The Art Of Mixing (A Arte da Mixagem) - David Gibson
The first video, introduction to visual
representations of imaging, what makes a
great mix, introduces you to our
framework for displaying sounds
visually. We'll map out how each piece
of equipment in the control room affects
imaging, the apparent placement of
sounds between the speakers.
We begin by mapping out the space
between the speakers. Then we'll explain
the mapping of sound to visuals.
Once we have built a visual framework,
we can then use it to explore all of the
different types of mixes in the world.
then you'll have a good perspective on
which to base your own values.
The second video, visual representations
of studio equipment, is an overview of
the basic functions of each piece of
equipment in the studio. Using the
visuals, we will explore some of the
most basic functions of reverb, delays,
flanging, choruses, compression, and
noise gates. Doing this serves a couple
of purposes. First, you learn the basic
functions of the equipment. Second, you
get to know the details of mapping of
audio functions to visuals so that when
we show mixes in real time, you can see
them in more detail. Also, this will
make it easier to explain subtle details
in mixes.
Now that we have visually mapped out all
the equipment in the studio, in the
third video, musical dynamics created in
the control room, we can now show how
all of the equipment can be used
together to create different styles of
mixes. We can show the common structures
of mixes used for different styles of
music and different types of songs. Once
you see all that can be done in the
studio to create different types of
mixes, it gives you a perspective on all
the possibilities available.
[Music]
Hi, my name is David Gibson. I know
everything about recording. I've been
doing it since the beginning of time.
Of course, this isn't true. No one knows
everything about recording because every
session, every project is a completely
new experience. It's kind of like life.
You never know what you're going to get.
We can only do the best with each
situation. And who knows what the best
is? There's no god of recording out
there grading us. Therefore, I'm not
here to tell you how to record a certain
way. Each mix should be based on the
song you're mixing. I'm not here to tell
you how to mix like me. I'm here to help
you to prepare yourself to handle the
most unlikely type of situation
possible. I'm not going to tell you the
one way to mix. I want to show you
different ways that people mix so you
will have a choice.
I'm here to help you do the most
difficult job of all, to make art out of
technology.
My main goal is to give you a
perspective on how it all works
together, how you use technical
equipment to create art.
Then we will explore the different
values that different people have for
recording and mixing different styles of
music and songs.
[Music]
What's the music of the
[Music]
music of love? What's the music of love?
Heat.
[Music]
Heat.
This video is designed time to teach you
how to mix each and every style of
music. Now, this is a grand task. We're
not here to teach you our own values for
what makes a great mix. We only want to
give you a perspective on what is
possible so you can be creative on your
own. Each and every song is mixed
differently based on the song and style
of music. Therefore, we won't simply mix
a song and say, "This is the way it's
done."
Instead, what we'll do is point out the
common values that different people hold
for mixing different styles of music.
Each style of music has developed its
own traditions for the way it has been
mixed throughout the history of
recording. For example, big band music,
heavy metal, acoustic jazz, even rap,
and hip-hop have developed certain
traditions in the way they've been
mixed.
This video has been designed to answer
that elusive question, what makes a
great mix?
And how do you go about creating a great
mix? You see, the big question is once
you know what all the equipment in the
studio does, how do you use it to create
a good mix? After you know what the
knobs do, which way do you turn them?
We'll show you a framework for
explaining what a good mix is.
Then we will use this framework to see
what professional engineers are doing in
the songs we like and you like. With
such a framework, we can develop our own
values for what makes a great mix.
This video is not meant to tell you how
to mix a song a particular way because a
mix is dependent on so many variables.
The song and all of its details, the
style of music, and the people involved.
Instead, this video is designed to give
you a structural framework which you can
use to categorize all of the different
structures of mixes.
The structure of a mix. Hm. What a
concept. Finally, someone's mapped out
the underlying structure of what you can
do in a mix.
Wow. Did you hear what he said?
Yeah. You know, I know what I like, but
I never know how to get it when I'm in
the studio.
I had a good mix once, but I can never
remember how I did it.
Check it out, man. I think he's on to
something. The plans know what's up,
man. We know what's tough. Why can't we
ever get it right in the studio then?
Perspective.
Wonderful. Finally, a perspective on
everything that goes into recording and
mixing.
Once you have this visual framework
down, you can then begin to build your
own perspective on how different songs
are mixed and once you start checking
out the details of exactly what other
engineers are doing, then you develop
your own values as to what you like for
each style of music.
All values are valid. The only possible
evil is having no values at all.
We're not here to tell you you should
mix things a certain way. We're here to
help you develop and remember your own
values. And we're here to do it visually
because visuals can help us to remember.
What did he say?
Oh, I forget.
[Music]
She blinded me with science.
Yeah, bring on the visuals. I like it
when I can see what's happening. Many
people are visually oriented.
[Music]
Wow,
the colors are great. This is the way
learning should be.
I can smell the chemicals.
[Music]
The picture is worth a thousand science.
[Music]
science.
[Music]
In order to be able to explain and show
different styles of mixes, let's map out
how each piece of equipment affects
imaging, the apparent placement of
sounds between the speakers.
Just about everyone has experienced the
perception of sounds in a stereo mix as
coming out of one speaker or the other
or somewhere in between the speakers.
Now, if we pan a sound all the way over
to the right,
it's never going to come further right
than the right speaker. Right?
But sometimes, you know, you hear it
coming from other places in the room if
you've got a really weird room or if the
walls are strange. But in a studio, you
would never hear it further right of the
right speaker. Now, if we pan it to the
left,
no matter how far you pan it to the
left, it will never sound further left
to the left speaker. Some people think
it's only going to sound this far left.
Some people see it couple of inches or
even a foot further left of the left
speaker. So therefore, we can draw
boundaries just to the left of the left
speaker and just to the right of the
right speaker.
So panning is mapped out as left to
right. When I turn the pan pot here, you
can hear the sound pan from left to
right and from right to left like that.
Now, we're not talking about reality
here.
[Music]
Now, we're not talking about reality
here because you see, there's actually
no sound between the speakers. The
reality is the sound comes out of the
speakers in waves, travels through the
molecules into the room, hits the walls
in the room, and it also hits your ears
and your body. This is one way we
perceive sound. Another way we perceive
sound is we imagine it to be between the
speakers. This is called imaging. It's a
figment of our imagination.
You see, when we hear a sound between
the speakers, there's no sound really
there. The truth is, the same sound's
just coming out of both speakers. And we
imagine the sound to be between the
speakers. It's just a figment of your
imagination,
like an audio optical illusion.
[Music]
[Applause]
Also, you know when you hear a sound in
the middle of your head when listening
to headphones? Well, there's no sound
there. Your brain's there.
Cool.
Even if you are asleep, sounds still hit
your body and it affects you. On the
other hand, if you aren't paying
attention to a mix or if you're off to
the side of the speakers, you don't hear
imaging. When you're asleep, imaging
does not exist.
In fact, they've done studies of people
who don't hear imaging because of the
shape of their ears or because of the
shape of their minds.
Imaging is a figment of our imagination.
In fact, there is no imaging in the
forest.
Different people relate to sound in
these two ways. Many people just feel
the sound and perceive the music that
way. Other people actually see the
imaging between the speakers. Recording
engineers are often obsessed by these
dynamics that go on in this imaginary
world of imaging.
[Music]
Good heaven.
Beautiful.
[Music]
I don't believe it. There she go again.
She's tied it up. I can't find anything.
[Music]
Now, let's continue with our mapping of
mixing functions into the visual world.
What about faders or volume controls? As
you have probably noticed, in some
mixes, some sounds are right out front.
normally vocals and lead instruments,
while other instruments like strings and
background vocals are often in the
background.
We'll map out volume as a function of
front to back. This makes sense because
louder sounds are normally closer to us
and softer sounds are commonly further
away.
Also, if we want to sound like a vocal
to be out front in a mix, what do you
do?
Turn it up.
Right? If you want something out front,
turn it up.
If you want something in the background,
turn it down.
I guess that's why they call them
background vocals.
[Music]
Although volume is the number one
function of frontto back placement,
there are other pieces of equipment or
factors that make the sound seem more
upfront, such as compressor limiter,
boosting EQ in the mid-range or high
frequency range,
short delays of less than 30
milliseconds, that's fattening,
and any effect that makes a sound sound
unusual so that it sticks out on On the
other hand, reverb and long delay times
tend to make sounds more distant.
Well, distant thunder could be miles
behind the speakers, right?
However, this illusion is created from
our past experience of thunder.
Normally, we don't seem to hear sounds
more than a short distance behind the
speakers. Normally, background vocals
and strings are only a few inches behind
the speakers, right? Well, check it out
around your own speakers. Different
people do disagree as to how far behind
the speakers they hear the sounds. Who
am I to say your imagination sucks?
[Music]
Now, no matter how loud you make a sound
in a mix, sounds will never seem to come
from more than a short distance from in
front of the speakers. No matter how
loud you turn up the sounds, the sounds
will never come from here. And sounds
will never come from behind you.
Unless you have a 3D sound processor.
Yeah, but that's a whole another world
and video.
[Music]
This distance we imagine a sound to be
in front of or behind the speakers is
based on a couple of factors. First, the
larger the speaker, the further in front
the sound appears to be. Small studio
speakers about 6 in, a huge PA that's
about 10 ft, or a boom box is just 2 or
3 in. The second factor that determines
the difference in the way people
perceive the limits of imaging from
front to back has to do with the fact
that some people have a more active
imagination than others and then others
and then others than others.
[Music]
Now, one day I noticed that high
frequencies appear higher between the
speakers and low frequencies appear
lower. Bells, symbols, and strings seem
to be right about here.
Whereas bass guitars and kick drums seem
to be right about here.
Check it out on your own system. Play a
song and listen to where high frequency
sounds sounds seem to be and where low
frequency sounds seem to be between the
speakers. Most people agree highs are
higher and lows are lower. That's
probably why they call highs high and
lows low.
There are a number of reasons why this
illusion exists. First of all, tweeters
are often higher than woofers, but also
low frequencies come through the floor
to your feet. High frequencies never
come through the floor. Um, some studios
are even calibrated as to exactly how
many low frequencies come through to
your feet. Another reason though is that
we've got a low frequency resonator
here.
Boosting the low frequencies and we've
got a high frequency resonator here.
Boosting the high frequencies.
Singers when they learn how to sing are
often taught if they want to bring out
the lows, you know, sing from down here.
Okay? So, we have lows here, highs here.
On a more esoteric level, there are
energy centers that have been mapped out
by people in the Far East. These energy
centers are called chakras, and they
correspond to different frequencies in
our body. At the base of our spine, they
say it's 40 hertz. Around here is maybe
around 800 hertz, 1,000 hertz, 5,000 Hz.
Well, who am I to say whether this is
real or not? But at any rate, it's a
it's it helps explain why we might very
likely have called low frequencies low.
Regardless of why it happens, the truth
of the matter is that high frequencies
do seem to appear higher between the
speakers than low frequencies.
