Transcripts
1. Ozone 9 course intro: Mastering that final process
of getting your song. This sounds exactly as it should when people
say it's hard. Let's change that. This course, we extensively
break down each part of ozonide covering each
individual plug-in and its uses. The aim is to demystify
and help you understand dark are in that final process to getting your perfect track. I look forward to
seeing you inside.
2. What is Mastering & Why Do We Do it: What is mastering? Loads of engineers
and artists put on this mysterious
voice around how mastering is a dark only really understood by the upper
echelons of the music makers. It isn't really tell you
what there is though. There is a difference
in what mastering means depending on
who you talk to. You see if we go back a
step two where music was mostly being consumed either
via the radio or via CD. What mastering was then
was it was a standard that everyone could conform to be referred to as Red Book audio. Basically a checklist of things that you needed to hit
to all be the same. It standards to
ensure that everyone was using the same sample rate, the same bit depth. And what this meant
was regardless of the type of music or
how it was being made, everyone would end up
with the same bit depth, the same sample rate. Now a little bit before this, we had to master to
the medium again, it was gonna be vinyl and that was a different
process entirely. So today it seems the
main focus is loudness, getting the mix to
be incredibly loud. You see the other thing
mastering did and started to give with
the opportunity to make a body of work
feel as if it was all 11 cohesive album of work, if you will, people
were being more creative and that they
could adjust the final mix, the final balance and the final compression
and loudness levels match throughout a whole album, making it feel far
more cohesive, most stirrings conforming
to the standards, but also about making a larger project feel
cohesive as a whole. So the first thing I ever
mastered was back in 2004. What I used to do
was I volunteered at a radio station and what we used to do is we
recorded interviews. So someone who would be in
being interviewed by the host, those recordings will go onto mini does This PSC,
yeah, mini disc. Remember those now,
after a while, a series of these interviews was going to be pressed to CD. And you could listen to all of the interviews that had
been on the radio job. My job was to get all of
these in Adobe Audition, which at the time
supporting a grand total of two audio tracks at 44.1 16-bit. I think there was probably better options
around at the time. I think my reason to existed. So probably Cubase sx, but that's what they
provided me with and I was skipped and
doing it for free. What I had to do
was get a master of all of these interviews
are together. And essentially I
use the same kind of things that we use
now, EQ compression. And in this case, I used a little touch of
reverb across all of them to give them a consistent room sound where things
very slightly. And now you know why
the ozone plug-in used to have a reverb
module as well. Well, what about today though? What is mastering now? Well, with the resurgence of the niche vinyl
cassette releases, we've actually gone back
two steps and we now need to master for the
platform again, but now we need to do it in
multiple different ways. If you're putting a
limited edition cassette, vinyl out that needs to
be mastered completely differently to something
going up for streaming or CD. With that said, though the
majority of music goes to places now
streaming platforms. In venues, mister DJ
goes to play your track. Well, he can only see
the peak levels and he doesn't look at the loves over time to try and match them. We're looking at peaks. We match that on the fader, hopefully with just maybe
touching the yellow, not into the red guys. We dropped the truck
that is minus 14 loss. And the previous
chapter respond to my seven drops in
the lungs that good, and suddenly it's
considerably quiet. That is where this
really comes in. We need to master for
the platform it's going to what is mastering in
today's environment. But it's basically somebody checking over your
final work and making sure you've got
everything right for the platform you're going to
always mastering should do, is bring a cohesive element
to multiple tracks to bring them into an
album and check for any final issues in stage. I think Gavin loss and probably said it best when he
said this by Britain. There, there's color, there's styled as vibe,
There's attitude. But the most successful job that we can do is to make it sound
like we were never there. So if that becomes a felt
sense and not thought of, That's when we are at
our most successful.
3. Ozone 9 Interface GUI Breakdown: Break down the interface
of isotopes o zone nine. So when you first
load up the plugin, this is what you're
going to be met with, and this is the basic interface that everything
does in fact work off to break it
down really quickly across the top panel here. The first thing we've
just got our ozone advanced the branding and next to it we've
actually got a name. The reason we can name it is
because in tonal balance and the visual mixer where
you can see things via just their name rather
than the plugin themselves. Perhaps we're gonna have
multiple versions of ozone. This is automatically
named ozone to say we were using just part
of ozone on a bus. We could call it
something like drum bus. And it's gonna show up
as drum bus forest in tonal balance and
the visual mixer moving just over to the right. From that we've got
the master assistant. If we trigger the
master assistant, we get a nice overlay going through our process
of how we'll do that. If you wanted to know how to
use the mastering assistant, there'll be a video on
this channel for you. I've done that. We've got our preset menu. Couple of ways we can
never get presets is open up the preset menu,
as seen here. What we can tap the
arrows and go back and forth throughout
different presets. We don't need to do
that in this case, there are lots of good presets that get you a quick baseline. And if you want
to make your own, so you've just got Plug-ins
Preset up to how you work, really good way to work. We've got some quick
global controls here. We've got Undo, and
we've got undo history. We've then got our settings
inside our settings. Inside our settings
we've got lots of different ways we can adjust how ozone works for us in terms of setting things like
our default meters, how some of the crossovers work, multiple things in there. And then we've got a little help which obviously brings up, I'll help documentation
and manual. Just below that we've
got what is kind of like our plugin chain, if you will, because ozone
sort of a host that then hosts the different
plug-ins that work with it. As we can see, there's an
equalizer and a maximizer. And whichever one is selected
is always going to have this nice and blue
line around it. If we select the maximizer, we can see that shifts over. And then we've got
a dotted outline. And if we go over that,
lights up the plus, this lets us add more
plug-ins into that area. Obviously, only the
plugins are built inside. It doesn't take third parties within this little preview here, we can do a couple of things. We can quickly take the
plug-in out of the chain. If this little blue
symbol is active, it's active and will
be part of the chain. And the chain runs
from left to right. So it's gonna run equalizer
to maximizer at the moment. So late we'll mute
everything else and solo just that
plot if we try. And so the two, it will just pass them over
and we can only ever saw they once we can't solo part of a
chain, we wanted to do that. We would just meet
octet the ones out of the chain that
we don't want to hear. If you want to open presets just for that module before
just below here we can click that and it'll
give us presets it just for the equalizer
module super-useful. We've also got a meter here. And when audio is playing, we can see that it's going to read what kind of processing is happening within that
part of the plug-in. As you can see at the
moment, the equalizer has nothing processing. But if we were to
take something down on three and we see we've got
some processing negatively. If we were to boost up on five, we can see we've now
got some processing going up in the positive and we can kind of blank those out. So we're at a similar
level we were before. Let us know if there's
been a boost or reduction. Essentially as the process goes along, I last
but not least, we have the cross and that takes the plugin away from the chain. If we unload everything,
this is how we, when we load in extra
plugins by clicking here, we get a nice drop-down
list of whatever it is we wish to enter
into our chain, the window below him, it always show whichever plugins selected
and its parameters, many of them, for example, the image and the exciter will have this black section
across the top. And this is a
multi-band section. This will allow us to see
what sections are being processed in multi-band and they are completely
independent for each one. If you want a breakdown on
each individual section, we'll be doing that as
we go forward as well. Over to the far right-hand
side is our metering section, or First Mesa here on
the left-hand side is the signal coming into ozone as well with our respective level
measurements that we've chosen. So for example, here
we have peak and loves peak is shown
here on the outer side. Loves me to is shown
here in the middle. They're able to change these
around by clicking on Io. And here where I currently
have integrated laughs, I could change to
something like RMS. We now have a different metering system that's going to show us peak and RMS integrated
into the same level. Rms meetings in slightly darker gray or our
peak reading is here. And the closer to white, we can adjust the
input and output. Currently if we move one, we can adjust the
input and output by just moving the
sliders up or down. And we get a readout
below by how much? So currently we have reduced
our input by minus six. We could hear our output
up by plus three. Below the readout is
a little blue symbol. This is a link. We can unlink the left and right and balance them independently, which could be useful for certain situations
and certain tracks, the plus and minus here, Let's just zoom in or out on the meter reading and the detail
changes respectively. Below, we have some
overall plugin parameters. Below we have some
overall controls that are quite useful,
such as bypass. We can bypass the
whole plugging as a quick reference to see whether we're heading in the
right direction. So it was nice to reference
what you're doing. We can do that individually
with the modules or as a whole also
have gained match, which this idea of game Match means that when we do
bypass the plugin, we're not going to have
a sudden jump in level making the louder always seemed to be
perceived as better. We should have a similar
balance in level when we're bypassing and
listening in AB below, on the left, we have these
two interlinking circles. They represent a stereo balance. If we click on
them, we're getting a nice summed some
mono balance as well, really useful for checking. And when I mix and the
arrow symbol here, flips are left and
right channels. So we can just
have them inverses just to check all mixed
in that respect as well. Reference here when
we click on it, changes are blogging
and window and we're able to load in a
reference track, enabling it here would allow playback of the reference codec does a similar thing
except we're able to mimic different
types of codec. We have to switch it on
to choose our codec. We could go for a
really low quality MP3 and we can even solace. We just hear the
artifacts created by, this is a really good way
to check how your mixture is going to translate on
somebody like SoundCloud, which streams around
a 128 K at BPS. And lastly, we've got dither, and it works in very
much the same fashion to make any changes to it, we need to enable it and have it selected to change
our plugin window. And here we have all our
desire to do the settings. You'd like me to do
a deep dive video on dealer or in the
comments below. And we can absolutely dive
into that very last thing to note is ozone is now
fully re-sizable. And here we have a
tiny little icon that we can just
click on and we can drag and resize ozone
out as we need skies. That is a breakdown of
the ozone interface. I hope it was helpful
for you if it was pleased by
shrew-like on the video. And if you have any questions, leave them in the
comments below, and I will see you
guys on the next one.
