The ART of MIXING & MASTERING KOSMAS LAPATAS -1- [The Art of Mixing & Mastering] Author: [©Kosmas Lapatas, ©2014] Publishing House: Omnibus Press Omnibus Press 14/15 Berners Street London W1T 3LJ All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior written permission of the author. -2- THE AUTHOR Kosmas Lapatas studied Classical and Modern Piano, Harmony, Counterpoint, Fugue (Athens Conservatory), Composition (MIT), Musicology (ACG), Music Technology (GIT), Audio Engineering (RID) and Music Therapy (SHA). He has performed as soloist and accompanist with various orchestras and at various music halls, and he has taught at prestigious colleges, conservatories, private schools and institutions. He is a member of the International Association of Piano Teachers, the Greek Association of Primary Education Teachers, the Greek Society for Music Education, the Music Producers Guild, and the International Alliance of Composers. His Fellowships include institutions such as the Massachusetts Institute of Technology, the Georgia Institute of Technology, the Emory University, the State University of New York, the Institute of Education and the Recording Institute of Detroit. -3- ACKNOWLEDGEMENTS I would like to thank ALL the people that have put their faith on me and my work all these years, my students, my colleagues and my everlasting friend, soul mate and supporter Gianna Tzanoukaki. FOREWORD This book is divided into FOUR sections: MIXING EXPLAINED, MASTERING ESSENTIALS, MASTERING EXPLAINED and MY MASTERING. -4- MIXING EXPLAINED -5- The purpose of mixing is to take all the recorded tracks from a session and put them together, so that the listener hears exactly what you want them to hear. It is an extremely complicated and time consuming task, which as you might expect, doesn't just involve setting volumes and panoramas. There are three fundamental areas to focus on. These are volume & pan, spectral coverage and spatial positioning. While the principals of volume & pan are well known, the latter two may be a little less obvious. So let's cover the basics. Looking at audio waveforms shows you the level and little more. Similarly, when looking at a spectrogram, the levels of bass may be apparent but little else. Our brain however is exceptional at decoding these audio signals. Not only can it analyze levels, it can distinguish between lots of them, and most of all it -6- is able to decode the spectral domain with quite astounding results. It can separate individual frequencies, single out instruments including their harmonics, compare phase differences in order to detect the instrument location and even recognize echos to further improve the sense of location and space. The only downside of this however, is that the brain expects lots of information within the audio signal. And as a mixing engineer you have to provide this. SPECTRAL COVERAGE If you were asked to put hundreds of small colorful marbles on the floor and were then instructed to find the one with a little star, it would probably take some time. What if you were tasked to find the only red marble, when each had just one color? It is similar with audio - when you listen to 10 instruments all covering a range of 100Hz - 1kHz, -7- you will have a hard time detecting which is which. But when you divide a spectrum into several intervals so that each instrument covers only a part of it, the brain will do most of the hard work for you. We call this spectral coverage. This leads us to an obvious conclusion: If we have multiple instruments occupying the same part of the spectrum, there will probably be a need to sacrifice something in order to clear the mix and make it easier to listen to. Alternatively, we could purposely use this effect to mask a chord structure, for example that we don't want other musicians to find out how to play. By simply playing another instrument at the same time, it will generate several harmonics, thus filling the spectrum, and making analysis difficult. -8- SPATIAL POSITIONING Now imagine you are on a crowded bridge with several street musicians. If the musicians are far enough apart from each other, and you are fairly central, you will be able to distinguish what each are playing and where they are, even blindfolded. If they are all in the same place however, you will probably still be able to determine where they are, but not who is who. This is because they are generating similar echoes and the so-called direct signal, which is the wave that comes directly from the instrument into our ears without any reflections, will also be similar. Let's look at it physically. Direct wave When any of these musicians generates a sound, audio waves will go in all directions from them. Our brains are able to detect even tiny time differences -9- with sound waves, so distance matters a lot. You first receive the direct wave. If the musician was on your left, then the signal will be intercepted by the left ear first, with the right ear receiving the wave after a little delay, or possibly even not at all. If the musician is in front of you, both ears will get the signal, but one may receive it a few microseconds earlier than the other, which makes the brain say "OK, it's a little to the right". Echoes After receiving the direct wave your ears start to pick up echoes. The sound has been spread in all