Therefore, we'll put the high
frequencies up high and we'll put the
low frequencies down low in all of our
visuals.
[Music]
Now, no matter how high the frequencies
in a sound, they'll never come from
higher than the speakers themselves. I
mean, they never come from the ceiling.
Right? You see, imaging is limited to
the top of the speakers
now. Since bass frequencies come through
the floor, the mower limit is down here.
the floor where the floor is. So check
it out. No matter how far we pan the
sound to the left, it's only going to go
about this far. It's going to be a
little bit in front of the speakers, a
little bit behind the speakers and to
the top of the speakers. Then all the
way across to the top, a little bit
front, a little bit behind, down to the
floor, all the way to the right speaker
about right here. Okay? So you can
imagine this threedimensional space
right there.
Now
this is a limited space between the
speakers where a mix occurs. It only
happens in this space right here.
Therefore, if you have a whole lot of
instruments, it's going to be crowded.
Say you got a 100 piece piece orchestra.
You put a hundred instruments between
these speakers and there's hardly any
room. So, it's hard to to differentiate
between every single sound. Whereas, you
put three violins between the speakers
and you can hear everyone completely
separate from each other because there's
only so much space between the speakers
here where you can create a mix.
Therefore, the whole issue becomes that
of crowd control.
[Music]
The ranges of control that an engineer
has are the same as those of the
sculptor. Both are working in three
dimensions.
We have now mapped out the space between
the speakers where imaging occurs. This
is a stage or pallet where we can create
different structures of mixes.
Now let's discuss the elements that we
can place between the speakers. Years
ago, I started out with a dot on my
Macintosh in the program Mac Paint. I
figured if I move the dot left and
right, it was like panning. However,
after a while, I realized that you can
commonly have two sounds in the same
spot between the speakers and still hear
both of the sounds. Therefore, I got a
3D program so that I could make the
images be see-through or transparent.
Now, using the equipment in the studio,
we can place any sound anywhere in the
3D stereo field with volume faders, pan
pots, and EQ. With panning, we can move
a sphere left and right. With volume, we
can move the sphere front to back. With
equalization, we can move the sound up
and down, at least a little bit. Of
course, no matter how much bass we add
to a piccolo, we'll never be able to get
it to rumble the floor, and we won't be
able to put a bass guitar in the sky.
But if we are mapping out pitch as a
function of up and down with EQ, we can
raise a sound up or down at least a
little bit. So as you see, we can place
the sound anywhere between the speakers
in 3D with volume, panning,
and EQ.
Now the whole goal here is to show how
much space each sound takes up between
the speakers so we can deal with the big
problem of masking. Just how big is each
sound in this world of imaging? This is
important because sometimes one sound
will hide another sound when they are in
the same place.
[Music]
Therefore, if this is a limited space
between the speakers, we need to know
how big each member of the crowd is,
right?
First, bass instruments seem to take up
more space between the speakers, so we
make them big. Think about it. Put three
bass guitars in a mix and what do you
have?
Hip-hop.
Yeah, but in any other style of music,
you end up with Mud City. I mean, you
put three bass guitars in a mix and it
fills up the space between the speakers
completely.
On the other hand, put 10 bells in a mix
and even if they're all playing at the
same time, you can hear every single one
individually.
Because bass instruments are bigger in
the world of image and they mask other
sounds more,
they hide other sounds in a mix,
especially when turned up loud.
Also, louder sounds will appear larger
because of perspective.
This also rings true because louder
sounds do mask other sounds more.
A guitar that is extremely loud in a mix
will tend to mask the other sounds more
than if it were soft in the mix.
[Music]
Besides round spheres, we also have
oblong spheres.
This is an unusual effect that happens
when we put a delay on a sound less than
30 milliseconds.
1 1,000
millisecond
equals 1 one second.
When you have a delay longer than 30
milliseconds, you hear an echo like
this.
However, when you have a delay less than
30 milliseconds, our ear is not quick
enough to hear the difference between
the two sounds. So, we only hear one
sound, one fat sound. When you place the
original signal in the left speaker,
then put the delayed signal in the right
speaker. It's as if it stretches the
sound between the speakers.
It doesn't put the sound in a room like
reverb.
It just makes it omniresent between the
speakers.
Just as volume, panning, and EQ can be
used to place and move spheres, we also
have control over the placement of this
line of sound created by fattening. We
can place the line anywhere from left to
right using pan pots, up front or in the
back using volume, or even move it up or
down a little bit with EQ.
When we place reverb in a mix, we are
placing the sound of a room in the space
between the speakers.
A room being three-dimensional is shown
as a three-dimensional see-through cube
between the speakers. Again, with
reverb, we can place it anywhere in the
3D stereo field using panning,
volume,
and EQ.
[Music]
We now have defined and visualized the
basic tools that an engineer uses to
sculpt this three-dimensional space
between the speakers, spheres, lines,
and rooms.
With them, the engineer can design a
wide range of structures ranging from
sparse mixes
to full mixes
to asymmetrical mixes
to symmetrical mixes
to a mix with a lot of movement.
As previously mentioned, the art of
mixing is the creative placement and
movement of these sound images. Just as
a musician needs to explore and become
thoroughly familiar with all of the
possibilities of his or her instrument,
so must an engineer be aware of all
possible musical dynamics that the
equipment can create. And he or she must
be adept at coming up with any structure
of mix that can be conceived.
Mixes can be transparent or invisible.
Some styles of music have traditionally
been made to be invisible, so you don't
hear the mix, like acoustic jazz,
bluegrass, or folk music. On the other
hand, the mix could be quite visible. In
some styles of music, engineers often
use the equipment in the studio to
create musical dynamics.
The mix is utilized almost like another
instrument in the song.
Regardless of the style of music, the
one thing we can all agree on is that
the mix should be appropriate for the
song.
The mix should fit the song like
clothing suits your personality.
The mix can be used as a tool to enhance
the song and highlight certain aspects
or it can be used to create tension or
chaos when appropriate.
Regardless of how it fits, the mix
should fit the style of music and song
in some way. The creative engineer
pushes the limits of what has already
been done.
Now that we have defined the space
between the speakers where imaging
occurs and that now that we have
outlined some of the basic parameters of
sound visually, the big question is what
makes a great mix and how do you obtain
it? It taint it. Well, in order to
answer this question, we need to figure
out what can be done in a mix in the
first place. The first question is what
tools do we have to make different types
of mixes?
What are the tools we have to create the
dynamics an engineer creates?
Well, as previously shown, we have
volume, panning, EQ, and effects.
These are the tools you use to create a
mix.
Now, there are many other things that
contribute to a great recording that can
be refined during the recording session.
These dynamics of the song include
concept,
melody, harmony, rhythm, the lyrics, the
song structure,
the arrangement and instrumentation,
the band's performance, and the quality
of the recording and the equipment. The
mix is only one aspect of a recorded
piece of music. All of these other
aspects must be at least okay at a basic
level of good quality. The mix can be
used to hide some of the weaker aspects,
but there's only so much you can do.
Tools are their best when they're
invisible. Focus on the hammer. Hit your
finger. Look at the steering wheel.
Crash the car. Stare at the knobs. Screw
up the mix. get lost in the equipment.
So much for the art. You know what I
mean? You can't see the forest through
the trees. It is the music that counts,
not the equipment.
Learn your tools well so you can get
past them into the beauty of the music
at hand.
So, what makes a great mix?
You know, the bad mix. It's just
happening. You feel it. It's there.
Yeah. Well, I like a mix where things
are overlapping and like once in a while
some things just seem to bubble up and
peek their heads through.
I like a full perspective.
I want to see small next to big, clarity
next to a fullness, emotion next to
thought form. I want to see a full
perspective.
So, uh, what makes a great mix? When you
play it anywhere, it sounds good.
So when it's booming, it's all good.
A great mix is full of cool effects.
Something happening every month.
It's true. One person's heavenly mix is
another one's help and vice versa.
[Music]
It takes all types for the world to go
around.
You know what I mean?
Yet throughout all mixes, there are
certain values that are commonly held.
We don't like muddiness, at least not
for too long. And we don't like too many
irritating frequencies. Even punk
rockers have their limits. And we like
our highs, high frequencies, that is.
There are similar values that have come
to be commonly accepted for each style
of music. For example, in big band
music,
[Music]
if you turn up the kick drum too loud,
they'll kill you.
Likewise, if you don't turn up the kick
drum really loud in heavy metal
and rap, they'll kill you, too.
[Music]
But still, within each style of music,
there are people that have differing
opinions as to how the mix should be.
Some people do it the opposite of what
is normal just to be different.
And about the only thing that anyone can
agree on in this business is that the
mix is appropriate for the style of
music and appropriate for the song and
all of its details.
Just as the song dictates the mix, it is
the personality of the entity that
dictates the way it is clothed.
It is the way that the equipment relates
to the song that makes a great mix.
The function of all this technical
equipment
is to enhance the music in some way.
Songs have many dynamics in them
spanning the entire range of perception
from
feelings and emotions
to thought forms,
physical reactions,
visual imagery,
[Music]
spiritual connotations
[Music]
and cultural connotations.
There's a wide range of possible
dynamics that music evokes in different
people.
The mixing board and all of the
equipment in the studio can also create
musical dynamics that also affect us in
similar musical ways.
The art of mixing is the way in which
the dynamics we create with the
equipment in the studio interface with
the dynamics apparent in songs.
Making the relationship of these
dynamics work is the art of the
recording engineer.
[Music]
So, it's all about relationships,
chips, ships, ships.
[Music]
The first video in the series was
designed as an introduction to our
visual framework for representing sounds
in a mix. In this video, we have covered
and you've learned that we perceive
sounds in a mix two ways. One, we feel
the sound waves hitting our ears and our
body. Second, we imagine the sounds
between the speakers. This is imaging,
the apparent placement of sounds between
the speakers.
We also learned about the limits of
imaging. First, you normally don't hear
sounds further left or right of the
speakers themselves. Second, you don't
hear sounds more than a couple of feet
in front of or behind the speakers. And
you don't hear sounds much higher than
the speakers themselves, but we do hear
sounds come through the floor.
We also learned that this is a limited
space between the speakers. When you
have a lot of sounds in the mix, they
fill up the space causing masking. With
only a few sounds in the mix, there's
plenty of room and they sound clearer.
Therefore, it all becomes a function of
crowd control.
We also learned that you can move sounds
around in this three-dimensional space
between the speakers with panning,
volume, and EQ.
Then we discussed demise and how you can
stretch the sound between the speakers,
making it fatter, although it does take
up more space in the mix.
We discussed reverb and how it takes up
a ton of space between the speakers and
how it can be moved around in the mix.
Then we gave you an introduction of what
is to come in future videos as we
briefly discussed different structures
of mixes.
We discussed how the mix should fit the
style of music and the details of the
song.
And we ended by showing how the dynamics
that we can create with the technical
equipment relate to the dynamics found
in the music itself.
