Bill Gibson Audiopro Home Recording Course Vol 1
Bill Gibson Audiopro Home Recording Course Vol 1
multimedia audio
recording text
by Bill Gibson
MixBOOKS
6400 Hollis Street. Suite 12 . Emeryville . CA 94608
© 1996 MixBooks
All rights reserved. No portion of this book may be reproduced, copied, transmitted or
stored in any mechanical or electronic form without the written permission of the publisher.
Library of Congress Catalog Card Number: 96-78454
Cover art direction and design: Tami Needham
Cover photograph: Michael Mendelson
Design consultant: Michael Zipkin
Book design and layout: Bill Gibson
Computer graphics: Bill Gibson
Production staff: Mike Lawson, publisher; Lisa Duran, editor; Sally Engelfried, editorial
assistance; Teresa Poss, administrative assistant; Georgia George, production director;
Tom Marzella, production assistant
Instrumental Performances: Bill Gibson, except "Acoustic Drums and Percussion" chapter
(Wade Reeves on drum set)
Vocal performances: Lynn Gibson
Recording engineer: Bill Gibson
Dedicated in loving memory to my mother, Vera Gibson, whose constant support, strength
and joy of life remain a source of inspiration and motivation to me.
Special thanks to my wife, Lynn, and daughter, Kristi. I can't imagine a better family. I love
you both.
MixBOOKS
6400 Hollis Street, Suite 12
Emeryville, CA 94608
(510) 653-3307
Conclusion 60
Chapter Two 62 Chapter Three
Signal Processing Microphones
Intro to Signal Processors 62 Microphones: Our Primary Tools 100
Effects Processors 85
Delay Effects ........................................................... 85
Slapback Delay ........................................................ 85
Doubling ............................................................... 89
Modulation ............................................................. 89
Phase Shifter ......................................................... 90
Chapter four 112
Flanger ................................................................ 90
Chorus................................................................... 90
Guitars and Guitar Sounds
Phase Reversal and Regeneration................................ 91
Stereo Effects.......................................................... 92 Recording Guitars 112
Toms 221
Recording Levels for Toms ....................................... 221
Tuning Drum Machine Toms ..................................... 222
Equalizing the Toms ............................................. 222
Reverberation on Toms .......................................... 223
Panning the Toms................................................... 223
Cymbals 224
Percussion 226
Conclusion 230
Glossary 232
Index 239
Acknowledgments 24
Preface • p a g e
Preface
T
he AudioPro Home Recording Course teaches If I use a term that is unfamiliar to you, please refer to
you specific concepts and techniques that will the Glossary for its definition. At first, we'll keep things
improve the overall quality of your audio record- as simple as possible to avoid brain burnout. As you
ings so that they approach the same audio quality progress through this course, you'll build your knowl-
that you hear on the radio and on CDs and cas- edge and technical abilities step by step.
settes. To do this, the first two chapters together
cover enough concepts and terms so that we're all This material will really help you get sounds that are
talking the same language. The remaining chapters competitive. Persevere! Keep fine-tuning your craft.
focus on specific recording techniques as they relate If you're serious about audio as a career or if you're
to different types of instruments, kinds of sounds doing music just for the fun of it, this course is for
and practical recording situations. you. The techniques described herein are going to
help you make better use of your recording time.
This is a complete course. The explanations are Your music will only benefit from your deeper
designed to progressively build your recording skills understanding of the studio as a musical tool.
throughout the course. I might introduce a topic with
a very minimum of information, then later in the The primary tools of the musical trade, for both the
course I'll expand the explanation and support the professional and the amateur, are available every-
concepts further with audio and text examples. Read where, right off the shelf. Technology is more afford-
all printed material and listen carefully to the audio able now than ever before. With a mixer, some key-
examples provided on the accompanying compact boards or guitars, a microphone and a sequencer,
discs. (You'll find the audio examples listed by CD almost anyone can create a solid musical work that
and track number as they appear in the chapter.) The can be complete on its own or polished off in a pro-
information in each complements the other, and fessional recording studio. With some motivation,
together they offer a complete course. Each part of imagination and education, you can (in your own
this course is important. hometown) make your music a financially, emotional-
ly and artistically profitable venture. *
I've designed The AudioPro Home Recording
Course for the person who is already doing some We're going to approach recording from a musical
recording or at least has a small setup on which to perspective. You'll study recording examples that fit
practice. To make this a hands-on experience, I'll real musical situations, and you'll learn solutions to
give you specific assignments to do in each chapter common problems that will help you enhance your
(with visual aids provided by the accompanying music. In doing so, you'll establish a base of com-
illustrations) with your own setup. mon knowledge.
The AudioPro Home Recording Course • a comprehensive multimedia audio recording text • page 2
1The Mixer
pad); a phase switch; a preamp control; auxil-
The mixer Layout iary sends; equalization; a pan control; track as-
signments; solo, mute and PFL buttons and the
W
e begin with the mixing board. Our input fader. In understanding how one channel
approach throughout this course works, you can understand how they all work.
is that the mixing board is one of To the right of the channels, there is often a
the engineer's musical instruments. Always let monitor section. In the monitor section, there is
the music lead the way through technology. Let usually a master volume control for adjusting
your ears and your heart tell you what the mu- listening levels, a monitor selector (where we
sical sounds should be, then use the tools of choose what we listen to), master aux send lev-
the trade to get those artistically inspired sounds. els, a test tone oscillator, a stereo master fader,
In this first section, we'll cover the following a stereo/mono button, a headphone jack and
concepts: mixer configurations, amplifiers, on some mixers, we also see the output level
speaker connections and studio monitors. This controls for the track assignment bus.
information will help you identify your mixer con-
figuration and ensure that your speakers are con-
nected properly to your amplifier. Once this is Split vs. In-line
completed, you'll have a point of reference for
new knowledge, and you can be sure that what If your mixer has faders to the right of the chan-
you are hearing can be trusted. nel input faders and if these faders adjust the
First we'll look at how a typical mixer is level of the final output to the multitrack, then
laid out. Then we'll study the location of each your mixer is called a split mixer or console.
control. Later in this chapter, I'll explain each Some mixers have the level controls to the
control in detail so you'll know what each fea- multitrack (typically knobs instead of faders)
ture is and how it works. Please look at Illustra- near the top of each channel. These are called
tion 1-1 as we go through this. The terms mixer, in-line consoles. Look at Illustration 1-2 to help
console, board, mixing desk, desk and audio pro- visualize the difference between a split and an
duction console are used interchangeably. in-line console. Illustration 1-1 is a split console.
Mixers have a number of channels, each The module in Illustration 1-2 is an example of
typically having the same controls. These con- an in-line module.
trols can include an attenuator (also called a Split and in-line mixers each have their
Chapter One • The mixer • page 3
Illustration 1-1
The Split Mixer
own set of advantages, but both can be very understand how each configuration operates. My
effective and flexible while sonically supporting goal is to explain the basics in simple enough
your musical ideas. I've worked a lot on both terms that you'll be able to integrate all con-
types and have adjusted quite easily because I cepts seamlessly into any recording situation.
The AudioPro Home Recording Course • a comprehensive multimedia audio recording text • page 4
Illustration 1-3
Mixer Configurations
Mixers are designed in various configurations. These configurations can be labeled 4X2,
8X4X2, 16X8X2, and so on. The X's between the numbers stand for the word "by," so
4X2 is "4 by 2". There are many different possibilities, but the system is easy to
understand.
The first number indicates the number of channel inputs that are available. If your mixer
has 8 inputs, then your first number would be 8.
The remaining numbers refer to the different subgroups that these inputs can be
combined to. For example, if your mixer has 8 inputs that can be mixed to a stereo
output, your configuration would be 8X2.
If your mixer has 20 inputs that can be assigned to 8 tape tracks that can be mixed
down to a stereo master output and can also be combined into a mono output that's
separate, then your configuration would be 20X8X2X1.
If you have a personal multitrack 4-track with 6 channel inputs that can be assigned to
any of the 4 tracks that can then be mixed down to stereo, your configuration would be
6X4X2.
Look at your mixer, determine your configuration and write it down. Start with the
number of mic inputs, subgroups, then main outs (like stereo and/or mono).
Assignment: RMS
Find out what the RMS power rating is on your amplifier. Even if you have a home
entertainment system, this rating will be in the owner's manual.
If you go shopping for a new amp, I suggest buying a professional quality amplifier
rated between 100 and 200 watts RMS from a well known manufacturer.
It isn't necessary to get the most expensive or the most powerful (although that is
pretty fun). More power is good if you can afford it, because it assures you of less
distortion from the amp itself, but be careful if your speakers aren't capable of handling
as much power as your amp can deliver. Speakers will often indicate, right on the back
by the terminals, the maximum amount of power they can handle safely.
quality components, therefore lasting longer and entertainment can get you by for a while, but as
working harder for longer periods of time. Repu- you become more serious and are spending more
table manufacturers offer the best service and and more time recording, investing in a good
support. Fast, quality service is invaluable when amp and speakers is necessary. See Illustration
you're making money with your equipment. 1-3 for the assignment on RMS.
Using a small system designed for home
The AudioPro Home Recording Course • a comprehensive multimedia audio recording text • page 6
Illustration 1-4
Speaker Wire Gauges
Always use heavy-duty wire designed specifically for use with speakers. The chart
above indicates suggested wire gauges for varying lengths.
The smaller the wire number, the thicker the wire. Thicker wire has less resistance to
signal. To have minimal degradation of signal in longer runs, we use thicker wire.
Wire can be very expensive, especially if you buy the top of the line. For home studio
use, it's rarely justifiable or necessary to buy "the best." Buying a good, heavy-duty
wire of the appropriate gauge in the middle price range is usually safe.
Be sure to use designated speaker wire for speakers—not a regular guitar cable (line
cable). Both wires in a speaker cable must be identical. A guitar cable has one single
center conductor with a braided shield acting as the other wire. Using a guitar cable
as a speaker cable is an inefficient way to carry the amplified audio signal to the
speakers and can be taxing on the power amplifier sending the signal.
Speaker wire often looks like the power cord on a standard lamp in your house. In
fact, a heavy-duty 18-gauge lamp wire can work well as speaker cable in a pinch.
Whenever you're monitoring in stereo, be absolutely certain that the red
post on the back of the power amp is connected to the red post on the back
of both speakers and that black goes to black! If these are connected backwards
on one of the two monitors, the speakers are said to be out-of-phase. When this
happens, a sound wave that is sent simultaneously to both speakers (panned center)
moves one speaker cone out while it moves the other speaker cone in. Speakers
connected out-of-phase work against each other instead of with each other. What
you hear from them is inaccurate and unpredictable, especially in the lower frequen-
cies.
Chapter One • The mixer • page 7
Illustration 1-5
Near-field Reference Monitors
produce poor results and unreliable mixes when Since this can involve actual construction and
positioned as near-field reference monitors. often plenty of expense and since near-field ref-
erence monitors can produce excellent results,
Far-field Monitors the obvious choice for most home setups is a
Far-field monitors are designed to be farther pair of near field reference monitors.
away from the mixing engineer, and their sound
is greatly affected by the acoustics of the room
they're in. Larger rooms have more air to move, Connectors
so they require larger monitors to move that air.
These monitors can be very expensive. We encounter several types of connectors when
In order to get great results from far-field hooking audio equipment together. In this sec-
monitors, they must be used in a studio that has tion, we cover RCA connectors, 1/4-inch con-
been acoustically designed for a smooth and nectors, XLR connectors, adapters, plugging in,
even balance of frequencies within the room. powering up/down, grounding and hums.
Chapter One • The Mixer • page 9
RCA Connectors
RCA phono connectors are the type found on Illustration 1-6
most home stereo equipment and are physically RCA Phono Plug and Jack
smaller in size than the plug that goes into a
guitar or keyboard (Illustration 1-6). RCA phono
connectors are very common in home-recording
equipment and are among the least expensive
connectors.
carries the actual musical signal. The wire carry-
Quarter-inch Phone Connectors ing the signal is called the hot wire or hot lead.
Quarter-inch phone connectors are the type The sleeve is connected to the braided shield
found on regular cables for guitars or keyboards. that's around the hot wire. The purpose of the
These connectors are commonly used on musi- shield is to diffuse outside interference, like elec-
cal instruments and in home and professional trostatic interference and extraneous radio sig-
recording studios. nals.
Notice that a guitar cable has one tip and The other type of 1/4-inch phone connec-
one sleeve on the connector (Illustration 1-7). tor is the type found on stereo headphones. This
In a guitar cable, the wire connected to the tip plug has one tip, one small ring (next to the tip)
Illustration 1-7
1/4" Phone Plug (Mono)
The AudioPro Home Recording Course • a comprehensive multimedia audio recording text • page 10
Illustration 1-8
1/4" Phone Plug (Stereo or Balanced)
Illustration 1-9
Chapter One • The Mixer • page 11
Illustration 1-10
Adapters
The center post on the RCA phono plug corresponds to the tip on the RCA-to-1/4"
phone plug adapter.
The tip and the ring on the 1/4" tip-ring-sleeve phone plug correspond to pins 2 and 3
on the 1/4" phone plug-to-XLR adapter. The sleeve corresponds to pin 1. The pin
numbers of the XLR connector are imprinted on the connector end itself. They're located
next to the base of the pins on the male XLR connector and next to the holes on the
female XLR connector.
and spikes. These can be picked up for a reason- usually occur so quickly that you don't even
able price at most electrical supply stores. notice them. Since power surges and spikes can
Spikes and surges are fluctuations in your seriously damage delicate electronic circuits, pro-
electrical current that rise well above the 120- tection is necessary for any microprocessor-
volt current that runs most of your equipment. controlled equipment (computers, synthesizers,
Surges generally last longer than spikes, but both mixers, processors, sequencers, printers, etc.).
Illustration 1-11
AC Plug Into Ground Lifter
A problem can occur when d ifferent piec es of equ ip men t are connected to differen t
outlet s. A n incon sisten cy in ground and in -h ouse wiring c an produce a lo w hum in you r
aud io signal. W hen this h app ens, you can use a ground lif ter on the p iece of equ ipmen t
cau sing the hum. The ground lifter is the adap ter that accep ts all th ree prong s from a
stand ard AC cable but tu rn s th e ground pin into a tab. This tab can be sc rewed to the
wall p late mo unting sc rew if th e ground needs to be co mpleted a t th e out let , or if you
need th e ground disc onn ected at that point , simp ly b end th e ground tab back and
leave it disconnected .
Powering up
• Turn on the mixer and outboard gear (like de- could, at the very least, be painful or, at worst,
lays, reverbs and compressors) before the even fatal. Properly grounding a piece of equip-
power amps. ment gives potentially damaging electrical prob-
• Always turn power amps on last to protect lems a path, other than you, to ground.
speakers from pops and blasts as the rest of
the electronic gear comes on. Ground Hum
Aside from causing physical pain, grounding
Powering down problems can induce an irritating hum into your
• Turn power amps off first to protect speak- audio signal. If you have ever had this kind of
ers, then turn the mixer and outboard gear noise show up mysteriously and at the worst
off. times in your recordings, you know what true
frustration is.
Grounding
Grounding is a very important consideration in
Audio Example 1-160-Cycle Hum
any recording setup! The purpose of ground-
CD-1: Track 2
ing is safety. If there's an electrical short, or a
problem in a circuit, the electricity may search
out a path other than the one intended. Elec- Sixty-cycle hum is the result of a ground-
tricity is always attracted to something con- ing problem where the 60-cycle electrical cur-
nected to the ground we walk on (the earth). rent from the wall outlet is inducing a 60-cycle-
The reason for the third pin, called the ground per-second tone into your musical signal.
pin, on your AC power cable is to give an elec- To make matters worse, this 60-cycle tone
trical problem like this somewhere to go (Illus- isn't just a pure and simple 60 Hertz sine wave.
tration 1-11). A sine wave is the simplest wave form and, in
The ground pin in your electrical wiring is fact, is the only wave form that has a completely
ideally connected, through the third pin on your smooth crest and trough as it completes its cycle
power cord, to a grounding rod, which is a metal (Illustration 1-12). We could easily eliminate a
rod that's stuck at least six feet into the earth. 60-cycle sine wave with a filter. Sixty-cycle hum
Another possible source of ground is a metal has a distinct and distracting wave form, which
pipe like the water supply pipe to your hot- also includes various harmonics that extend into
water heater. This can be an excellent ground, the upper frequencies.
but be sure the metal pipe at the heater is not It's very important to have your setup prop-
connected to plastic pipe before it gets to erly grounded in order to eliminate 60-cycle hum
ground. and for your own physical safety while operat-
If you happen to touch equipment that ing your equipment. For some practical solutions
isn't properly grounded and if you are standing to some grounding problems, see Illustration
on the ground, you become just the path to the 1-13.
ground that the electricity is looking for. This
The AudioPro Home Recording Course • a comprehensive multimedia audio recording text • page 14
Illustration 1-12
The Sine Wave
There are 360° in the complete cycle of a sine wave. This is the simplest wave form,
having a smooth crest and trough plus comp lete symmetry between positive and
negative air pressure.
Illustration 1-13
Grounding Buzzes and Hums
Let's look at some practical solutions to the persistent hums and buzzes that vex so
many recording setups. Once your studio is on the right path electrically, your frustra-
tion level should drop significantly.
Hire a Pro
The best approach to a persistent grounding problem is to hire a qualified electrician to
rewire your studio so that all available electrical outlets have the ground terminals
running to the exact same perfect ground. The ideal situation is to have a completely
separate electrical feed run into your studio by the power company. These circuits
should be filtered and relayed. When designed properly, if there is a loss of power,
circuits will come back on in an order determined by the relay network. It's also a
great idea to have any computer-based gear on a power backup system. These
backup systems have battery power that will continue the flow of current to your
equipment if there's a power loss or failure. You only need to be saved once by one
of these systems to be a firm believer in their use.
This solution is obviously impractical for most home users. You might spend as much
money to get a truly professional electrical system as many home recordists spend on
their recording equipment altogether. Please keep in mind, though, that you might
benefit greatly by a simple consultation with an experienced studio wiring technician.
Lifting the Ground
Lifting the ground is accomplished when the third prong on an AC power cable does
not plug into the power outlet.
The ground can be lifted on any piece of gear that has a three-prong wall plug by
plugging that wall plug into a small adapter that accepts all three prongs from the
power chord at the in end but only has two prongs coming out of the out end. See
Illustration 1-11. If the power cord has only two prongs, the ground has already been
lifted.
Lifting the ground doesn't necessarily mean nothing is grounded; it simply means that
a particular piece of equipment isn't grounded twice to conflicting grounds. Many
home studios have the ground lifted on all pieces of gear except one. In such a case,
all gear that's part of the network grounds to that one piece, even though their
individual power cord grounds aren't connected.
If all grounds are lifted, it's advisable to connect all of the individual chassis grounds
together with zip cord, lamp wire or #10 insulated wire. Most pieces of equipment
have ground terminals on their back panels. If there is no ground terminal, connect
continued...
The AudioPro Home Recording Course • a comprehensive multimedia audio recording text • page 16
Illustration 1-13
...continued
the ground wire to any screw that goes into the metal chassis. It's easiest if you
connect all of these wires to one terminal strip, mounted close to your gear, then
connect the terminal strip to a true ground. A true ground can be difficult to find, but
try the hot water supply pipe to your hot water tank, the center screw on one of your
wall AC outlet face plates or have an electrician install and verify a true ground source.
Disconnect Shields
Another way to eliminate hum is to disconnect the shield at one end of your line
cable (patch cable, instrument cable, guitar cord, etc.), usually at the end closest to
your mixer. This can break the ground loop and solve the problem. To disconnect the
shield on a cable, you must open the connector and either cut or unsolder the
braided shield from the lug it's connected to. It can be convenient to keep a couple of
cables like this around. Mark them clearly and indicate the end with the disconnected
shield.
Danger, Danger
Anyone who has ever played in a real live garage band knows that there's always
danger when electrical equipment, musicians and cement floors coexist in the same
room. The cement floor is connected directly to the ground, and you can become a
very attractive option for electricity in search of ground if you're standing on the
cement. Remember, the human body can conduct the flow of 20 to 30 amps of 110-
volt alternating current (AC). Since this can be, at the very least, very painful or, at
worst, even lethal, be cautious.
In Summary
Proper grounding can be the single most important factor in keeping your system
quiet and buzz free. A poorly designed system can have many hums and other
unwanted sounds and noises. Paying attention to detail here and hiring some profes-
sional help will make your home studio far more functional and tons more fun.
Keep in mind that you've just seen some practical solutions to common problems, but
real electrical wiring and system design should be handled by a professional
electrician. Studio grounding is a specialized application, so look for an electrician
with expertise in this field. Hiring the right electrician with the right bag of tricks for
the studio is a very worthwhile investment.
Chapter One • The mixer • page 17
into the small pipe fast enough. impedance instrument into the high-impedance
So, what is the solution if you have a high- input and then patch the low-impedance out-
impedance guitar that you want to plug into a put into a low-impedance input, or, if necessary,
low-impedance mixer or a low-impedance mic you can plug low-impedance in to the low-
that you want to plug into a high-impedance impedance end and come out of the transformer
guitar amp? high-impedance.
Illustration 1-15
The Direct Box
The h i Z input is a Y. One sid e of the Y sends the signal to the transformer; the other side
o f the Y send s th e signal to the Out to A mp jack. Th is makes it possible for instruments
to p lug in to the d irec t bo x th en into th e amp lifier from th e Out to Am p jack.
If you hear a loud ground hum after plugg ing into the direct box, it w ill usually go away
if you f lip the Ground Lif t sw itch .
Most DIs have a Pad to help keep strong signals from overdriving the console inputs.
Chapter One • The Mixer • page 19
Audio Example 1 -5 is a bass through a pas- Phantom power requirements can vary
sive direct box. from mic to mic so check your mic specifications
Audio Example 1-6 is the same bass to insure that the mic is getting the power it
through an active direct box. needs. Voltage requirements are typically be-
tween 12 and 52 volts. Most mics that require
low voltages have a regulatory circuit to reduce
Audio Examples 1-5 and 1-6 Direct Boxes higher voltages so that normal 48-volt phan-
CD-1:Track 4 tom power can be used without damaging the
mic. Microphones that require higher voltages
The difference between these two ex- won't usually sound all that great until they get
amples can be subtle, but it's often the nuances the power they require. These mics often come
that make the difference between okay and bril- with their own power supply.
liant! A 10 percent improvement of each track Your mixer might not have phantom power
really impacts the final product, especially when built in. Most microphone manufacturers offer
recording 8,16, 24 or more tracks. Optimize ev- external phantom power supplies for one or
ery step of your recording process! It makes a more mics. Simply plug the phantom power sup-
noticeable difference. ply into an AC outlet, then plug the cable from
Direct boxes typically have a ground lift the mic or direct box into the phantom power
switch (Illustration 1-15). Try flipping this switch supply. Finally, patch from the XLR output of the
if you can hear a noticeable 60-cycle ground hum phantom power supply into the mixer mic in-
ally one position that eliminates hum. Phantom power is preferred over battery
power because it is constant and reliable,
whereas batteries can wear down, lose power
Phantom Power
and cause the mic or direct box to operate be-
Condenser microphones and active direct boxes
low its optimum specification (even though it
need power to operate. If they don't receive it,
might still be working).
they won't work. This power can come from a
If the mic or direct box doesn't need phan-
battery in the unit or from the phantom power
tom power, it's good practice to turn the power
supply located within the mixer.
off on those channels, though it isn't absolutely
Phantom power (a very low amperage 48-
essential. Many consoles have phantom power
volt DC current) is available at any mic input
on/off switches. Some mixers have phantom
that has a phantom power switch. Since amper-
power that stays on all of the time. This is okay
age is the actual punch behind the voltage and
but if there's an on/off switch, turn it on when
since phantom power has a very low amperage,
you need it and off when you don't.
there's little danger that this power will cause
you any physical harm, even though the power
Line Level
travels to the mic or direct box through the same
Line in and line out are common terms typically
mic cable that the musical signal travels to the
associated with tape recorder inputs and out-
mixer.
The AudioPro Home Recording Course • a comprehensive multimedia audio recording text • page 20
puts and mixer inputs and outputs. The signal When we use the term dB it's useful to
that comes from a microphone has a strength keep in mind that it is a term that expresses a
that's called mic level, and a mixer needs to have ratio between two powers and can be tagged
that signal amplified to what is called line level. to many different types of power that we en-
The amplifier that brings the mic level up to line counter in recording.
level is called the mic preamp. We'll study mic With our option of +4dBm, dB is being
preamps later in this chapter. tagged to milliwatts; and with -10dBV, dB is be-
Instrument inputs on mixers are line level. ing tagged to volts. Without going into the math
An input that is line level enters the board after of it all, let's simply remember that +4 equip-
the microphone preamp and is, therefore, not ment only works well with other +4 equipment,
affected by its adjustment. and -10 equipment only works well with other -
Some mixers have attenuators on the line 10 equipment.
inputs and the mic inputs to compensate for dif- Some units let you switch between +4 and
ferent instrument and tape recorder output lev- -10, so all you do is select the level that matches
els. As we optimize each instrument or voice your system. There are also boxes made that let
recording, we must optimize the gain structure you go in at one level and out at the other. Re-
at each point of the signal path. When all the fer to Illustration 1-16 for more details about
levels are correct for each mic preamp, line at- +4 and -10.
switch. Select the appropriate position for your channel has exactly the same controls. So, if we
situation. In m/'c position the input goes through can use and understand one channel, we've al-
the preamp. In line position (possibly called in- ready won most of the battle. In this section,
strument position) the preamp is not included. we begin to see what each control can do. As
you grasp these concepts thoroughly, the mixer
+4dBmvs.-10dBV becomes a creative tool rather than a formidable
You might have heard the terms plus four or mi- adversary.
the low impedance/high impedance dilemma. (sometimes called the input preamp or simply
Different equipment can have different relative the preamp). The preamp is actually a small am-
line level strength. This is tagged in dB and the plifier circuit, and its controls are generally at
two options are +4dBm or -10dBV. the top of each channel. The preamp level con-
Chapter One • The Mixer • page 21
Illustration 1-16
More Details About +4 vs. -10
Most +4 gear is balanced low-impedance. This is the type that's used in a true blue
professional recording studio and uses either an XLR connector or some other type of
three-pin connector, like a stereo headphone type of plug (tip-ring-sleeve). Gear can
also be of the unbalanced variety and still operate at +4. This equipment will use RCA or
1/4" phone connectors.
We most often think of -10 gear as being unbalanced. This type of gear is considered
semipro. Most home recording equipment operates at -10dBV. Gear that uses RCA
phono type plugs or regular mono guitar plugs is usually -10dBV.
Some pieces of equipment will have a switch somewhere that will let you select whether
they operate at +4 or -10. A +4 output is too strong for a -10 input, and a -10 output is
too weak for a +4 input.
When used properly and with shorter cable runs, there should not be a noticeable
difference in sound quality from a unit operating at -10 as opposed to +4, even though
+4 is the professional standard.
+4dBm balanced equipment works especially well when longer cable runs are necessary,
like in a large recording studio, or when radio interference and electrostatic noises are a
particular problem.
trols how much a source is amplified and is ers work at line level so a mic level signal needs
sometimes labeled as the Mic Gain Trim, Mic to be amplified by the preamp to line level be-
Preamp, Input Preamp, Trim, Preamp or Gain. fore it gets to the rest of the signal path.
A signal that's been patched into a micro- Best results are usually achieved when the
phone input has entered the mixer before the preamp doesn't need to be turned all the way
preamp. The preamp needs to receive a signal up. A preamp circuit usually recirculates the sig-
that is at mic level. Mic level (typically 30-60dB nal back through itself to amplify. This process
below line level) is what we call the strength of can add noise, then amplify that noise, then
the signal that comes out of the mic as it hears amplify that noise, etc. So, use as little pream-
your music. A mic level signal must be amplified plification as possible to achieve sufficient line
to a signal strength that the mixer wants. Mix- level.
The AudioPro Home Recording Course • a comprehensive multimedia audio recording text • page 22
Many boards have an LED (light-emitting Most attenuators include 10,20 or 30dB pads,
diode, or red light) next to the preamp control. which are labeled -10dB, -20dB, or -30dB.
This is a peak level indicator and is used to indi- If there's noticeable distortion from a
cate peak signal strength that either is or is get- sound source, even if the preamp is turned down,
ting close to overdriving the input. The proper use the pad. Start with the least amount of pad
way to adjust the preamp control is to turn it up available first. If distortion disappears, all is well.
until the peak LED is blinking occasionally, then If there's still distortion, try more attenuation.
decrease the preamp level slightly. It's usually Once the d isto rtion is gone, use the
okay if the peak LED blinks a few times during a preamp level control to attain sufficient input
recording. level. Listen to Audio Example 1-8 to hear the
dramatic difference this adjustment can make
Attenuator in the clarity of an audio signal.
It's a fact that sometimes the signal that comes
from a microphone or instrument into the board
Audio Example 1-8 Attenuator Adjustment
is too strong for the preamp stage of your mixer.
This can happen when miking a very loud in-
CD-1: Track 5
strument, like a drum or electric guitar amp, or
when accepting the Dl of a guitar or bass with Again, if the input stage of your mixer has
particularly powerful pickups. Some microphones a red peak LED by the input level control, it's
can also produce a stronger signal than others. desirable to turn the input up until the peak LED
If the signal is too strong going into the preamp, blinks occasionally, then back the level off
then there will be unacceptable distortion. When slightly. This way we know we have the signal
this happens at the input, there's no fixing it coming into the mixer as hot as possible with-
later. out distortion. This is good.
This situation requires the use of an at- Ideally, we'll always record electronic in-
tenuator, also called a pad. This is almost al- struments with their output at maximum going
ways found at the top of each channel by the into the board. This procedure results in the best
preamp level control. An attenuator restricts the possible signal-to-noise (S/N) ratio and provides
flow of signal into the preamp by a measured a more surefire way to get the instrument back
amount or, in some cases, by a variable amount. to its original level for a punch-in or retake.
Listen to Audio Example 1-7 to hear the sound If you don't have an attenuator and if you
of an overdriven input. This example would are recording from an instrument like bass, key-
sound clean and clear if only the attenuator board or guitar through a direct box, you can
switch were set correctly! turn the output of the instrument down slightly
to keep from overdriving the input preamp. Be
sure to mark or notate the position of the in-
Audio Example 1-7 The Overdriven Input
strument's controls (especially volume) so you
CD-1:Track 5
can duplicate levels for a future punch-in or re-
take.
Chapter One • The Mixer • page 23
Illustration 1-17
Transients
A transient attack is the percussive attack present in all percussion instruments when
one hard surface is struck with a hard stick, mallet or beater (cymbals, tambourine,
cowbell, claves, guiro, shakers, maracas, etc.). Transient attacks are also a consider-
ation when recording acoustic guitar (especially steel string played with a pick) or
acoustic piano.
VU Meters
A VU meter is the most common type of meter. VU stands for volume unit. This
meter is capable of reading average signal levels, not peak levels or fast attacks. A VU
meter has a needle that physically moves across a scale from about -20VU up to
about +5VU.
Instruments with a very fast, percussive attack have levels that can't be read accu-
rately by a standard VU meter, which responds too slowly to register the attack.
Peak Meters
A peak meter uses LEDs (or other types of lights) instead of the physically moving
needle of a standard VU meter.
Peak meters are capable of metering transients, but different types of peak meters
have different speeds and meter transients with varying degrees of accuracy.
Peak meters are necessary for recording digitally, since our primary goal, using a
digital recorder, is to not record above a certain level with any signal. When recording
digitally, always try to obtain the highest meter reading without going past 0. If
digital recordings are made with levels too low, the full resolution of the digital
recording process isn't realized. Low level digital recordings can sound grainy and
harsh.
Adjusting Record Levels for Transients
When recording instruments that contain transients and metering with a standard VU
meter, adjust levels so that the loudest part of the track registers between -9VU and -
7VU. This approach results in much more accurate and clean percussive type tracks.
The transient is usually at least 9VU hotter than the average level, so when the
standard VU Meter reads -9VU the tape is probably seeing OVU. If you meter OVU on
a transient, the tape might see +9VU!
Peak LEDs are fast enough in their response to accurately meter transients. A peak
LED is normally just one red light that comes on when the signal is about to oversatu-
rate the tape or overdrive a circuit.
continued...
Chapter One • The Mixer • page 25
Illustration 1-17
... continued
It's usually okay for the peak LED that lives in one corner of a VU meter to blink
occasionally, but if it's on continuously, find the instrument, instruments or frequen-
cies that are making it come on and back the levels off.
When a peak LED comes on, it means that, even though the VU is registering well
within acceptable limits, the actual level that's reaching tape is getting pretty hot.
In a mix, if the average or VU level is conservative but the peak LEDs are always on,
there's probably a percussion instrument in your mix that's too loud, and even if it
doesn't sound too loud on your system, it'll probably sound too loud on other sys-
tems.
Metering with peak meters, although potentially more accurate, can lead to record-
ing with very conservative levels which can result in recordings that contain more
noise in relation to the signal.
Standard VU meters, with a little education and experience, are still the preferred
method of metering for most analog recording situations.
sound difference as the phase is reversed on the channel, it's probably at the top of the channel
second track. The tracks combined are obviously by the preamp and attenuator controls. Its pur-
thin and reduced in level. Imagine if that hap- pose is to help compensate for phase interac-
pened to the guitar track in a mix as it was tion problems. For practical use, listen to your
played on mono AM radio. mixes in mono. If you notice that too many in-
struments get softer, disappear or just seem to
sound funny in mono, then there's probably a
Audio Examples 1-9,1-10 and 1-11 phase problem between some of the tracks.
Phase Reversal Change the phase of some of the tracks that
CD-1: Track 6 might be combining in a problematic way until
the mix sounds full and smooth in mono.
The nature of combining sounds dictates Short delay times, chorus and phasing ef-
that there is always phase interaction. We fects can also cause these kinds of problems in
wouldn't want to hinder that because good mono, so you might also need to change some
phase interaction gives our music depth and rich- delay times to help even things out. There will
ness. However, we do want to be particularly be more about this when we cover mixdown.
aware of phase interactions that can have an Once you've located and solved the phase prob-
adverse effect on the quality of our music. lems, your mix will sound just as good in stereo,
If your mixer has a phase switch on each and you'll be ready for television or AM radio.
The AudioPro Home Recording Course • a comprehensive multimedia audio recording text • page 26
Illustration 1-18
Phase Relationship
Wave B is 180° out of phase with Wave A. The result of opposing crests and troughs is
no air movement. No air movement means no sound.
Conversely, two identical waveforms that start at exactly the same time (below) are in
phase. They combine, resulting in twice as much energy.
The height of the waveform (the distance above and below the center line) is referred to
as the amplitude. Amplitude corresponds to the amount of energy in the wave-form.
proper adjustment of the input stage of your that the only surefire way to find a problem in a
mixer, listen to Audio Examples 1-12, 1-13 and system is to follow the signal path deliberately
1-14. If your signal isn't clean and accurate at from its point of origin (point A, for example,
the input stage, it won't be clean and accurate the microphone) to its destination (point B, the
anywhere. speakers).
There are several possible problem spots
between point A and point B. A thorough knowl-
Audio Example 1-12 Proper Input Levels
edge and understanding of your signal path lets
CD-1:Track 7
you deal with any of these problems as quickly
as possible. See Illustration 1-19 for an assign-
ment on signal path.
Audio Example 1-13
Low Input Levels Resulting in a Noisy Mix CD-
Channel Insert
1: Track 7 Most modern mixers have what is called a chan-
nel insert (Illustration 1-20). This is the point
where a piece of outboard signal processing can
Audio Example 1-14 be plugged into the signal path on each indi-
High Input Levels Causing Distortion vidual channel, if your mixer has inserts, they're
CD-1;Track 7 probably directly above or below the microphone
inputs.
We must have proper levels coming A channel insert lets you access only one
into the mixer before we can even begin channel at a time and is used to include a sig-
to set levels to tape. Any distortion here is nal processor in the signal path of that specific
magnified at each point. Any noise that exists channel. The processor you insert becomes a per-
here is magnified at each point. Listen to the manent part of the signal path from that point
effects of improper level adjustment at the in- on. An insert is especially useful when using a
put. Audio Examples 1-12, 1-13 and 1-14 use compressor, gate or other dynamic processor.
the same song, the same mixer and the same A channel insert utilizes' a send to send
tracks with different input levels. the signal (usually as it comes out of the preamp)
to the signal processor. The signal processor out-
put is then patched into the return of the chan-
More Signal Path nel insert. This completes the signal path, and
the signal typically continues on its way through
Remember, signal path is simply the route that the EQ circuit and on through the rest of its path.