directions and reflected, so you may intercept echoes from many things around you and also echoes of the echoes etc. Each of these reflections causes the sound to lose energy, until it eventually fades out completely. The time this takes depends largely on where you are. There will be few echoes - 10 - in the desert for instance, as sand is not exactly an ideal reflective surface. However, in a church, the stone reflects sound very well and there are many walls, so each wave generates multiple echoes until you have the full ambience, associated with churches. Example Now let's say you are stood next to a wall on your right, and a musician is playing a few meters in front of you and to the left. Your left ear will receive the direct waves and then the echoes. There is nothing on your left side, so your left ear will not gather many reflections. Your right ear will start catching many echoes from all the waves thrown into the wall, reflected from the floor and ceiling etc. Your brain can derive a lot from this information. The direct wave arrives at the left ear first, so the sound source is on the left. The many echoes on your right - 11 - indicate that there is some big obstacle on your right side, from a material that reflects the sound a lot, possibly stone. Some reflections sound 'metallic' which may indicate ironwork, some are dull (with less highs and bass) which suggest perhaps blankets or curtains. If the echoes go away quickly, then there are probably no other major objects around you. Your left ear picks up some reflections from the floor and ceiling, which tells the brain how tall the room is. From the delay between the direct wave and the first echo it can even work out, how far away the wall is to you on your right. And so on. The brain is an amazing organ! The brain is able to analyze things that we can hardly simulate, so when mixing, we should try to keep things simple to acquire as clean a sound as possible. Our aim is to move all sound sources to different places. If not, the mix will sound crowded - 12 - and the listener will feel like all of the instruments are located in the same place. If the mix is over complicated, the listener may lose a sense of space as the echoes will just not correspond to each other (as if the wall is on your right in one track, but on your left in another). DYNAMICS & TRACK PREPROCESSING Very often you need to gate and compress tracks. Gating ensures there won't be any residual noise in the silent parts of the track. Compression makes the track level uniform, which is necessary when adjusting volumes. Just imagine what would happen if you mix the chorus and then go to the verse only to discover that the levels are completely different. Compressors can also heavily affect the final sound of the track, so it is good practice to use them at the start of the mixing process. See the compression tutorial for more information - 13 - on using compressors. Next it may be necessary to equalize some tracks. Drums for example, rarely sound good without a fairly high amount of equalization. There will be more equalization added later, but at this stage we just need to get an idea about how the tracks should sound. After this step you should have all the tracks prepared. They should sound good and their levels should be more or less stable (which doesn't mean that the whole song should have the same loudness!). Modern hosts provide reasonably advanced routing capabilities, so if you have several vocals or doubled background guitars for example, you may decide on grouping these tracks together. Creating a group track, allows you to adjust the advanced parameters of multiple tracks at once and can help with work flow (mixing will take only 4 hours as opposed to 40!). - 14 - PRIORITIES Remember our goal is - to tell the listener what to hear, and where it is located. Now we have all tracks prepared, we need to decide which of them we wish to highlight and which should be placed in the background. Try listening passively to some CD's and see if you can get a 'feel' for the priority order that was used. It may surprise you to discover how quickly your brain can pick this up. Most commercial recordings look like this: 1) Lead vocals & solo instruments 2) Drums & percussion 3) Bass 4) Guitars, pianos & background instruments 5) Background percussion (shakers, conga etc.) 6) Pads and ambience - 15 - PANORAMA & SPATIAL POSITIONING It may seem odd to start with this especially as you will probably need to tweak it again later. But in my opinion it is beneficial to do it at this stage, because it tends to significantly change the sound character and levels of the mix. Firstly you should decide upon a particular position and space for each of the instruments according to your priority list. Generally the more important the track is, the closer it should seem. It may help to try and visualize the instruments as if they were on stage albeit with the drummer and bassist stood in front of the guitarists! Use the fact that all the tracks have been recorded separately to your advantage. You have the conditions that real time mixing engineers can only dream of. How about making your listeners feel like they are between the musicians? Or even moving the singer into the listener's head! There are many approaches to this. You may wish to solo each track