Transcripts
1. Introduction: Hi, and the normal producer from start producing music.com. And welcome to my
Skillshare mixing class. You will learn everything
you need to know about mixing from the tools
to the techniques. We will cover it all
and practice with exercise files and
full mix overviews. This class is one chapter out of my seven chapter
course in which I cover the whole music
production process from songwriting
through arrangement, recording, mixing, mastering, and business practices as well. You will find links to
the exercise files in the project section
and we'll get assignments as the class
develops in the full course, you will also receive multi-track folders of songs
from different genres, which you can practice
your skills on. Getting under the hood, look into professional
production approaches. Start producing music is
oriented to help people start their lifelong
journey as music producer, whether it's producing
your own music or producing others. This program has a lot to
offer and you're welcome to go over to start producing music.com to learn
more about it. But for now, let's dive to the mixing art form
and learn how to stage in the music
production process works from beginning to end. I am positive. You will
learn a lot from this class. I'll see you inside.
2. What Is Mixing: The mixing process has to end
goals first and foremost, it's to make the songs
intention clear and beautiful. The second is to deal with technical side effects related
to the recording process and technical demands of the platforms that the song is going to be played on later, the first goal might
sound obvious, but it is important to note
that a great song with a grid arrangement
and recording can be completely destroyed
by a crappy mix. The mixing stage has a
strong artistic impact on the songs since it
controls the songs dynamics, tempers, and focal points. The second goal is
a bit more complex. People listened to music
in many different ways. Ear phones in their cars,
phone speakers, laptops. If you want your production to sound great on all
these devices, you need to understand
their limits and work within these limitations
to achieve your goals. So we've already talked
about digital volumes, and we know that 0 dBFS is
the digital volume limit. That seems relatively simple, but there's a lot
more to it since different frequencies sum
of two different volumes and our ears receive frequencies differently depending on the volume in which
they're played. All these
technicalities and many more will be explained
in this chapter, I want to point out
that understanding the mixing process and
experimenting with it, We'll give you a better
understanding of arrangement as well since
the two go hand in hand. So even if you don't have any desire to become
a mixing engineer, I do recommend focusing
on this chapter and learning as much as
you can about mixing. There will be more
assignments in this chapter compared
to prior ones. And I will note oftentimes
that I recommend using your DAW's stock plug-ins before any fancy
third party ones. The reason is that
third-party plugins can be very
distracting because of their flashy interface
and investing some time with the most
basic compressor or EQ, will actually make
you more focused with the amount of simulations
and plugins we have. It's easy to get lost. So I suggest mastering
the most basic tools you have and only then
expanding your toolbox. That being said, I will present classic tools that
are staples of the mixing art since
they are important to know as a mixing
engineer and a producer, there's a mixing
exercise file folder you should download
that contains files you can import
to a new session and work with according
to the assignments. However, before we
get into mixing, I'd like to begin
with pre mixing, meaning editing, and
mixed preparation, because mixing is an
artistic process, getting unrelated tasks
done beforehand will allow you to become fully engulfed in the
process of mixing.
3. EQ pt.1: Equalizers or EQs and short, or tools that
balanced the volume of frequencies within a track. They come in handy
when there is a need to attenuate unpleasant
frequencies, boost pleasant frequencies, or completely alter the
timbre of a track. Eq is divide the
frequency spectrum into bands or filters. There are three main
types of Ben's bell, high or low shelf and high
or low cut bell bands are also called peak filters and are used to either
boost or attenuate a frequency range surrounding a specific chosen frequency. The queue parameter defines how wide the range around the
chosen frequency will be, meaning how many
frequencies will be affected from the
EQ move you make. The db per octave
parameter will define how sharp or smooth the
bell-shape will be. Shelves or bands that affect all the frequencies above or below the frequency we chose. A low shelf affects all
the lower frequencies, and the high shelf affects
all the frequencies above the queue parameter
alters the resonance or tilt around the
chosen frequency and the db per octave shapes the
sharpness of the filter. Low and high cuts
are filters that cut all the audio frequencies below or above the
determined frequency. These filters are also called
low-pass or high-pass, which is a bit
confusing at first, but also quite self-explanatory. The low cut or
high-pass filter will lead to high frequencies
pass, or in other words, cut the low frequencies
while the high cut or low-pass filter will let the lowest pass and
cut the highest. An important thing
to note regarding the low and high good filters is that they do not start the attenuation at the
frequency you select, but instead show the
spot where there's already a three dB attenuation. The queue parameter
is going to shape the resonance of the filter
at the frequencies position. And the dB per octave will determine how steep
the filter will be. The db per octave
parameter was explained in the synthesis segment in
the pre-production chapter. But in case you did
not see the chapter or completed the
chapter awhile ago. Here's a brief overview
of frequency is actually a note that when doubled
completes an octave, the simplest way to visualize
this is through middle a. The middle a is fundamental
frequency is 440 hertz, and so the above it is 880
Hertz and the a below it 220. So when we talk about the
dB per octave and filters, we are focusing on how
much attenuation or boost will occur by the time we
reach the frequencies Octave. For example, if I put
a low cut filter at 100 hertz with an 18 db per
octave slope by 50 hertz, there will be 18 dB attenuation. There are a few
more bent bandpass, which will only leave a certain
frequency range and tilt, which will affect the
high and low frequencies in somewhat of a shelf manner. The last parameter
is output gain, since the overall
volume of a track will change when we alter
the frequencies of it, we will need to level match the process track to
the unprocessed track. There are two good
reasons for this. The first is to keep our
gain staging healthy. And the second and
more important one is that it will let us really hear whether the
processing we did was good or bad to the source. Remember, louder makes us
believe things sound better. So when we AV audio, it's important to make
sure the levels are the same to really assess
the effect of our work, the frequency
spectrum is roughly divided into a few regions, sub bass, which is between
20 to 60 hertz base, between 60 to 250, low mid, between 252500, midrange,
between 502 thousand hertz. I'm ends between two
thousand and four thousand, presence between four to six K and brilliance from
six K upwards. In practice, these
terms are used more fluidly in the
professional world, meaning that engineers don't focus as much on
specific numbers, as much as they do on the
energy of frequency range has, let it is important to know
them since you will come across them a lot before you
move on to the next segment. Do this exercise.
4. EQ pt.1 - Assignment: Open the course
exercise files and import the string
channels to a session, insert your DAW's
stock parametric EQ and experiment as so, we'll start with attenuation. So engage both a
high pass filter and a low shelf at 150 Hertz. Try different slope
variations on both filters and play around
with the low shelf skiing. Notice the different results and options the two filters offer. Ask yourself, does one sound
more natural than the other? Does the track sound
better at all? And after you've invested a
few minutes experimenting, insert a belt filter and see how that differs
from the two. Then do the same process
with a low-pass filter, high shelf, and a belt filter
on the high frequencies. After you're done with that, let's experiment
with Shelf boosts and compare them
to build filters, place the shelf around ten
K and raise five dB at another bell filter at the same frequencies and
switch between the two, play around with the
bills Q and gain, listening to the
subtle differences these two filters have. And then just go
wild and experiment however you'd like when you're
done with these exercises, import the overhead channel, loop it and go over the
same exercises again.
5. EQ pt.2: We want our mixes to translate well in any listening
environment, EQs, along with
other mixing tools, will help us with that if we use them to create a presence within a frequency range that exists in all listening devices. That range is the mid-range. Mobile speakers and
phones don't play very low or very
high frequencies. So if you end up mixing
elements in a song that only exist in the low
or high extremes, they will be inaudible on many devices are good
example for this can be a base that has a very loud
fundamental frequency compared to its overtones, you can slightly reduce the fundamental frequency
range with a shelf filter, which will in turn
make your overtones louder when you compensate
for it, the gain-loss, this new inner balance will
make sure that the instrument will have a stronger presence in the mid-range when
it's called for. Another common
practice when using an EQ is called sweeping, which is the process of
raising a narrow bell filter and searching for frequencies that stick out and
need reduction. This is a very useful practice, but it can also be very
problematic since having a frequency boosted 20 dB is not going to sound
good in any case. Just this, don't go randomly
hunting for resonances, but when you do hear a
resonant frequencies that bothers you whistle or sing
the frequencies pitch. And once you've memorized
this pitch and you know what you're looking
for, then start hunting. This will prevent you from finding things
you're not looking for and from ruining your source with
unnecessary notches. These were technical
or repair uses of EQ, but in EQ can also be
used to flatter tracks. If you find a certain frequency range more appealing
than others, you can enhance them and play with the sources
timber, for example, you can emphasize the air of vocal performance has
with a high shelf filter. So why was her fleur
de stride as Eugen, the guided me in this world, enhance a pig's head on a string of an electric
guitar or bass. Having the wooden tamper more clear on a drumstick
hitting the rim. You can also use EQ
for stylistic reasons, like filtering both the
high and low frequencies to create a telephone effect. Mixing is a complex puzzle that requires a wide perspective. When you are working on a track, you should always keep in
mind what role it plays in the arrangement and how it interacts with the
other elements as well. A good way to maintain
this focus is to keep yourself from working
on tracks soloed. Listening to a track in contexts will
reassure that you are not losing your perspective and overprocessing unnecessarily. And other similar problems
that EQs solve is called mud, which refers to
low-frequency build-ups that result in an unclear mix. Some engineers have low cut on channels that aren't
necessarily playing in the low register is
just to make sure no low-frequency
information will be added from
unexpected factors. This is especially
relevant when you're working with recordings
from home studios. Since something as simple
as a truck passing by an air conditioner
or a fridge might introduce noises without you
noticing cutting frequencies between 30 to 80 hertz will
be beneficial in that case. And in some cases you may
even want to go higher, but make sure you
are not harming the tracks fundamental
frequencies as you do so, managing the low-end
in a mix is one of the hardest tasks of
the mixing engineer, knowing how much or how
little to EQ will take time. As a general guideline, My advice is less is more, but be willing to do whatever it takes to get your track
where you want it. There's an ongoing
discussion whether digital EQs are better
off being used to reduce frequencies
or excusing them in an additive manner
can also prove useful. Using digitally used only in a reductive manner will
require a different approach. For example, instead of using a high shelf to enhance the
high frequencies of track, you will add a low
shelf and reduce all the frequencies until the point you want to emphasize. I encourage you to
try both approaches and figure out what sounds
and works best for you. But in that case or the other, a good habit to keep up
with is level matching. If you've ended up lowering
or raising your tracks level, makeup the gain in the output. So you'll be able to AB the processed and
unprocessed signal and makes sure that you're helping
source and not ruining it.
6. EQ pt.2 - Assignment: As you can see, EQs are a very powerful
musical tool that can be used to either help shape or stylized recorded material. In this segments assignment, we'll start with the
acoustic guitar channel imported into a new session
and give it a listen. This guitar has very
strong resonances in the low end when
certain notes hit, this needs to be balanced. So open your DAW's
stock parametric EQs on it and treat it in whichever
way you find suitable. Every EQ move you
will make will have price and you'll need to
manage the gifts and ticks. I'll give you a small tip
and tell you that although these frequencies
are picking wildly, I managed to solve the
problems with bands that are not attenuating
more than 2.5 dB. Next, let's work on stylizing
and not unrepaired. Take any channel from the
folder and make it beautiful. If it's the guitar,
maybe enhance where the peak is hitting
and if it's the vocal, maybe the airy frequencies
in the performance. If you choose a violin, maybe enhance the wooden
tamper or the Bose tamper. First, do so in an
additive manner. Figure out which filter
will suit the job best. And then when you
achieve that goal, try doing this with
other filter types. Make sure you are in
level matching as you go so you don't
fool yourself. And after you're happy with
the results you've reached, insert another one right underneath it and try
making the trek beautiful with reductive EQ AB the results and see what
sounds better to you, what feels more natural and think what was more
intuitive for you as well, explored these two
approaches and have fun. In the next segment,
I'll introduce various kinds of
accused and show a few important emulations
you will surely come cross in order to help you
gain familiarity with the industry's Stapleton.
7. EQ Types + Demonstration: The parameter is mentioned in the prior segment,
existing only cues, but not every AQ will give you the option to play
around with them. The EQ I was using is
called a parametric EQ. Parametric EQs let you
determine the center frequency, amplitude q, and sometimes
even more parameters, as we just saw with
the fab filter pro Q, the more classic form
of a parametric EQ, will use knobs, and we'll do the same trick
looking a bit different. Another type of EQ is
the semi-parametric EQ, which lets you determine
the center frequency and amplitude, but not the cue. Oftentimes the Q varies as the gain of the
frequency changes, but this is predetermined
by the designer. A third type of EQ
is the graphic EQ, which will give you
a set amount of bands on a set amount
of frequencies that you can either
boost or attenuate to taste like the
semi parametric EQ, the cues are predetermined and either change with the
volume manipulations or stay the same dynamic
accused react to the incoming audio and don't
stay completely static. This feature is great
since the effect of an EQ move isn't necessarily right
throughout a whole song. So dynamic processing might save a lot of automation work, which we will be talking
about in a different segment, linear phase excuse, or
a potential solution to a side-effect that sometimes appears from the
traditional EQ design. Most of the EQs, you'll
meet our minimum phase EQs, which implies that they
have slight time delays, which in turn introduce slight phase shifts
vary by the frequency, filter type and gain. This is called smearing, and it's more likely
to happen when using intrusive EQ moves like very
narrow cuts or high-pass, low-pass filters when
smearing is not desirable, linear phase EQ is come in handy because they keep
everything in time, therefore preventing
facing issues. The downside is that they
create higher latency than other EQs and might
soften transients. So this tool has its
virtues and trade-offs. Use it when needed, but know the consequences when it comes to analog excuse or
emulations of analog EQs, we need to understand
that a big part of the EQ's character comes from
its circuitry and design. Some accuse have tubes
in their circuitry and give the audio a bit
of tubes saturation. Some are solid state and as
a result, are very clean, somehow very
colorful transistors that gives them their
own unique tone. Although modern EQs are
practically limitless, classic EQs are still in the forefront of mixing
for a good reason. With that in mind, I want to
show you a few classic EQs. You will surely see a lot as
you dive deeper into mixing. I'll explain their logic since some of them are
not too intuitive. But before we start, I
want to introduce you to a few basic symbols that will help you get around a new EQ, even if you're not familiar
with it this time, marks a bell-shaped filter. This marks a low shelf. This is the locate,
this is a high shelf. This is a hiker and this
is the phase foot sign. Let's start with the
SSL parametric EQ. This is a British EQ
that has four bands, which in the default
forums or low shelf, high shelf, and to
mid-range bell bands. Some emulations will have only one local filter and some will have another
hike up filter as well. The two mid-range bell bands
have acute knob to them, making the EQ fully parametric. And the high-end low shelves have a button that can turn them to Bell filters instead of shelves with
predetermined queue. Here's the SSL inaction. Monday evening. My e evening strolls. My evening strolls, my evening strolls, my evening straw. The next classic EQ
is the Neve 1073. This semi-parametric EQ is also British and
is very famous for being a part of countless
influential records that we are all familiar with. This EQ has high and low shelf Dan's one mid-range bell
band and a high pass filter. The frequency of the
high shelf is fixed at 12 K. The low shelf has four
selectable frequencies. The mid-range bell band has six frequencies you can
choose from with a fixed Q. An interesting thing to
know about this EQ is that the local filter has
a bit of resonance to it, which will add a small boost at the chosen frequency point. This can be used to fatten up a source while still filtering the really low frequencies in other classic Navy
Q is the 1081, which has one more bell
band in the mid-range, more frequencies
for each band to Q, options for the mid bell bands, as well as the option to change
the shelf bands to Bell. And finally, a high carb filter. Here are the 10731081 in action. Ms. E evening, Monday evening stromal cells. My evening strolls. My evening strolls. My evening strolls. Ms. E evening. The next dQ is the API,
five-sixteenths graphic EQ. This is an American EQ with
ten bands jumping in octaves, meaning that the frequencies are doubled from one
band to the next. The queue narrows as the
boost gets more extreme, giving this EQ, or very
musical and pleasant sound. This feature will also
be found on APIs, semi-parametric EQs,
which are the 55855 dB. You might have noticed that
the 550 B has another bat, but the frequency is on the two EQs are also
slightly different, so they will be serving
different purposes. They both give the
option to change the high-end low bands
from shelf to belt. And 550 a also has a band pass filter cutting anything below 50
hertz and above 15 k. The frequencies
are chosen using the inner blue knob and the
gain by the outer white knob. Here are the API five sixty, five fifty in action. The last classical q
will be the pool deck. This tube EQ was
designed in 1951 and became a classic because of its unique tone and features, the low frequencies can
be manipulated with two shelving filters that attenuate and boosts
simultaneously, therefore creating a
unique filter shape that cannot be
achieved otherwise, the next band is bell-shaped and can be used to boost
selected frequencies between 316 k. This band
also has a bandwidth knob, which is the queue. You can adjust the
bell to be very sharp or very broad as desired. Finally, there's
a high shelf that can only be used
for attenuation. This weird-looking,
unintuitive EQ was a big part of some beetles
and Motown recordings, as well as countless other
historical productions. Here's the pool deck in action. There are many more
EQ to learn about, but these few are a good introduction into
the analog EQ world. You don't need all these EQ
types if you want to start mixing stock plug-ins are
generally more than enough. The emulations are
more fun to use, but have nothing to do with
acquiring skills as a mixer. That being said, they are
interesting as they have helped in developing the
art form as we know it. So familiarity is useful. Now, I want to
present two tests, one for this segment and one
concluding the EQ topic.
