4 Techniques That Will Change Your Outlook On Mixing
Throughout the process of learning how
to mix music, many people hit a wall
where they know something's wrong, but
they can't quite [music] name it.
Whether the kick is fighting the bass or
the vocal is just sitting on top of
everything instead of being inside the
mix as a cohesive piece. Whatever it is,
you end up turning the same knobs back
and forth for about an hour, and somehow
[music] you end up worse than where you
started. If you've done that, leave a
comment below. I definitely have done
that, and I'm sure we're not alone. It's
not that you're doing something wrong.
What's missing [music] is the connection
between what you're hearing and what you
can actually do about it using the tools
available.
That connection
>> [music]
>> is what a good education gives you, but
it's harder to find good education
>> [music]
>> than it should be. A lot of mixing
videos on YouTube, my own included, tend
to teach you how tools work,
>> [music]
>> which is helpful information, but it's
less common to find videos that tell
[music] you how to translate what you're
hearing into adjustments on those tools.
Today, I want to walk you through four
concepts, one for each of the primary
tools you're probably already using: EQ,
compression, reverb, and delay. Each one
is a specific idea that gave me a
framework for when to choose the tool
and what to listen for once the tool
[music] is in the signal chain. These
come from the mixing and ear training
program at Audio University, which is
taught by myself and [music] Gabe
Herman, who's been teaching audio
engineering and mixing professionally
for over 20 years. I'm going to pull
some clips from the course so you can
hear Gabe explain these ideas directly,
>> [music]
>> and if any of this lands for you, the
program is linked in the show notes
below.
Let's start with EQ because I think it's
where most people spend most of their
time, and it's also where most people
are working much harder than they really
need to. The typical approach goes
something like this. You hear something
off in the mix, you open an EQ plugin,
you sweep a boost around until you find
a frequency that sounds bad, and then
you cut it. And the logic here makes
sense, and it is really a good tool and
a good technique that I still use at
times.
The problem is that it can lead to more
problems than it solves. If you apply a
big boost while you sweep through the
frequency spectrum, you can make almost
anything sound terrible at almost any
frequency, which means you end up
cutting things that weren't actually
problems in the first place. There's a
faster way to get your bearings with EQ
that one of my teachers taught me.
Certain frequencies correspond to vowel
sounds. Your mouth is a resonant cavity,
and when you shape it to say a vowel
sound, you're resonating at a specific
frequency. Once you make that connection
between what frequency corresponds to
what vowel sound, you have a reference
point every time you open an EQ.
Around 250 hertz, you get the "oo" sound
like the word boot.
Move up to 500 hertz, and it shifts to
an "o" sound like boat.
At 1 kilohertz, you're in "ah" territory
like the word father.
2 kilohertz is more like "a" as in face.
And 4 kilohertz is an "e" sound like the
word meet.
Above [snorts] 4 kilohertz, you start to
get into the sibilance range. 8
kilohertz gives you a clean "s" sound.
Higher than that, it gets sharper,
almost like an "s" mixed with a "t" at
16 kilohertz.
Below 250 hertz, you can focus on the
physical sensation of the sound in the
body. 125 hertz, you tend to feel in
your chest, and 63 hertz, you feel
lower, especially when you're listening
through full-range speakers or a system
with subwoofers.
What this gives you is a way to connect
what you're hearing to where you need to
go on an EQ. A vocal that sounds boxy
might have too much energy around 500
hertz or 1 kilohertz, somewhere between
"o" and "ah".
A mix that sounds harsh usually is a
buildup of energy sitting between 2
kilohertz and 4 kilohertz, between "a"
and "e".
I'd encourage you to download the free
ear training guide linked below this
video for a quick reference for each of
these reference points I've just shared
with you. You can also download it at
audio
universityonline.com/eartrainingguide.
This was a huge revelation for me when I
learned it, and even if many engineers
don't use this exact method, they
probably have some tricks of their own,
reference points for what they're
hearing.
