. Peak Level Best Practices: So some best practices
will depend on your target for this
particular master, this loudness project. The target here, I'm
not talking about normalization target or a
loudness target in terms of dB, I'm talking about a target
in terms of distribution. Is this going to be streaming? Is it going to be
printed to vinyl? Or is it being listened
to on a computer maximized for a DJ and
live, live playback. There are some different
considerations that you want to think about. So when you are doing streaming, when you're producing
for streaming, Spotify, apple Music,
that sort of thing. This streaming algorithms will definitely reduce the
quality of your audio. And if you ride right up to
to the top of the scale, the 0 dB full-scale. With your mastering
in your loudness, and then you send it
out on streaming. The thing is that the
streaming compression and their algorithms for
processing and streaming that audio kind of cost about one decibel or
one dB of headroom. So if you go up to 0, you can be sure that it's going to distort
when it goes out on these streaming services because it's going to go one dB over 0. You don't ever want to go
over 0 in a digital domain. So one of the nice
things to do is to use a ceiling of about minus one. Now there are some other
ceilings to consider when you are going to be
dithering and other words, you're going to be taking this final master and you're going to be
reducing its bit depth. So let's say you're mastering at 32 bit floating point,
something like that. And you're going to be
delivering this down to some other lower
quality audio file, like a 16-bit file for a CD, you want to give
yourself at least minus 0.03 dB in terms
of this ceiling. So you could set it here to minus 0.3 if you're using ozone. Minus 6 to minus 0.6 to minus 0.8 if you are mixing for MP3s. So let's see, minus
0.6, minus 0.8. If you're, if you're
mastering for like MP3 AAC type files
but not streaming, these are going
to be distributed and played on
people's computers. For streaming, I would
go with a full dB. And that is because the streaming algorithms
and lossy codecs kind of require that extra dB
of headroom that being set. Once you've got the ceiling, then you want to
go ahead and bring down your maximising to
get that target RMS. Now this is for target RMS, but if you wanted loves, which you can in ozone you
can easily change this. Integrated basically
means left here I've selected integrated as my
metering, metering type. That implies left. Now we see laughs here. On the metering. I can see that the input
lefts was minus 18.9, while my output
lefts is minus 10. So that's quite a
significant increase. And this is one of the nice
things about left over RMS is that artists is very helpful for identifying
the crest factor. And in a later lesson, we're gonna talk about
using that crest factor, just sort of diagnose
some loudness problems. But lefts is sort of a nice
way to just get an anode, a generic number you're, you're trying to target. Minus 18 here is, is way too much dynamic range. Where as minus ten is, is much more appropriate for sort of commercial production. Now if you were
producing for vinyl, you would probably want
to go very light on the limiting and just build
in a lot more headroom. So I might be more to back
this off quite a bit. Maybe getting this
extra two or three dB, then I'm getting here. I might even do no
limiting at all and just mix to make sure my
peaks never go over. Because in the world
of printing vinyl, you want to have lots
and lots of headroom. If this was something that I was going to be giving
to a DJ to play it alive on a super
heavy duty sound system. Then in that situation, I would probably
max out the peak. Knowing that the DJs going
to manage the level, right? There's going to be,
there's going to be a human being who's in charge
of managing this level. And you want to give them
as much volume as the, as, as you can. Because that's going to
be important utility for playing it live. So those are some considerations for best practices when
you're setting peak levels. And also when you're using, loves to try to sort of make that final output
a little hotter. Also, we talked about sealing this idea of what is
the maximum level minus 0.3 would be appropriate in the case that your dithering down to a lower bit depth, you want to have maybe more
than that, 0.6 to 0.8. If you're doing MP3s
or a C is lossy files, but they're going to be
played on a computer. And then minus one dB if
it's going to streaming. And then bring this ceiling
all the way up to 0. If you're, if you're doing
vinyl or you're doing high, high-quality WAV
files, for example, they're going to be played on a computer like in a DJ set up. Now in the next lesson, I want to introduce this concept of
loudness normalization because a lot of
people encounter this when they are making music
for streaming services. And there are some key points to understand about loudness
normalization versus loudness.