8. EQ Types - Assignment: First is relevant
only if you have an analog emulation in your DAW or if you have
any third party plugin, start by importing any
track and inserting three different analog
emulations and figuring out what bands each offers which
frequencies they let you manipulate and which controls
you have over the bands, the limitations some analog gear presents is actually what
makes them so unique. So try noticing what each has to offer after the
interfaces figured out, compare the emulations even if the bands are not fixed
to the same frequencies, raised the high shelf three dB and then a, B, three reactions. Then compare the low bands, maybe that as well, the
mid bands, the filters, remembering what each
analog gear has to offer will make it easier for you to recall it
when you need it. The deeper you go,
the more you'll know. So after you're done
researching the first three, you can do the same
with a different batch. The second task
will be to try and mix the rhythm
section of a song, meaning the drums and bass. Until now, all the EQ tasks you received only include
single tracks. But as we mentioned, a mix is a complex puzzle and working in solo
is not the way to go. So download one
of the songs from the multi-track folders and try to mix the rhythm
section of it, whether it's one of
the electron pieces or any of the acoustic ones, the rhythm section
will have frequencies ranging from the
lowest to highest. It's a good place to start with. Notice the low end
and start with figuring out whether
you're cleaning the base is sub frequencies
in order to leave it for the kick or
the other way around. Then notice the mid-range. How does the base
is meat, so to say, interact with the snare or higher tones of
the kick than the highest is the track calling for shiny high hats or
relatively dark ones. Notice how altering frequencies
affects the feel of the groove and the emotion that the song predicts
more than anything. Upfront.
9. Compressors pt.1: Compressors are tools
that allow us to alter the dynamic range or the
envelope of a track. The term dynamic range refers to the distance
in volume between the softest and loudest
points of a track and the envelope is
the trucks behavior. In other words,
compressors help us control the volume
of our tracks and can be used for taming and balancing attract so it
sits better in the mix or in another manner to exaggerate the dynamics and make
things actually stand out. More. Compressors have
very few parameters that work in conjunction
with each other. These parameters are threshold, which is the level in which the compressor will start
the compression process. Attack will determine
how much time it will take compressor to start compressing once the track's volume
crosses the threshold, release will determine
how much time it takes the compressor to reach 0 dB gain reduction after the volume drops below
the threshold ratio, which is how much
compression will be occurring once it kicks in. For example, a four to one ratio will mean that
every four decibels crossing the threshold
will only add one dB to the
output signal knee, which is how soft or hard the transition into
compression will be. Soft knee will result
with the ratio gradually rising as the signal
reaches the threshold. While hardening will mean
that the ratio will just work as it is once the
threshold is crossed, output gain compensates
for the level loss from the compression process and lets us level
match the signal. And finally, side-chain filter, which will tell the
compressor which frequencies to ignore when analyzing
the incoming audio, fast attack time will
flatten our transients, resulting with less dynamics. And slow attack times will
accentuate transients. Slow attack and also
used to achieve compression that is
gentle and transparent. I swear I didn't speak as
a monk be spin tonight. I swear I didn't speak as
a monk be spin tonight. Fast release times can raise the tracks tail or ambiance and enhance
the tracks excitement. That being said, it can
introduce distortion and make a bit of a mess if
implemented inappropriately. Slow release times
can result with more natural sounding compression
and tighter sounds, so to say, but can also choke the signal when it is not breathing with the
tracks rhythm. Compressors have a detector
circuit that listens to the incoming audio and then triggers
compression accordingly, the sergeant filter is
used to shape the audio arriving to the detector in order to control what
triggers compression, different frequencies add up two different volumes and
the low frequencies add up to the highest energy
and can create a pumping effect that
is not pleasurable. So when you are
compressing trucks that have low frequency energy, which you don't want to
trigger the compressor. You can filter the
low frequencies from the detector and have the compressor react only to
the higher frequency energy. Let's listen to an example. Notice what happens as
I raise the filter. As you probably heard, the pumping cost by
the low frequencies is reduced and the overall level the compressor reacts
to with lower. This simply makes the
compression process more accurate and prevents these
unwanted pumping sounds. It's important to note that
the compressors parameters all work together and don't
really stand by themselves. Let's see this in practice. I will use a very
visual compressor to make the principal queer. But remember that when we mix, we work with our ears
and not with our eyes. Let's take the vocal track from the mixing exercise
files as an example. I swear I didn't speak as
the mike be spin tonight. The first thing to do when
you want to compress audio is to figure out what it is
that you want to achieve. So I hear that the word I and the mic, or
pumping out a bit. And I want to balance them out with the rest of the track. As a starting point,
set your compressor to an eight to one ratio with a fast attack and release
times and a hard knee. Now let's lower the
threshold as the trap plays. And here, when the compression
starts kicking in, I swear I didn't speak as
the mike be spin tonight. I swear I didn't speak as
the mic be spin tonight. As we add, didn't speak as
some may be spin tonight. I'm taking the threshold
further than it's called for. So we can hear the compression
in its extreme and dial in the next parameters to
meet our needs more easily. Let's start with the attack. We will slowly open up
the attack and listen to where it lists the
transient or initial peaks, come through and tailor that
until we reach an attack. We'd like the sound of a swear. I didn't speak as a
monk be spin tonight. I swear I didn't speak as
the mike be spin tonight. As we add, didn't speak as
they might be spin tonight. After we set our attack time, we'll figure out
the release will slow down the release
until we hear the compressor moving with our source and not
choking its dynamics. Since as I mentioned, the goal we are working towards is a balanced and natural sound, as we add, didn't speak as
it might be spin tonight. I swear I didn't speak as
the mike be spin tonight. I swear I didn't speak as
they might be spin tonight. After having the attack
and release that, we can figure out what ratio
we want for our compression. Let's start with two to one and slowly raise the ratio
to see the effect it has on the source
along with how it interacts with the attack
and release parameters. I swear I didn't speak as
the mike be spin tonight. I swear I didn't speak as
the mike be spin tonight. I swear I didn't speak as
the mike be spin tonight. I swear I didn't speak as
the mike be spin tonight. If your compressor gives you the option to play with
the knee parameter, you can set it before or after
you adjust the threshold, then it will smooth
out the entrance to the full compression
ratio and it can help refine the compressors
reaction to incoming audio. Now that we have
these parameters that we can adjust
the threshold, don't be surprised if
some settings need to be refined because
as I mentioned, all the parameters
work in conjunction. And the fact that the
threshold is being adjusted might mean that more adjustments will
need to be made. I swear I didn't speak as
a monk be spin tonight. I swear I didn't speak as
the mike be spin tonight. I swear I didn't speak as
a monk be spin tonight. I swear I didn't speak as
a monk be spin tonight. I swear I didn't speak as
the main be spin tonight. The final step will
be making up for the level loss with
the output gain, compressors will
have gain reduction. We use sometimes marked as GR, that will show you how
much level is reduced. But I recommend listening to the processed and unprocessed
signal and adjusting the volume between the tool
since the compression can create different forms
of level change. I swear I didn't
speak as the mike be spin tonight as well. I didn't speak as the
mike be spin tonight. I swear. I didn't speak as the
mic be spin tonight. I swear I didn't speak as
the main be spin tonight. Setting the compressor in this way is a very
good practice to use until you feel you've wrapped your head
around the subject. Start with a low threshold and fast attack
and release times get the attack set than the
release ratio and threshold. Tailor the settings to fit the final threshold
point and finally, adjust the output gain to
compensate for the level loss.
10. Compressors pt.1 - Assignment: The assignment for this
segment will be to explore the compressors parameters
and see how they interact. Try compressing the
acoustic guitar or bass number to track from the exercise files and
compress them with the intention of getting
the dynamic steady. Use your stock compressor
and try reaching around five dB of
compression in various ways. Try having a fast attack with a very high threshold
that might sound good, maybe lower the threshold
but slowed down the attack. See how the ratio
affects both settings. Notice that changes
you make will require some adaptations on other
parameters as well. And make sure that
the truck is still breathing and does
not feel choked. After a few minutes
of experimentation, tried doing corrective EQ before the compressor and see how that changes the way it behaves. Altering the harmonic
balance will also change the dynamics
in certain scenarios. Experiment with this and see
how it appears in practice. In the next segment, we will
further explain how to use the compressor and hear how
it can be used artistically.
11. Compressors pt.2: The last segment, the parameters
of the compressor were explained and we
used compression to control the level of a track. In this segment, I want
to show and explain how compressors can help
shape the envelope, character and tone as well. For an example, this is the same track with two extreme examples
just to make a point. But although as I mentioned, all the parameters
work in tandem and can't really
stand by themselves. It's safe to say that the attack and release
parameters will be the main influence on
the tone by the compressor. Just again, perspective,
you should know that in the analog world, fast attack is around
20 microseconds and faster release is considered to be around 50 milliseconds. Compressors with ten millisecond attack times are considered relatively slow and release times can cross the
1 second range. Digital compressors
can give you even faster and slower at times to
work with if you need them, fast release times, we'll bring excitement and attitude to attract while
slow-release times will keep your track more
tight and smooth. Fast release times might
help in unstable performance can be used to
change the timbre of a track or just be a problem. So be mindful of this parameter. Slow-release will mean keeping the compression
going for awhile, which can help clean the track and smooth out the
next transient. But you'll need to make
sure it reads with the tracks groove because it can also choke the sound
if it's too long. So again, be aware of how your release is affecting the audio and notice
if it serves, your intentions are not. The same principle
goes for attack times. Relatively fast will result
with aggressive tones, while slow tax will be more natural and smooth sounding like EQs compressors can be used for either pair work or in
a stylistic manner, adding character
and tone to tracks. Let's take a look
at a few examples and see how they come to play. Here's an acoustic guitar. Let's say I'd want to accentuate it's
transients and introduce more attitude of They'll
just enough attack to let the transients through before the compression kicks in
and set a fast release. So the compressor
will get back to 0 dB gain reduction before the next trend incomes in beside the dynamic effect the
compression had on the track. Notice what it does to
the tracks character. It feels more
energetic and it puts it more forward. Here's
the snare track. In this case, I want the
ghost notes to be more audible because they are really
important for the group. So I will set a threshold of the compressor to attenuate
the loud hits and I'll fast released so the ghost notes will be
exempt from the compression. Next example is
the string track. I want this section more
balanced but still dynamic. So I'll dial in a relatively slow attack and medium-term fast release
to have it in place, but with the compression
not to Audible. Notice the section sounds more
glued together, so to say, since the dynamics
work together, although digital emulations
do manage to bring the character of classic
analog compressors. They still do react a bit
differently to audio, especially when there's a lot
of gain reduction going on. So when working in
the digital realm, sometimes engineers chain
several compressors, one after the other. Each will be
compressing just a bit for the final effect
does sound smooth. So as you can see,
compressors to or a very musical tool and have emotional impact as much
as any other tool we use. It is multipurpose as it can
be used for dynamic control, Somewhat of
distortion, even EQ in a way and to enhance
emotion when it's needed.
12. Compressors pt.2 - Assignment: This segment assignment will
be to compress artistically, take the tracks I've used in this segment and experiment
with them yourself. Try and making them
more aggressive, and then try making
them feel softer. Be aware of the
emotional impact. Technical details have an after you're done
with the guitar, strings and snare, move on to the other source material
and the exercise folder. In the next segment,
we'll go through the various types of compressors and the
differences between them.
13. Compressor Types: The last thing to get
familiar with before with some compression topic is the various types
of compressors, since some are not as
intuitive as others, I will show and explain how
to use a fuel and hopefully save you some confusion when
you encounter them yourself. Digital compressors can
usually be fully tweaked. They are also very clean, making them a good
tool for anything. Practically the compressor I used in the demonstrations in the prior segment is
my DAWs stock plugin. But there are many
third-party plugins that have some very useful
features incorporated. Fet stands for field
effect transistor. These compressors can reach very fast attack time because of their transistor circuitry and can be used for
anything from vocals, Bayes, rule max, or
anything else that calls for fast and
clean attack settings. The 1176 is the most famous
FAT compressor and you will probably come across
many emulations of this classic mixing tool. The 1176 has a fixed
threshold level. So in order to
start compressing, you need to push the sources level with the input knob into the threshold and then balanced the volume with the output knob. The 1176 is attack ranges
from 20 microseconds to 800 microseconds
to release ranges from 50 milliseconds
to 1.1 seconds. And an important thing to
know is that the attack and release parameters
are counter-intuitive. The highest number represents the fastest attack and the lowest number
represents the slowest. The last cool feature of the 1176 is the all buttons in mode, also known as British mode, by default, when one ratio
was chosen on the compressor, ratio chosen before
is de-selected. But British engineers discovered that all the ratios
are pushed in the compressors reaction is mild distortion and extreme
attack and release times. This gives a lot of
character and can be used to give a tracking extra
pop of excitement. Optical compressors have
an interesting design. The audio going
through the compressor passes through a
light element that lights up and down as the input level changes
surrounding the element, there's an optical cell that attenuates the audio as
delight grows stronger, these compressors have
slow attack and release times and are considered
soft and warm. Optical compressors are
good for sources that need slow attenuation
like certain vocals, base or string sections. L2 is the most famous compressor and also has many emulations. You will surely come across
DLA to a has two naughts, peak reduction, which acts like a threshold knob and gain, which is the output level. Generally speaking,
the LA two-way has a soft knee in
average ratio of 41, average attack of
ten milliseconds. And to release stages, 50 per cent of the release happens around 60 milliseconds. And the second 50
per cent can take between one to 15 seconds. But all of these parameters
I just mentioned actually fluctuate according to the audio coming through the compressor. So as you can see, although
it is very simple to use, the LQA is actually a very complex and
musical compressor. Tube compressors lives and
their circuit and create the desired warmth that is considered the
signature tube sound. These compressors will be
great for certain vocals, string section, and
any source material that can use tube tones. The most famous compressor in this category is
probably the Fairchild, which has 20 tubes in it. This compressor has an
input, a threshold knob, and what the designer
called time constants, which are different combinations of attack and
release parameters. The tech times will range from 200 to 800 microseconds and release times will range from 300 microseconds to 25 seconds. In extreme cases,
if you purchase in emulation of the
Fairchild compressor, makes sure you read the manual. Since this compressor is very unique and has a lot to offer, VCA stands for voltage
controlled amplifier. The way these compressors
are built gives them the ability to be both
very fast and slow. Because of this flexibility, they are often used on
the master bus or on drums with the best example
being the SSL bus compressor, which gives a wide variety of attack and release
times are different. Famous VC compressor
is the dvx 1 sixth, which is actually very
limiting in terms of options. Since the SSL is more flexible, it will oftentimes be
used on the master bus. Where's the dp? Dx is a classic
punch enhancer for drums because of its very
fast and aggressive attack. Multiband compressors are
actually multiple compressors in one unit that are divided
across the frequency range. This gives us the option to compress specific
ranges differently, or to compress only
one specific range instead of the whole track, there are analog
multiband compressors, but they aren't as
commonly emulated. So you'll mostly see digital
compressors like the waves C4 or C6 and the Fed
filter Pro and B. If you have any of
these emulations, go ahead and
experiment with them. Having a wide variety of gives you a lot of creative freedom, but also a lot to learn. The way I suggest you
go about learning different types of
compressors is to choose one compressor and try using only that one to reach
your compression goals. Do that at least for awhile, and learn their
capabilities both as a dynamic tool and as
an emotional enhancer. After a few days or a
week of consistent use, change to a different compressor and learn that one thoroughly. Doing this will force you to experiment and
know your tools in greater depth than just randomly picking a few
and working with them.
