Studio
Sense: The Wide World of Panning
by Craig Anderton
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Part of listening in
the real world involves locating sounds in space. Although 5.1
surround sound excels at providing spatial cues, most of the music
world still runs on stereo, which has been with us for four decades.
While stereo's spatial options are limited to left, right, or
somewhere in between, it remains an important part of recording
-- and we need to make the most of it.
Consider what happens
when you sit down and play the piano. There's a definite sense
of lower notes emanating from the left, and higher notes coming
from the right. Also, the undamped high strings, which are on
the right, ring faintly even when you play a note on the extreme
left. Try recording a piano in mono, then again in stereo. If
properly miked, the stereo version will be far more realistic.
Stereo placement (panning)
isn't just about realism, though. It's also used to keep instruments
from interfering with one another, as well as to add special effects.
So, let's look at some tips designed to help further your skills
in the art of stereo.

Fig.
1
I've copied a stereo guitar track (the upper waveform) and time-slipped
the copy (the lower, inverted waveform) so that it's just slightly
late. In the mixer window, the panpots for these two tracks are
set to hard right and hard left, respectively.
Audience
Perspective or Performer Perspective?
As
you set up stereo placement for instruments, think about your
listener's position. For example, for a right-handed drummer the
hi-hat is on the left and the toms on the right. For the audience,
it's the reverse. I generally go for the performer's perspective,
unless the object is to emulate a concert experience.
Frequency
Response & Panning
Low
frequencies are fairly non-directional, whereas highs are very
directional. As a result, low-frequency sounds (kick, bass) generally
sound better in the center of a mix, whereas higher frequency
instruments (shaker, tambourine) can go further out to the left
and right.
With
synthesizers that have stereo outputs, keyboard split functions
can be very useful for spatial placement. One option (especially
if you're handling the bass line with your left hand) is to send
the lowest split to the center, a middle split to left of center,
and the top split to right of center. This is not necessarily
the most realistic option with respect to imitating the real world,
but hey, it's a synth. If there's also a bass part to contend
with, then move the bass to center, and spread the keyboard from
left to right (or right to left), going from lower keys to higher
keys. This keeps your low frequencies spatially separated from
the bass player.
The
easiest way to spread a keyboard is if you can modulate the pan
position from the MIDI note number. This creates a spread when
you feed the keyboard's stereo outs to two mixer channels. However,
unless the keyboard is the major focus of the music, you may want
to narrow the final range down a bit. For example, if guitar is
another major melodic instrument in the piece, try spreading the
guitar from left of center to center, and the keyboard from center
to right of center.
Panning & Delay
When a delayed sound
is placed in the same spatial location as the main sound, the
end result may become somewhat indistinct if the echoes are on
the same note that's currently playing. There are two main options:
If your instrument is weighted to one side of the stereo spread,
weight the delayed sound (set to delay only, no dry signal) to
the other side of the spread. If you're using stereo delay on
a lead instrument that's panned to center, you can get some lovely
results by panning one channel of echo toward the left, and one
toward the right. If the echoes are polyrhythmic, this can also
give some lively ping-pong type effects. Of course, this may sound
gimmicky (not always a bad thing, mind you!), but if the echoes
are mixed relatively low and there's some stereo reverb going
on, the sense of spaciousness can be huge.
Plan Ahead
One way to pan is just
to arbitrarily move panpots around until things sound good. But
I prefer to plan ahead by drawing a two-dimensional diagram of
the intended "soundstage," much like the way theater
people draw chalk marks where characters are supposed to stand.
When it's time to mix, using this diagram as a "map"
helps me stay on track.
The further back I
want to position the sound, the lower in level and, sometimes,
the more reverb. Closer sounds are louder and drier. You can also
experiment with adding predelay to the reverb for a sound that
you want to seem close to the listener. This works best when each
of the main sounds has its own reverb. Be careful with adding
one reverb to the entire mix: When done carefully, this can give
a sense of space, but it's easy to overdo it, drowning your mix
in mush.
When Mono Matters
There are three reasons
to pay attention to mono. One is that the final product may play
over a mono system (well, you do want to hear your music on TV,
right?). Another is that some methods that create stereo from
mono signals, or ultra-wide signals from stereo, can create mono
incompatibility problems.
But the main reason
for using mono is when you begin a mix: I suggest starting with
all instruments panned to center. Don't do any stereo panning
until you've used basic EQ with all instruments to make sure that
each part stakes out its own part of the frequency spectrum. For
example, if two keyboard parts clash in mono, initially use EQ
to differentiate them, not stereo placement. If you're able to
differentiate parts with EQ first, then stereo becomes the element
that brings true spaciousness, not just separation, to a mix.
Creating Wider-Than-Life
Sounds
Many signal sources
are still essentially mono (voice, vintage synths, electric guitar,
etc.), but there are ways to "stereoize" sounds. With
a hard disk recording system, the easiest is to copy a track and
"slip" it ahead or behind the original track to create
a slight delay between the two (see Figure 1 above), then pan
the two tracks to opposite sides. In some cases, it's most effective
to slip the original track ahead of the beat a bit and the copy
a little late, so the two end up "averaging out" and
hit in the pocket. But you can also use slipping to alter the
feel. To drag the part, keep the original on the beat and slip
the copy a little later. For a more insistent, on-top-of-the-beat
feel, slip the copy ahead.
How much slip to add
depends on the instrument's frequency range. If the delay is too
short, the two signals may start to cancel each other and create
comb-filtering effects. This results in a thin, peaky sound, much
like a flanger stuck on a few milliseconds of delay. Lowering
the copied signal's level can reduce these negative effects, but
then the stereo image will be less dramatic.
If the delay is too
long, you'll hear an echo effect. This can also be useful in creating
a wider stereo image, but then you have to deal with the rhythmic
implications -- do you really want an audible delay? And if the
delay is long enough, the sound will be more like two mono signals
than a wide stereo signal.
Thankfully, hard disk
recorders make it easy to experiment. Just be sure to check the
final result in mono. If the sound ends up being thin or resonant,
increase the delay time a tad.
Another way to create
wider sounds involves EQ. Split your mono signal into two channels,
pan one channel left and one channel right, then give each channel
its own EQ settings to create more of a spread. For example, if
you use a high-shelf filter to boost 4dB starting at 2kHz in the
right channel, cut the left channel by 4dB at 2kHz, using the
same type of filter. As mentioned earlier, highs are more directional,
so this will definitely tilt the channel toward the right of the
stereo image. For a more extreme image, cut the bass in the right
channel and boost it by an equivalent amount in the left channel.
This will "push" the image further into both the right
and left channels.
Stereo graphic EQs
can also create a wider image. As one example, set up one graphic
for full cut on even-numbered channels, and pan that to the right.
Set up the other graphic for full cut on odd-numbered channels,
and pan it to the left. This won't work successfully on instruments
with limited ranges, like voice or a lead synth part. But if you're
exercising all the keys on your 88-note controller, or using a
drum machine, this technique can give a very unusual type of stereo
imaging.
Well, that's probably
enough about panning for now. The point of all this is that every
available parameter is an important part of shaping your sound.
Spatiality is crucial, so put as much thought into placement as
you do into levels, EQ, and other elements of mixing.
CRAIG ANDERTON is creative
director for MusicPlayer.com (stop by his forum and say hi), and
guitarist/synthesist with the German group Rei$$dorf Force. He's
also author of the books Home Recording for Musicians and Multieffects
for Musicians (AMSCO).