10. Loudness Normalization: So it's really helpful to the listener when they're
listening to your music. If they don't have to
constantly reach for the volume control as song
switch in their playlist. So you know, that's a sign
that your loudness control, your loudness mastering
really hasn't been effective. Loudness normalization
is really measured in a variety of specifications that are specifications
in Europe, specifications in North America, specification for radio,
specifications for TV, and there are specifications for streaming services
like Spotify for example. Now, in that environment, they often talk
about normalizing your loudness to minus 14 lakhs. And in ozone, they
actually make it really easy down here to
just set a target. Okay, I'm going to
do minus 14 laughs, turn on Learn threshold
and play the audio. Dynamically sets the
threshold for me right? Now, just wait
until that's done. And then, Oh great, That's what my
threshold should be. Now I spit this out and it's
ready for Spotify, right? That's sort of true, but also an oversimplification. Think of loudness normalization as specifications that
people have come up with in different countries
and in different industries to sort of normalize
their content, the loudness of their content. But don't think of it as a
target that you must reach. Because a lot of these
streaming services, they're going to go
ahead if your track is one or two dB quieter. And then their loudness
normalization standard, they're just going
to bump it up there, just gonna make
it loud or write. These services are very
smart about making sure that the
listener doesn't have to reach for their
volume control. And some of that is, is
basically taken care of. You don't have to worry
so much about making sure that you are meeting that loudness
normalization standard. My recommendation is Use the other principles
we're talking about crest factor, peak level, RMS using the integrated lumps value to sort of
aim for a ballpark. But don't worry about hitting
the target every time. Don't treat it like a target. Treat it like it's a ballpark
number that you're using as a reference to make sure your loudness is in
commercial standard range. Okay? Now RX, which is another product made by the
same manufacturers is ozone. They have a really nice loudness plug-in and I'll
show that to you here. I've got the loudness
plug-in up here, and I'm just got
the piano track. Right now. I can use a variety
of different standards, which is what loudness
normalization really is a bunch of industrial or
international standards. I often like in the
example of this video, in the series of
videos that I make, I usually use the loudness
standard EBU are 128, which is designed to set the integrated loudness
at a value of minus 23. And RX does a great job of basically targeting that
loudness standards. I can just render this. And I can see that now my
integrated is exactly minus 23, whereas before my integrated
value was minus 21.3. So if you're looking
for some kind of quick fix to just set
loudness normalization. And you're having trouble
getting it in your DAW. Don't worry about it. I
would say get your hands on RX and use the
loudness plug-in here. It's a really great
effective tool for that. But loudness normalization is about standards and
it's a reference point. It's not something you have
to meet a 100 percent. Now in the next lesson, we're going to revisit
this concept of crest factor and talk specifically about what do
we do if it's too high? What do we do if it's too low? And so you'll have some troubleshooting skills
for dealing with that.
11. Strategy with Crest Factor: We talked about crest
factor and introduced the concept earlier
in this section. And crest factor is basically the peak level minus
the RMS level, the difference
between peak and RMS. And we can give that a number. So in this track
here, if I zoom in, I can see the peak
is coming in at 0 and my RMS is coming in, say at minus 12. And I know it's
fluctuating quite a bit. That means 0 minus 12 is 12, so we have a crest factor of 12. A crest factor of
12 is pretty good. If it's more than 12, it might be an indicator that transient probably
need more compression. Okay, so the most common problem in popular music, for example, with a crest factor
being too high, is that you, you, your drums, the attack, the transients on
your drums are so extreme. The difference
between loudest and quietest moments in the
drums is so extreme that it means you can't bring up the level on everything
without getting distortion. If you compress the drums a bit, then you bring those, those hi transients down. You can bring the levels
of everything up. And you can even do this
with multi-band compression, which we will talk about
in the next lesson. Now what if you're crest
factor is too low, right? What I'm playing this, I
was finding that my RMS was like minus 4 and my peak is 0, in which case my
crest factors for, well, in that situation, there's a couple of
things to consider. Basically, the premaster
or stems you are given are probably way too
hot there over processed, probably over compressed