14. Expanders / Gates: The parameters you'll meet in this segment are the same
as in the compressors, one added parameter range as opposed to
compressors expanders, or actually used to
increase the dynamic range by making the quiet parts
of a track even lower. The audio above the
threshold stays the same, and the audio below it will
be attenuated according to what you have dialed in the
range and ratio parameters. The range parameter
will limit the amount of attenuation the
expander introduces. And the ratio will define how much
attenuation will occur. The attack and release
times define how fast or slow the
expander of works, just like in a compressor. Here's an example of
an expander in action. Noise gates are simply
expanders with extreme settings that attenuate the audio under
the threshold to silence, the range and ratio parameters
are flattened out and then the attack and release
parameters are used to tailor the effect and
make it sound natural. Noise gates are mostly
used to clean up tracks, which is very
useful because when a track is heavily processed, excess noise in the
track will be enhanced. And so having a cleaner track allows you to process
the audio as much as you pleased without
the unfortunate effect of enhancing unwanted noise. The noise gate on close
magnetic drums is very useful because it can
give you more control and have a channel
functioning fully as a drum channel with no effect on how loud other drums are. All that being said, it is important to note that sometimes having
ambient noise and Mike bleed from multi-model instruments
is actually helpful. So don't just use gates for
the sake of cleaner trucks. Notice whether its effect is helping or not and
use Accordingly. I personally don't find
myself using expanders much, but I do find noise gates
quite useful in mind mixing, experiment with these tools and figure out what
works for you. The essays or compressors
that focus in the high range of the frequency
spectrum and are used to control siblings S sounds and chew sounds can
pop out in tracks and be somewhat uncomfortable
in a way and the ester is come to solve this problem
when you work with the DSR, The first thing you
need to find is where the frequencies you are. This will change from singer, singer and from
Dr. Mike and will also vary depending
on the continent. You might need one ds
or for the essays and another for the two
sounds more so sometimes having to the ester is
sharing the burden over the same siblings
will sound more natural than having
one working alone. Once you've found
the frequency range you want the desert to work at, you need to define the range, which is the maximum attenuation the d'Azur will
have to work with. Some of the hazards
will stop there, and some will have more parameters to play
with the threshold or even more band types for detecting the
siblings in the audio, you don't want to overdo yes, since this might create
a sensation similar to lists being which might
upset your singer. I swear I didn't speak as
the mike be spin tonight. So although they
might sound simple, it should be dealt
with with delicacy. Dsrs can also be used to reduce resonances in
tracks that aren't. Vocals can be used
on guitars, strings, or any channel that has high frequency resonance
is coming and going. Limiters are compressors with very high ratios that will limit the audios dynamics tend to one ratios and above are
already considered limiting. And there are
limiters working in 100 to one ratios and
up to infinity to one. These limiters are called brickwall limiters
and are used to reduce the peak level and therefore enhance overall level. If what I just
said confuses you, go back to the level and metering type segment in the
recording theory chapter. But in short, the
overall level of a track rises as the dynamic
range is reduced. Imagine that your audio is being pushed towards
the ceiling. The quietest part of your audio rise as you
push the level upwards. And the first thing to
reach is the peaks. The more you push, the
louder the audio will get at the expense of
your dynamic range, since the peaks have
already reached their limits and there are now
restricted by the ceiling. Notice how the LU
AFS levels rise as I pushed the audio
more into the limiter. It's important to note
that brick wall limiters alter the wave forms because of the extreme compression
and they might cause digital distortion
that will be audible. Generally speaking, you
should be careful with these tools because
they are very extreme. Limiters are often used on the master bus at the
final mastering stage, but can also be used on specific tracks that need
their peaks reduced, like acoustic guitars or drunks.
15. Expanders / Gates - Assignment: Takes nerve number three and try expanding and
getting it yourself. If you find yourself confused, get back to the beginning of
the segment and watch again, but try to get your head
around it logically. Then the S, the vocal
track, the singers, siblings is very strong
and needs taming, but makes sure you
don't overdo it and have her sound as
if she's listing. Lastly, take one
of the mixes from the mixins folder
and limit them. See what happens when
you push too hard, play around with the
attack and release times and see how that
affects the limiters. And then try reaching a
result that is actually true.
16. Saturation: Saturation is referring to either mild or extreme forms of distortion and is one of the
mixers most creative tools. Saturation can be achieved by
overloading a tube circuit, transistor circuit, tape prehaps petals and
through many other ways. In essence, distortion
is altering a waveform and changing
its harmonic content. And it can be used on
any source to any degree for mild tonal shaping
or complete destruction. Many of these circuits or
forums of distortion were modeled in order to have these temporal
manipulations in the box, meaning and the computer. And so even in today's
clean digital days, we can add some
analog sounding tones even when working with
clean modern equipment. Let's start with a bit of
theory and then get to the practical sounds
and uses of saturation. Saturation will add frequencies, or in other words, harmonics to your signal. There are even order harmonics
and odd order harmonics, sometimes regarded as second,
third order harmonics. Even order harmonics will be even multiples of a frequency. For example, if we have
a sine wave which has a single frequency
playing at 100 hertz. Saturating it with even
order harmonics will create a frequency in
200 hertz than 400, 600, and so on. Odd order harmonics will be
multiples of odd numbers. So the overtones created from the saturation will
be three hundred, five hundred, seven
hundred and so on. Since most of the audio
files you'll be using, we'll have way more
than one frequency. The calculations will
be far more complex, but the math isn't as important as understanding
that saturating or distorting the track
will create and change frequencies in the
track you're altering. Even order harmonics
are sometimes regarded as more pleasant than
odd order harmonics. I personally don't
give a **** and recommend experimenting
and using them both. Now let's get the
practicalities. Here's a clean vocal. I swear I didn't speak as
the mike be spin tonight. Here's the same vocal
with mild saturation. I swear I didn't speak as
the mike be spin tonight. And here it is with
extreme saturation. I swear I didn't speak
as a monk be spin to me. Let's see the waveforms
of these three examples. As you see the peak information and the shape of the waveform, or in other words, the
dynamics and harmonic content of the track,
I've completely changed. Now let's listen to
different kinds of saturation and try and noticing
the difference in tone. This is tube saturation. I swear I didn't
speak as in mind, me spin to me. This is tape saturation. This is transformer saturation. I swear I didn't speak as
it might be spin tonight. Hearing these
delicate variations between the different
saturated might take awhile. But when you train your ear
and use them tastefully, you can reach tones
that aren't reachable with either EQs or compressors, since saturation does not only manipulate
existing frequencies, but also create new ones, saturation also alters
dynamics and can be used to control peaks and raise
the overall level of tracks. For example, here's the snare. So this is where the
peak levels are. But notice what happens
when I mildly distorted. The peak levels are lower, but the volume feels the same. Distortion can either be used as a stylistic timber
shaping tool or as an advanced EQ or compressor more so
it's a lot of fun. So take your time
and play around with distortion and
learn how and when. This can be used to
achieve tonal goals that EQs and compressors can't.
17. Saturation - Assignment: Open a distortion or
saturation plug-in you have in your DAW on the snare
number one track, the acoustic guitar track
and the vocal track from the exercise
files start by lightly distorting them and notice what happens to their peak levels and tone increase the
saturation gradually. And notice what happens to the ambiance or Mike
lead the transients, how clear the information
is and when you reach a point in which the truck
is completely destroyed, stop and back the
distortion off a bit after this slow experiment
phase at an EQ, before the distortion
plugged in at a belt filter and start
moving it around. Slowly, raise it gradually in the low frequencies and see
how the saturate or reacts. Then raise it in the
mids and see again, then raise it wildly. Since distortion
will add harmonics according to the incoming audio, raising low frequencies will result with added high
frequencies as well. The final experiment
is to add an EQ after the saturation and see what manipulation this
offers. Have fun.
18. Channel Strips: Channel strips are simply
a channel from a console. They usually consist
of a preamp, a dynamic section consisting of an expander OR gate and
a compressor and an EQ, having everything laid
out in one strip is very simple and useful
regarding workflow. And even nowadays we have
channel strips emulated from specific consoles that model each component and
give their character. Modern plug-in
companies even have modular channel strips
in which you can customize and choose
each module and build yourself your own
custom channel strip. So the SSL channel
strip looks like this. And you can see that we
have a filter section here, the dynamic section here. This is the compressor
in which you can set the ratio threshold and release. This button will control
the attack and will either be set fast attack
or a slow attack. And this is the expander
OR gate which you can set using these three knobs. Here you have the famous SSLD q, consisting of low and
high shelf that can be changed to Bell filters and
to mid-range bell bands. As you can see here,
you can either take the dynamic section in or out and the compressor or expanders specifically
in or out. And here you have the option to engage or disengage the EQ, the dynamic side chain button. We'll use the EQ that you have created in this section and send it to the side chain
circuitry or more accurately, the detector circuit
of the compressor. If what I just said
was not clear for you, I have a video covering
compression in depth in which I explain what side chain and the detector circuit
in the compressor. Or lastly, the pre
dynamic button or change the signal flow inside the channel
strip and place the EQ before the
dynamic section. As a default, the
signal flow goes as so. You have the preamp, the inputs going to the dynamic section, that then goes to
the EQ section, then to the filter section, and finally to the output fader. This will simply mean that the audio goes from the
pre-empt to the EQ. And then dynamic section. Let's now take a look at
a different channel strip by Lindell audio. And let's see how the
logic that we just learned from the SSL comes to
play with this plugin. Here we have the
preamps section, which has an input
and output knob that we can use for saturation, a high boost or low boost and
high-pass, low-pass filter. Next up we have the compressor. This is in 1176. It also has an input and output, not the option to play
around with slow, medium and fast attack
and release times. And the dry wet knob as well. This compressor two
has a sergeant filter which you can learn about
in my previous video, a few ratios to choose from, and the option to
decide how much each side of the stereo
effects the other. Lastly, we have a protocol AQ, which you can also
learn about in my EQ types Explained video. And you have the
option to play with the signal flow
using these arrows. Now that we
understand the logic, let's play around and see
how this comes to action. Are we using a loop from my upcoming sample
pack which you will also receive first if
you sign up to my email list. So this is the loop unprocessed. Let's start playing
around with it. All. Disengage the
compressor and the acute. And we'll start with
the preamps section. I can go from mild saturation to pretty extreme
saturation if I want. Now, let's move on
to the compressor. Moving on to the EQ. So as you can see, having everything set in one package is very
useful for workflow. Let's look at a last
channel strip just to get the information
embedded in our brains. This is the API channel
strip by UID and the signal flow just goes from top to bottom and
from left to right, you'll have the pre-empt
section going through the filter's going to
the expander gate, then to the compressor,
and then to the EQ, and lastly the output fader. So here you have the input
section consisting of a mic and line input that
you can change here, you can saturate your
audio using these knobs. You have a pad
attenuating the level of your audio and
a low cut filter. And lastly, a phase flip
button, a low-pass, high-pass filter
that you can engage here and sent to the
side chain as well. Then the classic
dynamic section, you have the gate expander here. You have these knobs
on the compressor changing your knee
from hard to soft and the compression from new to old that if I recall correctly, changes the
compression type from upward compression to
downward compression. And cool feature
that you inserted here is that you can change
from the five fifty, five sixty EQ here you also
have the predynastic button, which will change
the signal flow and the dynamic side-chain. So although they might seem unintuitive in the
end of the day, channel strips are pretty
simple to get your head around. So the next time you
see a channel strip, don't be daunted or confused. Just try to understand
the signal flow or to engage and disengage
modules inside the strip. And to understand if
the channel strip gives you any special features
that are unique to it.
19. Reverb pt.1: Reverberations are numerous
reflections of a sound that reaches our ears after
meeting one or many surfaces, the length and timbre
of these reflections give us an indication of
the size of the space. The sound is n, and the material the space is built from reverb
units gives us the option to create a sense of space
around tracks we mixed by emulating how spaces and
materials react to sound. There are many ways to
create reverberations, and each way has its own
unique tone and character. Since recording in a cathedral or Concert Hall is
a bit of a hassle, studios found
interesting solutions before digital reverbs
were invented. A reverb chamber was the first, was simply a room
built from concrete or any other reflective
material that had a speaker and
microphone is in it. Audio was sent to the speaker, diffused in the room due to it's reflective nature and recorded
through the microphones. Famous studios had chambers that gave them
their iconic sound. And nowadays, many of these chambers are
emulated in plugins and digital hardware will
hide as we'll go in. Plate reverbs or
another solution created by big yet
thin sheets of metal. A driver vibrated the plane according to the audio
that was sent to it. And the vibration was then
recorded with two pickups with spring reverbs use
the same approach, but instead of vibrating
a metal plate, it's a metal spring which inevitably creates a
distinctively different tones. These reverbs have a
stylistic stamp on rock guitar history
and are still built as part of many guitar
amps and petals. Digital reverbs appeared in the seventies and we're
programmed to create a sense of space through delaying
the incoming signal with many fast delays and filters similar to the
reflection of a room. These did not try to
emulate a specific room. So different algorithms were given different
characters and we're not focused on sounding real as much as pleasing
or flattering. Nowadays, we have
the computer power to actually model how rooms reverberate and so convolution reverbs
were invented. These reverbs use
impulse responses, which are audio
profiles of a space created by algorithms
that analyze how the space reacts to audio
will go in and choose Go. Modern modelling for
both plug-in and hardware companies give us a wide variety of reverb
types to choose from, from concert halls and arenas, two bathrooms and kitchens. Most of the reverb types can be used with long or
short the case. But naturally, Paul's caves and chambers will be
longer than rooms. For example, the
parameters you'll find in most reverbs will
be the pre-delay, which is the time that
a unit takes before it starts the reverberation
process decay or time, which will dictate how long
the riverbeds and a dry, wet or mix knob that will allow you to blend
the original signal, which is the dry one, with the reverb, which
is the wet signal. The pre-delay parameter is
useful when you want to create a distinction between the
source and the river. Here's a source sent to a
reverb with no pre-delay, will hide as we'll
go inside and true. But go Dan law now
with some pre-delay, will hide as we'll
go inside and true. But our goal, then, the vocal is more
distinguishable this way, since the reverb isn't smearing
the initial audio source, this is something
I might want in certain cases and
might not in others depending on the style
of music I'm working on and the source
I'm working with, the decay time will be defined by the goal I'm
trying to achieve. As a rule of thumb, long river of times will often
create a sense of distance and short reverb times we'll
create a sense of space, will go and chew. We'll go inside and to go. Roughly speaking, the case below 1 second are considered short. And as you saw when the
short reverb was engaged, it really put the
source in space. The long reverb had a similar
effect but emphasized Granger more than the field
of a specific location. Sends and returns will
appear in another segment. But I'll mention in short
that the dry wet knob, which might appear as mix, is used when a reverb is
inserted on a track and not sent to it when the river
is on an auxiliary track, it should be 100% wet. The balance between
the dry and wet signal might have an effect on
how long you will want your reverb if you decide
to have the reverb relatively loud and
apparent in your mix, you might want to shorten your decay time so the
source won't smear out. There's no right or wrong as
much as there's intention. The genre, your work in, your own personal taste will dictate the decisions you make. The only thing I do want
to point out is, again, mixing is a puzzle and changes
in one place might require adaptations in another
other parameters you might meet and
reverbs are size, which changes the size of
the program, the room, and creates variations in both tone and the K of
the reverb diffusion, which changes how reflective the space you've programmed is. And therefore how the fused, the reverb will be
early reflection, which changes how
far and or loud the initial reflections
will be compared to the rest of the
reverb BQ filters, usually high or low shelf or cuts that let you
either further shape the tone of the reverb
or take out frequencies that might be clashing with
other elements in the mix. Every manufacturer might add
his own personal additions. So look things up
in the manual and Casey see anything you're
not familiar with.
20. Reverb pt.1 - Assignment: Today's assignment
will be to gain some familiarity with a
different reverb types. See what reverb plugins
you have in your DAW and insert them on the
overhead channel from the exercise folder, set them all to 20% wet or so and listen to
them one-by-one, noticing the different textures and dimensions they create, then add 20
millisecond pre-delay, AB that to the 0 millisecond
pre-delay and try noticing what impact it has
or the transients more clear, Is there any difference at all when you're done with that, set the pre-delay
back to 0 and change the decay time to 1.5 seconds, go through the
reverb types again with the same
listening guidelines, and then change the pre-delay to 20 milliseconds
and listen again. The third task is
listening to the reverbs and a being them
with the dry signal. This will really
focus your ear on how the reverb is actually
changing the source. After you're done with this, go ahead and experiment with different amounts of
dry wet percentages, the k times and privilege to
deepen your understanding.
21. Reverb pt.2: Reverbs might come
across as simple, but there's more to
them than just setting the killings and simple
practicalities that can be an important part of
your arrangement in a way and create some links that will take your listener on an
emotional journey. As an example, here's
the difference between a dry transition in a song and
a carefully processed one. Different types of
reverb have varying tonal textures like we
saw in the last segment, and can be used to achieve
a wide variety of goals. As is the case with most
techniques we've discussed, you will form your own
approach as you will dive deeper into music production
or the mixing world. But as for now, try this. Look at your production or
mixed like a theater play. Understand who is the
main character or the supporting
characters and what is the scenery or setting
of the performance? Reverb will be helpful
in creating the scenery. Let's have a look at
an arrangement and see how this approach
comes to practice. Let's get out of this town. Seasonal birds, the tar
is threatening to drown. Come on, get up. The song starts with the ping sound on the right acting
as the main character. The intro includes
a melodic loop on the right and various
percussive elements that are panned
differently and are sent to a room reverb
in different levels. In the intro, the melodic loop seems to be the main character, but when the vocals
base and roads come in, the listener begins
to understand that it's actually a
part of the scenery. Let's get out of this town. Seasonal bird,
while the vocal is the main character
and the base and roads or secondary
characteristics, the vocal is central, reverb very slightly
to create the feeling that it's a part of
the room but closest to the listener will take
anything that feels like home. And the base and roads are not sent to the reverb
at all since they're low range does not overpower the sense of proximity
that the vocal has. As you see, my focus
is what feelings or sensations the
tones create rather than what tool is used to try to understand what
experience do you want to create for your
listener and slowly find a way there in
one way or another.