To understand the different types of inserts, re-
a signal takes from point A to point B. For speed
fer to Illustrations 1-21A through 1 -21D.
and efficiency in any recording situation, it's es-
A channel insert and an effects bus are
sential that you're completely familiar with the
similar in that they deal with signal processing.
signal paths involved in your setup.
An insert affects one channel only. Inserts are
Any good maintenance engineer knows
The AudioPro Home Recording Course • a comprehensive multimedia audio recording text • page 28
Illustration 1-19
Assignment: Signal Path
Many owner's manuals give a schematic diagram of exactly what the signal path is in a
mixer. You may not be totally into reading diagrams, but there's a lot to be learned by
simply following the arrows and words. The basis of electronics is logic. Most complex
electronic tasks can be broken down into small and simple tasks. That's exactly how
the recording world is. What seems like an impossible task at first isn't so bad when
you realize it consists of several simple tasks performed in the right order.
An example of a typical signal path might be: The microphone goes into the micro-
phone input, which goes to the attenuator, which goes into the preamp, which goes
into the equalizer, which goes to the track assignment, which goes to the tape
recorder, which comes back to the mixer at the monitor section, which goes to the
master volume fader, which goes to the main stereo output of the mixer, which goes to
the power amp in, which goes to the speakers, which go to your ears, which go to
your brain, which makes you laugh or cry.
Try making a simple map of your signal path, using boxes with the appropriate words
and arrows pointing from box to box.
A thorough understanding of your signal path is the answer to most trying circum-
stances you'll come across. Build a diagram like this for the most common recording
situations you encounter, including:
• Recording tracks
• Mixing down
• Sending from aux buses to effects
• Setting up the headphone bus
Chapter One • The Mixer • page 29
Illustration 1-20
Channel Insert
Many mixers have a channel insert. This is the point where an outboard signal processor
can be plugged into the signal path. If your mixer has inputs, they're probably directly
above or below the mic inputs.
A channel insert will have a send that sends the signal, usually as it comes out of the
preamp, to the processor. The output of the signal processor is then patched into the
return of the channel insert. This completes the signal path. The signal then contin-ues
on its way through the EQ circuit and on through the rest of its path.
The AudioPro Home Recording Course • a comprehensive multimedia audio recording text • page 30
Illustration 1-21
Three Common Types of Channel Inserts
1. A Simple Send and Return With Separate 1/4" jacks
Inside the mixer, the send is normally connected to the return when no plugs are in
the jacks. With this sort of setup, the send and return are said to be normalled,
because they are normally connected together. That connection can be interrupted by
inserting a plug into one or both of the jacks.
1-21A Normalled Jacks
continued...
Chapter One • The Mixer • page 31
Illustration 1-21
... continued
2. Jumpered Sends and Returns
This method also uses separate send and return jacks (usually RCA phono), but
instead of being normalled internally, the send is connected to the return using a
simple jumper plug. The send and return are only connected when the jumper is
plugged into both RCA jacks at once. If this jumper is removed, you won't hear the
signal. When outboard processing is needed, simply remove the jumper, patch the
send to the input of the processor and then patch the processor output to the return.
peaks. We'll cover more about this later. Pre and Post
Aux buses often include a switch that chooses
The Effects Bus whether each individual point in the bus hears
When we discuss the input faders as a group, the signal before it gets to the EQ and fader
we're talking about a bus. The term bus is con- (indicated by the word pre) or after the EQ and
fusing to many, but the basic concept of a bus fader (indicated by the word post).
is simple—and very important to understand. A
bus usually refers to a row of faders or knobs.
If you think about a city bus, you know Illustration 1-22
that it has a point of origin (one bus depot) and Input Faders
a destination (another depot), and you know Monitor Level controls receive signals
that it picks up passengers and delivers them to from the multitrack output. When
their destination. That's exactly what a bus on a recording tracks to the multitrack,
mixer does. For example, in mixdown the faders adjust the record levels with the Main
bus has a point of origin (the tape tracks) and a Fader and adjust the listening volumes
destination (the mixdown recorder). Its passen- with the Monitor Level controls.
gers are the different tracks from the multitrack.
Most mixers also have auxiliary buses, or
effects buses (Illustration 1-23). Aux buses (also
called cue sends, effects sends or monitor sends)
operate in the same way as the faders bus. An
aux bus (another complete set of knobs or fad-
ers) might have its point of origin at the multi-
track or the mic/line inputs. It picks up its own
set of the available passengers (tracks) and takes
them to their own destination (usually an ef-
fects unit or the headphones).
When a bus is used with an effect, like a
reverb, delay or multi-effects processor, the in-
dividual controls on the bus are called effects
sends because they're sending different instru-
ments or tracks to the effects unit on this bus.
The entire bus is also called a send.
Return is a term that goes with send . The
send sends the instrument to the reverb or ef-
fect. The return accepts the output of the reverb
or effect as it returns to the mix.
Chapter One • The Mixer • page 33
If the output of aux bus 1 is patched into effects return. If your mixer has specific effects
a reverb, and the aux 1 send is turned up at returns, it's often helpful to think of these re-
channel 4, we should see a reading at the input turns as simply one or more extra channels on
meter of the reverb when the tape is rolling and your mixer.
the track is playing. This indicates that we have Once the effects outputs are patched into
a successful send to the reverb. the returns, raise the return levels on the mixer
The reverb can't be heard until we patch to hear the reverb coming into the mix. Find the
the output of the reverb into either an available, adjustment on your reverb that says wet/dry. The
unused channel of the mixer or into a dedicated signal coming from the reverb should be 100
The AudioPro Home Recording Course • a comprehensive multimedia audio recording text • page 34
percent wet. That means it's putting out only unsatisfactory. If the headphone output is mini-
reverberated sound and none of the dry sound. mally powered, you might be able to patch it
Maintain separate control of the dry track. Get into a separate headphone amp, but you must
the reverberated sound only from the completely be careful to keep the headphone output level
wet returns. With separate wet and dry control, low.
you can blend the sounds during mixdown to The headphone output often listens to the
produce just the right sonic blend. Listen to Au- main faders. In some cases, there's a selector to
dio Examples 1-16, 1-17 and 1-18 to hear the let you listen to different buses.
dry and wet sounds being blended in the mix.
Track Assignment
The track assignment section, also called the bus
Audio Example 1-16 Dry Guitar
assign section, is used to send whatever is re-
CD-1:Track 8
ceived at the input of the mixer (mic, instrument
or tape) to any one or a combination of output
buses. These bus outputs are normally connected
Audio Example 1-17 Reverb Only
to the inputs of the multitrack.
CD-1:Track 8
A board designed to be used with a 4-track
recorder gives you the option of sending your
signal to any one or more of the four main out-
Audio Example 1-18 Blending Wet and Dry
puts of the mixer that are connected to the
CD-1:Track8
multitrack recorder inputs.
Track assignments can also combine two
or more outputs to one input. See Illustration
The Headphone Bus 1-24 for an example of how the track assign-
If your mixer has a headphone bus, or if you're ments help you route mic input 1 and instru-
using an auxiliary bus to send a signal to the ment input 2 to tape recorder track 3.
headphones, patch the output of that bus into a Avoid patching the outputs of two or more
headphone amplifier. You'll hear the mix you've instruments (or other devices) together through'
sent to the headphone amp (from the head- a Y cable into one input. This typically overdrives
phone bus) when you plug headphones into the and distorts the input (Illustration 1-25). Any-
outputs of the headphone amp. The individual time you sum (combine) multiple outputs to one
auxiliary buses on a mixer are hardly ever pow- input, use a circuit like the track assignment cir-
ered to run headphones or speakers. cuit on your mixer. This is designed specifically
If there's an output on your mixer or per- to maintain proper impedance and sig nal
sonal 4-track recorder labeled Headphones, it's strength for its destination input. This type of
probably powered, and you won't need a head- circuit is also called a combining bus, combin-
phone amp. If you're patching this output into ing matrix, summing bus, summing matrix,
an amp, the powered send will overdrive the switching matrix, track assignment bus or track
input. The resulting sound will be distorted and assignment matrix.
Chapter One • The Mixer • page 35
Three Practical Applications for the combined then recorded onto one track of the
Combining Bus multitrack, you must use a combining bus to
1. When miking a drum set with multiple mics achieve satisfactory results 3. When two or
(kick, snare, toms, overheads): If the mics are more tracks of the multitrack are being run
being combined and then recorded on one back through the mixer and bouncing, or ping-
track of the multitrack, you must use a com- ponging, to one of the other available tracks:
bining bus to achieve satisfactory results If the tracks are being combined and then
2. When direct ins from a bass and a keyboard recorded onto one track of the multitrack, you
are being printed to one track on the multi- must use a combining bus to achieve
track: If the instrument outputs are being satisfactory results
Illustration 1-24
Assign Mic 1 and Instrument 2 to Track 3
Press the 3 button on the track assigns to combine the mic and instrument for
recording onto track 3, Notice the position of each switch on this mixer.
The AudioPro Home Recording Course • a comprehensive multimedia audio recording text • page 36
It is acceptable to split one output from tem: A Y cable is also called a splitter; a splitter
an instrument or other equipment with a simple box usually has a snake that plugs into the
Y cable (Illustration 1 -26). No electronic circuitry recording board and outputs (or another
is necessary. Most outputs can be split up to snake) that plug into the live mixing board 3.
about five times with no adverse effect on the When plugging the final output of a mixer
signal. into two or more mixdown recorders: If you're
using a patch bay, all connections can be
Three Practical Applications for made with short, high quality patch cords for
Splitting a Signal Using a Y optimum signal transfer
1. When sending a guitar to the direct input of Audio Examples 1-19,1-20 and 1-21 dem-
a mixer and simultaneously to an amplifier: onstrate the sound of splitting the guitar signal
You can use a Y cable out of the guitar or the with a Y cord straight out of the guitarist's ef-
guitar effects setup fects. One side of the Y goes directly to the mixer
2. When sending a microphone signal to a live through a direct box. The other side is sent to
system and simultaneously to a recording sys- an amplifier. The amp is miked and the micro-
Illustration 1-25
Don't Y Two Outputs Into One Input
It is not good to Y two or more instruments into one input, because they will overdrive the mixer
input. The resulting sound will probably be distorted. You might get by with this if you have two
weak sound sources and an input with plenty of headroom, but as a rule, this is unacceptable.
To successfully record two or more sources to one track or to one channel of a mixer, you must use
a combining bus, such as the track assign bus on your mixer. If you're out of channels on your
mixer, consider buying a small inexpensive mixer to augment your system. Plug multiple sound
sources (like your MIDI sound modules) into your small mixer, then patch the output of that mixer
into your main mixer.
Chapter One • The Mixer • page 37
phone is plugged into the mixer. This setup Listen to the miked amplifier in Audio Ex-
works well with a guitar, synth, drum machine ample 1-20.
or any other electronically generated sound
source (Illustration 1-27).
Audio Example 1-19 demonstrates the di- Audio Example 1-20 The Miked Amp CD-
rect guitar sound. 1:Track 9
Pan
The pan control, sometimes called the pan pot
(for panoramic potentiometer), is used to move
a track in the stereo panorama. Sounds are po-
sitioned at any point in the left to right spec-
trum (between the left and right speakers). Some
pan controls are either all the way left or all the
way right with no position in between, but pan-
ning is usually infinitely sweepable from full left
to full right or anywhere in between. Often the
pan control is used for selecting odd or even
track assignment on the multitrack bus assign-
ments. Odd is left and even is right.
You can use the pan control along with
Outputs can be split several times the track assignment bus to combine multiple
with little or no adverse effect on the instruments, like several keyboards, to a stereo
signal. In this case, the synth is split pair of tape tracks. This can give you a very big
with a Y cord and sent simulta- sound while letting you get the most out of your
neously to the mixer and amplifier. equipment pool by conserving tracks and free-
The AudioPro Home Recording Course • a comprehensive multimedia audio recording text • page 38
Gain Structure
It's necessary to consider gain structure as we
control different levels at different points in the
The Y Inside the Dl signal path. Gain structure refers to the relative
Mixer levels of the signal as it moves from the input
Most direct boxes have a Y built in. to the EQ and out the fader to the track assign-
Input and Out to Amp are connected ment bus and onto the multitrack.
together to form an internal Y. The We've a l re ad y discussed the proper
input also goes to the transformer on
method for adjusting the input preamp level, and
its way to the mixer. The Y lets you
we've heard some examples of music recorded
take the signal being fed into the Input
with the input stage too cold and too hot. These
of the Dl and patch it out of the Out to
Amp jack into any hi Z amplifier. examples give an obvious demonstration of the
Chapter One • The Mixer • page 39
importance of proper level adjustment at this 1,2 and 3, you can assign these channels to track
primary stage. Each stage with user-controlled 4 at the track assignment bus.
levels carries its own importance to the integ- Put track 4 into Record Ready and use the
rity of your signal. Ideally, you'll be able to ad- faders of 1,2 and 3 to set up the proper mix.
just each stage to be as hot as possible, with Next, bounce those three tracks onto one by sim-
minimal distortion. ply pressing play and record. Now start laying
Some mixers have a suggested setting for new parts down on 1, 2 and 3 as you listen to
input faders and track assignment bus faders. track 4 (Illustration 1-29).
These suggested settings (referred to as unity Beware of bouncing to adjacent tracks. You
points) are usually indicated by a grayed area run the risk of internal feedback of the tape ma-
near the top of the fader's throw or numerically chine anytime you bounce from a track to either
by a zero indication. Try placing the input and track directly next to it. A lot depends on the
track assignment bus faders to their ideal set- alignment of your tape machine heads and the
tings. Then adjust the input preamp for proper adjustment of your playback and record elec-
recording level. This is a safe approach and works tronics. Digital multitrack formats like the ADAT
well much of the time. and 8mm systems have no problem bouncing to
Experiment with different approaches to adjacent tracks.
find what works best with your setup. No ap-
proach works every time, so remember to trust Which Tracks Should I
your ears. If your sound is clean and punchy but Together?
the settings don't seem to be by the book, you're If you have the option of choosing which tracks
better off than if you have textbook settings on to bounce together, the best rule of thumb is to
your mixer with substandard sound.
bounce an instrument with primarily low fre-
Confidence in your control of the gain
quencies (like a bass) with an instrument that
structure can take time and experience, so start
has primarily high frequencies (such as a tam-
practicing. See what happens when you try a
bourine). This lets you adjust their relative lev-
new approach. See Illustration 1-28 for an as-
els by adjusting EQ. Turning down the highs turns
signment on gain structure.
down the tambourine; turning down the lows
turns down the bass. Listen to Audio Example
Ping-ponging
1-25 to hear a demonstration of this theory.
Let's take a closer look at track assignments as
they're used for bouncing tracks (or ping-
ponging). Bouncing tracks means one or more
tracks on the multitrack are being rerecorded Bouncing Multiple Instruments to One Tape Track
onto an open track of the same multitrack. CD-1: Track 11
Since the input of a mixer can be switched
to listen to mic, line or tape, you select the in-
put of two or three channels to listen to the tape.
Once you've done this, for example, on tracks
Chapter One • The Mixer • page 41
Illustration 1-28
...continued
Illustration 1-29
Bouncing Tracks
eliminate one more possibility for coloration or The ability to hear the effect of isolating
distortion. these frequencies provides a point of reference
From a purist's standpoint, EQ is to be used from which to work. Try to learn the sound of
sparingly, if at all. Before you use EQ, use the each frequency and the number of Hertz that
best mic choice and technique. Be sure the in- goes with that sound.
strument you're miking sounds its best. Trying To understand boosting or cutting a fre-
to mike a poorly tuned drum can be a night- quency, picture a curve with its center point at
mare. It's a fact that you can get wonderful that frequency (Illustration 1-31).
sounds with just the right mic in just the right Listen to the effect that cutting and boost-
place on just the right instrument. That's the ing certain frequencies has on Audio Examples
ideal. 1-27 to 1-35.
From a practical standpoint, there are Audio Example 1-27 starts out flat (mean-
many situations where using EQ is the only way ing no frequencies are cut or boosted). Notice a
to a great sound on time and on budget. This is boost at 60Hz followed by a cut at 60Hz.
especially true if you don't own all of the right
choice mics. During mixdown, proper use of EQ
can be paramount to a really outstanding sound. Audio Example 1-27 60Hz CD-1:
Proper control of each instrument's unique Track 13
tone (also called its timbre) is one of the most
musical uses of the mixer, so let's look more Audio Example 1 -28 demonstrates a boost
closely at equalization. then a cut at 120Hz.
There are several different types of EQ on
the hundreds of different mixers available. What
we want to look at are some basic principles Audio Example 1-28 120Hz CD-
that are common to all kinds of boards. 1: Track 13
We use EQ for two different purposes: to
get rid of (cut) part of the tone that we don't
Audio Example 1 -29 demonstrates a boost
want and to enhance (boost) some part of the
then a cut at 240Hz.
tone that we do want.
Illustration 1-30
Amplitude, Frequency, Length and Speed
Four important characteristics of sound waves are: amplitude, frequency, length and
speed.
Amplitude expresses the amount of energy in a waveform (the amount of air being
moved). In our graphic representation of the sine wave, the amplitude is indicated by the
height of the crest and the depth of the trough. Wave B has twice the amplitude of
Wave A and, therefore, moves twice the amount of air.
Frequency is the number of times the wave completes its 360° cycle in one second. This
is expressed as hertz, abbreviated Hz. One thousand Hz is expressed in kilohertz and is
abbreviated kHz. A frequency like 12,000Hz is abbreviated 12kHz or is simply expressed
as 12k.
Each frequency has its own length (the number of feet sound travels while it completes
one 360° cycle). Wavelength can be mathematically calculated as the speed of sound
(approximately 1130 feet per second) divided by the frequency of the waveform in Hz
(i.e., wavelength = 1130 -5-Hz).
28Hz = 40.36 feet (lowest note on the piano)
100Hz= 11.3 feet
1 kHz = 1.13 feet
4186Hz = .27 feet or 3.24 inches (highest note on the piano)
10kHz = .113 feet or 1.36 inches
20kHz = .0565 feet or .678 inches
Illustration 1-31
Equalization Curve
Boosting or cutting a particular frequency also boosts or cuts the frequencies nearby. If
you boost 500Hz on an equalizer, 500Hz is the center point of a curve being boosted.
Keep in mind that a substantial range of frequencies might be boosted along with the
center point of the curve. The exact range of frequencies boosted is dependent upon
the shape of the curve.
The AudioPro Home Recording Course • a comprehensive multimedia audio recording text • page 46
Audio Example 1-36 Bass (Flat) In a mix, the lead or rhythm guitar doesn't
CD-1: Track 14 generally need the lower frequencies below
about 80Hz. You can cut those frequencies sub-
Listen to Audio Example 1-37 as I turn stantially (if not completely), minimizing inter-
down a frequency with its center point at ference of the guitar's low end with the bass
250Hz. It sounds much better because I've guitar.
turned down the frequency range that typically If the guitar needs a little grind (edge, pres-
clouds the sound. ence, etc.) in the high end, select from the 2 to
4kHz range. Since you have already boosted
2.5kHz on the bass guitar, the best choice is to
boost 3.5 to 4kHz on guitar. If these frequen-
Chapter One • The Mixer • page 47
cies don't work well on the guitar, try shifting visual reference of these ranges.
the bass high-end EQ slightly. Find different fre- Listen to each of these more specific
quencies to boost on each instrument—frequen- ranges.
cies that work well together and still sound good
on the individual tracks. If you avoid equalizing
each instrument at the same frequency, your Audio Example 1-45 Flat (Reference) CD-1:
song will sound smoother and it'll be easier to Track 18
listen to on more systems.
Illustration 1-32
Frequency Ranges
The range of frequencies that the human ear can hear is roughly from 20Hz to 20kHz.
This broad frequency range is broken down into specific groups. It's necessary to know
and recognize these ranges.
• highs - above 3.5kHz
• mids - between 250Hz and 3.5kHz
• lows - below 250Hz
Illustration 1-33
Bandwidth (The Q)
-i- +8
Many equalizers let you control the width of the curve being manipulated. Notice the
differing bandwidths in this illustration. Refer to bandwidth in octaves or fractions of
:
an octave. .
• Band #1 is about one octave wide.
• Band #2 is about two octaves wide.
• Band #3 is about half an octave wide.
Sweepable EQ
bass guitar. Also, on the cymbals you can boost A lot of mixers have sweepable EQ (also called
the highs for added brilliance. semiparametric EQ). Sweepable EQ
If you only have two bands of EQ, con- dramatically increases the flexibility of soun'd
sider buying a decent outboard graphic or para- shaping. There are two controls per sweepable
metric EQ. This isn't as flexible as having great band:
EQ built in to your mixer, but with preplanning 1. A cut/boost control to turn the selected fre--
of your arrangement and instrumentation, it is quency up or down
possible to get lots of mileage out of one good 2. A frequency selector that lets you sweep a
EQ. In the 4-track world, preplanning is the an- certain range of frequencies
swer to nearly all problems. This is a very convenient and flexible EQ.
Some EQs cut or boost just one fixed fre- With the frequency selector, you can zero in on
quency. A button near the cut/boost knob can the exact frequency you need to cut or boost.
select between two predetermined frequencies Often, the kick drum has one sweet spot where
(Illustration 1-34). the lows are warm and rich or the attack on the
guitar is at a very specific frequency. With
The AudioPro Home Recording Course • a comprehensive multimedia audio recording text • page 50
Parametric EQ
Illustration 1-34 This is the most flexible type of EQ. It operates
Selectable Frequencies just like a sweepable EQ but gives you one other
Two bands of EQ are available on each control: the bandwidth, or Q (Illustration 1-36).
knob, enabling access to eight With the bandwidth control, you choose
frequency bands. Pressing the whether you're cutting or boosting a large range
Frequency Select button determines of frequencies or a very specific range of fre-
which frequency is boosted or cut. quencies. For example, you might boost a four-
Each knob adjusts one frequency or the
other, not both at the same time.
Illustration 1-35
Sweepable EQ
A sweepable equalizer has a cut/ boost
control to determine the severity of EQ.
The frequency selector lets you slide
the band throughout a specific range.
10kHz
Other Types of EQ
Notch Filter
A notch filter is used to seek and destroy prob-
lem frequencies, like a high-end squeal, ground
hum or possibly a noise from a heater, fan or
camera.
Notch filters have a very narrow bandwidth
and are often sweepable. These filters generally
cut only.
The AudioPro Home Recording Course • a comprehensive multimedia audio recording text • page 52
Illustration 1-37
Fitting EQs Together
Illustration 1-38
Graphic Equalizers
The 10-band graphic EQ pro-
vides good general sonic shap-
ing. Each slider controls a one
octave bandwidth.
For more detailed and specific
control, try using a 31-band
graphic equalizer.
tain point, then turns all frequencies above or sweepable shelving EQ, you can carve away at
below that point down or up at a rate specified the highs and lows of each track to totally elimi-
in dB per octave. Most high- and lowpass filters nate unnecessary frequency conflicts. Be sure,
roll off the highs or lows at a rate between 6 though, that you're not robbing your music of
and 12dB per octave. life-giving upper harmonics.
Shelving equalizers are useful when try- Remember, even with the multitude of
ing to get rid of unnecessary frequencies on the equalizers available, don't use EQ first to shape
individual tracks. For example, on a bass guitar your sounds. First, get as close to the sound you
or kick drum track, the frequencies above 8k or want using mic choice and mic technique, then
so are typically useless. Applying the lowpass use EQ if it's necessary.
filter here could help get rid of any tape noise
or leakage in the high frequencies on these
tracks. The Monitor Section
Use of these filters might be barely no-
ticeable. That's good because it indicates that Some mixers have what is called the monitor
we're keeping the part of the signal we want section, which lets you listen to either the main
and filtering out the frequencies that we don't outputs of the mixer or the tape tracks as they're
need. Some mixers include sweepable shelving coming back to the mixer from the multitrack.
EQ (adjustable high- and lowpass filters). W ith The switch that selects where each control hears
The AudioPro Home Recording Course • a comprehensive multimedia audio recording text • page 54
from usually has two positions, bus and tape, or appropriate button on the board. This feature is
sometimes, input and tape. usually located to the right of the channel fad-
This monitor section is used only for moni- ers.
toring volumes and is totally separate from the If your mixdown recorder is normally con-
recording level controls to the multitrack. There- nected to your mixer at a tape in point, if you
fore, you can set exact levels to tape with the have a CD player in your setup and if you have
input faders, then turn their listening volume up one or more aux buses available, the monitor
or down in the monitor section. selector is a particularly valuable tool.
The monitor selector on most mixers lets
Control Room Monitor Selector you listen to different buses without affecting
The monitor selector is a very useful control cen- what's going on in the other buses, including
ter. It lets you listen to different buses or tape the signal path to tape. While recording a band's
recorders in your setup simply by pressing the basic tracks, you can eavesdrop on the head-
Illustration 1-39
Monitor Selector
The monitor selector lets you listen to the different buses or tape recorders in your
setup simply by pressing the appropriate button on the board. This feature is usually
located to the right of the channel faders. Your mixer might have some or all of these
options available.
Mix will let you hear the main mix from the main faders. This can also be labeled MON,
Program, Stereo out, MAIN, or 2 Mix. Your mixer might even have a different variation
or abbreviation of these.
Tape 1 lets you hear whatever tape recorder has its outputs connected to the tape 1
input of the mixer.
Tape 2 lets you hear whatever tape recorder has its outputs connected to the tape 2
input of the mixer.
Aux 1 lets you hear whatever mix is going out of the Aux 1 output.
Aux 2 lets you hear whatever mix is going out of the Aux 2 output.
Spare lets you listen to another tape machine, CD or DAT that has its outputs patched
into your mixer's spare input. The spare option is not on all monitor selec-tors.
Phono In lets you listen to a record player that's patched into the Phono Input of the
mixer. Phono In has a separate and unique preamp and EQ curve developed for the
record player itself. It does not work well to patch another player, like a CD, DAT or
cassette into a Phono In.
Chapter One • The Mixer • page 55
phone bus, just to get an idea of what the mix into one mono mix (meaning that exactly the
sounds like, or you can listen to an effects bus same thing comes from both the left and right
to verify which instruments are being sent to a speakers).
reverb or delay. See Illustration 1-39 for more This is very useful, especially if you sus-
of the specific options you might encounter in pect that your song will be played on a mono
the monitor selector section. system at any time. Mono is standard for AM
radio, television and live sound reinforcement.
Stereo to Mono If you'll be playing your band's demo tape as
The Stereo/Mono switch does just what it says. break music at a performance, be absolutely sure
It lets you listen to your song in whatever ste- that the demo sounds great even in mono. Au-
reo image you've created with the pan controls, dio Example 1-52 demonstrates a simple stereo
or it can take your stereo mix and combine it all mix.
Illustration 1-40
Specific Considerations of Stereo to Mono
If your mix doesn't sound good in mono, it's often the result of a chorus, flanger or
delay that might be part of the mix. These are common effects on background
vocals, guitars and keyboards. Sound modules with stereo outputs frequently use
chorusing.
Adjust some of the delay length parameters of the effect until the track sounds good
in mono. This will solve the problem, and your track will still sound good in stereo.
Sometimes having instruments panned hard right and or hard left can sound wide
and impressive in stereo, but in mono these instruments become hidden or lost. Try
panning instruments a little closer to center to achieve better translation from stereo
to mono.
Also, phase problems can accentuate a difficulty in going from stereo to mono. Try
reversing the phase of suspicious tracks to help smooth things out in mono.
Suspicious tracks include:
• Any instrument that was miked with more than one microphone (like a drum
set)
• Any instrument with a chorus or phase shifter
• Any stereo output from a keyboard or sound module
• Any track that has been doubled live (such as background vocals)
• Any track that has been doubled electronically, especially with short delay times
• Any track recorded using microphones and cables that might have been wired
incorrectly
The AudioPro Home Recording Course • a comprehensive multimedia audio recording text • page 56
Illustration 1-41
Patch Bays
If all a va ilab le in s and outs of you r equipmen t are patched in to the b ack of a patch
bay, and if the correspond ing poin ts in the front o f the patch bay are clearly labeled,
your session s will be more efficient. You'll free yourself from searching behind equ ip -
ment in all sorts o f contorted po sition s, ju st to connect two p ieces of g ear together.
All p atching can b e don e with short, ea sy-to-patch cab les on the front o f the patch
bay. Patch bays are made using most standard types of jacks:
• RCA patch bays are the least expensive and work very well in a home record ing
situ atio n. However, these do not allow for balanced in s and outs.
• TT (tiny telephone) patch bays use a small tip -ring-sleeve connector. These take
the least amount of space and work very well in a profession al studio where ins
and outs must be b alanc ed and massive amoun ts o f patch po in ts d emand
effic ient use of space.
• 1/4" phone patch bays are very solid and are the
mo st dep end able for u lt imate plug -to-jack contac t.
Though they occup y a lo t of space, they offer all th e
advantages o f TT patch bays and provid e better
signal transfer.
The AudioPro Home Recording Course • a comprehensive multimedia audio recording text • page 58
rate gauge for setting levels for duplication of outputs of your power amplifiers.
this particular song. The concept of easy and efficient patch-
Patch the output of the mixer to the mix- ing becomes obvious when it's explained, and
down recorder and adjust the input level of the once you've made the move to include a patch
mixdown recorder to read OVU while the mixer bay in your setup, you'll never go back, because
is showing OVU from the 1 kHz tone. We can now you'll be able to accomplish more, faster and
be sure that the level on the board matches the more efficiently.
level on the mixdown machine.
Once these levels match, go ahead and
record some of the OVU so that when you make Session Procedures
copies you can use this as a reference tone to
set the input levels of the duplicating machine. Use this procedure as a starting point for your
Tones are used for electronic calibration and sessions. Start each session with your studio
level setting, whereas pink and white noise are clean and all equipment adjusted to a predeter-
used for acoustical adjustments. mined typical level. Starting clean prevents prob-
lems resulting from unknown buttons being
pushed in unknown places on the mixer.
Patch Bays Basic Procedure
One tool that's essential to any setup is a patch • Move all channel faders to 0.
bay—nothing more than a panel with jacks in • Set input gain (preamp) and attenuator to
the front and jacks on the back (Illustration 1- lowest level.
41). Jack #1 on the front is connected to Jack #1 • If you have only a mic/line switch, set it to
on the back, #2 on the front to #2 on the back line.
and so on. • Pan all channels to center.
If all available ins and outs for all of your • Set all EQ to flat (no boost or cut). If there is
equipment are patched into the back of a patch an EQ in/out switch, set it to out.
bay and the corresponding points in the front • Turn any auxiliary sends, effects sends or re
of the patch bay are clearly labeled, you'll never verb sends all the way down or off.
need to search laboriously behind equipment • Set VU meters to allow monitoring of the fi
again just to connect two pieces of gear to- nal stereo output to the mixdown machine.
gether. All patching can be done with short, easy- If available, set other VU meters to monitor
to-patch cables on the front of the patch bay levels of aux buses to effects.
(Illustration 1-42). • Make sure there are no track assignments se
Patch bays are used for line level patches lected.
like channel ins and outs, tape recorder line ins • Be sure there are no solo buttons selected.
and outs, sound module outputs and any signal • Be sure there are no mutes selected.
processor ins and outs. Don't use the patch • If your mixer has a tone generator or fre
bay for powered outputs, like the speaker quency oscillator, turn it on, select a frequency
Chapter One • The Mixer • page 59
Patch bays are used for line level patches like channel ins and outs, tape recorder line
ins and outs, sound module outputs and any signal processor ins and outs. Don't use
the patch bay for powered outputs, like the speaker outputs from your power
amplifiers. Patch bays are for line level signals. Only in very special cases will patch
Illustration 1-42
Patch Bay With Easy Patches
bays carry mic level signals, but they almost never contain powered signals.
If all the line ins to each channel on your mixer are connected to the back of a patch
bay and all the outputs of all of your synthesizers and sound modules are connected
to the back of the same patch bay, the task of patching any keyboard into any chan-
nel becomes very simple, fast and efficient.
If all channel inserts, sends and returns are patched to a patch bay, it becomes simple
and fast to patch an EQ, compressor, gate or any other piece of signal processing into
any channel.
When I mentioned channel inserts, I used the term normalled to indicate that the
insert jacks (send and return) were normally connected until you plugged into them.
Plugging in breaks the circuit, or the normal. In order to hear your signal, you must re-
complete the circuit by sending to and returning from a processor. In order, to use a
patch bay with your mixer's channel inserts, use a patch bay in which one row of jacks
is normalled to another row, so that the circuit is completed within the patch bay until
you patch in a signal processor (Illustration 1-21A and 1-21B).
Not all budgets can justify buying enough patch bays to get all equipment inputs and
outputs to the patch bay. Start small if you must and build from there. Patch bays are
commonly available in 32-point and 64-point configurations for home use. A 32-point
bay has 32 jacks in front and 32 corresponding jacks in back. Most are rack mount-
able, which makes for clean and simple installation in an effects rack.
Commercially made, high-quality patch cables are a bit expensive, but in the long run
they're well worth the cost. They're much more durable and dependable than inex-
pensive or homemade cables.
The AudioPro Home Recording Course • a comprehensive multimedia audio recording text • page 60
between 500Hz and 1000Hz, and raise the shaping sounds with EQ, so that the different
level on the mixdown master VUs on the mixer parts work well together. You've probably
until they read OVU. learned some new terminology. Begin to use
• Patch the mixdown master output from your these words in your vocabulary.
mixer to the line inputs of your mixdown re Being well versed in the recording world
corder. is the only way you'll be able to communicate
• Set mixdown machine to record ready and, if with other enlightened musicians and engineers,
available, select monitoring of the input or and that constant communication can inspire
source. your individual growth and possibly open doors
• Now adjust record levels to read OVU from into the business world of music and recording.
the tone being generated at the mixer. This The mixer can be your most flexible means
should ensure that the levels on the mixer of achieving the musical sounds that you want.
will match the levels on your mixdown re Go to your own setup and find what kind of
corder. It's convenient and standard proce controls you have. Review this material thor-
dure in the recording industry to actually oughly and apply each point, deliberately, to your
record this tone onto your mixed master tape own setup.
at the beginning of the reel. This is called a A thorough understanding of the informa-
reference tone. tion in this chapter is necessary as a foundation
If your master will be duplicated by a pro- for upcoming chapters. We'll build on this foun-
fessional duplication facility, these tones let them dation in a methodical, easy-to-follow way. Each
adjust the level of their equipment to match chapter is structured, using combined media, to
yours. Following this procedure should result in closely resemble a private lesson.
a better, cleaner and more accurate copy. The If you do the assignments and study the
standard frequencies to record at the beginning CDs, text and illustrations, you'll see a marked
of a master tape are 100Hz, 1kHz and 10kHz. difference in your recording skills and end re-
These frequencies represent lows, mids and sults.
highs. Giving the duplicator these references The first two chapters of The AudioPro
helps them compensate for any inherent prob- Home Recording Course provide a very solid in-
lems in your system or mixing environment. formational base. Combine your musical skill
with these practical recording techniques to
open the door for many new areas of fun and
Conclusion profit in the music industry.
S
in ce there are so many types and sical textures are often referred to as colors.
manufacturers of sig n a l processing Describing music and sounds verbally is a
equipment, it would be overwhelming at necessary skill. In the middle of a session, you
this point to cover every piece of gear available. will come up with some great ideas, and the
Right now it's most important to know the ba- more experienced you become, the more easily
sics of signal processing. the ideas will flow. Your ideas are worthless if
You need to recognize the sounds of these you can't verbalize them to the other musicians
basic tools, and you need to know how to ad- you're with. See Illustration 2-1 for some termi-
just their settings to fit each unique musical situ- nology that is unique to describing musical
ation. It's surprisingly simple to learn the con- sounds, feelings and idiosyncrasies. You don't
trols on most processors. Once you know how need to use the most current jargon for a ses-
to use these controls, you possess knowledge sion to go well, but you must be sincere, profi-
that lets you operate similar units with minimal cient and easy to get along with. Music is fun-
stress and maximum efficiency. damentally a form of emotional expression and
communication. Be involved enough in your
Slang/Terminology pursuits to walk the walk and talk the talk in a
As we continue to build knowledge and skill, way that is sincere and easily understood. No-
tice that we consistently describe what we hear
we'll see that each processor has many differ-
with terms normally used for things that we see,
ent and creative uses. For now we'll cover the
feel or taste. Describing the emotional impact
basic units and their basic uses.
of music involves describing far more than just
According to my Funk & Wagnall's Stan-
what we hear. Good music communicates to all
dard Dictionary, process, when used as a verb,
feelings and senses.
means to treat or prepare by a special method.
