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Tips & EQ's to make better Recordings and Mixing

Most of the recordings done today are in Home/Project Studios on Computers mainly.
The Sound & quality of these recordings can be Enhanced and make them sound Good & Comparable to today's Industry and Commercial Radio Standards.If you are doing Home/Project studio recordings yourself these are a few Simple Basic snippets, that might assist you to get Better Tracks/Recordings. There are some great books that go into details, & give you a better understanding of the recording process.

When you are start recording, you have a few things that will go into the Recording Process which you can pay attention to if you are a Beginner / Semi pro engineer. These snippets will assist you to make better recordings/tracking, which will later become like second nature to you. RULE #1= Listen, Listen & Listen to what you are Tracking/Recording. Train yourself to Listen to the tonal quality of the vocal/instrument/spoken word etc. (Some close their eyes while listening, this removes any distraction from what the eyes are seeing and focuses the brain to listen.)

Pay attention to these SIMPLE things when you are Tracking and you will have Better Cleaner Recorded Tracks. The Quality of Equipment is important, If you are recording onto a computer/ hard disc recording, Clean & Defrag it if needed before you start the Recording process.

Don't EQ or Add any Effects, Reverbs, Compression, Flangers, Phase shifters while Recording/Tracking, THIS IS DONE IN THE MIXING PROCESS. (Once you have a certain amount of reverb, compression, effect on a recorded track you cannot take it out in the mix)

A Good arrangement will help but it is the VOCALs that's is going to be key to a successful track.
Make sure your vocal does justice to your song. Choose a good Recording & Monitoring space, and there are many different kinds of Microphones, Dynamic, Condenser, Ribbon, Tubes. Use A GOOD MICROPHONE For Vocal Tracking.
Use a POP filter in front of the mic, Listen to background noise, Listen for POP'S & S's. Listen to the Vocal track and every other Track In Solo after its recorded to ensure that it is clean. Also Listen and hear that you have captured the essence of the Vocal/Preformance, If you are happy move on, if not "FIX IT NOW" Not later in the mix. You will have a lot to do in the mixing process as you will see below. Use a Gate on vocals to remove the breaths or playback spills from the earphones into the mic when you're tracking, like this you will have clean vocal track/s.

Use a gate on the instrument tracks if you are recording live Instruments. Eg., When recording guitars, that are going thru an amp with microphones on the speakers can sometimes give a low hum, feedback, depending on the adjustments of the amp. These can be removed by using a gate. Try to get the tracks as clean as possible (Unless you want the noise there like feedback.) The old pedal effect have to be gated, as they give out a humming noise if the guitar player is not playing and will start playing later. Close the track if you are recording the band live, you can pop in the track hit the record button just before the guitars come in.

Also use gates when tracking Live drums like this there won't be that much of a bleed from one track to another like from the kick or snare to the high hat track if you gate each microphone that's on the drum tracks. (If you don't hear the drum tracks sounding Good, Check the placements of the microphones, Eg., Snare, are you using a Sm. 57 on the top only or using 2 microphones on top & bottom. Where the microphones are placed will effect the sound, try moving them until you get as close to the sound you want without using any Eq. You can Eq each drum track later as you will see below, you can however use the EQ on the tracks that are returning from tape/harddisc for listening thru the monitoring feed. This will give you an idea how the drums/tracks will sound when you will eq them in the mix.

The Cleaner You Record the Better it Will Sound.
Take time to Record it right and you will save hours of studio time later trying to fix tracks to sound good. The extra 10/20 minutes to Fix the track or Rerecord the track can save you hours of headaches later trying to "FIX IT IN THE MIX"

If you need to Eq an instrument in the Recording phase, Do it saparingly you can always Re Eq in the mix. Listen to the Tonal Quality of the sound on the track without effects, and ensure that its clean, if you are recording from a module/organ, try not to Eq while tracking, Most of the sampled sounds in modules/organs already have Eqs. Again you can Re Eq in the mix to place the instrument sound to its proper EQ, Level, Pan & Effects in the mix comparable to the other instruments to work in conjunction with all the other tracks and have a great mix.