22. Reverb pt.2 - Assignment: As a practice and as
today's assignment, choose a few songs or
an album you like, and pay attention to how
reverb is used in them. How long or short the reverb is, how much reverb is there at all, and what scenery
does it put you in? These questions will help you understand why these
choices were made. And after you've listened to a few songs with these
questions in mind, try to experiment
with reverb yourself using the tracks from
the exercise folder. Here are a few bullet points to guide your experimentation. See the effect
minimal amounts of reverb has over the
tone of a track. Notice adaptations you
might need to do when you change the amount of
reverb that is introduced. For example, if I make
a track more dry, maybe I'll need to
make the decay longer. Try hearing how E queuing reverb effects the
reverb and the source.
23. Delay: Delay or echo, is an effect that repeats the audio
coming through it, but don't let it
simplicity fool you because this is a very
powerful tool that will assist in creating space style and interesting
textures in your mixes. There are two basic parameters
to consider in a delay. Firstly, delay
time, which defines how much time there is between the original signal
and the echo. And secondly,
feedback, which will determine how many repeats
the delay will have. Most delay plugins will give you the option to sync your delay to the project tempo and easily get the echoing effect
grooving with the song. You can also do
this manually and set the delay by milliseconds. The delay will be audible as
a separate piece of audio from 30 or 40
milliseconds onwards. When you use lower delay times, there will be a phase shift
because the two waveforms are so close and a chorusing
effect will be introduced. I swear I didn't speak as
the mike be spin tonight. I swear I didn't speak as
it might be spin tonight. The feedback knob essentially
sends the output of the unit back to the input and feed it back through
the delay circuit, therefore adding another
repeat to the effect. This parameter might
be called repeats, and it can be used mildly to varying degrees depending on the effect you are
trying to create. Different delays will give you different ways to tailor
the sound of the delay, like IN locate
filters, Q, reverb, saturation and modulation, which will be explained
in the next segment. These are used to sculpt the tone or texture
of the delay and help you create a distinction between the different ambiance as
you create different delays, have a few configurations
and we'll use a cuboid by sound
toys, which has many. You can set it to
a single delay, which is one mono channel, repeating your audio
tool, or stereo delay, which will be two channels
panned left and right and configured separately to play
with your delay ping-pong, which is also a two-channel
configuration that is first sent to the left and then sent to
the red channel, creating a ping-ponging
effect between the two speakers and rhythmical, which will react to
a rhythm that you predetermined before
digital delays came to the audio world, analog tape was used to delay a signal sent to it using tape gave a certain timber to the delayed signal that is still sought after to this day, units like the duplex and
Roland space eco are used quite often in modern
productions and are emulated by many
plug-in companies. In other old-fashioned delay
unit is the Cooper time q, which actually has a garden hose in it that delays the signal. There's two has a
very iconic sound as well and is still being
used on many records. Then digital delay
units arrived in the form of guitar
pedals and many plugins, some of them are
unique designs and some of them model
specific units with their tone and features. Delays can be used in
a few ways to stylize, to create space,
or as in effect, a good example for a stylistic
use of a delay is a trick from the sixties called
slapback or slap delay. Slap delays have a
single repeat with a fast delay time between 4120 milliseconds that was often used on guitars and vocal and
is still used to this day when you want to create a nostalgic reference
in productions. Oftentimes delays are
used to create a sense of space in a different
manner than reverb. For example, here's a
dry vocal and true. But our goal then, here's the vocal sent to
a ping pong delay will hide as we'll go
inside and true. But our goal then it might
feel a bit unreal ones soloed, but in the mix, it can
be used mildly to give a vocal or larger
than life presence. Glaze can also be used
to create a few effects that we'll emphasize certain
parts of performance. It can also add dynamics
and groove through your mix and create beautiful chaos when
you feel that's needed. The first example I'll
be showing you is a technique called delay throws. After you set your delay, you can send audio
to it when you want a phrase to repeat by automation will hide as we'll
go inside and true. But our goal then, automation will be explained
in a segment of its own. But for the sake
of this example, let's consider automation
as the process of changing a certain parameter
during the course of a song. For example, how much a channel
is being sent to a delay. So you can use a few
delays for delay throws. Here's an example that's
a bit over the top. Just for the sake
of demonstration, we will hide as we'll
go inside and true. But our goal. Another effect comes
from a side-effect that tape delays had when you would play around with the
speed of the tape. This might sound familiar
and the processes simply playing with the speed of the delay once audio
is coming through it, a 3D effect you can create
as dialing in extreme amount of feedback until the delay
reaches complete chaos, we will go in the tree. When you combine that with
the speed variations, you can create really cool
tones and have a lot of fun. I'll present the last effect
you can create with delays, and it's called the Haas effect, which uses a
psychoacoustic phenomenon recording how our
brains localized sound. Let me demonstrate here what happens when I take
a mono Source, insert a stereo delay on it, and delay one side by only ten milliseconds
as we'll go inside. And this technique is mainly used to make
a mono or stereo, but this can also be used
on stereo sources to create a widening effect and
a slight temporal shift. The last thing to talk about now that we're familiar with how a delay works is how to
set it up in our mixes. You need to have some
level going through your delay in order to
set the tone of it. So start by sending a healthy level and
noticing these few things. The rhythm of the delay has
to work with the groove of the instrument
you are affecting and with the songs groove. Notice if the delay makes
the mixed clogged and muddy, this can be solved by filtering
the low frequencies of the delay or by lowering
the feedback parameter. Many repetitions, then the ambiance created
from the delay must suit the scenery and emotional effect that you're trying to create in your mix. Just like mentioned in
the reverb segment, after you've got the
settings dialed in, I recommend lowering the send fader to minus
infinity and start sending slowly rum their upwards until you begin
hearing the delay. If you're using the delay
just to create ambiance, that might be the place to stop. But if you want the delay to
have a more dominant effect, go further and just make
sure that the track is not overpowered when you're using the delay for the
feedback in effect, just take note that you are
not pushing the feedback too long or too far because it
will just become unpleasant. Play around with both
the feedback knob to keep it flowing pleasantly. The time knob to create
the pitch variations. Here's an example, so you
can see this in action.
24. Delay - Assignment: Open your exercise
project and insert your stock delay plug-in on
the acoustic guitar channel. Have the plugin with
minimal feedback, making it 20% width, set the delay time to
160 milliseconds and filter the high frequencies
from ten k onwards. Now play the track and AB the source with and
without the delay. Experiment with
this slap delay for a few minutes and play
around with the high filter, the dry wet balance, and the feedback to see how
the two effects the delay, insert a ping-pong delay
on the vocal track, set the project tempo to 90
ppm and the delay time to both the right ping and the left Pong to quarter notes
set the mix knob, however you please listen to
the track with it engaged. Then change the delay
time 2.5 notes and decide which works better with vocals group after
that is figured out, filter the high frequencies
and see if it works better, I really recommend following this practice step by step
because it will show you why and how this
supposedly simple tool should be thought out after you're done with
these practices, you should try and use the
techniques mentioned in this segment because
they are a lot of fun and can be very useful.
25. Modulation: The term modulation
refers to a group of effects that have a
modulating parameter in them. You might have heard
about phasers, flangers, choruses,
trembles, and vibratos. And in this segment I
will explain how they are produced and how
they are useful. Courses duplicate a
signal delayed by five to ten milliseconds and played over the original signal. The proximity between the
two waveforms create phasing and therefore
frequency cancellation called comb filtering, because of the shape
the cancellation has. Lastly, the delay time of the duplicated signal
is modulated by an LFO, which creates two things. The first is another variation
in the phase relationship, and the second is a
sense of pitch variation because of a phenomenon
called the Doppler effect. The best example for the Doppler effect is
the changing pitch of an ambulance siren as it
passes you and drives away. The pitch variation
comes from altering the distance or speed of
sound wave for a listener, the main parameters
on the course will be the rate which
controls the speed of the LFO that causes the pitch modulation
and depth or intensity, which is practically a dry, wet knob that will control
how dominant the effect is. This effect is very popular
and useful in a few manners. Firstly, as a
noticeable effect on sources like guitars
or keyboards. And when it's in a
stereo configuration, mild use will create a psychoacoustic effect that
makes things sound wider. And additionally, it
can also be used on a mono source to create
a sense of stereo. Will hide as we'll
go inside and true, but go Dan law. Flanges also create comb filtering by duplicating
the incoming signal, but use shorter delay times that cause greater frequency
cancellation. And a very distinctive
tom flanging will affect the higher frequencies more dramatically than the
lower frequencies, while coursing will be a bit more noticeable in
the lower ranges, flanging used to be
created by placing two audio signals through a tape machine and sending
it to other machines. One of these two secondary
machines was slowed down by placing a finger
on the tape reels edge, which is called a flange. Then the two signals
were summed to another machine and played
back with the effect. There's an additional
parameter to the rate and depth on flangers,
which is feedback. This will send the effective output signal back to the input, creating a deeper flanging
and unique metallic tone will hide as will go inside. Oh, phasers process the audio in exactly the same
manner as flanges, but at a few all pass filters, these filters do not change the volume of the frequencies,
their position that, but to alter the phase around
these chosen frequencies, the rate, depth, and feedback
controls will be the same. And some phasors might have an additional pole
or stage knob, which determines how
many filters the phasor has with the brand. The last two modulation effects differ from the first three because they don't
manipulate the audio by duplication and
phase alteration, but by affecting the
source as it is, tremolo alters the sources
volume up and down, and vibrato alters the
audios pitch up and down. These effects are
classically used on guitars, but can be very cool on
anything practically will hide as we'll go
inside and true. But go Dan law.
26. Modulation - Assignment: Insert the modulation
effects one-by-one on the electric guitar channel
and explore them dry, seeing what they add
when they're mild, and then what they add
when they're extreme. After you're done with
the electric guitar, try them on the vocal track, the overhead track, and
the bass track as well. If after these you have
the energy experiment with all the files you have
at the exercise folder.
27. Automation: Automation was
mentioned before as changing our parameter with
the course of the song. It can be used to
refine volumes, sends, and various settings on
channels and plugins. And we'll add dynamics
and depth to your mixes. Automations can either
be performed with the track or programmed
with the cursor. Each DAW will have its own
way to write automation. I will be demonstrating useful approaches
and techniques for automation on Pro Tools that you can then use in any software. Volume, automation can come
in handy in a few ways. The first and obvious
one is changing the overall level
of audio tracks. Certain instruments might need volume adaptations in
specific parts of the song. This can be done in a broad way by changing the volume
of the whole track. And in a more defined way
where you can really go bar by bar and change
the volume up or down. This lets you emphasize or attenuate melodic lines
that aren't coming through or cutting the mix too much like certain words or breaths in the vocal track and affects returns when you want
the extreme transitions. Effects like delays
and reverbs can either be inserted on a track or on an auxiliary or
effects track that have audio sent to
them through sentence. Having the effect on an auxiliary track gives
you the option to use one plug-in on many trucks there for saving a lot of CPU power. The volume sent from the audio
track is called the sand and the volume on the effects
track is called the return. Effects don't need
to stay static throughout the whole
song and can be automated to fit
the dynamics and the emotion the arrangement
is trying to create. Here are a few
examples of how send automations can be
used in the mix. The ability to automate
parameters on plugins opens a huge door for creativity as much as it helps
with organization, since it saves you
from the need to open new plug-ins or duplicate tracks to process
them differently. Here are a few examples
of that in action. If you want to mute the track, you can either lower its volume to minus infinity or
use the mute button. Muting will appear visually
with no room for mistakes. That being said,
complete silence is not very natural sounding and sometimes muting by lowering the level
near minus infinity, but not complete silence
will be preferable, changing and track
spanning can be used creatively as in effect, and can also be used to refine the place of a
track throughout the song. As an example, if there's a verse with an
acoustic guitar panned, right, accommodating a vocal. But in the bridge, the
guitar is delete instrument. I can center it and
make it more frontal. Another thing
that's important to note about panning
is that sometimes because of the
phase relationships between channels
are tracking feel as if it sits better
in the mix in a certain spot in the panorama. So it's worth
sweeping the pan pots around and listening to
where the track fits best. Automation has an artistic side to it and a technical
side to it as well. I find myself using
the cursor to automate delicate volume
moves like vocals, siblings, and fine-tuning
words to stand out in the mix. On the other hand, I find
myself writing automation with the artistic moves more
than the technical ones, like writing sense
the reverb or delays, and just modulating parameters inside an effect because it's
just more fun and musical when you perform it and
do it like a musician playing an instrument when
you want to ride faders, you need to enable touch
automation on your truck. You can also combine
the two approaches by writing faders and then doing the more delicate
and accurate work with a cursor after the fact. Effects Sends, panning
or plugin automation will usually be a part of the
tracks sound and character. Therefore, it can
be regarded like any other processor
and it can be introduced in early stages of the volume automation,
on the other hand, should be the last
thing you do in the mix because volume
automation fixes the fader and doesn't
let you move it freely until you reach the
last stages of the mix. This flexibility is
somewhat necessary. So I suggest following
this guideline. If you don't know how to
automate in your DAW, figure out how to see automation
parameters and how to enable touch automation in order to do this segments tasks.
28. Automation - Assignment: These desks might
seem small, end-all, but doing these things in your mixes will make
them more accurate and give them life and will serve you arrangements as well. Start by automating the acoustic guitars
volume with your cursor. Trucks can sometimes need volume automation even
if they're compressed. And this will be a good
example for a case like this. But note to yourself
that we don't make sacrifice over audio quality
just to save us time. So go down to small details and make sure it sounds great. Next, open a reverb effects drug and a delay effects track, set them in a musical way, automate how much and when
guitarists and to them, you can start by sending
one beat in a bar with a cursor and then ride the sand while you
listen to the track, try making this
musical and beautiful, then automate a
plugin parameter. It can be reverb or delay times EQ parameters and even
compression parameters. This is easier on certain
DAWs and harder on other. But whichever software
you chose for yourself, knowing this will make your mixing possibilities
practically endless. So learn how to do
this before you move on to the last
task, automate, mute and pan parameters
of any track, any way you want just to be familiar with this possibility.
29. Mixing Techniques pt.1: In the upcoming segments, I want to introduce
a few mixing tools and techniques you'll
find very useful, again, most out of these segments, if you will stop after
each technique that's presented and invest
a few minutes just experimenting with it. Out of all the techniques that
I will be presenting only to require third party plugins that you may or may not own. Even if you don't
own these plugins, it's still very beneficial
to know them and understand how they serve
the mixing process. As the name suggests, parallel compression is
the process of compressing attract parallel to the
original uncompressed track. You can either
duplicate your track and have one compressed or create an auxiliary track with a compressor
inserted on it. In this case, you'll need to
send your track to it pre fader so the level of variations won't affect
the compression. Some compressors have
a mix knob that will blend the uncompressed signal
with the compressed one, saving you with the hassle. Just like normal compression, parallel compression
can be used either to accentuate dynamics
or to limit them. Big difference of having the original track as a
part of the total mixture. If you set your parallel
compressor with a slow attack, you will receive a
transient enhancer that you can then
blend to taste. If you've set it
to a fast attack, the transients will be crushed and the channel will just become an overall level enhancer
since the level you will place it in will be
the lowest level that the track will reach. Here's an example of
the two approaches. Parallel compressor
can also be used to compress several channels and even the whole mix just to raise the overall level and to glue the mixed
together, so to say. And additional useful parallel
processing is distortion. You can set up a
distortion unit and send audio to it just
like you would do any other effects track
in order to accelerate tracks and enhance
their harmonic content. An important thing
to note when you use parallel distortion is that because of the change in
the harmonic content, the waveform changes as well
and phasing might occur. So make sure to check your phase relationships
post-processing, I usually have one EQ
before the distortion, so I can carve the
audio coming into the distortion unit
and another one after the flip phase if needed, and to further process
when necessary. Such in compression is
the process of triggering a compressor on one track by bringing audio from
a different track. Bass drums are very
commonly used to such incense and
harmonic elements in the playback. For example. This technique is very popular
in EDM and pop tracks, but it can be used
in acoustic mixes to create more space between instruments with
overlapping frequencies or as a creative tool, you can create room for the vocals by placing a
compressor on the playback, having it slightly compressed
when the vocals come in. You can also compress a
bass track when the kick hits in order to keep your
low frequencies and check, each compressor will have
its own way of setting the side chain to
an external output. And once you have
got that sorted, you will just need to send
the source to trigger it. The term telephone filter
refers to an aggressive cut of both high and low
frequencies on a source that results in a signal that sounds as if it's coming
through a telephone. There are no hard
and fast rules to where exactly the filters
need to be placed. And you can further tailor
your telephone filter with peaks and notches or simply carve it to fit
your sources needs. I swear I didn't speak as
the mike be spin tonight. I swear I didn't speak as
the mike be spin tonight, this processing can stay static throughout
the whole mix or be automated in and out to emphasize ports or
create dynamics. Sometimes you want your
reverb to sound long, but not to actually have
the whole length of the tail to prevent it from
getting your mix all muddy. Putting a noise gate after
your reverb will give you the privilege of having the
initial decay of a long tale, but cutting the single one, it's no longer necessary.