Here's Gabe describing how he approaches
an electric guitar in one of the mix
sessions within our course. This guitar
really speaks from kind of the back of
the mouth. [music]
It's got like an
kind of [music]
vibe to it, and I use my mouth and I use
the sounds in my [music] mouth to EQ all
the time because it helps to kind of
place things in my body, and then I can
internalize them better.
>> That instinct, translating what you hear
into something your body already knows
and understands, is a foundational
element of ear training that actually
sticks with you. The key is repetition.
You hear it, identify it, apply a
change, and check the result. And over
time, you stop guessing and start using
EQ with a goal in mind.
Okay, compression. Most people learn to
think of a compressor as a dynamics
tool. It catches loud moments and pulls
them back, and that's accurate, but it
misses something else that's important
about what compressors actually do to
the sound. And after watching Gabe teach
this, it really started to click for me.
Here's how Gabe puts it in the course.
Compressors make square waves.
They are uh
really not generating the the effect
that most people associate with dynamic
range control. While they do control
dynamics, it's the interaction of their
dynamic range control
um devices and and components that
generate um harmonic saturation and
harmonic distortion
in a way that is different than just
dynamic range control. And so we need to
be able to think about dynamic range
control separate from harmonic
distortion, and you might get further
learning how to use a compressor not
just by hearing how the dynamics of the
signal change under compression, but at
the same time learning to hear what the
harmonic qualities are of too much
compression
um or poorly timed compression, etc.
You should focus on the intent. Why do
we use a compressor? What changes do we
want to see in our sound? What should
stay the same?
Think of distressers uh uh think of
compressors as distortion boxes and pair
them with complementary source material.
So, if you have um a uh
a very fast transient in a snare drum
signal, say you've recorded your snare
with an API uh 512 mic pre with an op
op-amp circuit, um those do a great job
of preserving transients. It may be ad-
uh advantageous for you to uh then use a
compressor paired with that signal
that's able to handle very fast
transients.
Um so, think about the um the the tool
as being um the way that tool is
designed to be applied to a specific
type of sound, and that might help you
develop uh a better strategy, and we
will discuss strategies as another part
in the series.
Lastly, I want you to remember, and this
is the most important thing, and you'll
maybe get tired of me hammering on them
so hard throughout this, but compressors
are not intelligent. You are
intelligent. Compressors as distortion
devices, not just as dynamic
controllers. Every time a compressor
acts on a signal, it's not just turning
down the loud parts, it's changing the
shape of the waveform, and that change
produces harmonic distortion. The
character of that distortion comes
directly from your attack and release
settings. A fast attack means the
compressor clamps down quickly and
starts reshaping the waveform almost
immediately. And a fast release means it
recovers very quickly. The more
aggressively the waveform gets reshaped,
the more harmonic distortion is
produced, and the more the character of
the sound changes. Slower settings mean
less reshaping, less distortion, and a
cleaner sound overall. That's a big part
of why two compressors with different
time constants can sound completely
different at the same ratio and
threshold. The timing settings aren't
just controlling dynamics, they're also
controlling character.
Here's Gabe working on a kick drum using
compression specifically to shape the
tone.
I want to talk about setting attack and
release times and how I might use a
compressor to shape the tone of a kick
drum.
In this session, I've got just one track
we're going to be listening to, which is
the kick in mic. Let's give it a listen.
In our previous session on EQ, I
discussed how I used this frequency
curve to enhance the sound of the kick
drum. I'm going to bypass that so we can
hear the difference of the signal
without the EQ versus with the EQ.
Without it.
With it.
What I'd like to point out is that we
used an EQ in in previous session to
enhance the low frequency content and to
make the uh articulation of the kick
drum a little stronger while reducing
some of the frequencies that were
shadowing the upper mid-range um closer
to around 200 hertz. We call this the
mud range.