4. What is Multiband: In this video, went to
explain what multiband the processing is
and how are we going to use that in the
mastering process, many of the modules in isotopes ozone line have the ability to work
in multi-band. What this means is it can
split the frequency spectrum, which is the range
that we can hear into separate individual bands where
we introduce these bands, we can have up to
four and ozone, they're presented
with a crossover. If we select here, which is our crossover point, we can see that 23 cross this
white line intersection and each then have a frequency crossover that occurs over
that crossover point. This means if it's a solo, one area will some
of what's going on in some of what's
going on in one. This occurs because
crossovers are needed to seamlessly blend
the piece of audio together and operate in
separate frequency areas without any loss by having the exact same
sleep either side, a crossover point allows the audio to be exactly
as it once was, as if it was to stop
exactly dead on the point, it's almost impossible
to actively do this with a filter
inside this setting, each module that
supports multi balance, we have a crossover tight, we have a choice of hybrid, digital or analog by default, this is on hybrid. The reason it's on the hybrid, this gives a perfect re-creation
those crossover points. So even though we're
working in multi-band, there will be absolutely
no face discrepancy or loss in level. We can also work in digital, and digital is also transparent. Crossover will vote. Technically, this may not
be perfect as working with the hybrid system and the log is an analog style crossover. You find that these types of crossovers in multi-band
hardware units, as well as almost any
monitor across over has to occur between a
subwoofer and a tweeter. These can have slightly
different curves and they can even be sometimes that point of frequency that low-level gets
through in that crossover. This process can be
emulated here if there's a desired effect or sound
that you were after. Digital, we're able to
adjust the crossover queue. We look to us slopes before
using the Q adjustment here we can have a much
harsher adjustment. So when we select our bands, we can see the cue adjusts
depending on where we are. Look ahead type allows a
small processing time for the CPU to work out the crossover and then return
this back to hybrid. Multi-valued is really useful in the mastering process
because it allows us to isolate small areas and
process them individually. For example, we can narrow
it down compression to be mainly around the vocal area that perhaps might need a lift. Here we're using the
third band, multiband. We're going to try to isolate
the main body of the vocal, which is going to
likely be able to screen the one
kilohertz and three. This way we can apply
slight bit of compression, a lift to just the
area of the truck. Only this small
section is now being compressed and allows us to just lift the vocal up
ever so slightly. If we make it a
bit more extreme, you can hear the differences
that can be made. Taking multiband
into midside mode allows us to do this
effect even more extreme by switching
into midside wherever vocals are mainly located
in the mid-section, we're able to just
lift up the midst, effecting any
effects on the side. Notice how much more
focused the vocal now is. Introduction into how
multiband works and why we can use it in mastering to help us
improve our recording.
5. Limiters Explained: First off, what is a limiter to unlimited essentially
is a compressor, but with a ratio of
ten to one or more. Most modern digital limiters are gonna fall exceed this
ten to one ratio. Nowadays you can
get things cooled. A brick wall limiter, which means no matter what, the threshold will
never be exceeded FDA. Why would you ever
want to do this? Well, one of the big reasons
initially was to make use of the full dynamic
range of a recording. When you've mixed a truck, you usually going to have
some headroom leftover. And even if a part of the
truck got right up to 0 dB or the maximum peak
that you could have, most of the track would
be a lot lower in level. And if we use something like
limited to reduce some of those extreme peaks exactly
like a compressor does. We can then bring everything
else up in level. When you mix down the track, you're likely going to
have some transients and some other areas that get
up near the zero-point. But for the most part, it truck's gonna be well
below that by using limiting, taking some of these
transients and other rogue sounds that
get above down, we can then bring the
whole truck backup, making a better use of
that full dynamic range, giving us a better recording for less that especially as we
reduce down in quality, having use of that
full dynamic range, it gives us a better
overall recording. Now, an effect of this
means the overall track, it gets louder and
limiters sort of came into play in the fact
that we wanted to make music louder and louder. That's how the
loudness war started, which is kind of alleviated now, which is really great. But we still using
a limiter to get the best overall loudness and the overrule dynamic
range used in a file. This is even more important
nowadays that were regularly going to
compressed format such as digital streaming. So by putting a
limit on our master, we can have a lot more
of the audio up near the upper maximum
of a digital file, rather than just the
odd few transients that might have exceeded 0
and thus cause clipping. Let me show you how
that would work in practice and
the benefit of it.
6. True Peak & Bitrate Explained: We've just touched on true peak limiting that this
becomes really important when we go from
nice high-quality WAV file, say we balance for C D at
16-bit 44.1 kilohertz. When we go down to
streaming with growing as low as 128 kilobits per second. Like MP3 quality, this essentially means there's a
lot less data in that file. And if we have a sudden
very transient peak getting up near 0 in
our 16-bit follow, There's lots of data
there to tell you exactly where to stop and not pass that curvature so that it will sit at the threshold
and it won't pass it. However, when we take
some of that data away, my knuckle points
here, for example, suddenly it's got the
potential to just pop pass that threshold because there's not the data
that telling it to stop. Those are just
called overshoots. And true pizza limiting alleviates that by
using true peak, we can go from our
high-quality format, It's other formats and
no safely that we're not going to have overshoots
when we go to lower-quality. Limiters are obviously
really useful at mastering stage where we
just wanted to get the final mix up to
the correct loudness, get the maximum performance
out of it we can, but also really
useful in a couple of situations in the mixing phase, especially on
baselines, especially in the genres of dubstep
and drum and bass. Let's dive in. I wanted to show you a couple
of ways we can make use of a limiter in those situations.
7. Ozone 9 EQ: Okay, So let's break
down how the EQ section works inside
isotopes, ozone nine. Now I've got tonal balance
up on the screen as well. And that's because
they really work hand in hand with the EQ. So we're gonna look at
that in a moment as well, but we're gonna be using it as our reference to get an idea of any EQ adjustments
we might want to make this have a look
at the EQ itself. Firstly, up in the
top left-hand corner, we've got a quick
way that we can change our overall view. This parametric reviews
quite common now in DAWs, but we don't really get
too much information. When we select a band, we get the information
on in here. Whereas when we
change this view, any bands that we've got active, we can actually see what's
currently going on with them. Personally, I find this
view to be the most useful. At a glance, I can see
where each point is, what sort of frequency
area it's at, what's going on with it, rather than having
multiple points just died around like this. This is perfectly good
if you want to have a large display and
just a quick glance EQ, absolutely, the way to go, that way to change
it is just here. We often know going
to leave it on this particular
view so we can look at how we can utilize that as
well as the GUI interface. Just one along is
the type of EQ. It determines the global
properties of how the EQ works. There's a digital
and analog version. Nothing really changes
when we swap it over, but it changes the
algorithm type of EQ and the type of curvatures
that occur within it. Essentially the way that filter, which is absolutely what
each byte of an EQ is, is an individual filter. It changes the algorithm
for how those are process, whether it be digital or analog. We'll leave it on
for the time being. And it would be best for you to test your music and your audio. What works best with it? You're getting the
best results with the analog or digital EQ. The analog version is
always minimum phase. The digital is linear phase. Linear phase means when
you create an EQ filter, some kind of
adjustment like this around the sleep
points here and here, you'll have a phase adjustment
in linear phase mode, this no longer occurs, however, it's only important if you have two very similar pieces of
audio running in parallel. For example, if
you're processing a kick drum and there's
two different kick mix, you might want to use
linear phase hair so you don't cause any phase
discrepancies when you edit. This would only apply
a mastering really if you EQ midside mode, or potentially you're going to EQ just the left
or right channel. It causes a phase discrepancy with the alternate channels. It would be the best
time to use digital, otherwise, analog is going
to serve you perfectly well. Moving along, we can switch over our sites. Let me just discuss. We've got stereo midside, and when we switch into midside, we can switch between mid
side versions as well. We can also turn them off or solo that band and
we can switch here. And you see when they switch to side here actually
changes the EQ case. We'd move the point
there on the mid. Equally, we can do
left and right. We can balance between the
left and right channels. Like I said here, say
we were to do just this on the left channel
for some reason. And then on the right channel we were maybe going to do this. And chances are we would get a phasing issue occurring
between the two channels. That would be when we switch
from analog to digital to alleviate that face
discrepancy that might be caused that to the
far right, we've got an undo. So if we were to lift up, we can just undo anything. We've done that previously in the main section
here of the great, We can sort of click around, but we can't really do anything. However, if we come to the line, it will snap the area to the
line and we get a plus icon. What this does is
it will activate one of the grayed-out
bands we can see here. So currently 2468 are grayed out depending on where we click activate those particular bands. So if I click down here,
it's going to switch to on. And if I click right up here, we can also manually go down
here and switch them on. So next to the number we've got indicator switch that
bad on or off as well. We could just
activate all of them in the default
position is like this. Well, we select a point and move it in this
particular mode. All of our information
is here and its corresponding
to the same color. So we've selected by three, by three here gives us a readout
that currently I've done a gain reduction
of minus 2.4 dB, 530 hertz with a queue of seven. Looking over here
at the three again, we've got these two
handles out to the sides. These are a queue
adjustment so we can pull something
down and we could narrow the queue in
just by clicking in the same point to save us having to move back and
forth to adjust, we can adjust all three
parameters from here, we've got our gain or frequency adjustment
all in the same space. If we're in the view
that just shows us our EQ bands and not
our details at the bottom, whichever point we have
selected will read out the same information before the points work
exactly the same way. So we can move frequency wise, we can adjust our queue. Again. We just don't have the information for
all the other bands. Much like in the global view, we can switch our filter
type here as well. So we could go proportional, cute bell or Band Shelf. We've got our low
shelf so we can have any bands be any of the
filter types as well. Digital mode, we have an
extra pedal available to us. We can drop that out here. That is our phase alignments. We discussed it
being linear phase. We can actually shift
the phase alignment if required as well in here in
the EQ on the global view, we're actually not
able to access that. It's important to note
that in that view, with the digital linear phase, we've got our phase
alignment tool just hidden away up here, a useful tool to note that
it's not innocently visible. We can solo each
individual band like so. Unless we changed the queue, it will change that
solely for us. Today is we don't have to
actively do that if you want to locate a particular
area, just hold option. By housing upstream, we can
just do that on the fly. That would allow us to
solve any band we click on. In that same way. We can very quickly isolate
areas we want to hear in specific ways without having to manually go back and forth, we can just do it on
the fly just by holding Option and clicking
on that bond there. What's honestly to
solo selected bands, we can do that by
clicking on here, though is if one soloed, the other solos will
be stepped over. You can only see a
single band at times we can't hear to split areas. And that is a rundown of the EQ section of
isotopes, ozone night.