and setup the panoramas, delays and reverbs, or - 16 - you could play all of them, adjust the levels temporarily and then process them. Either way you will probably return to this point later when tweaking the whole mix. LEAD VOCALS AND SOLO INSTRUMENTS Lead vocals and solos are almost always panned to the center and don't have much ambience as it tends to make them 'somewhere in the room' rather than 'close to you'. Maybe it is because people like the singers, I don't know :). If you want to add some reverb, try using a middle or large room setting with a depth of around 10% and no or minimal pre-delay. By making it minimal we ensure it will be 'close'. This will give the vocal some space. - 17 - DRUMS & PERCUSSION Drums and percussion are usually the most difficult to mix, because they contain such a variety of different sounds and recording them properly is an art in itself. To ensure the drums won't sound like a huge noisy ball, most engineers apply quite drastic pans to each track. This ensures that each of the tracks will be easy to distinguish in the stereo field albeit at the expense of being artificially located in space. The drums should have an overall reverb applied giving them more space and bringing them right behind the singer. I'd recommend a larger room with a depth of around 20% and just a little pre-delay. Drums also usually contain some bass frequencies (bass drum, djembe etc.). In general it is not a good idea to use a reverb on low-frequency. So it's usual to use a high-pass filter on the reverb or equalize the reverberation signal. - 18 - BASS Bass can be very challenging for real time mixing especially in areas of poor acoustics, because lowfrequency echoes are very hard to manage. This restricts us to placing it in the center with very little or no reverb at all. As a result, bass won't fulfill our spatial positioning requirements because it won't be placed anywhere (except for the ambience in the recorded track itself). However, this is preferable to crowding the bass spectrum. As a general rule, it's usually a mistake to put reverb on low-frequency tracks. If you really want some ambience, use a master track overall reverb. GUITARS, PIANOS & BACKGROUND INSTRUMENTS According to our priority list these are classed as background instruments, so they must appear as such. Therefore don't be afraid to apply quite a lot - 19 - of pan and reverberation. Our first task is to decide which track should be where. If you have 2 guitars, make your decision based on the drums you already have in the mix. For example, if the first guitar is more high-pitched, place it on the opposite side to the hi-hat, which is also high pitched. Another example is when you have a guitar and a piano. Since the guitar is usually more rhythmical than the piano, you may want to place it on the less rhythmical side, again on the opposite side of the hihat. Think about placement and how it affects other instruments, but most of all - experiment... BACKGROUND PERCUSSION These instruments usually support the rhythm and fill the space, but they typically don't have an important musical meaning. It is common to pan them slightly (to ensure they seem far away) and give them some distant ambience. - 20 - PADS AND AMBIENCE Many music genres contain these sounds which you may not even notice at first. Yet without them, the music would sound very different. In most cases these are already very 'stereophonic' and ambient, so you may decide to leave them. But if they are too upfront, you could send them through a large room or hall. It's usual to leave them panned close to the center, because otherwise they would lose their natural ambience, which is after all the reason we are using them. Sometimes it may be useful to actually collapse their ambience a little to put them further away. VOLUMES Although many presume that this is the hardest step, it is technically the simplest one. Your aim is to support the order of instruments defined earlier. The idea is, when you play the mix and let your - 21 - brain analyze the recording, you should notice instruments one by one in that order. So if the first thing you notice is the guitar, there's something wrong because there are other tracks you should hear first, such as vocals or drums. It is always good practice to jump through the different parts of the song, so that when your brain adjusts to the guitar being in the front during the solo, it can regain the objectivity during the verses, when the guitar should be strictly in the background, not interfering with the main vocal. It is also good to take breaks during mixing and to repeatedly check other songs of the same genre. And finally, try to switch back into the spatial positioning step often to help maintain the order. SPECTRAL COVERAGE In many cases you may find that you are not be able to create a really clean mix without this step, simply - 22 - because multiple tracks are colliding in the spectral domain. In most cases you should hear the problem. Common cases are bass vs. bass drum, multiple guitars, guitar vs. vocal etc. BASS VS. BASS DRUM A bass drum almost always resonates somewhere around 80-120Hz. That's low enough to provide the typical bass hit. Note that the drum usually generates lots of sub-bass frequencies as well (around 50-80Hz). The bass guitar is placed in a similar