[Music]
Hi there.
It's important to understand the basic
functions of each piece of equipment in
the studio. But the thing that is really
important is how all of the equipment
works together to create different
styles of mixes. That is how all the
equipment works together to create good
mixes. rather great mixes. We will then
have a framework for the discussion of
different values for different types of
mixes. Then we can have some really good
arguments. We'll actually have something
to argue about.
In this video, we will explain the basic
functions of all of the equipment in the
studio. Using visuals of sounds, we will
explain the most common parameters found
in each piece of equipment. This video
is an introduction to the basic
functions of equipment. The idea is to
explain each piece of equipment visually
so that in the next video we can use
these visuals to show different types of
mixes.
We will go into more detail on each
piece of equipment in future videos.
In order to make the huge variety of
studio equipment fathomable, let's
categorize all of the equipment based on
its function in the recording process.
Sound creators create sound. These
include acoustic to electric instruments
from vocals to synthesizer.
Sound routers route sound from one place
to another. Mixing boards route the
signal to four places. The multitrack,
the speakers, the headphones for the
band out in the studio, and the effects
so we can have a good time. Patch bays
are just the back of everything in the
studio next to each other. It's the back
of the mix panels, the back of the
multittrack ins and outs, back of the
console ins and outs, and back of the
effects ins and outs. It's the back of
everything next to each other, so we can
use short cables to connect everything
in the studio.
Sound stores sound. Tape players store
digital or analog sound. Sequencers
store MIDI information.
Sound transducers are equipment that
take one form of energy and change it
into another form of energy.
Microphones take mechanical energy or
sound waves and change them into
electrical energy. Speakers take
electrical energy and change them into
mechanical energy or sound waves.
But it is sound manipulators that we are
here for. This includes effects and
processing that are used to change or
add to a sound after it has been
created.
Now, there are only three components to
sound. Volume or amplitude, frequency,
and time. That's all she wrote. Every
single sound in the world can be
described fully and completely by these
three components. Therefore, every piece
of equipment in the studio controls one
or more of these three parameters.
Here's a chart showing all the sound
manipulators in the studio.
[Music]
[Applause]
[Music]
Volume of the faders is shown as a
function of front to back. Frequency is
shown as a function of up and down. Time
is shown in real time. That is when a
sound occurs, the visual representing
that sound will appear and flash.
[Music]
In the first video of the series, we
showed how we mapped out volume as a
function of front to back. As previously
mentioned, we can use volume faders to
place a sound out front, in the
background, or anywhere in between.
In the next video, we will cover how
volume relationships can be used to
create different musical dynamics. When
we set volume relationships in a mix, we
use apparent volumes to decide on the
relative balance, not just the voltage
of the signals going through the fader.
If we were just using where the faders
are set relative to each other, then we
could mix without even listening. We
could look at the faders and place them
based on their relative placement like
this.
When we raise the faders in the board,
we are changing the voltage of the
signal being sent to the amp, which
boosts the voltage, which then sends
more power to the speakers, which create
more sound pressure level in the air
that our ears hear.
However, there's more to it than that.
The other main thing that affects
apparent volume is the waveform of the
sound itself. For example, a chainsaw
will sound louder than a flute when
they're both exactly the same volume on
the beginning. A screaming electric
guitar sounds louder than a clean guitar
sound, even if they're both at exactly
the same volume.
So, when you see sounds represented by
spheres between the speakers, you're
seeing the apparent volume of a sound.
This is what we use to mix with. This is
what we use to set volume relationships.
You don't look at the faders. You listen
for the relative volumes.
[Music]
also as previously mentioned in the
first video, panning is naturally mapped
out as left to right.
If we think of the space between the
speakers as a pallet on which to place
instruments left to right, we are free
to pan as we please. However, particular
styles of music seem to have developed a
tradition for placement of particular
instruments left to right in the stereo
field. Obviously, movement of a pan pot
during a mix creates an especially
effective dynamic.
We will discuss the common ways that
panning is used to create musical
dynamics in the next video.
[Music]
[Music]
Compressor limiters are volume
functions. Their main purpose is to turn
the volume down. Compressor limiters
turn the volume down when the volume
goes above a certain threshold. When the
volume is below a certain threshold, the
compressor limiter does nothing and less
broken or cheap.
The two main functions of a compressor
limiter are one to get less noise on
tape, a better signal to noise ratio.
This is accomplished by compressing the
signal on the way to the multittrack and
two to stabilize the sound between the
speakers. The first function to get less
hiss from tape is the original reason
that compressor limiters were first
introduced into the studio.
Let me explain it this way. Say I'm
humming along at a low volume. Then all
of a sudden it gets really loud.
A well, the problem is unless we turn
down the fader, we're going to get
distortion. And you can't have
distortion, get distortion, go to jail.
So, you turn the volume down. But then
the low volume humming barely moves the
needles on the tape player. And as you
know, if the needles barely move, you
hear as much tape noise as you do
signal. It's called a bad signal to
noise ratio. And it kind of sounds like.
So you turn down the peaks and then
raise the overall volume above the noise
on the tape
getting less hiss.
The second function of a compressor
limiter is to stabilize the image of the
sound between the speakers. Check it
out.
When a bunch of sounds are bouncing up
and down like VU meters, it can get to
be extremely chaotic. But if we
stabilize one of the sounds, it's easier
to focus on it. Therefore, it seems more
present just because our mind can focus
on it. It's more stable. Now, if you
stabilize all of the sounds in the mix,
the whole mix will seem more present or
clear.
There are two main things that determine
how much you compress. The more
instruments and the more notes you have
in a mix, the more you compress because
the mix gets too chaotic or busy. The
second thing that determines the amount
of compression is the style of music.
Certain types of music, such as pop, are
commonly more compressed.
Now, after you stabilize the sound
between the speakers, if you then turn
up the overall volume, you can put the
whole sound right in your face. This is
commonly done in radio and TV
commercials, which makes it sound
louder, making it jump out and grab your
attention. This might be annoying in
radio and TV commercials,
but it's great for a lead guitar or
other lead instrument. If you want a
lead sound right in your face, compress
the hell out of it and turn it up.
It also works when putting sounds in the
background. The problem is that low
volume sounds can easily be lost in the
mix. They can be masked by other sounds
in the mix, especially if the volume of
the sound fluctuates.
Let me demonstrate.
If you have a sound in the background,
sometimes you can't quite hear it that
well, especially if it
[Music]
comes back in. Sometimes you hear the
sand and other times.
[Music]
But if you compress it, you can hear
every word they're saying. Even if
you're whispering, it never fades out.
If you don't compress it,
they don't know what they're talking
about. Other times, you really do know
what they're talking about.
So, you see, if you have a low volume
sound and you put it in the background,
if you compress the hell out of it, you
can set it down low and still never lose
it in the mix. It's always there because
it's stable.
There are two main knobs on compressor
limiters commonly called threshold and
ratio. Visuals are especially effective
in explaining what threshold and ratio
do. If volume is shown as a function of
front to back, the sphere is bouncing
back and forth like a VU meter. It will
then come out and smash into the
threshold and stop if it's a limiter.
The difference between a compressor and
a limiter is that a limiter stops the
volume from getting any louder than the
threshold itself.
A compressor, on the other hand, allows
the volume to get a bit louder based on
a ratio or percentage. Check it out. If
we set the ratio to 2:1, it will go this
far.
If we set the ratio to 10:1, it will
only go this far past the threshold.
A good starting point is to set the
ratio to 4:1. This is so that it turns
the volume down without squashing. A
squash sound sounds like this.
The truth of the matter is you can set
the ratio wherever you like. But also
true is the fact that most people who
are just starting out can't hear the
difference between ratio settings very
well. Until you can tell, 4:1 is a good
place to start. Now, this is how you set
the threshold. The thing is, you don't
look at the threshold knob. Well, you
have to look at it for a second in order
to get your hand on it. Then you look at
the gain reduction meters, which show
how much the compressor is turning the
volume down. You turn the threshold knob
until you get a maximum of 6dB of gain
reduction regardless of the ratio
setting. For some instruments like lead
guitar or screamer type vocals, you can
set the maximum level at 10 dB of gain
reduction. These are the levels you can
set it at so that you turn the volume
down some without squashing it. Once you
hear compression really well, set it the
way you want. Until then, try setting
the ratio at 4:1 and setting the
threshold for 6 dB of gain reduction.
[Music]
the ocean
[Music]
sweet.
She blinded me with silence.
Like compressor limiters, the function
of a noise gate is to turn the volume
down. Therefore, compressor limiters and
noise gates are often packaged together
in one box.
The difference is that noise gates turn
the volume down when the volume falls
below the threshold.
Noise gates have three main functions.
To get rid of noise, to get rid of
bleed, and to shorten the duration of a
sound.
One function of a noise gate is to put
it on a guitar amp to get rid of amp
noise when the guitar is not playing.
You know, if you set a guitar amp up
with major distortion and turn it up to
11, the amp makes a really loud when
it's not being played. If a song were to
end with a guitar solo, it might sound
like this.
[Music]
Now, if we set the threshold correctly,
it will sound like this.
[Music]
This is especially helpful in the middle
of the song so you don't hear the amp
noise. The threshold of the noise gate
is set so that as soon as the volume
fades enough to hear the amp noise, it
gets cut off. Be careful, of course, not
to cut off any of the guitar sound.
Another common use of a noise gate is to
get rid of bleed from other instruments
in the room. Gates can be especially
effective on drums to isolate each drum.
And it's especially important on a snare
when you got a lot of reverb on the
snare. Check it out.
[Music]
[Music]
When volume is shown as front to back
and the volume falls below the
threshold, the sound will disappear.
Noise gates can also be used to shorten
the duration of a sound. This can make a
sound shorter which can be used as a
quite bizarre effect.
The threshold on a noise gate should be
set so that it cuts the noise or bleed
but doesn't cut the main signal.
[Music]
[Music]
I don't believe it.
There she goes again.
I can't find anything
when she turn.
Before we continue, I should remind you
that we're just giving an overview of
the functions of each piece of equipment
in the studio at this point. The idea is
to explain each piece of equipment
visually so that in the next video we
can use these visuals to show different
types of mixes. We'll then go into more
detail on each piece of equipment in
future videos. As you can well guess, we
could do a whole video on EQ alone, and
we will.
We'll begin our discussion of EQ by
covering the differences between types
of equalizers.
Next, we'll explore all of the different
frequency ranges between 20 and 20,000
hertz.
What about the other ones, the higher
ones?
EQ is a change in the volume of specific
frequency ranges of a sound. It's the
same as the tone controls on a normal
stereo, bass, and treble. Now, there are
three main types of EQ found in the
studio. Graphics, parametrics, and
rolloffs. highpass and low pass filters.
You all know what a graphic EQ looks
like. It has a volume control for each
frequency. You can turn a frequency up
or down using the volume sliders.
