General Recording Tips - Part 1
© copyright 2000-2007, DBAR Productions
This content may be downloaded for personal use only, and may not be
reprinted in part or in whole in any form without the express written
consent of Stephen Sherrard and DBAR Productions
You must remember that in recording, the sound quality is only going
to be as good as the weakest link in your recording chain.
To improve your sound quality, start at the source. If the source
itself doesn't sound good, then no amount of expensive equipment is
going to do much good. Keyboards, Guitar, Drums, Vocals, whatever... it
doesn't matter what you are recording, the original source needs to be
as high quality as possible to make it sound good in a recording. A
really cheap and banged up acoustic guitar is going to sound cheap and
banged up. This is true of any source. Use the highest quality
instruments you have access to, or rent something nicer for the
recording if you need to.
The next step in the recording chain is the microphone. You need the
right microphone for each source. Every microphone sounds different and
has it's strengths and weaknesses. Even on the same type of source, you
may need different microphones for different players or instruments. For
example, one type of microphone may sound really good on one person's
voice, but may be totally inappropriate for someone else's voice. For
home recording on a budget, the trick is to try to find microphones that
sound pretty good on a wide variety of sources. Every person doing
recording should have at least one dynamic microphone and one large
diaphragm condenser microphone as a minimum. Most times, the Shure SM57
or SM58 will work as your one dynamic microphone and is useful for a
decent variety of sources. Large diaphragm condensers are a little bit
tougher to pick out. For low budget home studios, some microphones to
try out might be the Audio Technica AT-4033 which I find works well for
a lot of male vocalists, but is sometimes too bright for some female
vocals. The Rode NT-1 is a fairly popular microphone that also works
pretty good on a wide variety of sources. If you have the money, Neumann
microphones are almost always a good choice. The TLM 193 is a really
smooth sounding microphone that still has a lot of detail and clairity.
Neumann also has a cheaper "project studio" large diaphragm
condenser microphone out, the TLM 103, that works pretty good as well
(I've used it at some bigger studios). Before you invest in one of these
more expensive microphones, try to find a rental company where you can
rent a few different microphones for a few days and try recording a wide
variety of sources in your own studio to see which is going to work best
for you.
The next step in the chain is the microphone pre-amplifier. Most home
studios don't use a seperate microphone pre-amp, instead relying on the
pre-amps built into whatever mixing board they are using. A lot of times
the pre-amps built into boards like the Mackies will get you by, but you
may find that you can really improve the sound of all your microphones
and your recordings in general by investing in some nicer stand alone
pre-amps. Companies like Presonus, Great River, TL Audio, and too many
other to list are some to look into. Again, if you are going to buy some
of the more expensive units, you may want to rent a few different ones
first to try out before you shell out the big bucks.
The next step that many home recording people don't know about is a
decent compressor. Especially with vocals, I usually like to go through
a compressor first on the way to the recording medium to help smooth out
the dynamics so that I can increase my overall level to whatever
recording medium I happen to be using. In my own studio, I use a couple
different combination microphone pre-amp plus compressors units (in
other words, the same piece of gear includes both a microphone pre-amp
and a compressor). I use a dual channel unit from TL Audio and also a
Drawmer 1960. Both of these units are well over $1000, so they might be
out of reach of the typical home studio. However, many high end pros on
the newsgroups have been raving about the RNC compressors. These are
relatively cheap compressors (around $300 I think) that really work
great. Definitely a much better investment than those Alesis compressors
that will do more harm to your sound than good. If you need a simple
tutorial on compressors, check out the "Compression - A Simple
Explanation" how-to guide on this site as well.
Those steps should take you right up to the input of whatever device
you are recording to. Always try to keep your signal path as short as
possible and don't run the signal through any unnecessary gear because
you will pick up a bit of noise and distortion with each circuit that
the signal has to pass through.