location, usually between 80-300Hz. So what happens at 80-120Hz? Firstly, the song arrangement may be good enough, so that this collision actually doesn't matter. The bass drum may be duplicating the bass guitar rhythm, and also supporting it. In most cases however, it's not that simple. The idea is that the bass drum needs the very low frequencies that make the low 'pulse' and - 23 - the high frequencies to give it some punch (it is very hard to create a bass sound with a very short attack, because the brain has a resolution of about 10ms, which is 100Hz, so we could theoretically distinguish each single sine wave in this spectrum! So could you create a 100Hz sine with an attack of 1ms?). The bass guitar on the other hand should not sound too low, as it would only make a big dull mess on sub woofers (there are exceptions, such as drum'n'bass, though). There is also another brain phenomenon. As we know, each instrument generates harmonics (multiples of the fundamental frequency, i.e. the tone). Now when you remove the fundamental frequency, the brain may still be able to 'feel' it just by analyzing the harmonics. So when our bass drum needs 100Hz, and the bass guitar sounds at 100Hz as well, you may radically remove 100Hz from the bass guitar, because the brain should still 'recover' it from the other harmonic parts of the bass guitar track. We can use a high- 24 - pass or low-shelf filter on the bass guitar track and slide it somewhere, so that both instruments are clear enough. You may also use a peak filter to diminish frequencies above say 100Hz from the bass drum track, as they are usually not needed. It's all about compromise. If the 2 tracks collide, you will have to take something out, whether you like it or not. Note that each single track may then sound thin or empty, but in the mix it will fit well, and that is what's important! MULTIPLE GUITARS Guitarists are well known for being exhibitionists! They often make such sonic chaos just to show they can play, which unfortunately means one thing - if multiple guitars collide, then the problem is often with the guitarist. - 25 - For example, you may have two rhythm guitars - if the arrangement is good, then both guitars can either play together or fill the spaces between each other. If half of the notes are together and half are not, then it often sounds cluttered. The guitars themselves may sound good and full, but it may be almost impossible to add anything. You can try panning them a little in opposite directions, but although this may give a little more space it will not remove the rhythmical jumble. In the case of distorted guitars, used in some harder music, these are typically similar in rhythm so the only problem is that they occupy a similar spectrum, which then gets too crowded. Usually one of the guitars is playing higher notes and the other lower ones, so the solution is as before - remove lower frequencies from the high pitched guitar and remove higher frequencies from the low pitched guitar. Using low/high-pass filters may be too harsh in this case, so you may want to stick with shelf filters. The art is - 26 - to find the best cut-off frequencies and Q's, so that both still sound good, while each retains a distinct tone. Finally you should also note, that there are cases when the 'mess' is actually desirable. Such as in a very hard part of a metal song, where the lowend should "kill" the listener. And what's simpler than combining multiple guitars and even bass to achieve this? VOCALS VS. GUITAR Vocals have the highest priority, which means if you have to sacrifice something, let it be the guitar. On the other hand, it's quite common to remove everything below around 200Hz from the vocal and that may help on its own. If you suspect that the vocals and the guitar are in a similar spectrum, you can easily find out using an analyzer. To solve the problem, you may want to use a peak filter with negative gain on the guitar track and place it just at - 27 - the highest peak in the vocal spectrum. That would diminish the most problematic frequencies. If you are somewhat experienced, you could also try using a light side-chain compressor on the guitar track, by sending the vocal track into the side-chain and filtering it, so that only the problematic frequencies are measured by the compressor. The idea is to lower the volume of the guitar when problematic peaks in the vocal occur. Or you may use a multiband compressor, not that it would be simple, but when it needs to be perfect, you should try every tool you have. GET BACK TO PREVIOUS STEPS Mixing is rarely that simple to achieve in just a few steps. So when you reach this point, it is probable that something is still not right. If that's the case, just check the spatial positioning, volumes etc. again. If it seems OK, wait 24 hours and check again. - 28 - If it still seems OK, well, you are finished. Render it, and send it to the mastering engineer. You may want to create a few different versions, maybe one with the vocals a little higher, so that if there is a problem, the mastering engineer can solve it themselves. No master compression, equalization (possibly just a little) or limiting should be used! All of this is up to the mastering engineer. You may want to do some light compression & equalization during the mixing, to give you some