8. Ozone 9 Dynamics: Okay, So let us break
down dynamics processor, which is our compressor in isotopes ozone nine
slightly have been before. Let's start up in the top left
with our view descriptor. So the very first one
is our crossovers. Because this is a
multi-band processor, we need to be able to
see the crossovers in frequency areas
we're working on. By default, there's no
crossovers in place, so it just works as a
single bad processor of across the top here, we get a plus and the white dotted line
at a frequency point, it reads out in white
the frequency area out. If we add this up, we now
get a crossover point. We now have effectively
two compressors operating. We introduce another, you
have another crossover point. Let me move this. We
can now physically see these crossovers represented with EQ style filter slopes can add up to four bands in total. The next view is our
gain reduction of view. If we give this compressor some gain reduction that
we play the audio back. See the orange line here is representing our gain reduction. We've got the
metering over here on the side as to how much gain
reduction is occurring, I bring the threshold right up. We can see it's far more subtle, but the last view is
our detection filter. What are we going
to dispute? We get some options below here. We've got none
high-pass and tilt. And the detection
filter allows us to ignore certain parts of the
sound in the detection. If I put hypothesis, we get a roll-off
here at the bottom. That means anything
that doesn't pass the threshold down
this low-end section here will be ignored
by the compressive. This can be really
useful if you've got a big kick drum and you don't want extra weight of the
low-end to trigger compression. This switch that back to NAD. Go back to our course overview. Going along to the
center section, we've got our stereo
and midside modes. We don't have an independent
left-right in this instance, switching to midside does
give us the option of switching between
the compressors midden site, compare them. Functionality we have here with the multi-valent system
is learned as well. What this will do is try to find the best possible
crossover points. So if we play the
audio and Hitler, we should see our
crossover points adjust to split into the most
sensible bands available. The algorithm has chosen
these to be, ah, split bands. Who done it? Their view of the main GUI got a
couple of options. We can disable the band. It doesn't disable the audio, but it's simply the effect and compression
that's happening. Solar on the other hand, isolate just that
area of sounds we can really hear what we're
working on and what the compression is doing
in that particular area. We've got a band
selected like this. We also get a cross
in the bottom left corner that works with whichever bands
we've got selected. That will, as you would expect, clothes away that
band and join it to the next crossover but
low arguably interface. Well, the first thing that
we need to have a look at here is this metering
section here, the multiband dynamics
is also a limiter and the compressor for
left-hand side reading here is limited. And the right-hand side reading here is your
compression threshold, the meter here, the white
levels coming up are dependent on the algorithm
type at the bottom. So we can have peak
envelope or ROS. Which type of algorithm
we've got working the compressor and limited will function differently at
different thresholds. Subsection here is
our limited with a ratio attack release
and then knee, unusual to see in the
other limited it is available hip but
the ratio as well, despite being a limiter, can actually be
brought down into sort of the compression area. So we can have it as almost
a two-stage compressor. If we were to bring
it right down to something like 1.5 area, we could just have
double compression. Strictly the only difference
between the two is that the limited can never be brought
below the compressor. If we bring the limiter lower, it's going to bring
the compressors threshold down as well. Alternatively, if we'd
been the compressor up, it will bring the top of the limits are up
as well, slider up. It gives us the option
for a dry and wet. This is pretty much
the same as having a NY style compressor
where you would put a compressor on a
bus and then have a blend of the two
things we can do, really quite harsh compression, but we can then have a blend of the original signal
wherever compressed, because it's a blend
between the two. The parallel compression
section is a representation of the compression curve
and we can actually adjust our Compressor
by clicking on here, similar to the EQ, we've got our handles for
our knee as well, but we can adjust our ratio. This is just a simple
representation of how compression works. So a straight line like
this would be a clean pass. The audio would be untouched. Let us how we can
move the threshold, but it makes almost no
adjustment to bring a control here does it's
gonna be a ratio adjustment. We can see when it gets
to this threshold, it starts to compress and
reduces that dynamic range. If we bring our threshold del, that ratio gets more and
more extreme and how it compresses particularly
neat into account, it isn't represented
in the graph, but it would simply
be how quickly this compression
ratio takes effect. Over here to the right,
we can switch between our bands instead of having to individually click on
them what we can do, or if we do all we get
this here where we're able to adjust each individual
band all in one go, rather than having the
individual controls and graphics for each one, we can work like this. The metering works
for us as well. Is operating independently. Adaptive release control hit. This means there's a
calculation made to make an adjustment to
the release time based on the audio
passing through it, rather than being a hard
and fast and sticking exactly to the release time programmed and who switched off, it will be exactly
the release times that a set per bag auto will automatically introduced
the gain based on how much reduction is
taking place at the moment, if we were to compress the sound significantly
will get a reduction in sound with Auto, and it will
be much louder. Assertively about your
own label gain control. You could simply adjust it by the most compressed area here, which would be around 4.4, so we could comfortably
add so full point to back. That's a breakdown at the
multiband dynamics section in isotopes ozone.
9. Ozone 9 Exciter: Okay, So let us break down the exciter module of
isotopes ozone at night. Again, starting up
in the top left, we've got two views. This first few shows us
our frequency analyzer, as well as much like
the multiband dynamics allows us to add
in our crossovers. The second view here
is our poster filter. And what this will
do is highlight any frequencies of the
harmonics that are being accentuated via the distortions and harmonic excitement
being applied. It's actually in the middle
here is almost identical to the other crossover sections in that we can turn modules off. It won't mute the sound but
simply take the effect away. But we can solo them to really listened to a specific
frequency area. We can close away any crossover just with
the little cross here, because this is a
multi-valent section, we also have the
learned function. So if we play some
audio and hit Learn, it's going to find the best crossover points
that it can't. Just below the mean GUI we have over something,
over something, we'll give a hit to CPE if
the mastering stage Stone, you've just got a piece of
audio up like I have here. It shouldn't really affect you too much unless
you're going really, really overboard
with the processing over something just gives you a slightly better quality in terms of adding
the extra harmonics. Here we've got a
link, the control, so we can effectively link certain bands together
if necessary, and process everything all
in one go for that instance. Now below here we've
got four bands, we've got four independent
ways of distorting the sound. And in here we have a list of different distortion
types as well. For the processing,
we're going to just solo this low-end
so I can still talk. We've got two things we can do. We can increase the
amount and as we increase the amount taken
note of what's going on in the frequency analyzer. So as you can see as we increase that or if the harmonic style, It's really poke out and
the frequency analyzer. So that tells us we're
pushing it a little bit too hard if we were to
switch the view here. We've also got a wet, dry mix like we had for
the dynamics as well. So we can push this a
little bit too far. It here, then we
can dial it back, really get a blend so we can get that extreme push
of the distortion. Let's take it almost
out in the mix. For a particular sound. That is an overview of the
controls that we'll use in isotope ozone is
nine excited module.