Um today when we install a compressor
behind this signal we're going to be
changing the envelope and introducing
harmonic distortion to that signal.
When I think about what I want to change
about this signal, I have to be very
careful.
If I were looking at the frequency
responses drawn on the waveforms of our
edit window, you'll see very fast
transients followed by some pretty quiet
resonances.
Uh of course, this is what the waveform
looks like before the EQ, not after.
If I wanted to do that, if I wanted to
see what it looks like, I would have to
commit the audio up to this level
which I'm going to do right now.
As I do this, what I'm going to see is a
change in the waveform that will
actually represent what's different now
that I have
um made the uh EQ rendered.
What we see now is that before the body
of the kick drum, which was a little bit
weak, has been made a little bit
stronger.
But we still have these very strong
transients
followed by some relatively quiet
resonance of the kick drum.
What I'd like to do is use a compressor
to tame the transients and make these
sections here after the transient a
little bit louder.
If I use my cursor tool to select just
this amount of time that is my transient
for this kick drum hit I can look up and
see that it's about 1 millisecond of
time here from start to end.
A difference of .096
uh milliseconds.
Or a tenth of a millisecond I should
say.
So when I set up my compressor, what I
want to be very careful of
is that I'm not making the time too
long. If I make the attack time too long
I'll uh end up setting up a compressor
that's too slow to be able to react to
the signal.
And that means I'll end up compressing
what's happening on the back end of my
signal, this later part which is the
body
and the resonance in the decay of the
tone of the of the envelope of the
signal.
That wouldn't be good at all because
what I really want to do is squash the
transient, not the body. So I need to
keep my attack times pretty quick.
Lucky for me this stock compressor that
comes with Pro Tools is very quick. I'm
going to set the attack time to 10
picoseconds. That's way fast enough to
be able to uh uh
uh get out in front of this transient.
At the same time I want to make sure
that my release time is also very fast
because I want the compressor to be able
to stop compressing relatively quick.
I need to reduce the volume here. If I
go with something strong like 6 to 1
compression that's going to create many
more harmonic uh
uh uh uh
auto order harmonic uh elements in my
signal than I think I really want.
I like the way this sounds right now.
It's warm, it's punchy, it's thick. If I
start introducing too many auto order
harmonics to the signal, it's going to
change the timbre of the signal to be
more crunchy, more gritty, maybe a
little bit more aggressive, which is
fine for some music, not in this case.
So I'm going to set my attack time to be
very fast, my release time to be very
very fast. I'm going to set my ratio to
something a little bit more prudent, say
2 to 1.
I'm going to be very judicious with my
threshold. I want to make sure that the
signal is just barely coming up over the
threshold. Remember the further down I
bring the threshold, the more of the
signal will be squared off.
So I really don't want to be too
aggressive with this or else I might end
up having it sound a little bit crunchy.
Just to demonstrate what that sounds
like though, I am going to show you what
it sounds like when we go a little too
far.
But let's start with just trying to find
a good starting point. So I'm going to
bypass
uh this
compressor. I'm going to select a little
bit of uh signal here and we're going to
loop it.
>> [music]
>> Now we have our
our kick drum soloed.
I'm looking at the meter and I'm seeing
that the threshold the way it's set
right now
the needle just basically pops right
over the edge of this threshold line
just when the transients hit.
I can also see that it rebounds back
pretty fast.
I'm going to up my threshold just a
little bit more.
And I'm going to slowly bring it down up
until I start to see
some orange flashes that come all the
way down to close to about -3.
More than that and I'm going to start to
really be introducing a lot of harmonic
distortion.
The other thing I need to be careful of
is that there are some hits that are a
little bit stronger than others. There's
no consistency here.
So maybe my goal is to make all the
transients consistent
and then work from there.
So I'll bring down my threshold
to where all of my transients are
basically getting hit a little bit.
This will make sure that all of these
tops are getting brought down.