A signal processor is doing just that to our mu-
sic: treating and preparing it in order to form an
appealing and intelligible blend of textures. Signal Processor Basics
My thesaurus shows that synonyms for
A signal processor changes your musical signal
process are filter and sift. These, too, give an
for two basic reasons: to enhance an existing
accurate image of what signal processors do. If
Chapter Two • Signal Processing • page 63
Illustration 2-1
Slang
There is some slang terminology that you should become familiar with when speaking
about some of the colors and textures. This is really the language of musicians and
producers. No matter how schooled you become and how familiar you are with the
specific settings on a compressor, for example, you must be able to verbally
communicate what you do.
As an example, you might recognize a signal that's been compressed with a 20:1
ratio, resulting in up to 20dB of gain reduction with an extremely fast attack time of
about 100 microseconds and a release time of 1.5 seconds or so, but until you can
translate that to the word squashed, you are out of the musical communication loop.
big - Containing a broad range of frequencies with ample clarity and sparkle in the
highs and plenty of punch and thump in the lows. Usually contains large-sounding
reverbs or large amounts of interesting reverb effects. Very impressive. Synonyms:
huge, gigantic, large, monstrous, very big.
cold - Cooler than cool. See cool.
cool - The definition of cool changes with musical style. Very impressive, in a stylisti-
cally sophisticated way.
dry - Without reverb or effect.
edge - Upper frequencies of a sound that have a penetrating and potentially abrasive
effect (typically 3-8kHz). Used in moderation, these are the frequencies that add
clarity and understandability.
honk - See squawk.
lush - Very smooth, pleasing texture. Often used in reference to strings that use wide
voicings and interesting (although not extremely dissonant) harmonies. Typically
includes a fair amount of reverb or concert hall.
moo - Smooth, rich and creamy lows.
open - Uncompressed, natural and clean with a wide dynamic range—a sound that
can be heard through, or seen through to use a visual analogy. In a musical arrange-
ment, a situation where there is a lot of space (places in the arrangement where
silence is a key factor). Each part is important and audible, and the acoustical sound
of the hall can be appreciated.
continued...
The AudioPro Home Recording Course • a comprehensive multimedia audio recording text • page 64
Illustration 2-1
...continued
sparkle - The upper frequencies of a sound. Includes the high bell-like sounds and
upper cymbal frequencies from approximately 8-20kHz. These are very high frequen-
cies that add clarity and excitement.
squawk - Midrange accentuation (approximately 1 kHz). Sounds a lot like a very
small, cheap transistor radio.
verb - Reverberation.
wash - Lots of reverb that runs from one note to the next. This is common on string
pads, where the reverb becomes an interesting part of the pad texture. A producer
will often ask the engineer to bathe the strings in reverb, so the engineer gives the
producer a wash of reverb.
wet - Reverb. Doesn't include the direct, original sound. To say something is very wet
indicates that it's heard with a lot of reverb and not too much of the original,
nonreverberated sound. Sometimes used in reference to other effects as well.
Chapter Two • Signal Processing • page 65
Audio Example 2-4 Slapback Audio Example 2-11 Vocal With Compression
CD-1: Track 21 CD-1: Track 27
The AudioPro Home Recording Course • a comprehensive multimedia audio recording text • page 66
Illustration 2-3
Using the Insert
The compressed signal inserts back into the signal path. Past the insert we only have the
signal in its processed (compressed) form.
If your mixer provides optional insert points in the signal path (like preamp out, pre
fader, post fader, etc.), choose the insert point closest to the source. The best insert
point when compressing a miked signal is directly out of the preamp.
fects processors is the auxiliary bus. Plug the ment directly into the processor itself, then patch
output of the aux bus into the input of the ef- the complete sound into the mixer or tape re-
fects processor, then patch the output of the ef- corder.
fects processor into an available channel or ef- Once you can recognize these processors
fects return. Always try to keep the effects re- when you hear them, and you're feeling com-
turn separate from the original dry track so that fortable with the options for patching them in,
you can select the appropriate effect and bal- you can move on. Let's get into some of the nuts
ance for the final mix. and bolts of how they work.
Using an aux bus for an effects send and
returning the affected sound to a channel is the
most flexible system for reverb and delay effects. Dynamic Processors
In this way you can send multiple instruments,
in varying levels, to one effects processor (Illus- The dynamic processors (compressors, limiters,
tration 2-4). gates and expanders) all work in a very similar
It's also common to simply plug an instru- way and have very similar, if not identical, con-
The AudioPro Home Recording Course • a comprehensive multimedia audio recording text • page 68
Illustration 2-4
Patching the Aux Bus
There'll be many situations in recording where some unforeseen factor will dictate
the use of almost any equipment in a nonstandard or possibly even substandard way.
It is my goal to show you the proper ways to use these processors. Experiment with
each of these methods, and expand on each of them. When you set out to shape a
sound, envision it first in your mind, then try to achieve the sound. This is the best
approach. Sometimes, we all get stuck and uninspired, and a little knob twiddling
can trigger a stroke of genius, but this should become the exception instead of the
rule. Strive to hear the sound first and then produce it!
trols from unit to unit. The task for any dynamic see just how the VCA is able to help.
processor is to change the distance, in volume, Dynamic range processors are typically
from the softest sound to the loudest sound or patched into the signal path of the microphone,
to alter the dynamic range. instrument or tape track. This is accomplished
at the channel insert (on the mixer or the patch
The VCA bay) or from the mic or instrument. See Illustra-
The central operator in each of the dynamic pro- tions 2-5A to 2 -5C for different patching
cessors is the VCA. VCA stands for voltage con- schemes.
trolled amplifier. Its name is almost its defini-
tion. Inside each processor is an amplifying cir- Compressor/Limiter
cuit that turns up and down as it senses more The compressor is an automatic volume control
or less voltage—it's a voltage controlled ampli- that turns loud parts of the musical signal down.
fier. The changing levels in your musical signal When the VCA senses the signal exceeding a
determine the amount of voltage. certain level, it acts on that signal and turns it
In the dynamic range processors I'll cover down.
in this chapter, the VCA only turns your signal Imagine yourself listening to the mix and
down and then back up to its original level. As every time the vocal track starts to get too loud
we go through each dynamic processor, you'll and read too hot on the meter, you turn the fader
Illustration 2-5A
Patching the Dynamic Processor
The AudioPro Home Recording Course • a comprehensive multimedia audio recording text • page 70
Illustration 2-5B
Patching the Dynamics Processor Through a Patch Bay
down and then back up again for the rest of the Again, the VCA in a compressor only turns
track. That is exactly what a compressor does. down in response to a signal and then turns back
This is an essential tool for recording in- up again; it doesn't turn up beyond the original
struments that have very loud louds and very level.
soft softs. A compressor is almost always used Why do we need a compressor? We need
on vocals and bass and is often used on instru- a compressor to protect against overly loud
ments with wide dynamic ranges. sounds that can overdrive electronic circuitry or
Chapter Two • Signal Processing • page 71
Illustration 2-6A
A compressor can turn the loud parts down automatically as soon as it
The Uncompressed Signal
senses their levels. Once the signal passes the user-set threshold, the
VCA acts on the signal according to the ratio setting.
Time
Illustration 2-6B
The Compressed Signal
Chapter Two • Signal Processing • page 73
Illustration 2-6C
Readjusting the Compressed Signal to Read OVU
The gray line represents the level of the compressed signal from Illustration 2-6B. Once the
compressor has turned the loudest part of the track down, the entire track can be turned up so the
overall level still reaches OVU. The black line represents the new level. Notice that the softest parts of
the track are louder (consequently easier to hear in the mix) as the entire level increases.
control can work: The signal level stays the the signal down once it's passed the threshold.
same but the threshold moves down into the If the attack time is too fast, the compressor will
peaks. turn down the transients. This can cause an in-
Once the signal is through the threshold, strument to lose life and clarity (refer to Chap-
the compressor turns down just the part of the ter 1 for a description of transients). On a vocal,
signal that's gone through. It will leave the rest for instance, if the attack time is too fast, all of
of the signal unaffected (Illustration 2-7). The the "t" and "s" sounds will start to disappear.
portion that's above the threshold will be turned
down according to how you have set the remain-
ing controls (attack time, release time and ra- Audio Example 2-13 S's and T's
tio). CD-1: Track 29
Illustration 2-7
The Moving Threshold
The threshold control moves the threshold up or down in relation to
the energy of the signal. Anything above the threshold is acted on by
the VCA. Anything below the threshold is left unaffected.
Chapter Two • Signal Processing • page 75
Illustration 2-8
The threshold in the top graph is set so that the peak sound energy level exceeds the
threshold by 12dB. The VCA turns the signal (above the threshold) down according
to the ratio. With the ratio set at 3:1, the VCA only allows 1dB of increase for every
3dB that exceed the threshold. The original signal exceeded the threshold by 12dB
(with no compression), but the compressor only allows a 4dB peak when the ratio is
set at 3:1 (bottom graph).
The AudioPro Home Recording Course • a comprehensive multimedia audio recording text • page 76
Illustration 2-9
Reading the Amount of
more dB of gain reduction (Illustration 2-9). example of where a limiter is needed. The dif-
If your compressor has a VU meter, a read- ference in level from the normal playing to the
ing of OVU indicates no gain reduction. In fact, snaps can be dramatic, but the level of the re-
OVU is the normal (rest) position on a meter used corded bass track should stay fairly constant to
to indicate no gain reduction. As the compres- provide a solid foundation for the rest of the
sor turns down, the needle moves backwards arrangement. If left unchecked, these louder
from 0 to indicate the amount of gain reduc- notes could cause oversaturation and distortion
tion. A -5 reading on the VU indicates 5dB of on tape.
gain reduction (Illustration 2-10). Limiters mean business. At 100:1, your
What's the difference between a compres- signal could exceed the threshold by 100dB, and
sor and a limiter? Most compressors are labeled the limiter would only let a 1 dB peak out of the
compressor/limiter. The only difference between output. That's extreme (Illustration 2-11)!
a compressor and a limiter is where you set the
ratio control. The range of adjustment on the Proper Use of the Compressor/
ratio control can go from 1:1 up to 60:1,100:1, Limiter
or, on some units, even °°:1. A compressor uses There should be several times during the track
any ratio between 1:1 and 10:1. A limiter uses where there is no gain reduction. If there is al-
any ratio from 10:1 to °°:1. It's that simple. A ways gain reduction, the VCA is always work-
limiter is a very extreme compressor. ing, and you begin to lose the clarity and integ-
Limiters are used to record a sound source rity of the original signal. An experienced engi-
that might suddenly blast out but is usually fairly neer tries to eliminate unnecessary amplifying
constant in level. A bass guitar that plays nor- circuits in the signal path. That's our approach
mally on the verse but plays an occasional here. You only want the VCA to act when it's
thump, slap or snap on the chorus is a good needed, not all of the time.
The AudioPro Home Recording Course • a comprehensive multimedia audio recording text • page 78
Illustration 2-10
Compressors With VU Meters
Some compressor/limiters use a VU meter instead of LEDs to indicate gain reduction.
Normal position for the needle is OVU. OVU indicates no gain reduction. As the VCA
turns the signal down, the VU meter reads negative numbers according to the
amount of gain reduction. The meter in this illustration indicates 7dB of gain reduc-
tion.
Remember, VU meters indicate average levels, whereas LEDs indicate peak levels. A
compressor with LEDs indicating gain reduction and a compressor with VU meters
indicating gain reduction might have the exact same attack time, but the LEDs will
give a quicker, more accurate picture of what is really happening. As an operator, you
can adjust quickly to either metering system, as long as you understand their differ-
ences.
If you've achieved 6dB of gain reduction you're able to boost your overall level to
tape by 6dB over what it would have been without the compressor. With the entire
track boosted we can hear the nuances and softer passages more clearly. As an
additional bonus, the complete track (including the soft passages) will be 6dB further
away from the tape noise floor than they were before compression.
Compressors are essential tools for making professional sounding audio recordings. If
you are involved in audio for video and television, compressors are essential because
of the limited dynamic range in these mediums.
Chapter Two • Signal Processing • page 79
Illustration 2-11
Limiting
The AudioPro Home Recording Course • a comprehensive multimedia audio recording text • page 80
Compressors and limiters are generally Audio Example 2-17 demonstrates com-
used while recording tracks as opposed to dur- pression with 6dB of gain reduction.
ing mixdown, since one of the main benefits in
compressing the signal is that you can get a
Audio Example 2-17 6dB Gain Reduction CD-
more consistently hot signal on tape.
Compressing on mixdown can result in 1: Track 30
more apparent noise on a track. The compres-
sor is putting a lid on the loud passages. That Audio Example 2-18 demonstrates com-
lets the soft passages come up in level relative pression with 9dB of gain reduction.
to the loud passages, so they're heard more
easily. When the VCA turns the tape track back
up during the soft passages, the tape noise is Audio Example 2-18 9dB Gain Reduction CD-
audibly increased, too. We hear this noise turn- 1: Track 30
ing up and down as the signal crosses the
threshold, and the VCA reacts by turning up and Audio Example 2-19 includes tape noise
down. This is one of the adverse effects of com- with the vocal. Listen to the compressor turning
pression. The sound of the noise turning up and up and down (pumping and breathing).
down is called pumping or breathing.
Listen to the different versions of the ex-
act same vocal performance in Audio Examples Audio Example 2-19 Pumping and Breathing
2-15 to 2-19. I've adjusted the level so that the CD-1: Track 30
peak of each version is at +1VU on the meter.
The only difference is the amount of compres-
sion. Pay special attention to the understand- Gate/Expander
ability of each word, the apparent tape noise The gate and expander are in the same family
and the overall feel of each track. as the compressor/limiter. They're also centered
Audio Example 2 -1 5 demonstrates no
around a VCA, and the VCA still turns the signal
compression.
down. When the VCA is all the way up, the sig-
nal is at the same level as if the VCA weren't in
Audio Example 2-15 No Compression the circuit.
__________ CD-1: Track 30 __________ When the compressor/limiter senses the
signal passing the threshold in an upward way,
it turns down the signal that's above the thresh-
Audio Example 2-16 demonstrates com-
old. The amount of gain reduction is determined
pression with 3dB of gain reduction.
by the ratio control. In contrast, when the gate/
expander senses the signal passing the thresh-
Audio Example 2-16 3dB Gain Reduction CD- old in a downward way, the VCA turns the sig-
1: Track 30 nal down even further. In other words, every-
thing that's below the threshold is turned down
Chapter Two • Signal Processing • page 81
Illustration 2-12
The Expander/Gate
The AudioPro Home Recording Course • a comprehensive multimedia audio recording text • page 82
and the range control is adjusted to turn the For instance, a noisy guitar track is often gated
soft parts down by 9dB, we should have a pretty during recording because the noise is consistent
reasonable facsimile of our original dynamic and it's easy to set the threshold so that the
range. guitar sound comes through fine and the noise
Gates and expanders are usually used on never touches tape.
mixdown, rather than when recording tracks. If So, a gate and an expander are really the
the gate or expander threshold were set incor- same tool. The gate is an extreme version of an
rectly, some softer notes might not get printed expander, with the gate turning the soft parts
to tape because they couldn't open the gate. If off where the expander just turns them down.
this happens, these softer notes are gone for-
ever. Thus, the safest approach is to use gates
and expanders on mixdown. During mixdown,
Audio Example 2-20 Guitar. No Gate
the threshold can be adjusted without destroy-
CD-1: Track 31
ing any of the notes.
In a small setup, we often need to gate as
we're recording (if we're going to gate at all) Audio Example 2-21 Guitar: Gated
because of a lack of tracks and gates. This can CD-1: Track 31
work just fine, but more care must be taken in
setting the processor, and the musical perfor-
mance must be more consistent and predictable.
Illustration 2-13A
Assignment: Dynamic Range Processors
• Practice shaping sounds with all of the dynamic range processors.
• Practice running several different types of sounds through the dynamic proces
sors. Try using vocal, instrumental or recorded sound sources. Also, practice on
complete songs from tapes or CDs.
• When adjusting each unit, go to extremes. Be sure you hear and see the proces
sor working. Change the sound as much as you can. Try all of the controls, then
make them sound as natural as possible.
You'll end up using these processors in a subtle way, more often than not. The goals
in controlling the dynamic range of your tracks are:
• Protect the tape from signals that are too hot. Strong signals can oversaturate
the tape with magnetism. Oversaturation usually results in distortion.
• Produce a track that is always understandable, even in the subtle nuance of
artistic expression.
• Increase (gate/expand) or decrease (compress/limit) the difference in level be
tween the loudest part of a track and the softest part of a track.
The AudioPro Home Recording Course • a comprehensive multimedia audio recording text • page 34
Illustration 2-13B
Assignment: External Inputs and Keys
There is probably a switch on the processor to choose whether the VCA sensing circuit
hears from the regular input or from an external input. This switch might be labeled key,
trigger, external input, external, side chain or insert.
• Experiment with the external input. This input can receive any sound source, live
or recorded.
• Set up a pattern on a drum machine, and patch the snare into the external
input. Patch a record, tape or CD in and out of the normal jacks. Set the internal/
external (key) switch to external or key.
• See what kind of different effects you can create. The snare will trigger the VCA
to act. There are a lot of possibilities that can grow out of this e xperiment. Use
your imagination and see what kind of clever uses you can invent, or reinvent,
for this technique. As this course advances, we'll find some interesting applica
tions for this feature.
Many dynamic processors currently available contain all of the features we've just used.
If you're shopping, try to find a single processor that has many different features. This will
save money and space. You should be able to find a unit that has a compressor, limiter,
gate and expander all in one box.
Audio Example 2-25 uses the same setup, extreme cut, and the problem is at least easier
sweeping the frequencies between 100Hz and to live with. Used like this, a parametric EQ is
5kHz. acting like a notch filter. A notch filter has a very
narrow bandwidth and is used to cut problem
frequencies.
Audio Example 2-25 Sweeping 100Hz to 5kHz
CD-1: Track 33
Effects Processors
Notice how different instruments stick out
in the mix as we sweep through the frequency Now we come to the effects processors. All of
spectrum. This shows th e usefulness of the effects (echoes, reverbs and chorus effects)
sweepable EQ for finding specific ranges to high- revolve around one thing: the delay.
light or hide.
Audio Example 2-26 sweeps from 2.5kHz Delay Effects
to 15kHz. Notice the edge, clarity and brilliance A delay does just what its name says: it hears a
of the different instruments. sound and then waits for a while before it re-
produces it. Current delays are simply digital
recorders that digitally record the incoming sig-
Audio Example 2-26 Sweeping 2.5 to 15kHz nal and then play it back with a time delay se-
CD-1: Track 33 lected by the user. This time delay can vary from
unit to unit, but most delays have a range of
In Audio Example 2-27, we switch to a fully delay length from a portion of a millisecond up
parametric EQ, narrow the bandwidth down to to one or more seconds. This is called the delay
about 1/5 of an octave, then sweep. Notice how time or delay length and is variable in millisec-
the sweeping curve takes on the pitch of the onds.
curve's center point. Almost all digital delays are much more
than simple echo units. Within the delay are all
of the controls you need to produce slapback,
Audio Example 2-27 repeating echo, doubling, chorusing, flanging,
Sweeping a Narrow Bandwidth phase shifting, some primitive reverb sounds and
CD-1: Track 33 any hybrid variation you can dream up. See Il-
lustration 2-14 for considerations about patch-
An EQ like this is best used for finding a ing effects processors into your system.
problem frequency, like high frequency squeal,
that you want to cut. One of the best ways to Slapback Delay
find the frequency of the problem area is to set The simplest form of delay is called a slapback.
up a boost and then sweep the spectrum until The slapback delay is a single repeat of the sig-
that problem sounds its loudest. Once you've nal. Its delay time is anything above about 35ms.
located the frequency, change the boost to an Any single repeat with a delay time of less than
The AudioPro Home Recording Course • a comprehensive multimedia audio recording text • page 86
Most effects processors have a meter
on the input for proper level
adjustment, and many effects
processors have a final output level
Illustration 2-14
Connecting Effects Processors
adjustment.
It's best to connect the output of
your mixer's aux bus or effects send
bus to the input of the effects unit.
Next, connect the output of the
effect to the mixer's effects return
or into an available mixer channel.
When using effects it's always
desirable to keep the original track dry and blend the 100% wet return with it for the
best musical impact. It's common in a small setup to run the effects in-line, doing
all of the blending from dry to wet within the effects unit. This can work well, but it's
best to keep the dry and wet controls separate.
Chapter Two • Signal Processing • page 87
Illustration 2-15
Delay Calculations in Milliseconds
Tempo in Quarter N ot e E ig h t h N o t e S i xt e e n t h Q u ar t e r- N o t e E ig h t h - N o t e
Beats per Note Tr ip l et s T ri p le t s
Minute
20.00 3000.00 1500.00 750.00 2000.00 1000.00
25.00 2400.00 1200.00 600.00 1600.00 800.00
30.00 2000.00 1000.00 500.00 1333.33 666.67
35.00 1714.29 857.14 428.57 1142.86 571.43
40.00 1500.00 750.00 375.00 1000.00 500.00
45.00 1333.33 666.67 333.33 888.89 444.44
50.00 1200.00 600.00 300.00 800.00 400.00
55.00 1090.91 545.45 272.73 727.27 363.64
60.00 1000.00 500.00 250.00 666.67 333.33
65.00 923.08 461.54 230.77 615.38 307.69
70.00 857.14 428.57 214.29 571.43 285.71
75.00 800.00 400.00 200.00 533.33 266.67
80.00 750.00 375.00 187.50 500.00 250.00
85.00 705.88 352.94 176.47 470.59 235.29
90.00 666.67 333.33 166.67 444.44 222.22
95.00 631.58 315.79 157.89 421.05 210.53
100.00 600.00 300.00 150.00 400.00 200.00
105.00 571.43 285.71 142.86 380.95 190.48
110.00 545.45 272.73 136.36 363.64 181.82
115.00 521.74 260.87 130.43 347.83 173.91
120.00 500.00 250.00 125.00 333.33 166.67
125.00 480.00 240.00 120.00 320.00 160.00
130.00 461.54 230.77 115.38 307.69 153.85
135.00 444.44 222.22 111.11 296.30 148.15
140.00 428.57 214.29 107.14 285.71 142.86
145.00 413.79 206.90 103.45 275.86 137.93
150.00 400.00 200.00 100.00 266.67 133.33
155.00 387.10 193.55 96.77 258.06 129.03
160.00 375.00 187.50 93.75 250.00 125.00
165.00 363.64 181.82 90.91 242.42 121.21
170.00 352.94 176.47 88.24 235.29 117.65
175.00 342.86 171.43 85.71 228.57 114.29
180.00 333.33 166.67 83.33 222.22 111.11
185.00 324.32 162.16 81.08 216.22 108.11
190.00 315.79 157.89 78.95 210.53 105.26
195.00 307.69 153.85 76.92 205.13 102.56
division. The delay time can add to the rhythmic specific delay times, tempos and note values. It's
feel of the song. A delay that's in time with the easy to find the delay, in milliseconds, for the
eighth note can really smooth out the groove of quarter note in your song, especially when you're
the song, or if the delay time is shortened or working from a sequence and the tempo is al-
lengthened just slightly, the groove may feel ready available on screen. Simply divide 60,000
more aggressive or relaxed. Experiment with by the tempo of your song (in beats per minute).
slight changes in delay time.
Refer to the table in Illustration 2 -15 for
60,000 -:- bpm = delay time per beat in
milliseconds (typically the quarter note).
Chapter Tmo • Signal Processing • page 89
choir tries their hardest to stay in tune and to- forms, moving in and out of phase, unlike the
gether rhythmically, they're continually varying larger changes of singers varying in pitch and
pitch and timing. These variations are like the timing. The phase shifter is the most subtle,
interaction of the modulated delay with the origi- sweeping effect, and it often produces a
nal track. The chorus setting on an effects pro- swooshing sound.
cessor is simulating the sound of a real choir by Audio Example 2-34 demonstrates the
combining the original signal with the modu- sound of a phase shifter.
lated signal.
The speed control adjusts how fast the
pitch raises and lowers. These changes might Audio Example 2-34 Phase Shifter
happen very slowly, taking a few seconds to CD-1: Track 37
complete one cycle of raising and lower the
pitch, or they might happen quickly, raising and
lowering the pitch several times per second. Flanger
Audio Example 2-33 demonstrates the ex- A flanger has a sound similar to the phase shifter,
treme settings of speed and depth. It's obvious except it has more variation and color. The pri-
when the speed and depth controls are changed mary delay setting on a flanger is typically about
here. Sounds like these aren't normally used, but 20ms. The LFO varies the delay from near Oms
when we're using a chorus, flanger or phase to 20ms and back, continually. Adjust the speed
shifter, this is exactly what is happening, in mod- to your own taste.
eration. Flangers and phase shifters work very well
on guitars and Rhodes-type keyboard sounds.
See Illustration 2-16 for some musical consider-
Audio Example 2-33 Extreme Speed and Depth
ations when using a phase shifter or flanger.
CD-1: Track 36
Audio Example 2-35 demonstrates the
sound of a flanger.
Phase Shifter
Now that we're seeing what all these controls
Audio Example 2-35 Flanger CD-
do, it's time to use them all together. Obviously,
1: Track 37
the delay time is the key player in determining
the way that the depth and speed react. If the
delay time is very, very short, in the neighbor- Chorus
hood of 1ms or so, the depth control will pro- The factor that differentiates a chorus from the
duce no pitch change. When the original and other delay effects is, again, the delay time. The
affected sounds are combined, we hear a dis- typical delay time for a chorus is about 15 to
tinct sweep that sounds more like an EQ fre- 35ms, with the LFO and speed set for the rich-
quency sweeping the mids and highs. With these est effect for the particular instrument voice or
short delay times, we're really simulating wave- song. With these longer delay times, as the LFO
Chapter Two • Signal Processing • page 91
Illustration 2-17
Suggested Delay Times for Different Effects
Effect Delay A Delay B LFO Speed Regener- Phase
(Stereo) ation
Slapback 35-350ms No No No No
Echo (Repeats) 35-350ms No No 2-10 No
Simulated Reverb 15-35ms 15-35ms No No Several No
Doubling 1-35ms No No No No
Tripling 1-35ms 1-35 ms No No No No
Phase Shifter 0.5-2ms 0.5-2 ms Yes Low Medium Yes/No
Flanger 10-20ms 10-20ms Yes Low Medium Yes/No
Chapter Two • Signal Processing • page 93
a concert hall, gymnasium or bedroom. a visual reference of a simple slapback delay and
No two rooms sound exactly alike. Sound reverb in a room.
bounces back from all the surfaces in a room to Our digital simulation of this process is ac-
the listener or the microphone. These bounces complished by a digital reverb that produces
are called reflections. The combination of the enough delays and echoes to imitate the smooth
direct and reflected sound in a room creates a sound of natural reverb in a room. The reason
distinct tonal character for each acoustical en- different reverb settings sound unique is because
vironment. Each one of the reflections in a room of the different combinations of delays and re-
is like a single delay from a digital delay. When generations.
it bounces around the room, we get the effect A digital reverb is capable of imitating a
of regeneration. When we take a single short lot of different acoustical environments and can
delay and regenerate it many times, we're cre- do so with amazing clarity and accuracy. The
ating the basics of reverberation. Audio Example many different echoes and repeats produce a
2-39 demonstrates the unappealing sound of rich and full sound. Digital reverbs can also
simulated reverb, using a single delay. shape many special effects that would never oc-
cur acoustically. In fact, these sounds can be so
fun to listen to that it's hard not to overuse re-
Audio Example 2-39 Simulated Reverb verb.
___________CD-1: Track 38 __________ Keep in mind that sound perception is not
just two dimensional, left and right. Sound per-
Reverb must have many delays and regen- ception is at least three dimensional, with the
erations combining at once to create a smooth third dimension being depth (distance). Depth
and appealing room sound, as in Audio Example is created by the use of delays and reverb. If a
2-41. Audio Example 2-40 demonstrates the sound (or a mix) has too much reverb, it loses
smooth quality created by many delays working the feeling of closeness or intimacy and sounds
together in the proper balance. like it's at the far end of a gymnasium. Use
enough effect to achieve the desired results, but
don't overuse effects.
Audio Example 2-40 Reverberation Most digital reverbs have several different
CD-1: Track 38 reverb sounds available. These are usually la-
beled with descriptive names like halls, plates,
If you can envision thousands of delays chambers, rooms, etc.
bouncing (reflecting) off thousands of surfaces
in a room and then back to you, the listener, Hall Reverb
that's what's happening in the reverberation of Hall indicates a concert hall sound. These are
a concert hall or any acoustical environment. the smoothest and richest of the reverb settings.
There are so many reflections happening in such Audio Example 2-41 demonstrates a Hall Re-
a complex order that we can no longer distin- verb .
guish individual echoes. See Illustration 2-18 for
The AudioPro Home Recording Course • a comprehensive multimedia audio recording text • page 94
Illustration 2-18
Audio Example 2-42 Chamber Reverb Audio Example 2-44 Room Reverb
CD-1: Track 39 CD-1: Track 39
Illustration 2-19
Diffusion
Chapter Two • Signal Processing • page 97
Illustration 2-20
Density of Reverb
The AudioPro Home Recording Course • a comprehensive multimedia audio recording text • page 98
3 Microphones
is a kind of life to an acoustic recording that
Microphones: Our Primary Tools can only truly exist through recording real in-
struments played by real people in an acousti-
T
he study of microphones is a complete cal environment.
course of its own. For our purposes, We can increase the life in our MIDI sounds
we must understand some basic prin- by running them into an amplification system,
ciples and techniques in order to be functional then miking that sound. We might or might not
in the recording industry. This chapter will fa- need to include the direct sound of the MIDI
miliarize you with basic principles and terminol- sound module.
ogy. There are many other excellent sources Using a mic to capture sound is not as
available that cover the study of microphones simple as just selecting the best mic. There are
in depth, but this chapter of The AudioPro Home two critically important factors involved in cap-
Recording Course, along with the practical ap- turing sound using a microphone:
plications throughout, will provide a solid foun- • Where we place the mic in relation to the
dation for you. sound source
The microphone is your primary tool in the • The acoustical environment in which we
chain from sound source to audio storage me- choose to record the sound source
dium. There's much more to mic choice than find- As you'll see in the audio examples in this
ing a trusted manufacturer that you can stick course, the sound of the acoustical environment
with. There's much more to mic placement than plays a very important role in the overall sound
simply setting the mic close to the sound source. quality.
The difference between mediocre audio record- Although there are hundreds of different
ings and exemplary audio recordings is quite microphones available from a lot of manufac-
often defined by the choice and placement of turers, they essentially all fit into three basic cat-
microphones. egories: condenser, moving-coil and ribbon. Con-
As we cover techniques for recording dif- denser and moving-coil mics are the most com-
ferent instruments, we'll consistently need to mon of these three, although they may all be
consider microphone choice and technique. The used in recording, as well as live, situations.
MIDI era led us away from the art of acoustic There are other types of microphones with
recording but as time has proceeded, acoustic operating principles that differ from what we
recordings of drums, guitars, strings, brass, per- will cover in this course, and each type of mi-
cussion and sound effects have returned. There crophone has its own individual personality. Mic
Chapter Three • Microphones • page 101
a big difference on the sound of the final re- charge of electrical current. This discharge ex-
cording. It's almost pathetic how easy it is to actly represents the changing energy in the
get great sounds when you've selected the right sound wave. In other words, you have an elec-
mic for the job and you've run the mic through trical version of the acoustic energy you started
a high quality preamp. with at the sound source (Illustration 3-1).
Condenser mics operate on a fairly simple Since there is very little mass in the con-
premise. A charged (positive or negative) elec- denser microphone's metal-coated membrane,
trical current is applied to a metal-coated piece it responds very quickly and accurately when in
of plastic. The plastic is a little like the plastic the presence of sound. Therefore, the condenser
wrap you keep on your leftover food. The metal- capsule is very good at capturing sounds with
lic coating is thin enough to vibrate in response high transient content as well as sounds with
to sound waves. Its function is to provide con- interesting complexities.
ductivity for the electrical charge while not in- The signal that comes from the capsule is
hibiting the flexibility of the plastic membrane. very weak and must be amplified to mic level.
The ingredients of the alloy vary from manufac- Then, once the signal from the mic reaches the
turer to manufacturer, but the key factor is con- mixer, it's boosted to line level at the input
ductivity—it must be able to carry an electrical preamp.
charge.
The metal-coated plastic will vibrate when Phantom Power
it's subjected to an audio wave because of sym- The capsule of a condenser microphone requires
pathetic vibration. The principle of sympathetic power to charge the metal-coated membrane.
vibration says, if it is possible for a surface to Power is also required to amplify the signal from
vibrate at a specific frequency, it will vibrate the capsule up to microphone level.
when it is in the presence of a sound wave con- It's a technical fact that each condenser
taining that frequency. The metal-coated plastic microphone needs power to operate. The source
membrane in a condenser microphone should of power for a condenser mic can come from a
be able to sympathetically vibrate when in the power supply in the mixer (called phantom
presence of any audio wave in our audible fre- power) that sends power up the mic cable, from
quency spectrum. an external phantom power supply or from a
This metal-coated piece of plastic is posi- battery within the mic. If you use batteries to
tioned close to a solid piece of metallic alloy. power a condenser mic, always be sure the bat-
The electrical charge starts to accumulate be- teries are fresh and that they're supplying suffi-
tween the two metallic surfaces. As the crest and cient voltage to optimally run the microphone's
trough of a sound wave meet the thinly coated circuitry. Phantom power is the best way to sup-
plastic, the plastic vibrates sympathetically with ply power to a condenser microphone because
the sound wave. As the plastic vibrates, the area it's constant and predictable.
between the solid metal surface and the move-
Phantom power is sent to the microphone
able metal surface changes. These changes in
from the mixer or external phantom power sup-
the space between the surfaces create a dis-
ply through the mic cable. There is little electri-
Chapter Three • Microphones • page 103
Illustration 3-1
The Condenser Mic Capsule
The AudioPro Home Recording Course • a comprehensive multimedia audio recording text • page 104
Illustration 3-2
The Moving-coil Mic
The crest of th e aud io w ave m oves th e co il down, c ausing a ch ange in the coil
magnetism. Th e trough of the aud io w ave mo ves th e coil up, again c ausing a ch ange in
the coil magnetism .
Moving-coils are also used in live perfor- around a magnet, there is a change in the en-
mances for vocals. They work well in close mik- ergy within the magnet. There is also a continual
ing situations, add high-frequency clarity and are variation in the magnetic status of the object
very durable. moving in relation to the magnet. The moving-
coil microphone uses this fact to transfer the
Operating Principle of the Moving- changing air pressure, produced by an audio
coil Mic waveform, into a continually varying flow of elec-
A moving-coil microphone operates on a com- trons that can be received by the mic preamp.
pletely magnetic principle in contrast to the elec- In a moving-coil mic, a coil of thin copper wire is
trical complexities of the condenser mic. When suspended over a magnet, enabling the coil to
an object that can be magnetized is moved move up and down around the magnet.
The AudioPro Home Recording Course • a comprehensive multimedia audio recording text • page 106
A thin mylar plastic diaphragm closes the top of capturing transients and subtleties, you can still
the coil and serves to receive the audio waves. take advantage of their tendencies and charac-
As the crests and troughs of the continually vary- teristics. And, since moving-coil mics operate on
ing audio waveform reach the diaphragm, the a magnetic principle, they don't require power
coil is forced to move around the magnet. The to operate.
movement of the copper coil around the mag-
net is what causes the changing flow of elec-
trons that represent the sound wave (Illustra- Ribbon Mics
tion 3-2).