idea of how it will sound, but you should still export it without these processors. Render it to the highest possible quality (your project's sampling rate, usually 96kHz, 32-bit float), - 29 - MASTERING ESSENTIALS - 30 - Mastering requires an entirely different head than mixing. Mastering is the art of COMPROMISE; knowing what s possible and impossible, and making decisions about what s most import and in the music. Before mastering, listen carefully to the performance, the message of the music. In many music genres, the vocal message is the most important. In other styles, it s the rhythm, in some it s intended distortion, and so on. Always start by learning the EMOTION and the message of the client s music. Always relate your decisions to the intended MESSAGE of the music. There is no onesize-fits-all setting, and each song should be approached from scratch. BRIEF HISTORY Originally, MASTERING was simply the process of transferring a finished mix to the intended listening medium, which at some time was 78rpm vinyl. What is now commonly referred to as mastering - 31 - is actually pre-mastering , i.e. preparing the audio for its transmission to a finished master . The process of this transmission is now typically performed at duplication plants. GOOD MASTERING Well mastered records sound BETTER: bigger, clearer, wider, more coherent and louder. They have a TRACK SPACING that makes artistic sense, highlighting the contrast and flow of the music. They are free from POPS and CLICKS as well as any NOISE that detracts from the music. A GOOD mastering engineer is like a good DOCTOR, and the first rule of his oath is do NO harm. If something makes the mix sound worse, it should not be done. BAD MASTERING Badly mastered records actually sound worse than the original mixes. They contain destroyed balances, mangling high or low frequencies, and - 32 - horrible distortion through an over-use of brick wall limiters or clipping. You can probably tell a BAD mastering when it sounds nothing like the mix you sent in. MASTERING SHOULD BE ENHANCING THE MIX, NOT CHANGING THE MIX. Any processing that is done to the mix should be in the SPIRIT of what already exists. THE PROCESS The typical mastering process begins with simply listening to all the tracks. Each production, and each product, must be treated as an INDIVIDUAL piece of sound. Mastering can improve a terrible mix to an extent and it can certainly take a mix from good to great but it cannot make a TERRIBLE mix GREAT. EQUIPMENT The most important piece of equipment in any mastering studio is the engineer s pair of EARS, not the equipment. Of course an ACCURATE acoustic - 33 - environment and a decent MONITORING chain (monitors and converters) are ESSENTIAL, otherwise the mastering engineer will have no idea what he is actually hearing and will have no reference to base his decisions on. MONITORING With few exceptions, you won't find near-field monitors in a professional mastering room. Nearfield monitoring was devised to overcome the interference of poor control-room acoustics, but it's far from perfect. It's almost impossible to locate nearfield monitors without breaking a fundamental acoustic rule: The length of the reflected signal path to the ears should be at least 2 to 3 times the direct signal path. Near-field monitoring also exaggerates the amount of REVERBERATION and left-right separation in a recording. A good mastering room should be at least 20 feet long, preferably 30 feet, and the monitors, if not in soffits, anchored to the - 34 - floor, and placed several feet from walls and corners. FORMATS The mastering engineer needs the highest resolution version of the final mix that you have for each song. 128khz/32bit would be ideal, but let's face it, it s RARE. Many mastering engineers will tell you to use NO processing on the stereo bus at all. If you are so confident of yourself do it. But DON T use Brick wall limiters in any case. LEVELS Part of mastering is bringing the audio up to optimum level. Be aware though, SUPER LOUD master with no dynamic range is GARBAGE. If you want a super loud master then you will have to live with a certain amount of distortion and pumping. - 35 - LOUDNESS Sequencing an album requires adjustment of the levels of each tune. We've seen that the EAR judges loudness by the AVERAGE, not peak levels of the music. Normalization is the process of finding the highest peak, and raising the gain until it reaches 0 dBFS. But do NOT use normalization to adjust the relative loudness of tunes, or you will end up with nonsense WHY NOT LOUD There is a scientific reason for not monitoring too loudly. The louder you monitor, you can be fooled into thinking music has more bass energy. Thus it is extremely important to monitor at approximately the same level as the ultimate listener to your recording. - 36 - HOW MUCH LOUD? In a world where music is often through headphones, iPods, iPhones and on car stereos, the dynamic range has to be limited somewhat in order that the quiet sections can be heard over the background noise. It is possible to get a nice, loud sounding master without completely destroying the song however. METERING The EAR is the final arbiter of quality, but METERS can help. The VU helps demonstrate if average levels are too hot. While mastering, use the average meter and glance at the