Now
I'm going to put in uh take the bypass
out and we'll hear what that sounds
like.
Ah instantly
we can hear that squaring off of that
waveform, that harmonic distortion.
>> [music]
>> Too much.
I'm going to give back a little bit.
>> [music]
>> That's a little better but I can still
hear some crackle. Now I'll start to
slope slow down the release time a
little bit.
Now I should be able to back my
threshold in a little bit more without
hearing as much
of that distortion because my compressor
isn't acting as strong. It's not
creating a sharp a square wave.
That sounds better. Now if I bypass it
and with the compressor in
it's quieter. The transients aren't as
loud and if we listen very carefully, we
might actually even be able to start to
hear some of those harmonics creeping
into the tone of the signal.
I'm going to make this a little bit
louder though. I'm going to use my
makeup gain now
to make the overall signal louder.
That should help to bring out these
resonance that I'm trying to bring out
in my tone. But as I do, you'll also
start to hear the harmonic distortion
come out from the compressor.
>> [music]
[music]
>> Without the compression
with it.
In my description earlier
uh in my presentation, I discussed that
we should think about compressors as
time-based processors.
What I think we can hear
to hearing a sound that's actually quite
long in its resonance. It takes a lot
longer for the sound to go away.
It's because I'm compressing the signal
and I'm bringing up I'm compressing the
transients and I'm bringing up all the
noise floor stuff that's happening
later.
So what's happening is you could think
of it as as as controlling dynamic
range, but what I'm really doing is
making the sound last longer
which is a time domain process, right?
I'm making the sound last longer,
therefore we're going to hear it a
little bit clearer. It's going to sound
louder to our ear.
The other thing is I've introduced a lot
of harmonic distortion and we can hear
that the the kick drum has gone from
being kind of low and punchy and uh
ticky to being kind of from from from uh
loose and flappy.
These are bad descriptive words but
they're the best we can do when we're
talking about subjective uh qualitative
uh assessment here. Um I can measure the
harmonics but I can describe it as being
different in some sort of way that's not
just the harmonics but the quality of
the sound.
So we have to figure out a way to
balance the uh uh uh
uh balance the the the issues here. We
we have On the one hand I'm I'm
succeeding at compressing and and
suppressing the transient of the signal.
On the other hand
as I'm doing that I'm also bringing up
the harmonics in the back end of the
signal and that's not very good.
So we have to find a way to kind of come
to terms here. So I'm going to uh
uh introduce a compromise.
Perhaps what I want here is not as much
compression.
Maybe I can take 1 and 1/2
to 1
instead of 2 to 1.
That should help. I can also soften my
knee.
By softening the knee, I'm making it so
that I'm not squaring off the
compressor. The com- The compressor is
not squaring off the waveform quite as
aggressively. It's going to curve around
that compression point, which should
help to preserve some of those
transients that had that sine wave type
element to them, so that they're not
suddenly becoming flat mesas.
Um that should also help. So, let's try
introducing some knee and we backed off
the ratio a little bit.
>> [music]
>> Uh that's much better.
>> [music]
>> Without the compression.
With it.
>> [music]
>> Here we're hearing a little bit less of
an aggressive harmonic tonality to the
compression. If compression adds
harmonic distortion every time it acts
on a signal, then using it to fix uneven
dynamics means adding coloration to
every moment you're trying to correct.
The compressor doesn't know it's dealing
with a word that got swallowed or a
guitar phrase that was played softer. It
reacts to level and it reacts the same
way every single time. You're smarter
than a compressor, though. For the
dynamic problems that are really about
performance, a phrase that's too quiet
or a syllable that got lost, you might
be better off going in manually. That
could mean adjusting the clip or region
gain, which happens before the signal
hits the compressor. That way, you
smooth out the performance before the
compressor even sees the signal. Then
the compressor can focus on what it's
actually there for, adding texture and
character, if you want texture and
character.