The moving-coil microphone uses a much Ribbon mics are the most fragile of all the mic
more mechanical process than the delicately types. This one factor makes them less useful in
sensitive condenser mic. Since there's a larger a live sound reinforcement application, even
mass to move than in the condenser operating though ribbon mics produced within the last 10
principle, it makes sense that the moving-coil or 15 years are much more durable than the
microphone doesn't respond as quickly to tran- older classic ribbon mics.
sients as the condenser m ic and that the These mics are like moving-coil mics in that
moving-coil microphone doesn't catch all of the they color the sound source by adding a high-
subtle nuances that the condenser microphone frequency edge, and they generally have a thin
excels in. sound when used in a distant miking setup.
Though moving-coil mics don't excel in When used as a close-mic, ribbon microphones
Illustration 3-3
The Ribbon Mic
A thin metal ribbon suspended between two poles of a magnet vibrates in response to
each crest and trough of a sound wave. As the ribbon moves in the magnetic field, it
continually varies in its magnetism. These changes of magnetism are the origin of the
signal that is sent to the mic input of your mixer.
The signal produced by the ribbon is typically weaker than the signal produced by the
moving-coil. In practical terms, that means you'll usually need more preamplification at
the mic input to achieve a satisfactory tine level signal.
Chapter Three • Microphones • page 107
Illustration 3-4
Cardioid Pickup Pattern
A microphone with a cardioid pickup pattern hears sound best from the front and
actively rejects sounds from behind. With its heart-shaped pickup pattern, you can
point the mic toward the sound you
want to record and away from the
sound you don't want to record.
Rejection of sound behind the micro-
phone isn't complete or total, but the
rejection characteristic of a cardioid
pickup pattern can help minimize
leakage of unwanted sounds onto a
track.
Microphones with this pickup configu-
ration are typically most accurate when
used in close proximity to the sound
source. From a distance of more than a
foot or so, they usually sound thin,
lacking low-frequency content.
this can be costly. After breaking a couple of As the sound wave vibrates the thin ribbon, the
these mics, I decided it might be best if I stuck magnetic flow changes in response, causing a
to one of the tried and true, very durable choices. continually varying flow of electrons. As the rib-
I still tend to use the Beyer M160 ribbon a lot bon moves between the poles of the magnet, it
when I'm recording drum samples because I like is being magnetized in varying degrees of north
the sound, but sampling is a very controlled mic and south magnetism, in direct proportion to the
usage, and I'm usually the only one around with changes in amplitude produced by the sound
a drum stick. wave. This continually varying flow of electrons
is the origin of the signal that reaches the mi-
Operating Principle of the Ribbon crophone input of your mixer (Illustration 3-3).
Mic Since ribbon mics operate on a magnetic
A ribbon microphone operates on a magnetic principle, they don't require a power source to
principle like the moving-coil. A metallic ribbon operate.
is suspended between two poles of a magnet.
Illustration 3-5
Omnidirectional Pickup Pattern
Illustration 3-6
Bidirectional Pickup Pattern
The AudioPro Home Recording Course • a comprehensive multimedia audio recording text • page 110
We should be familiar with two other ba- the sound of the voice.
sic pickup patterns: omnidirectional and bi- Omnidirectional microphones are usually
directional. difficult in a live setting because they produce
feedback more quickly than any other pickup
Omnidirectional pattern.
An omnidirectional mic hears equally from all
directions. It doesn't reject sound from anywhere Bidirectional
(Illustration 3-5). An omnidirectional pickup pat- Bidirectional microphones hear equally from the
tern will give you the fullest sound from a dis- sides, but they don't hear from the edges (Illus-
tance. Omni microphones are very good at cap- tration 3-6). Bidirectional microphones are an
turing room ambience, recording groups of in- excellent choice for recording two sound sources
struments that you can gather around one mic to one track with the most intimacy and least
and capturing a vocal performance while still adverse phase interaction and room sound. Po-
letting the acoustics of the room interact with sition the mic between the sound sources for
Illustration 3-7
Frequency Response Curve
the best blend. Once you've committed the most valuable tools to help us predict how a
sound to one tape track, there's not much you mic will sound. What the frequency response
can do to fix a bad balance or blend. curve doesn't tell us is how the mic responds to
transients. We can predict the transient response
of a mic based on what we already know about
Frequency Response Curve the basic operating principles of the different
mic types.
Almost any microphone responds to all frequen-
cies we can hear plus frequencies above and
below what we can hear. The human ear has a Conclusion
typical frequency response range of about 20Hz
to 20kHz. Some folks have high-frequency hear- You can cover most home recording situations
ing loss so they might not hear sound waves all if you have at least one good moving-coil mic
the way up to 20kHz, and some small children and one good condenser mic. With these two
might be able to hear sounds well above 20kHz. options available, you can fairly consistently
For a manufacturer to tell us that their achieve professional-sounding results.
microphone has a frequency range of 20Hz to This chapter was written with the intent
20kHz tells us absolutely nothing until they tell to provide fundamental information that will im-
us how the mic responds throughout that fre- mediately help you understand the practical
quency range. A mic might respond very well to applications of the three basic microphone types
500Hz, yet it might not respond very well at all you use in the studio. It was not written with
to frequencies above about 10kHz. If that were the intent to be the end-all authority on micro-
the case, the sound we captured to tape with phones. The upcoming chapters all present spe-
that mic would be severely colored. cific microphone applications and techniques as
We use a frequency response curve to in- they apply to practical recording situations. Once
dicate exactly how a specific microphone re- you've completed the entire course, you'll have
sponds to the frequencies across the audible a very good working knowledge of specific mi-
spectrum (Illustration 3-7). If a frequency re- crophone choice, technique, placement and re-
sponse curve shows a peak at 5kHz, we can ex- cording in general.
pect that the mic will color the sound in the
highs, likely producing a sound that has a little
more aggressive sound than if a mic with a flat
response was used. If the frequency response
curve shows the low-frequencies dropping off
sharply below 300Hz we can expect the mic to
sound thin in the low end unless we move it
close to the sound source to proportionally in-
crease the lows.
The frequency response curve is one of the
The AudioPro Home Recording Course • a comprehensive multimedia audio recording text • page 112
I
n this chapter, we cover recording tech- Let's get started on our study of recording
niques for five different types of guitar
sounds:
• Electric guitars plugged directly into the mixer
• Electric guitars miked at the amplifier
• Electric acoustic guitars, plugged directly into
the mixer
• Acoustic guitars recorded with a microphone
• Guitar samples from a keyboard
Recorded guitar sounds, whether electric
or acoustic, can be very dependent on:
• The instrument's condition and intonation
• The technical and artistic ability of the per
former
• The microphone used to record the instrument
• The acoustics of the room in which the gui
tar or amp is recorded
• Choice of dynamic range processing
• Choice of effects processing
• Volume
• EQ
• Panning placement in the mix
We'll evaluate how each of these impor-
tant factors influence the recorded sounds of the
guitar family. Listen to the Audio Examples sev-
eral times, thoroughly read all text and practice
these techniques in your own setup. It'll make a
difference in the sound of your recordings.
Direct Electric
When recording an electric guitar, we have the
option of using a microphone at the speaker,
running directly into the mixer or combining both
of these approaches. Each technique offers ad-
vantages and disadvantages. Running direct into
the mixer produces ultimate separation. If you
process the direct guitar sound, you don't risk
altering the sound of another instrument since
no other instrument has had the opportunity to
bleed into a microphone.
Miking the guitarist's speaker cabinet, al-
though allowing for leakage of another instru-
ment into the guitar mic, typically produces the
best sound. Using a microphone on the electric
guitarist's cabinet captures the essence of the
sound the guitarist designed for the part they're
playing. Since sound plays such an important
role in what and how a guitarist plays, miking
the cabinet is often the only way to capture the
guitar part in a musically authentic way.
For the sake of understanding some of the
more fundamental variables involved in record-
ing the electric guitar, we'll first plug directly
into the mixer. When running a guitar directly
into the mic input of a mixer, plug the guitar
Chapter four • Guitars and Guitar Sounds • page 113
Illustration 4-1
into a direct box first, then plug the direct box keeping the advantages of running direct into
into the mixer (Illustration 4-1). The signal go- the mixer.
ing into the direct box can come straight from
the guitar or from any effect or group of effects Advantages of Running Direct
that the guitar is plugged into (Illustration 4-2). When you plug directly into the mixer instead
As an alternative, simply plug the guitar of miking the speaker, the recorded track has
straight into the line input of the mixer (Illustra- no leakage from other acoustic instruments that
tion 4-3). When using this technique, the level may have been performing at the same time as
from the guitar might be a little low, especially the guitar. The tracks typically contain less noise
if you are using a mixer that operates at +4dBm. than if the amp were miked. Guitar amps have
Plugging a guitar into Line In works best when a bad habit of producing their own share of
using a mixer operating at -10dBV. (Refer to noise. This can be a problem in mixdown.
Chapter 1 for a description of +4 and -10 oper- Sometimes you must run directly into the
ating levels). mixer simply out of consideration for your neigh-
Some guitar amps have a line output. Line bors. How sensitive are your neighbors to loud
Out from a guitar amplifier can be plugged di- guitar amps screaming raucous licks into the wee
rectly into the line input of the mixer (Illustra- hours of the morning? Once you've gotten your
tion 4-4). This technique lets you capture some neighbors angry because of volume, it's all over.
of the amplifier's characteristic sound while still It's best to avoid that conflict altogether. If you
The AudioPro Home Recording Course • a comprehensive multimedia audio recording text • page 114
Illustration 4-2
Guitar Through Several Effects
Illustration 4-3
Guitar and Effects to Line Input
1. Plug the guitar directly into the line
input of the mixer or plug the
guitar into an effects unit.
Illustration 4-4
Amplifier Line Output to Mixer Line Input
Some amplifiers have a line output
that can be plugged into the line
input of your mixer.
Illustration 4-5
Speaker Output Into a Special Direct Box
are recording in an apartment or in a compact ond Dl to the amp or line in of the mixer.
residential area, you may have no choice but to This procedure lets you take advantage of
record all electronic gear direct and monitor at low impedance within a high-impedance system
low levels. (Illustration 4-6).
If you must run direct into the mixer and If you're connecting two direct boxes to-
you're experiencing difficulty getting a good gether, be sure to use high quality DIs. Each
sound, try using a direct box that will receive a transformer can rob the signal of life and add
powered signal straight out of the speaker out- noise. This technique requires informed judgment
put of the guitar amp. This will give you the most concerning the value of adding cable length ver-
guitar amp sound you can get without using a sus your need for sonic purity.
mic. Be careful!! Never plug a speaker out-
put into any input until you've been as- Levels
sured by someone whose opinion you trust When we record guitars, the VU meter should
implicitly that the input is designed to usually read OVU at the peaks. There can be a
accept a powered output (Illustration 4-5)! couple of exceptions to this rule.
Remember, guitars are high-impedance Distorted guitar sounds are often printed
instruments and the total length of cables be- very hot to tape (in the neighborhood of +3 to
tween the guitar and the amp or the guitar and +5 on the VU meter). Some engineers believe
the direct box should be less than 25 feet. If the that this adds a little more edge to the part and
guitarist plugs into several effects chained to- that the tape being oversaturated has the ef-
gether, then plugs the output of the last effect fect of compressing the sound. This compression
into the Dl, be sure the cables are all as short as helps keep the part in a tighter dynamic range
possible. If the cables are too long, you'll hear a so it can be heard more consistently.
lot of noise and radio interference along with Be careful when recording hot to tape. The
the guitar track. signal could become too distorted. You might
If you get into a situation where the gui- print so much signal on tape that it begins to
tarist needs to run a long cable length from the spill onto the adjacent tracks as well as onto
guitar to the amp, try this: the track you're trying to record on. The tape
1. Use two direct boxes. Plug the guitar into the recorder and size of tape determine whether or
high-impedance end of the first direct box. not you can successfully print stronger than nor-
2. Connect a mic cable to the low-impedance mal signals to tape. 8-track cassettes are usu-
output of that direct box. ally less forgiving than larger formats, like 16 or
3. Connect the other end of this mic cable to 24 tracks on 2-inch wide tape.
the low-impedance end of the second direct
box. This requires either a special cable with Transients
female XLR connectors on both ends or a fe If the strings of a guitar are plucked with a hard
male-to-female XLR adapter to plug into the pick, there are transients in their sound. The ex-
low-impedance end of the second Dl. tent of the transient depends on the specific in-
4. Connect the high-impedance end of the sec- strument, type of guitar pick and the strings.
Chapter four* Guitars and Guitar Sounds • page 117
Illustration 4-6
Hi Z to Lo Z to Hi Z
Some acoustic guitar parts contain an exagger- usually produce a good sounding track. If the
ated transient because of the way they've been sound doesn't contain much low-frequency en-
compressed. These parts need to be recorded ergy and has a lot of highs with exaggerated
with especially conservative levels, in order to transients, the record level should not read
compensate for the increased transient attack. higher than -7 to-5VU.
In Chapter 1 we discovered that transients have You must weigh your options. If you record
an actual level that is higher than the VU read- at low levels to capture the most accurate tran-
ing and that the actual level could be 9dB above sient, you might end up with a poor signal-to-
the average level. noise ratio. If you record with hotter levels, you
Even though guitar can have transient con- might lose some of the accuracy of the record-
tent, we don't usually need to be overly cau- ing, but we'll have a better signal-to-noise ra-
tious in adjusting the record level. Most acous- tio. It's up to you, the engineer, to decide which
tic parts can be recorded with the loudest part approach to take based on the music you're re-
of the track reading at OVU. An acoustic often cording.
has substantial low-frequency content. The lows
Tuning/Instrument Selection
can actually determine the recording level, so if
Whenever you record an instrument, your first
you record a full sounding guitar up to OVU you'll
The AudioPro Home Recording Course • a comprehensive multimedia audio recording text • page 118
able categories:
Illustration 4-8 • Stratocaster: single coil
Double Coil Pickup • Les Paul: double coil
• Hollow body electric jazz guitar: double coil
This pickup configuration uses two Audio Examples 4-1 to 4-3 demonstrate
single coil pickups working together as the sounds of the three fundamental types of
one. They're wired together in a way that electric guitar. These are all recorded direct into
minimizes noise and radio interference. the mixer so that you can hear the characteris-
Sometimes both pickups are visible, tic tone of each.
and sometimes they're hidden by a Audio Example 4-1 demonstrates the
gold, chrome or plastic cover. single coil pickups on a Stratocaster. This guitar
The double coil sound is fuller and less and its brother, the Telecaster, are very common
shrill than the single coil sound. in the rock, country and pop fields.
These guitars have very different sounds guitarist will have a properly adjusted compres-
and are suited for different types of music. Re- sor in his kit.
view these examples, and on a separate sheet In a guitar setup that uses several effects,
of paper, write down as many descriptive adjec- the compressor should be the first effect in the
tives as you can for each instrument. Use words chain. This will give the best sounding results
like thin, hollow, round, fat, beefy or chunky. and will help guard the rest of the effects from
Have friends listen to these examples and list strong signals that might overdrive their inputs.
the terms they think describe each guitar sound. A compressor can efficiently even out the
Putting a verbal tag on each sound will help you volume of different notes. This usually makes the
solidify your impression of these instruments. guitarist's job easier. With a healthy amount of
Verbalization will also help you communicate compression, the guitar will sustain longer, plus
with other musicians about different guitar each note will be audible (even if the guitarist
sounds. has sloppy technique). Listen to the difference
the compressor makes on the simple guitar
Compressor/Limiter/Gate/Expander sounds in Audio Examples 4-4 and 4-5. Audio
It's very common to use a compressor on an elec- Example 4-4 was performed and recorded with
tric guitar. Most guitars have a very wide dy- no compression.
namic range, and many instruments have un-
even string volumes due to substandard adjust-
Audio Example 4-4 No compression
ment of the pickups and string height. A com-
CD-1: Track 46
pressor is what gives a guitar that smooth
always-in-your-face sound. It puts all the notes
and chords into a very narrow dynamic range so Audio Example 4-5 demonstrates the same
there might not be much (if any) volume differ- part with a healthy amount of compression. I've
ence between a single note and a full chord. used a ratio of 4:1 with about 10dB of gain re-
An outboard compressor designed for stu- duction (refer to Chapter 2 on signal processing
dio use can do a good job on guitar, but it's if this terminology isn't making sense).
normal for the boxes made especially for guitar
to work best in a player's setup. Most guitarists
Audio Example 4-5 With Compression CD-1:
use a compressor in their setup, so when record-
Track 46
ing their guitar sounds, you usually don't need
to compress much, if at all. When the guitarist
has their stuff together, your job as the record- Distortion is a prime ingredient in many
ist is pretty simple. Whether you're running di- guitar sounds. The type of distortion that's used
rect in or miking the speaker cabinet, your job defines the character of the part and often de-
is to capture the existing sound accurately rather termines whether the part will blend well in the
than creating and shaping a new sound. You can mix.
put a compressor on the signal that's coming There are many different foot pedal dis-
into the mixer if you need to, but ideally, the tortion boxes for guitar, and they all have differ-
Chapter four • Guitars and Guitar Sounds • page 121
ent sounds. Some are very buzzy and harsh. Combining these sounds with the sound
Some are very full and warm. Harsh and buzzy of a good amp can give them much more life
distortion sounds are usually best for special and punch.
effects, but they typically don't work very well
in a mix because their sound doesn't blend well Delay
in most mixes. The distortion sounds that do mix The use of delay on a guitar sound has the ef-
well in the final product are generally the sounds fect of placing the sound in a simple acoustical
that are smoother, warmer and less strident. space. In Chapter 2 we discovered that the func-
Audio Examples 4-6 to 4-8 demonstrate tion of a simple slapback delay was to give the
totally different distortion sounds. In each case, perception of room size. The longer the delay,
the guitar is plugged into the distortion unit, the larger the room size. Delays of between 250
then the distortion unit is plugged directly into and 350ms can give a full sound for vocal and
the mixer. instrumental solos (especially on ballads). This
The box in Audio Example 4-6 has a stri- is a very popular sound. It's usually most desir-
dent, buzzy distortion and isn't really usable. able if the delay is in time with the music in
some way. See the chart in Chapter 2 (Illustra-
tion 1-15) to calculate delay times in relation to
Audio Example 4-6 Buzzy Distortion the tempo of a song. Audio Example 4-9 was
CD-1: Track 47 recorded at a tempo of 120bpm. I've added a
250ms delay, which is in time with the eighth
The distortion box in Audio Example 4-7 note at this tempo.
is one manufacturer's attempt at simulating a
tube amplifier distorting. This can be a very us-
Audio Example 4-9 The 250ms Delay
able sound on a lot of commercial songs.
CD-1: Track 48
Audio Example 4-7 Simulated Tube Distortion A slapback delay of 62.5ms is in time with
CD-1: Track 47 the 32nd note, at 120bpm, and gives an entirely
different feel to Audio Example 4-10.
tageous to all concerned, but don't overdo the text of the rest of the arrangement.
effects or the part will get lost in the mix. It might Be flexible. If a guitarist has come up with
lose definition and sound like it's far away. a great sound that might take you a while to
duplicate, and if they want to print the sound to
Should I Print Reverb or Delay to tape, give it a try. Be conservative in the amount
Tape? of reverb and delay that is included. Conscien-
There are many different effects that a guitarist tious guitarists can come up with great and in-
can show up with, and most of them sound teresting variations of a sound, and much of the
pretty good. It's tempting to go with whatever final musical impact depends on how the signal
sound the guitarist has up at the time and record is patched through the effects. They may run the
it to tape. This approach can work well and might chorus through the distortion or the distortion
be preferred if you don't have much processing through the chorus. Both sound different. These
gear. routing changes can really result in some unique
If you have a small 4-track or 8-track setup, sounds. Take advantage of the player's diligence.
most of the time you'll be forced to print what- You'll all share the benefit of a great sound. I'll
ever reverb, delay or chorus the guitar player is often go ahead and print the chorus, flanger or
using. Select the proportion that seems to sound phase shifter sound, saving the delay and re-
good at the time you record the part. If you have verb for mixdown, even in a full blown 48-track
a question about the amount of reverb or delay project.
to print to tape, use the least amount that you There are no hard and fast rules when it
think you need. If you print too much delay or comes to creating innovative and exciting new
reverb to tape, it's there forever. Too much de- sounds, so be open to trying new tricks.
lay and reverb can make a part sound like it was
recorded from the far end of a gymnasium, es- Electronic Doubling
pecially as the mix develops. The only real way Doubling a guitar part is a very common tech-
to fix this is to rerecord the part with less effect, nique. Doubling can smooth out some of the
glitches in the performance and can give the
which can be costly and is, at the very least, a
guitar a very wide, bigger-than-life sound. Pan
nuisance. If you record the part a little on the
the double apart from the original instrument,
dry side, you can always add whatever reverb is
and you'll usually get a multidimensional wall
readily available during mixdown to make it
of guitar that can sonically carry much of the
sound more distant.
arrangement. Doubling works well in rock tunes
Ideally, have the guitarist get a good sound
where the guitar must sound very huge and im-
using whatever compression and distortion is
pressive.
needed for the part, but save the addition of all
This doubling effect can be achieved in a
reverbs, delays and choruses for mixdown. Print
couple of ways. Electronic doubling involves
the raw sound to tape and finish shaping in the
patching the instrument through a short delay,
mix. This approach lets you get just the right
then combining that delay with the original in-
delay length, delay amount, reverb sound and
strument. A live double simply involves playing
chorus, after you can hear the part in the con-
Chapter four • Guitars and Guitar Sounds • page 123
the part twice onto different tracks or recording delay and no regeneration.
two players (playing the identical part) onto one
or two tracks. Both techniques sound great. Ex-
Audio Example 4-11 The 23ms Double CD-1:
periment! Let the music help you decide.
Track 49
To set up an electronic double, use a de-
lay time between Oms and about 35ms. Short
doubles, below about 7ms, don't give a very Audio Example 4-12 uses the same musi-
broad-sounding double, but they can produce cal part as Audio Example 4-11, this time with a
interesting and full sounds and are definitely live double.
worth trying. Pan the original guitar to one side
and the delay to the other (Illustration 4-9).
Audio Example 4-12 The Live Double CD-1:
Audio Example 4-11 demonstrates a gui-
Track 49
tar part doubled electronically using a 23ms
Illustration 4-9
The Panned Electronic Double
The AudioPro Home Recording Course • a comprehensive multimedia audio recording text • page 124
Always check a double in mono to make Notice the interest that's added to Audio Ex-
sure the part sounds good in both stereo and ample 4-14 by the phase shifter.
mono. Slight changes in delay time can make
the part disappear or cut through strong in
Audio Example 4-14 Phase Shifter
mono. Find the delay time that works well in
stereo and mono. If you've panned the original
CD-1: Track 51
full left and the delay full right, the sounds are
very impressive in a stereo mix, but these hard- The chorus effects are often part of a solo
panned tracks often disappear when the mix is guitar sound used together with distortion, com-
played in mono. Try repositioning the pan ad- pression and delay. The guitar in Audio Example
justments so they are only partially left and par- 4-15 is plugged into the compressor first, then
tially right. the distortion, next the delay and finally the cho-
rus.
Multi-effects
The current arsenal of guitar effects includes
Audio Example 4-15 Multiple Effects
several units that contain many different, high-
CD-1: Track 52
quality digital effects. These multi-effects units
are relatively inexpensive and can produce ex-
cellent premium quality sounds. Take advantage
of these effects and the guitarist's diligence in Reverb
finding great sounds, but be conservative in Reverb is a useful ingredient in the final mix and
printing reverb and delay to tape. is used primarily to smooth out the guitar sound
when it must blend into the mix. Too much re-
Chorus/Flanger/Phase Shifter verb can spell disaster for the clarity and defini-
Chorus, flanger and phase-shifting effects are tion of a good guitar part. On the other hand,
very common and important to most styles of reverb can hide many flaws in a marginal guitar
electric guitar. A smooth chorus or flange can part. Adapt to your situation.
give a clean guitar sound a ringing tone. It can Most electric parts sound good with a
add richness that's as inspiring to the rest of bright hall reverb sound, a decay time of about
the musicians as it is to the guitarist. Listen to 1.5 seconds, a predelay of about 80ms, high dif-
the chorus on the clean guitar part in Audio Ex- fusion and high density. This kind of setting of-
ample 4-13. fers a good place to start in shaping most gui-
tar reverbs. Audio Example 4-16 demonstrates
a guitar with this set of effects.
Audio Example 4-13 Chorus CD-
I: Track 50
Audio Example 4-16 Hall Reverb
A smooth phase shifter can add color to a CD-1: Track 53
ballad or interest to a funky rhythm guitar comp.
Chapter four • Guitars and Guitar Sounds • page 125
There are several other types of reverb that balance for the overall mix. It's common for the
can sound great on many different musical parts. guitar to be playing the primary harmonic rhythm
Experiment. Often, the sound of the guitar is so part. If that part is panned even slightly to one
interesting with the delay, distortion and cho- side the entire mix can sound one-sided.
rus that there's really no need for much (if any) Sometimes the main guitar part gets in the
reverb. Clean guitar sounds typically benefit the way of the lead vocal or some other instrument
most from interesting and more complex reverb; that's panned to center. Rather than panning the
For instance, slow, open ballads and arena rock two parts apart from each other, try leaving the
projects sound good with hall and chamber re- lead vocal in the center, then running the guitar
verb using decay times in the range of 1.5-3 through an electronic double. Pan the original
seconds. Faster, punchy productions usually work guitar and the double apart from each other. This
well with plate, inverse and gated reverbs that keeps the presence and aggressive sound of the
have a decay time between .5-1.5 seconds. guitar but lets the vocal be heard and under-
Try adjusting the predelay to add a differ- stood better with less interference from the gui-
ent feel to the reverb sound. Longer predelays tar.
that match the tempo of the eighth note or quar- Most modern guitar effects are stereo. They
ter note can give both the effect of making the accept the single input from the guitar and have
part sound closer to the listener and the effect stereo outputs. These stereo outputs usually
that it was played in a large room. Listen as I come from a stereo delay, chorus, flanger or
adjust the predelay during Audio Example 4-17. phase shifter that is built into the guitar effects
processor. If I have enough available tracks I'll
usually print both of those outputs to tape. When
Audio Example 4-17 Adjusting Predelay CD-
there aren't many tracks left you generally can't
1: Track 54 print both outputs from the effect to tape. This
is not really a problem. If we need to we can
run the guitar through a stereo chorus, flanger
Panning or phase shifter during mixdown.
There might be two or more separate guitar parts A major problem with multiple guitar parts
with totally different sounds in the same song. arises when the mix is played in mono. All those
Though this is common, it can cause a bit of a tricky panning positions are laid on top of each
problem during mixdown where each part should other as everything goes to the center. It's cru-
be audible and understandable. Panning can play cial that each instrument have unique and dif-
a key role in helping you separate these differ- ferent EQ characteristics to maintain some iden-
ent sounding parts for the listener's sake. When tity in a mono mix. The song in Audio Example
used along with different EQ settings for each 4-18 has three guitar parts. Listen to each part
guitar part, panning the instruments to very spe- separately and notice that the sound on each is
cific locations can produce excellent results. similar. Equalizing like this might sound okay in
When positioning guitars in the left to right stereo, but when switched to mono, these parts
spectrum, be sure that you maintain an even don't retain much of their identity.
The AudioPro Home Recording Course • a comprehensive multimedia audio recording text • page 126
ized guitar signal. sound that blends into the mix better than a
direct sound.
A word of caution: If the sound is heavy in
When a guitarist chooses equipment, the
bass frequency content, it's generally better to
selections are based almost totally on sound.
print with less lows than you think you'll need
The other factors to equipment selection are
in mixdown. These frequencies are easy to turn
price and features, but I think we can agree that
up in the mix, and you won't lose anything by
serious guitar players develop the ir distinct
saving the addition of lows for mixdown. Low
sounds largely through the equipment they
frequencies contain the most energy of all the
choose. The guitar amplifier is one of the key
frequencies and virtually control the VU read-
factors in this sound scheme. We usually get the
ings. A sound with too many lows will read un-
best and most usable sounds when we mic the
naturally hot on your meters. If you end up need-
amp. Different amplifiers have different sounds,
ing more high-frequencies in the mix, they can
especially when they distort.
be buried in the mass of lows. When this hap-
The effects and sounds we've covered in
pens, your tracks become very noisy. As you try
the previous chapters are still very important to
to recover the clarity by boosting the highs, you
the guitarist's sound. Now we'll be able to add
end up boosting processor noise and tape noise.
the characteristic sound of the amplifier and
speaker cabinet to the picture, plus we can add
The AudioPro Home Recording Course • a comprehensive multimedia audio recording text • page 128
the acoustic sound of the room that the amp is Mic Techniques
in. Using a mic to capture the sound of the guitarist
Listen to the difference in sound between is not as simple as just selecting the best mic.
the guitar amplifiers in Audio Examples 4-26 to Where we place the mic and where we place
4-29. the amp can be equally influential on the final
Audio Example 4-26 demonstrates a small sound of the instrument. Although there are
solid-state amp with a clean sound. hundreds of different microphone available from
many manufacturers, they essentially all fit into
three basic categories: condenser, moving-coil
Audio Example 4-26 Clean Small Solid-state Amp and ribbon. Condenser and moving-coil mikes
CD-1: Track 57 are the most common of these three, although
they may all be used in recording as well as live
Audio Example 4-27 demonstrates the situations.
sound of a large tube amp with a clean sound. It's ideal if you have at least one good
moving-coil mic and one good condenser mic
for your recordings. With these two options avail-
Audio Example 4-27 Clean Large Tube Amp able you can cover most recording situations and
CD-1: Track 57 achieve professional sounding results. Please
refer to Chapter 3 for specifics about micro-
Audio Example 4-28 uses the small solid- phones and their characteristics.
state amp with the amp distorting.
The Most Common Approach to
Miking an Amp
Audio Example 4-28 Turn the amp up to a fairly strong level. This
Distorted Small Solid-state Amp doesn't have to be screaming loud, but most
CD-1: Track 58 amps sound fuller if they're turned up a bit.
Next, place a moving-coil mic about one
Audio Example 4-29 demonstrates the foot away from the speaker. Most guitar amps
large tube amp distorting. will have one or two full range speakers. These
speakers are typically 8 to 12 inches in diam-
eter. Moving-coil mics are the preferred choice
Audio Example 4-29 Distorted Large Tube Amp for close-miking amplifiers because they can
CD-1: Track 58 handle plenty of volume before they distort the
sound. Also, the tone coloration of a moving-
For Audio Examples 4-26 to 4-29 I used coil mic in the higher frequencies can add bite
the same mic and the same EQ through the same and clarity to the guitar sound.
board from the same distance. You can tell that If the amp you are miking has more than
the amp is critical to the character of the guitar one identical speaker, point the mic at one of
sound. the speakers. Point the mic at the center of the
Chapter four* Guitars and Guitar Sounds • page 129
speaker to get a sound with more bite and edge. from the speaker and pointed directly at the
Point the mic more toward the outer rim of the center of the speaker.
speaker to capture a warmer, smoother sound
(Illustration 4-10).
Audio Example 4-30
If you're miking a speaker enclosure with
Mic at the Center of the Speaker
separate tweeter, midrange and bass speakers,
CD-1: Track 59
you'll need to move the mic back two or three
feet just to get the overall sound of the cabinet.
This gets us into a situation where the room Audio Example 4-31 demonstrates the
sound becomes an important part of the sound sound of the same amp, same guitar and same
that goes onto the tape. musical part as Audio Example 4-30. Now the
Audio Example 4-30 demonstrates the mic is aimed about one inch in from the outside
sound of an amp with the mic placed six inches rim of the speaker while maintaining the dis-
Illustration 4-10
Aiming the Mic at the Speaker
tance of six inches from the speaker. Use a condenser mic to record the most
accurate sound of the room. Condensers have a
fuller sound from a distance than moving-coil
Audio Example 4-31
or ribbon mics and they capture the subtleties
Mic at the Outer Edge of the Speaker
of the room sound in more detail. In Audio Ex-
___________ CD-I: Track 59 __________
ample 4-32, I've placed a condenser mic about
seven feet away from the amp.
When the mic is within a foot of the
speaker, the room sound has minimal effect on
the sound that goes to tape, especially if the Audio Example 4-32
amp volume is fairly strong. If the guitarist hasn't Condenser Mic Seven Feet From the Amp CD-
already included reverb and delay in their selec- 1: Track 60
tion of effects, this approach will give you con-
sistently close-sounding tracks that you can add Audio Example 4-33 demonstrates the
distance (ambience) to by adding reverb or de- amp in Audio Example 4-32 through a close mic.
lay in the mix.
Powerful guitar sounds often include the
sound of the immediate space (the room) that Audio Example 4-33 Close-miking the Amp
the amp is in. This can be accomplished with CD-1: Track 61
reverb, but natural ambience can add an unusual
and distinct quality to a recording. Try including In Audio Example 4-34,1 blend the sound
the sound of the room with the sound of the of the close mic with the sound of the distant
guitar. This technique often breathes life into an mic and then pan the two apart.
otherwise dull sound.
As we move the mic back more than a
couple of feet from any amp, we're using dis- Audio Example 4-34
tant miking. The room sound becomes part of Combining the Close and Distant Mics
the overall sound. We can get great guitar CD-1: Track 62
sounds if we put one mic within a foot of the
amp and one mic back in the room several feet Adding the sound of the room to the close-
away from the amp. With this technique, we can miked sound usually helps the sound of a dis-
blend the sound of the mic closest to the amp torted guitar blend into the mix better. The gui-
with ambient sound captured by the mic farther tar part will sound bigger, and the tonal charac-
away. We can combine these two sounds to one ter will be more interesting and unique.
track as we record, or if tracks permit, we can Most people don't have access to a multi-
print each mic to a separate track and save the million dollar studio with large rooms that sound
blending or panning for mixdown. The effective- great. But even within your own abode lay many
ness of this approach is dependent on whether interesting acoustical possibilities. Try moving the
the sound of the room is musically appropriate. guitar amp and the mic into the bathroom.
Chapter four • Guitars and Guitar Sounds • page 131
Sometimes it's almost as much fun to play gui- to Illustration 4-11 for a diagram of this setup.
tar in the shower as it is to sing in the shower.
All those hard surfaces and natural reverb can
Audio Example 4-35
do wonders for a dull sound. Move the mic back
Miking the Amp in the Shower
a few feet from the speaker and crank it up! In
CD-1: Track 63
Audio Example 4-35, I have the guitar amp in
the bathroom with the mic pointing into the
shower. The shower door is partially closed to If you want to increase the size of your
shield the mic from the direct amp sound. Refer room sound, place the amp toward one end of
Illustration 4-11
Shower-verb
The sound of the guitar reverberating around in the shower can be very interesting
and is often quite usable.
i—
The AudioPro Home Recording Course • a comprehensive multimedia audio recording text • page 132
Illustration 4-12
Accentuating the Sound of the Room
the room and place the mic a few feet from the to the same track be conservative with the
amp. Now instead of pointing the mic at the amount of room you include. Too much room
amp, point it away from the amp. If the micro- sound might cause the track to sound distant in
phone has a selectable pickup pattern, select the mix. You can always add a little reverb in
cardioid. Otherwise, select a mic that has a car- the mix if the guitar sound needs more depth,
dioid pickup pattern. Since the mic is pointed but it's very difficult to take away the sound of
away from the amp, it doesn't hear the direct the room if your guitar sounds too distant.
sound from the amp as well. What it does hear If your home has a hallway with bedrooms
is the reflection of the sound off the wall that and/or bathrooms off of it, position the guitar
the speaker and the mic are pointing at. This amp at the open end of the hallway. Point the
essentially increases the delay of the initial re- speakers toward the hallway. Now put mics in
flection and makes the room sound larger (Il- two of the rooms off the hallway, and open the
lustration 4-12). doors into those rooms. Also, put a mic directly
If possible, print the room mic(s) to sepa- in front of the speaker cabinet. Run all three of
rate tracks of the multitrack. If you keep them the mics into your mixer. If you only have two
separate, you can choose the proper blend of mics, this technique can still work well—just use
the direct and reflected sound during the mix. If one of the rooms off the hallway. Now pan the
you must print the close mic and the room mic(s) direct mic center and the room mics hard left
Chapter four • Guitars and Guitar Sounds • page 133
and hard right. Turn the amp up to a substan- tion can produce brilliant sounds that can spark
tially potent level, have the guitarist play and your recording process on to new levels of in-
check out the interesting stereo sound. Blend novation and excellence.
the center mic and the room mics until you have In Audio Example 4-36, the amp is at the
just enough room and just enough direct sound. end of a hallway, one mic is eight inches from
Techniques like this can quickly use up several the speaker, a second mic is in the bathroom off
mics and tracks, but this kind of experimenta- the hallway and a third mic is in a bedroom off
Illustration 4-13
Three Mics and a Hall
1. Turn the amplifier up. With
this technique you need
enough volume to fill
rooms A and B.
