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EM’s
Guide To Better Blending
by Jeff Casey
The
evolution of electronic musical instruments is undoubtedly
the most important advance in music-technology in the
past 30 years. The computer revolution has certainly
been groundbreaking, but the rise of synthesizers in
fact helped initiate the early use of computers in the
personal studio. When synths hit the streets, the industry
was introduced not only to a new kind of instrument
but to an entirely new process of creating sounds.
We
were no longer limited to the acoustic and electric
instruments we and our friends could play; with practice,
we could emulate a wide range of instruments using synths
and samplers controlled with our favorite keyboard (and
later, a variety of MIDI controllers). Our dependence
on hired guns, although not eliminated, was reduced.
Best of all, we could even create sounds that didn’t
exist in the natural world. It took a while for mainstream
studios to get the idea, but eventually synths and samplers
became essential tools for many types of music production.
Working with electronic sounds has become an art form
all its own.
Combining
synths and samplers to create a mix can be quite different
from mixing acoustic instruments, and it can be just
as tricky. Let’s take a look at some of the things you
can do to create a successful mix of electronic musical
instruments.
Some
Remain the Same
Whether
you’re working with acoustic or electronic tracks (or
a combination of both), some principles of mixing apply
across the board. There are six essential rules that
I adhere to in any mixing situation. No matter how great
a mixmaster you think you are, if you ignore these basic
principles, your end product will suffer. So, let’s
run them down quickly.
1.
Be mentally prepared to tackle the mix. Get yourself
in the right frame of mind. Make sure that you’re properly
rested. This also means taking breaks from the mix periodically;
I’ve found that a breather every two to three hours
is sufficient. Avoid interruptions: mixing requires
just as much concentration from the engineer as laying
down a solo does from the musician. So turn off the
phone. Finally, make sure the mood is right. Get a comfortable
chair, dim the lights, and fire up the lava lamp. (Okay,
the lava lamp is optional.)
2.
Know your client. What kind of music are you working
on? If it’s a band project, has the band previously
released a record that you can listen to? What are the
producer’s goals? You can completely alter the sound
of a record in the mix, so you need to know what direction
to go before you start working.
3.
Be familiar with the monitors. If you’re not working
in your own studio, or if the producer brings unfamiliar
speakers, give yourself a crash course in monitoring
on the equipment. Pop in a CD that you are thoroughly
familiar with; listen for exaggerated or muffled frequencies,
paying particular attention to the low- and high-end
content. Make mental (or even written) notes. Once you
feel that you know the speakers’ response, start working
on the mix immediately.
4.
Monitor at low levels. There are three reasons for keeping
the monitors low while you mix. First of all, you’ll
avoid a case of listening fatigue (not to mention other
health-related problems associated with loud music).
Secondly, just about any mix sounds good when it’s cranked
up; the stellar mixes are the ones that sound good both
loud and soft. Third, with the speakers at loud volumes
you won’t catch level problems. I was mixing a radio
promo recently and thought I had a great mix going,
but I was completely crushed when I lowered the monitors
to a normal level—I couldn’t even hear the announcer’s
voice.
5.
Reference your mix to similar commercial mixes. Listen
to mixes that are similar in style to what you’re working
on. Again, if the band has other material you can use,
great. If your console has a 2-track input for a CD
player, use it. This way you can A/B between your own
mix and the one you’re striving to emulate. This step
obviously isn’t appropriate for those projects you have
no intention of patterning after someone else’s work,
but it’s often useful when producing commercial music,
especially when you have to please a record label executive.
6.
Reference the mix on a variety of systems. This is the
most important point to remember: a well-balanced mix
will sound good on poor monitors and great on good monitors.
Check what you’re mixing through several systems of
varying size and quality. Before I complete a mix, I’ve
listened to it on my studio monitors, a pair of headphones,
a boom box, and my car stereo. If I really want to go
crazy, I’ll burn a CD and check it out on whatever system
I can find. (I’ve actually done referencing in the electronics
department at Sears.)
If
you keep these six points in mind while you work, your
mixes will improve 100 percent—I guarantee it. (For
more information on basic mix principles, particularly
with acoustic instruments, refer to "In Your Face
Mixing" in the May 1998 EM.)
