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Protect/Preserve Your Hearing
- Avoid mixing so loud.
- Use SPL (Sound Pressure Level) meter Apps.
- 80-85dB/< = Mixing
- Use earplugs.
Sound Fundamental
- Vibrations in the air = sound
- Travels in medium = solid, liquids, gas
- Decibel – dB = measure the power of the sound
- Frequency = the number of cycles (Hertz) of vibration completed in 1 second
= measured in – hertz (Hz)
Sound
- Frequency – Hz = Pitch
- Decibel – dB = Loudness
- Timbre = Harmonic frequencies
Decibel – dB
- Relative unit = measure the loudness of sound
- Need a reference point = 0dB
- dB SPL = 0dB is the quietest sound = Acoustic
- dB VU = the voltage is used to measure the loudness = Analog
- dB FS = 0dB is the loudest of sound that can be measured
- A comparison on DAW/Mixer
Gain Stage, why
- Avoid clipping and high noise floor
- Prepare the mix by using a trim/gain plugin or clip gain.
- More headroom for reducing distortion, provides room for more gain in the process.
How to Do Gain Stage?
- Level setting = -18dbFS, -10-12(Peak)
- Use a VU meter - 0VU = -18dbFS
- Turn Down the preamp input gain/interface first before turning the fader.
- Reduce overload of the capsule – feedback, when the loud source is close to the mic.
- Look for signs of overloading and clipping.
= Meters enter the red zone
= Audible signal distortion
= Audio waveform showed flattened – Peak
32 Bit Floating Point
- Wider headroom and dynamic range
- The chance of clipping is slim in DAW.
- Do what you should.
- Consistency and work efficiency
- Plugin behavior
- Exporting to fixed formats
- Insurance policy
Aux – Auxiliary Tracks
- Let audio pass through.
- Group bus, Effect bus.
- Pass through the audio using Bus/Sends
Bus/Sends
- Take audio to group/effect bus.
- Send audio to Group bus, change the output of the track.
- To send a copy of tracks to Effect Bus = Sends
Sample Rate
- Audio recorded into DAW, converted to digital audio.
- Process: Sampling and Quantization
- Determine the accuracy of the digital representation of the analog waveform.
- The higher the resolution, the more detailed it is.
44.1kHz = CD sample rate
48kHz = TV and film
88.2/96kHz = Hi-resolution Standard [Take up twice storage of CD]
192kHz = Audiophile Standard [Take up 4 times space of CD]
Bit Depth [The depth of the sound wave]
- Number of volume levels available in digital audio
- The higher the bit-depth, the less quantization you need to do.
- The greater the bit-depth, the greater the available dynamic range.
- 24-bit (144dB) is safer and more forgiving than 16-bit [96dB]
- A wider range of dynamic = Better signal to noise ratio
Tracks in DAWs
- Audio – Mic, DI
- MIDI/Instrument
- Aux – For audio to pass through for effects.
- Master Fader – Final Destination of all signal.
The History of Digital Audio
- PCM = Pulse-Code Modulation
- Digitally represent sampled analog signals
- Civilian Telephone systems by mid-60s
- Denon = overcame the limitation of analog tape for professional recording in early to
mid-70s.
3M 32-track recorder
- 1978
- The first digital multitrack recorder
Soundstream’s Digital Editing System
- 1976-77
- World’s First DAW
Compact Disc – CD
1982
Converting Analog to Digital
1. Sampling
2. Quantization 3. Encoding
Graphic Equalizer
- Fixed Frequency and Q [Width]
- Only 1 control = the amount of boost/cut
- Less flexible than Parametric EQ
Parametric Equalizer
- 3 Flexible control = Frequency, Q, Gain
EQ Filters
Low-Pass [High-cut], High-Pass [Low-cut] Filters
High/Low Shelving Filters
Peaking (Bell) Filter
Bandpass Filter
Notch Filter
Bouncing
- Exporting a track to a format = mp3/Wav file
The Frequency Bands
- Brilliance = 6k – 20kHz
- Presence = 4k – 6kHz
- High-Mids = 2k – 4kHz
- Mid-Range = 500Hz – 2kHz
- Low-Mids = 250Hz – 500Hz
- Bass = 60Hz – 250Hz
- Sub-Bass = 20Hz – 60Hz
Brilliance
6k – 20kHz
Presence
4k – 6kHz
High-Mids
2k – 4kHz
Mid-Range
500Hz – 2kHz
Low-Mids
250Hz – 500Hz
Bass
60Hz – 250Hz
Sub-Bass
20Hz – 60Hz
EQ Goals
- Make the sound clearer and defined.