2. Run all three mics to
different mixer channels.
3. Mic 1 picks up the close
sound. It should be panned
to the center position.
4. Pan mic 2 left and mic 3
right. This results in a very
big acoustic sound. The
farther the amp is from
rooms A and B, the bigger
the sound.
The AudioPro Home Recording Course • a comprehensive multimedia audio recording text • page 134
the hallway. I'll turn each mic up separately, sounds and pan them apart.
starting with the close mic, then I'll blend them
all together and pan the room mics hard left
and hard right for a true stereo sound. See Illus- Audio Example 4-37
tration 4-13 for a map of this setup. Combining Miked and Direct Signals
CD-1: Track 65
Acoustic Guitars
It's often difficult to get that perfectly
blended electric guitar sound. Experimentation If I have an electric acoustic guitar should I mike
with microphone techniques can really help solve it or run it through a direct box? Acoustic gui-
some problems. The key factors involved in shap- tars with pickups can work well in a live perfor-
ing guitar sounds are the raw sound from the mance situation. Simply plug into the board, an
instrument, choice of effects and acoustical in- amp or through a direct box. You can get a pass-
teraction of the sound in the room. There's much able sound and eliminate one microphone in the
room for creativity here. Start practicing and setup. However, though the sound can be okay
building your own arsenal of techniques that you for live performances it's hardly ever a great
like. With the rapid development of affordable sound for recording. The sound from an electric
technology right now, you'll need to use all avail- acoustic pickup typically sounds sterile and small
able resources to create a new and unique sound and it doesn't have the broad, full, interesting
that can rise above the masses. sound of the acoustic instrument. To run an elec-
tric acoustic guitar direct into a mixer, follow
Combining the Miked and Direct the same procedure as with any electric guitar.
Signals Audio Examples 4-38 and 4-39 use the same
It's possible and common to blend the miked acoustic steel string guitar. Audio Example 4-38
amplifier signal with the direct signal. Plug the demonstrates the acoustic guitar run direct
guitar into the direct box, then plug into an into the board from the instrument pickup.
amplifier from the Dls's out to amp jack. Once
this is completed, proceed with miking the amp.
Audio Example 4-38 Acoustic Guitar Direct In
From the direct box you can also patch the low-
impedance XLR output into the mic input of your
CD-1: Track 66
mixer. With this setup the direct signal is com-
ing in one channel, and the microphone signal Audio Example 4-39 is the same guitar as
is coming in another channel (Illustration 4-14). Audio Example 4-38 using a microphone to cap-
Listen to Audio Example 4-37. I'll turn up the ture its sound to tape.
direct signal alone, then I'll turn the miked
signal up alone and finally I'll blend the two
Chapter four • Guitars and Guitar Sounds • page 135
Illustration 4-14
Combining the Direct and Miked Sounds
L
The AudioPro Home Recording Course • a comprehensive multimedia audio recording text • page 136
The Steel String Acoustic Guitar that each zone has a different sound. There are
The Nylon String Classical Guitar I've tried many techniques for miking
acoustic guitars, using up to four or five mics.
CD-1: Track 68
The method that consistently works the best for
me uses one good condenser mic placed in the
In Audio Examples 4-40 and 4-41, I used position that gets the sound I need for the track.
a condenser mic about eight inches away from There are three common positions to mike
the guitar. With a condenser mic six to eight the guitar: in front of the sound hole, behind
Chapter four • Guitars and Guitar Sounds • page 137
Illustration 4-15
Acoustic Guitar Mic Positions
Illustration 4-16A
One Uncompressed Note on Acoustic Guitar
much louder than others. Low notes (on the acoustic guitar without compression.
larger strings) will usually produce a lot more
energy and volume than higher notes on the
smaller strings. Review Chapter 2 if you aren't
Audio Example 4-51 No Compression CD-1:
familiar with the controls on a compressor.
Track 72
Try th is approach to compressing the
acoustic guitar: Audio Example 4-52 uses the same acous-
• Set the ratio control between 3:1 and 5:1. tic guitar as Audio Example 4-51. This time the
• Adjust the attack time. Slower attack times signal is compressed with a gain reduction of
accentuate the sound of the pick. The fastest up to 7dB.
attack times will de-emphasize the sound of
the pick (Illustrations 4-16A to 4-16C).
Audio Example 4-52 Compressed
• Adjust the release time. Setting this control
CD-1: Track 72
between one and two seconds usually sounds
the smoothest.
• Adjust the threshold for a gain reduction of
3 to 7dB on the loudest part of the track.
Audio Example 4-51 demonstrates the
Chapter four • Guitars and Guitar Sounds • page 141
Illustration 4-16B
Compressed Guitar Note With a Fast Attack
Illustration 4-16C
Compressed Guitar Note With a Slow Attack
The attack time is longer here than in Illustration
4-16B. Now the attack is not compressed but
the rest of the note is. Notice that now the peak
is 9dB above the rest of the note.
ated in the open texture of a pop ballad. the double tracked acoustic adds fullness and
If a delay is used, adjust the delay time in depth, especially when the two parts are panned
relation to the tempo of the song. See Illustra- away from each other in the stereo spectrum.
the techniques we've covered in this lesson can that sound like guitar, learn the limitations of
apply to recording synth or sampled guitar the instrument and build your simulated guitar
parts within those limitations. Besides the physi-
sounds. If I'm recording a sample of a simple
cal and harmonic idiosyncrasies of the guitar,
guitar, I approach it as if it's coming from a gui-
you should familiarize yourself with the stylistic
tar. If I'm recording a sample of a stereo cho-
nuances that are characteristic of the style for
rused, echoed, reverberated guitar, then obvi-
which you're preparing the guitar part. I've found
ously much of the work is already done. I still
that any instrument has its own set of identify-
might try a few different delays or reverb sounds
ing licks. If you're not playing your synth like a
along with what's already incorporated in the
screaming rock guitar, it'll never sound like a
sample. Avoid combining effects if the combi-
screaming rock guitar, no matter how good the
nations cause the clarity of the sound to disap-
sample is.
pear, but don't be afraid to use your tools. If
Keyboard workstations have reverb, cho-
you've found a really great sound that enhances
rus and distortion effect built in. These can all
the music, use it.
work well on guitar type sounds, and they're
Even the mic techniques we've seen work
usually very easy to get to. Try different combi-
well on real guitars can be applied to the key-
nations within the workstation, then go out of
board guitar sounds. Although we usually run
the workstation and try the techniques covered
keyboards direct into the mixer, that doesn't
in this lesson.
mean we can't plug the keyboard into an am-
Chapter four • Guitars and Guitar Sounds • page 145
Conclusion
We've gone through some of the basic concepts
of recording guitars, and we're starting to put
the information in Chapters 1, 2 and 3 to use in
ways that apply specifically to guitar. Listen to
the Audio Examples enough times to become
familiar with the sounds of each type of guitar.
Try each of the techniques and concepts out-
lined in this chapter using your setup. Think of
different ways to combine direct sounds with
miked sounds. Practice!
Recording is always subject to listener
appeal. If people like the sounds you've created,
then you've done something right. If they con-
sistently don't like the sounds you've created, it
could be time to reevaluate your approach. The
techniques I offer in this course are field tested
and reliable. They offer solutions to recording
situations that you might encounter. The results
have been proven to be effective. Work from
these ideas and build on them.
In Chapter 5 we'll study different concepts
of miking the drum set and common percussion
instruments. The percussion family has some of
the most unique and interesting sounding in-
struments, and there are very special consider-
ations to keep in mind when recording them.
The AudioPro Home Recording Course • a comprehensive multimedia audio recording text • page 146
T
he percussion family contains some of • Clean highs that blend with the mix
the most interesting sounding instru- • Solid lows that blend with the mix
ments. Many of these instruments re- • Enough mids to feel punch
quire special consideration and care when • Not so many mids that the sound is muddy
they're being recorded. In this chapter, we'll • Natural sound that possesses a warm tone
cover these special considerations, plus we'll • Dimension, often sounding larger than life
look at some common ways to process the dif- • Believably appropriate reverberation
ferent sounds. Typically when I refer to drums, • Balance and blend in the mix
I'm talking about a drum set which is also called With all of these qualifications in mind,
the kit, or the set. The drum set usually includes this list of characteristics is worth considering
a bass drum (also called the kick), a snare drum, when evaluating and shaping your drum and
torn toms and cymbals. percussion sounds. Start building your own list
Percussion usually indicates the instru- of what you think is consistent about good drum
ments like tambourine, triangle, cowbell, con- sounds.
gas, bongos or shakers. In reality, the percus- The most important thing you can do at
sion family definitely includes the drum set, and this point is listen to a lot of different styles of
the drum set can contain any member of the music that have been recorded in a lot of differ-
percussion family. The terms are used loosely, ent studios by a lot of different top-notch pro-
but in a session, the drum track includes the kit, fessionals. Subject yourself to a large quantity
and the percussion tracks contain any percus- of music. Try to be very analytical about the
sounds that you're hearing. It's one thing to let
sion instruments other than the kit.
the music passively cross your ears, it's another
Most people haven't listened enough with
to actually hear what's going on texturally, mu-
analytical ears to decide what they like and dis-
sically and sonically. Refer to Illustration 5-1 for
like about certain drum sounds. They have noth-
some guided listening assignments.
ing on which to base their opinions. When con-
sidering drum sounds, there are some common
characteristics that exist in drum sounds that
most of us would call good. The term good is
obviously subject to individual opinion. A good
Chapter five • Acoustic Drums and Percussion • page 147
Illustration 5-1
Assignment: Listening Exercise
Listen to at least 10 different songs and specifically focus in on the drums. Make a list of
all the drums you can hear on each tune. These might include bass drum (also called
the kick drum), snare drum, toms, cymbals, shaker, tambourine, triangle or any of a
seemingly never-ending list of percussion instruments. Once you've made a list of what
you're hearing in the recording, focus on each instrument and write down things that
you like or don't like about the different sounds. If you're hearing a kick drum, you might
like the way it seems to hit you in the chest every time it's played, or you might like the
way the attack of the kick seems to go right through you. These kind of observations
can be very valuable as you practice recording the different instruments. One of the
consistent problems people have when they're new to recording is that they haven't
developed an opinion of what they think a good sound is. When you listen to music in
this way, you'll often hear traits of the sounds that you hadn't noticed before. This
exercise is well worth going through with each instrument. It will help you increase your
understanding of how each instrument functions musically.
Find and study examples of rock, country, R&B, jazz, pop, blues and heavy metal songs.
Each of these styles has a little different approach to drums. We can learn quite a bit
about our options for shaping drum sounds by recognizing these differences.
For each style, make a list of descriptive adjectives for the drum and percussion sounds.
Use words like thin, punchy, tinny, beefy and so on. Also, make a list of how the drum
sounds are treated in the mix. Use phrases like close-sounding, very heavy reverb, long
thin reverb or dry.
continued...
what to expect from these different methods, because of the lack of square footage.
and you'll develop your own opinions about their If your recording equipment is in the same
The AudioPro Home Recording Course • a comprehensive multimedia audio recording text • page 148
Illustration 5-1
...continued
One common arranging trick used to keep a listener's interest in a song involves varying
the percussion instruments on each musical section. Often, producers will record all of
the percussion instruments throughout a song, waiting until mixdown to decide which
percussion part belongs in each musical section. As an exercise in your understanding of
the impact of variation in percussion parts, select your ten favorite recordings then, for
each recording, chart the order of the verses, choruses, bridge, solos and any other
musical sections (like the diagram below). Under each section, list the percussion
instruments you can hear along with their panning position. Depending on the specific
music you're analyzing, you'll probably notice that one or two percussion instruments
are added on the chorus, and possibly the bridge.
room with the drums when you're recording , it ing a workable sound, start laying down the real
takes a little more time and much more trial and thing.
error, but you can still get good sounds. You'll Most of the drum sounds you hear on al-
need to record 20 to 30 seconds of the track, bums are achieved through the use of several
then rewind and evaluate the sounds you're microphones recorded separately to several
getting. Make any adjustments you need to, then tracks that are blended and balanced during the
repeat this process until you're satisfied with the mixdown. This is ideal. Practically speaking, most
sound. Once you're satisfied that you're record- people don't have a pile of microphones to use
Chapter five • Acoustic Drums and Percussion • page 149
at home, let alone 8 to 12 available tracks on moving-coil microphones can give you good re-
the multitrack for drums. Most people have one sults. I don't recommend buying the least ex-
or two microphones, and these microphones pensive mic, but you don't have to use a $3000
weren't purchased with drums or percussion in mic to achieve acceptable results either. Believe
mind, but as your setup and skills build you'll me, as you record more you'll start to have fa-
want to build your arsenal of task-specific mi- vorite microphones for each task. With all things
crophones. in perspective, there are plenty of microphones
You should have a good condenser mic for available that can act as excellent tools for your
over the drum set and for cymbals. Condensers recordings.
are the mic of choice for percussion, and they
do the best job of capturing the true sound of
each instrument. The fact that condenser micro- Recording a Drum Set With One
phones respond to transients more accurately
than the other types of microphones makes them Microphone
an obvious choice for percussion instruments,
like tambourine, shaker, cymbals, triangle, claves As we build from the one mic approach to the
or guiro. multiple mic approach, we'll consider techniques
The mic of choice for close-miking toms, that can help optimize each approach. There is
snare and kick is a moving-coil mic, like a Shure definitely something to be learned from each
SM57, Sennheiser 421 or Electro-Voice RE20. approach and each of these audio examples, so
Though they don't have the transient response please be diligent in your pursuit of excellent
of condenser microphones, moving-coil micro- drum sounds.
phones work great for close-miking drums be- Mic placement is the main concern when
cause they can withstand intense amounts of using one mic to record the drums. Where you
volume before distorting. Also, most moving-coil place the mic in relation to the drums is the pri-
microphones have a built-in sensitivity in the mary determining factor of balance between the
upper frequency range, which provides an EQ drums and intimacy of the drum sounds. In Chap-
that accentuates the attack of the drum. ter 4, we found that including the acoustic sound
If you have access to ribbon microphones, of the room that the guitars were in made a big
try them on the drums or overheads. They can difference in the sound of the guitar track. The
sound great. They don't have the same excel-
same is true of the drum set and individual per-
lent transient response as a condenser micro-
cussion instruments. The amount of room sound
phone and they typically don't produce the ag-
that you include in the drum track can totally
gressive EQ edge of the moving-coil, but they
change the effect of the drum part. The sound
can provide some excellent sounds. Be careful!
of the room that the drum set is in plays a very
Ribbons are fragile, and if used in a close mic
important role in the sound of the drum track,
configuration, they'll usually break when hit by
especially if you use a distant miking technique.
a misdirected drum stick.
The advantage of a small recording setup
Most reasonably priced condenser and
is portability. If you're using a few microphones
The AudioPro Home Recording Course • a comprehensive multimedia audio recording text • page 150
Illustration 5-2
Illustration 5-3
Chapter five • Acoustic Drums and Percussion • page 151
Illustration 5-4
One Mic Overhead
The AudioPro Home Recording Course • a comprehensive multimedia audio recording text • page 152
Illustration 5-5
One Mic Eight Feet Away
For real fun, move the drums and the mic sound far better than the others. That's the na-
to a different space, like a garage, a warehouse, ture of acoustics. World class recording studios
a concert hall, the local high school gymnasium, all have great equipment, but one of the big-
outside or virtually any space that's available and gest considerations involved in choosing a fa-
legal. cility for a major project is the acoustic sound of
In each acoustical environment, move the its recording rooms.
mic to several different spots to record. Keep a
written log of which spaces you recorded in,
where the mics were placed and how you liked Recording a Kit With Two Mics
the sound of each environment. Record a verbal
reference on your tapes to help document and Let's expand on our single microphone approach
duplicate your results. Both the written log and to recording drums. You need to build on the
the verbal reference and the written log should knowledge you've gained while using just one
contain the tape number, take number, location mic on the kit. As you add more microphones,
of the recording, mic placement, type of mics, your goal is to gain more control over the sounds
type of drums and the date. and have flexibility when equalizing and put-
Study your recordings and rate the sound ting effects on the individual drums.
of each. There will probably be a few spaces that With two microphones on the set there are
Illustration 5-6
two primary options: you can use both mics to- definition in the mix. Choosing to close-mike the
gether in a stereo configuration or you can use kick or the snare is purely a musical decision
one mic for overall pickup while using the other that's dependent on the drum part and the de-
fo r a specific instrument. sired effect in the arrangement. This mic setup
In Audio Example 5-6, I've set one mic di- is more flexible than the single mic technique,
rectly over the kit with the second mic in the but we're still limited to a monaural sound since
kick drum. When you use one of the micro- the kick or snare would almost always be posi-
phones for the overall kit sound you can place tioned in the center of the mix with the rest of
the second mic on the kick drum (or possibly the set (Illustration 5-6).
the snare) to get individual control, punch and
Illustration 5-7 Two condenser microphones are 3' above the cymbals. The mikes are
at a 90° angle to each other, pointing down at the drums. With this X-
Stereo X-Y Y configuration, the mic capsules should be positioned on the same
horizontal and vertical plane. They should be close enough to each
other so that they're nearly touching.
Chapter five • Acoustic Drums and Percussion • page 155
Illustration 5-9
Head Baffle
snare are the two main contributors to the defi- cially viable results so far, but it doesn't provide
nition of style. Being able to fine tune their level, a stereo image of the set. The kick, snare and
EQ and effects is an advantage. The drum set in overhead are almost always positioned together
Audio Example 5-9 was miked with one mic in- in the center. (Illustration 5-10).
side the kick, one mic two inches above the snare
and one mic about two feet above the cymbals.
This configuration produces the most commer-
Illustration 5-10
Three Microphones
The AudioPro Home Recording Course • a comprehensive multimedia audio recording text • page 158
Illustration 5-11
Snare, Kick and X-Y
Illustration 5-12
but be aware that the more isolation you can pattern and one hi-hat mic (Illustration 5-12).
get, the more precisely you'll be able to shape
each sound. There are even plenty of ways to
Audio Example 5-12 Snare, Kick, Toms and X-Y
expand on this approach. Try including room
CD-2: Track 12
ambience microphones, a mic under the snare,
individual cymbal microphones or any creative
new approach you can dream up.
The drum set in Audio Example 5-12 is set
up with one kick mic, one snare mic, one mic on
each torn, two microphones overhead in an X-Y
Chapter five • Acoustic Drums and Percussion • page 161
and cymbals. That's great. Some drummers decay. Some drums played by some drummers
aren't so meticulous. As the engineer, you need might sound great with no dampening. Decisions
to be able to get the drums to sound good on the direction for the drum sound are purely
anyway. based on the needs of the music.
If you own drums or know a drummer To dampen the drum, we need to put
who's willing to practice creating drum sounds something on the head that'll decrease the vi-
with you, approach each drum separately and bration. There are several materials that are regu-
start practicing. Start from scratch. Loosen the larly used to muffle the drum sound.
heads, then build the sounds you want. Try tun- It's common to use duct tape, applied in
ing high, medium and low. There are different three- to six-inch lengths to the outer edge of
theories on tuning. Some say that the top and the top and or bottom head (Illustration 5-13).
bottom heads should match in pitch. Some say Another technique involves taping bath-
the top head should be higher. Some say the room tissue, cotton or gauze to the head (Illus-
bottom head should be higher. All methods can tration 5-14).
produce good sounds so try different methods. On a snare drum, it's common to tape a
You'll have the best luck if you adjust the drum wallet to the head at the point farthest from the
for even tension all the way around the head. drummer (Illustration 5-15).
Beyond that, some drummers suggest loosen- Sometimes a one- to three-inch wide strip
ing one lug after you've achieved even tension of cotton or felt material, stretched under the
to decrease ringing. I prefer not to use that tech- head, will dampen the head just the right
nique, but some drummers use it successfully. amount, but this doesn't leave room for much
speedy flexibility if you want less dampening (Il-
Be adaptable and practice! Nothing will give you
lustration 5-16).
a feel for drum sounds like tuning and retuning
Some drummers like to cut an old head so
a real drum.
that only the outer one or two inches is left and
As you work with each drum, you'll hear
the hoop is cut off. This circle can be laid on the
the results of the dampening and tuning tech-
top of the drum, dampening evenly around the
niques. On each drum, check the heads for wear.
head (Illustration 5-17).
Too many extreme dents can stretch a drum
Most drums have a muffler built in. This is
head, limiting even vibration and decreasing
usually a small circular felt pad that can be
your chances of successful drum recording.
moved up against the head from the inside by
turning a knob on the outside. These hardly ever
Muffling the Drum give a good sound and they'll often rattle. Con-
sider removing them (Illustration 5-18).
The one method of dampening that I've
When a drum is tuned well and has a smooth
found works consistently and sounds great in-
tone, the decay of the drum can last longer than
volves using three- to six-inch lengths of self-
we really want in the mix. If all the toms are
sticking weather stripping. Stick the weather
ringing all the time, the drum track can become
stripping directly to the head. The sound is
a wall of rumbling heads. To compensate for this,
we'll often dampen the heads to decrease the
Chapter five • Acoustic Drums and Percussion • page 163
Summary
Illustration 5-18 I've outlined several methods for
The Internal Muffler muffling drums. Each one of these
1. A felt pad is moved up against the approaches can be successful, but I
head from inside the drum. definitely have my personal favorites.
2. A knob on the outside of the drum I'm sure you'll develop yours, too.
controls the positioning of the pad
I've had the best results with the
inside. Turn clockwise to move the
method outlined in Illustration 5-19.
pad against the head and counter
The weather stripping provides the
clockwise to move it away.
fullest tone and offers the greatest
flexibility. I've also seen several very
fine drummers use the method
described in Illustration 5-17. This
approach produces an even, warm,
smooth sound.
My least favorite drum sound uses
the internal muffler shown in Illus-
tration 5-18. I usually remove them
from the drum.
Chapter five • Acoustic Drums and Percussion • page 165
Illustration 5-21
Finding the Tone
1. To hear the tone of the drum (the head
ringing), place the mic near the rim.
Illustration 5-22
Typical Kick Drum EQ
The actual amount of cut o r boost you u se is so le ly d ep end ent on wh at it tak es to get
th e sound you wan t out o f th e instrumen t yo u're mik ing. F irst use mic cho ic e and
placemen t to get the best an d most music al sound, th en use th e amount of EQ
necessary to create the appropriate sound.
Audio Example 5 -1 9 as I turn down a one- quency to boost that'll emphasize the attack of
octave wide bandwidth centered at 300Hz. the beater hitting the head. Boosting a frequency
between 3 and 5kHz will usually emphasize this
attack. Listen to the k ic k in Audio Example 5-
Audio Example 5-19 Cut 300Hz
20. A moving-coil mic is pointed halfway be-
CD-2: Track 18
tween the center of the drum and the shell, from
a distance of six inches. At first, this drum has
Once the lower mids are turned down, no EQ. First I'll cut at 300Hz, next I'll boost the
usually locate a low frequency between 75 and low end at about 80Hz, then I'll boost the at-
150Hz to boost. Be conservative in the amount tack at about 4kHz (Illustration 5-22).
of these bass frequencies you print to tape, es-
pecially to the multitrack. If you question how
strong the bass frequencies should be, print a
Audio Example 5-20
Cut 300Hz, Boost 80Hz and 4kHz
little less than you expect to use. You can al-
ways boost the lows on mixdown.
CD-2: Track 18
even though the rest of the head is tight. This drums. Tune the top and bottom heads to the
isn't good. Replacing the head will make a huge same tone, then evaluate the sound of the drum.
difference in the sound. Tune the bottom head higher than the top head
The bottom head is also critical to the and evaluate the sound of the drum. Finally, tune
snare sound. The most common problem I've the top head higher than the bottom head and
seen is a hole in the bottom head. These bottom evaluate the sound of the drum. See what the
heads are much thinner than the top heads. sound difference is. There has to be enough ten-
Since the drum is continually being put on and sion on the head to give the drummer good re-
taken off the snare stand (which can puncture bound, and the tension must be even around
the head) and usually carried in a case with sticks the head.
and drum keys (which can puncture the head) With the top head tuned fairly low, the
and since drummers tend to set the snare on drum sound has a thick texture. This sound can
the floor with the bottom head down (you never be very usable in some settings. Audio Example
know what's on the floor that can puncture the 5-22 demonstrates a snare drum tuned low. First
head), sometimes there's a hole in the bottom you'll hear the drum with the snares off, then
head. Drummers seem to work on the out of with the snares on.
sight, out of mind principle when it comes to
the bottom head. When you're trying to get a
Audio Example 5-22 Snare Tuned Low CD-2:
great sound from a snare, though, it's impor-
Track 20
tant that the bottom head is in good shape. If
it's not, the head won't resonate evenly, and
you'll have problems with annoying overtones. Tuning the snare very high gives a sharp
The heads need to be in good shape. If attack and good definition, but the sound can
you're doing much drum recording, it's best to be thin. Audio Example 5-23 demonstrates a
snare tuned high. First you'll hear the drum with
have some extra heads on hand. If you have the
the snares off, then with the snares on.
appropriate replacement head, you'll save your-
self a lot of anguish, plus your sounds will be
better and you'll get them faster. This will help Audio Example 5-23 Snare Tuned High CD-
your reputation in the community. The next time 2: Track 20
your local music store has a great deal on heads,
pick up a 14-inch top and bottom snare head.
A medium tuning that's not real high or
Most snare drums are 14-inch drums. The most
real low is the most common snare sound. The
versatile of the top heads are Remo Ambassa-
drum in Audio Example 5-24 is tuned with the
dor coated, and Ambassador Black Dot. After the
top and bottom heads tight but not too tight.
session, don't forget to get your heads back from
First you'll hear the drum with the snares off,
the drummer. Experienced studio drummers carry
then with the snares on.
their own extra heads in case one breaks or if a
unique musical sound demands a head change.
Practice tuning your own or a friend's
Chapter five • Acoustic Drums and Percussion • page 171
with the snares off, then on. The snares are the an inch or two in from the rim. This is a very
flexible approach, and the foam weather strip-
wires that touch the bottom head (Illustration
ping dampens in a way that sounds natural.
5-23). If these wires are stretched, broken or
Audio Example 5-25 demonstrates a snare with
uneven in tension, the drum will buzz and rattle
no dampening.
when the snare drum is hit and probably when
any of the rest of the drums are hit. This isn't
good. Check the snares for loose strands and
The AudioPro Home Aecording Course • a comprehensive multimedia audio recording text • page 172
illustration 5-24
Swivel-Mount Microphones
Chapter five • Acoustic Drums and Percussion • page 173
Audio Example 5-30 demonstrates the little up or down depending on the actual snare
snare drum with a gated reverb sound. drum you're recording, the characteristic fre-
quency ranges are fairly consistent. We'll build
many more snare sounds throughout this course.
Audio Example 5-30 Snare With Gated Reverb
CD-2: Track 23 Recording Levels for Snare Drum
Suggested recording levels for snare drums vary
As we progress through this course, we'll depending on the sound of the drum. OVU is
build more options for snare drum effects. The normal on the loudest part of the track when
snare drum sound is very definitive of musical recording a full sounding drum. A strong single
style. Modern snare sounds are often quite com- hit on the snare should typically register about
plex and involved. The snare sound might actu- -5 to -3VU.This level leaves little head room for
ally consist of three or four reverberation sounds the inevitable fact that drummers play louder
along with compression and expansion. We don't as they settle into a song. If a drummer plays an
ever want to overuse signal processing, but we eighth or sixteenth note fill on the snare, the
must do what we need to while in search of a apparent level will increase substantially.
sound that supports the musical emotion and If the sound of the snare is thin in the low
feeling dictated by the song. end and if there's a lot of transient attack to the
sound, the maximum record level should typi-
Equalizing the Snare Drum cally be in the range of -7 to -3VU in order to
Most snare sounds don't need to contain an accurately record the transient.
overabundance of the frequencies below 100Hz. Listen to the examples of different snare
I'll often roll those lows off. The body of the snare sounds in Audio Example 5-32. Take note of what
is often in the 200 to 300Hz range. To enhance you like and dislike about each. Do you like the
the attack, boost a frequency between 3 and attack? Is there much low frequency content?
5kHz. Listen to the snare drum in Audio Example Are there many highs? Is the sound thin? Does
5-31. The snare sound starts out flat, then I roll the drum sound fat? Is there solid punch to the
off the lows below 100Hz. Next, I boost 250Hz sound?
slightly and finally I boost 5kHz.
Illustration 5-25
Tom Miking
with
the
portant that the heads are in good shape, that bottom head removed. Some drummers always
they're tuned properly and that the dampening leave the bottom heads on their toms. The
gets the appropriate sound for the track. Tune trends seem to shift. These are two different
the top and bottom heads to the same tone and sounds. A properly tuned drum with both the
be sure the tension is even around each head. top and bottom head in place has a smooth
For dampening toms, I recommend natural tone that is appealing in most musical
weather stripping instead of duct tape or bath- textures. With the bottom head off, a tom sounds
room tissue. Weather stripping stuck on the drum hollow with less pure tone and has slightly more
head provides a warm sound with good tone. attack. It's hard to beat the sound of a well tuned
The best feature weather stripping offers, aside tom with both heads on, but be flexible and use
from the fact that it usually helps you get the the sound that fits the musical context.
best tom sound, is its flexibility. It's easy to re- For close-miking, use a moving-coil mic like
move, reposition and rearrange. You can pull it a Shure SM57 or a Sennheiser 421. Point the
off easily to shorten a piece, or you can reposi- mic at the drum about two inches in from the
tion it with exacting precision to tweak the rim, at a distance of about two inches above
sound and it's as easy to place on the bottom the top head (Illustration 5-25).
head as it is on the top head. If you want more attack in the sound, move
Some drummers prefer the sound of toms the mic toward the center of the drum, but keep
The AudioPro Home Recording Course • a comprehensive multimedia audio recording text • page 176
it out of the drummer's way. A miked drum sound to exceed maximum digital recording levels.
has more attack when the microphone is posi- Audio Example 5-33 demonstrates a torn,
tioned near the center of the drum and more recorded at OVU using a moving-coil mic from
tone when the microphone is positioned near about two inches.
the rim.
Sometimes it's very desirable to record
drums (except the overhead and hi-hat micro- Audio Example 5-33 Tom at OVU
phones) at levels exceeding OVU. A drum that's CD-2: Track 26
been recorded hot (in the range of +2 to +5VU)
won't usually give a buzzing kind of distortion The torn in Audio Example 5-34 was re-
because, as the analog tape reaches the point corded at +5VU using a moving-coil mic from
where it can't handle more magnetism, it will about two inches
usually give the drum a compressed rather than
distorted sound. This point is called the point of
oversaturation. The sound of analog tape ap- Audio Example 5-34 Tom at +5VU
proaching the point of oversaturation has be- ___________CD-2: Track 26___________
come a sound in its own right for recording
drums. It's common for kick and toms to be re- If you're sampling, try a condenser mic
corded very hot to analog tape specifically for from a distance of one or two feet. This will usu-
the sound this technique produces. It's also com- ally give the purest, natural sound. The torn in
mon for kick, snare and toms to be recorded at Audio Example 5-35 was recorded with a con-
OVU (or colder) to ensure that the transient will denser mic at OVU from a distance of about one
be accurately recorded. These are musically foot.
based decisions that you can make if you're sty-
listically aware or creatively attuned.
If you're using a digital recorder, don't Audio Example 5-35 Tom at OVU
push the drum levels above the meter's peak. ___________CD-2: Track 27 ___________
The digital recording process has a pretty hard
ceiling. There is no benefit to exceeding the pre- Practice recording each drum at different
set maximum recording level for home digital levels to find the sound you like. Keep a log of
recording. A couple of the mastering engineers what you've recorded and what the recording
I work with push digital levels beyond their in- levels were along with the microphones used
tended maximum in an effort to create compact for each recording.
discs that are the loudest on the block. Their
equipment is meticulously maintained and they Equalizing the Toms
have plenty of headroom in their systems, which Follow a similar approach to the drums we've
are designed to push the limits. They win most covered so far when we EQ the toms. Analyze
of the awards for doing it the best, but when the lows, highs and mids. There is often a cloudy
engineering a digital recording, we don't need sound to the lower mids in a close-miked torn,
Chapter five • Acoustic Drums and Percussion • page 177
between 250 and 500Hz. I'll often cut a fre- about 5kHz.
quency in this range. The bass frequencies be-
low about 100Hz can usually be rolled off, and
Audio Example 5-36
the attack of a torn can be enhanced by boost-
Roll Off 100Hz, Cut 300Hz, Boost 5kHz
ing a frequency range between 3 and 5kHz. Lis-
CD-2: Track 28
ten to the torn in Audio Example 5-36. I start
flat, then cut at about 300Hz. Next, I roll off the
lows below 100Hz, then boost the attack at
Illustration 5-26
Wide Stereo Overheads
For a wide stereo image, use two cardioid condenser microphones over the drum set
spaced 1-3' apart. The mics should be at 90° angles to each other and pointing away
from each other. If you point the mics toward each other, you'll encounter problems,
especially when summing the stereo mix to mono.
The AudioPro Home Recording Coorse • a comprehensive multimedia audio recording text • page 178
Reverberation on the Toms Try spreading the X-Y out if the drummer's
Choose reverb for the toms that blends with the kit is very large and covers a wide area. Move
snare sound. It's normal to use the same reverb the microphones away from each other, but be
on the toms that you use on the snare. If you sure they're still pointing away from each other.
use another reverb sound, be sure it comple- Also, keep the microphones on the same hori-
ments the overall sound of the snare drum. zontal plane to minimize adverse phase inter-
Avoid selecting sounds that indicate completely actions when listening to the mix in mono (Il-
different acoustical environments unless you're lustration 5-26).
intentionally conforming to a musical judgment. Overheads on a close-miked kit give defi-
Listen to the different torn sounds in Audio nition and position to the cymbals and fill in the
Example 5-37. Note what you like and dislike overall sound. There isn't much need for the low
about each sound. Is the sound boomy? How do frequencies since the close microphones give
the lows sound? Can you hear the attack? each drum a full, punchy sound. I'll usually roll
Does the drum sound full? Is the drum thin the lows off below about 150Hz, and I'll often
sounding? Do you hear much tone? boost a high frequency between 10 and 15kHz,
to give extra shimmer to the cymbals.
We want the overheads to accurately cap-
Audio Example 5-37 Lots of Toms ture the transient information. Since the tran-
CD-2: Track 29 sient level exceeds the average level by as much
as 9dB, recording levels on the overheads should
read between -7 and -9VU at the peaks to en-
sure accurately recorded transients.
Overhead microphones Pan the overheads hard right and hard left
for the most natural sound. The X-Y technique
Once you've positioned the close microphones will provide a sound that is evenly spread across
for the snare, kick and toms, use mics over the the stereo spectrum. The overheads in Audio
drums to capture the cymbals and fill in the over- Example 5-38 are about three feet above the
all sound of the drums. It's amazing how much cymbals in an X-Y configuration and are panned
separation we can achieve close-miking the kit. hard right and hard left. The lows below 150Hz
One or two mics over the drums are essential to are rolled off, and the highs are boosted at
a blended, natural sound. 12kHz.