30. Mixing Techniques pt.2: If your mix has a very
distinct reverb to it, sending a bit of the delay
signal to it might help get it closer to the ambience
you're working toward. You can also try sending
reverbs to delays or any other effects that you have set up and see what happens. Just make sure that
you don't send a channel to itself by accident. Otherwise, you'll end up
with a feedback loop, triggers or drum replacement
plugins that analyze incoming audio and trigger a chosen sample from
there available library. You can use them to fully replace a drum
track or to work in parallel with the original
channel as tonal support, MS stands for mid side, as you might recall from
the recording chapter. And MCQs will indeed
give you the option to process the middle and side's signals of a
track separately. Midside processing is often used very lightly since these EQ create pretty strong
phase shifts and affect the model
compatibility of your mix. Dc queues can be used in a
mixed or stereo tracks on group tracks or even
the whole mix to cleanup signals
and enhance width. Some DAWs might
have this feature in their stock plug-ins,
but most want. So you might need a third
party plug-in if you have guitar pedals or an
external effects unit, and your interface has
more than two outputs. You can actually use
them in your mix. Create a send that is routing
to a free output jack. Connect that output
jack to the unit and then record your
processing to a new track. If you're using guitar pedals, you might need a
ramp unit in order to convert the signal
back to low Z. But even if you don't own one, you should still try
it out and see if the sound you reach
or satisfactory.
31. Pre Mixing pt.1: This segment will be
demonstrated on Pro Tools, but the practicalities don't matter as much as the approach. So hang around. Regardless of your DAW, we will talk about importing, editing time of audio tracks and then get into
fades, cross fades, compiling audio, editing workflow tips
and mixing templates. If you are mixing a track
you did not produce, makes sure you know
the audio sample rate and open a project accordingly. If you import audio from a different sample
rate to your DAW, it will either do a
conversion which you can save the audio from or play the
audio back at the wrong speed. If you personally
produce the track, make sure you save
as and name it. Something like blah, blah, edits lets you edit, knowing you can always
go back by simply opening the clean session from
the pre-production phase, editing is just as important
as recording and mixing. So don't rush through it. The groove or feel of a song has a big impact on the way
the listener perceives it. If you want the song to move the listener in a certain way, you can create that
throughout the editing stage, there are a few editing
approaches that will change by the aesthetics of
the song you're working on. Pop productions will usually be edited 100 per
cent of the grid. Whereas in the or R&B songs have more fluctuations
between the beats, the groove of the
song will be lost. If you just snap everything
through the grid, it's important to work with your ears and now with your eyes when you add it in order to
get things flowing musically, rather than precisely editing rhythm can either be done
by cutting and moving the audio or by warping cutting the audio will leave
the waveform as it is, but change the audio track. Warping, on the other hand, will change the waveform
but leave the track intact. The two techniques have their
positives and negatives and therefore are used under
different circumstances. Cutting and moving audio
will create either a gap or an overlap of audio that
will need a crossfade. Warping will not
require cross fades, but manipulation of the waveform itself might introduce
audible artifacts. Although the algorithms for audio warping are
always improving. As a rule of thumb, I tried to keep my waveforms as they are at edit by cutting, moving and cross fading, there might be a bit more work, but it will sound better
and in my opinion, it is worth the effort. I do use warping when I
edit an instrument with harmonic content that can be cross fitted without
it being noticeable. This usually is the case with instruments that
sustain long notes, but this rarely happens. And I estimate that 99% of the time I edit
audio by cutting. Another scenario where I will use warping is if
I need to import a loop that is not distinct to my projects tempo,
if this happens, it will be during the
pre-production phase, as mentioned in the
beat making segment, when you're editing,
you may want to try working with your
grid turned off. This will make sure you
really listen to the music. And here, if anything, is a bit off rather than
analyzing it visually, that being said, the
grid is very useful and can be used to create
clear reference points. An important thing to note
is that when you are editing an instrument that is
recorded with multiple mikes, you should group the
tracks together and edit as if it's a single track, fades or quick volume
changes, a fade in. We'll take the audio from
silence to the track's volume. Likewise, a fade out. We'll take the tracks
current volume to silence. Fades can be tailored to
many lengths and shapes, giving you the ability
to make them sound as natural or unnatural
as you like. The reason fades are
important is because when audio is cut in
the middle of a cycle, a digital click or pop occurs. Fading the audio in or out. Solved this problem, cross
fades are used when you want to create a transition
between two audio clips. The first clip is
being fitted out while the second is faded in, creating a smooth transition
when worked correctly, since fades change
the track's volume, it is important to note
you should not be fitting any transients or
other pieces of audio that are important
to leave as they are. So even if you use your DAW's
automatic fading function, go over and make sure that you
didn't fade something that should be left as is
compiling or in short, comping is combining audio from a few takes into
one performance. This is a very useful process that gives you the
option to take the best pieces from each of your ticks when you're
comping any instrument, you should think about the
small things that are a part of its character and make
sure they're not left out. A good example of this is
when you're comping vocals, you need to notice that you add the breaths to your
compiled track. You should also notice not to
leave out essays and so on. That being said, during
the copying process, you can start cleaning
your tracks and leave out mouth noises or excess pieces of audio that have
unwanted noise in them. If there's a need to pitch correct vocals or any
other instrument, do it before you mix, whether it's manual
correction or an auto tune plug-in
needing to stop mixing to make these
corrections might break your concentration
and kill your vibe. Tracks might have unwanted
noise recorded to them, either by faulty piece
of gear or electricity issues that may have occurred
when the music was tracked. If that is the case, you should trim the
tracks to the point where only relevant
audio can be heard. This is also useful
when the noise is faint because if you do have a
processing on a track, it will become very apparent. So it's better to deal with these issues before
you start mixing phase relationships and
multimedia instruments can make a big difference
in the recording stage, we're doing as much as we can to ensure phase correlation. But through the computer
after the fact, we can greatly improve the accuracy and therefore get better sources to work with. If you did not
record the tracks, you should make sure that
multi-track instruments have healthy phase relationships
that don't harm the low end or timber drums
will be the clearest example, since there are many mikes
at varying distances, I like keeping my bass
drums phase positive so the audio pushes the speaker
outwards when it hits after, I make sure that's the case in the overheads and
bass drum close Mike. I use that as my reference
point and go track by track, making sure that this initial
phase correlation works. Some people stopped
there, which is fair. But if you want, you
can go a bit deeper. These are the bass drum, snare, and overhead channels
of a drum set. You can see the phase in this bass drum hit is
positive in all tracks, so they are in phase. But if you zoom in, you can start to see that
the close my channel appears a bit earlier
than in the overheads. This makes sense since the
close mic is physically closer to the bass drum and therefore receives the
sound waves faster. There are plugins that
will automatically do the compensation and
timing differences. But if you don't have
access to these plugins, you can simply drag the audio back and align the two phases. The differences can
be anything from subtle to not subtle at all. But even these slight
differences make the audio work better together and save you from doing unnecessary
processing. It is important for
me to note though, that there is no such thing as a right thing to do
in the audio world. So if you like the
sound of the less accurate or even out-of-phase
version, go for it. The only thing I do recommend
is making an effort to listen to them both before
settling on one or the other. This is relevant when you send tracks to a
mixing engineer, it's important to
render your tracks from the same starting point as it's doubtful that they
will be able to guess where a certain piece of
audio is supposed to be. So even if there is a lot
of silence and attract, you'll need to render
it and export the files knowing the mixing
engineer has no room for error regarding where
things are supposed to be happening if you are mixing on your own but in a
different software, this process is still needed. However, this step can be skipped if you'll be
mixing in the same DAW, mixing is a very
intuitive process. So having control over the session is
extremely important. Being well-organized
will make your job much easier and more
enjoyable, and therefore, probably better if you are mixing a song that
you did not produce, make sure the tracks are in an order you are familiar
with and labeled simply and intuitively so we can find tracks easily when
you look for them. I also like having markers and loop selections in
the project that let me know where I am in the song and allow me to find a
specific part quickly. These are things I make
sure that are there and clear before I start mixing. Lastly, if you have
a mixing template, this is also the time
to import it and make sure everything
is routed properly. We will talk about mixing
templates in greater depth. Further in this chapter.
32. Pre Mixing pt.2: Here are a few tips to make your editing process
better and faster. Make sure you take the
time to find where the features I mentioned
are in your DAW and what they're shortcuts
are playing with the waveforms size will help you notice the fine detail
of the audio track, like breaths, noises, and
other quiet information that will be hard to hear when played with an
unaltered waveform. Zooming in and out will give you the ability to do
more accurate edits, since you can really pinpoint where you are
affecting the audio. If you want to get comfortable
with really fine details, you will need a full view of the audio you are working on. Besides zooming in, you can enlarge the track
you are working on. So it takes more space
on your screen since getting audio is likely to be
a big part of your editing, being able to access and use
this tool effectively and efficiently is essential while
editing many audio files, it's almost certain you will
be using a lot of fades, which will take ages
to do manually. Using this shortcut
will allow you to work a lot faster if you cut a piece of audio and want it snapped to the closest
bit on the grid. You can use this shortcut instead of dragging
files with your mouse, you can decide how many beats
the grid displays in a bar. This is useful if
you're working on 16th note beats or
any other measure. But sometimes you also want less visual information
on your screen so you can quickly change your grid resolution when
you're editing audio, you'll sometimes need
to be between beats, figuring out how
to jump quickly, between automatically
snapping to the grid and having your cursor free
will help you do that.
33. Pre Mixing - Assignment: The assignment for today is
to take a project, edit it, and prepare it for mixing
in the R&B folder, there is a folder
named unedited drums, import the whole song with
the drums and start prepping. I would start with phase
correlation and then edit the time and groove if
you feel it's needed, make sure you fade or
crossfade every edit you do, and make sure that fades. Don't go over transients. Lastly, try using the tips mentioned in this segment
to enhance your work.
34. Monitoring pt.1: You're monitoring levels
or in other words, how loud your speakers play
have two important impacts. The first is related to a phenomenon which was
first described by the Fletcher Munson curves
and now is described more precisely by the equal
loudness contours. These graphs show the
humans ear's sensitivity to different frequencies
in different levels. As you can see, our ears are far from linear and as
the levels change, the frequency perception
changes as well. We are very sensitive to the
mid-range frequencies and our sensitivity to
low frequencies increase as the
levels get higher. This raises a very important
question regarding our work, because if we tailor a mix, knowing it will sound different. If it's played in
different volumes. In which volume should we mix? My answer is mixing all volumes, but let's look at it
in greater depth. You should get used to a
specific initial starting point for your volume knob and
get familiar with it. This starting point is
suppose to give you a comfortable SPL volume when
you start raising faders. That will also translate with healthy peak levels
down the road. For example, with my setup, I know that when I set the
volume knob at this position and raise the kick drum fader to hit around minus ten dBFS. It will feel comfortable
in the room and it will be around 85 dB SPL. As channels are added, the levels will rise. Ten dB is enough
headroom for you to mix without worrying
about clipping, make sure that you set
the initial levels while listening to the
loudest part of the song. So you won't end up being
surprised by level's changing from the arrangement after this first balance
is put together, you can jump between
listening to the mix loudly, listening to it quietly, and making sure that it
works in any scenario, it will be different
and that's okay, but make sure that it's not inferior when you want to fine
tune the low frequencies, raise the volume to
around 85 dB SPL, because as we've
seen in the graph, that's where they
are the flattest. The second important
thing to note regarding monitoring levels
is ear fatigue. Our ears and brains constantly work and are in fact
wearing out during the day, especially when you listen
to in high volumes. Here, fatigue will lead to
an alteration in how we perceive high frequencies
and dynamics, which will in turn
make us do wrong. Mixing moves, your ears, stamina will increase over time, but even well-experienced
engineer's take breaks during mixing days and stop working if they notice their
ears are tired. So note to yourself
that working on a mix ten hours a day does not make
you a devoted professional, but actually harms your work because from a certain
point onwards, you will only harm your mix. Stopping for a few minutes every 45 minutes or an
hour will help with both ear fatigue and regaining perspective on what
you've already achieved. You should also finish
your working day. If drafts you thought
were sounding great, suddenly appeared dull and flat. The higher the volume
you monitor through, the faster your ears
will get tired. The fact that we can have one speaker playing
different elements from the other speaker
might give us a bit of an easy way to avoid,
difficult to work. Although panning and panorama
are great artistic tools, summing down your mix to
mono can be beneficial because when both speakers
play the whole session, you can really hear whether your mix is spacious
or cluttered. Another reason
listening in mono is beneficial is that your mix can be played in mono from
a phone or mobile speaker. If you want your
mix to translate well in these circumstances, you need to make sure it does. Mixing studios usually
have a few sets of monitors because every monitor
has its own properties and character and referencing
mixes will make sure that it translates well in a
variety of configurations. You can work on inexpensive full bandwidth monitor and then jumped to a cheaper monitor that lacks both highs and lows. To realize that something in the midrange is not
exactly right yet, these small mid-range
monitors are often regarded as a **** box and are used in professional
studios around the world. Additional monitors are
very useful when you mix, but they are luxury that
not everyone can afford. Balancing your track
and listening to them through your phone,
laptop, speaker, or any lo-fi setup will
also be very helpful and should be done even
if you do have a few monitors in your studio. There are also plug-ins
like the mixed checker that gives you a few algorithms
of different cheap speakers. You can check your mixin.
35. Monitoring pt.2: When audio is played
in an untreated room, frequencies can build up
or cancel each other out. This essentially means that the audio that ends up reaching your ears is not the actual audio coming
out of the speakers. And since you can't
mix what you can hear, monitoring in a way is the most important
thing to take care of. Here are a few pieces of information that are
very important to know and that will help you setting up your
own mixing studio. And mixing happens. The term sweet
spot regards where your ears will be when your
work and it's supposed to be the flattest
spot recording audio alteration coming
from the room itself where you place your monitors in
the room and how you position yourself in front of them will have a greater effect
on what you hear. So here are a few guidelines for setting up your sweet spot. Your monitors should be set
in a way that will create an equilateral triangle with
your listening position. Or in other words,
that the distance between you and each monitor should be the same
as the distance between the monitors themselves. Try placing your monitors between two walls
that are built from the same material
and in front of the wall that is built
consistently as well. The next guideline will be
placing your monitors at different distances from the
back wall, the side walls, and the ceilings to prevent frequencies from
extreme picking, it will also be helpful
to have the height of the speakers above or
below the rooms center. Every room will have it's own resonant frequencies
due to its shape, size and the material
it's built from when you want to find an initial
place to start your rooms. Acoustic treatment
a suggests placing your speakers on a stand and
playing song you feel you know well enough to notice audio alterations and make sure your ears at the
Twitters height or between the Twitter and
the Warfarin is height. Sit centered between the
two walls you chose for your sweet spot and create the equilateral triangle
with the speakers. At this point, play the song
at a moderate level and try noticing how pleasing or unfreezing the
current distance is. Then move the speakers backwards
or forwards in the room, repeating the process
until you find a place that you
feel is neutral, that will be your sweet spot. If you're in a small room, note that you should keep
away from the rooms center, since that will be the most problematic regarding
frequency clashes. Professional mixing studios have acoustic treatment
that makes sure the room does not affect
the audio coming out of the speaker and
into our ears. If you have the privilege and access to a treated facility, I highly recommend mixing
there and not at home. But if you're starting out and
still need to train before you charge people enough
to afford these studios, make sure you acoustically treat your room as soon as possible. Every room will require
different treatment. So it's practically
impossible to give a hard and fast rule that
will apply to all spaces. But here are things that you should know and
can help you with the basic acoustic treatment of your room and hopefully
get you closer to the point in your career
where you can earn enough to hire a
professional to do the job. Acoustic treatment will consist of absorption and diffusion. Absorbing materials
will either be acoustic foams or
acoustic panels filled with dense rock wool or
fiberglass thin phones will help absorb mid
to high frequencies, but won't be of much help with low mids and
bass frequencies. The purpose of diffusion is to scatter sound waves and spread their energy instead
of reflecting them back and have them
echoing in the room. This results with a more
pleasant reflection and a better standing room with
less peaks and resonances, bouncing and altering your
listening sweet spot. Next important piece
of information is that base tends to build
up in corners. This is why many bass
traps usually break the corners shape and mixing
rooms are rarely square. Base frequencies aren't as directional as high
frequencies are, meaning high frequencies
won't mainly propagate towards the direction in
which they are projected to. This is why the sound
gets duller when you stand up in front
of your speaker, instead of sitting down, if you stand by the
side of your speaker, it will even get duller. And if you go
behind the speaker, you will mainly hear
low frequencies. These base frequencies bouncing from the back of
your speaker are bouncing back from the wall
to the room and your ears. So addressing them will also be an important element
of treating your room. For starters, start
with treating the first reflections
of the room, which are the walls from the right and left
of your speaker, as well as the rear wall and the ceiling
above the speakers. These first eight
moves will make the biggest difference and are definitely a great
place to start. If you hear there's a need
and you can afford them by bass traps and place them in the corners for the
sidewalls and the ceiling, you can use foam,
but as we mentioned, they won't be as useful
with base frequency. You can either buy an
acoustic panel or build one yourself using any DIY
tutorial on YouTube. It can be fun and give your home studio a very personal touch. With this minimal treatment, I would generally suggest
using panels more than foam because they are
generally more effective. But either way, make
sure that you placed the absorbing material
at a height that will place the speaker
in their middle, that will enter result
with more absorption. My first home studio
setup consisted of two DIY panels on the right
and left of the speakers. One heavy panel behind the speakers that could
handle low frequencies, two triangular base traps in the two corners
behind the speakers, and a few pieces of
foam that were glued to a wooden plate and hung from
the ceiling with a tilt. Lastly, I placed to diffusers behind me and the same
height as my head, hoping that the
frequency is coming from the back wall will be projected
better through the room. This was not an
ideal mixing studio, but it definitely lead
to better monitoring and certainly great for the time and place I was in my career.
