ВУЗ: Казахская Национальная Академия Искусств им. Т. Жургенова
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Chart 6. Typical EQ for Typical Instruments
46
The Art of Mixing
Common Terminology for EQ Frequencies
Even if you learn all of the frequencies, understand
how boosting or cutting each frequency affects vari-
ous instruments differently, and master how to EQ an
instrument for different types of music and songs, the
people you are working with might still be using
street terminology to describe what they want. There-
fore, Chart 7 is a list of slang and what it means.
SECTION C
Panpots and Stereo
Placement
When mixing, you use panpots (balance knobs) to
place each sound and effect left to right between the
speakers. A panpot is actually two volume controls in
one. When you pan to the left, the signal going to the
right is turned down. When you pan to the right, the
volume of the signal going to the left is turned down.
Chart 7. Common Terminology and Slang
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Chapter Four
As previously discussed, panning in a mix is
mapped out visually as a function of left to right. Pan-
ning a sound to one side or the other also seems to
make the instrument a bit more distant in the mix. If
the sound is panned to the center, it will seem to be a
bit closer, a little more out front.
Visual 82. Left and Right Placement
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, certain styles of
music have developed their own traditions for the
particular placement of each instrument left to right
in the stereo field. Normally, the placement of a
sound is static; it stays in the same place throughout
the mix. However, the movement of a panpot during
a mix creates an especially effective dynamic. We will
discuss the common ways panning is used to create
musical dynamics in the next chapter.
SECTION D
Time-Based Effects
DELAYS
After many failed attempts to use outdoor racquetball
courts to create delays, engineers realized they could
get a delay from a tape player. You could hear a delay
by recording a signal on the record head, then listen-
ing to the playback head two inches later. The delay
time could be set by changing the tape speed. Engi-
neers used this technique for years with the Echoplex,
which fed a piece of tape through a maze of tape
heads at different distances, each giving different
delay times. Not bad, but the problem with tape is that
every time you record over it, you get more tape hiss.
Then came analog delays, which would put a sig-
nal through a piece of electronics to delay the signal
a bit. The more you put the signal through the elec-
tronics, the longer the delay. It was a bucket brigade
type of system. The only problem was that when you
put a signal through a piece of electronics over and
over, it gets extremely noisy after a while.
Then came digital delays, which record the sig-
nal digitally onto a chip, then use a clock to tell the
unit when to play the sound back. The delayed signal
can also be fed back into the input to get the well-
known sound of feedback or regeneration when the
signal continues to repeat.
You must learn the details of the frequency spec-
trum, as well as how each delay time feels and what
feelings or emotions each delay time evokes. Then,
when you hear a song that has a similar feeling or
emotion, you will know what delay time might work.
There are, of course, a wide number of other reasons
for using different delay times that I will cover later.
Delay Times vs. Distance
In order to assist you in remembering what different
delay times sound and feel like, it is helpful to under-
stand the relationship between delay time and dis-
tance. Sound travels at approximately 1130 feet per
second. That's 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, it 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. We can also
easily hear a delay when we put two microphones at
two different distances from one sound. In fact,
changing the distance between two microphones is
exactly like changing the delay time on a digital delay.
The following chart illustrates how different dis-
tances relate to delay time. Of course, if you are cal-
culating a delay time based on the distance between a
sound source and a wall, the distance must be dou-
bled (to and from the wall).
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The Art of Mixing
Chart 8. Distance vs. Delay Time
As distances become smaller and smaller, the
distance in feet almost equals the milliseconds of
delay. This correlation comes into play when using
more than one mic on a sound (e.g., piano, guitar
amps, acoustic guitars, horns, or background vocals)
and is especially helpful when miking drums. For
example, the distance you place overhead mics above
the drum set will create a corresponding delay time
between the overhead mics and the snare mic (or any
of the rest of the mics for that matter). It is also
important to note the distance between instruments
when miking an entire band live (or recording every-
one in the same room at once) since mics may be
more than ten feet away from another instrument
and still pick it up.
Besides delay time, you must also consider
phase cancelation, a problem that happens with
extremely short delay times. We'll discuss more about
this later.
If you pay attention to the way that something
sounds when miked at different distances, you will
eventually become aware of what different delay
times sound like. Once you become familiar with the
way that different delays affect different sounds, you
can control their use in a way you deem most appro-
priate; that is, you can do whatever you want.
There might not be any rules in this industry except
one: Gain a perspective so that you know what you are
doing. Then, if anyone disagrees, it doesn't matter.
Different Delay Times
Let's define specific delay time ranges, so that you
can get to know them and incorporate them into your
memory time banks.
More than 100ms
Professional engineers refer to this length of delay as
"echo." However, the real world (and my mom) use
the term echo to refer to reverb. For our purposes, we
will use echo to refer to a delay time greater than
100ms, not reverb.