- Reduce the effect of masking.
- Make all the elements of a mix fit together better.
- Give the mix element of height.
EQ Rules
Use EQ Filters
Boost = different sound/add character
Use High-pass Filter = Make room for low-end inst
Use Narrow Q = Cutting ; Wide Q = Boosting (nature)
Just do necessary.
Check the EQ with other tracks playing.
MIDI – Musical Instrument Digital Interface
- Technical Standard
- Allows electronic musical instruments and computers to communicate and control.
Polyphonic
The ability of an instrument = play more than 1 note at once
Quantize
- The process of taking and shifting MIDI/audio at the right time
Transport
- The area = Contain the playback controls
Velocity
- The force of the note = loudness of the note
Phantom Power
- +48 Volts = the power that gets a condenser mic to work
Buffer Size
- The amount of data a computer can handle at once.
- Lower buffer sizes = lower latency, easier to crash – [Recording]
- Higher buffer sizes = greater latency, less easy to crash – [Mixing]
Clipping
- Distorting/Peaking
Latency
- A Delay between input and output of a signal
Automation
- Automated adjustment to volume, panning/FX parameters.
- Change/Move by the duration of the song.
Bus
- The Pathway of the Audio
Comping
- Combining takes into one.
- Represent the best part of the recording after composition.
Crossfade
- Fade out a sound when another sound fades in
- Allows smooth transitions between tracks.
Dry Signal
- Unprocessed Sound
Wet Signal
- Processed Sound
Sends
- An output on an audio device for routing signal to an external device/plugin
Unity
- 0 point on a fader = no turn up/turn down
Headroom
- The space between the normal operating level of a device and the maximum level that
device can pass without clipping.
The Frequency Bands – Use Your Ear
- 30 Hz = Rumble, feel more than heard
- 60 Hz = Bottom
- 125 Hz = Boom, thump, warmth
- 250 Hz = Fullness or mud
- 400--500 Hz = Honk, boxiness
- 800 Hz – 1k Hz = Nasal
- 3k Hz = Speech recognition, listening fatigue
- 4-6k Hz = Edge, presence, clarity
- 7-8k Hz = Sibilance, definition, “ouch!”
- 10-20k Hz = Air, sheen, trebly
30 Hz
Rumble, feel more than heard
60 Hz
Bottom
125 Hz
Boom, thump, warmth
250 Hz
Fullness or mud
400--500 Hz
Honk, boxiness
800 Hz- 1k Hz
Nasal
3k Hz =
Speech recognition, listening fatigue
4-6k Hz
Edge, presence, clarity
7-8k Hz
Sibilance, definition, “ouch!”
10-20k Hz
Air, sheen, trebly
[Vocal]
- 120 Hz = Fullness
- 200-250 Hz = Boomy or thick
- 400-600 Hz = Boxy or Honky or Hollow when too much is taken out
- 800-1k Hz = Nasal quality, honky
- 2-4k Hz = Excitement or energy or harshness; Dull when too much is taken out
- 5-8k Hz = Presence or sibilance
- 10-20k Hz = Air, sheen, feel more than hear
- HPF (High pass filter) & De-Esser
[Bass Guitar]
- 100 Hz = Bottom
- 700-900 Hz = attack and tone
- 2-3k Hz = snap or pop
Boost 80-120 Hz to ADD MORE BODY
ROLL OFF Muddiness = 150-300 Hz
Cut honky sound = 400-600 Hz
[Kick drum]
- 40-100 Hz = Bottom and low-end punch
- 300-500 Hz = Hollowness or cardboard sound
- 2-5k Hz = point and attack
- Roll off muddiness (metal/hard rock) = 250-300 Hz
[Snare]
- 120-240 Hz = Fatness
- 500 Hz = roundness
- 3-5k Hz = Crispness or clarity
- 10k Hz = sheen
- Fill out the sound = 100-250 Hz
- Whack = 1-1.5k Hz
- Use notch filter to cut the “ring” out
[Rack Toms]
- 240-400 Hz = Fullness
- 5-7k Hz = Attack
- Reduce boxiness while adding thump and attack.
[Floor Toms]
- 80-150 Hz = Fullness
- 5k Hz = Attack
- Reduce boxiness while adding thump and attack.
