ВУЗ: Казахская Национальная Академия Искусств им. Т. Жургенова
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0 to 1ms
This sort of a delay time causes phase cancelation. I
will address only the critical aspects of phase cancela-
tion here. But keep in mind that phase cancelation is
a very serious problem in recording and I highly rec-
ommend that you do further research to gain a com-
plete and clear explanation of the problems and
detriments of it.
Phase cancelation happens when two of the
exact same sound, like those created with two mics or
two speakers, are a little bit out of time. A perfect
example is when you switch the positive and negative
wires on one of two speakers. Now, one speaker is
pushing out while the other is pulling in. When a
speaker pushes out, it creates denser air than normal.
When a speaker pulls in, it creates more spaced out
air than normal (rarefied air). When the denser air
from one speaker meets the spaced out air from the
other speaker, you end up with normal air; normal air
equals silence. This means you could have two speak-
ers blasting away and theoretically you could hear
nothing.
There are many companies now using phase
cancelation to quiet the world. This technology is
used in automobiles, on freeways (instead of cement
walls on the sides of the freeways), in factories, and
even in headphones to cancel out sounds around
you. Marriage counselors are selling them by the
dozens.
If you have two mics on one sound at two differ-
ent distances, one mic might be picking up denser air
while the other mic is picking up spaced out air. Put
the two mics together in the mix and they will tend to
cancel each other out, though not completely. The
following are common problems when using more
than one mic on drums, piano, and guitar.
1. You lose volume when both mics are on, especially
when you're in mono (which, by the way, is one of
the best ways to detect phase cancelation).
2. You lose bass frequencies, making the sounds thin.
3. Most importantly, you lose the clarity and precision
of the perceived image of the sound between the
speakers. The sound seems to be more "spacey."
Though some people like this effect, most people
are addicted to clarity these days. If the mix is ever
played back in mono (as on TV or AM radio), the
sound will disappear completely.
There are many ways to curb phase cancelation.
The primary way is to simply move one of the mics. If
both mics are picking up the sound in the same
excursion of the wave, there will be no phase cance-
lation.
Visual 84. Two Mics Picking Up Sound in Phase
It takes 1ms for a complete wave of l000Hz to
pass by us. If we were to set a delay time of .5ms on a
sound, it would put it out of phase. Therefore, we can
use a digital delay to put the sound back in time.
Finally, we can remove a large amount of phase
cancelation through isolation. Often, the bleed of a
sound into a second mic will cause phase cancelation
with the first mic. By using baffles or noise gates, we
can reduce the bleed in the second mic, voiding the
phase cancelation.
Panning of Delays
When the delay time is long enough to hear two
sounds, then the delayed signal can be treated just
like another sound and can be placed anywhere in
the mix using volume, panning, and EQ.
Visual 85. Volume, Panning, EQ, Movement of Delay
>30ms
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Chapter Four
When the delay time is less than 30ms or so, fat-
tening occurs. We can also place this line of sound
anywhere with volume, panning, and EQ.
Visual 86. Volume, Panning, EQ, Movement of Fattening
FLANGERS, CHORUSES, AND PHASE SHIFTERS
In 1957, Toni Fisher was doing an album and some-
one accidentally sat on one of the reels on the tape
player, slowing down the tape. When they stood up, it
sped back up to normal speed. The band went, "Cool,
let's put it on the record." They did put it on the
record, and thus, flanging was born. The song, "The
Big Hurt," went to No. 3 on the charts in 1957.
If you set a digital delay for less than 30ms of
delay time and crank up the feedback, you get an
effect called tubing (check it out on a digital delay).
The interesting thing is that the shorter you set the
delay time, the higher the pitch of the tube. The
longer the delay time, the lower the pitch of the tube.
Now, if you set a clock to sweep the delay time back
and forth between, say, 9 and 1ms, then you get the
effect called flanging.
Visual 87, Pitch vs. Delay Time of Flanging
A flange is shown visually like this:
Visual 88. Virtual Mixer Flanging (see color Visual 88C)
If you set the width (depth or intensity on dif-
ferent units) so that the sweep of the delay time is not
so wide, you then have the effect called chorusing.
(Chorus effects have a delay like doubling or fatten-
ing also added.)
Visual 89. Virtual Mixer Chorusing
If you set the delay time so that you are only
sweeping between 0 and 1ms, you hear the effect
called phasing.