Visually, we'll show frequency as a
function of up and down. So, we have low
to high frequencies here. We're showing
the volume of a particular frequency as
the brightness in that band. For
example, if you turned up the highs
around 5,000 hertz, you would see it get
brighter in that frequency range, like
this.
[Applause]
On a graphic EQ, you choose which
frequency you will turn up or down by
putting your finger on the correct
slider. On a parametric EQ, you turn the
frequency sweep knob in order to select
the frequency that you want to turn up
or down.
[Applause]
[Music]
Besides a sweep knob, a parametric also
has a bandwidth knob, which controls the
range of frequencies that are to be
turned up or down. On a graphic EQ, when
you choose a particular frequency to
turn up or down, you're actually turning
up or down a range of frequencies preset
by the manufacturer.
Engineers being the control freaks they
are want to be able to control the range
of frequencies they are turning up or
down. With a parametric, the bandwidth
knob gives you this control over how
wide the frequency range is.
The knob's usually called Q because they
couldn't get the word bandwidth on the
knob. A thin bandwidth is normally
labeled with a peak whereas a wide
bandwidth is often labeled with a hump.
Sometimes ranges of musical octaves are
also used. For example, 3/10 of an
octave to three octaves.
The obvious advantage of a parametric is
the control you have over the bandwidth.
If a parametric doesn't have a bandwidth
knob, it isn't a full parametric. Unless
you're a salesperson in a music store.
These days, many manufacturers are using
the term parametric to refer to a
paragraphic or semiparametric
which has no bandwidth control. Those
bandwidth controls are expensive.
Rolloffs roll off low or high
frequencies. They're commonly found on
major consoles as highpass and low pass
filters and on smaller consoles as
switches. A highp pass filter rolls off
the low frequencies and does nothing to
the highs. It passes them. It only rolls
off the lows. This is especially helpful
to get rid of low frequency sounds such
as trains, planes, trucks, air
conditioners, earthquakes, or bleed from
bass guitar or kick drum. and serious
foot stopping.
Low pass filters roll off high
frequencies like this. These are
especially helpful for getting rid of
hiss.
Rolloffs can often be found on
microphones and smaller mixing consoles
like Mackie and Soundcraft as switches
that simply roll off lows when the
switches engage.
[Music]
It is important to get to know all of
the frequencies of sound by name. You
see, the truth of the matter is that we
know all of the frequencies from 20 to
20,000 hertz by heart. Our entire
system, our entire psyche was designed
to perceive sound. Not only our ears,
but every cell in our body is designed
to perceive frequencies.
Here's a picture of a water molecule
inside a cell of our skin reacting to
certain frequencies.
[Music]
Actually
when we hear sound every single molecule
in our entire body is creating a pattern
based on the sound coming in. This means
that our entire body is perceiving sound
not just our ears.
You see we were born to hum to sound.
That is our entire body and being was
created to perceive sound. Therefore, we
all know every single frequency by
heart. We've been checking them all out
since the womb. We know all frequencies
and pitches intimately. The trick is to
learn their names.
We'll get into more detail on all of the
frequency ranges and how to remember
them in future videos. Then you'll be
able to remember what boosting or
cutting each frequency does to each
instrument in the world.
Specialists don't seem to agree on how
different frequencies affect us
emotionally. Quite understandable
because of the subjective nature of
frequency perception. Psychologists to
philosophers have written books about
how sounds affect us emotionally and how
people have organized their ways of
perceiving difference in frequency.
Different frequencies do affect us
differently both physiologically and
psychologically,
not to mention spiritually.
However, even more powerful than the way
specific frequencies make us feel is the
way that combinations of frequencies
make us feel.
Heat.
[Music]
[Music]
Heat.
[Music]
[Music]
[Music]
The truth of the matter is that each and
every sound except except a pure tone is
made up of a combination of tones of
different frequencies and different
volumes. These harmonics or overtones
account for the differences in why one
sound sounds different from another, a
sound's tambber.
Different sounds have different
harmonics in them and more or less
harmonics as well. The interesting thing
about harmonics is that they are all
mathematical multiples of each other and
each individual harmonic is a pure tone.
Therefore, when we raise or lower the
volume of one frequency or another,
we're actually raising or lowering the
volume of one or more of the harmonics
in the sound. This accounts for why each
sound responds to EQ differently.
[Applause]
Once in the mix, sounds should be EQed
so that they work well with each other.
Sounds can be made to sound more similar
to each other or more dissimilar. A lead
instrument might be made to be more
cudden and embracy so it really grabs
attention. An instrument might be given
extra bass to make the song more
dancable or just to excite the rap
listener.
[Music]
There's an important technique that you
might find helpful for checking the
relative equalization of each sound in a
mix. First, scan the high frequencies
and check the relative brightness of all
of the sounds in the entire song. Make
sure that all of them are as bright as
you want them. Often they should have a
similar amount of brightness, but
sometimes you want some sounds to be
even brighter than others. Sometimes you
might want them to be duller than
others.
Second, scan the mid-range frequencies
and check for the relative volume of
mid-range frequencies across all of the
instruments.
Mid-range frequencies kind of stick out
when boosted a lot.
Make sure that all of the instruments
have the amount of mid-range frequencies
in them that you want. Just like hives,
often they should have a similar amount
of mid-range frequencies. However,
sometimes you want some sounds to stick
out more and grab your attention. Third,
scan the bass frequencies and check for
the relative volume of bass in each
sound that hangs out in the bass range.
For example, check the relative amount
of bass frequencies present in the kick
drum compared to the amount of bass in
the bass guitar. Check it out and make
sure that it's the way you want it to
be. This frequency range is the one that
is most commonly missed when mixing an
album or project.
[Music]
This has been an introduction to EQs and
equalizations.
Check out future videos for more detail.
Heat up here.
A delay stores a sound on a chip and
then plays it back at whatever time you
like. The delayed signal can also be fed
back into the input to get the
well-known sound of feedback or
regeneration where the signal repeats.
Just as you need to learn the details of
the frequency spectrum, you must also
get to know how each delay time feels.
It's the type of feeling or emotion that
different delay time ranges evoke that
you use to remember differences in delay
times.
We can also use the relationship between
delay time and distance in the studio to
help us to get to know different delay
times. Sound travels close to 1 foot per
millisecond.
1,000
milliseconds
equals one one second.
That means for every 1 foot in the
studio, you're adding 1 millisecond of
delay time. Therefore, it's very easy to
hear a delay between two mics set at
different distances.
We can show how different delay times
look quite clearly.
Here is 500 milliseconds.
Here is 100 milliseconds of delay time.
Here's 40 milliseconds.
Now, when we have a delay time less than
30 milliseconds, an unusual thing
happens. Our ear and brain are not quick
enough to hear two sounds. Our ear
perceives this quick of a delay time as
one fat sound. This effect is one of the
most important and useful for recording
engineer. Any instrument can be made
into stereo with fattening. It can be
used to fill out a mix so as to make it
sound fuller. It can be used to make an
otherwise wimpy sound sound fatter,
fuller, and bigger. It can also make a
sound more present so that it can be
turned down in the mix but still be
discernable. Now if we pan the original
dry signal to one side and the delay to
the other side, the sound seems to be
stretched between the speakers like
this. Now if we add feedback to a sound,
the sound repeats itself like this. This
this this. What's happening is the
output of the delay, the echo, is being
fed back into the input of the delay to
be repeated again. This
adding a delay to a sound is the same as
adding another sound or instrument to
the mix.
Therefore, it will always tend to make
the mix seem fuller because there are
more sounds to occupy the limited space
between the speakers.
You normally add delays to a mix only if
you have room for them. Therefore, you
wouldn't add delays to a very busy mix
with a lot of instruments and a lot of
notes. The exception would be heavy
metal, alternative rock, and some new
age music. These styles of music are
commonly mixed to create a wall of
sound. Therefore, to add another sound
to fill this space can be just awesome.
Yeah, Phil Spectre.
Yeah, he created that Wallace sound type
mix.
When the delay time is long enough to
hear two sounds, then the delayed signal
can be treated just like another track,
another sound. Therefore, the volume and
panning can be set any way that you see
fit. as sweet as anyone.
But you know
meology.
If you set the delay time for less than
30 milliseconds and crank up the
feedback, you get an effect called
tubing.
If you then change the delay time, you
get an effect that sounds like this. If
we set a clock to change the delay time
on its own, we get the effect commonly
called flanging. Notice that as the
delay time gets shorter, the pitch seems
to rise. As the delay time gets longer,
the pitch seems to fall. Now if we set
the width or depth so that the sweep of
the delay time is not so wide like this
then we have the effect commonly called
chorusing.
It's poetry in motion.
She turns to me
as deep as any ocean
as sweet as any harmony.
But you blinded me with science
and failed me in biology.
Yeah.
If we set the delay time so that we are
only sweeping between zero and 1
milliseconds,
we have the effect commonly called
phasing.
It's poetry in motion.
She turned her tender eyes to me,
as deep as any ocean,
as sweet as any harmony.
But you blinded me with science
and failed me in biology.
Yeah.
All of these effects, flanging,
chorusing, and phasing, are just
changing short delay times with lots of
feedback or regeneration.
In 1957, Tony Fischer was doing an album
when someone accidentally leaned on the
reels of the tape player like this. The
tape slow down and then when they got
back up, it sped back up to normal speed
like this. The band went, "Cool. Let's
put it on the record."
The song The Big Hurt went to number
three on the charts in 1957.
Now, you can also change the speed or
rate of the flange like so.
[Music]
You could set the rate of the sweep to
the tempo of the song.
[Music]
Or you could set it so that it is rising
on one chord and going down on another
chord.
[Music]
[Applause]
[Music]
Or you could even set it so that it
rises on the first half of the verse and
falls on the second half of the verse.
Flanging is commonly used to create a
more spacey type of mood in the mix.
Sometimes used to create an otherworldly
effect. It's great for the underwater
type of effect.
Chorusing is commonly used to simulate
the effect that you get when you have a
chorus of people or a chorus of
instruments.
Phasing is a very subtle effect. so
subtle that is the kind of effect that
when used at Grateful Dead concerts, the
crowd often wonders if the effect is
actually coming from inside their head.
I thought it was inside my head.
Each of these effects can be panned in
various ways like this.
[Music]
Each can also be brought out front with
volume.
[Music]
and raised or lowered a little bit with
EQ.
[Music]
We'll explore more details about these
effects in future videos, including how
they are commonly used in mixes for
different styles of music.
[Applause]
Beautiful.
[Music]
[Music]
I don't believe it. There she goes
again. Tiding up. I can't find another
[Music]
[Music]
reverb is made up of thousands and
thousands of delay times. When you first
hear a sound in a room, the sound
continues traveling out at around 700
miles per hour and hits the walls,
bounces back from the walls, all at
different distances, and comes back to
us as hundreds of delay times. All of
these delay times wash together to make
the sound we know as reverb.
When we place reverb in a mix, it's just
like we are placing the sound of a room
between the speakers.