36. Template: After learning how
the tools work, building a workflow
and some logic behind your mixing approach will
be the next big step. I have personally
invested a lot of time in researching and
experimenting with workflow and mixing approaches. And we'll now present techniques
and concepts that you can experiment with and see
what works best for you. I'm mixing template is
a saved format that you've tailored to your needs
that can include routing, plugin settings, and visual
settings for your sessions. This can be imported to every new mix you are working
on and give you a good, solid foundation to begin with your initial preferences
already in place. A basic template can include buses or group tracks
for the songs, musical sections
with Sends ready for preset effects like long
and short reverbs and delays all pre routed to the master bus when these few ox channels are
important to session, route the audio to them and
then you are good to go. But this can even go further. For example, if I know I tend
to use triggers when I mix, I can have the trigger
plug-in ready as a part of my template for both the
bass drum and snare, I find myself using
parallel processing like compression or
distortion quite a lot. I can set that as a part
of my template as well. And that will save
me from opening and routing these channels
every time I mix. These adaptations are
endless and can be shaped and tailored to what
your DAW has to offer. My mixing template
includes triggers, separate parallel processing
for the bass drum and snare parallel
processing for both, and additional
parallel processing to the whole drum section
when I feel it's needed, then each section has its
own long and short reverb, long and short delays, and another sent to
a Weidner plugin. Then each section is routed
to its own stem Bus, which makes exploiting
stems very easy and fast. These can all be sent to a parallel compressor
and reverb, which are always there, but I use them only when
they are necessary. All the stems and the parallel processing are then routed to a master bus that is also ready for processing if required. I have built,
changed and refined this over the course
of a few years. And I'm still constantly
revising whenever an idea or change in
my workflow comes up, as I've pointed out a few times, speed keeps the creative
juices flowing. So working on a template of your own is totally worth
the time and invest it. You can take any idea you
like and experiment with it to see how it fits
your mixing workflow.
37. Mixing Workflow: Workflow and mixing
regards both in approach and how you
divide the mixing tasks. One of the first things to think about is how you start your mix in order to finish it with healthy levels without
flipping your master channel. Some engineers like setting a reference point,
like I mentioned, the bass drum and
have it hit around minus ten dBFS, for example, knowing that even after all the other instruments
will come in, the levels will still
end up below 0. Try finishing mixes
with peak levels before minus three dBFS. So there will be
enough headroom for further manipulation
of the audio in the mastering
process if needed. If what I said is
not totally clear, go back to the level and metering type segment in the
recording theory chapter. The first monitoring segment
in the mixing jester. Besides thinking about
your initial levels, you'll need to think
about which channels you start your mixed with. There are a few
approaches when it comes to this subject as well. You might have heard
about top-down mixing, which is an approach
that suggests starting your mix with
processing the master or group buses and
getting your mixed dotted with broader
brushstrokes, so to say, and a
macro perspective. The other approach we will be starting to work track by track, maybe start from the songs. Leak channel may be the vocal
or any other instrument and only then add channel by channel and piece of
the puzzle together. That way, many mixers actually start by mixing the
rhythm section, building the song's
rhythmic foundation, and then move on to
either the vocals or any other channel or section
they feel is relevant. Each approach has
its pros and cons. Mixing top-down is faster
than mixing bottom-up. Bottom-up mixing will give you more familiarity with
the sessions tracks and maybe lead to more precise adjustments than the broad processing involved
with the top-down approach. That again, hearing
everything in context is very important since the tracks interact both musically and with their
phase relationships. So top-down might give you a
better overall perspective. As you see, there is
no right or wrong. And I can only share these
pros and cons and in approach that might be useful
in taking the best of both. So here's a practice I
found very useful in the past and still find myself
using from time-to-time. Although my current
mixing workflow is a bit more flexible, the practice is separating the mixing process
into three stages, corrective, top-down
and bottom-up, starting with all
the faders down, the initial corrective stage starts with a bottom-up manner. You raise faders one-by-one in order to create
an initial balance. But you approach it with the mentality of a
recording engineer, not yet a mixing engineer. You go over the tracks, noticing how channels interact
with their phase and tone, trying to understand
which channel service, what purpose, and trying
different balance variations. Insert plugins unless you're
really sure if they are needed and if you do
insert something due. So thinking you're creating a source rather than
correcting one. In this stage, I also set my
effects tailoring, reverbs, delays and modulation sends
to each section of the song. Then, after I'm done creating these sources and
effect palette, I already have a good
balance and am very familiar with the sessions tracks if you haven't done so
until this point, this is a very good time
to take a break and give your ears some rest
when you return, giving you a reference
track, Alyson, this will recalibrate your ears and after giving your current
mix and other listen, you'll be more
confident in setting bus processing if you
feel it's necessary. This starts the second
stage of top, bottom. It's important to note
that processing a group or a mix is different than
mixing single tracks, both technically
and artistically. A simple example will
be that processing a group will require a lighter, more delicate approach
since 0.5 dB changes appear in all the tracks you process and not only one in this stage, you can also make
the decision to set parallel processing
on the whole mix if you find yourself liking it, this concludes the
top-down stage. And so we move on
to the last stage, which starts with a
very surprising move, dragging all the audio faders down back to minus infinity. Doing this after all
the effort involved in the first two stages might
sound counter-intuitive, but I can tell you that this was an amazing addition to
my mixing workflow. And I sometimes repeated
in a mix more than once. The reason is that
it's like starting from scratch regarding
your perspective, but with amazing sources, custom tailored
effects, and custom tailored bus processing
for your session, which is an amazing base
to start a mixed from. If you ask me, as you
rebalance the tracks, try bypassing and I'm bypassing what you've
already done in the first stage just
to make sure that these adjustments are
actually helping. You may feel the need
to further tailor them or decide they're
not necessary at all. And after you're done with
the additional processing, take another break and play
the song from the beginning, set the balance of the first
part exactly how you want it and then play the whole trap
reading volume automation, Effects Sends automation is something that I do
during the mix because it has a lot to do
with the tone and emotional movement that
the song will have. But with that said, in the last stage of
volume automation, I do find Effects,
Sends, and returns. Keeping in mind that
after mastering, they will get a bit louder. After I feel as if
the mix is done, I take another break and I come back and give the
song and listen. This is a very interesting
position to be in, since you have decided it's done and you're ready
to print it out, but you still have the option to change it if you
decide to do so. My suggestion is,
don't change anything. Your ears are already fatigued and your
perspective is long gone. Come back to it tomorrow and give it a listen
when you're fresh. This sums up the few
workflow approaches you can and should try out, experiment and figure out what's comfortable for you
and what gives you the best results if you managed to combine
the two, stick to it.
38. Saving, Revising: There are a few things
to keep in mind when you've saved export
and revised or mixes that will keep you on top of your work and might
save you a lot of time. You should create a
naming system for yourself to track your work. For example, I name my
first mix, blah, blah, mix v1, v standing for version. And when I revise the mix, the first thing I do
is to name it V1, 0.1, meaning it's the
first Mix, first revision. Then if I decide to start
the mix from scratch, I name it V tool and
start the revisions over, blah, blah, makes
V2 0.1, etcetera. Having a naming scheme
and making sure I save As every time is
important for two reasons. First is you don't
really want to keep working on the
same project over and over because you might
figure out that one of the early mixes was the best one and you won't be
able to recreate it. Having sessions saved separately lets you see your
progression and sometimes you can import
specific elements from different versions and
use the best of a few. The second reason is that you want to know how many
times you have worked on a project for the clients and your records revisions are an important part of
the mixing stage, but your pricing scheme might include a specific number
of free revisions. So having this documentation
gives you the indication of how many revisions were done and gauge pricing accordingly. Mixing my gate, you focused
on such small details that it's almost impossible to nail 100 per cent of the
work in one go. Revisions are an
important part of mixing, but they can also be
a dangerous process. There's a difference between
a poor mix that needs another goal and a good mix
that just needs revision. A work of art is never
really finished. And so you need to approach
the revisions knowing that your goal is to finish the song that you feel is
almost complete. If you end, the
artist agree that the mix is good and just
needs a few tweaks. I suggest listening to the song together from the top and making a list of the things
that you feel need a dressing as
you listen through. If you spend a
whole day revising, you have either ruined good mix or maybe you're good
mix, so it's not so good. After all, luckily, you have
saved the project under a different name so you can go back and decide
which is the case. Before you export your mix, you can put a limiter
on the master bus and push the levels of
the mix a bit higher. Because when we mix the
levels are below 0 dBFS. We need to gain it up so the client won't
compare your mixed to a finished mastered track and be frustrated with the fact
that the levels are lower, but don't slam the
limiter too hard because it will alter
your dynamic range. And you do want to
keep the mix and tax four to five dB
of gain reduction should be the maximum
you go through, add your name to the
exports and label them in a way that will correlate with how you label
your sessions. This will save you
unnecessary confusion. And finally, not the processing that you
have done for it. For example, blah, blah, no man mix, V1, 0.3 limiter. The correlation lets you easily follow your own trails
if you need to. And having your name
embedded in the file is both good PR and a way to prove your affiliation
with the track. If sadly, you end up needing to prove anything to anyone
when you export the file, make sure you export at
the same sample rate. You mixed in as well, ensure you export
an 24-bit and as a stereo file and not dual mono, you can export the limited
file in both MP3 and wave. Sometimes artists need the mix, export it as stems, which are separate
exports for each section, stems are often used for
playbacks in live shows to create remixed versions
or for stem mastering needs, which is a mastering
process that works with a song
divided two stems. Instead of working
with one stereo file, artists might have
different requests regarding how they want
their stems divided. Maybe they will
need the bass and snare drums separate
from the whole drum. Stan, maybe separate effects
stands for the vocals. I planned my template in a
way that will be easy to stem out and I make further
adaptations when they're needed. You can decide for
yourself if printing stems is a part of
your mixing service, which will give an additional over-delivering
factor to your name. But it's a process
that might take some time and additional work. So it's commented charge
extra for stem exporting. If you send your mix to
a mastering engineer, you should export in
another file with no limiter and the
projects properties noted in the file's name. For example, blah, blah, nomad mix V1, 0.32444.1. This will let them know how they should open their project in order to maintain
the correlation with your naming scheme, you can then send both
the unlimited wav file and limited one as a reference, if you like, how to
eliminate affected your mix. This concludes the
mixing chapter. So for the last segment, I want to go over mixes. I've done and talk you through both the technical aspects and the mindset
involved in them. Combining all the theory we
talked about with practice, both regarding the technical
and mental approaches that were brought up is the most important thing to go over. So let's get to it.
39. BirdSchool (Get Familiar With The Song): Holy and find the yellow
around us like Kevin, when you forgiven of questions. Holy. Molly and my soda, floating color and Baby Yoda. Yoga, meditation,
masturbation and bread baking reality
has some shape. Problematic systematic
confusion live in the reality in your body. And trigger point that
the kidney cannot. Mission versus
deficiency, a tiny, efficient as deep,
a poisonous car. What is really real road? Is it telling me what did the selection of
emotion will drown me? Reach this guy? So someone said, flowers bloom where they should. Even when concrete is dry, when everything is done. You could pick up and
down and never leave you to read it by gravity with formalities
and courtesies and how much afraid or
you, how much prepared. This very thing you'll
carry on carrion. You know, they got a
plan reasonably guy that someone's home or they show
even when concrete is dry. Everything is everything. Everything is the
event horizon being, as it were, lost in
a dusty hay as ****? Humanity is left stranded
in present tense. Bereft of a visionary future. An island in a sea
of timeless same as the profits knowing Divination Records,
electrolytes, procrastination. Tradition plots the path. There isn't really
any place to go. There never was. The
means to the ending we are told to remember
is indeed a ****** one. Our constellation, the
urge to the verge of happening trending towards
a nostalgic future. It would almost be tragic if
it weren't so **** funny.
40. BirdSchool - Mix Overview: Now that we are familiar
with the arrangement, we can dive into the mix, I will mention again
that my goal is to expose you to
tools and techniques. So you might see plugins that
you are not familiar with. The names of the plug-ins
are mentioned in the segment and you can look them up if any of them catch
your attention. There are a few approaches
when it comes to mixing drums. The first is to use
the overhead and roommates for the overall
tone of the drums and use the close mikes just for transient and mild tone shaping. And the second
approach is to use the close mikes for
the dominant tone shaping of the drones and use the overhead and rooms
for just tumbled users. Because these germs
were recorded for a different song that
require different Sonics. Imported these drums
just for their part, but not for their sound, required quite a lot to bring them where I
wanted them to be, and a few very non
conservative methods. The main track I used as an overhead is actually
the rooms I didn't use. The overhead jacket just
didn't suit this production. And it originally
sounds like this. And now with processing, pretty extreme, I know, let's go through
this step-by-step. First thing I've done was
to tame the highest here. And apparently there was a
resonance that bothered me. I'm assuming I have
inserted this after, I've inserted this distortion. You can notice that the
distortion brings a lot of aggression and kinda
compresses it. I'm using this more
as a compressor. Let's bypass the
pre distortion EQ, and on bypass it while the distortion is on to
notice what the effect is. The higher kind of pops
out and it's unbalanced. And more than anything, I
think this suits the R&B kind of textures more than anything. Then there is an
instance of trash, which is another
beautiful distortion and filtering the source before it goes to the
saturate or which I see is pretty violent
and then compressing it. Alright, so let's
give this a listen. The first AQ probably came in after I've
inserted trash because the high frequencies are
wild and it really brings up aggression and squeezes completely different
emotions from this track. Then I've inserted a course, which is not a very common
thing to do on an overhead. But let's see what this does. As you might have noticed, the mix knob is dial
down to 14 per cent. And what I feel it does is it creates more dimensionality
and more depth. It's not really noticeable, but it's still does a very
good job after the course, I'm putting a phasor. This is thirty-two percent wet. Let's listen to this. This is a bit more noticeable
and it does create this movement in the
frequency spectrum which we can feel and hear. And finally, this dq. So I'm filtering
these frequencies from the side information, which means that
all my low energy, we'll be in mono. Then I'm also filtering
from the whole panorama, 90 hertz and below, and taming the high frequencies. Again, let's listen to this. Kind of plays around with again, the aesthetics which suit
the lo-fi R&B field and where the kid is placed inside
the room feels different. Now, notice this feels as if he's closer to us and the room
is a bit smaller. And I'm sending into a Weidner the studio D to create
more dimensionality. Let's listen to this.
This is bypass. This widens the sound is
actually another course. I'm not using this track a
whole lot in the whole mix. As you can see, it's minus. 38.5 dB in the verses
and the choruses. I think I automate it a bit higher because there
are more symbols. But in this mix, I've used the close mikes and triggers as the main
elements of the drum kit. So let's go to the kick. I've actually not used
the recorded kick at all. And the reason is,
as I mentioned, this was recorded for
a different song that required a different feel
and different tones. So I've used drum replacer. This is my current
favorite trigger plug-in. I've inserted two
triggers samples. This is the first one. And this is the second.