10. Ozone 9 Imager: Let's get to grips
with understanding the imager module of
isotopes ozone nine. As before, we're going to
start up in the top left. And as before, the first section we've
got is our crossovers. We can apply them
in the same way. This just means we can
isolate specific areas within our spectrum to have certain stereo processing
happened to it, that won't happen to
some of the others. The other views a
little bit more in depth and you may use
them for certain things. This first one here is the
image correlation meter. And what this actually does
is it traces this meter down here that goes from
plus one to minus one. The append plus one
means we've got a really good mano
compatible signal minus one means the left
would cancel out. The right. Here is how art modern
compatibilities occurring. And we can see where
my kick drums, snares come in and we're
really monitor compatible. And in-between them, we started
to dip out a little bit, but never passing the zero-point where we're experiencing
phase cancellation. If we were experiencing
it in a particular area, this would be a good thing
to look at and we could see that area occurring right here. We see only instance in
all that section where we have the tiniest bit of
phase correlation occur. As you can see,
once that happens, it is marked red. The next view is the
stereo spectrum view. This is essentially a
frequency analyzer but independent for the left and
right represented to us. Before with the other modulus, we have a Learn module. It's right there in play. It's going to find the most sensible crossovers
for this type of effect. We can disable the effect
without disabling the sound. And that's before we can solo for specific areas to be heard. With again, our
cross icon to remove any crossover below the bottom is split into two sections. Really, we have a
metering section and we have our Effects section. So let's have a look first at the effects section,
how it works. We're going to solo
the red band up here. Some of our highest. This is gonna be
abandoned three. It was correlate to
band three over here. Notice we've got stereo
width as a control. For controls do the same thing. If we were to push
this to the maximum, it gives us the maximum
stereo width possible. We can see our
correlation meter is jumping a lot more
into the 0 territory. If we were to use
our readout here, we can see there's lots of phase cancellation
now occurring. We can dial it back to make
the signal field wider, but also use a metering
to check that we're not getting any adverse effects. Looked at the low
end in this truck. We can see we've got really
good monitor compatibility, but there are slight
differences in the real low-end between
hits, the kick drum. In this case, these are minor wouldn't affect
the track overly. But what we can do is ensure
that there are 108 ascent mother compatible
and we could go to band one and drag this down. And that will give us a, a
100% money compatibility. If we bring it to absolute 0, it will be 100%
mono in that area. Going back to the band three, what we push this up, we experienced a lot of phasing issues as we made this part of the track
particularly wider. Here we have stereo ice. And what this does
is effectively reduced the range between the phase and the phase
cancellation so we can give the feeling
of a wider sound, but balance it out
so we don't incur so much of a penalty for
the phase cancellation, we can balance this
between 120 milliseconds. We also have two modes for how
the widening effect works. You may find certain instances. One works better than the other. Short model can possibility and added width across
the entire track. We can use stereo
ice in either mode, and this should always
remain biocompatible. Something useful to note with
the imager is that within setting imager we have prevent
anti phase is an option. We can enable
prevent anti phase. And this will also help us
be able to push ourselves without causing facing
issues throughout the truck. Facing issues still occur. Much less frequent than we
previously experienced. This case, stereoisomer
exaggerates any face. Having looked at the monitoring, here we have a vector scope, anything within this
triangle area here, It's gonna be more compatible. Anything over here is our sides. And if we think of
midside processing, this is the myths and these are the sides keeping this
around plus one will always be monitored and
basketball getting down to minus one would be a
complete opposite. Whereas 0 being
the crossing point that we can see just here
where it starts to turn red. We can switch the view to
parallel levels as well. We can have the plot
that graph as well. Principle here is up and
down is more compatible. Left and right is a face. That is an overview of the imager and
isotopes. Ozone night.
11. Vintage Tape: Let's explore the tape module
of isotopes ozone line. The tape effect
plugin is effectively a compression saturation
tape emulation plugin, but it has only a few control, so we can use it very quickly to set up exactly
what we're after. What was a very nice is
this harmonics control, which works independently
control wise. We're just going
to be focusing on the bottom section here
as the top section simply shows us the frequency
analyzer of the tractor. On the left-hand side,
we start with speed, and speed is an emulation of the tape reels and the speed
at which they would've moved the faster is generally the more detailed and
high-quality pristine recordings. Whereas moving all the
way down to 7.5 was a slower tape reel
that allowed for longer recording times over
the same piece of tape. This resulted in a
granular sounding effect. We've then got input drive, which is how much we need
to push the signal into the tape if you're after that
tape saturation element, we need to combine this
with the harmonics to get exactly what
we're after bias is effectively a swing
between whether we favor the high-end
or the low-end, can work a little
bit like a tilt EQ, but with a harmonic
saturation effect. Let's try out using
the input drive, the bias of the speed. There are some changes in the hired and especially
how we can really try for signal before it starts to negatively distort the tape. Let's look at adding
the extra harmonics and adjusted the low
and high emphasis. Really focus on the shakers
in the track and you can listen and hear how
the high-end changes. Lots of extra harmonics
are being added, especially in the
high-end because we've pushed this high
emphasis so much if you felt that
your truck was maybe lacking in this area
and needed a lift, this could be a way to do it. Instead of just boosting
everything with EQ, you can generate more
harmonic and relevant content in that area. Have a, listen to
the a and B here. Introduction to the vintage tape module
in isotopes ozonide.
12. Vintage Compression: Let's break down the
vintage compressor in isotopes ozone nine. Now this is really quite
simple compared to the multiband log of the
first view we've got here. We've got these sliders seem a little bit odd in terms
of being in a compressor, what they effectively are
the detection filter, it was available to us
in the multiband so we can ignore some of the low-end. We've also got these two sort of EQ style filters so we can actually give a boost and
adjustment in the high-end, say we don't want
something around this area to trigger as soon. Having a slightly
higher threshold, think of it like
the multi-valued, but you're using an EQ system to adjust those thresholds and where things are going
to be triggered. And we've got the gain
reduction Traceview as well. It says before in the
middle we've got stereo. We can also split this into mid side mode and compress our mitts and site
independently, whether they've been
stereo for now. Towards the bottom, we've got three different modes and
how the compressor works, sharp, balanced and smooth. Sharp generally
is going to leave the transient alone in a bit. You can think of this as like a slightly slower
attack ballots. There's gonna be
kind of like our SSL middle ground and
smooth is gonna be a bit like an LA to a is going to grab
just about everything, but do it really
slowly and elegantly. We've got our threshold
sit here same as before, and we can see our
compression amount of occurring here in the meatus. We've got our ratio attack and release, very, very simple. There is no adaptive
release here, but we do still have auto games. We can automatically have a makeup gain to
match the levels, so we're not having
to continuously adjust the gain manually. That is really all there
is to the vintage.
13. Vintage Limiter: The vintage limiter
in isotopes ozonide, like some of the other modules, we have two different views. Top of the vintage limited, we have the frequency
spectrum view which is currently highlighted. We also have a gain
reduction of view, much like the dynamics module. The bottom section we have our three types of
vintage limiter, other look tube and modern analog vintage
limited was based on the circuitry that's
simply allowed a voltage they're not get
beyond a certain limit. Tube was limited via
a tube capacitor and gave a harmonic
distortion upon limiting. A modern limited is
effectively a digital circuit. Each one has its own
character and tonality and there's no one
size fits all. You simply using these
for a character and you need to listen to which one best suits your
source material. Whichever one is
highlighted in blue is the current active version
just over to the right, we have a meter control, much like our dynamic section, except this time we
have a threshold, a ceiling, and a true peak on, off our threshold
is the point at which limiting
starts taking place. Ceiling is our maximum
overall output when we're looking to go in
digital format, it can be, it can be useful
bringing the ceiling as low as minus one decibel, and this allows for no overshoot
with the final process. However, built into
the vintage limiter, we still have a very
modern tree peak ability by switching on the true peak, this ensures that
the final file will never peak beyond
the threshold limit. However, if we don't wish to use tropic and we wish to go for the character elements and the processing
elements associated with using a vintage delimiter. If we were going to
something like Spotify, we're going to want a ceiling
of around minus one dB. And we want the threshold to be wherever it is relevant
to our source material. This means our final export has overshoot range for the
moments that it may still pass the ceiling of minus one dB due to the
digital calculation, this effectively
means as the signal reaches It's minus one dB area. There can be a tiny
fraction of space between digital algorithms
that would cause it's overshoot if we left
the ceiling at 0, this would cause
digital clipping. If we left it at something
like nought 0.3, it would give us
usually enough space, but not always going
as low as one dB will guarantee that our signal does not clip by
using our threshold, we can still always maintain the loudness of the
track as required. The slides it to the right-hand
side is kind of a wet, dry mix for the amount
of character coming from the vintage emulation
we've got on the left-hand side at the
analogue tube or modern, these add harmonics or other characteristics
in different ways. This simply allows
us to add more of that without necessarily
clipping the signal. For example, the tube will generate more harmonics
the harder it is pushed. However, we don't want
to bring everything so low just to get that
character effect so we can get the desired
level that we're after and then add extra
character using the slider. This obviously a big
difference there in the jump. And remember from our GUI, we can use the Gain match here. So we'll switch game match on. And now we should
be able to hear everything at the same
level when we AMP. We can really hear
the character effect, have an effect on the
snare in this track, which is absolutely one of
the characters being limited, That would be able to generate extra harmonics and nice
and auditable for us. What are a and B this time really focusing on the snare and hear how it changes when
the limiter is active. If this is an effect that you like and feel
enhances the music, It's certainly we can use. There's quite an
extreme example and not necessarily something we
would use as a final result. Notice that we have experienced
overshoot as well and we have actually clip even
though we've got a minus one. And that's because we put the threshold down
so far. We've got 1. There was still an
overshoot causing a clip, even with that one
decibel of headroom. These are instances where true peak would help
us resolve that. There's an introduction to the vintage limited
in isotopes, ozonide.