peak meter. A popular meter for detecting audible peaks is a quasi-peak meter, or analog PPM, defined by an EBU standard. DYNAMIC PROCESSING Wide dynamic range material, such as classical music, folk music, some jazz and other styles are - 37 - often mastered WITHOUT any dynamics processing at all. Most mastering engineers have discovered that you can often hit 0 dBFS on a digital PPM without hearing any distortion. Both compression and limiting change the peak to average ratio of music, and both tools reduce dynamic range. While reducing dynamic range, it can "beef up" or "punch" low level and mid-level passages to make a stronger musical message. MULTIBAND COMPRESSION Multiband compression permits you to bring out certain elements that appear to be weak in the mix, such as the bass or bass drum, the vocal or guitars, or the snare, literally changing the mix. RADIO EDIT Advertisements are created by marketing people, whose goal is to sell products, and often use ambiguous terms. The most ambiguous of those - 38 - terms is RADIO ready. Almost no special preparation is required to make a recording radio ready. Think of your dynamics processor as a tool to help create your sound, not to be used for radio ready. The more compressed your material, the less the transient impact of the drums, clarity of the vocal syllables, and percussion. Subtle multi-band compression and soft clipping can make you appear louder on the radio. If you feel this compromises the sound of the CD when played on the home system, why not make a special compressed single just for radio release. This gives you the best of both worlds. EQUALIZATION Most of us are familiar with the difference between parametric and shelving equalizers . Very few people know of a third and important curve that's extremely useful in mastering: the BAXANDALL curve. A Baxandall curve is applied to low or high frequency boost/cuts. With a boost, instead of - 39 - reaching a plateau (shelf), the Baxandall continues to rise. With good monitoring, equalization changes of less than 1/2 dB are audible, so subtlety counts. You probably won't hear these changes in an instant A/B comparison, but you will notice them over time. DIGITAL Many people have complained that digital recording is harsh and bright. This is partly accurate. Digital recording is extremely unforgiving; distortion in preamplifiers, A/Ds, errors in mike placement are mercilessly revealed. The mastering engineer recognizes these defects and struggles to make a pleasant-sounding result. NOISE Compression tends to amplify the NOISE in a source: Tape hiss, preamp hiss, noisy guitar and synth amplifiers can be perceived as problems. The key to good-sounding noise reduction is NOT to - 40 - remove all the noise, but to accept a small improvement. An inaccurate or unrefined monitor system not only causes incorrect equalization, but also results in too much equalization. The more accurate and linear your monitors, the less equalization you will apply. Try to avoid adding monitor correction equalizers; better to fix the room or replace the loudspeakers. STEREO BALANCE Stereo balance must NOT be judged by comparing channel meters. The only way to accurately adjust stereo balance is by EAR. The Finalizer provides powerful techniques for adjusting stereo imaging. DAW Mastering benefits from the digital audio workstation. The DAW lets you make edits, smooth fades, emphasize or de-emphasize the loudness of sections, Redbooks etc. - 41 - WHO SHOULD DO THE MASTERING? One of the main advantages of hiring a mastering engineer to master your record is the FRESH perspective that he brings to proceedings. He can HEAR things in your mix that you can t because he listens as a LISTENER not as someone who has been mixing the song for 10 hours. If mastering is done by the mix engineer then the mastering phase does not make sense. If your mixing engineer could spot the obvious flaws then you wouldn t need mastering in the first place. - 42 - MASTERING EXPLAINED - 43 - THE BEST MASTERING IS NO MASTERING If you think your mix is perfect as is, don't process it anymore. Each step in the processing chain adds extra noise and distortion, digital or analog, it is always there. GET THE BEST MIX QUALITY YOU CAN! The better the mix, the less processing needed at the mastering stage. However, your mixes should not contain compression or be equalized too much. Once something has been changed, it is hard to undo it. ALWAYS MASTER AT 96 KHZ. Alternatively, you can use up-sampling, however the quality will always be worse and your mix quality is already degraded from being sampled at a lower rate. Many low-end studios still record in 44 kHz. If this is the case, you should use your DAW (e.g. Sequoia) to increase the sampling rate of the - 44 - mix to 96kHz for mastering, and then convert it back to 44 kHz after completion, ideally with some dithering applied. ALWAYS EXPORT YOUR MIXES IN 32-BIT FLOATING POINT FORMAT. Audio degradation when truncated to 24-bits is typically not audible, but further processing can exaggerate the defects. 