Position condenser microphones in a ste-
reo pattern (like the examples of a two-mic
Audio Example 5-38 X-Y Panned Hard CD-2:
setup). A good pattern to use is the standard X-
Track 30
Y configuration, with the microphones pointing
down at the set at a 90 degree angle to each
other. This will provide the excellent stereo im- We can add different character to the
age necessary for a big drum sound and will sound of the drums by moving the overheads
work well in mono. closer to or farther from the kit. Positioning the
Chapter five • Acoustic Drums and Percussion • page 179
Illustration 5-27
mic farther away from the set includes more kick, snare, toms and overheads pick up plenty
room sound on the track. This can be good or of hi-hat, but a separate track for the hat adds
bad depending on the acoustics of the record- definition to the hi-hat attack and provides pan
ing environment. control in the mix. Listen to the kit in Audio Ex-
It isn't typically necessary to add reverb to ample 5-39. After the first few seconds, I'll turn
the overheads in a close-miked configuration. the hi-hat mic on and pan it in the stereo spec-
The reverb on the snare and toms is usually suf- trum. Notice that even though the hi-hat track
ficient to get a smooth, blended sound. isn't loud in the mix, you can still perceive the
Sometimes it's desirable to put a separate position change as I pan the hat between left
mic on the hi-hat. The choice for or against a hi- and right.
hat mic should be based on the style of music
and the importance of the hi-hat in the drum
part. Most of the time the microphones on the
The AudioPro Home Recording Course • a comprehensive multimedia audio recording text • page 180
Illustration 5-28
Miking the Bell of the Hi-hat
at the bell of the top cymbal (Illustration 5-28). just the attack time to its fastest setting and
the release time to about half a second. Adjust
the range control so that everything below the
Audio Example 5-41 threshold will be turned off. Finally, adjust the
Hi-hat Miked at the Bell
threshold so that the gate only opens when the
CD-2: Track 32 snare hits. This will isolate the snare. Once the
snare drum is isolated, you can process the snare
If a mic is aimed at a snare drum, it will drum sound alone with minimal effect on the
still hear the rest of the kit as it's played. Every- rest of the kit. For example, you can add as much
thing except the snare drum is leakage into the reverberation as you want to the snare without
snare mic. Any sound other than the one you're leakage adding reverb to the rest of the drums.
trying to capture with a microphone is called Listen to the kit in Audio Example 5-42. I'll solo
leakage. Leakage is a factor we don't deal with the snare track, then adjust the gate to get rid
on a drum machine because all instruments are of the leakage between the snare hits.
electronically separate and can typically be com-
bined in whatever mix the engineer requires.
Audio Example 5-42 Adjusting The Gate CD-
When recording a live kit, leakage is an impor-
2: Track 33
tant consideration.
Leakage isn't always a bad thing. Often,
leakage can help blend and smooth out the Once the gate is adjusted properly, you can
sound of the kit. The interaction between mi- put drastic amounts of reverb on the snare by
crophones and the leakage of acoustic room itself. Listen to Audio Example 5-43 as I put a
sound into the drum mics can be good. In fact, lot of reverb on this gated snare track.
given the right acoustical environment, you
might want a fair amount of leakage between
the mics just to add character and personality Audio Example 5-43 Reverb on the Gated Snare
to the overall drum sound. CD-2: Track 34
heads are for fill, they don't need to be gated that fits your needs and budget from an estab-
except for special effects. Gating every track can lished and respected manufacturer. As your ex-
be tricky to set up. You can make the drum set perience and budget increase, you'll find you
sound unnaturally clean by overusing gates. On develop certain favorite microphones for very
the other hand, gates can help make drums specific tasks. Different mics do sound amazingly
sound very punchy and powerful. Experiment different when you listen to them side by side
and practice! on the same instrument, but that doesn't mean
We've covered the basics of close-miking you can't get a very usable sound from a rea-
the drum set. There are many other creative ap- sonably priced condenser mic.
proaches to recording the kit, including differ- When recording miscellaneous percussion
ent mic selection and placement, uses of acous- instruments, the transient is the primary consid-
tics and many processing possibilities. Try dif- eration. Almost all these instruments need to be
ferent techniques on the drums you record. As recorded with the loudest part of the track read-
this course continues, we'll cover more and more ing about -9 to -7 on the VU meter. Transients
techniques that can be used on drums. We'll do continue to arise as an important consideration
more with signal processing of the drum sounds in many situations, but these percussion instru-
in the next chapter. ments have some of the most extreme transient
peaks. Any hard wood or metal instrument that's
struck with hard wood or metal will have an
Miscellaneous Percussion extreme transient.
Remember, when the VU meter reads -9
The instruments that fall into our miscellaneous while recording these instruments, the tape is
percussion category are all the rest of the per- really receiving a signal that's at (or above) the
cussion instruments other than the drum set, suggested recording level for optimum use. In
including but not limited to: cowbell, tambou- other words, we're not sending a low level to
rine, claves, cymbals, marimba, xylophone, glock- tape when we see -9VU, we're sending the
enspiel, shaker, maracas, cabasa, triangle, guiro, proper level to tape.
wind chimes, congas, bongos and timbales. If you place a condenser mic too close fo
The mic of choice for recording percussion a percussion instrument, there's a good chance
instruments is a condenser because of its excel- the transient will overdrive the internal circuitry
lent transient response. You don't need to have in the mic. Miking from a distance of one to two
the most expensive condenser mic to get great feet generally produces the most desirable
results. There are many microphones available sound. You'll typically get a natural sound that
in the low to medium price range that are very requires little or no equalization when you mic
good. My strongest recommendation if you're percussion instruments from distances greater
buying a mic is to select a mic made by a major than a foot. You'll know when you're too far from
manufacturer. All the major microphone manu- the instrument because the sound will lack inti-
facturers make good microphones that are very macy and might get lost in the mix.
usable. You can't go wrong if you select a mic It's a good idea to roll off the lows below
Chapter five • Acoustic Drums and Percussion • page 183
Illustration 5-29
Minimizing Leakage
about 150Hz. Usually the rest of the instruments ing at once and you need to boost highs, try to
in the orchestration are covering the low fre- select a different frequency for each instrument.
quencies. Sometimes I'll boost highs between 7 Listen to the drum and percussion vamp in
and 15kHz, depending on the instrument and Audio Example 5-45. I'll solo the different in-
its roll in the mix, but most miscellaneous per- struments. Notice their tone and placement in
cussion sounds good when recorded flat through the mix.
a condenser mic at a distance of one to two feet.
If you have several percussion instruments play-
The AudioPro Home Recording Course • a comprehensive multimedia audio recording text • page 184
the intended sound (Illustration 5-29). Though we strive for ultimate separation
It's necessary for the drummer to have a between tracks and complete control over the
sound of each instrument, some great record-
good, well balanced headphone mix. Head-
ings have been achieved with the entire band in
phones are the best way for the drummer to
one room playing the tracks live. Blues, jazz,
monitor the rest of the musicians or tracks. A
some country and some rock styles can benefit
good drummer is always trying to lock in to a
from the natural, open sound that a live, one*-
strong rhythmic feel with the rest of the group.
room recording offers.
The drummer and bass player, especially, need
to hear each other well. Be sure both the bass
player and the drummer can hear the attack of
the kick, snare and hi-hat. Don't make them Click Track
guess where the beat is. Adjusting the head-
One feature of a professional sounding record-
phone mix can be your most important contri-
ing is a solid rhythmic feel that maintains an
bution to the feel of a song. Listen to the head-
even and constant tempo. A sure sign of an
phone mix yourself through headphones, so that
amateur band and an amateur recording is a
you can tell exactly what the players are hear-
loose rhythmic feel that radically speeds up and
ing. Respond to their requests for level changes.
slows down.
Spending the time to make the phones an asset
Chapter five • Acoustic Drums and Percussion • page 185
Most drummers need some assistance to loud and is audible on the drum microphones,
maintain a constant tempo. We call this assis- the drum track might not be usable. The solu-
tance the click track. A click track can simply be tion lies in finding headphones that enclose the
a steady metronome pulse, like that from a drum drummers ears well enough to conceal click from
machine or an electronic metronome. It gives the microphones. There are many phones avail-
the drummer a rhythmic reference to keep the able that will perform well. They usually have
tempo steady. solid housings and fluid or air-filled soft plastic
If a drummer has never played with a click pads that completely surround the ears.
track or a metronome, you might be in trouble if
you force him or her to record the track while
hearing the click in the phones. Having to actu- Conclusion
ally follow a steady beat can totally ruin the
natural rhythmic feel. The drummer will wrestle Recording drums can be fun, rewarding, frus-
with the groove, speeding up to catch the click, trating, confusing, exciting, encouraging and
then slowing down to wait for the click. This is discouraging. And all of these feelings can hap-
not good. Sometimes you'll need to simply de- pen within a very short period of time, especially
cide on the lesser of the two evils in the interest when you're learning. Practice the techniques
of getting the song recorded. If you're consis- and principles in this chapter. I've used them all
tently working with the same drummer, and they many times and they work. When you're com-
have trouble with a click, suggest practicing with fortable with this information, try other ap-
a metronome. Drummers can get very good at proaches. Personally, I have the most fun when
locking in to a click track while maintaining a I'm in search of that great new sound recorded
natural rhythmic flow, but it takes practice. And in an unconventional way for a creative piece of
wouldn't you know it, about the time they can music. I also know that there's security and con-
play solidly with a click, the drummer's time feel fidence in knowing the basics. Learn the basics!
is usually solid enough to get by without a click!
A drum machine is a good source for the
click because it offers the ability to change the
sound. Click sounds with good transients work
Credits
the best because the transient attack unques- The live drum examples on this tape were played
tionably defines the placement of the beat. by Wade Reeves. Wade is an excellent drummer
It's very important that the drummer hear involved heavily in the Seattle concert rock
the click well, but the biggest problem with a scene.
click track is leakage of the sound of the click The individual examples of different kick
from the headphones into the drum micro- drum, snare drum and torn sounds contain some
phones. It's difficult to deal with a click leaking live recordings, and some samples of the actual
into the overheads on a quiet or texturally open drum sets of: Dave Weckl (Chick Corea, Diana
part of a song. The click has to be at a certain Ross, George Benson, etc.); Matt Sorum (Greg
level for the drummer to hear it, but if it's too Wright, The Cult, Guns N' Roses, etc.); Peter
The AudioPro Home Recording Course • a comprehensive multimedia audio recording text • page 186
6 Synchronization/Drum Machines
• Is there already lots of processing and effect
Introduction to Drum machines in the sound?
• Is it okay to add reverb to a sampled sound
I
n this chapter, we'll cover drum machines, that already includes reverb?
electronic drums, sampled percussion and • Are the drum and percussion sounds blend
synchronization. In Chapter 5, we focused ing in a natural way?
primarily on techniques for recording good clean • Are all of the drum sounds coming from one
acoustic drum sounds. Those techniques are very output of the sound module, or are the parts
valuable for many recording situations and can split up to come out of multiple outputs?
be particularly useful in the area of sampling. • Should I record the drum parts to the multi-
It's important to note that each technique in this track, or should I use time code to drive the
course can be applied to the situation that it's drum machine clock?
presented in, but they should also be consid- Basically, once you have the raw sounds
ered for other recording situations. As you learn from a drum machine, sampler or acoustic drum,
more and more techniques, apply them to dif- there can be a lot more work to do before the
ferent situations. Practice, experiment and learn. overall drum sound is complete and usable. In
When we're working with drum machines and this chapter we'll look at some techniques that
presampled sounds, the basic recording of each will help your drum machine parts sound more
instrument sound has already been completed real, plus we'll study some different ways to get
for us. Often, all we need to do is get the sounds the drum parts to the final mixed master.
efficiently to tape, which means that a lot of When I refer to drum machines, I'm also
times we have to shape the sounds in a way implying sound modules that contain drum
that blends with the musical arrangement and sounds. A drum machine is really just a drum
fits the musical style. Even though some of the sound module with a built-in sequencer that's
work is already completed in the initial drum designed to sequence the drum parts using the
samples, we still need to consider several op- sounds within the drum machine. The sequencer
tions to get a good musical track from a drum in a drum machine isn't usually designed to hold
the sound of the mono output of a drum the reverb will be printed to the multitrack. If
the reverb is to go to the multitrack, bring the
machine with the additio n of plate reverb
returns from the reverb into one or two avail-
(Illustration 6-1).
able channels on the mixer. Once the reverbera-
tion returns are plugged into channels, they can
be assigned to the same bus outputs as the rest
The AudioPro Home Recording Course • a comprehensive multimedia au di o recording text • page 190
Illustration 6-1
The Mono Drum Machine Send
Illustration 6-2
Sub-mixing Multiple Outputs
1. Plug all outputs of the drum machine into the inputs of the mixer.
2. Assign the drum machine channels to bus outputs 1 and 2. Pan for a good stereo balance.
3. EQ channels to taste, and send the desired amount of each channel to the effects unit.
4. Plug the output of the effects unit into two available mixer channels, and assign the effects channels to bus
outputs 1 and 2.
5. To record to tape, plug bus outputs 1 and 2 into recorder channels, start the drum machine and record.
The AudioPro Home Recording Course • a comprehensive multimedia audio recording text • page 192
Illustration 6-3
Sub-mixing Main Mixer
Chapter Six • Synchronization/Drum Machines • page 193
Time Code and Sync Pulse Time code can accomplish this with more con-
trol and flexibility.
zation is how fast the pulses are being sent or in sync with a previously recorded track.
received. Almost all sequencers that accept exter-
It's very simple. When a drum machine or nal clock information respond to sync pulse.
sequencer is set to an external clock and a sync Most newer equipment will also accept time
pulse is sent into the sync in jack, the tempo of code.
the sequencer follows according to the rate of
the sync pulse. Every time 24 pulses go by, the SMPTE/Time Code
sequencer plays another quarter note's worth Time Code gives much more control and flex-
of your sequence. The faster the sync pulses, ibility than sync pulse. The most common form
the faster the tempo. When you listen to the of time code is SMPTE, pronounced (simp' -tee).
sound of sync pulse, you'll notice that the pitch The initials S-M-P-T-E stand for the Society of
of the sync tone raises and lowers as the tempo Motion Picture and Television Engineers. This
speeds up and slows down. society of professionals developed SMPTE time
Sync pulse has one major disadvantage: code as a means of interlocking (synchronizing)
Each pulse is identical. There is no way for this audio, video and film transports.
system to indicate to the sequencer which mea- A piece of equipment that produces SMPTE
sure of the sequence should be playing. The se- time code is said to generate time code. A piece
quencer always needs to hear the sync pulse of equipment that accepts and operates from
from the beginning of the song to be precisely time code is said to read time code. The time
Illustration 6-4
A particular point in the f low of SMPTE time cod e might be indic ated by a n umber lik e
01 :32:51:12 . Th is numb er ind ic ates the spec if ic po in t in th e flow of time c ode at 1 hour,
32 minutes, 51 seconds and 12 frames.
Time code is a 24 -hour clock. It run s from 00:00:00:00 to 23 :59:59:29 before it start s
over again at 00:00:00:00 .
Chapter Six • Synchronization/Drum machines • page 195
code reader and generator are almost always in can be started at any point of the song, and as
the same piece of equipment, often with other soon as it receives time code, the sequencer will
MIDI functions and features. find its place and join in, perfectly in sync. This
Now that we have the formal introduction is a great advantage over sync pulse (where the
out of the way, this is how SMPTE works: This song must start at the beginning each time to
code is a continuous flow of binary informa- be in sync with previously recorded tracks.)
tion—a stream of constantly changing zeros and Most SMPTE time code is generated at the
ones that lasts for 24 hours before starting over. rate of 30 frames per second. This is the stan-
Each single point in time has its own unique bi- dard time code rate for audio machine synchro-
nary number. These unique binary numbers are nizing and for syncing to black and white video.
referenced to a 24-hour clock. This gives us a Sync to color video uses a different type
way of pinpointing a particular position in the of frame rate called drop frame. Drop frame time
flow of the code. Each point in the code has a code is generated at 30 frames per second, but
unique address that's described in hours, min- one frame is omitted every two minutes, except
utes, seconds, frames and sometimes sub-frames. for minutes 00,10, 20, 30,40 and 50. Try not to
The term frame comes from the film world, which think too hard about this concept—it will only
calls each picture in the film a frame (Illustra- confuse you! The reason for leaving these frames
tion 6-4). out is to make SMPTE time match the real time
SMPTE time code is generated at a con- of color video. Color video operates at the speed
stant speed. Tempo isn't changed by the time of 29.97 frames per second, slightly slower than
code speeding up and slowing down; tempo is the 30 frames per second of SMPTE. Leaving
changed by the sequencer calculating where the these selected frames out lets the SMPTE rate
song should be in relation to the time code's stay at 30 frames per second while maintaining
24-hour clock. The 24-hour SMPTE clock runs real time integrity.
from 00:00:00:00 to 23:59:59:29 before it starts The European standard time code rate,
over again at 00:00:00:00. established by the European Broadcast Union
If a sequence is set to external sync and is (EBU), is 25 frames per second for color and
set to start at 1 hour, 20 minutes and 10 sec- black and white video. Film synchronization uti-
onds (01:20:10:00), beat one of measure one lizes 24 frames per second (Illustration 6-5).
of the sequence will play at 01:20:10:00. All
tempo settings and changes are controlled MIDI Time Code
within the sequencer, but all changes will be in MIDI Time Code (MTC) is simply the MIDI equiva-
mathematical relation to time code. lent of SMPTE time code. MTC uses real time
When a sequence is referencing to time reference, like SMPTE, of hours, minutes, sec-
code, it's not necessary to start at the begin- onds and frames per second. SMPTE time code,
ning of the song to be in sync with previously printed to tape, is read by a SMPTE reader and
recorded tracks of the sequence. The sequencer converted to MTC for time code communication
calculates the measure and beat of the sequence within the MIDI domain.
in relation to the start time of the song. The tape
The AudioPro Home Recording Course • a comprehensive multimedia audio recording text • page 196
Illustration 6-5
SMPTE Time Code Frame Rates
Using Time Code have a very appealing sound, and the hotter the
This is how the procedure for using time code code signal is on tape the higher the chance of
works on most systems: There will be a Sync Out it bleeding into the rest of the mix.
jack from your sequencer or drum machine. Sync pulse come out of the sync jacks while
Sometimes Sync Out is labeled SMPTE Out, Time the sequence or drum pattern is playing, so
Code Out, or on some units, the sync pulse comes record a reference track of your drums while you
out of the Tape Out jack. Plug this jack into the record the sync pulse to an edge track. Later
line input of your tape recorder or the line input you can refine the drum parts as much as you
of the mixer, and assign the code to one of the want.
tape tracks. SMPTE time code, unlike sync pulse, can
It's most common to record time code onto be laid down independently from the sequence.
an outer track, also called an edge track. Usu- Usually, it's best to record continuous time code
ally the track with the highest number is desig- on the edge track of the entire reel of tape for
nated as the time code track. On an 8-track, time the sake of convenience as you record more
code is typically recorded on track eight. songs on the reel. Recording time code on tape
Suggested recording level for recording is called striping.
time code is usually -3VU. Time code doesn't Once the code is recorded on the tape, plug
Chapter Six • Synchronization/Drum Machines • page 197
the output of the code track into the sequencer's to tape. We need to verify that the level coming
Sync In jack. Sync In can also be labeled SMPTE from the drum machine outputs is as strong as
In, Time Code In or on some units, the Tape In possible. The mixer inputs and channels will need
jack is used to accept time code. to be boosted if the drum machine levels are
When time code is successfully plugged set low. When we boost the mixer channel, the
into the sequencer, set the sequencer to Exter- noise level raises in relation to the signal, pro-
nal Clock. This may also be labeled External Sync, ducing an undesirable signal-to-noise ratio.
Slave to External Sync, Slave or just External. Most of the time in a small setup with lim-
If you're using sync pulse, simply play the ited channels, it's necessary to use only the mono
tape. As soon as the sync pulses begin, the se- or stereo outs from the drum machine. The drum
quencer will start. mix is set internally on the drum machine. Be
If you're using SMPTE, before you play the sure the master volume is at maximum and the
tape you must set the start point for the se- mix levels in the drum machine are high. It's ideal
quence in hours, minutes, seconds and frames if the loudest instrument in the drum mix is set
(02:05:37:02). Once the start point is defined at maximum and the remaining instruments are
within the sequencer, play the tape. The first beat adjusted to blend.
of the first measure will begin at the start point Audio Example 6-3 is an example of a
you selected. From this point on, the sequence drum machine recorded with the machine out-
should follow along. Again, the advantage to puts low. Notice the amount of noise.
SMPTE is that wherever you begin during the
song, the sequencer will calculate the measure
Audio Example 6-3 Outputs Low
and beat, then lock into sync. The disadvantage
CD-2: Track 39
to sync pulse is that you need to start at the
beginning of the sequence every time to stay in
sync with parts that are already on tape (Illus- Audio Example 6-4 demonstrates the drum
Illustration 6-6
Synchronizing to SMPTE
Chapter Six • Synchronization/Drum Machines • page 199
have been panned and their output level might machines rather than how to program drum
be very low. If this is the case, it'll be nearly im- parts, but there are a couple of concepts we can
possible to get a strong and noise-free signal use to help our drum machine recordings sound
on tape until you increase the drum machine or more realistic. If you're trying to get the drum
sound module levels. machine to sound like a real drummer playing a
Adjust the internal output level to maxi- real drum set, try to imagine a real drummer
mum for every instrument that you'll be record- playing the part. First of all, a drummer only has
ing to the multitrack, then adjust the master two hands and two feet. An authentic drum set
volume for the unit to maximum. Be sure to ad- part can only have so many parts happening at
just the input preamp on your mixer so that the once and still be believable. The part should con-
overdrive LED doesn't flash when the drums are tain one activity for each hand and foot at any
sounding. If you have no input LED, listen closely one time.
for distortion and adjust accordingly. If you hear The main beat typically contains bass
distortion, turn the input preamp down until you drum, snare drum and hi-hat. Hi-hat is typically
don't hear distortion. If the input preamp is low played with the right hand while sometimes
and you hear no distortion, turn the preamp up being opened and closed with the left foot. If
until you hear distortion, then back the preamp the right hand plays the ride cymbal, the left
off. Our goal is to adjust the signal to be as hot foot can be closing the hi-hat, usually on beats
as possible at each point, from the beginning of two and four. Drum fills usually occupy both
the signal path to the end, with minimal distor- hands, so whatever parts were theoretically be-
tion. ing played by the hands should stop while the
Some sequencers allow for easy MIDI con- fill is happening. There can be exceptions to
trol over volume and panning. This equates to these guidelines, depending on the song and the
automatic level controls throughout the mix. style, but it's helpful to keep these considerations
Being able to adjust levels during a song and in mind.
having those adjustments remembered and du- Auxiliary percussion parts in live instru-
plicated by the sequencer is useful, to say the ment recordings would be played by other mu-
least. Explaining how to accomplish MIDI auto- sicians, so they can be layered over the drum
mated moves isn't practical right now, but if set part. In Chapter 5 we noticed that as musi-
you're using this feature, it's still important that cal sections change, the percussion sounds and
your levels within the drum machine are as hot parts usually change. Following this guideline
as possible . will help you produce a percussion track that
moves the arrangement from section to section
and creates a momentum from the beginning to
Programming the end.
mic performance and makes it rhythmically per- easier to tell where each beat should go. When
fect on playback. This can be the one feature you speed the tempo back up, the parts will
that makes the drum parts work if the performer probably sound very good and they'll have a
isn't an accurate rhythmic player. This can also more believable human feel.
be the one feature that makes the drum ma- Listen to Audio Examples 6-5 and 6-6—
chine parts feel stiff and computerized. two versions of the same drum pattern. In Au-
The thing that makes one drummer's parts dio Example 6-5, the pattern is quantized to be
different from another is the interpretation of computer perfect.
beat placement. Human beings (drummers or
not) don't play music in perfect rhythm. If one
Audio Example 6-5 Quantized Pattern CD-2:
drummer tends to play the snare drum a little
Track 40
ahead of the beat and another drummer tends
to play both the kick and the snare behind the
beat, their drum parts will have a different mu- Audio Example 6-6 demonstrates the pat-
sical effect. Neither is wrong, but one might fit tern again, this time with more of a human feel.
a particular song better than the other. The hu- This pattern has not been quantized to be com-
man feel of a drummer can't be duplicated by puter perfect. Notice the difference in the rhyth-
perfectly quantized drum parts. mic feel.
Some sequencers let the user partially
quantize the parts. This is called quantize
Audio Example 6-6 Human Feel
strength and can be very useful. Essentially, this
CD-2: Track 40
feature lets you quantize but only to a certain
degree. You can make the parts closer to perfect
but still maintain some of the original rhythmic
tendencies of the musician. Look for a feature
like this on your computer sequencer or drum Separating and Organizing Tracks
machine. It'll help your parts sound more realis-
tic. It's time to consider some of the options and
Another way to put life into your parts is variables when recording specific drum sounds.
to play them into the drum machine or sequencer If your drum machine or sound module has mul-
without quantizing at all. This can sound great tiple outputs to which you can assign individual
if you have the technical ability to play the parts instruments or groups of instruments, you'll find
with proper feel and accuracy. Playing into a much greater freedom in fine-tuning each sound.
sequencer or drum machine, without quantiz- Earlier in this chapter, we heard the difference
ing, is called real-time recording. in impact of a drum machine that had effects
In reality, most musicians have a problem on the overall stereo outputs and one that had
playing drum and percussion parts that have been fine-tuned on each of the multiple outputs.
enough accuracy to work in real time. Try slow- There is a difference. As we look at these indi-
ing the tempo down substantially to make it vidual sounds and some of our options for ef-
Chapter Six • Synchronization/Drum Machines • page 201
fects and dynamic processing, we'll assume that mics into your mixer. That way you won't always
our drum machine has multiple outputs and that have to wonder which mic was plugged into
we're able to access each instrument separately. which input. Once you use this order of assign-
Once you've made the decision to split the ment a few times, you'll move through the drum
drum parts up and record them on separate set up quickly.
tracks of the multitrack, organizing a system of When I do deviate from this procedure, I
track arrangement is essential. Sometimes you'll print the hi-hat on track one and bump every-
need to deviate from your system, but most of thing else up one track. I only do this if I'm us-
the time you'll be able to stick to a format. Fol- ing analog tape, and I don't think the hi-hat track
lowing a standard track assignment procedure will be a major part of the overall drum sound.
results in faster and more confident setups. Track one is on the top edge of an analog tape,
When laying drum tracks, I always try to and I know from experience that the outer tracks
follow the same track assignment procedures. are the first to degrade, because the oxide some-
This order of track assignment is common times wears more on this track than the rest.
throughout the recording industry. Of course, However, I never worry about this when I'm
everything is dependent on the total number of recording digitally or using new tape on a ma-
tracks and which specific tracks are available chine that is well maintained.
when you record the drums. The track assign- This kind of track arrangement can expand
ments we'll cover in this chapter also apply to or compress quickly depending on the drummer's
acoustic drums. We equate the overhead tracks set. There might be more or less toms, cymbals,
on the acoustic drum set with the cymbal tracks kicks, etc. Track assignments can always come
of the drum machine. from a basic starting point. If you learn this or-
der, you can adapt to any drum miking situation
24 Tracks without having to think so hard about it. Ap-
If you have 24 or more tracks available, try this proach drum track assignments using this or-
common tack assignment procedure: der, starting from track one and moving up in
• Track 1: Kick drum track number:
• Track 2: Snare drum • Kick drum
• Track 3: High torn • Snare drum
• Track 4: Mid torn • Toms (high to low)
• Track 5: Low torn • Overheads (drummer's left to drummer's
• Track 6: Cymbals/left overhead right)
• Track 7: Cymbals/right overhead Use a track sheet to organize and docu-
• Track 8: Hi-hat ment the instruments you're recording (Illustra-
Even if you need to combine all the drum tion 6-7). It's best to keep track of as many de-
microphones to one track, this is a good order tails as you can on the track sheet. Ideally, you'll
to memorize. Ideally, you'll be able to use mul- be able to note:
tiple microphones on the kit even if you must • The instrument that's on each track
combine them. Use this order for plugging the • The date of each performance (this is very im-
The AudioPro Home Recording Course • a comprehensive multimedia audio recording text • page 202
Illustration 6-7
Track Sheet: 24-Track Studio
Illustration 6-8
Track Sheet: 16-Track Studio
The AudioPro Home Recording Course • a comprehensive multimedia audio recording text • page 204
Illustration 6-9
Tack Sheet: 8-Track Studio
for the drum sound to spread the sounds out • Track 3: Mono sub-mix of the remaining
over as many tracks as you can spare. If you're drums or sub-mix left
using a drum machine or sequencer, use one • Track 4: Optional sub-mix right
track of the multitrack for time code, so you If tracks are running low, try the following
might never need to print the drums to tape. approach. At least it gives you control over pres-
The drum part can run in sync to the multitrack ence, effects and EQ for one of the key drums:
as your sequencer follows time code. • Track 1: Kick or snare
For a simple arrangement when you're re- • Track 2: Sub-mix of everything except the in
cording acoustic drums or printing drum machine strument assigned to track one
tracks to tape, use this track arrangement if you
have the tracks available: 4 Tracks
• Track 1: Kick drum The 4-track domain is limited. If you're record-
• Track 2: Snare drum ing acoustic drums, your best bet is to use mul-
Chapter Six • Synchronization/Drum Machines • page 205
Illustration 6-10
Track Sheet: 4-Track Studio
The AudioPro Home Recording Course • a comprehensive multimedia audio recording text • page 206
ample, you hear sampled kick drums from a few produces the sound your music needs with no
popular drum machines, samplers and sound effort. I like the sound of the kick in Audio Ex-
modules. Notice how natural and unaffected ample 6-9 when it's tuned lower. (I'm assuming
some of them are and how processed and ef- that you're familiar enough with your drum
fected others are. machine or sound module controls to change
the basic parameters, like level, tuning and pan-
ning.)
Audio Example 6-1 Kick Drums
CD-2: Track 41
Audio Example 6-9 Tuning the Kick
CD-2: Track 42
All of these sounds are very good and very
usable in many musical settings. Let's start with
a very simple kick sound and build to a very com-
plex sound. For instructional purposes, we'll keep Equalizing the Kick
building on the sound as we go. For your own The same equalization considerations need to
music, the most appropriate sound might be the be evaluated on drum machine sounds as on live
most simple and pure sound or the most com- drums—lows, mids and highs. On kick drum, I
plex and involved sound. Let the music guide usually like a good solid low end and a well-
you to the sounds you need. defined attack. Remember, in order to hear the
Most of the very complicated and inter- lows and highs better, firs t find the mid-
esting kick drum sounds that come from a drum frequencies that are clouding the sound and cut
machine start as a simple kick like the one in them. These mids are typically between about
Audio Example 6-8. This is the sound of one 250 and 500Hz. A sweepable or parametric EQ
moving-coil mic inside a kick drum with the front is ideal for shaping drum sounds. Being able to
head off and a pillow in the bottom of the drum sweep the cut or boost can enable you to find
touching the head. It's like the sound of the live just the right EQ curve. I'll cut the mids on the
kick drum in Chapter 5. kick in Audio Example 6-10.
Audio Example 6-8 Simple Kick Audio Example 6-10 Cut Mids
CD-2: Track 42 CD-2: Track 43
Any processing we perform on the drum The sampled kick can be reinforced in the
machine kick can almost always be done to the low frequencies at about 80 to 150Hz, and the
live kick. attack can be accentuated between 3 and 5kHz.
The exact frequencies you select are usually de-
Tuning the Kick termined by other instruments in the mix. If the
Test the tuning of the drum first. Often, lower- bass is boosted at 150Hz, then you'd be better
ing or raising the pitch of the drum instantly off boosting the kick at a low frequency other
Chapter Six • Synchronization/Drum Machines • page 207
than 150Hz. Listen to Audio Example 6-11 as I low-frequency energy controls the level. Sounds
enhance the lows and highs on the kick. This is with very little or no low-frequency content that
the same drum we just cut the mids on in Audio have a definite percussive transient should typi-
Example 6-10. cally be recorded at lower levels in the range of
-5 to -3VU.The ideal level depends on the indi-
vidual sound, its transient and the amount of
Audio Example 6-11 Enhance Lows low frequency. If you're not familiar with the
CD-2: Track 44 concept of transients, refer to Chapters 1 and 2.
Once the kick is recorded on its own track,
To keep track of the progress we're mak- there are still a few details to look after. On the
ing with this basic kick drum, Audio Example acoustic drums in Chapter 5, we dealt with leak-
6-12 demonstrates the kick drum before EQ and age between the drum mics when the kick drum
after EQ. First you hear the kick we started with, mic also picked up the rest of the kit. To com-
then the kick as we've shaped the sound to this pensate for leakage, we used a gate. We don't
point. really have leakage using a drum machine, but
drum machines have a tendency to crosstalk
between output channels, so it's a good idea to
Audio Example 6-12 Before and After CD-2: use gates on tracks playing back from tape. In
Track 45 other words, even though you've sent the kick
alone out an individual output, the rest of the
Most of the time, this clean, punchy kick drum sounds might be heard faintly in the back-
sound will work best in the mix. It's ideal to print ground.
a good raw sound like this to the multitrack and The other (and more important) reason for
add reverb or effects later in the mix. If you save using gates on recorded drum machine tracks is
the rest of the processing for mixdown, you can noise. You've boosted tape noise if you've added
fine-tune the sound specifically for the music as any high end to the track after it's been recorded.
it stands in the particular mix you've created. The drum tracks are often very dominant in the
mix, making any noise from them constant and
Recording Levels for the Kick Drum consistently noticeable. Audio Example 6-13
Recording the kick drum at OVU (on the loudest demonstrates a noisy kick track playing back
from the multitrack.
part of the track) works best most of the time.
Low-frequency energy dominates recording lev-
els, so if you increase the lows, the overall level Audio Example 6-13 Noisy Kick
increases dramatically. When you're dealing with CD-2: Track 46
transients on drum sounds, you need to identify
whether the sound has a lot of low-frequency
See Illustration 6-11 for a diagram of the
content and/or lots of attack. Sounds predomi-
patching process for a gate in this context. To
nant in low frequencies can typically be recorded
adjust a gate on drums, set the attack
hotter, in the range of 0 to +2VU, because the
The AudioPro Home Recording Course • a comprehensive multimedia audio recording text • page 208
Illustration 6-11
Patching in the Gate
1. Patch the tape track into the input of the gate. It's almost always preferable to get
the signal for the gate directly from the source. In this case, the source is the
multitrack. Avoid using sends for the gate that are post fader or post EQ.
2. Plug the output of the gate into the line input of an available mixer channel.
Chapter Six • Synchronization/Drum Machines • page 209
Illustration 6-12
Gating Drum Machine Parts on Playback From the Multitrack
1. Set the attack to its fastest setting.
2. Set the release time between .25 and 1 second (depending on the sound source
and musical requirements).
3. Set the range control for maximum reduction of signal below the threshold.
4. Adjust the threshold so the instrument sounds normal and the gate turns the track
off whenever there's no sound.
5. If your processor has a Gate/Expander button, select the smoothest sounding
position. The Expander setting usually works best on long, smooth sounds like
crash cymbals or drums with lots of ring.
reverb on the kick, then I add it. Notice the machine or sound module. The sampled kick
change in the clarity and the distinguishability drum sounds in Audio Example 6-16 include
of the drum sound. short or gated reverb.
Audio Example 6-15 Kick Reverb Audio Example 6-16 Short Reverb
CD-2: Track 47 CD-2: Track 48
In some styles, reverb is common on the On the kick in Audio Example 6-17, the
kick. Short decay times and gated reverb sounds drum starts out dry, then I add gated reverb.
are most common. These reverb sounds often
become very important to the musical impact of
Audio Example 6-17 Gated Reverb
the kick. Print the reverb to the multitrack with
CD-2: Track 49
the kick if tracks and effects are limited. Reverb
is often part of the sampled sounds in a drum
The AudioPro Home Recording Course • a comprehensive multimedia audio recording text • page 210
Illustration 6-13
Gating
Set the gate threshold just above the noise to keep the drum sound but to eliminate the
unwanted noise.
Everything below the threshold will be turned down or off.
