FOR MUSICIANS ONLY
Hurricane Sessions
Mixdown Part 4 -- Random Thoughts
December 10, 2008
-- The steps that I went through with our sample song, are by
no means the best or only way to go about it. I won't do every
song like that. Sometimes I'll use a limiter to take care of
the kick and snare, compress the bass. Sometimes I'll even use
EQ. But that comes in the final editing. We've just allowed the
individual tracks to achieve their full potential.
I try not to tie myself into
any one process, as it makes everything come out sounding too
similar. Do we really want the kick and snare to sound exactly
the same in every song? I think not. So you have to find a way
to vary the things just enough to give them a different feel.
The rest of the mixing process
is really difficult to explain. I'm simply going to listen to
each song over and over until there nothing left that I want
to change. The automation will be built piece by piece, in sort
of a random order. Whatever catches my ear is what will get dealt
with, and then I'll listen to each track separately again to
see if there's something I missed. The extra gain and limiting
is going to amplify background noise, so there will be several
hours spent just deleting noise (or a -96dB gain in the offending
area), like we did with the toms, only not always so obvious.
This is where live sound experience
comes in handy. The way I judge a sound engineer is pretty simple
-- If a song is playing and his (or her) arms are folded, or
maybe they even wandered away from the board for no apparent
reason, then they've stopped listening because there's always
one more thing you can do, especially in such a fluid environment.
The mixdown process lets you
do every little thing on every track, every minor change and
fade that you would do live, simultaneously instead of one after
the other, if necessary. This is truly the fun part of the process
and where the opportunity for some real creativity come in, even
if some of it is subtle, just peeking out once in a while to
make sure you're paying attention. It's actually a weird moment
at the completion of every song where it plays through to the
end and you had no desire to make anything "better".
If I can listen to it three times in a row without hearing anything
whatsoever that needs changed, or a noise in the background,
whatever, then that version of it is ready for the band to listen
to.
Each song has its own sound
that will naturally appear. That's what the band expects to hear
when I send them I copy. As we can hear, that sort of makes itself
happen with a good gain structure. Once those versions are done,
I can make duplicates of sessions and change the production values,
make less conservative choices, break rules, and experiment.
And when I take the tracks for the band to listen to, they can
have a couple of perspectives to choose from. If I don't make
exactly what they're looking for, we can spend a day or two going,
"What if...?" and letting them try whatever they envision.
Or pull parts back from earlier
versions and re-do them. Nothing is etched is stone. There are
no rules in rock and roll.
Only three weeks after making
the recordings, the bulk of the work is done, at least for this
batch of songs, which will probably show up in lo-fi (128k) versions
on the music page
soon.
So far, I haven't mixed with
any great care as to how the mp3 sounds. That's my next step,
which is kind of a trial and error process: Make an mp3. Listen
to it. Does it sound like your session does? Hell, no! So you
put an EQ or a limiter in or something and make another mp3.
Then do that over and over until you've got one that's acceptable
as a a more-or-less accurate replication of how the session should
sound.
This brings us to the end of
my lesson. I hope it is has been helpful for anyone, in any way.
December 14 -- A few final notes, for those who
actually found this useful.
- Kick Drum -- The heart of the kick drum lies
in the 340-380 Hz range, but it needs some high end, too, specifically
at 3k and above 5k. That will give it a cutting edge.
- Snare -- The ring is around 1k.
- Guitar -- The Behringer amp has a stereo
line out which is cleaner than what we got sticking a mic in
front of it. The mic was redundant and I ended up dumping its
track in every song.
- Bass -- The tones of the bass and kick drum overlap.
If you're having trouble getting the kick drum to stand out,
try notching a small hole at about 340hz in the bass track. Then
maybe give a little boost to the lower tones (200 Hz and below)
to compensate.
- Destructive edits -- I use destructive edits because
the non-destructive editing breaks a track up into a zillion
separate files and you can't see the track for all the edits.
So I make my first edit under "Create Individual Files,"
which gives a new version of the track. After that destructive
is safe because you have a backup from before you started that
you can drag back out if necessary.
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Cry
Raw Tracks --256k
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Phase 2 -- 128k
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Phase 3 -- 128k
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Phase 4 -- 192k
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