16-bit audio degradation is often audible on good studio monitors. Be aware that your ears will soon think your sound is great even if it is not. You should always master in a DAW where you can switch between tracks, so you can listen to your current audio, the original, and your reference tracks you have chosen for comparison. Before you start, prepare these in your DAW project (e.g. in Sequoia), and choose at least one professionally mixed song (ideally up to 10!) for guidance. - 45 - THE 'LOUDNESS WAR' IS NOT A GOOD THING. Modern pop-songs have almost no dynamic range compared to recordings made 20 years ago. It all started when someone discovered that songs sound better when they are played louder. Modern digital processors are able to increase the volume of songs so much, that when compared to their older versions, they sound many times louder. However the dynamic range is SACRIFICED. You can hear that most modern songs sound the same from beginning to end because removing the transients, in order to increase the volume to these incredible levels, removes dynamics of the music. Therefore, always increase the volume only as much as necessary, not one single dB more! It may sound better, but only for a few seconds! NO PEAKING! You will create a chain of effects, with each one performing some operation on the sound and very - 46 - often this sound may get amplified. Most plugins have a GAIN control and a PEAK meter to ensure that the output isn't clipping. It may be in the red zone, but not above, otherwise the sound may get distorted, when bypassing an effect for example. Moreover, if the output of every effect has approximately the same level as the input, then you may bypass any effect in the chain to check the sound without it. It doesn't always work, but it can help a little. MANAGE THE STEREO FIELD One very hard task of a mixing engineer is to prepare a room for the instruments. In a good mix your brain should be able to identify each single sound source and place it somewhere in the space. This can be managed by various panoramas, reverbs and delays. When mastering you should ensure that this depth of field is PRESERVED. You can start by checking if there is a good amount of - 47 - stereo field and correct it if necessary. It's usually good to keep the bass more monophonic, for example. The goal is not to make an artificially stereo-sounding output, but to control the stereo content. The resulting signal in the stereo field view on the right should form a nice vertical ellipse, not too wide, and not too thin. Finally you should check for MONO compatibility. Remember that even in the 21st century your recordings should be mono compatible! When you compare the stereo and mono recordings, the monophonic one loses the stereo content, but it should still have some depth and there should be no significant frequency loss caused by phase cancellations. In extreme yet typical cases, a track may completely disappear when played in mono. Poor mono compatibility at this stage, means you will have little choice but to obtain a remix as in most cases this cannot be fixed during mastering. - 48 - BALANCE THE SPECTRAL CONTENT Spectral content describes proportions of frequencies in the audio. Mixes rarely have good overall spectral content, but to be fair, that is not the aim of mixing! You can usually fix this using an equalizer, however very often these disproportions are not constant and are changing during the song. Spectral content affects the overall loudness a lot. Our brain adaptively masks silent frequencies in order to let us listen to what is important - what is loud. Therefore the loudest recording has equal power over most frequencies consistently. There is an extreme case - WHITE NOISE. It is a signal that has the same magnitude for all frequencies. I bet it is louder than any of your recordings! Keep in mind, that every dB you increase in loudness is lost somewhere else. Spectral balancing and other problems are generally fixed using multiband compressors. They will also reduce the dynamic range. Generally, you use equally distributed bands, - 49 - about 4 or 5 is usually enough. Set the threshold of each band to a similar value, and the ratio to about 2:1 and then tweak all of the bands. Remember, the less you change the better. COMPRESSION. As I mentioned already, the modern trend is to overcompress recordings in order to make them LOUD from beginning to end. So, please read the following advice and remember - if you don't need it, don't do it! MACRODYNAMICS Your first aim is to make your song sound consistent - ensure each refrain is not much louder than a verse etc. The best way to do this is using ENVELOPES in your DAW to manually manipulate the gain. Ratio: the higher the ratio is, the more reduction and loudness you will get, and, the more dynamics you will lose. Set it at 1.5:1 for starters, - 50 - then play the chorus and the verse to check if they are similar enough. MICRODYNAMICS You may want to remove peaks and make it sound louder. We repeat again - if you don't need it, don't do it! The loudness will be increased in the final part as well! Attack time: short, let's say 10ms. Release time: short, let's say 100ms. RMS length: short, but probably not minimal (peak). Threshold: overall level should be pretty consistent due to the previous macrodynamics stage. So play the chorus and set the threshold slightly below the current level. EQUALIZATION. This will finally make the spectrum sound professional. This is the most IMPORTANT part. Even the compression and limiting stages are expendable, but this has to