The kick in Audio Example 6-18 starts dry, a little hall reverb on the kick can help blend it
then I add plate reverb with a decay time of .5 with the mix. In each case, use reverberation
seconds. sparingly on the kick drum or you'll lose edge,
clarity and intensity.
coming from. Therefore, panning instruments fits with the sound of the other drums.
with primarily low frequencies gives little if any Listen to the sampled snare drum sounds
benefit to the sound of the mix. Sometimes, de- in Audio Example 6-19 to hear some of the op-
pending on the sounds of the instruments, a mix tions available.
will work well if the bass guitar and kick drum
are panned slightly apart, but there's usually not
much benefit to that, especially in the context Audio Example 6-19 Snare Drums
of a full range mix. __________ CD-2: Track 50 __________
Decisions about shaping the kick sound,
or any sound for that matter, always involve Some of the sampled sounds from drum
musical considerations. If the kick is appropri- machines sound as natural as they would from
ate for the song, then you've done your job. On one mic close-miking the drum. Some of the
the other hand, the most interesting sounding sounds have a complex blend of dry, processed
kick in the wrong musical surroundings isn't and acoustic sound. Let's start with the simple
doing anybody any good. Let's strive to search snare and build our own sound that's more com-
for sounds based on musical considerations plex. Audio Example 6-20 demonstrates our ref-
rather than simply sticking a neat sound in an erence snare for the next six audio examples.
inappropriate musical setting.
The range of different snare drum sounds that Any processing we do to a drum machine
are available in drum machines and sound mod- snare can be applied to a live acoustic snare
ules is vast. The snare drum is an instrument that drum.
comes in several sizes, from a small piccolo snare Since there are so many different types of
to a very large marching snare drum. Each size snare drum sounds, there's no single equaliza-
can be tuned in a wide range from very high to tion technique that works ail the time. Often,
very low. Snares are the wires that touch the the sound of the drum machine output works
bottom head of the drum. The snares can be tight great with no EQ. Frequently, changes arc made
or loose, made from different materials with in the EQ to make the track fit with other instru-
greater or fewer numbers of them. Also, differ- ments in the mix. Sometimes you'll need to cut
ent heads can have different sounds, and differ- the lows and boost the highs. Other times you'll
ent types of wood and hardware designs can need to boost the mids and cut the highs. It's
change the sound. In other words, there's no not even uncommon to boost the lows and cut
one definitive snare drum sound, and there are the highs. Listen to your music to decide what's
plenty of options to chose from. Spend time re- necessary for the song. The more mixes you've
searching the sounds available to you. Find a completed using these mixing techniques, the
snare sound that fits the musical context and better your judgment will become.
The AudioPro Home Recording Coorse • a comprehensive multimedia audio recording text • page 212
When recording to the multitrack, the pri- 200-500Hz is often the body of the snare
mary objective is to get a sound to tape that's sound. Boosting here can thicken the sound of
clean and gives you the option of final sound the snare drum. Cutting here can clean up the
shaping in the mix. When you're shaping a sound sound. This range is boosted or cut depending
in the final mix, your main consideration is the totally on the other instruments in the song and
blend, balance and musical impact to the lis- the desired effect. In Audio Example 6-24, I boost
tener. Use all these concepts and theories to- then cut 250Hz.
gether in your specific situation to help enhance
the emotion and feeling of your song.
The next five Audio Examples demonstrate Audio Example 6-24 250Hz CD-
some specific frequencies that adjust different 2: Track 51
aspects of most snare drum sounds.
8—10kHz is the very high buzz of the Below 100HZ is generally a range of fre-
snares plus the sound of the stick hitting the quencies that isn't useful on most snare drums
drum. In Audio Example 6-21, I boost then cut in most mixes. Boosting these frequencies can
8kHz. cause a conflict with the bass guitar, kick drum
or other low-frequency instruments. In Audio
Example 6-25, I roll the lows off below 100Hz.
Audio Example 6-218kHz
CD-2: Track 51
Audio Example 6-25 100Hz CD-
3—5kHz is the aggressive and penetrating 2: Track 51
edge sound. This frequency range includes the
sound of the snares rattling in response to the
snare drum being hit. In Audio Example 6-22,1 Recording Levels for the Snare
boost then cut 4kHz. Drum
These are guidelines for setting levels, but the
further you get into recording, the more you'll
Audio Example 6-22 4kHz
see that the engineer needs to hear the sound
CD-2: Track 51
and then make informed choices for adjustments.
Normal recording levels for snare drum can
1.5-2.5kHz is a papery sound. This isn't vary depending on the sound. If the sound has
usually a good range to boost on the snare. In plenty of low end and is very natural sounding,
Audio Example 6-23,1 boost then cut 2kHz. adjust the level for OVU at the loudest part of
the track. This usually means about -3 to -5VU
on a single hit to allow for level accumulating
Audio Example 6-23 2kHz CD- on an eighth- or sixteenth-note snare fill.
2: Track 51 Different snare sounds provide different
reading on a VU meter. We come back to the
Chapter Six • Synchronization/Drum Machines • page 213
fact that if the sound is thin with lots of tran- ate the snare sound but turning the highs up
sient attack, you need to record at lower levels also turns the tape noise up. Listen as the snare
to accurately record the transient and avoid over- plays. After a few seconds, I insert the gate.
saturating the tape. Depending on the sound, Notice the change in noise level between hits.
the levels might need to be as cold as -9VU.
Adjusting the levels between -7 and -3VU at the
Audio Example 6-26 Gate the Snare
loudest part of the track usually works well on
CD-2: Track 52
thin snare drum sounds.
Illustration 6-14
Exaggerating the Snare Transient
This graph shows the sound energy of a snare drum without compression. (Threshold
and attack time are only indicated as references.)
Illustration 6-15
The Result of Compression
Chapter Six • Synchronization/Drum Machines • page 215
doesn't apply to fills, but if the snare is hit- the attack time of the compressor, it doesn't
ting on 2 and 4, the LEDs should be out be- react in time to compress the transient, but it
fore each hit. can react in time to compress the rest of the
3. At this point, set the attack time to its fastest drum sound.
setting. Compression isn't musically effective on
4. Adjust the threshold for 3 to 9dB of gain re some jazz styles where the snare may be doing
duction. little jabs and fills within the beat that are mostly
5. Finally, readjust the attack time. As you slow for the feel. These jabs and f i l ls aren't rea ll y
Illustration 6-16
Gating and Compressing the Snare
1. Patch the output of the snare track into the gate.
2. Adjust the gate to get rid of the noise between the snare hits.
3. Adjust the compressor to compress the body of the snare but not the attack.
4. Patch the output of the compressor into a line input of the recording mixer.
Note: From the purist's standpoint, inserting a gate and a compressor in the signal
path is degrading to the signal because each unit introduces another VCA to the
path. Though that is true, we must weigh the options to achieve the sound and
musical effect that's appropriate for the song.
The AudioPro Home Recording Course • a comprehensive multimedia audio recording text • page 216
Illustration 6-17
Aux Buses for Reverb
It's ideal to use multiple aux buses for multiple reverb sends. This lets you send any
amount of each channel to the reverb.
1. Turn the snare track up in Aux 1, 2 and 3.
2. Patch the outputs of Aux 1, 2 and 3 into reverberation devices 1, 2 and 3.
3. Patch the outputs of reverberation devices 1, 2 and 3 into line inputs or
dedicated effects returns.
4. Blend the reverb sounds by adjusting the aux sends.
neously. The use of multiple reverb sounds can of enhancing it, but with a little practice and
help you create a very interesting and multifac- moderation, this approach can facilitate some
eted snare sound. Sometimes these techniques great sounds.
can get out of hand and blur the image instead If we use three reverberation devices on
The AudioPro Home Recording Course • a comprehensive multimedia audio recording text • page 218
Illustration 6-18
Splitting the Aux Out
If your mixer doesn't have three aux sends, try splitting the output of one aux send
three ways.
1. Turn up the snare in the aux bus.
2. Use a 2- or 3-way Y-connection from aux out.
3. Plug into each reverberation device from the aux out split.
4. Plug the output of the effects into the line input or dedicated effects returns.
5. Blend the reverb sounds with the return level adjustments.
Chapter Six • Synchronization/Drum Machines • page 219
Illustration 6-19
Avoid Daisy Chaining!
Daisy chaining means patching from the output of one effect into the input of
another effect, then from the output of that effect into the input of yet another
effect and so on. Avoid daisy chaining reverberation devices! The sound achieved by
these devices lacks intelligibility and focus. It's only useful as a special effect.
even have programs specifically for early reflec- overall snare drum sound. That's what we're try-
tions or small-room ambience. This type of sound ing to simulate with this reverb sound. Listen as
helps define the ambience of the immediate re- I add the tight ambience to this snare in Audio
cording space. Even in a large recording room Example 6-32.
or concert hall, an element of the immediate
space that the drum is in can be heard in the
The AudioPro Home According Course • a comprehensive multimedia audio recording text • page 220
If we were just combining two reverbera- In Audio Example 6-35, you first hear the
tion devices, the next sound would be a larger dry snare, then the addition of a tight ambience
hall or chamber sound with a decay time be- sound, followed by a chamber reverberation
tween 2 and 3.5 seconds. This is the reverb that sound with a one second decay time. To com-
adds the real size and depth to the sound. In a plete the snare sound, I add hall reverb with a
real acoustic setting, the other reverberation decay time of 2.5 seconds.
devices are important but act as support to the
larger ambience. When we're shaping the sound
Audio Example 6-35 Three Reverbs
and have separate control of these different
CD-2: Track 58
ambient simulations, we can shape the sound
to emphasize the ambience that blends with the
rest of the mix. This is often the same sound There's a lot of room for experimentation
used for the main reverb on the vocals and in- when you start adding these reverb sounds. Set-
struments. I add a larger reverb to the tight ting the predelays to increasingly longer settings
ambience on the snare sound in Audio Example on the second and third reverberation devices
6-33. can produce an overall reverb sound that
seamlessly blends from the tight ambience to
the large hall sound. These sounds are difficult
Audio Example 6-33 Add Large Reverb CD- or impossible to create with one simple reverb
2: Track 56 sound.
I realize that not everybody has three re-
If I'm using three reverb sounds, I'll usu- verberation devices available for the snare drum,
ally add the tight ambience first, then I'll add a but you could print one or two reverberation
medium length reverb with a decay time of about devices to the multitrack, then add another on
one second. Plates and chambers usually work the mixdown. Or you could start with a sampled
well for this application. Think of this reverb as sound that already includes one or two reverb
sounds and work from there. If you're thoroughly
simulating the sound of the instrument within
aware of your options and implement them when
an immediate larger space, like the stage area
tasteful and appropriate, you'll create some in-
of a large concert hall. In Audio Example 6-34,
teresting and creatively stimulating sounds
you'll hear the dry sound first, then 1 add a cham-
that'll make a big difference in the impact of
ber sound with a one second decay time. Finally,
your music.
I add the tight ambience. Notice how each re-
Delay effects are not common on snare
verb adds its own depth to the snare sound.
drum. A repeating echo is sometimes an inter-
esting special effect. A chorus on the reverb or
Chapter Six • Synchronization/Drum Machines • page 221
flange on the snare sound is sometimes fun, but blend well. Drum machines typically contain sev-
these are exceptions and only work well in cer- eral different torn sounds that are very usable
tain instances. but the trick is to find sounds that blend with
the rest of the drum sounds. If the snare and
Panning the Snare kick sounds are very aggressive with lots of at-
The snare drum is almost always panned to the tack and solid punch, the toms should be like-
center position. Since the snare usually plays wise. If the snare and kick are very natural and
constantly throughout a song, it needs to be warm, the toms should match that feeling. Us-
placed in the center of the stereo spectrum to ing the same reverb sound on the toms as the
hold the focal point. If the snare is panned to snare or kick will help.
one side, the mix will feel lopsided, and the snare Some drum machine toms are clean and
will probably distract the listener rather than pure just like the sound from one mic placed
drawing them in. If you pan the snare and the correctly and recorded at proper levels. Some
kick apart in the mix, with one left and the other drum machine toms include room ambience and
right, your mix will ping-pong back and forth multiple effects. Listen to the wide variety of
throughout the song (this is not usually a good sampled torn sounds in Audio Example 6-36.
thing).
The kick drum and snare drum are two of
the most crucial style-defining instruments, so Audio Example 6-36 Toms CD-2:
it's important that these tracks are interesting Track 59
and appropriate. Spending the time to get these
sounds together is a worthwhile investment in
the development of your song. Try any or all of Recording Levels for Toms
these techniques on the kick or the snare, but The normal recording level for sampled toms is
always try to maintain the punch and presence OVU. These levels can be pushed a bit higher
of the dry sound while enhancing the ambience, when recording to the analog multitrack. In
quieting the noise or emphasizing the attack. Chapter 5, we saw that it was sometimes alright
to record toms as hot as +3 or +4VU to take
advantage of the natural tape compression that
Toms occurs when analog tape approaches the point
of oversaturation. This technique can work well
The sound-shaping techniques that we've used on sampled toms, too.
on kick drum and snare drum are also appropri- When we talk about recording hot levels
ate for use when recording toms. Always select above OVU, we're talking about recording to
sounds for toms that blend with and complement analog tape. Whenever recording to any digital
the sounds you've created for the kick and snare. format, whether a sampler, DAT, reel-to-reel digi-
In addition to finding the appropriate effects tal or hard disk-based digital recorder, the pri-
for the toms that blend with the kick and mary concern is to avoid recording at levels
snare, it's important to use basic sounds that above 0 on the meter. For our purposes, there is
The AudioPro Home Recording Course • a comprehensive multimedia audio recording text • page 222
no benefit to recording abnormally hot on a digi- range that's hiding the part of the sound you'd
tal recorder. like to hear and cut it. Next, listen for frequencies
to enhance and boost them.
Tuning Drum Machine Toms Consider the following frequency ranges
Many tom fills require drums that blend well and when evaluating a tom sound. Learning the
make a smooth transition from high to low. It sound of boosting and cutting these frequen-
can be difficult to find several different tom cies will speed up your EQ process in both acous-
samples that blend together. Since most drum tic and drum machine sounds. Fullness is be-
machines let you assign the individual drums to tween 100 and 500Hz. Boost or cut between
whichever pad you choose and tune whichever 250 and 500Hz to increase or decrease the full
instrument is assigned to any one pad, try as- sound of a higher pitched tom. Boost or cut be-
signing the same tom sound to four or five dif- tween 100 and 250Hz to increase or decrease
ferent pads. Then tune the different tom pads the fullness of a low pitched tom sound.
from high to low. This procedure usually pro- Notice the sound of the tom in Audio Ex-
duces a sound that's smooth and even around ample 6-38 as I change the EQ. First you hear
the toms. The tom fill in Audio Example 6-37 the drum with no EQ. Next, I boost a curve cen-
uses the same sample tuned differently from tered on 250Hz, sweep down to 100Hz and up
high to low. to 500Hz. Finally, I cut at 250Hz, then sweep
the cut from 100 to 500Hz.
Equalizing the Toms The sound of the stick hitting the tom is
Most sampled toms sound pretty good straight usually between 7 and 9kHz. Listen to Audio
out of the drum machine. This only makes sense Example 6-39 as I boost and cut between 7 and
when you consider that most of the samples in 9kHz.
a good drum machine use very good drums that
have been recorded in a very good studio. Even
though the raw sound is usually great, we still
Audio Example 6-39 7 to 9kHz
might need to fine-tune the EQ to match the
CD-2: Track 62
rest of the set.
Since there are so many types of tom The more aggressive attack is usually be-
sounds, there are no definite rules for equaliz- tween 3 and 5kHz. Audio Example 6-40 dem-
ing drum machine toms. You need to evaluate onstrates a boost and cut between 3 and 5kHz.
the sound from the unit in the three main fre-
quency ranges that we considered in Chapter 5:
lows, mids and highs. Listen for the frequency
Chapter Six • Synchronization/Drum Machines • page 223
other instruments that are musically covering the often unnaturally abrupt. These short crashes can
low end. On the cymbal in Audio Example 6-46, be made to ring as long as you want with the
l cut below 80Hz. addition of plate reverb. The highs in the plate
reverb sound can sound just like the natural
decay of a crash cymbal. I'll often print the plate
Audio Example 6-46 Cut Below 80Hz
to the multitrack with the crash. Listen to the
CD-2: Track 68
crash in Audio Example 6-48. You hear the crash
first without the plate. When I add plate reverb,
Gating the drum machine's crash cymbal the decay sounds more natural.
track after it's printed to tape is usually a good
choice. Since the crash only happens occasion-
ally, eliminating the tape noise between hits can
Audio Example 6-48 Crash With Plate CD-2:
help clean up the mix. Gating is only necessary
Track 70
if you're printing the crash to tape. If the sounds
are coming from the sequenced drum machine One technique that works very well, al-
part, noise is a minimal consideration. though it requires a combination of acoustic
drums and drum machine, is to record acoustic
Reverb on Cymbals cymbals along with the drum machine kick, snare
Reverb isn't usually necessary on cymbals and, and torn. You can get the solid, punchy feel of
in fact, can be distracting on the hi-hat. The hi- the sampled drums along with the natural sound
hat is usually constant and contains high fre- and feel of real cymbals. Miking the cymbals with
quency transients. If the hi-hat is reverberated, two condenser mikes overhead in an X-Y con-
you can end up with a constant reverb sizzle figuration will provide a good stereo image to
that fills all the holes in the musical texture, combine with the drum machine.
eliminating audio transparency. In Audio Example 6-49, I programmed the
Listen to the pattern with reverb on the hi-hat and crash parts in the drum machine and
hi-hat in Audio Example 6-47. I turn the reverb recorded real cymbals on the multitrack. I start
on and off as the pattern plays. Notice the with the programmed cymbals, then switch to
change in clarity and transparency as the reverb the acoustic cymbals. Notice the change in the
comes and goes. rhythmic feel.
The tambourine in Audio Example 6-53 In Chapter 5, we noticed that it's common
was recorded at -9VU to the analog multitrack. for different percussion instruments to enter a
Notice how much more clarity this tambourine song on a musical section change. Often, two
recording has than when the same tambourine auxiliary percussion instruments will play at
was recorded at OVU. once. It's common to pan two percussion instru-
ments apart so that if both instruments are play-
ing consistent parts, they'll balance against each
Audio Example 6-53 other in the mix.
Properly Recorded Tambourine If there's only one auxiliary percussion part
CD-2: Track 72 and it's panned to one side without another in-
Illustration 6-20
Reverb Panned Away From the Instrument
1. Pan the clave track left and the cowbell track right. Aux 1 is the send to the left
channel of the reverb. Aux 2 is the send to the right channel of the reverb.
2. Patch the stereo outputs of the reverberation device into the line inputs of two
mixer channels. Pan the channels hard left and hard right corresponding to the left
and right sends.
3. The clave is panned left, so send it from Aux 2 to the right channel of the reverb.
4. The cowbell is panned right, so send from Aux 1 to the left channel of the reverb.
5. Enjoy cool stereo sounds!
The AudioPro Home Recording Course • a comprehensive multimedia audio recording text • page 228
Illustration 6-21
Room Sound
1. Set up a mix of the drums in an aux bus.
2. Patch the output of the aux bus into a power amplifier that's connected to
speakers. This technique is easiest if the amp and speakers are in a room other than
the one with your recording gear. Large rooms usually work best.
3. Set up one or two mics in the room with the speakers. Plug the mics into your mixer.
If you use two microphones, try an X-Y configuration or experiment with different
mic placement to fine-tune the sound.
4. Blend the sound of the direct electronic drums (or previously recorded acoustic
drums) with the sound of the drums in a room.
Chapter Six • Synchronization/Drum Machines • page 229
strument to balance against, the mix will sound of having the dry instrument on one side of the
lopsided. On the drum pattern in Audio Example mix. Listen to the clave track in Audio Example
6-54, I have the claves panned to one side and 6-56, panned right with the reverb left.
the triangle to the other. This sounds even and
balanced.
Audio Example 6-56 Reverb Panned Away
CD-2: Track 75
Audio Example 6-54 Balanced Percussion CD-
2: Track 73 Audio Example 6-57 demonstrates the
cowbell panned left with its reverb panned right
Audio Example 6-55 demonstrates the (Illustration 6-20).
same drum pattern as Audio Example 6-54, but
I've taken the clave part out, leaving the triangle
Audio Example 6-57 Reverb Panned Away
panned to one side. This sounds unbalanced. In
CD-2: Track 75
a mix this would be distracting.
the room sound. The differences in sound and ing drum machine tracks to tape, and I've re-
emotional impact were dramatic. The same ferred to simply running the drum track on the
theory pertains to the drum machine, but you mix with your sequencer chasing SMPTE from
can include the room sound on your drum ma- the multitrack. The number of available tracks
chine parts! Plug the output of an aux bus into and the feel of the music are the indicators that
a power amplifier that's connected to speakers you should use to determine the best approach
in a room. A guitar amp will work for this tech- for your music using your recording tools. Some-
nique, but high quality reference monitors work times I prefer the sound of just printing synth
best. It's ideal if the speakers are in a room other and drum machine parts to tape. Other times I
than the room with your mixer. If you have mul- want to wait for mixdown to really fine-tune
tiple drum tracks, using an aux bus as the send some of the sounds, so I'd rather run them from
to the speakers lets you send a separate mix of the sequencer.
the drums and percussion to the speakers. This Don't be afraid to try these procedures,
is convenient and flexible since sometimes it even when under fire in the middle of a session
sounds the best if the room sound is only ap- with other musicians around. Mistakes made in
plied to certain instruments. pressure situations make a deep impression and
Now place a mic or two in the room away are rarely repeated. Casual mistakes made on
from the speakers. Connect the mics to the mixer your own time don't usually sink in quite as
inputs. You can either print the room sound to deeply.
the multitrack, or you can use the room as a If a procedure is new, think it through sys-
natural ambience chamber during mixdown. In tematically. Take each small step, one at a time,
Audio Example 6-59, you hear the dry drum pat- in order. You'll be amazed at what you can pull
tern first, then you hear just the room sound, off if you give it your best shot and are patiently
and finally I blend the room sound with the dry diligent.
sound (Illustration 6-21).
Conclusion
We've covered a lot of material about recording
drums and drum machines. All the processing
and effects that I've suggested in this lesson can
work great on drum machines or acoustic
drums. Practice these techniques. I've referred
to print-
The AudioPro Home R e c o r d i n g Course • a comprehensive multimedia a u d io recording text • page 232
Glossary
+4dBm: A line level signal strength that's typically associated with bal- reducing the signal strength to an acceptable level for a specific point
anced, professional tape recorders, mixers and outboard equipment. +4 in the signal path. Also called a pad.
equipment works well only with other +4 equipment. A level matching
interface is required to facilitate the use of +4dBm equipment with - auto correct: This process, used by a drum machine or sequencer, com-
10dBV equipment. pensates for a rhythmically imperfect performance by moving each note
to the closest user-defined note value (quarter note, eighth note, sixteenth
-10dBV: A line level signal strength that's typically associated with note, etc.). Certain sequencers have varying degrees of auto correct, giv-
semipro and home tape recorders, mixers and outboard equipment.-10 ing the user the option of making the performance closer to perfect with-
equipment works well only with other-10 equipment. A level matching out being mathematically computer perfect. Also called quantize.
interface is required to facilitate the use of -10dBV equipment with
+4dBm equipment. auxiliary input: A line level input on a mixer or amplifier. Auxiliary
inputs are typically used for cassette inputs, CD inputs, reverb inputs or
1/4" phone connector: The type of connector found on a regular guitar other miscellaneous audio equipment.
cable.
auxiliary output: A mixer output that's used to send signals to a piece
60-cycle hum: An actual waveform that's induced into recording of outboard gear or headphones.
equipment from the 60-cycle AC current that runs the equipment.
Inducement of 60-cycle hum is usually the result of improper grounding balanced: An equipment scheme that uses three wires to make a con-
or shielding. nection. Two of these are hot leads (they both carry the signal), and one
is connected to the shield, or housing, of the connector. Balanced lines
active direct box: A transformer designed to match high impedance can be very long (up to about 1000 feet), and because of a clever phase
to low impedance. This type of direct box contains amplifying circuitry arrangement, they induce the least noise into the system by canceling
to restore clarity in the high end and punch in the low end that's been noise that is picked up along the signal path.
lost in the impedance transformation process.
bandwidth: The width, in octaves or fractions of an octave, of the
adjacent track: A track that is directly next to a specified track on a affected range of frequencies altered with an equalizer. If we say a spe-
multitrack tape recorder. The track numbered one higher or one less cific frequency is boosted or cut, we are actually referring to a range of
than a specified track. For example, tracks four and six are adjacent to consecutive frequencies with the center point at the specified frequen-
track five. cy. From a flat EQ (no cut or boost), the affect of the EQ change on the
frequency spectrum is a continually increasing boost or cut to the cen-
afuche: An African percussion instrument that has as its body a cylin- ter point of a bell curve then back to flat. That curve can be a very wide
der or large hollow gourd. The surface of this cylinder usually has a bell shape or a very narrow peak. The size of the curve is the bandwidth.
rough texture. A handle protrudes from one end of the cylinder or
gourd. Several strings of metal, plastic or organic beads are strung bass drum: Typically the largest drum in the drum set. It sits on the
around the cylinder or gourd. The instrument can be played by either floor on its side and is played with a foot pedal. The bass drum provides
shaking or rotating. Often, the right hand holds the handle and twists the foundation for most drum set grooves or beats. Also called the kick
to the beat of the song while the left hand holds the beads against the or kick drum.
surface of the cylinder. The Americanized version of this instrument has
a highly textured metal surface with 20 to 40 strands of chrome-plated board: A complex series of combining circuits that let you send multi-
metal beads. The African version is made from natural, organic materi- ple signals to multiple destinations or combine multiple signals to indi-
als. Also called a cabasa. vidual destinations. It can also be connected to several tape recorders
and can accept and distribute signals from mics, instruments, signal
amplitude: The amount of energy in a sound wave. processors and tape recorders. Also called a mixer, console and desk.
amps: In relation to volts, amps are the actual strength behind the volt- boomy: An abundance of low frequencies. A boomy sound is resonant
age. Amp stands for amperes or amperage. A voltage with very low and often out of control at a particular low frequency, usually below
amperage can't harm the user. Voltage with very high amperage can kill about 200Hz.
the user.
boost: To increase the level.
arpeggiated chord: A chord whose individual notes are played sep-
arately. The individual notes are often played in time with the rhythmic bouncing tracks: Bouncing or rerecording two or more tracks of the
structure of the song and are commonly played in order from the low- multitrack to a single available track of the multitrack. This is accom-
est to the highest then back to the lowest. plished through the track assignment bus. A separate mono or stereo
mix of a group of recorded tracks is typically set up, then that mix is
assign switches: Controls that route signals to different locations. routed to one or two additional tracks on the multitrack and recorded.
This operation is typically performed to open up tracks for more musi-
attack time: The amount of time it takes for sound to reach its peak cal parts but is also commonly performed to aid in the mixing process.
amount of energy or volume. Regarding dynamic processors, this refers For example, a compilation track of background vocals might be
to the amount of time it takes the VCA to begin turning the signal down bounced to one track or a stereo pair of tracks to allow attention to
then back up. vocal blend that might not be possible without computer-assisted mix-
ing. Also called ping-ponging and combining tracks.
attenuator: Used at the mic input to reduce the amount of signal from
the mic or direct box as it enters the mixer circuitry. Attenuators are bus: Any place where signals are combined. A bus is normally used to
carefully designed to cause minimal change in sound quality while get signals to the multitrack, headphones, effects or mixdown recorder.
Glossary • page 233
bus assign switches: Controls that let you send signals to the buses. recorder. This offers full bandwidth with great specifications and typi-
cally three different digital sample rates: 32kHz, 44.1kHz and 48kHz.
cabasa: See afuche.
dB: Pronounced (dee • bee). dB expresses a ratio between two powers
channel insert: A patch point on each individual channel that lets you and can be tagged to many different types of power that we encounter
patch in any outboard signal processor. A channel insert lets the user in recording. Most often we think of dB in reference to volume, which
access only one channel at a time. is vaguely accurate when we consider dB SPL (sound pressure
level/energy at our ears) at a specified frequency range and volume
claves: Two rosewood sticks (about 7-inches long and about 1.5 inch- range (perceived loudness).
es in diameter) that are struck together to produce a high and pene-
trating sound. Claves are typically used in Latin rhythms, though they definition: The clarity of the attack or the understandability of the
are also common in commercial pop music. sound.
click track: The tempo reference for a song. The sound that comes delay: An outboard unit used to create time-dependent effects. These
from the audio output of an electronic metronome or the dick output can include slapback, multiple hits, chorusing, flanging, etc.
of a drum machine. It can be recorded onto tape while the band is play-
ing the initial parts. The drummer follows the tempo of the click. When desk: See board
a drum machine is used as a source for the click, any instrument can be
used as a click sound by simply programming it to play all quarter notes, Dl: Direct injection. A unit that matches impedance levels, enabling a
then adjusting the tempo to the song. Instruments with good transients high-impedance instrument, or mic, to be successfully plugged into a
work best for this purpose. Some drummers prefer using a complete low-impedance input and vice versa. Also called a direct box.
drum pattern, programmed into the drum machine, as a click.
diffusion: Controls the space between the reflections of reverb. Low
cold: Recorded with insufficient level to tape. Any weak signal. diffusion can be equated with a grainy picture. On a low diffusion set-
ting, individual repeats can be heard within the reverb. High diffusion
combining tracks: See bouncing tracks. can be equated with a fine-grain photograph. High diffusion reverbera-
tion produces a smooth wash of reverb where none of the individual
compressor: This is an automatic level control that uses a VCA (volt- delays can be heard.
age controlled amplifier) to turn a signal down. This VCA only turns the
signal down when it exceeds a user-selected threshold. It then turns the direct box: See Dl.
signal back up again when the signal is no longer above the threshold.
Compressors use a ratio setting between 1:1 and 10:1. See ratio. direct sound: A sound recorded without a microphone. On an electric
guitar, the direct sound is the sound that comes from the pickups. On a
console: See board. synthesizer, the direct sound is the sound that comes from the instru-
ment output. Acoustically, the direct sound is the nonreflected sound—
control room: The separate room where the engineer and recording the sound that travels straight from the instrument to the listener or
equipment are, as opposed to the studio where the band plays. microphone without first bouncing off surrounding surfaces.
control room monitors: The speakers in the control room. distortion: The usually unwanted sound that occurs when a piece of
equipment is driven with a level that's too strong. Any alteration of the
crash cymbal: One of the cymbals in the kit used for accents. The source waveform is considered to be a distortion. Some forms of dis-
crash cymbal is often hit at the beginning of a new musical section to tortion are desirable, like distortion effects on a guitar.
indicate a musical change. The crash is also used to accent rhythmic
punches with the rest of the rhythm section. A drum set can contain as doubled electronically: A slightly delayed (less than 50ms) signal
few as one crash or as many as the drummer wants or can afford. It's combined with the original signal to achieve the effect of double track-
not uncommon to see a set with three or four crash cymbals. Most crash ing (duplicating a performance live). Also called electronic double.
cymbals are between 14 and 18 inches in diameter.
dry: With no effect.
cue mix: Headphone mix.
dynamic range: The distance, in dB, from the softest sound to the
cue send: Usually an auxiliary bus that's connected to headphones. It can loudest sound. An orchestra that played its loudest note at 115dB and
also be used for any other aux bus functions. Also called headphone bus. its softest note at 20dB would have a dynamic range of 95dB (115dB -
20dB = a dynamic range of 95dB). Dynamic range also refers to the
cut: To decrease the level. operating parameters for a piece of audio equipment while maintaining
a specified degree of signal integrity.
daisy chain: Patching from the output of one piece of equipment to
the input of another piece of equipment, often through two or more dynamic range processors: Equipment that changes the dynamic
units. This can be common with individual effects (especially guitar range of a signal. In other words, equipment that can change the dis-
effects) patching from the output of the compressor to the input of tance from the loudest sound to the softest sound in a particular audio
the distortion, then from the output of the distortion to the input of signal.
the chorus, then from the output of the chorus to the input of the
delay, etc. Daisy chaining is also common when using MIDI keyboards edge: A musical term used to define the biting quality of a sound.
and sound modules, patching from MIDI Thru of keyboard 1 to MIDI
In of keyboard 2, then from MIDI Thru of keyboard 2 to MIDI In of key- edge track: The tracks on a multitrack tape recorder that are on the
board 3, then from MIDI Thru of keyboard 3 to MIDI In of keyboard 4, top and bottom of the record and playback heads. These tracks are
etc. printed on the outer edges of the oxide-coated surface of the tape. The
edge tracks are the tracks with the highest and lowest numerical refer-
DAT: Digital audio tape recorder. A fully digital recorder that uses a ence (i.e., on an 8-track recorder, tracks 1 and 8 are considered the
rotating head and transport very similar to a VHS video cassette edge tracks).
The AudioPro Home Recording Course • a comprehensive multimedia audio recording text • page 234
effects bus: An auxiliary bus that's normally used as a send bus to an sound character. Plastic heads don't respond to changes in humidity
effect. This bus can also perform any other normal bus functions. and are therefore easier to keep in tune.
effects send: The output of an effects bus. headphone bus: See cue send.
electronic double: See doubled electronically. hertz: Refers to the frequency of a sound wave. Abbreviated Hz.
EQ: Equalization; tone control; adjusting the balance of high frequen- hi-hat: Two cymbals mounted on a stand with the top cymbal upside-
cies, mid frequencies and low frequencies. down (bell down) and the bottom cymbal right-side-up (bell up). The
bottom cymbal rests on a pad, and the top cymbal is mounted on a
fader: A level control that slides smoothly from the bottom of its throw clamp attached to a rod that moves up and down when the hi-hat
(full off) to the top of its throw (full on). pedal is depressed and released.
fader throw: The distance from the full off position of a fader to the high end: High frequencies, usually above 3kHz.
full on position.
high impedance: A wiring system with greater resistance to the flow of
far-field reference monitor: A speaker designed to work with the current in the range of 10 to 20k ohms. Most guitars and synthesizers use
acoustics of a room to produce an accurate representation of the sound a high-impedance wiring scheme. A line matching transformer (imped-
of a mix. ance transformer) is required to enable the use of high-impedance instru-
ments with a low-impedance recording console. Abbreviated hi Z.
feedback: This control feeds the delayed signal from a digital delay
back into the input, therefore delaying the delay, the delay of the delay, highpass filter: A filter that lets the high frequencies pass through
etc. This creates regenerating echoes. Feedback is also called regenera- uneffected but cuts the low frequencies, typically below about 80Hz.
tion or repeat.
hot: Recorded with ample level to tape. Any strong signal.
feel: The rhythmic emotion in a song. Certain rhythmic interpretations
give certain emotional tendencies. An aggressive feel typically contains hot wire/hot lead: The wire that carries the signal.
several parts that are slightly ahead of the beat. A laid-back feel con-
tains many parts that are slightly behind the beat. impedance: Resistance to the flow of current, measured in ohms.