Therefore, we'll show reverb visually as
a room or cube between the speakers.
There are certain parameters of control
that are commonly found in reverb units.
First, you can change the type of room.
You can think of it as different types
of rooms between the speakers like this.
Halls
rooms
chambers
and plate reverbs.
You can also change reverb time, the
duration of how long the reverb lasts.
Long reverb time would look like this.
[Music]
A short reverb time would look like
this.
When a sound occurs, it takes a while
for the sound to travel out and hit
walls before you hear the reverb come
back. This time of silence before the
reverb begins is called pre-delay time.
A really long pre-delay time would look
like this.
It's poetry in motion.
She turned her tender eyes to me
as deep as any ocean.
as sweet as any harmony.
But you blinded me with science
and failed me in biology. Yeah,
it's poetry in motion.
She turn to me.
As deep as any ocean,
as sweet as any harmony,
but you binding me with science.
[Music]
Yeah.
But a natural room like an auditorium
has a short pre-delay time that would
look like this.
It's poetry motion.
She turn to me
as deep as any ocean
as sweet as any harmony.
But you find me with science
and fa biology.
Yeah.
Another setting of reverb is the
envelope. That is how the reverb changes
its volume over time. Normal reverb has
an envelope that looks like this.
Engineers being the bored people they
are thought to put a noise gate on this
natural reverb which then chops it off.
Therefore, the volume stays even then
stops abruptly like this.
It's poetry in motion.
She turns to me
as deep as any ocean,
as sweet as any harmony.
But you blinded me with science
and failed me in biology.
Yeah,
it's poetry in motion.
She turn to me.
As deep as any ocean,
as sweet as any harmony,
but you find me with science.
[Music]
Now, if we were to take the envelope of
normal reverb and turn it around
backwards, the volume of the reverb
would rise, then stop abruptly like
this.
It's poetry in motion.
She turned her tender eyes to me
as deep as any ocean,
as sweet as any harmony.
But you blinded me with science
and failed me in biology.
Yeah,
it's poetry in motion.
She turned her tender eyes to me.
As deep as any ocean,
as sweet as any harmony,
but you finding me with science.
Yeah.
Now, if we were to take the tape and
play it backwards, it would sound like
this.
[Music]
Now, if we put reverb on the vocal and
record it on some open tracks,
then turn the tape around to run
forward, we'll get an effect like this.
[Applause]
and find no peace.
When
will the dream ever end?
And this foolish
heart
you
[Music]
Oh,
cool.
This effect is called preverb. It's the
most evil effect that could be created
in the studio because only the devil
could put an effect on something before
it even happens. Therefore, it has been
used in every scary movie made,
including The Exorcist and Poltergeist.
And of course, it's Aussie Osborne's
favorite effect. It can also be fun as
hell, too.
[Music]
One of reverb's main functions is to
connect sounds in a mix and fill in the
space between the speakers like this.
When she turned
[Music]
[Applause]
[Music]
like any sound, reverb can be panned in
various ways like this.
Reverb can also be brought out front
with volume
or placed in the background by turning
down the volume.
And it can be raised or lowered a little
bit with EQ.
[Music]
I can smell my chemicals.
[Music]
motion.
[Music]
We have covered volume changes,
panning,
EQ,
compressor limiters,
noise gates,
delays, delays, delays, delays,
flanging,
phasing deep,
coursing,
poetry, in motion
and reverb.
[Music]
[Music]
Now that we have covered each piece of
equipment in the studio, we can now use
these visuals to show different classic
styles of mixes in the next video.
Hi. In this videotape, we're going to
get down to business. We'll use the
visual framework that we've outlined in
the first two videos to explain how to
create different styles of mixes. This
is mixing theory.
Plato and all those Greek dudes wrote
myriads of books on a wide range of art
forms, including music theory. Mixing,
on the other hand, is a new art form.
You could say it's still in its
adolescent form. You see, we've only had
stereo for about 30 years.
We have a lot of books that explain what
all the equipment in the studio does,
but there are virtually no books that
try to explain the aesthetic side of
what makes a great mix.
Hardly anybody has tried to even
approach the whole world of artistic
values, perhaps because it's so fraught
with different people's values.
The normal process for learning to make
a great mix is through experience with
recording each style of music. First,
you learn the tools and how they're used
in each style of music.
But you might have gotten to the point
where you begin to wonder why your mixes
don't sound like CDs.
And you know, professional engineers are
getting great mixes every time.
Certain professional engineers command
extremely large fees because they are
capable of coming up with something that
most people perceive as great every
time.
So what is it they're doing? It isn't
magic. They're doing some very specific
things.
Now that we have a framework for
explaining what is done in a mix, we can
now explore these things that engineers
are doing to make such great mixes. This
video is designed to help you discover
these high-level values that major
engineers have. Because you see, once
you understand what these other guys are
doing, you get a good perspective on
what can be done. then you can do
whatever the hell you want based on your
own values. In order to determine what
makes a great mix, we must first
determine what you can do in a mix as
opposed to what you can do during the
recording session.
There are a wide range of aspects that
contribute to a good recording besides
the mix.
The mix is only one of a number of
aspects.
If any one of these components isn't
happening, then it will stick out like a
sore thumb and say, "Mix sucks."
The professional engineer will often
help the band refine all of these
aspects during the session. We'll cover
how to refine each of these components
later on in aspects of a recorded piece
of music. The mix is only one of all of
these components.
There are four types of tools that you
can use in a mix to create all the
different styles of mixes in the world.
The tools are volume faders, pan pots,
equalization, and effects.
The question is, what can we do with
these tools?
As mentioned in the previous video, the
equipment in the studio, the art of
mixing is the way in which the dynamics
we create with the equipment in the
studio interface with the dynamics
apparent in music and songs. So what are
the dynamics in the music?
[Music]
When we speak about dynamics, we're not
talking about common terminology used
for volume dynamics. We're not talking
about changes in loudness. We are
talking about changes in intensity,
musical dynamics, any type of change in
the music that causes a change in a
person.
Well, the dynamics in the music are as
different as people are.
That which comes from music is as very
life itself.
[Music]
Some people feel very strong emotions
when they hear some types of music.
Probably the most common dynamic that
people see in music is simply up or
down. Whatever the content of the up or
down is, this is a common perception
around music.
Some people see structure in music and
sometimes they relate these structures
to common structures found in the world
such as buildings, bridges and pyramids.
Some people actually see the workings of
the brain in a song. They see the way in
which our minds work as being the same
as the flow of the song.
Some people even think of songs as
thought forms. In fact, some bands write
their music in this way to represent the
way our brains work. This explains the
common theory that music is just an
extension of our personalities.
You've got it backwards, Grasshopper.
The music came first. You are an
extension of the music.
[Music]
Some people relate to music through
music theory. They see notes on a scale.
They see intervals. They see chords.
They see the structure of the song in
musical terminology.
Some people have physical reactions like
dancing.
[Music]
Not only does music move us physically,
but there's also a whole world of music
therapy based on the healing vibrations
of sound.
Some people see visual imagery. Walt
Disney saw all kinds of things,
including flying elephants. Just check
out MTV to see a whole another world of
visual imagery. You might say, "I see
bubbles.
Some people see spiritual connotations.
The whole world of religious music is a
good example.
Some people see some music as a direct
connection to God.
There's a wide range of possible
dynamics that music evokes in different
people. Different people get different
things out of music. It's true. All of
the things that people get out of music
are as varied as people and life itself.
The trick is for the recording engineer
to create musical dynamics with the
equipment that match dynamics that
people see in music, whatever those
dynamics might be. Everything that you
could possibly think of as to how music
affects you or anyone else is valid.
Anything anybody gets out of music is
real. The art of the engineer is to
enhance or bring out those musical
dynamics even more with the equipment in
the studio.
Now, what are the dynamics that we can
create with the equipment in the studio?
With volume faders, pan pots,
equalization, and effects.
Let's start with volume faders.
For those of you who are of a mind that
would like to follow the overall
structure of the presentation, let us
show you a graphic of how it is all
organized. We will be going through each
of the tools in the studio. Volume, EQ,
panning, and effects.
As we go through each one, we will
explain the dynamics that can be created
with each one based on first the
difference between individual levels or
settings for that piece of equipment.
Second, the overall patterns that can be
created between the relationships of all
the sounds in the mix. And third, what
happens when you move the knobs during
the mix? An especially effective
dynamic.
As I was saying, let's start with
volume.
The question is, what kind of dynamics
can we create with the relative volumes
set by the faders on the console? Most
people first think of the dynamics that
you can create by moving the faders
during the mix. In fact, this is an
extremely powerful dynamic. When you
change the volume of a sound during a
mix, you can create a dynamic that is so
powerful that it can overwhelm the song.
The movement of the fader can be such a
strong dynamic that it becomes the
primary focus of the entire mix at that
moment. But even more importantly, there
are somewhat more subtle dynamics that
are created just by simply placing the
volume of the faders at specific levels
and leaving them there.
Most people think of balancing the
volume of sounds to mean to make them
all even.
The process is actually much more
complex.
Often we don't want all the instruments
to be the same volume. We normally want
one instrument to be a bit louder than
another. In fact, the exact volume
relationships between each sound in a
mix are very specifically set by a
recording engineer. For example, a lead
vocal will come across completely
different if it is extremely loud in the
mix. That is, if it is way out in front
of the rest of the mix. emotion.
[Music]
Now she's making love to me.
The space are in commotion.
The elements in harmony
[Music]
surrounding me
[Music]
with
both the singing and the message being
transmitted by the lyrics will be
perceived completely differently
depending on how loud the vocal is in
the mix. And you see this is a dynamic
that the engineer controls by where he
places the fader in the mix.
Actually, the musical dynamics that can
be created with volume relationships are
much more complex than you might have
ever imagined. In fact, traditions have
evolved for specific volumes of
particular instruments for different
types of music and songs. Let's explore
them this way.
Now remember we're discussing relative
apparent volumes. You see the
you see the apparent volume of a sound
is also dependent upon the waveform of a
sound. For example, a chainsaw sounds
louder to our ear than a flute even if
they are both exact same volume. So the
apparent volume is a level that sounds
seem to be to our ear.
If we think of volume in decibb based on
sound pressure level, then there are
around 140 different levels of volume.
But in order to make this wide range of
levels more accessible, let's divide
them into six different levels like
this.
[Music]
If we take a look at a mix and divide it
into six ranges of volume, these are the
instruments that we commonly find at
each level.
[Music]
Level one. Sounds at this volume in
mixes are unusually loud. In fact, it's
quite rare that sounds are ever at this
level. The alarm clocks in time from
Dark Side of the Moon by Pink Floyd's a
good example. Explosions and primal
screams can also be this loud. Normally
though, if an inexperienced engineer
places a sound at this volume, it's
thought of as an error. Level two.