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The Art of Mixing
Visual 90. Virtual Mixer Phasing
There are various parameters or settings found
on flange, chorusing, and phasing units:
Rate, Speed, Frequency
The setting is the time it takes for the delay to sweep
back and forth between two delay times. For example,
it can be set to take one second to smoothly change
from 1 to 9ms and back. The rate of the sweep can be
set to the tempo of the song—you might have it rise
on one beat and fall on the next beat—or to rise on
one chord and fall on the next chord. You could even
set it to rise on the first half of the verse and fall on
the second half. The rate is often set so slow that it
doesn't correspond to any part in the music.
Width, Depth, Intensity
This setting is the range of the delay sweep. For exam-
ple, a narrow width setting might sweep between 3
and 4ms, while a wide width setting might sweep
between 1 and 9ms. Because pitch corresponds to the
delay time, this means that the wider (or deeper) the
setting, the wider the frequency sweep.
Visual 91, Narrow and Wide Sweep on Flange, Chorus,
or Phaser
Feedback
Feedback takes the output of the delay and "feeds it
back" into the input. Some feedback is required to
get the flange effect in the first place. The more feed-
back you add, the more intense or dynamic the fre-
quency sweep.
Negative Feedback
Negative feedback puts the signal being fed back into
the input out of phase. This generally causes a more
hollow tubular type of flange sound.
Flanging is used to create a more spacey type of
mood, an other-worldly effect. It's great for making
things sound like they are under water. Chorusing is
often used to simulate a chorus of people or chorus
of instruments. Phasing is a very subtle effect—so sub-
tle that when used at Grateful Dead concerts, the
crowd often wondered if the effect was actually com-
ing from inside their heads.
Each of these effects can be panned in various
ways:
Visual 92. Flanging Panned Various Ways
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Chapter Four
Each can also be brought out front with volume .
Visual 95. Waves Bouncing Around Room
Visual 93. Flanging at Different Volumes
. . . and raised or lowered a little bit with EQ.
Visual 94. Flanging EQ'd Differently
REVERB
Reverb is hundreds and hundreds of delays. When a
sound first occurs, it travels throughout the room at
the snail's pace of around 770 miles per hour. It
bounces off the walls, ceiling, and floor and comes
back to us as hundreds of different delay times. All of
these delay times wash together to make the sound we
know as reverb.
Visual 96. Wash of Reverb
When we place reverb in a mix, it is like we are
placing the sound of a room between the speakers.
Therefore, I will show reverb visually as a room or
cube between the speakers.
Visual 97. Virtual Mixer Reverb
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The Art of Mixing
Reverb takes up a tremendous amount of room
in this limited space between the speakers. In a digi-
tal reverb, all of these delays are panned to virtually
hundreds of different places between the speakers.
This is why reverb masks other sounds so much in the
mix.
Visual 98. Reverb: Hundreds of Delays Panned Between
Speakers
There are certain parameters of control found
in units that create reverb. I will explain each setting
and show it visually.
Room Types
Modern digital reverbs allow the user to change the
"type of room." Imagine different types of rooms
between the speakers. There are no strict rules as to
the type of room that is used in a mix. Some engi-
neers prefer a plate reverb sound on the snare drum.
Some use hall reverbs on saxophones. However, it is
important to check the type of reverb while in the
mix (with all the sounds on) to make sure it cuts
through the mix like you want it to because different
types of sounds mask the reverb in different ways.
Reverb Time
You can also change reverb time: the duration or
length of time it lasts.
Visual 99. Long and Short Reverb Times
NOTE: A common rule is to set the reverb time on a
snare drum so that it ends before the next kick lick;
this way, the snare reverb does not obscure the attack
of the next kick note, which will keep the kick drum
sounding clean, punchy, and tight. The faster the
tempo of a piece, the shorter the reverb time. Again
though, rules are made to be broken.
Predelay Time
When a sound occurs, it takes awhile for the sound to
reach the walls and come back. The time of silence
before the reverb begins is called the predelay time.
Visual 100. Predelay Time
Different sized rooms will naturally have differ-
ent predelay times. A medium-sized auditorium has
around 30ms of predelay time, while a coliseum
might have as much as 100ms of predelay time.
Therefore, it is important to have a bit of predelay
time if you are looking for a truly natural reverb
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Chapter Four