14. ReBalace Tool: Let's have a look at
the master re-balance, which is availability
isotopes, ozone. And this is a technology that
has previously been seen in the X series of plug-ins
for audio restoration. Well, it allows
us to do is focus on a particular
element of attract and adjust its balance post-process of the track already
being produced. Here we have a
section with vocals in this bottom control
here is very simple. We've got vocal was
based or jumps, and then we've got a gain
adjustment on the vocals. We should find this hones in
on the vocals in this track. We can see here that it gives a vocal representation
of where it's detected. It's the whole track and we can see it's picking
up the harmonics of the vocals and other
areas are being ignored. So let's see if we can take
the vocals down in the mix. That's sitting back
just a little bit further in the mix than
they were previously. Equality if they were ever
so slightly too quiet, we could put them up a bit. Incredibly powerful thing to be able to do in
mastering and with really minor adjustments can
be almost seamless to cross, but other areas of the
track we simply select. And it should now change
this blue profile here that have been
captured the vocals to capturing the base elements. Rebalance here we'd
really be used if it's impossible to go
back and adjust the mix, which is very subtle changes. Ideally, you would rebalance
of vocal in the mix, but at the mastering stage, that may not always be possible if you delivering the
best piece of work, you can't refer a client, you can do this and
if the end result is exactly what they're after
and that balance works, then they can potentially go back to the mix
and do it there. Or if the end result is
good enough, absolutely. Stick with it. Incredibly
powerful tool.
15. Low End Focus: In other words,
the ozone layer is ultra modern features
is the low-end focus. This has a similar GUI
to the spectral shape. However, it's really
designed to focus just on the low-frequency areas
despite the fact we can, despite the fact we can see the full frequency
spectrum, we are limited. We can only really get up to 300 hertz if we narrow it that we can move
around in that spectrum. But that's the only
area we can work in. It has a similar principle
in the way it works. There's two set areas, depending on the type of interface we've got
punchy or smooth. Er this truck has
a low subline that rose along the everything
smooth with work. If we had something
like a slap bass or perhaps even in a
traditional picked base, punchy would definitely work
for that kind of sound. That's the idea. So we have a list
of the function which is going to always focus on what we're doing
while everything's central, you can hear this no processing. However, if we were to push up, the contrast will now be able to hit just the processing
of this taking effect. Switches to smooth. Most
smoother, big difference. So let's bring that down. This is really
helping the weight of our Kick come through rather
than looking off to the sub, which is quite an
interesting feature that we have it disabled. We'll run this part
of the loop here. Listen when I enable it, how much more focused
on weight to the kick fields with this extra bit
of low-end focus processing. Now whether or not
that's a good thing you'll have to decide in your mastering process
and whether or not you felt the headroom to
afford it equally. If you find that you've
got too much low-end which this truck actually does
have ever so slightly, we can go the other way and
we can contrast it into the minus and bring it
down ever so slightly. But we should be able
to leave a lot of the original
harmonics and things working with it because of side, side, side, side, side. Okay, so what we've
done there is we've reduced the contrast
a little bit, bought the game down
by around two dB for, by doing that using
the low-end focus rather than just an EQ, we've been able to keep a
lot of the punch and fill in the low end while
getting it closer to our overall goal
in tonal balance. That's just a and B that, and have a look at
the total balance and how it's sitting way more in our area that we know is
going to work for our mix. It gives It's helped bring a little bit more
focused to the low end and the kind of tone and shaped
the kick a little bit. So it's actually got ironically, a bit more focus. This is really, really useful. I'll probably use
this technique when we go to master the full track. That guys is the purpose
of low-end focus. Very useful, very
modern bit of kit, something we can really
use to help correct and satisfy the low end of needs in non-perfect and
mixes and very few mixes you ever get to
work on will be perfect. I probably should.
That's the end of the breakdown videos. What we're going to move
on to now is I'm going to master this track
and show you lots of techniques and things
that we can do to use certain features. Now that you understand
what each area does, how the GUI works, and how ozone works in general.
Let's move on to that. Let's get into some practical
mastering examples.
16. Spectral Shaper: In other words, the
really modern features inside ozone line is
the spectral shape. Now in the past, these kinds of plugins
have existed in the form of sooth and deejay at two plug-ins that I haven't reviewed on my
YouTube channel in the past. This takes it to a
whole new level, especially with the
integration side of things, which is just incredibly useful just to briefly explain
what's going on here. This divides your audio up into hundreds of
different bands, very, very small, narrow bands. So think of the multiband
and what it is that we looked at before and imagine
this plunger times over. This allows for very
small compression, limiting and reduction in really specific
areas of the truck. By doing all of these
really clever splits, it can only really be done to this extent in the
digital domain. What this allows us
to do is very gently adjust areas and
smooth them out, capturing a whole area. If we've just got a
small frequency space that becomes a harsh
just for a moment. We don't always want
to cut that away. There's something like a
dynamic EQ bands can even be too wide and treat that this is my spectral shaping
comes in and it can allow us to reshape the whole
mix on the field. By now, we should
be familiar with how the GUIs work on here, but we do have two views. We've got our view with
our spectrum analysis. Here we have two sliders
add the area in-between the two sliders is going to be the focus of the
spectrum shaping. Other view shows us the profile of this spectral
shaping that's taking place. We're going to do here
is focus on a bit of the vocal that is
perhaps a little bit harsh. I mean, the pilots in
this truck is okay, but we're going to try and
find the most unpleasant area and reduce it down and just help it feel a little
bit more than mitt. You can click in the
center to move the split. Here, there's definitely
some harshness to a degree. We're going to take
this era, just try and reduce it down ever so slightly. The bottom section of
the GUI, we have light, medium, and heavy, and this is the type of spectral processing. There is no one size fits all. You need to adjust it. I think we're gonna leave it
on medium for the moment. We're going to bring
the threshold down just to where it's peaking. One millisecond attacks
probably gonna be a bit harsh, but we'll give it just
something like four or five because it is
quite fast percussion. The release of thirties
probably okay up in this range, but I think we could maybe
go as low as 15 as well. That's totally wise. We want to bring this
down rather than up. However, by boosting it, we can really hear
what's gonna happen. Hopefully, you can hear the harshness that
was there before. Definitely subsided
is maybe a bit extreme and we'd have
to find a nice balance, but it does disappear. So let's listen to it at 0. Let's just listen to
that with the threshold and the threshold down and loop it around
the same section. Really hear how some harsh
harmonics and the vocals, and they just subside
enough that it's pleasant to listen to
even this focused area. Really struggling to hear what's going on and focus on the C. And clear aspect really suits those
out a little bit. But that guy is, is
what spectral shape it can help us do
if we're finding, we had to give a truck a
big lift in certain places. And then we're getting
these little harsh bits creeping through the a too narrow to dialogue with EQ or dynamic EQ
isn't doing the job. This is where spectral
shape or really comes in.
17. Tonal Balance Control: Now let's talk about
Tonal Balance Control. We're gonna look
at what it's used for and how we can
set it up as well. Tonal Balance
Control is a little like a frequency
analyzer with a very, very slow attack
and release time. What it does, it gives us a weighted profile
of our music and it will allow us to see the overall profile
of it over time. This is really useful for referencing your
music and making sure that it's in the correct ballpark for what
you're looking to achieve. There's a lot of other features built into Tonal Balance Control that makes mixing and getting your balance correct
a lot easier. Let's just break down the plugin first across the top here
we have a broad and fine. Now, I will usually
have this on fine. And you'll see why I do
that as we go through. But if I switch it to a broad, what it does is split into
four multiband effectively. And it lets us see if
our frequency balance is roughly in these areas
based on a profile. And I'll show you how to make
a profile in just a minute. So if I was to play
a bit of the mix, you can see that my
broad balance is roughly in the area and the load a little bit higher
than we'd expect. These are a little bit
lower than we'd expect. And the high-end is
really quite up there. If we switch that over
to fine, however, we can see that the
balance is actually a lot more accurate than we were
experiencing on broad. We've still got some slight dips in a high-end and a little
bit more on the low end, but it's not as extreme. And that high-end we just need to really have
a high shelf from fixed that extreme boost
that we've got up here, up in the air frequency. Next along we've got our
profiles and you'll see at the moment mindset 2001 and has this target symbol in 2001 is my own profile that I've created using the album Dre 2001. There are some other
predefined ones in here to give you an idea of
what you'd focus on. For example, we
could choose hip hop and it's actually very, very similar to my 2001. The reason I have
2001 created this. I feel that is one of the best mixed albums
that there's ever been. If you haven't got that hip hop could serve you just as well. If you're unable to
create these profiles, I will also provide them
in the next video for you so you can download and
use the same ones as me. Another one created by me
is this one called plastic. This is from using
some specific drum and bass mixes as well. As you can see, it's got a slightly
different low-end profile at different high-end profile, but the mids, the main focus of the track is pretty
much the same. Let's switch this back to 2001. Note one other that
I have is still, and that's one track still Dre, taken from the 2001 album. Look how narrow this is
a really use this as just a quick reference to see how on-point I can
actually get it. And the entire track is
mixed within this spectrum and that track always sounds fantastic no matter
where you play it. I know that if I'm following
roughly this line, my mix is gonna be
somewhere on point. There's areas in this mixed where I know it
gets this bang on, areas where it drifts out
and music changes over time. We're absolutely going to expect that for the mastering stage, we can just really tweak
this and get it as good as possible at
this final stage, to do it in the mixing
stage with the ebbs and flows in music could be very, very difficult, but
not impossible. We switch this back to 2001. Now, see as much broader for us to create your own profile. So I'll show you
how to do that just on the menu next to it. We've been bringing
that drop-down. We can click on here. We can do a Create Target from audio file or from a folder where I've done
that from the folder, we're going to
create another one. I've got all the WAV files from pendulums hold
your color album, which is where the plastic
profile came from. What I'll do is I'll use
that folder to create a whole new profile based
upon that entire album. Here I just select the album. Hold your color WAV
files in there. It would taken from the disk that I originally bought
back in about 2007. It's not even the deluxe
version of the album, so it's the original masters, which for me I actually
prefer the way that whole album sounds. So we're going to use
that. And as you can see, it's now processing here and creating a custom
profile for me. There it is That just labeled
as costumer at the moment. And what we can then do is, and I didn't think I'd ever
really need to use that. And it's got a very
similar profile. We can see the
faint white line in the middle that would really be our target to track anyway, if we were to go
back to plastic, it's going to pretty
much follow that anyway, but it's 2001 of the
main GUI itself. We can actually, so they're
out bands like this. Focus on the key area that
we want to listen to. However, a quick tip is
you can also hold down. However, a quick tip is you
can also hold down Option and really dial in to a
specific area like this. The other thing to
note on the main GUI is the crest factor. What this is effectively letting us know is whether or not our low-end is maybe too
compressed or two dynamic. And we're looking
sort of keep it in this midrange between
the two black bars here. So minus as it slightly
to compress it the minute what maybe do is look
to bring it down, but it was compressed
overall in the mix. Not a huge amount we can do with that reference tool. It's really, really useful now where it becomes
a little bit more powerful is when we have
it partnered up with ozone, especially when we've got an EQ module available
to us as well. So let's put equalize
a one in ozone nine here at the bottom of the
GUI we have select source, and as you can see now, we have Ozone equalizer one.