When setting a delay time greater than 100ms, it
is important that the delay time fits the tempo of the
song, otherwise it will throw off the timing of the
song. The delay time should be in time, a multiple of,
or an exact fraction of the tempo. The following
chart gives the relationship between tempos and
delay times.
Chart 9. Tempo vs. Delay Time
A simple way to set delay times to the tempo
without the chart is to put the delay on the snare
drum (or some other instrument playing a continu-
ous pattern). You can then hear when the delay is in
time with the tempo of the song. Once you have
found a delay time that works, any multiple or frac-
tion of that time might also work.
A delay time over 100ms creates a dreamy effect
and is most commonly placed in songs with slower
tempos where there is room for the additional sound.
Therefore, the more instruments and the more notes
in a mix, the less often delays are used. This is espe-
cially true when there is feedback on a long delay
time. The delays take up so much space in a mix that
they are often only turned up at the end of a line,
where there is enough space to hear the echoes by
themselves.
60 to 100ms
You can hear this delay time, commonly referred to as
"slap," on the vocals of Elvis Presley and in rockabilly
music. In fact, there is about an 80ms delay between
the syllables "rock" and "a" in the word "rockabilly."
This effect can be quite helpful in making a thin
or irritating sound (especially a voice) sound fuller. It
can help to obscure bad vocal technique or pitch
problems. In fact, a slap can be used to bury any bad
sound. However, you never want to bury anything too
deep. Add too much delay on a bad vocal and not
only do you have a bad vocal, but you also have a bad
mix. On the other hand, a slap can make a vocal seem
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Chapter Four
less personal. If you have an incredible singer, you
might forego using any delays. Just put it out there
with a little reverb and let it shine.
30 to 60 ms
Put your lips together and blow a raspberry (this is
the interactive portion of the book), technically
called a "motorboat." The time between each flap of
your lips is approximately 50ms. Delay time in this
range is referred to as "doubling" because it makes a
sound seem like it was played twice, or double
tracked. When a part is sung or played twice there will
naturally be a time delay ranging from 30 to 60ms (no
one can ever sing or play a part twice exactly in time).
Therefore, adding a delay of this length makes it
sound like the part has been played twice. The Beat-
les used this effect extensively to simulate more vocals
and instruments.
Just like a slap, doubling helps to obscure a bad
sound or a bad performance. So it can be used to
help bury things in the mix. Likewise, since it does
obscure the purity and clarity of a sound, you should
use it selectively, depending on the sound, song, and
style of music.
NOTE: Although doubling makes a sound seem like it
has been played twice, it is a different sound than if
you actually doubletrack a sound. In fact, doubling
often sounds so precise that it sounds somewhat elec-
tronic. This is especially true on vocals and simple
sounds. However, if a sound is complex, especially if
the sound is a combination of sounds (like a bunch of
background vocals or a guitar sound with multiple
mics), then you don't notice the precision of the de-
lay. Therefore, when you put doubling on 20 vocals, it
sounds like 40 vocals, and it sounds incredibly natural.
1 to 30ms
An unusual thing happens with this type of delay,
commonly known as fattening. At this delay time, our
brain and ears are not quick enough to hear two
sounds; we only hear one fatter sound.
The threshold between hearing one sound or
two sounds actually varies depending on the duration
of the sound being delayed. Also, the delay times are
even shorter when the original sound and the delay
are panned separately, left and right. The following
chart gives approximate thresholds for some instru-
ments with different durations (actual thresholds will
depend on the particular timbre and playing style of
the instrument):
Chart 10. Quickness of Our Brain
Besides reverb, fattening is the most-used effect
in the studio, mostly because it doesn't sound much
like an effect. Fattening is the primary effect used to
make a sound stereo, which has a certain magic to it.
When you put the original "dry" instrument sound in
one speaker and put a delay less than 30ms in the
other speaker, it "stretches" the sound in stereo
between the speakers.
Visual 83. Fattening: Delay <30ms
Fattening can make an already beautiful acous-
tic guitar or piano sound incredible. Fattening is the
most effective of all delay times in making a thin or
irritating sound fatter and fuller. It also seems to
make a sound more present simply because when a
sound is in stereo, it takes up more space between the
speakers. This is especially effective when you want to
turn a sound down in the mix but still have it dis-
cernible. On the other hand, because fattening will
make a mix fuller and denser, you must make sure
there is enough room between the speakers. There-
fore, fattening is used most often when there are
fewer notes and sounds in the mix.
When you want to create a wall of sound,
though, even if the mix is already busy, you can add
fattening to make it more busy. (This blows people's
minds.) This is commonly done in heavy metal, alter-
native rock, and some new age music.
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The Art of Mixing