Both of them together. Now let's listen to how this interacts
with the wrong track. They are doing the heavy
lifting and simultaneously, there's a parallel
chain of the bass drum. You can see these two are routed to these two auxiliary channels and it's being distorted
and then filtering it out. So let's listen with and
without this parallel chain gives it just a bit more weight. We're according to snares. There's this and
this and oh my god, I've been through a lot
with these narrow channels. The original snare is this. This is distorted in
every stage possible. We actually recorded
this specific track through such a vintage preempt. It did not have a
volume knob or fader. I don't think I
would have done it if I would have
tracked it today. But anyway, this has a
lot of hi-hat bleed. The hi-hat bleed was really, really accentuated by
this processing and it had a lot of impact
over the whole groove. So starting off, I've cut all the sub frequencies which were booming for no good reason, nine compressed using this
beautiful Compressor, Let's do an AB test. So you might have noticed that the high hat kinda comes
closer to the snares peak. Besides that, there are
two snare triggers. The first one is this, and the second is this. These two samples are way
lower than the original snare. These four channels are all
routed to this one snare bus. The reason is
eventually after I do this balance between
these single channels, I just want one fader I can
regard as my snare channel. What I've done is firstly, insert this beautiful
as a cell plugin. So I'm raising three
dB at eight K, but with a bell, the classic SSL move
is to raise eight k with the shelf I'm using
the belly was more punchy. Next off a transient designer, I wanted more attack. Listening to it again, I don't really love it, but it's really
important to note that signal chains
are built together. We might understand
what this is doing only by the time we finished
the whole processing chain. Then there's this
instance of Saturn, which is a multi-band saturated. This is a warm type. These are all old tapes and
this is also o tape. I see, the main thing I've saturated is this low mid band. Let's see what this is doing. Cool, gives it a lot of weight. And the beloved
sketch cassette to kind of feels as if it's taking the pitch of the snare down, it's giving an even more weight. You can see I'm
degrading the quality of the cassette tape
a bit and slowly saturating the signal
by pushing in to the circuitry that makes
nouns are dialed down a bit. Then another instance of trash, there are some
filtering going on. Again, attenuating frequencies, pushing in high frequencies. In the saturation module, I'm using tape saturation, then convolve ever so gently, 5.6 per cent wet. I want to listen to what
this convolution is doing. This is giving some weight in the lower frequencies
and then compressing. Let's listen to everything. The overall mix fader is
dialed down about 50%. Next up, I'm attenuating, I guess this is the fundamental and some mid-range frequencies. Let's listen to this. Gives the snare kind of
smack berserk distortion, which I like using
sometimes as a compressor. So this kind of brings
back the low punch. And as you can see until now, and we still have
one more plug-in, but there's always this game
of like two step forward, one step back towards the
forward, one step back, and eventually it arrives
where we want it. Lastly, there's this
omega transformer, this models a new transformer. Then there are these two samples to support the snare
once and awhile. Let's give this a listen. It's just a sample of a
clap which I filtered the low frequencies from an
assemble of broken glass, which I filtered a lot of the high frequencies and
the low frequencies from. It's just adding
another texture. Lastly, this is sent to
a parallel distortion. I'm using the
preserve distortion. There is pretty distortion EQ. You can see that I'm using dynamic EQ here that is pushing
these low frequencies up whenever the snare hits and then post distortion in
queue with filtering of the low frequencies from the sides because
I want the snares, low frequencies really centered. And these are frequencies have
nothing to do with snares. Let's listen to this inserted. It's really subtle, but
it just feels a bit more mixed and it's
sent to a delay. Let's listen to what
this delay is doing. I just sent this amount, so it's really, really gentle. Just to give it some
more dimensionality. Let's listen to this snare with them to,
based on triggers. I'm sending the whole drum
kit to this compressor and it adds both
punch and weight. The parallel compression
does quite a lot. Lastly, the floor tongue, which is also a trigger, I did not feel like the original floor serves
the intention of the song. So this is the Trigger
I've inserted. This is actually from
Steven Slate trigger. The last cool thing I can
share with you about the drums is the phis that I've
actually never done before. There's this fuss
which is automated. Let's look at what this force
is doing in the C part. Very violent, very cool. Moving on to the base. Originally, it sounds like this. Not too exciting. Before I've done anything, I've inserted a gate
which just cleaned the noise coming from the
recording and an LA to a, which is a great compressor, but it also kinda
saturates the sound. Let's give this a listen. Gives it some more character, and then I've split it to
two auxiliary channels. The first one handles the very low frequencies I
wanted the base to have. And the other deals with
the high frequencies. Let's start with a lower one. So I really want the
base controlled. I've inserted another LH, which does this, brings some grid. I really love what
this is doing. And finally, a multiband
compressor which reacts to certain notes
more than others. And again helps me keep
the base in place. Then with the high channel, I'm having a lot of fun. The first thing I'm doing
is another gate because I'm going to be distorting
the **** out of this and filtering
the low frequencies. Then I'm pushing the
hymen and filtering out all the very
high frequencies. This is how it sounds. Then I've inserted the studio D, which takes the source from
being mono to being stereo. Now that I have this
channel stereo, I'm distorting the **** out of this with a very,
very extreme setting. Then I'm inserting this EQ, which helps me shape
where the energy is. So I think this range was kinda saved for the pads
and the drums. So I filtered this and let's
see what this is doing. Keeps the energy a bit higher
than the sketch cassette, which I see I'm
driving the input of. So it's going to add
more saturation, Some more aggression, and
then taming the highs. And just setting where I want the focus of
the energy to be. So very much low fi. And then I'm sending
it to another studio, DT have it even wider. And with the best channel, a lot of energy. So again, with no processing, Let's listen to this inside the track and the yellow around
us like Kevin, 24-seven. Very wimpy compared to heal around us like Kevin
when he presented question. A lot of fun. The acoustic guitars in the beginning originally
sound like this. And after some processing
sound like this. I'm using the decapitate or a setting which is
text sketch cassette, which is a different
form of tape, cassette and the reserves. So you can see there are three
different saturated colors on these two channels. And then some AQ.
This is pretty wild. Let's see what this is doing. Just kinda makes it more low. Phi takes the lows and highs
out, enhances the midrange. This is automate. Oh my God, Wow, what the ****. This is a beautiful,
Let's see where this, where this automation comes in. Right? So there's this
break before the course. This is where this
setting comes in. So we have this sound
in the beginning. And in the break, it's this. The electric guitar has a pretty crappy
sounding to begin with, so I needed to kick
them up a notch. This is the picky
kind of guitar. I've inserted sketch go set, the old one with the NR comp, which is a very
violent compressor and it's very, very bright. And I've added some
wow and flutter which are fluctuations in pitch, which are doing this tool. Very vibrant than some EQ. Just enhancing the
pic ever so slightly. These guitars or I have here. Let's see how they sound
before. Pretty wimpy. What I'm doing here is some EQ, not too much, some saturation
console saturation. And then there's
this compressor, supposedly a guitar
pedal compressor. And sketch this out again
with the compressor engaged. And after two compressions
and some saturation, it goes from two. You can see there's
massive amounts of compression going on. Now, these are the ambient
stuff from the intro. There's really nothing
too interesting. Slight distortion. You know, nothing much, but the interesting parts
comes in this path. This path originally
sounds like this. And after I've worked
on it, gradually. So what I've done is
filter the highs and lows, heaps of distortion and
playing with the tone here, making it a bit bright. A lot of energy than
another form of distortion. These two are warm tubes. This is warranted, but I'm
not saturating this at all. Let's see what this is doing. Brings more energy in
the low frequencies. And this notice how this sounds way closer when
the high frequencies and low frequencies
are attenuated and the midrange is enhanced. It feels really, really close. Then I'm sending
it to some delay, some more just for you to hear. And the trick is
very fast LA Times, but quite a lot of feedback. And I've invested some
time in searching for the right style
and some Weidner, the studio D, I
love this plug-in. Notice what this is doing is adding a lot of level but also enhancing the stereo width. This is the only thing
we have in the first, in the chorus, we have this pad. Which arrived like this. Great sounding pad. I just wanted a bit
more gradually. So another catheter distorting
the **** out of this. Adding a lot of grit
than attenuating the low frequencies and
a bump on the hymen. Then there's the search
and coming from the piano. And I see it's reacting only to a very specific frequency range. Well, listen to how the
two interact in a moment. Another EQ, which is automated, automated this to give this more life and
a sketch cassette. This just degrades the
quality it takes it from being very hi-fi to
being very low phi. And now let's see how this compression from
the piano helps. This mix just gives
it more space. The piano has only one EQ. Let's see what this is doing. It's just a bit
fluffy without it, and just has a bit more
high frequencies with it. The Mellotron has
also just simple EQ filtering the high
frequencies because we want to leave them
to the vocals and the drums and also searching
from the bass drum. And now let's listen to
how all the elements of the playback
interact in the course. And before we go to
the lead vocals, Let's talk about the solo sense that come into bridge
before the second verse. So we have these two sounds. So the first synth, I'm just filtering
the lows and highs. And it takes it
from this to this. Kind of keeps this
overtone and check, then I'm doing this which
seems a bit contradictory, but it's a very
different filter shape. It's as if I'm doing this. Let's see how the second
filtering helps us. I like what it's doing.
Then chorused, mixed. Now at 43% of eighties vibes, this tape Plugin
kinda makes things sound better when it's
pushed as far as it can go. And lastly, some attenuation
of the high frequencies. This, on the other hand, is going through a
bit more processing. There's this weird EQ shape which I've done after
I've distorted it. So there's again, an instance of trash without it
sounds like this. So it gives it some balls. And then when you
pre EQ it and I tell him which frequency
I want to address. This is one when you distort pre EQ and post-acute fulfill completely different roles. So this pre-acute
told the distortion, this is what I want
you to saturate. And the post-acute kinda
helped me shape it more. In other words, pre
cue is behavior. And post-acute helps you shape the tone of that character
that you created. I just wanted more weight in the low frequencies
than this transects, which helps with
accentuating transients. Let's go to the lead vocals
and then we'll talk about processing of the
backing vocals as well. As I mentioned in the
arrangement stage, the lead vocal is spread out over four
different channels, which are processed differently. Let's talk about
the clean 1 first, the source isn't too good, to be honest, was
poorly recorded due to various circumstances
and alone. It sounds like
this holy infinity all around us like heaven. 24-seven of questions. There's a lot of low mids. It was really hard to
deal with these vocals. She has a very high voice, so I filtered a lot of
the low frequencies and then started a dressing
and pinpointing. Where are these frequencies
that are cough, nasal, low nasal
kind of frequencies. So these are the
frequencies I've attenuated holding infinity
all around us like heaven, 24-seven of questions,
0.05 per cent. And then a multiband
compressor that is a bit more adaptive and is reacting to the Loman and bass frequencies. Let's listen to
this holy infinity. You'll around us
like heaven 21st, holding infinity all
around us like heaven, 24-seven of question, really gentle, some
more attenuation. And then I'm pushing
the high frequencies but I haven't dynamic. So whenever she has
an S or Sure sound, then it attenuates it wholly infinity all
around us like heaven. 24-seven of questions, 0.05 per cent answers Wholly Moly
holy molly and my soda. Then there's this
altar boy which is also automated and
comes in and out. And we'll listen to
this when it arrives. More AQ filtering out these nasty low frequencies holding infinity all
around us like Kevin, 24-seven of questions,
0.05 per cent answers. There's this dynamic
EQ, which is again, a bit more alive and
reacts to things only when they appear
and not constantly. So let's AB no processing. And until this point, only infinity all around us like heaven, 247, No questions. 0.05 per cent answers, holy, holy infinity, all
around us like heaven. 24-seven of questions, 0.05 per cent answer is
holding, to be honest, if it was recorded better, I wouldn't have needed to
do all this processing, but let's go on and see how
I've further addressed this. Then there's this LA to LA, which again is a compressor, but it has a really cool tone. Holy infinity all
around us like heaven. 24-seven of questions,
0.05 per cent answers, barely doing anything
doesn't even reach one dB attenuation, then there's this distortion, which if you look at it, you see it's pretty wild, but actually the mix knob is
down all the way and it's automated whenever I wanted to kind of push a
sentence forward, I automated this and distorted
the vocals and other EQ. This is automated as well. This goes up and down during the song and gives her a lot of character and the ester
because her S's are hard, holy infinity all around us like Kevin, 24-seven of questions, 0.05% answer is holy moly in certain points on the verge
of listening, but it's not. Then there's this
whole bus in which all these vocals
are routed to and just compressing it
a bit within 1176, then there's some
more overall EQ, mainly addressing the S's and these frequencies which
I wonder how they sound. Yeah, unpleasant. And finally, sooth, which is a great EQ, which addresses resonant
frequencies which come and go, holy infinity you will
around us like Kevin, 24-seven of questions, 0.05
per cent answer is holding. It really helps keep her and check with the backing vocals. It's very, very simple as either telephone filters
are just basic filtering. I just didn't want them to
overpower the mix in any way. And different vocals received
different kind of care. They each have a
different kind of sonic texture and that
helps the listener focus. The fact that they are
different from the lead vocal just makes it
easier to follow. So there's very, very
distorted kind of ad libs. And then there are the
more cleaner ad libs. And then there's the shout. This is just us shouting
the same thing four times. I just doubled the pandemic
left and right and bust it to one bus without processing,
it sounds like this. Then I've put some EQ, some distortion, very,
very mild molecule. And then it sounded like this. Just attitude and
sent it to reverb, chamber reverb and delay. And that made it
sound like this. Pretty simple. All
of these elements in my template are going to stems. Let's say there are
1012 drum tracks. I follow them down slowly to a drum bus which feeds the stem. And the same goes to
every instrument on. So there's the drum stem based
on harmony stamp strings, backing vocals, vocals,
and vocal effects. Not everyone is being processed. Let's just give a
listen to the drums and see how the stem processing, which is a bit of saturation, just a bit of filtering
of the sub frequencies. And the filtering of the high frequencies
affects the drums stem feels weak and unmixed before. And you can see that
saturation is a really, really strong tool. I use it more for
what it's doing on the dynamics than to actually
receive audible saturation. But more than anything,
the cool thing I want to show here is what this gentle filtering
does to the whole track. It doesn't go over 1.5 dB. It is gentle, but it actually
is doing quite a lot. This attenuation really,
really packs it all together. And something amazing
I've learned from mixing this song is what impact the low mids have over the field of proximity of an
instrument for the listener, this kinda makes
the whole kit feel closer than the base stem
has a bit of saturation. And I'm filtering all
the sub sub frequencies and leaving them
for the bass drum. This adds some
character and attitude. Same goes to the guitar
stems and on the vocals, there's a bit of EQ, a tiny bit at 18 k, a tiny bit at 2.5. And I'm using the
pre to circuitry. This is introducing
preamp saturation and then some more adjustments. Let's say be this
finity all around us like Kevin 24-seven
of questions. Finity all around us like
Kevin 24-seven of questions. Just a bit brighter
and more exciting. And then something pretty
cool I like doing is parallel reverb to the whole mix and parallel
compression usually, but in this case, I'm actually parallel
distorting the whole mix. Let's listen to the reverb below around us like Kevin winning
for seven of questions. Maybe you'll around
us like Kevin winning for seven of questions. Holy moly. I like what this is doing.
It's pretty subtle. Sometimes works,
sometimes it doesn't, I don't always use this and then there's this nice saturated. And let's listen with and without the yellow around us
like Kevin winning for 7.05. All around us like Kevin. Kevin, no questions. I really like what this
is doing to the snare. It's kinda adding a lot of
weight to the whole mix. This eventually sums up to this mixed bus which is
actually already mastering. And this is pretty much it.
41. What you Give - (Get Familiar With The Song): Slow down. You will find
yourself too often. They don't give it down. The left side because
they don't care. What they know is pretty bad. As long as we're still, they'll never find
writing on the walls. Just care what you give. Slow down your heart. You will find
yourself too often. The fastest, don't
bring it back. You will find there is nothing that's violence or this place. It's only doing something wrong, not just Christians. I'm just so confused. You just care what you hear.
42. What You Give - Mix Overview: Now that we are familiar
with the arrangement, we can dive into the mix, I will mention again
that my goal is to expose you to
tools and techniques. So you might see plugins that
you are not familiar with. The names of the plug-ins
are mentioned in the segment and you can look them up if any of them catch
your attention. As I mentioned, this is
the kick of the song, but in the intro, I have a
different sounding kick, which is sent to a
pretty long reverb. And I filtered the low
frequencies out of because I didn't want it
overpowering the intro. And it sounds like this. The processing I've done here
is slight saturation using the Omega transformer and I
filtered the low frequencies. This channel does not go through any
processing by itself, but it is routed to a bus. There is side-chain
compression from the snare, and I'm slightly attenuating
the sub frequencies. Let's listen how this
sounds without this EQ. It just feels a
bit more balanced. These sub frequencies will
just overpower your master bus and eventually will require more limiting when you master. So I just decided to do
this in the mixing stage. The reason there's side-chain
compression coming from the snare is because the base term is playing
four on the floor. When the snare hits, it is just not so necessary to have all
this weight together. Let's listen to the
snares with the kick. Now you might not notice a big difference when
you look at this. But if we jump to our master
bus and remove the limiter, notice where peak levels we reach when the such and
compression is bypassed. So we have minus 16.6 and now that we have the
side-chain compression, so we've gained a dB and
a half or so of volume. And there's no sense
of compression because the snare is the
center of attention. This will result with less compression coming
from the limiter in the mastering stage and
just be more pleasant. I do think about mastering
when I'm mixing, especially in
electronic productions. Let's talk about the snares. We have two samples. The first sounds like this, and the second sounds like this. You can notice that
the first one is our main snare and
it's electronic. And the second one
kinda brings in the rattle of the snares
on an acoustic drum. And I'll show you
how I got there. The original sample
snare sounds like this. I've saturated it using the
Omega transformer model n, which emulates a
knave transformer. This gives it a lot of weight
and unnecessary weight. So I've used this EQ, kind of balanced the fundamental
frequency of the snare, and that apparently resulted with just too much
high frequencies. So I've filtered the
high frequencies a bit. Let's listen to
what this is doing. Listening to this and solo, you might think to yourself, he has ruined the snare. Well, in a way you are
right, but you are very, very wrong because no one
listens to your mix and solo. I have the bass drum playing and the role
that snare plays in the context of the
whole song does not require all these
low frequencies. After this EQ, I've inserted another model and saturate
or which kind of focuses the energy from higher meds to slightly less higher mins
and compresses it even more. With the second
scenario, I'm doing a bit more violent
processing, unprocessed, it sounds like this.