There's a source in here. What we can do without
actually having to have ozone open is we can now manipulate the EQ in ozone while just referencing
on Tonal Balance. We can play a
section of our track that way very quickly. We can dial in exactly
what we were after on the EQ curve while
referencing what's going on. Internal balance control, that becomes a super powerful tool. Now, we can take it a little bit further and while mixing, we can also have multiple
instances of the EQ going. It also works with neutrons. So if I was to put
an instance of neutron three in, for example, we can now switch the source to have the neutron
EQ here as well. That's completely tweakable. We can do lots of EQ and
adjustments per track, all from this one
instance on our master, which is incredibly useful
in a mixed situation. Obviously we're mainly
looking at mastering here. But if you have neutron as well, absolutely utilize this tool as part of Tonal
Balance Control. Okay guys, so this video is
just a really quick one. You've got your download folder here included so you
can actually download the profiles I use for mixing and mastering for
Tonal Balance Control.
18. Ozone 9 Mastering Pt1 Top & Tail: Okay, so let's get down
to mastering this track. One of the very first things
that I'm going to do is just zoom in on the start
and end of the track. Just introduced
the tiniest fades. And we're just gonna
make sure that the truck that we've got here is starting
the correct point. It starts started the track. There's not a big book of silence on the thing
has been cut away. Perfect. We're going
to do the same thing with the ends now. Now I can see there's a
bit of silence at the end. Let's switch this guy in on logic and we can
see really that's gonna be the last bit of
irrelevant noise there. It really fade into
0 by this point. So what we're gonna do is we're going to drag
this back to here, where they give our fade
here, tiniest little faith. That's just top
entailed the track exactly as we want it with a switch that off
swing that was zoomed in. The next thing I'm gonna do is listen through the
truck in its entirety. And I like to just
note things down with a pen and pad of any good or maybe needs to change
and work on just so that I can come to them later
on if I hear them. We're also going to make
sure we look at things like this and we can see
that particular spike here going to make
sure we've not somehow got a clipping
or anything like that. We'll just run
over those points. I'm meets his haven't
clicked like that. For example, we've still
got 2.5 dB of headroom, even with Spark there
and here it comes close, but we've still
got some headroom. Even with these little spikes that have come to
in certain places. We're not flipping
and we know we've got a good piece of
audio to work with. Next thing I'm gonna do is
listen through the track. I'll take some notes down. There's no point me
playing that for you, so we can just speed
that process up. Alright, so during that, I've kept an eye
on Tonal Balance, had that listen to
what's going on. It's some things with we've seen before as we were going
through the other videos, at the higher end gets
out of control are a couple of points we
need to look at EQ. I'm probably going
to high-pass it to get rid of those extreme highs that occur a couple of times. The low-end gets off balance
in a couple of times. So we're going to
look at dynamic EQ or maybe multi-band
compression just to control that in those
extreme points. And one K through so about four K loses its impacts
in a couple of points. So we're maybe going to use some upward expansion to bring that up in those
situations that's needed. I didn't really hear
any issues with imaging or the vocal losing focus
or anything like that. But there's certainly some small improvements we can make. We learned with the
spectral analysis that we can do a little bit of improvement around one case with definitely gonna look
at that as well. So just for this section, one of the first
things I'm going to do is actually do the
top and tail EQ. So we're going to add a section in here and I'm going to
use an equalizer too, because I'm gonna
make use of EQ one. Now this will probably end up almost at the end
of our chain just before the limiter or maximizer will keep
bumping it alone. But the purpose of it
is going to be to take the extreme lows out and bounce off some of
those extreme highest. We're going to give ourselves
a loop around here. We're gonna take number
one here and we're gonna change that to be a high-pass there for flat that necessarily
need the brick wall, we need quite steep slope, probably 24 dB for this, There's not really anything
going on below 40, so we could actually maybe
bring it up as much as say 38. We can probably actually do with losing all of that
and maybe gain ourselves a little
bit of headroom for balancing with the EQ again. But let's just have a
little look at our loop and check that out, see
how it balances out. That's actually
working really well. It's given us the
control we need over the extreme lows and a and b it, we're not really losing anything
in the truck after all. Literally unlike a
huge club system, there would be slightly less up, but there's so much
weight in the kicker and sub bass around 40 anyway, it would still definitely
get that weight. We're not losing
any notes there. So that's worked
really well for us. We can still see this
extreme high peaking off here now my hearing, it's not going to
affect too much, but someone who's a bit younger that's gonna sell horrendous. So we need to roll that
off a bit as well. So we're going to
bring you up here. We're gonna do a similar thing, except this time we're
gonna low-pass it, we're going to flat as well. This time probably a 12 db slope and it'd be about right for right up near
the upper limits, should curve that
off about right. Hopefully, it doesn't matter
if it trails off a bit here. This was like a
CD most deferens, it still sounds correct and not too bright. It will be okay. Like high-end is great and
there's no more and you don't lose a whole bunch
of it from dynamics. It doesn't restrict you as
long as I can turn the volume up and it doesn't destroy
my ears. We're good here. Course it's 12 db slaves, not enough to grab that. Let's bring it into 2424 slope. Here gives a bit
of bump as well. We can probably get
away with that. So if we do it
here, so it's gonna hit sort of around
this frequency. We can probably have that
bump and it'd be okay. But we only really want to take the extreme highs
out in the end. For me that's doing
the job pretty well, that I've really
focused on the shaker, That's where you got the
highest bit of air to it and nothing's really lost at the volume for you
guys would be static, but I'm adjusting my levels
up and down so I can hear a low-level of the
high level and get a perception
for how it changes. For the minute that
that's working for me, it may adjust as we go along, but I think that's
probably what we're going to end up staying with. Yeah, that's working. So let's move onto the next section. We're gonna look at some probably output
expansion and take care of those upper ends of the
vocal range around here.
19. Ozone 9 Mastering Pt 2 Upward Expansion: Okay, so we're going to make
use of the dynamic EQ here. So let's add this module
in the top module here, just dynamic EQ, I like I said, we're gonna rearrange
those and keep having EQ to towards the end there. And it seems kind of odd,
but that top and tail thing just really needed to
be handled early on. Now, the vocals here, the main thing in this area, it would just be
nice to just have them up a little bit more. It gives somebody brightness
and fullness to the track. Now they're not always
decked out like this. So we want our EQ to fluctuate and only work in
those particular moments. Now, a dynamic EQ normally
would subtract only. What we can do here though, is we can put it
into an upward mode, so we can switch over like this and give a bit of a boost. And it will basically go up when there's audio there
to try and help meet that. And it will move with the
dynamics of the audio. This is gonna be right around three k. It's got quite a wide Q. I think we can
probably get away with as much as three dB lift. This EQ is zoomed right in. So actually this looks
like a huge lift, but it's actually only 1.4 dB. We're gonna go to to
see what that gives us. That might be a bit much. And then we'll maybe
look at adjusting the threshold and how it's
going to operate as well. Because it's not giving
as much of a lift. So we're going to
drag this threshold down a bit so it triggers
a little bit more often. Because of narrow the queue just a touch and then bring it up just a little
bit in frequency, up to about 2.5 dB because of the AB test. Okay, Now we're just
going to AB test it. And when I hover it
off, let this loop and activate it and
see if it improves. Often when I'm doing this,
I'll have my eyes closed. I'm really critical listening. Yes, For me, that's
pretty clear. I know you get the impression
of Lauder is better. However, the vocal is
just more balanced and actually the lift it gives
with the percussion as well. It makes the song
feared a little bit brighter and more solids. The best way I can describe
it I'll do is just loop like four bars here and
we'll do lots of AB's. You can skip over if you want
to just close your eyes. Critical listen, really hear
the difference because that is kind of a subtle
changes in EQ boost. That doesn't always happen, but it can make a
huge difference to the focus and attention
of the track. So I'll have it in, take it away this time
because you kind of miss things a lot more than you
enjoy them when they appear. So to me, that's a
really good move. It comes up really obviously. Without it, the
track sounds fine, is absolutely, But with it
there it sounds better, clearer, more on point. A better flatter profile, I guess it's just clearer, It's fine without it, but it's a little bit
clear without it. And what we're looking
to do here is make a 100 small changes
so the truck can translate to as many systems as possible that he wanted to
be testing on your speakers, on your headphones and making
sure everything works. And in this instance, this is sounding
much better for me from such a small adjustment that we could as
well look to address the low-end here
with dynamic EQ. However, we do have the kick
in here quite a lot at that. I think a dynamic
compressor is gonna work a little bit better for us than dynamic EQ in this instance, I think it's gonna be a
little bit slow and flabby. So let's move on to
that next section. We're going to look to
address the subs just here. That will maybe be looking at some critical E queuing as well.
