DAW
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
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/PeakingLatency
- 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
Instruments & Frequencies
[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.
Compression Control & Parameters
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