Sounds at this volume are normally lead
instruments and vocals. However, certain
songs and types of music will put their
vocals here. For example, big band music
and middle of the road Barry Manalo type
of music. Also, if the vocals or lyric
or lyrics are the main focus of
attention like in Bob Dylan, they might
put the vocals this loud. Likewise, if a
song has a great singer, his or her
vocals are often placed at this level in
the mix. Other instruments found at this
volume might include the boom in rap
music or the kick drums or toms in heavy
metal. Horn blast in big band music and
symphony blasts in classical music often
reach level two.
Level three sounds at this volume
normally consist of primary rhythm parts
such as guitar or some type of keyboard.
Lead vocals in a lot of rock and roll
are also set at this level. Other
examples include kick drums in most
heavy metal, snare drums in most dance
music, most toms in most styles of
music, and symbols with high hat only
occasionally at this level. Although
jazz and dance music often place it
here. Phil Collins is probably about the
first person to place reverb on the
drums at this level, level three.
Level four. Sounds at this level include
rhythm beds and cordal pads such as
background piano, keys or guitar. Drums
in a lot of jazz, middle of the road and
easy rock are also at this level. When
reverb is noticeable as a sound on its
own, it's normally here. Background
vocals and strings are also often at
this level, but of course they can vary.
Level five. Sounds at this level include
things like the kick drum in jazz and
big band music. Lots of effects and
reverb often get placed here so that you
can only hear them if you listen
closely. Background vocals sometimes
also get relegated to this level. Some
producers also use this level to make
their mark. Level six sounds at this
level are so soft that they are hard to
detect. Pink Floyd is famous for adding
little whispers or almost subliminal
sounds to draw you into the mix. Sounds
at this level can be very effective, but
it's important they serve to add to the
overall mix in some way. If these sounds
do not fit just right, they can sound
just like noise. This chart of the six
different levels has only been presented
to give us a framework so we can now
explore all the different levels for
each instrument in different styles of
music.
As you will see, different instruments
are commonly placed at different levels.
Let's take a look.
[Music]
Now, as previously mentioned, different
styles of music have developed their own
traditions as to the volume that
particular instruments are placed within
a mix. Let's look at each type of sound
individually. What about vocals?
Let's take a look at various examples of
vocals being placed at different levels
in the mix. Think about it. Vocals are
commonly mixed at different levels for
different types of music and for
different types of songs. For example,
probably the loudest we hear vocals is a
capella. Just kidding. Vocals are
commonly quite loud in middle of the
road music.
I got it back.
I got it back.
good.
Of course, in opera, the vocals are also
quite loud. The vocals are commonly
mixed loudly in folk music as well. I'm
a guitar man.
Whoa.
I'm a guitar man.
I'm a guitar man.
and in big band music.
So when you hear it thunder, don't you
run under a tree. There'll be pennies
from heaven for you and me. Don't you
know there's bound to be pennies from
heaven for you and me
and in country music.
So baby, just leave me and say goodbye.
Come on now, let me go baby. Come on
baby, now let me go.
Besides the style of music dictating the
level of vocals, the song can also make
a big difference. Songs where the lyrics
are the focus of the entire song often
have the vocals mixed right out front.
Bob Dylan's a perfect example. On the
other hand, think of examples where the
vocals are mixed quite low, as low as
level four. Even an example of vocals
being solo are those in songs by Enya.
Commonly, vocals are mixed quite low in
a lot of types of rock and roll. Perfect
example is Pink Floyd or any alternative
rock. Besides the style of music, there
are a number of reasons that you might
turn the vocals up or down in a mix. If
they suck, you normally shouldn't put
them out front. Whereas, if they're
great, show them off.
Now, what about snare? Same as with
vocals, the volume that a snare is
placed in a mix is dependent on the
style of music and the song. Big band
music and jazz often have the snare
mixed quite low, as low as level four.
Now I'm deep into
[Music]
narcotics
[Music]
as a
It is also interesting to note that a
lot of easy rock and ballads commonly
mix the snare quite low.
And I know you don't care.
[Music]
However, some ballads do have a massive
snare sound turned up quite loud.
You knew I was waiting.
should have been easy.
Rock and roll is probably most
responsible for the snare's progression
up the volume scale. But in the 60s,
dance music and then disco helped to
raise the level of the snare even
another level.
[Music]
level.
[Music]
These days, some types of rock and roll
have the snare as loud as level two.
[Music]
Now check out kick drums.
Again, the style of music makes the
biggest difference. Big band music and
jazz commonly have the level of the kick
drum down around level four or even
level five.
[Music]
It's also interesting that even a lot of
Jimmyi Hendricks's music was mixed with
the kick drum down around level four so
that you could hardly hear it.
Another interesting thing is that over
the last 20 or so years, the kick drum
has made its way up the scale, becoming
louder and louder in mixes. Heavy metal
was probably responsible for raising the
kick drum up a whole level. Heavy metal
commonly places the kick drum up around
level two.
[Music]
Rap and now hip-hop have almost taken it
off the top of the scale.
Now, let's take a look at volume levels
of bass guitar. Bass guitar started out
barely in mixes at all.
There lies a body
just in life.
There's someone sneaking
around that corner.
Could that
be Mac the knife
[Music]
in big band? It was down around level
three or four. In a lot of jazz, it's
actually now quite high, close to level
two.
[Music]
Even in a lot of rock and roll, the bass
guitar is not as loud as many people
often think, although it does vary a
lot.
Then rap began a revolution
with a speedy DJ creating the beat with
a funky baseline
along with my rhymes are flowing the
beats are growing. They said it couldn't
happen but now I'm showing showing what
it takes to make it in this world of
music. So now I got to use it. Now back
to the jumping. Got to stop slumping cuz
you know we got to do something.
Check it out.
Even Peter Gabriel has a rap boom on his
last album.
Not only did rap help to raise the level
of bass guitars in mixes, it has also
even changed the hardware. When you go
to a stereo store, you see things like
meabase and of course boom boxes. And
stereos are now capable of handling a
lot more bass than in the old days. It's
also interesting that reggae and the
blues often have the level of the bass
quite a bit louder than in other styles
of music. Sometimes as high as level
two.
[Music]
I know the reason for
[Music]
ain't got no
[Music]
[Applause]
commonly the fewer instruments in a mix
the louder the bass. This is probably
because you need something to fill out
the space between the speakers.
If you have a lot of instruments in a
mix, there just isn't enough room for
the bass guitar. Also, a bass will mask
the other sounds if too loud. So, it is
often mixed at a low volume to leave
more space for the other sounds in the
mix.
What about toms?
Tomms are commonly mixed lower than most
people think in most types of music.
Toms are probably mixed low because
often the bleed of the symbols in the
tom mics are annoying.
[Music]
Effects also vary a lot in different
mixes. Reverb has progressed up the
scale over the years. In fact, it was
probably Phil Collins and Genesis who
were responsible for raising the level
of reverb an entire level. Pink Floyd
has just about taken over the title for
having the effects the loudest in their
mixes.
Other sounds like high hats, symbols,
rhythm guitars, horn sections, and
background vocals are also mixed at
various levels depending on the song and
the style of music. In fact, you might
start checking out the relative level of
every sound in every song the rest of
your life.
As you can see, you can create an
incredible variety of musical dynamics
based on the level that you set each
sound in the mix. And each style of
music has developed its own traditions
for the specific level that each
instrument should be set. Of course, for
some styles of music, the traditions are
stricter than others. Big band music and
jazz are pretty strict, whereas the
rules for rap and hip-hop are extremely
loose.
Also, of course, the song and all of its
details can make a big difference as to
the levels at which each sound is
placed. And finally, the people you are
working with can make a big difference.
You can only argue so long with someone
who's telling you to turn up their
instrument or else. But do argue. Give
them help. Besides all of the individual
volume levels of each instrument, there
are dynamics that can be created with
the overall relationships of all of the
volume levels in a mix. We call these
volume patterns.
For those of you following along, we are
now here on the graphic.
In some styles of music, the range of
volumes might vary only from here to
here.
New age music, alternative rock, middle
of the road music, country music, and
easy rock are often mixed this way, such
that there is very little difference
between the softest and loudest sound in
the mix. Music might be said to be the
extreme example. All sounds are pretty
even in volume such that none ever jumps
out and shocks us. This might be totally
appropriate for a love song. On the
other hand, some styles of music are
mixed with extreme variations between
the softest and loudest sounds like
this.
Commonly, lots of rock and roll is mixed
this way. Also, big band music is a
perfect example of this type of mix. You
might have extremely soft sounds
followed by huge horn blast. Pink
Floyd's well known for trying to shock
the hell out of you with alarm clocks
and explosions. It can be quite fun and
exhilarating.
Besides the style of music, the type of
song can also make a big difference as
to the overall range of volume levels.
For example, a love song might be mixed
quite evenly. A song about explosive
behavior might be quite uneven.
Here we are again.
Volumes can not only range in dynamics
from the softest to the loudest sound in
the mix, but an individual sound can be
raised and lowered within the song.
Anytime faders are moved while a sound
is playing, the dynamic created tends to
be very intense. If the level of a sound
is changed at a good transition point,
such as the beginning of a chorus or a
lead break, a dynamic's created, but
it's not nearly as intense as when
changing a sound while it's playing.
Let me show you a magic trick. If you
bring a sound out front by turning the
volume up at the beginning of a song,
you can then turn that sound down. And
since we heard it so well, it will be
clear in our brain what that sound is
doing, even if it is then set back low
in the mix. Then bring up another sound
in the mix so we can check it out and
then bring it down in the mix. And once
we hear a sound loud and clear, it
doesn't have to continue to be loud in
order to recognize it. If you keep doing
this, you can create the illusion that
all the sounds in the mix are loud and
clear. Sometimes of course the volume of
the entire mix can be raised or lowered.
The overall volume can be cut or boosted
or gradually faded. Such dynamics can be
very effective if appropriate for the
song.
Besides moving a fader to create volume
dynamics, commonly you need to adjust
levels just to keep the volumes more
even. An engineer often must constantly
adjust levels up and down just to keep
things even.
Compressor limiters can only do so much
before they make a sound sound
unnatural.
Therefore, another dynamic that can be
created with the faders is to actually
even out the volumes more by moving the
faders throughout the mix.
Oh, we're right about here now.
Now, how can you create musical dynamics
with equalization?
Well, just as with volume faders,
there's a large and complex world of EQ
relationships between instruments in the
mix. There are two main types of
considerations that professional
recording engineers use when equalizing
sounds for a mix. The first is based on
how the sound sounds by itself in solo.
The primary consideration when first
EQing the sound at the beginning of the
recording session. This consideration is
usually based on whether you are going
for a sound that is natural or
interesting.
The second consideration is how the
sound sounds in the mix relative to the
other instruments and is of the utmost
importance of the two.
It used to be that engineers would go
out into the room where the instrument
is and listen. Then they would go back
into the control room and compare the
sound in the speakers to what they heard
out in the room. However, these days,
natural is defined by what is currently
on CDs and the radio. You see, natural
ain't natural no more.