or over limited, or maybe they were
maximized before you got to this loudness
mastering stage. In which case, a re-mix
may be advisable, going back to the
original recordings and getting a copy of the
recording where you have much higher crest
factor is starting with like at least 12 or 15 to
get started with, you know. So if it's too high, look at your transients and
maybe compressing them. And maybe with
multi-band compression, if you are needing to target
specific frequency ranges, then multi-band
compression allows you to compress just specific
frequency ranges. If it's too low, if you're Chris factors too low, it's like 345. Then you probably
want to go back to the originals and
kinda re-mix it. Give yourself a lot
more dynamic range so that your crest
factor can go up. That's going to
allow you to boost the loudness while maintaining that punch and clarity with
a whole lot more control. All right, so we can
actually use crest factor to make important decisions about maybe going back
and doing a re-mix. Maybe where specifically we
need to add compression. If you track doesn't
have drums in it, look at anything with a
lot of transients in it, and see if the transient range, the dynamic range in your transient tracks is
more than it needs to be. In which case you can, you can
look at compressing those. Another thing you
can do to manipulate the crest factor is
with EQ simply q. If you cut EQ in a, in a range where you
know that there's a lot of difference between the
peak and the average, then a cut in EQ will
reduce your crest factor. A boost in EQ will increase
your cress vector. Okay, so that's another
tool you can use is EQ if you're
trying to manipulate your crest factor so that you
can bring up the loudness and maintain that ideal
sort of range minus 12. I think we had talked about. Basically minus five
to minus ten is the recommended range for
your final crest factor, somewhere between minus nine
and minus 12 for the RMS. In the next lesson, I
do want to touch on strategically using a
multiband compressor and talk about some of the tools for that so that you have, that you have an, an, an knowledge specifically of how multi-band compression is so precisely a tool designed for mastering and loudness that's coming up in
the next lesson.
12. Strategic Multiband Compression: So in the last lesson we
talked about how crest factor, which is the difference
between our peak and RMS, which right here is coming up. Or 567 is sort of a way we can figure out if if our tracks got enough kind
of range in it, right? And in the last lesson we talked about how if it's too high, maybe we need to compress
some of our transient. If it's too low, maybe
we need to go back to the original recording
and kinda do a remix. In this situation here I've got a crest factor of roughly 78. Let's see if I can get that crest factor down to
five just using compression. So if I load up ozone again, which has a compression
module in it, I can use this compressor to
manipulate my crest factor. If I tried to do
this manipulation just with a general compressor, it's going to compress
everything right? So if I do a lot of
compression here for example, and I bring up my game. You can see now the difference between peak and RMS is smaller than tea leaves, three to five, like
five to seven. Okay? The thing is, is that
this compression, blanket compression
over the whole mix is definitely increasing
my my crest factor. Which might be a good
approach for a really for, for an EDM track that is really covering the entire
frequency spectrum. However, there may be elements here that I
don't want to compress. Like maybe I don't
want to compress the low end or I don't want
to compress the high end. That's when you want to use
multi-band compression. Now in a multi-band
compression situation, you have different
compressors for different ranges in the
frequency spectrum. Now, one of the best ways
to do this within ozone, which has got all kinds
of awesome tools, is you can actually add in your own different
markers here to separate out different actual ranges are different sort of sections of the frequency
range to compress. And you can even
have ozone learn it in certain places them for
you and listening to music. But in a more traditional
multiband compressor, you'll still get, for example, if in my DAW here, I do have a built-in
multiband compressor that looks like this. And it, it's basically
giving you the same thing. It's got four ranges
that you can modify. You can bring the gain up, bring the gain down, and then down here
you can actually, you have four different
compressors for each range. So most DAWs have a built-in multiband
compressor in ozone here it's, it's kinda select that it'll
learn the cutoffs for you. But once I've done that, I can listen to my mix. I can select different ranges just by clicking in them, right? I'm going to select
my lower mids here, which gives me all
the compression controls for that section, which is independent
from this section. Now when I play this back, I can see my gain reduction
down here, right? So I'm going to bring the
gain reduction down until that number is pretty