Mixing is an ART and it takes time, yet there are a few things that you can do to enhance your mixes to sound better.
It can also be said that mixing is similar to cooking, every Person/Engineer/Studio will mix the track differently as per their own expertise and specific knowledge & Equipment. Yet there are a few simple basics that you can do to make your mixes sound better.

Here are a few snippets of things to assist you to better understand the mixing process & hopefully make better and cleaner mixes.

There are 11 things that go into a mix
Melody, Lyrics, Performance, Concept, Song Structure, Harmony, Instrumentation, Arrangement, Rhythm, Quality of Equipment & the MIX . You have to pay attention to these 11 things to make a good Mix, Each of them is Important.


There are 4 Pyramids that make the Square Tools of Dynamics
Volume, Effects, Panning & Eqs. Each has Movement, Patterns & Individuals.

You can create Musical & Emotional dynamics by placing each instrument at different volume levels in the mix. Simply making a sound louder or softer effects how it is perceived. However, you create a much more intense dynamic when all of the volume controls create a pattern based on their collective placement. For example, if all of the volumes are set evenly, so that there is very little variations between the loudest & softest sounds, the mix will be quite different from one with a wide variation in volume levels. When you change the volume levels during a mix, it creates a level of dynamic that is often so strong that it draws the listener attention away from the song. Which could be cool if appropriate for the style of music and song.


Range of Apparent Volume Levels With Typical Instrument in Each Level (With 1 being the Loudest & Closest to you, and 6 being the Lowest & Furtherest level)


1 2 3 4 5 6
Alarm Clocks Lead Vocals Main Rhythm Rhythm Beds Effects Whispers
Explosions Lead Inst's Lead Vocal Cordal Pads Kick(Jazz) Talking
Primal Screams Boom Toms Drums(Jazz) Hums Noises
  Horn Blasts Snare(Dance) Bckgrd Vocals Bckgrd Vocals Doubling
  Symph Blasts Kick(Metal) Strings    
    High Hat Reverb    
    Loud Effects      


Distance Vs Delay times


It is helpful to understand the relationship between delay time and distance. Sound travels at approximately 1130 feet per second, around 770 miles per hour, which is extremely slow compared to the speed of sound in wires - 186,000 miles per second, the speed of light. Therefore its is easy to hear a delay between the time a sound occurs and the time it takes for a sound to travel even a few feet to a wall and back. You can also easily hear delay when you put 2 microphones at 2 different distances from one sound. In fact changing the distances between 2 microphones is exactly like changing the delay time on a digital delay.

The following chart illustrates how different distances relate to delay time. Of course, if you are calculating a delay time based on a distance between a sound source and a wall, the distance must be doubled (To & from the wall.)

Distance Vs Delay Time

FeetDelay(ms)
1130 1000
560 500
280250
140125
7062.5
3532.25
17.516.13
8.758.01
4.284
2.142
1.071



Frequency Ranges/Equalizers

The first step in learning to use an equalizer is to become familiar with each of the frequencies by name. When you learn the names of the frequencies you can begin to remember what boosting or cutting each frequency dose to each instrument. In order to make all the frequencies easy to remember, they can be divided into 6 ranges. (there is no commonly accepted framework for dividing the frequencies into ranges) Every book seems to divide them a little bit differently

Hi Highs > 8000 Hertz. This is where you find the Cymbals & Higher Harmonics of sounds, Boosting this range a little on certain instruments can make the recording sound like a higher quality recording, But to much can make it irritating.

Highs > 5000-8000 Hz. This range, the one boosted when you turn up the treble controls on the stereo, is commonly boosted in mastering to make things sound Brighter & more present.

Midranges > 800-5000 We are extremely hyper sensitive to this frequency. Boosting a frequency 1 dB in this range is like boosting 3 dB on any other range. This is where most of our language is centered, it is critical to be careful when cutting or boosting any frequencies here. This is double true on VOCALS because we are also hypersensitive to what Vocals are supposed to sound like.