Now, if you've got all that taken care of, there are some other
things to keep in mind. First off, keep a close eye on the levels going
into and coming out of each piece of gear. Setting the optimum levels
takes some time and practice. If your levels aren't properly optimized,
you won't be getting the best sound possible. Too hot of a level will
give you distortion, while too low of a level will introduce too much
noise since you'll have to crank up the gain somewhere else to
compensate which will bring up the noise floor inherrent in any piece of
equipment. Also, if you have everything set up for recording, but you
aren't quite getting the sound you are looking for, don't immediately
grab for the EQ. Try changing the position of the microphone. You can
really make some dramatic changes in the sound quality by moving the
microphone around to different positions. Sometimes just a couple of
inches difference in position can make a really big difference in the
sound. A lot of times it helps to have an assistant move the microphone
around while you listen back to the source over your monitors so you can
hear the changes in real time as the assistant moves things around.
Another secret engineer trick when initially looking for the correct
microphone position is to cover up one of your ears and then move your
head around and listen to the source with just one ear (pretending that
your ear is the microphone)... when you find that "sweet spot"
try putting the microphone there to start with.
Below are some other general recording tips, in no particular
order, that I assembled from my posts to message boards:
- Something you may or may not be aware of, is a little technique
for keeping the vocals up front sounding, but while still having a
nice smooth reverb sound. First, make sure the reverb is set up in a
send/return fashion rather than as an insert. Then you can control
the level of the reverb and the level of the dry vocals seperately.
Then, use a little delay before the reverb. Most reverbs now days
have a pre-delay feature built into them. Experiment with a short
delay of around 50ms to 150ms, depending on the song, as a pre-delay
for the reverb. This will delay the onset of reverb just enough to
make the vocal seem clearer. In fact, many times I use just a nice
delay now instead of reverb at all... or I use a nice delay that I
can tap to the tempo and then feed that delay into a nice reverb...
still gives you that spaciousness and warmth but still allows the
vocal to be more up front and present sounding because the reverb
isn't hitting right away and muddying up the sound. A lot of times
reverb does the exact opposite of what you want it to do... many
people expect that it will make something sound bigger when they add
reverb, when in reality it often makes things sound further away and
smaller.
- The one thing that everyone needs to keep in mind is that good,
catchy music transcends the production and engineering aspects. Your
average listener will not be listening to your stuff in the way that
a professional engineer or producer would. They'll either like the
song or they won't... they won't say things like, "that song
would rock if only the kick drum was a bit louder!"
However, good songs will be remembered more easily by the mass
public if there is nothing distracting them from the music as far as
engineering and production goes (they might not know the technical
terms, but if something is engineered poorly, they won't enjoy the
song as much). Also, a really good sounding track will just sound
better to someone, even if they don't know the technical reasons
why. So, as artists, it is still our responsibility to present
our art in the best and most appropriate fashion that we can... in
other words, we need it to sound as good as we can possibly make it
sound. While listeners may not always notice the difference, if you
are shopping your songs to bigger labels, they will most definitely
be listening for the quality of production as well as to the quality
of your music.
- The weak point of many home recording tracks is the drums.
To fix kick drums that sound boxy or flabby, try to cut out as much
of that flabby, boxey sound at around 400hz as much as possible...
then, if you need some attack to make it punch through on smaller
speakers with no sub bass response, try giving it a little boost
somewhere between 3K-6K (you'll have to adjust the frequencies for
whatever works best for that particular sound, I'm just giving you
the broad range where to start looking). If it needs some more low
end thump, try boosting in the 50-100hz range. Snares can be
tough as well. I usually find myself boosting the upper mids,
somewhere between 2Khz and 6Khz when I'm looking for a little extra
snap out of my snare drums. Many people start piling on the
compression on drums in an attempt to make them sound punchier, but
if done incorrectly, or overdone, compression can actually make your
drums sound dull and lifeless. The trick is in setting the
compressor properly. You need a fast attack and release, but
if the attack is too fast, then the initial transients of the drums
get compressed as well. You need to make the attack time just
long enough to let the initial percussion transients pass
through. Here's a little trick I sometimes use. If you are
mixing in the digital domain via computer or a digital console (I
mix on a digital Yamaha O2R console) and you have a kick or snare
that just doesn't have enough bite to it no matter what you do with
the EQ, try boosting the levels just for that track until it starts
to clip. Depending on your digital system, a little bit of clipping
can give a really nice sharp attack to otherwise dull percussion
sounds.... but, just a little! Too much and you'll get that nasty
digital distortion. You'll have to then rebalance out the rest of
your mix if you've cranked those levels up into clipping, but it can
be a handy trick.