be present. Some of you - 51 - are may wonder why I have put the equalization after the dynamics. This is because the compression may change the spectral content, so I feel it's prudent to put the equalizer here although it is your choice. LIMITING. Play the loudest part of the song. Move the Threshold to 0dB if it's not there already. Now there is no limiting, so only clipping or saturation is performed. Watch the peak meter and use the Input gain to lower it if necessary. The input should not be peaking! Decrease the Threshold very slowly to the point where the peak meter touches the 0dB limit. Not a single dB more, unless you want a crunchy master. If you make the threshold too low, the output will get distorted. The meter above the peak meter is called the gain reduction meter and shows how much of the track dynamics you have lost. It should be tapping -6dB at most. You can get more - 52 - transparent limiting using a MULTIBAND limiter, but be extremely careful! Multiband limiters can provide a higher level of loudness than single-band limiters just by increasing the Input gain parameter. Because each band is limited separately, by increasing the input gain you also balance the spectrum and get closer to the white noise we talked about above. This tricks the brain into thinking that it sounds better. Working with a multiband limiter is not too difficult. Just increase the input gain and watch the meters on the right, especially R, the gain reduction meter, and S, the saturation reduction meter. Saturation reduction causes distortions, and gain reduction causes pumping. Finally, when you think some bands are affected more than others, you can use separate thresholds or band input gains for them. Listen closely to the results and if you hear any unpleasant distortions, clicks or pops, increase the threshold (decrease drive) or remove saturation. If none of - 53 - this helps, decrease the input gain. If there are still artifacts present, bypass the limiter as it is very probable that the distortions are generated by any of the previous steps or are even contained within the mix! Lower the ceiling parameter to say -0.2dB. This is basically just output gain, but some media can by its nature create output levels after decoding higher than the original. So despite we have room to 0dB, it is a good idea to keep the output slightly lower. And finally, the golden rule as usual - LISTEN. Switch between tracks and COMPARE. Don't make your recording louder than the comparison, there is too much to lose. Compare it to the original too, to see if the mastering has helped. And don't forget to listen to the quiet parts of the song as well, since the processing might also have amplified any noise etc. - 54 - EXPORTING THE RESULT. When your master sounds good, go for a walk to CLEAR your head. When you get back, which should be at least a few hours later, listen again. Still sounds good? Great! Use the export/mixdown feature of your host to generate a wave file at the same audio quality, preferably 96 kHz and 32-bit floats. At this stage you can add some fade-ins/outs if necessary. Now you have the finished recording at the highest quality. Use your DAW to create a file in the format you need. In most cases you will be down-sampling to 44.1 kHz and decreasing resolution to 16-bits. Dithering is recommended here. You probably won't hear the difference, but when your recording is played on a big concert system, someone might! - 55 - MY MASTERING - 56 - MY PHILOSOPHY The key to achieving a great sounding MASTER is to start with a great sounding MIX. If you don t get the mix right first, MASTERING will compensate for the mixing issues. Distortion and over-compression for example are difficult to deal with. Distortion is broadband noise, so it cannot be removed with EQ. HOW I WORK I spend at least THREE HOURS per song. I pay close attention to the structure, balance, movement and tonality of the mix before I determine what the song needs. My motto is LESS IS MORE . I only use processing that I believe is ABSOLUTELY necessary. My adjustments are SUBTLE, I try to BALANCE and ENHANCE your mix, NOT alter the character, emotion or sound of it. That is why I use musically perceived LOUDNESS. - 57 - LOUDNESS WAR If you use high compression, limiting or brick-walls, you always LOSE musicality, energy and dynamics. However, if you want your mix to be as loud and proud as it can be, I will do it for you. I understand that the majority of people these days listen to music through iPods, iPhones and cheap ear-buds. That is why I always provide TWO mastering versions. ALBUMS When mastering an ALBUM I pay close attention to the GAIN levels of each song, in relation to each of the other songs. TONALITY is important, too. Some mixes may be brighter, some may be recorded in different places, and some may be mixed by different engineers. I try to make the whole release sound COHESIVE. I spend at least ONE DAY mastering your album. - 58 - HOW TO PREPARE YOUR FILES FOR MASTERING Bounce your song in –at least- 44khz/16bit interleaved wav/aiff. Don't dither, don't normalize, and don t use limiters /compressors on the master channel. Try to leave at least -6dB headroom. MOST IMPORTANT! Don't forget to mention your IDOL band/album/song to make sure I'm after the sound you want! ©Omnibus Press 2014 - 59 -