OOHZONE > 200- 800. When Frequencies are boosted to much in this range, they sound muddy, unclear and can even cause fatigue when not evened out.

Bass > 40-200. This is the approximate range boosted when you turn up the bass tone control on a stereo.

Low Bass > 40 & Below. Called the sub bass commonly found in rap booms, The low bass of a kick drum & bass guitars.

Pitch - Frequency


B8             7902                 E4        330
A8             7040                 D4        294
G8             6272                 C4        262
F8             5588                  B3        247
E8             5274                 A3         220
D8            4699                  G3        196
C8            4186                  F3         175
B7            3951                  E3         165
A7            3520                  D3         147
G7            3136                 C3          131
F7            2794                  B2          129
E7            2637                  A2          110
D7            2349                  G2           98
C7            2093                  F2           87
B6            1976                  E2           82
A6            1760                  D2           73
G6            1568                  C2           65
F6            1397                   B1          62
E6            1319                   A1          55
D6            1175                   G1         49
C6            1047                   F1          44
B5            988                     E1          41
A5            880                     D1          37
G5            784                    C1           33
F5             698                   B0           31
E5             659                   A0          28
D5             587                   G0          25         
C5             523                    F0         22
B4             494                    E0         21
A4             440                    D0         18
G4             392                    C0         16
F4              349                                    



Using Equalizers

There are 5 times when you must equalize a sound in a recording session , First a sound is equalized individually while in solo when recording onto a multitrack. Second, while the entire band is rehearsing or running thru the entire song, you double check the EQ of each sound relative to all other sounds. Then during mixdown each sound can be equalized individually before building the mix. Most Importantly finishing touches are done on the sound's EQ (relative to all the other sounds) when listening to the whole mix at once. Finally, a bit of EQ is occasionally done during the Mastering Process. This is an overall EQ for the entire mix and is not necessary if a good job was done in the first place.

Equalizing the entire mix during Mastering

There are 2 main types of EQ done during mastering. First, minor repairs can be done if the overall EQ doesn't sound quite right, but if the problem is very bad the entire song must be remixed.
It is quite common to adjust the amount of bass or treble slightly. Second, The overall EQ can be adjusted to make the overall Bass, Midrange & Treble more similar from song to song. Again, if the difference is too great, it might require remixing the songs. There is only so much that can be done in mastering with EQ since all the songs are no longer separate on their own tracks.

Listen

Start by having the EQ on ZERO. which means having it not cutting or boosting any frequencies.

The most common mistake made by an inexperienced engineer is to begin turning the EQ knobs before LISTENING. Don't touch the knobs until you know what you want to do. Listen and see if anything is wrong with the sound first, and if it ain't broke, don't fix it. There are 3 main details you should Listen for when EQ'ing. The 3 main things to check are, If the sound is Muddy, has irritating or "Honky" frequencies in the midrange, or is bright enough. If you do nothing else while recording to the multitrack, you should at least take care of each of these 3 aspects which make up of over 75% of all EQ'ing to be done.
Cut the Muddiness, Cut the Irritation & Set the Bandwidth.


Common Quick General EQ's



Typical EQ's for Typical Instruments
LowsMidsHighs
HI HatRoll-off Muddiness around 300 HzIf irritating find & roll off irritating frequencyAround 12k boost 3 to6 db for sizzle
Kick Drum OnlyRoll-off muddiness around 300 HzBoost around 5 -6k, Boosting up around 10-12k will only bring out Hiss & Cymbals
Snare DrumAdd a little bit around 60-100 Hz if the snare sounds thin & wimpy Take out Irritating frequency if going for sweet smooth sounding mix Add 3-10 dB around 6k
Toms Cut Boominess around 300Hz3-8 db boost around 5k, less boost on floor tom
Overheads Cut any muddiness around 300HzBe especially aware of any irritating freq's in midrange, Cut them if apparentPossibly boost a little around 6-12k but be wary of making them to edgy
Bass GuitarPossibly boost 40-60 Hz if song calls for it, Possibly cut 300 Hz if bass is to muddy for songBoost around 1-2 k if more presence is needed and if string noise is not to muchBoost around 5k for presence if mix is sparse enough to even hear it.
Electric Guitar Boost or cut around 300Hz depending on needBoost around 3k for edge Cut around 3k for transparencyBoost around 6k for presence & clarity Boost10k for sparkle
Acoustic Guitar Cut 100-300Hz where the Boominess isCut 1-3k to make image higher and more transparentBoost around 6k for presence & clarity Boost10k for sparkle
PianoCut muddiness around 300Hz Cut any honkiness around 1KBoost around 6k for presence & clarity
VocalsCut or boost around 300Hz depending on Mic, Voice & use in mixListen closley for any irritating or midrange honk (telephone like sound) Cut eitherBoost around 6k for presence & clarity
HornsBeware of any honky midrange & cut if necessary.