20. Ozone 9 Mastering Pt3 Imager: Just having a quick think about the sub will actually
do is grab the image. And now I remember when we were doing the videos for this. In fact, there was the possibility that there's a little bit stereo
imaging bearing on them. Maybe we can actually
help reduce that down. We've done have to sit
at the level Alpha. We could actually just
moderate to some degree. So let's try that. Let's see how that goes for us. We've actually got a
really good balance. Now, just by doing that, it's going to creep up a little
bit here in this section. But we know, look at our
overall balance, it really, really good now we
can maybe even add a little bit more round
that to k with the vocal, but where things
are at the minute, the balance is sounding really, really good and we definitely not overshooting
with our low-end. Now, this will really
come into play when we go to bring the
level of everything up. Because if there's too
much low-end there, it would just fall apart. But we'll see that as we go. I'm really liking
how that sounding. I think we need to add any stereo flare or
stereo widening. It's a pretty EM stereo mix. I worked hard on the piano
to give that stereo field. There's lots of vocal
layers which gives us stereo field is panning
on the percussion. I don't think we need a nice flat that we're just going
to go for more of that, fixing, fixing it that way as worked really
quite well for us. I think we all
still going to jump onto the dynamics section now.
21. Ozoine 9 Mastering Pt4 Dynamics: I'm just going to add a couple more little bits of control. And this area here
where we're still losing a little bit
of clarity and punch. I'm actually going to compress
it out because we've got that dynamic lift going
on with the dynamic EQ. But it's such a dynamic
area now in the track, the points, we're losing
it ever so slightly. Reluctant to give it any
more push because it's sort of hits its peak at points, but then dips too
far below that, restrict that range a
little bit as well. So at two sections in here, this one's gonna go to
somewhere around 151. Way to do here is block
this out like this. I'm not going to use this one. I'm not going to use this one. I'm going to be focusing
on these areas here. And I don't really want
that to come as high as six K is probably going to
be somewhere around there. Probably as low as one
K. We're going to focus on that for the minute and just restricting that
ever so slightly. The snare and
things are in here. So I'm gonna take for
quite a fast attack when he's probably
gonna be okay, I think the release can
be somewhere around 80. I've been these probably
gonna be okay as well. Let's reduce it
by R1 to the bed. I'm going to manually gain
it rather auto again it I'm going to play that
section over again. By the way, the purpose
of looping like this section that I tend to
go for the loudest section, but it's also got the
most dynamic areas. And this middle block has got this breakdown in the middle
of a couple of pauses, but it's also like
the, the biggest, most solid section of the track, kind of its fundamental,
if you were going to bring this
down even further, I think maybe three to 3.5 dB if compression
is going to help. But that's doing the
job that I was after. I'm going to bring this
up to about 1.5 cakes. It's bringing up an area
that's just not really needed in the crossover
and really focus it in. Now. Bring it up a little bit too much. Here, we're going to
really narrow this down. I might bring it down as far as three k hat thought is really locked in
where we were losing the focus on the vocal is
always there, always present. Yeah, I've had to restrict its dynamics by about three dB, but it moves plenty throughout
the overflow of the track. We're going to do a similar
thing with the low end, but only by about a decibel, just grabbing it
and it's gonna be a lot slower than the lit. Quite a bit of it get through, maybe go something
like 40 on the attack. And do you know what maybe 120 kind of region
in the release. We could tweak those, but we'll see how
everything performs. Why sometimes these get
the BPM of the truck and workout exactly what's gonna
work out in milliseconds. But I know those ballpark areas are gonna be quite good for
what we're looking to do. What I've done there.
I've taken as much as 1.5 in a couple of instances
of the low-end doubt. On average it's about minus one. In fact, there it's frozen
on exactly minus No.1. I've given it a half a dB box if restricted its
overall movement, just pull it down a bit. But given that a little bit
of its energy back as well, it might slow up the
attack a little bit more, but for the most part
That's about right, and it's giving us a
more solid balance. It's only really gluing
by a decibel also, but it's doing what
we need at a point now where I've made for
pretty substantial changes, what I would do now is
I'm just going to have a listen to sections
of those track. Switch ozone off entirely. So that I've got a real idea of where we are with the truck. I'm gonna start with
it off, bring it on as long as it sounds
of fields better. I know I'm in the right track. If something's off, we need to take a step back and see
what we're gonna do next. It's doing the job. Let's perhaps a little bit much coming up in the
terms of the shaker. Now, as the energy rises up, that can maybe be due to
the compression here, it could maybe be stupid, this big dynamic EQ, I could maybe narrow the
gain down or something else. We will maybe look at E
queuing that in a bit. I wouldn't call it a problem
that has a lot more focus and the truck sounds and feels brighter and we've
got gain match on. We're not suddenly
getting a big jump in level that makes
it always has nicer. We've just got a more solid, more confined balance
of the truck over all. So we're going good so far.
22. Ozone 9 Mastering Pt5 Limit and Loudness: So now is a really good
time for us to start looking at getting the track
to its overall loudness. So one of the first things
we're gonna do is just switch on meters over two L UFS. We can do that by clicking
on the IO up here. Under tight, we
need to switch that to integrated by default, it's usually RMS and
that's what I'll have it on a majority of the
type in this process, we won't integrate it and
that's going to switch it. So we've got peak, the UFS here, certainly right at
the end of our chain, we're going to add either
the vintage limiter or the maximizer completely depends on the end result you want. And it's really good to try between the two
in this instance, whether you use the
maximizer because it's the cleaner of the two. And this is a quite well
produced, clean sounding track. Now this track is going to
go onto streaming services. So we're gonna have a couple of things we need
to really note. Firstly, our UFS
target is going to be around minus 14 overall. So if we focus on a specific, the loud part of the
track like here, we can comfortably target
that around minus 13, knowing that the other
sections of the track that a little bit lower and
ebb and flow a bit more. We'll make up for
the overall average of the integrated signal
across the whole track. And we won't be penalized
too much for that. The other thing we
need to know is this will get converted to MP3. Apple Music streams
at 256 k bps, whereas Spotify is variable
bit rate from 128 up to 320. Places like SoundCloud, if you're on mobile,
can go as low as 96. All of these can cause issues in conversion and a bit rate, especially with aloud song. And this is how you get that
horrible digital distortion. The things to do on the ceiling, you can go to minus 0.3 if you're going to
a WAV file and VCD, that is a perfectly
safe region to be in, however, pure going to
be converting to MP3, or it's going to be going
to streaming services that sometimes have a
lower quality if you only distribute into Spotify and Apple Music
and you'll be fine around the minuss
naught 0.5 region. You could probably get
away with nought 0.3, but we'd like to play it safe
if you go into the likes of SoundCloud and some
other third-party sites, you might want to give it
as much as one decibel extra on the ceiling. So you've got that
overshoot range. When it converts, we're going to leave it
around nought 0.5. We got the switch on
tree peak as well. Tree peak limiting
takes into account those situations are
carrying and then we've got an extra safety
net of half a decibel. This track is going
to need about minus five dB in reduction. And it's a pretty
fast track with lots of small percussion sounds. It's quite fast
character as well. What do we look at the IRC? I personally like IRC three and sometimes four
depending on the track. We're gonna have a listen
to some of those as well. We shouldn't need any
transient emphasis. We're not going to limit
this track very hard. We're not going to completely crushed the transient away will only be catching some of
the larger peaks here, most of the transient
will get through. However, if we were having
to limit quite a lot, we could use transient
emphasis and bring that up a bit so that it still feels as if the transients are there. Remember we looked
right at the start of a couple of little
problem areas in this track where we've
got this particular spike here, we need to play that. As you can see that our
meters didn't overshoot the absolute maximum was
No.5 as set by the limiter. Something really important
for me to just emphasize, See you in ozone if you were to have an extra plugin
added in here, for example, let's put the
vintage limited in next, we can even mute it. The maximizer will buy bypass into the vintage limiter
and will cause clipping. We just saw that knock
clip. Watch this. We went to plus 1.8 and plus nought 0.2 left and
right channels. So even though this is in
here and it's disabled, it's gonna cause clipping. We can even see we
got the red light, orange lights in logic here for nearly two dB of clipping. So that's really important
thing to know about ozone. Even if it's disabled, you're feeding that signal
into a bypass plug-in. Okay, so we need to make sure
there's nothing in there. We see we won't get those clips. So it didn't click that time. Mr. Really important
thing to notice, we are going to leave
a chunk of the track. Just have a listen and
look at what we need. Okay, so we've reduced the character down to
a little bit quicker. I just felt that was a
little bit nicer on the, some of the percussion elements. Minus 5.5 dB. So that's how much we've
come up in level as well. Worksheet restricting to that
nought 0.5 on the ceiling. Now ballot sounds okay, but I am with a switch
between pumping. I usually quite like pumping. I want to try clipping
as well and just see if anything stands out
particularly well to me. Please. For me, IRC for transient
is a nice sounding. I usually really like
IRC three pumping. However, on this, really, I'm just going to
play it to you. Listen to the low-end,
listen to the kick, it becomes really
the best description is like 40 to be honest. It just has an extra rumble
that it didn't have before, that it just doesn't need. I'll switch between C3 pumping and balance. You
can hear the difference. I won't switch between the algorithms because
it causes a pause, just causing a knock cool
rumble at the bottom. However, RC transient, which
kind of makes sense because it's a really
transient heavy truck just seems to work the nicest. Yes. Sounds nice and clean. I'm getting a really good
balance of the track. The master for thing. It sounds like
nothing's happening, which is really,
really nice effect. I don't need to add any
transient emphasis. I don't think it really needs to work independently at all. Not going to stress about the stereo independent
side of things. I think that's pretty
good for loudness. Now the other thing we
could have done was used the vintage limiter. So let me just disable the
maximizer for a moment. If we set up something similar, Let's go true peak, we have minus 5.5, and I think this limits
a little hardest. We would have to
go to Moses five, but still, we can
switch between analog, cheap and modern moderns
probably gonna be what I prefer a character wise, they respond similarly,
so let's take that back down to one to five as well. Let's just see if we prefer
one to the other here. You can hear straightaway
that limits a lot harder than the maximizer. So we're going to dial that
back by about a decibel. We can even see in
our loft measurement It's so much louder. Good. Either log is the
nicest sounding, both tube or modern affect the
low end a little too much, especially the kick
drum, it loses, its punch comes a bit flabby, and that's something to
really note with limiting. It's always going to affect your low-end more
than anything else. Because the low-end, as we can see here from total balance, is the loudest thing
that's always going to be hitting it the
most, the hardest. And first, I prefer what's
going on with a maximizer, this instance, and we don't
need the vintage limiter. Remember what I
said about having anything at the end of the
chain, it causes clippings. We don't want that. That's it. We've got our ballpark
here in our loudness. We've made sure our
ceiling doesn't peak. We've looked at the
loudest point serum, made sure that those are
okay with true peak. We've got the loudness or limiting algorithm that we
like best with a truck. It's really a subjective choice, needs to listen through and
decide what sounds best. Like. I have been
focused on the low end. That's what's gonna
take the most impact. And if you're losing
the balance from that, then it's not the
right algorithm or you're pushing it too hard. Well, we need to
go back and adjust those dynamics and
EQ in the mix. All right guys,
hopefully that's really helped you move forward
in your tracks. Let's move on to the next step.