- Something else that works well on electronic music with a heavy
beat is multi-band compression. Instead of running your mix through
a single band compressor to try to pump up the mix, try a multi-band
compressor instead. A multi-band compressor splits the mix up into
several frequency bands (you can usually adjust the crossover
points) and compresses each band individually. This helps to
eliminate the pumping effect that you often get with a single band
compressor when trying to compress a mix with a lot of low end
content (because on a single band compressor, everytime the kick or
other low range sound happens, the compressor tries to duck the
entire signal and thus you hear the highs and mids being pulled down
as well as the low end, and then back up in between low notes,
creating a pumping type of sound). The TC Electronics Finalizer
series is a popular hardware based multi-band compressor, and they
are coming out with a new one called the "triple C".
In the software world, Waves has the C4 multi-band compressor
plug-in which is based on their very popular Renaissance Compressor.
- Space in a mix can be thought of in 3 dimensions. You have the
left to right space of the stereo image. You have the front to back
space that is usually created with reverb and delays (time based
effects) to move sounds towards the front (very dry) or towards the
back (very wet). The third dimension I like to think of as bottom to
top, and that's the frequency spectrum... bass to treble. The
key to a good mix is figuring out the proper space to put everything
in so that sounds aren't competing for the same space in the mix.
This will help to give your mixes more clarity and definition.
The hardest part to get a handle on is the EQ space, which takes a
lot of practice and is something that you will continually improve
on no matter how long you mix songs. The low end of the frequency
spectrum is the hardest to get right. You kind of have to decide
which instruments/sounds are going to occupy the low end, and then
filter out the low end from everything else. Typically your kick
drum or your bass (and sometimes both working together) are going to
occupy that very low end.... so you can filter out that really low
end (usually everything from around 150 hz down) on just about
everything else. Then you kind of work your way up the frequency
spectrum and try to figure out what the key frequency ranges are of
each instrument, and to figure out which sounds are the key sounds
at any given point in the mix. Then, make space for those by carving
out some of those frequencies in other sounds, or using some of the
other two dimensions to get other sounds out of the way of the key
sounds.
- For anyone attempting to do their own mastering, don't let your
ears fool you! To our ears, any change that makes something louder
or brighter is going to sound "better" even though it
might not always be better. Especially when your ears start to get
tired after doing a lot of work with audio all day. It's best to try
to mix or master on a fresh set of ears, and then still come back to
it after a day or to with fresh ears again and see if you still like
the way it sounds. Plus, don't forget to listen to it on as many
systems as possible.
- If you know that you are going to get something mastered by a nice
mastering facility, it's best to keep the overall mix compression to
a minimum to give the mastering engineer some room to work with. If
it's overly compressed, it's very hard, if not impossible, to undo
that compression. However, it's very easy to add compression in
mastering... and you can be sure that a high end mastering facility
is going to have much better compressors than you or I do!
Mastering for vinyl is a bit different as well. Low end is
very critical. Too much low-end, or weird stereo stuff happening in
the low frequencies can cause the needle to bounce out of the
groove. For anything that you know is going to go in vinyl,
make sure you keep the deep lows and subs limited, and very centered
in the stereo image. Make sure the mastering engineer knows
that you are going to be pressing vinyl! The mastering
engineer (if he/she is good) should be able to polish it up a bit
and do whatever needs to be done to squeeze it onto vinyl. I'd be
very careful about who is making the vinyl as well, and make sure
you listen to some test pressings... from what I've heard from many
other pro engineers, the quality can vary by very large amounts when
you're dealing with vinyl.