We have become addicted to crisper,
brighter, cleaner, as well as fatter,
fuller, and bigger. Therefore, to make
sounds sound natural can be boring and
unnaturally dull by today's standards.
What we hear on the radio and on CDs
these days are much brighter and crisper
than the real thing. Now, what we
consider to be natural is an average of
what we hear on the market daily. If it
isn't bright enough, it won't be
considered to be right.
[Music]
On the other hand, these days often the
goal is to come up with a sound that
sounds unique or interesting, not
necessarily one that sounds natural. I
mean, who knows what a natural piece of
sheet metal sounds like? Anyway, the
question is, what makes a sound sound
interesting or unique?
One thing that makes a sound interesting
is the complexity of the sound. The more
complex the sound, the more it can stand
repeated listening. The more you listen
to it, the more you hear.
Oh, we're moving right along. We're
right about here now.
Structuring the relationship between the
tonalities present in each of the
instruments is an important aspect that
a recording engineer deals with in
mixing. As with balancing volume
relationships, it's commonly thought
that it is most desirable to have the EQ
of all of the instruments as even as
possible so that they blend well. Well,
sometimes this is the case. However, it
is often desirable for certain
instruments in a mix to be unusually
bright, dark, or mid-ranging.
Commonly, sounds are mixed so they do
work well with each other. Sounds can be
made to sound more similar to each other
or more dissimilar.
A lead instrument might be made to be
more cutting and abrasive so as to
really grab attention. An instrument
might be given extra bass to make the
song more dable or just to excite the
rap listener.
As previously covered in the second
video on equipment, in order to simplify
things, we can compare the relative EQ
of each sound at each frequency range.
We can create various EQ relationships
at each frequency range, highs,
mid-range, and lows.
[Music]
Although there are a wide range of
possibilities for creating EQ dynamics,
there's only so much you can do to be
creative with EQ. Commonly, the goal,
especially for the beginning engineer,
is not to be creative with EQ, but to
get things just to sound normal, to
sound right. Most people are glad if
they can just get a mix to sound right.
In fact, the boundaries of how creative
you can be with EQ before it sounds
weird is quite limited.
If you go beyond these limits, you're
normally no longer being creative. You
just have a bad mix. The trick is to
learn the limits so that you can be
creative within the limits of sanity.
The goal is to get to the point where
you know the limits of creativity so
well that you can EQ something a little
off center. You can make something sound
a little strange as an effect. This is
when you're truly being creative with
EQ.
It's funny. The problem comes when you
create EQ that is a bit off center from
being exactly natural as an effect and
someone in the band complains that the
instrument doesn't sound right. Not only
should any unusual EQ be appropriate for
the style of music in the song, but you
can only do it if the band will let you
or if you can convince them how it works
and how cool it is.
We're right about here now
because we are so limited as to how
creative we can be with EQ. to make EQ
changes in a sound while it is playing
creates a dynamic that is extremely
noticeable. If not appropriate for the
song, this could be quite distracting. A
good example of where this has been done
well is in Aqualone by Jethro where the
voice goes to a telephone like voice.
Pink Floyd also did it in Wish You Were
Here, where the acoustic guitar goes
into a little box type of sound.
Currently, it is considered to be very
unusual to actually change EQ settings
during a mix. However, it just might be
the next creative frontier, especially
for those mixing hip-hop and the like.
As we continue our overview of the way
that you can use studio equipment to
create different musical dynamics, we
have evolved to here.
As previously discussed, panning is
mapped out visually as a function of
left to right.
[Music]
The big question is what kind of musical
dynamics can you create with the
placement of pan pots on the mixer? If
we think of the space between the
speakers as a pallet and the sounds are
the colors that we place on the pallet,
then panning can be based on crowd
control.
You might want some sounds to be panned
as far from each other as possible in
order to create clarity. Such a dynamic
might be appropriate for certain types
of music like acoustic jazz, folk music,
and bluegrass. On the other hand, sounds
may be panned such that they overlap in
order to create a wall of sound, making
the mix seem more cohesive. This is
commonly done in heavy metal,
alternative rock, and new age music.
However, panning is often done based on
certain traditions that have developed
over the years, defining the norm for
panning particular instruments. Also,
particular styles of music have
developed their own traditions for the
placement of particular instruments left
to right in the stereo field.
In fact, it is almost like if you follow
these traditions, you create a dynamic
that is transparent and lets the music
through more. Whereas, if you don't
follow these traditions, you create a
dynamic that might call attention to
itself. This is not to say that it's
wrong to pan things differently than
normal, but you should just be aware of
the fact that you're doing it. It could
actually be totally cool and appropriate
and could change the world.
As with fader volumes, some styles of
music have stricter rules than others.
For example, you can practically do
whatever you want in hip-hop, whereas in
big band music, it's important to set up
your panning the way a big band would
normally set up on stage.
Acoustic jazz is also sometimes panned
just the way the band would be on stage.
An engineer will sometimes even place
the musicians in the studio as if they
were on stage. I've mixed some folk
bands just exactly the way that they
were standing out in the studio.
Doing this helps you to create the
illusion that you're there with the
band, which can be a nice illusion.
In order to obtain the most natural
panning of a drum set, try this. First,
pan the overhead mics on the drums
completely left and right like this.
Then listen for the left right placement
of each drum in this stereo overhead
mix.
Pan the mic of each individual drum to
exactly where you hear it in the
overhead mix. For example, listen to
where the high hat seems to be in the
overhead mix and place the high hat mic
right there. Same with the toms. Listen
to where each one seems to be in the
overhead mix and place each tom
accordingly.
This will give you the clearest imaging
you can obtain. You see, if the toms are
here in the overhead mix and then you
place the tom mic themselves over here,
it's like you have panned the toms in
stereo. If you place the tom mic right
where they are in the overhead mix,
voila, precise imaging of the toms in
one place. However, these days it's
quite a bit more common to not pan the
instruments as they are on stage. More
and more people will pan them to
wherever they sound the coolest.
It's interesting to note the way that
drums have been panned throughout the
history of recording. The Beatles placed
the vocals in one speaker and the rest
of the band in another.
Although this was a mistake, they meant
for two tracks to be mixed down to mono
when the record was made, but the
mastering engineer decided to be
creative.
Many jazz groups have placed the entire
drum set in one speaker. The advantage
of doing this is that it leaves a huge
amount of space between the speakers for
the rest of the band.
The big disadvantage is that the
separation between individual pieces of
the drum set becomes obscured. Now let's
take a look at traditions in panning of
particular instruments.
Individual instruments have come to be
commonly placed in specific positions
from mix to mix. For example, it's rare
that the kick drum is ever placed
anywhere except in the middle. It isn't
necessarily wrong to place it somewhere
else, but it has become commonly
accepted to be placed in the middle.
This could be because a kick drum
appears as a very large sound. In the
world of imaging,
the kick drum has so much energy, it
completely commands our attention.
Also, when the sound is in the middle
between the speakers, you have two
speakers carrying the sound instead of
one. Therefore, especially with big
sounds like a kick drum or a bass
guitar, the speakers don't have to work
as hard, so it'll sound better.
The snare drum is most commonly placed
in the middle. Some engineers do place
it a bit off to the side, especially in
jazz, because the snare drum is off to
one side in a real drum set.
[Music]
The high hat is often placed off to one
side. Also, it seems that most engineers
will place the high hat halfway between
the middle and the left side like this.
However, if you are creating a mix that
is meant to be more spatial, it might be
appropriate to pan the high hat all the
way to one side.
Now, in house music and hip-hop, not
only can the high hat be panned
anywhere, it is commonly moving during
the entire mix and is sometimes recorded
with a delay on it.
In order to provide maximum fun, tomtoms
are commonly spread completely left to
right. However, for natural panning, the
racktoms are sometimes placed in the
middle, just like on a real drum set. A
floor tom is normally placed on the far
right. However, occasionally the floor
tom will get placed in the center for
the same reason we normally put kick
drums and bass guitars in the middle
because they are so powerful and command
so much attention and because it will
sound better when both speakers are
carrying the sound. The discussion of
tom placement brings up an interesting
question. Should the toms be panned from
left to right as if from the drummer's
perspective or from right to left from
the audience's perspective? It seems
that those who do live sound commonly
pan from right to left just like in a
live show. However, many engineers pan
from left to right just like we read.
The other interesting thing is that a
lot of people have very strong feelings
about this issue.
[Music]
Bass guitar is most commonly placed in
the middle as it commands so much
attention. Jazz and similar types of
music often times place the bass off to
one side. This is normally only done
when the sound of the bass itself is
thinner or the bass EQ has been rolled
off, making the sound sound thinner.
It's poetry in motion.
Lead vocals are overwhelmingly placed
smack dab in the middle. If they are
recorded in stereo, doubled, sung twice,
or made into stereo with an effect, the
stereo effect is normally spread evenly
left to right.
[Music]
A solo piano is almost always panned
completely left and right in stereo just
because it sounds so nice that way.
Magical. If the mix is too busy already,
that is if there are a whole lot of
instruments in the mix. Sometimes it's
still panned in stereo.
Sometimes it is panned in mono when the
mix is really busy. The left right
placement is completely dependent on the
placement of the rest of the sounds in
the mix when in mono.
Again, you can do whatever you want with
individual instrument sounds depending
on the style of music. This is just to
let you know what is commonly done
because a lot of people want their mixes
to sound like what is on the radio.
Any placement of individual instruments
other than the above norms might be
considered unusual, but it also just
might be considered inappropriate.
Besides individual placement of sounds
between the speakers, even more
important are the overall patterns you
can create by panning in the overall
mix.
Now here
[Music]
with panning you can create a
symmetrical mix
or asymmetrical type mix.
[Music]
Symmetrical mixes might commonly be
created for a love song or ballad. It
might be created for a song about
balanced ecology of mind. Whereas an
asymmetrical mix might be created for a
song about psychotic unbalanced
behavior.
Commonly symmetrical mixes are used to
create a balanced type of dynamic
whereas an asymmetrical mix creates a
bit of tension. To get even more
detailed, a balanced mix is often made
to be symmetrical at each frequency
range. For example, if a high hat is on
the left, a shaker or acoustic guitar
might be placed on the other side to
balance the high frequency range. A
guitar on the left might balance a
mid-range keyboard on the right. Again,
this is if you're going for a
symmetrical mix.
Creating balanced or lopsided mixes can
be an especially effective dynamic when
it is appropriate for the song.
[Music]
Movement of a sound from left to right
during a mix also will create a very
intense dynamic. So most engineers
normally save such drastic creativity
for special occasions.
There are a number of ways that a sound
can be moved this way, creating
innumerable patterns of movement.
Possibilities range from short,
minuscule moves to full range and wide
sweeping moves that go the full sweep
from speaker to speaker. From pans that
move slowly to pans that zoom back and
forth between the speakers.
Obviously, when it's appropriate for the
song, this can be a great effect.
Hendrickx did it a lot, especially in
cross town traffic. Led Zeppelin went
bananas in whole lot of love.