[HI Hat and Cymbals]
- 8-10k Hz = Sparkle
- 250-800 Hz = Muddiness
[E. Guitar]
- 100 Hz = Bottom
- 200-250 Hz = Warmth and fullness or muddiness
- 2.5k Hz = Bite and attack
- In the range between 80 Hz to 10k Hz
- Filter unnecessary frequencies
- Mute some of the layers to make the sound more powerful
[A. Guitar]
- 80-120 Hz = Bottom
- 100-250 Hz = Muddiness
- 200-250 Hz = Body
- 2-5k Hz = Presence and clarity
- 10k Hz = air and sheen
- Use a narrow cut to cut around 800 Hz to sound good
- To make room for lower-pitched instruments, high-pass filter below 200-300 Hz
- Depends on the genre
Strings]
- 240 Hz = Fullness
- 7-10k Hz = Scratchy
Piano]
- 80-120 Hz = Fullness
- 2-5k Hz = Presence
- 2.5k Hz = Honky tone
[Synth]
- <100 Hz = Roll of bottom
- 250-500 Hz = Muddiness
- (might intend to be low-frequency dominant)
Frequency Juggling
- Kick Cut at 500 Hz
- Bass Boosted At 500 Hz
Compressor
- An automated dynamic processer = Reduces the dynamic range and evens out the sound
by turning down the louder signal and boosting the softer signal with make-up gain
Make the track more Consistent.
Add energy and excitement.
Analog compressor = import character & tone
Compress before – EQ First
- If there are a lot of problematic frequencies that need to be addressed, Start with EQ!
- Allows u to carve out unwanted frequencies before applying compression.
- Corrective EQ [Digital EQ] = help address issues in the frequency spectrum
Compress First
- The track is very dynamic.
- Record With the Compressor will do it naturally.
Multiple Compressor and EQ
- Start With Corrective or Surgical EQ to address specific issues.
- Use Digital Compressor for dynamic control.
- Add Analog Compressor and EQ = Add tone character and color
= Enhance the overall texture and vibe of the track
Before you compress – Clip Gain
- Make sure there are no unnatural gain fluctuations.
- Provide Consistent Dynamic Range for the compressor to work with
- Control smaller sections – a phrase or even a single word.
Multing
- Create separate tracks for different dynamic sections.
- Allow you to assign optimal settings for compression.
Threshold
- Activate the compressor.
- Begins once the signal crosses the threshold level.
Ratio
- Determines how hard the signal gets compressed.
Kness
- How the compressor transitions between the non-compressed and compressed states
- Soft Knee = Smoother and more gradual compression than a hard knee
Attack
- Control how fast the compressor reacts to the beginning of the signal once it has crossed
the threshold.
- Attack Time = Amount of time the compressor will go from zero to full compression
Release
Control how fast the compress reacts to the end of the signal once it falls below the
threshold.
- Release Time = determines how long it takes to go from full compression to zero
compression
Make-Up Gain or Output
- Allows the signal to be boosted back to its original level and beyond
- Automatic makeup gain
Attack Time
- Fast = 0.1-3ms (milliseconds)
= Tightens up initial transient and control dynamic
= Smooth and even – push the sound back (lifeless)
- Medium = 3-20ms
- Slow = 20-100ms
= Let the transient through – Pointed and punchy sound (Uneven)
Release Time
- Fast = <100ms
= Add Excitement, aggression, perceived loudness
= Unnatural and trashy/gritty
- Medium = 100-400ms
- Slow = >400ms
= Keep the compressor engaged – smooth out the dynamic (Less Excitement)
Common Compression Mistakes
- Over compressing = Lifeless {Clear purpose and intention}
- Compress Everything = Unnecessary for inst (distorted guitar or virtual samples)
- Rely it to control dynamic = {Balancing, Clip Gain, Volume Automation}
- Not level-matching = disrupting the gain staging that you’ve done
- Using just one compressor = Serial Compression – natural and musical results
= Allows different types of compressors in the chain -- Certain characters and color
Compression Tips
- Start with 3:1, 4:1.
- During comping, put a compressor to hear the softer signal better = allowing to catch
pops, clicks, and other random noises
- Serial compression = Use two in succession to have a natural
- Parallel compression = Preserve the dynamic range of the dry signal while adding energy
and excitement by mixing in the heavily compressed signal
- Sidechain compression = Sending a track to duck another sound – create a rhythmic
pattern
- Mix Bus Compression = ‘Glue the whole mix’
Limiter
- A brick wall for the level; signal cannot pass the ceiling
- Limiting starts when the ratio is higher than 10:1
- Ensure the audio won’t clip
- Mastering, broadcasting, and field recording
- Fast attack and release time
De-Esser
- Eliminates sibilance.
- Compress a narrow notch of frequencies = 5-10k Hz
- Excessive de-essing = lisping side effect