The muddiness of different instruments are in these Hertz,

BASS: 40 to 100 = bottom. 100/200= roundness, 200/800=Muddiness, 800/1000 = body on small speakers. 1000/5000=Presence 5000/8000 = HighEnd, 8000/12000= hiss.

KICK: 40/100=Bottom. 100/200 Roundness, 200/800 Muddiness 5000/8000High End. 8000/12000 hiss.

SNARE: x 100/200 Fullness, 200/800 Muddiness. 5000/8000 presence x

TOMS:x 100/200 Fullness, 200/800=Muddiness, 1000/5000 Presence/irritation, 5000/8000 High End.

FLOOR TOMS: 40/100= Bottom, 100/200=Fullness, 200/800 Muddiness. 1000/5000=presence

HI HAT/CYMBALS: x 200/800 muddiness/Bleed. 1000/5000 irritation, 5000/8000 Clarity,Crispiness 8000/1200=Shimmer/Sizzle.

VOICE: 40/100=Rumble, 100/200Fullness, 200/800 Muddiness 1000/5000=Presence/irritation/telephone. 5000/8000=Clarity Crispness,Sibilance6K

PIANO:40/100=Bottom, 100/200=Fullness, 200/800=Muddiness 800/1000=Muddiness, 1000/5000=Presence, 5000/8000=Clarity, 8000/1200=Harmonics.

ELECTRIC GUITAR: x 100/200=Fullness, Crunch. 200/800=Muddiness,Roundness, 1000/5000=Cut,Shred,Irritation, 5000/8000=Crispiness,Thinness, 8000/12000=Hiss

ACOUSTIC GUITAR: x, 100/200= Fullness, 200/800=Muddiness, 5000/8000= Clarity,Crispiness. 8000/12000=Speckle.

ORGAN: 40/100=Bottom, 100/200=Fullness, 200/800 Muddiness, 5000/8000= Clarity ,Crispiness.

STRINGS: 40/100= Bottom, 100/200=Fullness, 200/800=Muddiness, 1000/5000= Irritation Digital Sound. 5000/8000 Clarity& Crispiness, 8000/12000=Sparkle.

Horns: x 100/200=Fullness, 200/800=Muddiness, 800/1000=Roundness, 5000/8000=Clarity & Crispiness.

CONGA: 40/100=Boominess, 100/200= Fullness 1000/5000= Irritation,
5000/8000= Clarity, Crispiness

Tempo vs Delay Time

Beats Per MinuteTime Between Beats
60 bpm1000ms
90bpm750ms
120bpm500ms
150bpm437.5ms
180bpm375ms
210bpm312.5ms
240bpm250ms

There's a lot more, One can create 3D effect mixes by using Volumes, Panning, EQ's & Effects, There are many more things that you can do to enhance the track & achieve a GREAT MIX by learning the uses of Flangers, Chorus's, Phase Shifters, Reverb's, etc., and can be used to get Rate, Speed, Frequency, Width, Depth, Intensity, Feedback, Even Negative Feedback, and lots more the above is just a small but main portion of things that you can use to get good mixes.

I Highly Recommend that you get the Book "The Art of Mixing, By David Gibson" & would Like to Thank Mr. David Gibson for this great Book.



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