[Music]
So far, we have covered three of the
four tools that you can use to create
dynamics in a mix. Volume, EQ, and
panning. Now, what type of dynamics can
be created with effects?
Well, there's an incredibly wide range
of effects, and the dynamics that they
create range from very subtle to very
shocking, mesmerizing, and worldchanging
[Music]
science.
[Music]
I can hear.
It's just not within the perspective of
this video to be able to go into all of
the dynamics of each effect, including
the wide range of variables that can be
achieved by changing the parameters
within each effect. But most of them are
quite obvious. We all know what a reverb
can do to a mix. We know what delays
sound like. And if you don't know what
flanging sounds like, try it out. It can
be used to create very otherworldly type
effects like being underwater.
More details of specific effects will be
covered in future videos.
Now, when you look at the overall
perspective of how effects contribute to
making different styles of mixes, one of
the most important dynamics is how they
fill out a mix, making it sound fuller
and bigger, more like a wall of sound.
By the way, we've just advanced to the
next level.
With delays, you're adding extra sounds
to the mix. So, there are simply more
sounds between the speakers. With short
delays less than 30 milliseconds, you
get fattening that appears to stretch a
sound between the speakers, again,
filling out the mix, making it bigger.
Flanging, chorusing, and phasing are all
based on short delay times, so they too
will tend to make the mix sound bigger
and fuller. And of course, reverb is
actually made up of hundreds of delays,
so it takes up a lot of space in a mix
and really fills out the mix
tremendously. All of these effects will
make a mix fuller, bigger, better.
However, they also make a mix busier.
Therefore, if the mix is already busy
with a lot of instruments and a lot of
notes, it could become muddy.
Commonly, these effects are only used
when you have room for them. That is,
when there aren't too many sounds in the
mix in the first place. However, there
are times when you might want to make a
mix even bigger even though it's already
quite full. This is quite common with
heavy metal.
With heavy metal and a lot of hard rock,
the bigger the better. The more
powerful, the more awesome. Therefore,
you might consider adding effects to
such a mix, even if things are already
crowded. 48 guitars might not seem clean
and clear, but if it's so big, it can be
really cool.
[Music]
Now, certain types of music are commonly
mixed with very few effects in order to
create a sparse mix where every single
sound is completely separate from every
other sound in the mix and where each
sound is easily distinguishable from all
the other sounds in the mix.
Bluegrass, acoustic jazz, and some folk
music are commonly mixed this way.
[Music]
[Music]
Steely Dan is a good example of this
style of mixing. Very few effects are
used to create as clean and clear of a
mix as possible. These types of mixes
are normally done with very few or no
effects at all. On the other hand, many
styles of music are commonly mixed with
a good amount of effects to create
either a massive wall of sound type of
mix or to create a spacious or spacey
type of mix like Pink Floyd. It was Phil
Spectre who was known for first creating
these types of mixes. For the longest
time, everybody was addicted to clarity.
Then Phil came along, started adding
more and more instruments to the mix,
and started using reverb to really fill
out the space between the speakers. His
mixes were dubbed the wall of sound.
These days, we've taken this concept to
the extreme.
Just how many sounds can we fit in this
space between the speakers? A lot of
space rock, heavy metal, hard rock,
alternative music, grunge, and even new
age are commonly mixed with a lot of
effects. Now, if we use the analogy of a
mix being like the thoughts in your
brain, a clean, clear mix would be like
this.
[Music]
Some people might think of this as a
very orderly brain, like someone who has
all their thoughts in place. Now, on the
other hand, some of you might think of
this as a boring brain. Now, I'm sure
you would prefer the exciting activity
of a brain that looks like this. neurons
firing all over the place, large amounts
of interactivity going on between the
areas of the brain.
A full or sparse mix might be
appropriate depending on the type of
person, the nature of the song, and of
course, the style of music.
Well, finally, we've now arrived at the
last part of this section on effects.
There are a number of ways that you can
create movement with effects. First, you
can simply turn up or down the amount of
the effects in the mix. But you can also
change the type of effect or change the
parameters within each effect. Needless
to say, when you go changing the amount
of effects or the type of effects in a
song, this dynamic becomes the sole
focus of attention for the moment. Some
groups like Frank Zappa, Mr. Bungle and
even Pink Floyd have gone to the extreme
of creating songs that are based around
changing effects.
Also, the capabilities of doing this are
becoming much simpler now with MIDI
control of effects.
You can create subtler differences
between sections of a song, but again,
only if it's appropriate for the song
and style of music, and if the people
you're working with will let you.
[Music]
We have now covered all of the four
tools that can be used to create
dynamics in a mix. By using the tools
together to create combinations of
dynamics, we can create all the
different styles of mixes in the world.
Let's look at how they can work together
to create really major dynamics.
[Music]
We can use all four tools to create an
incredibly powerful dynamic.
For example, say we're mixing a love
song.
We could set relative volumes even so
that nothing jumps out and shocks us so
that the mood of the emotion is not
disturbed so that love can grow without
distraction.
We could set the EQ so that nothing is
too irritating in the mid-ranges so that
everything is nice and bright but not
too bright and so that there isn't too
much bass to blow the mood.
We could set the panning so that it's
balanced like a love relationship should
be.
We could use very few effects such that
the mix is clean and clear like all our
minds should be when in love.
And we could refrain from creating any
unnecessary movement with the faders,
pan pots, EQ or effects so as to not
spoil the mood.
Using all of these tools together, we
can create one intensely beautiful,
dynamic, totally appropriate for the
song.
It's like being another musician in the
band. It's like the equipment in the
studio is your instrument.
On the other hand, if we're mixing some
rock and roll or even hip-hop, we might
set volume relationships to be quite
uneven, really soft sounds, and then it
jumps out and grabs your attention,
creating a very exciting dynamic, fun,
not boring at all. We could set EQ so
that we get lots of highs and lots of
lows.
And we could EQ some sounds so they cut
through and are edging in the mid-range,
making the whole mix jump out and grab
your attention, forcing you to dance and
forcing you to smile. We could set the
panning to be unbalanced, creating
tension and making the mix unusual.
Let's have some fun. Rock and roll. We
could add all kinds of different
effects, making the mix interesting at
every single moment. Let's not fool
around. Let's change the world. Enough
of the status quo. We can also have
things zooming left and right with
panning, volumes going up and down, EQ
changing throughout the mix, and effects
not only going up and down, but also the
parameters of the effect changing
constantly throughout the entire mix.
When you pull them all together, we can
create one hell of an exciting and
exhilarating mix.
These are two extreme types of mixes
that we could create with all of the
tools, all of the equipment in the
studio. There are a million
possibilities of dynamics between these
two extremes. And all mixes in the world
fall somewhere in between these two
extremes.
Now, one of the most powerful dynamics
that a recording engineer can create is
to first create a context. That is
create a mix where all of the tools are
working together to create a cohesive
style of mix. Then, without warning,
completely change all of the parameters
of the mix with all four of the tools to
create a completely different style of
mix. Yes. did it with owner of a lonely
heart. They took a screaming electric
guitar sound and in a single moment it
breaks down into a 50s style recording
of a drum set with dull EQ and mics 20
ft away. Then all of a sudden it's back
to a screaming guitar synthesizer type
sound that is extremely edgy. The sudden
change in mixed parameters is quite
effective.
[Music]
Steve also did it with the song
Englishman in New York. The song goes
from a jazzy groove with a jazz style
mix, very few effects, very clean
sounding to all of a sudden a huge drum
sound with tons of reverb. Then all of a
sudden, we're back to the simple, clear
jazz mix.
Awesome, exhilarating, and quite
interesting.
Of course, you can only create such
dramatic mix dynamics if it's
appropriate for the song. In fact, I'm
always on the lookout for bands that
have written songs where such cool
dynamics are appropriate.
This was obvious obviously one of Frank
Zappa's favorite techniques. Mr. Bungle
has taken the concept to the extreme.
Every 30 seconds, the song in the mix
changes completely.
To do this can be shocking. It can even
blow people's minds. It shows people
that their reality is just an illusion,
that it could all change at any moment.
But best of all, it shows perspective.
It shows people that they need not stay
stuck in their current reality. They
only need to put a different mix on the
situation.
All of the mixes in the world are
created with just these four tools:
volume, EQ, panning, and effects. Every
mix for every style of music in the
world is made up with these four tools
and the wide range of dynamics that they
can create.
The art of mixing is the way the
dynamics we create with the equipment in
the studio interface with the dynamics
apparent in music and songs.
Now that we have covered all of the
dynamics that you can create with the
equipment, we can now begin to explore
all of the different relationships
between mixing dynamics and the dynamics
that people perceive in music.
However, we'll let you begin this
lifelong exploration on your own.
[Applause]
[Music]
Good heaven.
Beautiful.
[Music]
I don't believe it. There she go again.
She's tied up. I can't find anything.
[Music]
She turn
sweet as any
sheed
me with.
[Music]
The last video in the series used the
visual framework explained in the
earlier videos to show and explain all
the different types of mixes that a
recording engineer can create.
Particularly, it shows the traditions
that have developed over the years for
mixing different styles of music. In
this last video, we have covered and you
have learned about the wide range of
emotional dynamics that are found in
music, emotions,
structures,
physical reactions,
visual imagery, and spiritual aspects.
We then covered the dynamics that can be
created with each of the four tools
based on individual settings, patterns
of settings, and movement.
We showed how different individual
volumes create dynamics.
We introduced you to the six levels of
volume and then covered how each
instrument sound is placed at different
volumes for different styles of music
and songs.
We showed the dynamics that can be
created through different volume
patterns such as uneven volumes versus
even volumes.
and we showed the dynamics created by
moving volume faders in a mix. We then
went through different EQ dynamics
created by EQing individual sounds.
We then covered the more intense dynamic
created by the overall EQ or EQ
patterns.
We then discussed the intense dynamic of
changing EQ during a mix. Next, we
looked at the different traditions in
panning different styles of music and
the traditions for panning particular
instrument sounds. We then covered the
dynamics created by overall panning
patterns such as symmetrical mixes and
asymmetrical mixes. We advanced to the
dynamic created by moving pan pots
during the mix and showed different
types of panning movement. We then
checked out the dynamics created with
individual effects such as fattening,
flanging, and reverb.
We looked at the dynamics you can design
through various patterns of effects,
that is full wall of sound mixes versus
clean and clear sparse mixes.
We then went through the dynamics of
changing effects in a mix. We showed
various ways that effects are changed
during a mix. We then explained how you
can create different styles of mixes
using the four tools, such as what might
be appropriate for a love song or for a
really cool chaotic mix. Using the four
tools, we showed the wide range of mixes
an engineer can create. We then pointed
out and showed the most intense dynamic
of all to completely change the style of
mix in a single moment. Finally, we set
you off on the journey of learning how
to create all these dynamics with the
equipment to best fit the dynamics in
music and songs.
This is the true art of mixing.
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