Often indicated simply by the letter Z. Hi Z or lo Z indicates high imped-
final mix: The end product from a recording session or group of ses- ance or low impedance.
sions. The final mix contains the desired balance in level and panning of
all instruments along with precise amounts of processing and effects. kick: See bass drum, kick drum:
This mix is stored on a reel-to-reel tape, DAT, DCC, hard disk, stereo Hi-
fi VHS or possibly on cassette. See bass drum.
flat: Using no equalization. kilohertz: One thousand hertz. 32 kilohertz = 32,000Hz. Abbreviated
kHz.
frequency: The number of times a sound wave completes its cycle in
one second. The higher the frequency of a sound, the higher its pitch. kit: Another term for the drum set. The kit usually contains a bass drum,
snare drum, toms and cymbals. The kit can also contain any other per-
full range instrument: An instrument that contains almost all audi- cussion instruments that the drummer wants to include, depending on
ble frequencies in a fairly even balance from lows to highs. player preference and stylistic demands.
full range mix: A mix that contains a fairly even balance of all audi- leakage: Sound that's picked up by a microphone other than the
ble frequencies. sound it's meant to pick up. A mic on the snare is meant to pick up the
sound of the snare being hit, but it also picks up the sound of the rest
gain: The total level coming into a unit. of the kit being played. Any sound other than the snare drum is leak-
age into the snare mic.
ground lifted: To isolate the third pin of the AC power cord from its
intended grounding point in the wall receptacle. LED: Light-emitting diode. A small red light generally used as a peak
level indicator, on/off indicator or solo indicator. Some multipurpose
guiro: This percussion instrument is usually one to two feet in length LEDs change in color from green to yellow to red in response to varia-
and three to four inches in diameter. It's cylindrical and hollow, and the tions in signal strength.
front end comes to a blunt point while the back end gently tapers. There
are fairly deep grooves around the cylinder, and the instrument is played limiter: This is an automatic level control that uses a voltage controlled
by scraping a small wooden stick back and forth, lengthwise, across the amplifier (VCA) to turn a signal down. This VCA only turns the signal
grooves. A guiro can be made of wood or metal down when it exceeds a user-selected threshold. It then turns the sig-
nal back up again once the signal is no longer above the threshold.
hard pan: Stereo positioning in a mix that is either all the way left or Limiters use a ratio setting between 10:1 and oo :1. See ratio.
all the way right.
line level: The operating level of the mixer's signal path after the mic
head: This is the part of the snare drum, torn torn or bass drum that's preamp has boosted the mic level signal. Tape recorder ins and outs,
hit. On modern drums, the head is made of durable plastic and is outboard equipment and instrument outputs are all examples of line
mounted on a hoop that fits over the end of the drum shell. Originally, level signals.
drums used animal skin (typically calf skin) stretched over the drum
shell. Many drummers, especially orchestral purists, prefer animal skin live double: Simultaneous performance of the same musical part,
heads for drums. Skin heads respond to changes in humidity by loos- either by two performers as a duet or by one musician, to separate
ening or tightening and are hard to keep in tune but have a unique tracks on a multitrack recorder. A live double is different from an elec-
Glossary • page 235
tronic double in that, with a live double, the musical part is actually per- near-field reference monitor: A speaker designed to be listened to
formed two separate times rather than duplicated electronically. with the listener's head at one point of a three-foot equilateral triangle
and the speakers at the other two points.
low end: Low frequencies, usually below about 250Hz.
normal: In a patch bay, this term refers to wiring schemes in which,
low impedance: A wiring system with less resistance to the flow of without external patching, the signal normally goes to a specific loca-
current, in the range of 150 to 1000 ohms. Recording mixers are almost tion. Two points on the patch bay are normally connected together
always low impedance. Low-impedance equipment is not compatible inside the patch bay. For example, an aux send can be normally wired
with high-impedance equipment without the use of a line matching to the input of a reverb inside the patch bay. This normal can be broken
transformer (impedance transformer). Abbreviated lo Z. if a connector is plugged into this point of the patch bay, but in the
meantime, the aux send is connected to the reverb without the addition
lowpass filter: A filter that lets the low frequencies pass through of an external patch cable.
uneffected while cutting the highs typically above about 8kHz.
notch filter: A filter tuned to remove or reduce in level a very narrow
lug: The long screw that goes through the holes of the rim on a drum. frequency band.
The lugs screw into hardware that's mounted on the shell of the drum.
Lugs are used to increase or decrease the tension on the drum head. oscillator: Unit that produces specific sine waves at various frequen-
Drum tuning is accomplished by tightening or loosening the lugs. cies used for setting levels and calibrating electronic equipment. The
most common frequencies (also called tones) produced are 100Hz,
mic level: The signal strength that comes from a microphone. This 1000Hz and 10kHz.
must be amplified to line level for mixing board circuitry.
outboard: A piece of equipment that isn't within the mixer, such as
microphone: A device that changes variations in air pressure (sound delays, compressors, reverbs, etc.
waves) into variations in voltage.
output: Where the signal comes out of a piece of equipment.
microphone preamp: An amplifying circuit that boosts mic level to
line level. overdrive: To produce a signal that has too much signal strength for
the receiving input. This causes a buzzing distortion that's unacceptable
microsecond: A millionth of a second. in a vast majority of recording scenarios. Guitarists often overdrive their
amplification circuitry to increase sustain and to enhance the aggressive
miking the amp: Pointing a microphone at the speaker in the cabinet edge of commercial pop and rock music.
that contains the amplifier and speaker. The amplifier makes no sound;
it only boosts the signal to a level that can drive the speaker. The speaker overheads: Mies placed over the drum set and aimed down at the set.
moves air. That movement of air is what we perceive as sound. Condenser mics typically work best for this application.
millisecond: A thousandth of a second. Abbreviated ms. overtones: On drums, overtones are any tones or pitches heard other
than the primary tone or pitch. Overtones are always part of the sound
mixer: See board of any instrument, but often the tuning of a drum can be so far off that
the overtones are more audible than the fundamental pitch and tone.
modulation: A variation in pitch caused by constantly changing the Problems with unwanted overtones can be reduced by proper tuning
delay time. The low-frequency oscillator (LFO) is the circuit that contin- and dampening. In general, overtones are a fact of physics. Along with
ually slows down and speeds up the delay. As the delay speeds up and the fundamental frequency (the frequency that determines the note
slows down, the pitch of the signal rises and lowers, either very slightly name), each instrument's individual sound contains a unique blend of
or drastically, depending on the depth of the modulation. simultaneously occurring overtones. Overtones are mathematically cal-
culated as whole number multiples of the fundamental frequency. If the
mono: The one speaker/one channel listening system. With two speak- fundamental frequency is 200Hz, the overtone series is 1x200, 2x200,
ers, the identical signal is fed to both speakers. 3x200, 4x200, 5x200, etc. (200Hz, 400Hz, 600Hz, 800Hz, 1000Hz,
etc.). The balance and blend of the overtones in relation to the funda-
MTC: MIDI Time Code. This is the MIDI equivalent to SMPTE time code, mental frequency determines the sonic character-and unique personal-
where all tempos are referenced to a continuous binary code. This code ity of each instrument, voice or noise maker.
is generated at a constant rate, and each unique point in the flow of
MIDI Time Code indicates a point in time referenced in hours, minutes, pad: See attenuator.
seconds and frames per second (00:00:00:00). See time code.
pan: To move a signal left or right in the stereo panorama.
muddy: Usually a musical sound that's overabundant in lower mid fre-
quencies between about 200Hz and 1kHz. These frequencies, when parametric EQ: An equalizer (tone control) that can sweep a range of
boosted, can detract from high-frequency clarity and low-frequency frequencies to boost or cut and also vary the bandwidth of the select-
punch. ed frequency range.
multi-effects processor: An effects processor containing several pass: One attempt to record a track. Each time the tape is rolling in an
effects that can be combined, stacked and used independently. These effort to record or monitor is called a pass.
units often contain reverbs, delays, dynamic range processors, equaliza-
tion, chorus effects and sometimes sampling. passive: Components that do not amplify a signal. Passive devices typ-
ically cause a decrease in total signal level output due to their non-
multitrack: A tape recorder with more than two tracks. Different amplifying nature. A passive direct box simply matches impedances
material can be stored on each track, and one or more tracks can be lis- without the use of active amplification circuitry to compensate for a loss
tened to on playback while one or more tracks are being simultaneously of signal. A passive filter offers a cut at a specific range of frequencies
recorded on. but has no amplification circuitry to enable a boost of frequencies.
The AudioPro Home Recording Course • a comprehensive multimedia a u d i o recording text • page 236
patch cord: A cable used to connect pieces of equipment together, ratio: On a compressor/limiter, this is the control that determines how
usually at the patch bay. far the VCA will turn the signal down once it exceeds the threshold. This
is expressed in the form of a ratio. This ratio is a comparison between
patch bay: A junction panel with jacks on the front and correspond- how far the signal exceeds the threshold at the input and how far the
ing jacks on the back. All available equipment outputs and inputs are signal exceeds the threshold at the output. With a ratio of 2:1, if the sig-
plugged into the back of the panel, and the corresponding points in nal exceeds the threshold at the input by 10dB, the signal would only
front are labeled. This lets us patch any output to any input on the front exceed the threshold by 5dB at the output.
of the patch bay using short patch cords.
recording purist: Typically, one who shuns signal processing and
peak LED: Light-emitting diode that responds quickly and accurately effects as being unnatural and degrading. One who prefers very natur-
meters fast attacks of percussive instruments (transients) and other al and pure sounds recorded using the most fundamentally solid tech-
momentary overloads of electronic circuits. niques and principles.
peak meter: A series of lights or LEDs that accurately reads peak sig- release time: Acoustically, the amount of time it takes for a sound and
nal strength (transients). its reflections to become completely inaudible once production of the
sound has ceased. In regard to dynamic processors, release time refers
PFL: Pre fader listen.This soloing feature lets us hear individual signals to the amount of time it takes for the voltage controlled amplifier to
or groups of signals immediately before they get to the channel fader. return the signal to its unity state (back to where it would have been if
the VCA weren't in the signal path) once the audio input has ceased or
phantom power: DC voltage that's supplied to the mic, active direct dropped below the user-set threshold.
box or other device requiring power to operate from the console
through the mic cable. This eliminates the need for battery power in return: The point of the mixer where the output of an effect is patched
these units. Phantom power can also be provided by an external phan- into the mix bus.
tom power supply if the mixer isn't equipped internally to provide this
power source. Phantom power is preferred over battery power because reverberation time: Reverberation time, decay time, reverb time and
it provides a constant voltage at a constant amperage over long peri- decay time all refer to the same thing. The traditional definition of rever-
ods of time. Batteries are in a constant state of drainage so they only beration time is the time it takes for the sound to decrease to one-mil-
support optimum performance for a brief time period before they begin lionth of its original sound pressure level.
to lose power.
ride cymbal: Usually the largest cymbal in the drum set, used for
phase: The relation between two sources in time. Two identical elec- keeping time rather than accenting punches or indicating section
tronic signals are in phase if the corresponding crest of each waveform changes. Most ride cymbals are between 18 and 22 inches in diameter.
reaches the same physical position at the same point in time. When two
identical waveforms are in phase, the result is a doubling of amplitude rim: The part of the drum that fits over the hoop of the head. This ring
(energy). If two identical waveforms are completely out of phase, the has holes around it that lugs go through. Lugs attach to hardware on
result is complete cancellation. Phase is indicated in degrees. One com- the shell, and tightening the lugs pulls the rim down against the hoop
plete cycle is indicated by 360 degrees and includes the crest and on the head.
trough of the waveform.
RMS: An abbreviation for root-mean-square. A power measurement
phasing: This term is commonly associated with the overheads on a that provides an indication of an amplifier's continuous power output
drum set. If the overheads are too close to the crash cymbals when the capabilities at a specified distortion level, bandwidth and impedance
cymbals are struck, the movement of the cymbals changes the phase load. RMS is a key specification when comparing power amplifiers
interaction between the mic and the surface of the cymbal. As the dis- because it indicates usable power at specific parameters. Always com-
tance changes from the mic to the cymbal, different frequencies sum pare RMS to RMS when reviewing power amplifiers for an accurate
and cancel between the mic and the cymbal. This is often referred to as comparison. Peak power (usually a very impressive number) is often
phasing. The term phasing is also applied to any audio situation where touted by manufacturers but is of little value as a comparison since dis-
there is a continually varying phase relationship, whether the cause tortion and bandwidth at peak power ratings are typically far out of the
originates electronically or acoustically. acceptable and usable range.
ping-ponging: See bouncing tracks. roll off: To roll off a frequency means to turn the frequency down. A
bass roll-off switch on a microphone turns the low frequencies down
power surges: Fast increases in the 120V current from the electrical before the signal leaves the microphone. Most bass roll-offs affect fre-
outlets that your equipment is plugged into. These can be very damag- quencies below 150Hz. While normal EQ change will boost or cut a
ing, especially to computer- and microprocessor-controlled gear. curve that has a center point at the EQ frequency, the term roll-off indi-
cates that all frequencies above or below a specified frequency are
predelay: A time delay that happens after the original sound source turned down at a rate specified in dB per octave.
and before the reverberation is heard.
schematic diagram: A block diagram of all of the electronic circuits
preamp: An amplifying circuit that either boosts mic level to line level in a particular piece of gear.
or maintains line level strength at various points in the signal path.
semiparametric EQ: An equalizer (tone control) that can sweep a
prime number: Any number that can only be divided evenly by one range of frequencies to boost or cut but has no control over the band-
and itself. 1, 3, 5, 7,11,13,17,19 and 23 are examples of prime num- width.
bers.
send: The output of a bus that's typically used to send a separate mix
print: To record something to tape. of instruments and tracks to an effects input or other audio device.
quantize: See auto correct. sequence: A piece of music stored in a microprocessor-based MIDI
recorder. The binary representation of notes and the interpretation of notes
Glossary • page 237
as they're performed on a MIDI keyboard or any other MIDI controller. To organization is responsible for many advancements in the film, audio
sequence is to input MIDI data into a MIDI recorder. MIDI data is not the and video industry, including the development of SMPTE time code. See
actual musical waveform. It is binary numerical data that is emitted from time code.
the MIDI Out jack of a MIDI keyboard or other controller in response to
notes played, key velocity, aftertouch, duration and controller use. snare drum: A drum with 20 to 30 wires across the bottom head that
produce a buzz when the drum is struck. The snare drum is usually 5 to
sequencer: A MIDI recorder. A sequencer accepts MIDI data from any 8 inches deep and 13 to 15 inches in diameter. The snares are usually
MIDI controller and stores that data for future playback. A sequencer twisted metal strands. Some snares are made from organic material and
doesn't record the actual musical waveform but records binary numer- are referred to as gut snares, which is short for cat gut. The snare drum's
ical data that corresponds to each note or other transmittable action on rhythmic function is typically constant and always very important to the
a MIDI keyboard or controller. If middle C is pressed on a MIDI key- rhythmic and emotional feel of the music. Most commercial musical
board, a binary number is transmitted from the MIDI Output jack. This styles contain a repetition of the snare drum hitting on beats two and
binary number is recorded by a sequencer, then later the same number four. Jazz uses the snare in the most random manner stylistically,
is transmitted by the sequencer back into the MIDI keyboard through although even in jazz, the snare adds dramatically to the rhythmic
the MIDI Input jack. When the MIDI keyboard sees the number for mid- punch and dynamic excitement of the music.
dle C, it produces whatever sound is selected to play middle C.
solid-state amp: Uses transistors to boost a signal. Most studio
set: The assortment of drums used by the drummer in a rock, pop, power amplifiers used to power studio monitors are solid-state. When
country or jazz band. Usually contains a bass drum, snare drum, toms used within their normal operating range, solid-state amplifiers are typ-
and cymbals. The set can also contain other percussion instruments, ically more accurate, quieter and less distorted than an equivalent tube
depending on player preference and stylistic demands. amplifier. When pushed past their normal operating range, solid-state
amps become harsh and edgy. Solid-state amplification can be used to
shell: The cylindrical structure of a drum. Usually constructed from lam- amplify a signal at any stage in the signal path, from the mic to the pre-
inated wood but also occasionally constructed from metal and plastic. amps to the final outputs of the console to the control room power
The precision of construction and quality of material are critical to the amp. Some of the most highly regarded mics, preamplifiers and power
sound of a drum. amps use solid-state technology.
shelving EQ: The type of equalization that cuts or boosts all frequen- solo button: Lets you hear a track or instrument by itself. While a mix
cies above or below a specific frequency at a rate referenced in dB per is up on the mixer, pushing the solo button on a channel eliminates all
octave. channels except the one soloed.
shield: The braided wire around the hot lead or leads of a cable. Its speaker wire: Wire designed for use between the power amp and the
purpose is to diffuse extraneous radio interference and electrostatic speakers. This has two identical wires. One goes to the red terminal, and
noise. the other goes to the black terminal. Always be sure the wire that's
attached to the red terminal on the power amplifier is the same wire
signal path: The distinct route that a signal follows from its point of that's attached to the red terminal on the speaker and the wire that's
origin to its destination. attached to the black terminal on the power amplifier is attached to the
black terminal on the speaker.
signal-to-noise ratio: Technically, this is calculated by using a VTVM
(vacuum tube volt meter) and a specific routine for comparison splash cymbal: A small cymbal used to accent punches and for spe-
between signal and noise. For the sake of simplicity, think of the signal- cial effects. Similar to a crash but smaller. Most splash cymbals are
to-noise ratio as being the distance, in dB, from a specific signal to the between 8 and 12 inches in diameter.
constant level of noise, like that created by tape hiss, amplifier noise,
noise from outboard gear or inherent noise in the mixer. This constant stereo: The two-speaker playback system in which tracks and/or chan-
noise is called the noise floor. If tape noise on a specific recorder regis- nels can be positioned anywhere in the stereo panorama, from full left
ters a constant 35dB and the peak of our signal registers at 100dB, to full right.
then we can consider the signal-to-noise ratio to be the difference
between these two numbers. 100:35 = a signal-to-noise ratio of 65dB. sterile sound: A sound that's almost too clean, lacking warmth and
smoothness. A very dry and close sound without the blending benefit of
sine wave: The simplest waveform. The sine wave has the same shape reverberation or natural ambience, often edgy in the upper midrange
as the mathematical sine function curve with a smooth and symmetri- (between 1.5 and 3kHz).
cal crest and trough. The sound of a sine wave is most similar to the
sound produced by a flute. Sine waves are used to calibrate electronic striping: Recording time code on one audio track of a multitrack
equipment, whereas white and pink noise are used to gather acousti- recorder, video recorder or stereo recorder with a center track designed
cal measurements. to record time code. Time code is usually recorded throughout the entire
length of a tape before a time code related session begins. On a multi-
skins: Slang term used to indicate the drum set and derived from the track recorder, time code is almost always recorded (striped) on the
fact that early drums used animal skin (usually calf skin) for drum track with the highest number (track 8 on an 8-track, track 24 on a 24-
heads. track, etc.).
slapback: A single repeat of a signal with a delay time above 35ms. studio: The separate room used for recording the vocalists or instru-
mentalists. The band plays in the studio, while the engineer and his or
slate: A verbal reference recorded (usually by the engineer) onto the her equipment are in the control room.
master tape. This typically indicates song title, date, artist, etc. Often this
verbal reference is mixed with a low-frequency sine wave (around studio monitors: Manufacturers refer to their speakers designed for
40Hz), which in fast forward and rewind, produces a higher tone used studio use as studio monitors. In a large recording facility with a sepa-
to locate the particular song or take. rate control room, isolation rooms and a large sound stage or studio,
the speakers in the primary recording room (usually separate from the
SMPTE: The Society of Motion Picture and Television Engineers. This control room) are called the studio monitors.
The Au dioPro Hom e Re co rding Coo rse • a comp re he nsive m u l t i m e d i a a u d i o r e c o r d i n g text • page 238
sync pulse: This tempo-controlling system uses a specified number of transient: A fast attack, like that from a percussion instrument struck
electronic pulses per quarter note to drive the tempo of a sequencer. with a hard stick or mallet (cymbals, claves, tambourine, xylophone,
Most sync pulse is generated at 24 pulses per quarter note. Each pulse etc.). Transients are an important concern in audio recording.
is identical. The only factor that establishes synchronization is how fast
the pulses are being sent or received. This sync pulse can be recorded trim: Typically controls the amount of preamplification applied to the
onto one audio track from the sync out jack of a sequencer. Later the microphone signal at the input stage of the mixer. Trim is commonly
output of the tape track can be plugged into the sync in jack of the used when referring to gain reduction.
sequencer. If the sequencer is set to listen to an external clock, every
time 24 pulses go by, the sequencer begins the next quarter note. The tube amplifier: Uses a vacuum tube-based amplification process to
faster the pulse the faster the tempo, or the slower the pulse the slow- boost a signal. Tube amplification is older technology than solid-state
er the tempo. Since each pulse is identical, there is no way for the amplification and is typically noisier and less accurate. The advantage of
sequencer to determine where it should be during a song in relation to a tube amplifier is apparent as the amp begins to distort. While solid-
the sync pulse. To be in sync with a previously recorded track, the tape state distortion is harsh and objectionable, tube amp distortion is
must be rewound to the beginning of the song every time. smooth and easy to listen to. Tube amplification can be used to ampli-
fy a signal at any stage in the signal path from the mic to the control
talkback: A one-way communications system that lets the engineer room power amp. Some of the most highly regarded mics, preamplifiers
communicate with musicians or technical staff through the headphones and power amps use tube technology.
or studio monitors.
tubs: Slang for a drum set.
tape hiss: Noise heard on playback of analog tape, especially when
the musical signal isn't recorded hot enough on the tape. unbalanced line: A wiring scheme with one hot lead carrying the sig-
nal and a braided shield around the hot lead to diffuse extraneous sig-
test tones: Specific sine waves at various frequencies used for setting nals. Unbalanced lines are subject to electrostatic noise and interfer-
levels and calibrating electronic equipment. The most common tones ence; therefore, cable length is practically restricted. Unbalanced lines
produced are 100Hz, 1000Hz and 10kHz. are normally less than 25 feet in length.
threshold: The control on a dynamic range processor (compressor, lim- unity gain: A status where a piece of equipment outputs the same sig-
iter, gate or expander) that determines when the voltage controlled nal strength that it receives at its input.
amplifier starts to turn down or back up.
VCA: A voltage controlled amplifier. This amplifier turns a signal up or
timbre: The tonal characteristic and textural color of a sound. down depending on how much voltage it receives. Changing energy in
a sound wave is what varies the voltage to these circuits.
time code: The most common form of time code is SMPTE time code,
which is used to synchronize audio, video and film. MTC is MIDI Time volt: A unit used to describe the amount of electrical current pressure
Code, which is the MIDI data equivalent to SMPTE time code. Time code in a circuit.
is a binary, numerical code that is generated at a constant rate and can
be recorded to tape. This code represents a continuously active 24-hour VU meter: A signal source meter designed to read the average signal
clock. Every point in time code is numerically unique and refers to its strength. A VU meter has a physical needle that moves across an arc to
own specific time. Time code is indicated in hours, minutes, seconds, the right in response to signal increases and to the left in response to
frames per second and sometimes sub-frames or time code bits. If a signal decreases. Because of the mass of the needle, VU meters are
sequencer is set to begin playback at 1 hour, 20 minutes, 30 seconds among the slowest types of commonly used metering systems.
and 15 frames (indicated by 01:20:30:15), the sequence will start as
soon as the time code reader sees that time reference from the tape. wet: Totally effected. In the case of reverb, 100 percent wet is all rever-
Also, the sequencer can mathematically calculate the time reference of berated sound with no dry sound.
each beat of the song. No matter where you start the tape during a
song, the sequencer will see the time code reference, calculate the mea- XLR: A three-point connector like those used on most microphones.
sure and beat number of that time reference and begin playback in Balanced connections are typically made with XLR connectors or some
sync. other three-point connector.
tip-ring-sleeve: The type of plug on stereo headphones. The tip is left, Y cord: An adapting cable with three connectors joined in parallel. Can
the ring is right and the sleeve is connected to the shield. This type of be used for splitting one output for send to two different inputs.
connector can be used for any application that requires three points. Doesn't work optimally when attempting to send two different outputs
Balanced connections can be made with a tip-ring-sleeve connector. to one input.
torn: A drum that has no snares and is played with sticks. Toms usually
have top and bottom heads, although the bottom heads can be
removed for a certain type of sound. Most toms are between 10 and 18
inches in diameter and from 10 to 18 inches deep. Toms are usually
mounted on stands or on a rack attached to the bass drum.
INDEX
Symbols bass drum, 104, 146,166 condenser mic(s), 101,136, 138,155, 173,
1/4" phone connectors, 9 bass drum, recording levels for the, 169 176
+4dBm, 20 -10dBV, 20 4- bass guitar, 46 congas, 146, 182 connecting to
track, 48,122 4-track bass roll-off switch, 136 the mixer, 14 connectors, 8
domain, 204 8-track, 122 bidirectional, 110 1/4" phone, 9
10-band graphic, 51 10- bleed onto the adjacent tracks, 226 phone, 9
band graphic EQ, 45 12- blend the room sound with the dry sound, RCA phono, 9
string, 137 16-track 230 XLR, 10
recording, 202 31-band bongos, 146,182 bottom head, 175 control room monitor selector, 54
graphic, 51 60-cyclehum, bounce, 159 bouncing, 139 bouncing cowbell, 146,182 crash cymbals, 225
13, 52 multiple instruments to one tape crosstalk, 207 cue sends, 32 cymbal
track, 39 braided microphones, 160 cymbals, 146, 149,
shield, 9 brass, real, 178, 182
101 breathing, 80 from a drum machine, 224
ac power cable, 13 bridge, 137 live, 224
acoustic guitar(s), 101,134, 139,142, 143 brilliance, 47, 49 real, 225
dynamic processing and the, 139 bus(es), 29
equalizing the, 142 aux(iliary), 32
sounds, 138 acoustic piano, 101 combining, 34
acoustic room ambience, 101 acoustic room effects, 29, 32 dampening material, 165
sound, 152 acoustical adjustments, 58 fader, 20 dB, 20
acoustical chambers, 95 acoustical headphone, 34 decay time(s), 98, 125
environment, 93,100, 153,178 acoustical summing, 34 delay, 32, 93,121
interaction of room ambience, 144 active track assignment, 34, 39 amount, 122
direct boxes, 18 adjacent tracks, 39 adverse buzzy distortion, 121 effects, 85
phase interactions, 178 AM radio, 25, 55 length, 122
ambience, 130, 218 amplified electric, 127 modulated, 90
amplifier repeating, 87
characteristic sound of, 113 cabasa, 182 slapback, 85
headphone, 34 cancel, 89 times, 25, 92, 99
miked, 37,127 cardioid pickup pattern(s), 109, 132, 184 vocal, 89
solid-state, 128 chamber reverb, 95,125, 143 density, 99
voltage controlled, 69 chambers, 93, 95 high, 99
amps, guitar, 113 analog tape, channel(s), 29, 58 low, 99
176 analytical listening, 7 attack ins and outs, 58 depth and speed, 90 Dl,
time, 71,74, 140,215 attenuator, insert, 27, 66 chorus, 25, 65, 18 diffusion, 98
2, 20, 22, 26, 58 90, 91, 124, 144 high, 98
adjustment, 22 effects, 85 low, 98
line, 20 mono, 92 claves, 149, 182 click direct, advantages of running, 113 direct
audible spectrum, 111 audio machine sounds, 185 click track, 184 close box(es), 18, 19,22,36,116, 189 direct
synchronizing, 195 auto correct, 199 proximity, 109 close-miking, 128, 136,149, injection, 18
automatic level control, 71, 213 167,172, 175 distortion, 4, 22, 39, 120, 122, 144, 199
aux(iliary) buses, 32, 33, 34, 67 technique, 104,159 double, 87
auxiliary percussion, 199, 227 the amp, 130 close- double coil pickups, 118
aux(iliary) sends, 58, 66 average level, sounding tracks, 130 combining double, live, 122 double
117,178 bus, 34 tracking, 143 doubling, 38, 65,
combining dose and distant mics, 130 89 downward expander, 82
combining direct and miked signals, 37 drop frame time code, 195
B combining matrix, 34 commercial sound, drum
baffle(s), 156, 184 balance, 144 communications, 56 compact discs, 176 conditioning, 161
left/right, 57 balanced compressing on mixdown, 80 compressing fills, 199
percussion, 229 bandwidth, the snare sound, 213 compression, 120, heads, 161
48 bass, 39, 46 122,140 compressor, 65, 71,76, microphones, 201
139,213,216 compressor/limiter, 69 mono, 189
condenser, 100, 128, 149, 182, muffling the, 162
preparation and tuning, 161
setup, 201
sound(s), 148, 161,215
The AudioPro Home Recording Course • a comprehensive multimedia audio recording text • page 240
left/right balance, 78 the speaker cabinet, 147 overheads on a close-miked kit, 178
level(s), theories of drum, 169 oversaturating, 213 oversaturation,
proper input, 27 milliwatts, 20 minus, 10, 20 mix, 176, 226 overtones, 170
proper adjustment, 39 46, 142, 179,216
LFO, 89, 90 final, 169
light-emitting diode, 22 headphone, 184
light-gauge strings, 139 level, 56 pad, 22
limiter, 77, 120 line, 39 levels in the drum machine, 197 pan, 29, 37, 58, 122, 124, 134, 159, 179
attenuator, 20 mono, 55 mixdown, 29, 43, 80, control, 37, 179
in, 19 83, 122, 169 pot, 37
level, 20,102 master output, 60 panning, 57, 125
level strength, 20 recorder, 32, 54, 56 mixer(s), 20, 25, the hi-hat, 180
out, 19 29, 32, 34, 39, 54, 69, 112, the kick, 210
line-matching transformer, 18 120,189 the snare, 221
live cymbals, 224 live double, mixer, EQ circuitry, 41 the toms, 223
122 live double track, 143 low mixing board, 2 modulated panoramic potentiometer, 37
density, 99 low diffusion, 98 delay, 90 modulation, 87, parametric EQ, 50, 66 passive
low impedance, 17, 116, 189 89 monaural sound, 154 direct boxes, 18 patch bay, 58, 69
low input levels, 27 lower monitor(s) patching in the drum machine, 189
midrange, 47 low-frequency section, 53 peak LEDs, 23 peak meters, 23
roll-off, 101 lowpass filter, 52 sends, 32 perception of room size, 121
lows, 42, 47, 207 far-field, 8 percussion, 101
near-field reference, 7 family, 146
monitoring, 7 mono, 25, 124, 125, miscellaneous, 182, 226
M 136, 178, 189 recording, 182 percussive
maintenance engineer, 27 chorus, 92 sounds, 99 percussive transient,
managing the signal path, 29 drums, 189 207 personal 4-track multitrack,
maracas, 182 moving-coil, 100, 107,128 48 personal 4-track recorder, 34
marimba, 182 muffling the drum, 162 multi- PFL, 41
medium- and heavy-gauge strings, 139 effects, 29, 124 multi-effects phantom power, 19, 102
meters, 23, 26 process, 29 multi-effects phantom power switch, 19
meters, VU, 23, 29, 58, 76, 182,212 processor, 32, 99 multiple phase, 23, 26, 90
mic(rophone)(s), 39 effects, 124 multiple guitar inverting, 92
at the center of the speaker, 129 parts, 125 multiple reverb, 217 problems, 26
at the outer edge of the speaker, 130 multitrack, 29, 34, 132, 159 relationship, 89
choice for snare drum, 172 multitrack, digital, 39 mute(s), reversal, 25, 91
combining close and distant, 130 29, 41,58 shifter, 90
condenser, 101,136, 138,155,173, shifting, 65, 124
176 stereo, 92
cymbal, 160 N phasing, 25 phone
drum, 201 narrow band, 51 connectors, 9 pick(s),
gain trim, 21 narrow bandwidth, 85 139, 142
hi-hat, 160 near-field reference monitor, 7 de-emphasize the sound of the, 140
interaction between, 181 new strings, 139 sound, 139
level, 20, 102 noise, getting rid of, 82 thick, 139
manufacturers, 182 notch filter, 51,85 pickup(s)
moving-coil, 104, 128, 136, 149, 166 nylon string classical guitar, 136 double coil, 118
overhead, 178 heart-shaped, 109
placement, 138,142, 166 humbucking, 118
preamp, 20, 21 pattern, 109
recording a drum set with one, 149 old strings, 139 single coil, 118
ribbon, 106,136 omni configuration, 101 types, 118 ping-ponging, 39 plate
room, 132, 134 omnidirectional, 110, 210 reverb, 65, 95, 210 plates, 93, 95 plus four,
talkback, 56 operating principle of the condenser mic, 20 polar patterns, 109 post-EQ, 49 post-
techniques, 128, 134, 136, 144 101 operating principle of the moving-coil EQ/insert, 41 power amp, 4, 7 power surges,
types, 101 mic/line mic, 12 powered outputs, 58 powering down, 13
inputs, 32 mic/line switch, 105 powering up, 13 practical application for the
58 MIDI, 100, 189, 199 operating principle of the ribbon mic, 108 combining bus, 35
sound module, 100 optimum signal transfer, 36 oscillator, 56 out
Time Code, 195 of phase, 23 outboard processor, 41 output
mids, 47, 206 miked buses, 34 overdrive, 120, 182 overdriven
amplifier, 37, 127 miking input, 22 overhead microphone(s), 178
the acoustic guitar, 135
The AudioPro Home Aecording Course • a comprehensive multimedia audio recording text • page 242
practical applications for splitting a signal, repeating delay, 87 panning the, 221
36 retake, 22 return, 32 recording levels for the, 174, 212
pre and post, 32 preamp, return channel, 87 reverberation on the, 173, 216
2, 20, 26, 29, 58 reverb(s), 32, 33,85, 124, 143, 144, 169, sound(s), 170, 174
level controls, 20 173 tuning of the, 213
stage, 22 digital, 93 solid-state amp, 128 solo,
predelay, 98, 125 gated, 65, 98, 159,209 29
pre-EQ, 41 pre- hall, 65, 95, 124, 173 solo button(s), 41, 58 solutions to
EQ/insert, 41 pre- inverse, 95 equalization problems, 142 sonic
fader-listen, 41 multiple, 217 blend, 34 sound(s)
presence, 47 print on cymbals, 225 acoustic guitar, 138
reverb, 173 on the gated snare, 181 commercial, 144
processor(s) plate, 65, 95, 210 direct guitar, 37
dynamic, 67, 82, 223 reverse, 95 electric guitar, 119
dynamic range, 65, 69, 83, 139 room, 95 gated reverb, 174
effects, 65, 85 sends, 58 hole, 137
multi-effects, 29, 32, 99 reverberation, 98 module(s), 58, 189,224
outboard, 41 devices, 223 module levels, 199
signal, 20, 58, 62 effects, 92 monaural, 154
professional recordings, 26 on the snare drum, 173, 216 of the pick, 136
programming drum parts, 199 onthetoms, 178, 223 perception, 93
programming, real-time, 199 settings, 143 pick, 139
protect speakers, 13 pumping, Rhodes-type keyboard, 90 reflected, 93
80 punch-in, 22 purist, 43 rhythm guitar, 46 snare, 170, 174
purist's approach to equalization, 148 rhythmic feel, 184 ribbon, source, 37
purist's approach to the acoustic guitar, 164 128 ribbon mics, 106, stereo, 136 speaker cabinet, 127
136 RMS, 4 room(s), 93 speaker cabinet sound, 127 speaker
ambience, 144 wire, 297 spikes, 12 split mixer, 2 split
mic, 132, 134 one output, 36 split vs. in-line, 2
Q, 48 size, 87 standard track assignment, 201 steel
quantize, 199 quantize string acoustic guitar, 136, 137 stereo,
strength, 200 25, 124, 125, 144, 159, 189
chorus, 92
safety, 13 effects, 92
sampled guitar sounds, 144 image, 159,223
range control, 82 ratio, 73, 76, sampling, 173, 176 imaging, 57
140,213 ratio control, 82 raw screens, 184 line output, 11
kick sound, 167 RCA phono semiparametric EQ, 49, 84 master control, 56
connectors, 9 read time code, send, 32 mic technique, 155
194 real brass, 101 real cymbals, separating and organizing tracks, 200 pair, 159
225 real strings, 101 real-time separation, 184 pattern, 178
programming, 199 real-time session procedures, 58 phase, 92
recording, 200 record levels, 60 shaker(s), 146, 149, 182 sound, 136
recorder, digital, 176, 222 shelving EQ, 53 spectrum, 89
recorder line ins and outs, 58 signal path, 27, 41,54, 216 to mono, 55
recording signal path, managing the, 29 X-Y, 155
a drum set with one microphone, 149 signal processor, 20 string noise, 52
an electric guitar, 112 basics, 62 strings
hot to tape, 116 ins and outs, 58 light-gauge, 139
level, 29 signal strength, 34 medium- and heavy-gauge, 139
level(s) signals, combining direct and miked, 37 new, 139
fora bass drum, 169 for signal-to-noise, 22 signal-to-noise ratio, 4, old, 139
kick drum, 169, 207 for 197 simulated guitar parts, 144 simulated real, 101
snare drum, 174, 212 tube distortion, 121 single coil pickups, 118 striping, 196 studio
fortoms, 221 single-note picking parts, 139 sizzle, 224 monitors, 297 sub-
percussion, 182 slapback, 65, 87 slapback delay, 85 slate, bass, 47 sub-mix,
real-time, 220 reference 56 159 sub-mixing, 193
tone, 57, 60 reflected sound, 93 slave to external sync, 197 SMPTE, 194, sum, 34, 89 summing
reflections, 93 regenerating, 121 205 snare (drum), 104, 146, 156, 159, bus, 34
regeneration(s), 91,93 release 169,211 matrix, 34
time, 71,76, 140,213 mechanism, 171 to mono, 89
mic, 173 surges, 12
Index • page 243
u
unidirectional mic, 109 unity
points, 39 upper midrange,
47
Acknowledgments • page 245
Acknowledgments
Front Cover Photo
The Sy Klopps Studio
San Francisco, California
Photographer: Michael Mendelson