Here's how Gabe explains it. You should
try to get 90% of the way there with
your tracking technique, your clip gain
automation or with volume automation,
and then use the last 10% of that
control. Um maybe that's done with a
compressor.
Okay? And And this is the number one
trick that once I show my students how
this works, like they're suddenly
compression just becomes a lot more
intuitive.
It's funny. There's things about dynamic
range that have to do with performance
and not um harmonic distortion. So, if
you want to control the dynamics of a
signal,
you shouldn't reach for compressor to do
that.
Reach for um if you're in the tracking
stage,
repositioning the microphone. Maybe it's
pulling the microphone further away, so
that you don't have quite as much of a
dynamic range between loud bits and
smaller bits, because everything's less
focused. That can still sound really
great. In fact, pulling the mic back um
might help you
um be more successful at using
compression while tracking, because the
compressor isn't trying to do the heavy
lifting of pulling the levels down when
it goes significantly above the
threshold, but most of that's just been
taken care of naturally by the uh the
inverse square law and the fact that
you're pulling the microphone away,
you're pulling the mic away, so you get
less proximity effect in the vocal. Um
the dynamic range of the vocal will get
naturally more even. And then when the
compressor is activated, it's working on
a much smaller percentage of the signal
than if it's right up in the mouth of
the performer, where it's having to do
an awful lot. You're just going to get a
lot of harmonic distortion from that,
not necessarily dynamic range control
that you might want in the presentation
of a performance.
So, um
my suggestion is to try to get
the dynamic range part of your signal
under control using automation and be
intelligent about which syllables you
want to emphasize. Put a little flourish
on the last line of every vocal. Um
uh think about words like uh and the and
from and the small syllables that
sometimes get lost. Try to boost those
up with gain control, um gain
automation, so that they're more
present, because a compressor isn't
going to be listening to the lyrics and
deciding, I didn't understand what they
said right there. I should have
compressed that better.
Compressors are not smart. They do not
take intelligent uh
intelligence into into consideration
when they make their changes. They act
aggressively and consistently, and they
will not bring humanity into your
tracks.
The goal isn't to avoid compressors.
It's to use them for what they do well
and stop asking them to solve problems
they can't fully understand.
You're probably already familiar with
the standard use of reverb in a mix. You
put something in a space to make it feel
more real or you add a shared room to a
mix, so everything feels like it belongs
together. Both of those are useful, but
when I watched Gabe explain another
situation where he uses reverb, it took
me by surprise.
He thinks of reverb in some cases as an
EQ tool.
Not just a metaphor for EQ, but as an
actual way to control the tonal balance
of the full sound.
When a room resonates, it reinforces
certain frequencies and lets others
decay faster. So, by choosing the type
of reverb, shaping its frequency content
and controlling its decay time, you can
augment the tonal character of the
instrument in a way that feels more
tonal than spatial. Here's Gabe working
on an acoustic guitar that's been EQ'd
and compressed and is sitting reasonably
well in the mix, but still feeling a bit
pointed and edgy.
He goes to reverb in this case.
People would think of reverb as being
spatial, but I'm actually going to use
this to create timbre. Make the the body
of the guitar feel a little bit more
mellow. As I'm listening to this, it
just feels like the guitar is very kind
of pointy and edgy. So, what I've done
here is I've created a an aux return and
a send
that's called a GT verb and I'm going to
send this acoustic guitar to this
return.
And on this return, I'm going to insert
a reverb and I don't want anything too
special. It doesn't have to be something
fantastical. In this case, I'm using
Dverb.
I'm going to turn the gain reduction all
the way off, so that it's not pulling
anything out of there and I'm going to
set the room parameter to small.
And I really don't want much here, maybe
about 178 milliseconds.
That's all I really need to do. And then
I want to pull the high frequencies down
to maybe oh, I don't know, 1.6k.
So, I'm going to put the fader up here.