- Test your mixes out on as many systems as you can before
committing to a mix. Listen in your car, on headphones with a
walkman, on a boom box, over the phone, and anything else you have
handy. The goal is to try to make it sound as good as possible on
EVERY system, not just what you are using as monitors in your
studio. There is a reason why all the major studio have several
different sets of monitors in their studio! Also, another trick is
to crank it up a bit, and then leave the room. What does the mix
sound like from another room? Can you still hear everything? Is it
still balanced? Try to get the balance to work on as many systems as
possible so that you can hear all the parts the way you want them.
- There is a reason that the good mastering engineers get paid so
well... but, the trick is to find the really good ones. Just because
they have the gear and the great rooms doesn't necessarily mean they
are any good. Although I'm not a professional mastering engineer,
I've done a lot of mastering for people who can't afford to go to
the high end mastering studios, and I think I've done better jobs
than some of the stuff I've heard from my clients that went to the
WRONG mastering engineer. If you have good ears, the right tools,
and you know your monitoring system extremely well, then you can do
a pretty good job on your own. That said, I will still go to another
mastering engineer to master my own personal project when I get it
done, simply because I'm too close to my own music. Sometimes if you
are too close to your own material, you miss things that might be
obvious to someone else. Also, it's sometimes good to get a fresh
perspective from an unbiased third party.
- Some general tips to people making tracks with synths that have a
stereo output. Just because it has a stereo output, doesn't mean you
have to record everything as a stereo track exactly the way it comes
out of the synth.... in fact, doing it this way will really make
your music sound pretty mono since most of those sounds coming out
of the synth are all centered in the stereo image. Unless the sound
has a really cool stereo effect built-in that I want to use, or uses
multi-samples spread nicely across the stereo spectrum, I usually
record the synth sounds on mono tracks and then pan them different
places in the stereo mix. For example, a generic string patch in
most synths is really not that "stereo" sounding. To make
real stereo strings, try using two different string sounds, panning
one sound all the way left and another sound all the way right. They
don't even have to both be the same type of sound. Try to balance
things out in the stereo field. If you have two parts that are
always playing at the same time (maybe a guitar part and a piano
part, for example) pan one of them left and one of them right...
this will give your more of a true stereo sound than simply leaving
things as they come out of your keyboards. With a lot of the Hip-Hop and RnB artists I work with, I work hard to get a wide stereo sound through lots of panning of individual instruments. Even on the drum kits I spread things out quite
a bit, like putting the hi-hats to the left and shaker to the right,
stuff like that. For one of the rap groups, our sound also consisted of doubling up the hype
tracks (two different takes... cutting and pasting the same take
does NOT achieve this effect) and panning one all the way left and
the other all the way right to give it a stereo feel. Just try to
balance things out... take instruments that have a similar frequency
range and are playing similar parts and put one left and one right
to give them some seperation so that they aren't competing for the
same space in the mix.
- What type of soundcard are you using on your computer? A lot of
the time you can improve your quality dramitically by upgrading to a
"pro" or "semi-pro" soundcard. The SoundBlaster
type cards that come bundled with most computers are VERY CHEAP, and
the analog circuits and the A/D converters really don't have a very
good sound at all to them. There are tons of companies out there
making much better sound cards for computer based recording, in all
different budget ranges, and in all different configurations.
Check out some of the manufacturers such as Event, RME Systems,
Creamware, MOTU, MIDIMan, Mytek, and a lot more that I can't think
of off the top of my head. Stay away from the game card
manufacturers like SoundBlaster, Turtle Beach, etc... they really
aren't designed with the best audio recording interfaces in mind.
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© copyright 2000-2007, DBAR Productions
This content may be downloaded for personal use only, and may not be
reprinted in part or in whole in any form without the express written
consent of Stephen Sherrard and DBAR Productions
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