23. Ozone Mastering Pt6 Spectral Shaping: I think it's really important to highlight that as we go
through this process, I'm listening to parts
of the truck and listened to the truck as
a whole over and over. And I've been taking
some breaks as well. It's really important to iterate
that there's no point in me showing you me listening to the truck
over and over and over. And certainly no point in me telling you when
to take breaks, you need to think of
that for yourself. But if you're making
adjustments and then little bit hearing them or objective or just need a few minutes away? Absolutely. Have a break. Just come out of
the studio space for a little bit
about sort of thing. What we're gonna do now is we've kind of got the
majority of our chart, we've got our overall loudness. We've fixed a couple of issues. We've talked entailed
with the images to mono down the kick and
get a balanced overall. And we just wanted to sort of have a look and
make sure we're in the right place and listened
through the track again. In doing that, I can hear
some little bits of the shaken that the
vocal that have come up now in the tutorial videos, we found a really
nice thing that we did with the spectral
shape or so. I think we're going
to do that again. We can just take it
hit off the dynamics. So we've still got
the top turns out EQ into the maximize
it right at the end. And we're going to focus down in the area like we did before. I'll just try to take
some of that little harshness that's come out by bringing up those other areas
using the spectral shape, which is really useful tool. You should be able to
hear that's kind of harsh and little bit too tinny. So we're just gonna use the threshold here
and use the tone. Just dial it back
just a little bit slightly slower on the
attack and thinking as well, perhaps even as much
as like warranty. Cursor just thought that I tried having the
release a lot slower. However, you could hear
it taking up too much, taking too long to come back. And the reverb of
the vocal was there, but the main vocal
was still there. Introducing its punch set 40 seems to be a nice space
for that to work in. Just some a being a
bypassing the whole thing. Well, I would suggest is
we have given you a huge, massive boost or
anything to the height. We've done the best compression
really around here, this area here, the same
area when spectral shaping. We've given this
three dB lift just above three k here,
in-between 34. Okay, That's all we've done in terms of really
lifting it up. However, when we listen
to the whole truck, listen to how much more
focused the vocals are, the shake has come up the
balances just overrule, nicer toward it previously was. So we'll just do these
bars and then bring it in. Gamete. Just so much more
focused in now, I can tell you right off and the harshness there
before his God. Yeah, that's getting
very, very close. Now, what we need to
do in the next videos, we're going to have a look at the codecs that we're
going to look at, balancing out our final file.
24. Ozone 9 Mastering Pt7 Codecs and Bounce: Okay, so we're really close now. We've got the sound we like. We've got our overall
levels nicely set. The mix sounds good when we play it right
the way through. What we need to have a look
at now is the codec section. And this is really important
for making sure we get everything correct when it comes down to a
streaming service. At the moment,
we're listening to a really high-quality file, unfortunately, streaming
services, lower-quality. We just need to make sure that
no other issues are going to arise in a situation
where that's the case. Over here on the GUI, we've got a codec section. What we can do is enable this. And now whichever selected in here will be listening to
the track in that format. So let's say a pore mobile
stream or SoundCloud, which can be as low as 96 k bps. This would now be the output. What's important is we're
not getting any clipping. We can still hear it
with the elements of the track and that's the
worst quality we can really expect if we go over to things like Apple Music to five-sixths is the range
we're gonna be in. Let's solo the artifacts. Let's hear what artifacts
are being caused by going to an MP3
it to five-sixths. Now, strictly it would
be mp3 on Spotify and AAC for Apple Music they
set up very similarly. What you're here now are
the artifacts that are created via the fit
rate compression. This is what MP3 creates. We take it right down. We get a lot more
artifacts, 320, much less. So let's make sure our
track sounds okay. It's MP3 at C5, C6. And certainly no issues really being created.
And that's great. And that's just a nice check to get an idea for how
everything's going to be. This is pretty much
our master done. Let's say I allow this bit where minus 13.1, That's great. Overall, we know that
it's going to be okay for us going out
to those platforms. We're gonna go to
something like CD. We would've maybe push that
a little bit more and get a little bit more loudness
out of it with definitely adjust our ceiling
to be nought 0.3, we will run through
a whole track, make sure that we don't
get any clipping. I showed you a reason that
that can occur in ozone. So make sure we've got
nothing. At the end. Either a maximizer or limiter is active at the
end of the chain. And now we're going to
look to balance out track. There's two things
that we can do here. We can balance it out in the file quality that
it currently is. Or we can go down
to 16-bit 44.1, which is CD quality. If we're going to go
down to CD quality, we need to test out
dithering if we switch into dealer
at really simply gathering is a noise profile that's added and it's
really important to do your audio if you
ever lower in quality. This file, as you
can see by the name, is 24 bit and it was at 44.1, it's going to go to 16-bit
as a CD quality file. So we would test our do that. Now, there are multiple
things we can look at. We can see here the bit
depth is going to be 16 at the amount, depending on the audio, might be fairly low, medium or strong, really, really dynamic music such as an orchestral
recording that goes to almost silent in the
house, huge swells. Those dynamics are affected a lot more by the
change in Bit Depth. We mainly the strong
in this instance, low will probably be okay, but we need to listen to them. We've then got types
of noise shaping. Again, these vary per track, but you can see
roughly the curves that are going to be applied. Just have a listen, we would decide which one would be best. In this instance, I'm not going
to go down to CD quality. I won't be sending this file
off for printing to disk. It's only going to be
a digital release, at which point I can submit
the highest quality file and the streaming services will
do the downgrade. For me. That is why it tree peak and ceiling is absolutely
so important. If we left that at 0,
they're downgrading algorithms could cause
a peaking issue. We give them a little
bit of headroom, but we manage it with
an overall loudness and loves that we're going
to be a good volume without any PQ or distortion to balance where project in logic
it would be Command at B, your DAW may very
well need to go to cn and I'll get
to choose WAF. And I want the
resolution to be 24. 44.1 hertz and interleaved, which is going to be the
stereo file joined together, dithering is set to
none and we are going to export the entire track. We don't want any normalization. We can include an audio tail because we've cut it off
and created a faith, so it will end
exactly at that time. And I would always suggest
doing a real-time bounce, bounce on the second cycle, pass some DAWs
point, allow this, in which case you need to review your audio after
you've bounced it. Or in the case of Pro Tools, I believe nine and below, you can only belts
in real time anyway. So review your audio
as it's bounced. We're going to bounce
this track and save it to where it needs to go. I'm going to take this to my folder where I
keep all my tracks. We are in 2018. This truck is called
heart that I have a coloring system like green
means finished and released. Purpose in progress. Yellow is vocals
and in progress, red means it's been scrapped. So this is called heart. We don't have a folder
for the Masters. We're gonna make a new folder. We'll call it master files. Here. This is gonna be 24.144. I like the exact Bit
Depth sample rate that this master is
in the wheat belt. 15 inside. Because in science, in science guys is our final
bouts of Boston.