steady, minimum of two. Then I'm going to bring
my gain up by about two. I can also hit auto gain here. I'm gonna bring my low
end compress that. Definitely need to now
compress some at PNO, I can solo this range
are solid, this range. So the piano is really coming through on this lower
mid-range, right? I might not want to actually
bring that and gain up and bring that piano
down a little bit. But through compression,
maybe you and bring the gain. And doing this, you can see
that multi-band compression, compression approach to EQ, but you could also
attempt this with EQ. The idea is I'm trying to, trying to rebalance
this instrument. And I'm trying to give myself
a little bit of margin. To bring up the RMS again. Because with my maximizer
after dynamics, I can now bring my on my
threshold and see that RMS value over here
actually go down, which is going to
reduce my crest factor. So I'm seeing more like
five dB crest factor here. After doing that compression. Now, to my ear, this sounds over compressed. Definitely some nicer
hair that comes if I just let that dynamics go and bring this up like so. And there in lies a
valuable lesson about crest factor and
multi-band compression and compression and limiting, which is that you can totally
overcook these ideas. You do not want to do that. You want to make
sure that you're maintaining that
punch and clarity. What I wanted to
discuss in this lesson was how multi-band
compression and compression can actually be used to
manipulate the crest factor as can EQ also be
used to do that? Now, one other tool which
is really handy and I just want to touch on
quickly because I know probably not everybody
has this tool. It's, it's another isotope
tools called tonal balance because it actually has crest factor sort of meter, which is showing us on
the left-hand side. This is really dynamic. There's transient. On the right-hand side. This is so compressed and so, so loud that there's almost
no dynamic change at all. Unfortunately, it only give us crest factor for the low range, which has a lot of
useful applications. But I wish that there
was a tool that gave us crest factor for
each of the ranges. But what we can see from
this is that when we play the sort of see
this ball moving. So this is showing us the
crest factor for the low end. So it's actually like a
meter that shows us this, which is, is pretty handy. That's only in tonal balance. And you can actually
manipulate that in ozone using something
called low-end focus. So for those of you
who might have, have, have this, you can
go to low and focus, which is one of the
options in ozone. Just drag that
behind my maximizer. And this is sorted
doing what we did in the dynamic section
here, which is, except that it's
not allowing us to manage every aspect of
the frequency spectrum. It's only allowing us
to manage the low end. Thus, it's called low-end focus. And you can actually
drag this contrasts. And you'll see in tonal balance that this crest factor ball
moves based on this value. So if I move this all the way down, sorry, all the way up, we see that the tonal balance becomes more dynamic, right? To bring this down, we see that it gets
more compressed. So this is really kind of
a control of dynamics, punchy, of course,
and clarity, right? So as we bring it down here, it's making it way, way, way compressed as
we bring it here. It's sort of enhancing the contrast between
loud and quiet, thus increasing
our crest vector. All right, In the next lesson, I want to touch on this concept
of true peak because that gets discussed a lot in
the context of loudness. And you want to know what
it is and how to use it.
13. When True Peak Matters: True peak is a
measurement of how, what's going to be the peak
once this digital audio gets translated into an audio signal and it's actually coming
out of a speaker. In my insight plug-in here, I have true peak
value right here, 70 v. And here I, in my ozone, I can actually enable this true
peak option here. And then it, it
basically is going to look at targeting this
ceiling based on true peak. In other words, what is the level going to
be when it actually gets translated back to analog and comes out an
analog environment, a headphone or a speaker
by enabled true peak. Then it's gonna
kinda simplify that. And there might be this feature in other Mastering
tools, other maximizers. But true peak is different
from digital peak. Digital peak is
what is registering is the peak level within
the digital signal. But once that goes through your digital audio
converter over the wire comes out a
speaker or a headphone. Then it's in the
world of analog. And in that world, what's the peak
going to be there? And so you want to manage this. He didn't blow anyone's
speakers, right? Basically maximising
to true peak means that you're
still maximizing, but you are protecting audio
equipment like speakers. There are a couple
other cool ozone tips and tricks which I'll
share in the next lesson. And then I'm going to recommend a class project that I think will help take the
last several lessons. And for any student, help them digest and internalize
what they've learned.