Let's hear what this sounds like. I'm
just going to solo the acoustic guitar
and we'll see what this reverb sounds
like.
>> [music]
>> If I mute the reverb,
that's pretty cool.
It gives it a room. It gives it a space.
It definitely makes it feel more stereo.
And I'm starting to get into the
direction of it sounding warmer, but I
haven't really gotten there. So, I'm
going to go into like my EQ here after
this reverb and I'm just going to make a
bump at around 200 hertz. What I'm also
going to do, so that it doesn't get in
the way of the bass, is I'm going to
pre-delay this signal maybe about 10
milliseconds or so. And I'll stop at 12.
That seems That seems feasible. And I'm
probably going to want to de-emphasize
the high frequencies as much as I can.
So, I might just throw in a a nice
gentle shelf here
to further that along. So, I'm really
tilting the the tonality of this and
this this hopefully it makes the room
reflect the low harmonics that are
bouncing around inside the reverb
program. That's going to make the guitar
feel thicker without adding low
frequencies via EQ into the sound
directly.
>> [music]
>> And I feel a little space between where
the reverb starts and where the guitar
ends.
So, you can hear how the guitar is
starting [music] to take on that darker
tone.
Now, I'm going to do one more thing. I'm
going to compress the reverb. What we're
going to try to
achieve is take all of the fast-acting
stuff that's in there and kind of pull
it out and let it release really slow.
We're going to set the ratio of
compression to maybe 5 6 to 1 and a
really soft knee
like this. And I'm just going to pull
back the threshold, so we're burying the
reverb kind of in constant compression.
Then I'm going to use the output gain to
bring it back up in my mix.
And you'll feel [music] that instantly
my guitar sounds and feels warmer, like
a warmer bodied instrument.
If I took this out, [music]
not only do we lose the space, but you
can sense that [music] the low harmonics
just kind of disappear out of it.
The guitar gets warmer and thicker
without any change to the dry signal
itself. He's not EQ'ing the guitar. He's
EQ'ing the room and what it gives back.
The same principle applies across
different instruments. Here's Gabe again
on a snare drum, deciding he wants the
snare to sound thicker and fuller.
>> [music]
>> Okay, now just a short reverb.
You can almost hear how it's giving it
of a flamy feel to it.
And again, this is just the dry snare by
itself.
>> [music]
>> Now with our processing.
>> [music]
[music]
>> So hopefully you can hear that there's a
change not just in the presentation of
the stereo image or the space around the
snare, but also a temporal shift in the
snare.
I could have made the snare feel thicker
with EQ,
but the room can do a lot of that work
for me as well. And rather than try to
make that individual track uh thicker or
uh try to push more low frequencies into
say a compressor which might react
negatively to it, instead I'll just do
some parallel processing in the reverb
and try to get the reverb to add
harmonics to my dry signal and hopefully
make the snare uh sound more full and
lush.
Different instrument, same idea.
Once you start thinking about the reverb
return as something you can shape
tonally,
the way you use reverb will change.
The central idea Gabe comes back to
throughout the delay section of the
course is that time and space are the
same thing. Delay is how we perceive
distance. When a sound arrives at your
left ear slightly before it arrives at
your right ear, your brain doesn't hear
two different sounds, it hears one sound
coming from the left side. And that tiny
timing difference is how you locate
things in the world around you. And
you've been doing it your whole life
whether you thought about it that way or
not. Think about how you judge distance
with your eyes.
Close one eye and you lose depth
perception.
The brain needs two slightly different
views of the same thing to build a 3D
picture. And hearing works in a similar
way.
Delay is one of the most important tools
we have for creating dimension and
depth.
What makes this practical is
understanding that different amounts of
delay do completely different things.