And processed. It sounds like this. I'll explain why in a
minute, but before, I'll explain how first
thing I've done is to attenuate the high
frequencies and this low mood. Then I've slightly distorted it again with the omega n. I'm assuming I bought the plugin around the time I
was mixing the song. So I've just experimented
with it as much as I could. As I mentioned in the last
instance of the firstName, it kind of focuses the energy a bit lower in the
frequency spectrum. Next up, we have
the amazing 1176. I'm using all buttons, N mode, which is extreme compression, and pushing the input extremely. So it does give
it a lot of snap, but more than anything, it just keeps the snare
rattle longer and creates this long the k that i then balanced out using a
transient designer. So what I've done here is to
lower the sustained because it was just too long and did
not serve me rhythmically. Let's listen to the two
channels together and, or bypass and on bypass
the two dynamic processes. You can just hear these somewhat natural high frequencies coming. And the last thing
to note is that the first snare is being
sent to Plate Reverb, which is not too short and
then filtered or the NICU, I'm cutting off 130 downwards,
the marching snare. And the C part is
something I programmed with Midea and unprocessed. It sounds like this. With processing. You may recall that the beginning
of the Seaport is very open and there
are not many elements. So this long reverb
is kind of okay, but if the power was more dense, I wouldn't have sent it to such a long reverb
in this amount. The first thing I'm
doing is to cut off all the frequencies and
attenuate some low mids. Then I'm sorting it using trash. Trash is a pretty cool
distortion unit by isotope. There's the trash module
which is saturation. Then I'm filtering it. I'm adding a bit of high
frequencies and I'm using a convolution reverb. It's as if the sound was
recorded in a helmet. And then I'm adding some delay. Let's listen to what
trash is doing. So it's adding a
lot of excitement and the distortion kinda compresses it and
the ghost notes or just more
apparent in the mix. Then I'm starting it again
with the commutator. I'm using the pentose style and I'm distorting it extremely, but dialing down the mix knob. This brings up the
room sound from the recording that I had to go through a few
stages saturation. And generally I'm just degrading their audio quality and
I'll explain why in a sec. Originally they sound like this. The first plugin I'm adding
is saturated or by an brainy, ever so slightly saturating it. It just makes it a bit darker. Next up, I'm using soft tubes, tape and I find myself
going to be quite a lot. It also chops off the trends
in a bit more and brings the decay slowly
closer to the pigs. Finally, I'm filtering off
all the high frequencies. And we'll understand why I
did this only in contexts. So let's listen to this. So these piercing high
frequencies don't really serve the whole
vintage feel I was going for. They just pick too much. And with this processing, they can sit in the mix better. I try not soloing
stuff because it can really draw you away from what
it is that you need to do. And sometimes in mixing, you just degrade something to a certain extent for it to
leave room for other things. As for the crash,
I'm just filtering few resonating frequencies
and then the reverse snare and pitch
shifting up a fifth and using this plugin to create
something like a reverb. Notice how the sound without
this login and width. I don't really know
how and why this is doing this, but it is. Let's now talk about
the bass guitar, which is going through some
very interesting processing. When we were working
on this track, we rented a studio that
had a horrible base in it. And I've actually needed
to auto tune it in the mixing stage
because it would just not stay in tune for long. And after the auto tune, I've inserted two
base and emulations. Let's see what each does. This is only the first. And here's with the second. So it gave it more attitude
and kind of focus, the mid-range attack of the
pick where I wanted it. And then what I've
done is to route this base channel into
these auxiliary sends. The first one, you
might have noticed, I'm calling it base
low and filtering all the high frequencies
up until 150 hertz. The reason I'm doing
this is because I want my bass frequencies centered and in control and
clean and focused. And I knew I wanted to distort the high frequencies and
have them on the sides. After this filter, I've
put multiband compressor, which reacts a certain
notes more than others and keeps my base and check,
let's listen to this. You might have noticed
that without it, the base frequencies
were just too dynamic. And as I mentioned, I wanted them very focused. And lastly, I've just attenuated this frequency which
currently bugged me. Then I have to high channels. The first is for the courses and the other four
versus the reason is that I've created
a bass sound in the beginning of the song
that worked beautifully. And then in the verse is it just overpowered and grab
too much attention? And it made it hard to
listen to the singer. So let's start off with
the one in the courses. The first thing I've
done is to filter the low frequencies and
to filter this range, which is the pick. Apparently I did not
like it too much, but you can see it's
a dynamic EQ and it reacts to the source whenever something
just goes overboard. So the reason this
filter is not at 150 hertz is apparently
next plugin, which is an emulation
of the rat distortion. I'm assuming that what happened is that I played around with the filter to shape
what the distortion is actually reacting to that
resulted with this sound. Then I've inserted sews, which is a great plug-in
that helps manage resonances that are
unpleasant but not static. Without it's just
out of control. It's a bit too wild. And after I've
inserted another EQ, this time the filter is placed around the same frequency
in which I filter the high frequencies
and the low channel and continued shaping
the bass sound. So again, you might be
thinking to yourself, why is he ruining the source? The reason is that I
have the low channel, which contains all the low
frequencies that I want. I don't need more low
frequencies in the channel. I wanted only high frequencies. And the last thing I'm
doing is to make this mono source stereo
using Microsoft. And with the best channel. This division of the bass
guitar is a really cool trick. And let's go over
what I'm doing at the Vs. Just a bit more mild in this channel, the only variation
is that there is slightly more distortion
than the first one, but there's a lot more
filtering going on. So let's high
frequencies that are harsh and are taking the
space from the lead singer, then the BQ, another EQ, which is filtering more
of the low frequencies. And Microsoft, the last thing to note about
the bass guitars that it's sent to the
bx 28th spring reverb, which is automated, and it only appears in the
end of the song. So when the song ends, it ends with the bass
guitar decaying out. Notice what happens
in this fader. Spring reverb
immediately creates this vintage feel and it's sorted this
production beautifully. The bass synth has nothing
going on except for this filter and slight
attenuation in 187 hertz. There is no need to
do anything extreme. Don't bless you, do the better. That being said, do whatever you need in order to get
where you want to go. Now, the guitars,
which are going through very, very
extreme processing, these guitars were
recorded directly into the audio interface and without any processing
sound like this. I know. First thing I've
added here is guitar rig, which has first module, the orange AMP and
Marshall cabinet, which created this sound. Then a preset of trash, which is very, very violent, going through another
convolution reverb and some compression and delay. Then why not another distortion. Side note, this is clipping, which is another
form of distortion. There's practically
for degrees of distortion in this
processing chain. And lastly, spring
reverb, because again, we're going for a vintage feel and it suits this beautifully. Now we're talking next up. I've routed these two
guitars to a bus, and I've EQ did. I've added some high
mid and filtered all the sub frequencies because when you extremely
saturated Something, sometimes it results with this. These are frequencies are
just taking space from my overall levels and are
not necessary or audible. So I've kicked them out after this EQ that I've used
for tonal shaping, I'm using this EQ, which I've automated
to create this effect. And the last thing
that I'm doing is to automate the mute
button in order to not have the decay of the reverb
and have this vacuum effect. Automation is a very
important part of a good mix. It gives life to mixes, it creates more
dynamic mixes and it's something you should invest some time and moving
on to the guitar, which actually sounds
like a guitar. It's nice but somewhat
two-dimensional. So I've inserted this
instance of a 610 emulation. 610 is a legendary console
built by Bill Putnam, the founder of Universal Audio. This console has tube
circuitry and although I did not work with the
analog console, I love the emulation. They did no matter how close or far it is from
the original thing. What I'm doing here is a
pretty cool trick in which I push a lot of level
into the console and then I lower the output
so I'm driving or overdrive the whole circuitry and creating some distortion. I really like, Let's
listen to this. I think they've done
a really good job in emulating tube distortion. It kinda feels a bit more three-dimensional
and brings the pitch sound a bit further. And then I'm compressing
the guitar mildly with this 1176 emulation, two to one ratio. So this enhances the
pitch sound even more. But something interesting
I want to point out is that I've dialed the release to a setting that stays just enough for the sound
not to feel choked, but it does attenuate
this annoying low, mid-frequency that just
sustains too long. Try noticing this.
It's very subtle. You might have noticed that, you might have not noticed it, but I really like
what this is doing. Finally, I'm sending
it to a plate reverb which pushes it
backwards in the mix. If this was the only
truck in the mix, I would prefer dry, but it doesn't have a
very important role. So I pushed it to the
back in order to leave space for whatever I wanted
in the front of the mics. Moving on to the, since the jumbo is going
through this EQ, which is essentially a part of the whole agenda you've
already met in the drums, which is making
things a bit low fi. What I'm assuming that happened
here is that I started off rolling the high frequencies
with the high shelf, and that resulted with a few
frequencies picking out. So I needed to attenuate
these a bit more surgically. So as I assumed, it just degrades it and
makes it a bit more low-fi, but in a controlled way that
does not pierce our ears. Then I'm sending it
to a digital reverb. They're all digital, but this is an emulation of the
first digital reverb, actually the EMT to 50. I've set it to decay
over a pretty long time. Then I'm sending it to course and another
course, essentially, which is macro shifts, let's listen to it dry and
then see what the effects at. Grand juror, bigger, wider, and more vintage you the B3, I'm using the soft
tube tape again, a mount for on the base setting, but this time I've
set it to 15 IPS, then I'm enqueuing
it. Nothing much. Now, very dramatic,
just mild shaping then that ambient lead synth, I'm using Sketch case2, which is an incredible plug-in, except for just adding this
cassette kind of tone, I'm adding some Wow, Which is, which is relatively slow
fluctuations and pitch. And then I'm filtering all the high
frequencies of course. So when it was unprocessed with all these high frequencies
is just felt thin. And four, and having all the
high-frequency is filtered, the sound a bit more
focused in the mid-range, made it feel a bit closer. This sound is sent to a ping pong delay
set to eighth notes. I've chosen the memory men style Santos a cobol has a lot
of styles to choose from. And I do search. I tried being very accurate
with my folks Joyce, the line and the last chorus
is also going through tape and is just being extremely filtered both in
the highs and lows. Let's listen to this
unprocessed and processed. And so again, you can see
that the mid-range has a lot to do with
how close or far things feel before the
filtering it kind of feels for and when it's filtered just feels closer and more powerful. It's not necessarily
the case always, but in this case, it definitely is the
line in the first verse. I also have extremely filter. I also filter these
frequencies which were apparently
resonating and annoying. And then I've inserted trash, which I use to gently distort the sound
with tape saturation, then filter the low frequencies
and slightly compressed. Let's hear this source. Why cooler? Yeah, high
frequencies are overrated. Then we have one
channel unprocessed. I'm just sending it
to the two courses. There's no need to do anything. Don't. I mean, I am doing
some extreme processing here, but it's not because I want to process this because
I felt the source needed it when I don't feel
that I don't do anything. Moving on to the
next arpeggiator, I'm using Sketch cassette
again for its well and just the sound of the cassette filtering
the low frequencies, slightly attenuating
the high frequencies, or not slightly at all actually widening it
using the micro shift. So again, I've just
ruined the source in order to leave room for
other things that happen. Jumping to the backing vocals, Let's talk about the
formant altered pair. The first thing I've
done is to filter the low frequencies and
bursts some high mids into the unit than just dial down the formants to
almost minus five. That resulted with this. Then pushed some more high mids and inserted spring reverb. This put the source in
space and it really flat, or is that done some
compression using the 1176? Still be dynamic but
controlled than I've inserted and finished off with rolling all the
low frequencies off. As for the distorted vocals, I'm using sand XAMPP, which is a beautiful
stock plugin that comes with Pro Tools. It has the premium
saturation going on. And then these three are
low frequency distortion, mid frequency distortion, and
high-frequency distortion, then an overall drive and
then low and high EQ. This has a very
specific tone and it's beautiful and
it's followed with a DSLR because the inch and S sounds just
became too harsh. And let's see what
this is doing. These were sent to
a plate reverb. Which is pretty long, and that is it, just tone shaping and control. Then we have the
vocals shouting, I just care what you give, which are processed
with very light EQ, they more than 2.4
dB attenuation. Then we have trash distorting
the bejesus out of them, slowly filtering the
low frequencies and pushing the high frequencies
and adding some delay. And finally some the
S in to make sure that the distortion does
not pull our ears off. Lastly, it's sent to a
ping-pong delay with quarter note triplets and
a lot of feedback. So without any processing, it sounds like this gesture, what you gave with
the tonal shaping. It sounds like this. There is some delay in the
trash module to remind you. And with a ping pong delay, let's listen to how this
sounds and contexts. It's not horribly
obvious and frontal. It's put right in place. Let's talk about the lead vocal. There's a big secret in the approach I came
with to this vocal. We had a good performance with horrible quality
recording and I needed to choose if I'm coming with
the approach of making it as hi-fi and big as I can. Or on the contrary, goal
for a low fi kind of feel. And instead of compensating, just flatter what it
is that I do have and that is the approach
I was going for. So the first thing
that I've done was to take care of the
proximity effect that was in the recording. There were just low
mids everywhere. It was really hard to
deal with, to be honest, after I balanced this, I've inserted another
instance of rats or raw. Let's listen to
what this is doing. Slow down your heart beat
is the city of the dead. You will find yourself
alone too often. This makes it obvious that the
low finance is intentional and it's more of a
stylistic choice than just allows the recording, which is not something that
you want people to feel when they're listening
to your songs after the distortion, I'm just slightly attenuating
these frequencies, which are bugging me, and these high frequencies
which are just harsh. And also the low
frequencies which are just not necessarily
slow down your heart. Bead is the city of the dead. You will find yourself
alone too often. This keeps the distortion
from piercing our ears. And additionally, I'm using
sooth to even control this. Further, I've dialed
down the mix to 81%. Slow down your heart beat
is the city of the dead. You will find yourself
well-known too often. Controlled balance.
It is distorted, but it's not horrible. And let's listen to
this in context and see how it interacts
with the other sound. Slow down your heart. You will find
yourself too often. They don't give a ****. Because it fits the scenery, it fits the text, it fits the melody,
and it works great. Now, I want to talk
about automation. Here you can see that
the harmonic instruments go through quite a
lot of automation. This is volume automation. Specifically, after
I'm done shaping the tone of the
instruments in the mix, I play the song from the
beginning, balances. And then as the song plays, I try noticing what
pokes out and what just feel static and
need some more movement. This volume automation are things that I invest
quite a lot of time. And as you can see, I'm going to very fine detail here to make sure that the vocal is in place throughout the whole song. And there are not
essays or peas that are just popping out and just
annoying my listeners. I also automate effect sense. You can see that here I
have this reverb throw. Let's listen to this
writing on the walls. I'm just so confused. I try noticing where either
the texts or the melody requires more tension and then I can send it
either to a river, but delay and give
them mix more life. My whole mix is summed
down to these stems. There's the jumps down
based on guitar stem, etc. Here, if I feel there's
a need, I do mastering. And in this mix, I
did not do much. There's just minor E Q
on the base and some EQ on the vocals,
slightly shaping it. And actually, the
last thing that is happening before
I'm x goes through my mastering chain is these two parallel channels that are doing parallel processing
for the whole mix. So I have a river parallel, which I'm not using in this mix. I sometimes use, I
sometimes don't. There's this parallel channel, which are usually used
for parallel compression, but in this case, I used for parallel distortion. It's very, very subtle. I feel that it kinda keeps
things a bit more in place. It adds a bit of energy. And this is how I've
mixed what you give. I hope this wasn't
so forth for you. Can actually download this song with all its files and mix it yourself along with songs from other genres you
can practice on. Let me know if you
have any questions and I'll see you in the
mastering sediment.
43. SkillShaer Outro: Hey guys, I hope this class
was insightful for you. It's really important
for me to note that knowledge can only
bring you so far. And in the end of the day, practice is what
will take you to the next level and make you
a professional engineer. In my full course, start
producing music.com. Besides the exercise files, you will receive
multi-track folders of songs from different genres, along with access to a private
community in which you can share your progress and receive
feedback for your work. There are also free sample
packs and I constantly released new content to keep the learning relevant
and up-to-date. And so when you sign up, beyond all the current content, which is over 115 lessons, you'll receive all
future content with no additional cost in
the business chapter, I share insights as a practicing professional
with the intention of saving your mistakes
that I've done in order to learn
these lessons myself. This course is a well-organized, condensed and super
practical training that will help you develop
your music production skills and shorten your
learning curve on your lifelong journey as a
musician and music producer, makes sure you go over
to start producing music.com to learn more about the ultimate
online training. And I'll see you.