14. Ozone Tips & Tricks: There are just a couple other ozone tips I wanted to discuss. One of course was down here to learn threshold
based on a target, which is great for just quickly making sure that your audio
meet some specification, some loudness normalization
specification. And I use EBU, our R12 eight for my
video broadcasts. I'd have Spotify
recommends minus 14. But it's really great. You can just change your
target to whatever you know, minus 5. Let's get crazy. And then we can learn threshold. It's going to totally
over compress it, but that's what it costs if you want to get to a
target of minus five. If we change this to minus 18, which is going to be at a
very dynamic type of target. Doesn't even have
to add limiting. So you can see if it
recognizes you don't even have to add
limiting to get there. So learn thresholds, really awesome for loudness
normalization. Also over here is this thing
called transient emphasis, which is really handy in many situations where after
you've done your compression, you feel that the transients, particularly in your drums, are being compromised, right? So you can recover some of those transients using
this transient emphasis. So let's take, for example, a situation where we are
going to bring this down and set this at minus
one for streaming, leaving true peak on. And I'm going to bring this
down until my RMS up here, my hand or my left is
in the right range. I'm actually going to
bring it down a bit more. And let's say at this point, I'm looking at the blue trace
line here and I can see that those hits are being heavily
compressed and we can actually turn on
transient emphasis. And I bring this up, can hear the kick
actually coming out as I do this
transient emphasis, it's a bit much for me. So the transient
emphasis is a great tool for trying to recover
some of the punch. Maybe you lost when you are
doing the limiting and you're maximizing is maybe
sort of obscuring or hiding or diminishing the
power of your transient. It's too much. You can use
this transient emphasis. And it somehow manipulates the transient before the
limiting is applied. If you have any questions on anything that we've
talked about so far, please please let
me know you can reach out to me via
direct message. You can post in the
discussion board. I love hearing from
students that try to follow up as soon as possible. And I would love to know if there's topics you'd
like me to go into more. If you have questions about
things we talked about or there's things I
didn't talk about that you wish I'd covered? As long as it's constructive
criticism and I can respond to it by
improving the course. I'm all ears. It's
great to hear from you. I would, I would
love your opinions or your feedback
or your questions, so please feel free
to reach out to me. And in the next and final
lesson in this section, just going to wrap things up and suggest a project that
you can complete.
15. Wrap Up & Project: So in this course,
we've covered a ton. We've talked about
absolute loudness, measuring loudness with
love's punch and clarity. Crest factor using
simple gain as well as limiting and RMS to start
setting your levels. Obviously how to avoid squashing some peak
level best practices, all kinds of things oriented around getting
you up to speed on understanding how the factors of loudness are perceived, as well as metered and measured
within different DAWs. And I'm giving you
the materials, the raw materials to do
all this on your own. So I'm going to
suggest, once you've finished this course and
you kinda wanna dive in, you can start with your own
mix if you have one, great. There are also mixes and stems you can download
from the internet. If you do a Google
search for free stems, you'll find some out there. I've also posed to the long with these lessons a collection of stems from the Amazing
Grace sample that I'm, that I'm using in the videos. So you can also use those. And the idea is load these
into your project, right? So grab the stems, bring them into your DAW. Whether you're using able
to in Pro Tools Logic, Cubase, that doesn't matter. Once you have got
the stems loaded in, then what you wanna
do is start trying to do this loudness maximization. And for that, I definitely
recommend ozone. I think ozone is a great tool, but there are lots of other
great mastering plugins. And you can also do many
of these things with built-in plug-ins for
whatever DAW that you have. But load up a maximizing plugin and you want to go
through these steps. Can you do simple gain is
the peaks of your project, your, your audio allowing you to just do simple gain
to bring up the volume. Then, how can you use limiting and looking at your RMS
value using limiting to bring that RMS up so that
your crest factor is somewhere in the five
to ten dB range. Five being really hot, ten being pretty good, professional level, even 12
being, being pretty good. If it's a bit more dynamic, then you want to look
at doing what kind of loudness normalization
are you targeting if you're using ozone,
then of course, you can use this
learn threshold and target to set your loudness normalization
if you wanted to do that, I just talked about
how you could use isotope RX and its loudness
plug-in to do that as well. Look at how you can understand the sources of your crest
factor and your loudness. What did the most dynamic
elements in the mix are those dynamic elements
to dynamic and other words, are they to transient
or their peak levels, making it impossible for
you to get decent loudness, bring up the level overall. And then how can you resolve
that with maybe compression, multi-band compression,
even EQ or dynamic EQ. Now you know what the steps are. You can modify everything
I've demonstrated here to your DAW using
the tools you have. And if you have any questions, you need advice on
plugins or tools that you could use in your DAW to
accomplish these loudness goals. Please reach out to me. I wish you the best of luck, and thanks so much for
taking this course. I look forward to seeing you in another one of my courses.