Gabe organizes them into three time
windows. The first is the binaural
window from roughly 1 to 10
milliseconds. In this range, your brain
doesn't separate two instances of the
same sound into two distinct events. It
sums them together and reads the timing
as a localization cue. A few
milliseconds of delay on the right side,
for example, makes the whole thing feel
like it's coming from the left with no
panning required. Some engineers use
this concept called the Haas effect to
push things wider than the physical
speaker boundaries. The catch is mono
compatibility though. When you sum a
binaural delay to mono, the two versions
of the signal interfere with each other.
And what might have sounded huge in
stereo sounds phasey in mono. So it's
always worth checking your mix in mono
before committing. The second window is
early reflections from about 15 to 35
milliseconds. This is where delay stops
being a positioning tool and starts
being an acoustic tool. At 15
milliseconds, the brain has just enough
processing time to register the delayed
signal as something separate from the
original. And done intentionally, it can
register to the listener as a reflection
of the nearby wall. A helpful guideline
is that 1 foot of distance equals
roughly 1 millisecond of delay. So 15
milliseconds implies a 15-foot path.
That means delay can be used to define
the size of the space you're trying to
create within your mix. You push it
higher in this range and the implied
space gets larger. This is how you make
a dry recording feel like it was
captured somewhere. And the concept can
also be implemented using the pre-delay
setting that you might find in a reverb
plugin. The third window is late
reflections from 35 to 60 milliseconds.
This range adds a deeper sense of room,
less about where you are and more about
the character of the space itself. The
back wall, the texture of the surfaces,
mono compatibility is less of a problem
here because the signals have enough
time between them that they're not
fighting each other as much. And the
level between the direct and indirect
delays tends to be wider and that also
results in less interference. Beyond 60
seconds, the brain stops reading the
second sound as connected to the first.
It becomes its own event. That's the
territory of rhythmic echoes and
slapback creative effects rather than
acoustic simulation. When you understand
how the brain interprets different delay
times,
you get a sense for what's possible with
delay. And the next time you want to add
dimensionality or special effects to a
mix, you can get close to the settings
you need without digging through
presets. So those are the four. EQ
through the lens of vowel sounds so you
have a reference every time you open an
EQ. Compression as something that shapes
the tone of a signal just as much as the
dynamics with clip gain handling the
outliers in the performance before the
signal reaches the compressor. Reverb as
a tonal tool, not just a spatial tool.
And delay as a set of time zones, each
one producing a different effect on how
the listener experiences the space
around the sound. There's a point Gabe
makes at the end of the course that I
don't think enough of us focus on while
we're mixing. It's one skill to use
compression and EQ to make individual
instruments sound good.
It's a different skill entirely to use
those same tools to make instruments
work together. So everything has its own
space and so that the whole thing feels
like one cohesive sound.
That second skill is what the course is
actually building toward. Information
about mixing or anything for that matter
isn't hard to come by anymore.
And that's exciting.
But the challenge is still to build a
skill that will actually stick with you.
And that takes structured practice,
feedback on your work, and time spent in
the material with other people working
through the same things. The Audio
University membership is built around
that exactly. The courses are taught by
myself, Gabe Herman, and other guest
instructors with decades of experience
mixing and teaching. And beyond the
courses, both Gabe and I are active in
the membership. So you can leave
comments directly on the lessons or ask
questions when something doesn't click.
And you can get a response from one of
us or from both of us and we'll each
share our perspective. We also run live
coaching events periodically where you
can ask questions face-to-face and
there's also a mix review feature where
you can submit a mix and get expert
feedback from Gabe himself. A lot of
people in the membership are working
through the same problems and hearing
responses to other people's questions
tends to move you forward in ways that
watching videos won't do on its own. You
still have to put the practice in
yourself though to actually hear
results. But having that support
structure around you changes how fast
that happens. The membership includes
the ear training lab and downloadable
multi-tracks so you can put the theory
into practice. If you're looking for
more than just videos to watch and
you're willing to put in the work, the
link is in the show notes below.
I'll see you in the next video.
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