Rough
and Ready
If
you’re mixing on a computer, you have the advantage
of building your mix during the recording process so
that when it finally comes time to print to 2-track,
only minor adjustments will be needed. I once produced
a project when we didn’t even have a dedicated mix day;
instead, I took an hour to automate the vocal track
and then printed the song to DAT.
Even
if you’re not working with a computer-based system,
start getting some ideas together as you record. One
of the best bits of advice I can impart is to periodically
record rough mixes during tracking. All too often, after
listening to the same song for weeks or months, we lose
the fresh perspective that we had at the beginning of
a project. Rough mixes are the perfect way to recall
that lost perspective. Check in with them often to find
out what your ideas were weeks ago.
What
Goes Where?
When
working entirely with sequenced MIDI parts, you have
the option of mixing tracks virtually without ever recording
them to a multitrack. The benefits of mixing directly
from the sound modules are obvious. For one thing, your
signal path is shorter, so your chances of collecting
sonic garbage drop substantially. In addition, sticking
with MIDI tracks leaves more audio tracks available.
But most important, it means you’re not committed to
anything—you can edit and automate synth sounds and
sequences in ways that would be difficult to do with
audio tracks, and you can do it at the last minute if
necessary. (If you’re performing virtual mixing with
a digital audio workstation, make sure your system has
the ability to mix live inputs and that you have enough
I/O available.)
However,
many professional engineers like to print MIDI sequences
to multitrack audio media (especially analog two-inch
tape). Sometimes it’s unrealistic for the personal-studio
owner to go this route, but it has several advantages.
In a small studio with limited resources, for example,
recording to audio multitrack allows you to apply outboard
effects to individual tracks and submixes, freeing up
your limited supply of effects processors for reuse
at mixdown. In addition, submixing to tape or disk can
simplify your final mixdown process. If you print to
analog tape, of course, the tape recorder operates as
a signal processor in the sense that it can add a desirable
sonic quality.
Whether
you mix virtually or print your sequencer parts to tape,
it’s generally better to clean up the signals at the
sound modules rather than at the mixer. Selective filtering
and compression can be used to remove unwanted frequencies
or dynamics before a sound leaves the module. However,
I usually try to save elaborate effects processing for
the mixing environment, where I can employ dedicated
units (unless I’m mixing on a DAW, where DSP is a precious
commodity—in which case I might do some processing at
the modules and some at the mixer). It’s a balancing
act, but it’s better to have too many options than too
few. If
your mixer doesn’t offer dynamic automation, you can
use MIDI Control Change 7 (Volume) and 10 (Pan) messages
to automate your sequenced tracks. The drawback to this
is that a mixer channel will remain open even when no
signal is present, which is not the case when you manually
ride the faders. With an analog mixer, you’ll get some
hiss; to fix this, you can use noise gates or expanders
at the channel inserts.
In
general, it’s good practice to maintain as many dedicated
instrument channels as possible. Granted, sometimes
you may have no choice but to submix several parts to
a stereo output, for instance. Just avoid unnecessary
submixing; the more signals you have to work with at
mixdown, the better.
Acoustics
and Electronics
There
are three basic kinds of electronic sounds: emulations
or samples of acoustic or electric instruments; completely
artificial sounds; and emulations or samples of real-world,
nonmusical sounds (a dog barking, for example). The
mix engineer needs to approach each type differently.
When
working with acoustic and electric instrument sounds,
the goal is usually to replicate an accurate image of
each instrument, positioning it in a realistic place
on a virtual soundstage and making sure its frequency
content is similar to what it would be in the real world.
You’ll then give the recorded instrument a volume and
depth on that stage by using level control, reverb,
and sometimes other processing, such as delay. (This
is not a hard-and-fast rule, obviously; there are no
rules in the creative arts.)
The
same philosophy usually holds true if the "acoustic"
or "electric" instrument happens to be a sample
or synth patch. For example, even though the Roland
JV-1080’s grand-piano patches are electronic samples,
I’d probably still EQ them like real pianos and put
them in realistic positions in the stereo image, unless
I was trying to achieve a weird result. However, the
methods you use ultimately depend on the style of music
you’re producing: for alternative and urban styles,
perhaps the piano would need to be equalized like a
guitar and spread across the entire stage.
When
working with completely synthetic sounds, a different
set of rules applies. Trying to place these instruments
in a realistic spot on a "stage"—an acoustic
environment where they wouldn’t normally be heard—is
pointless. In addition, there are no real-world templates
of synthetic sounds on which to base EQ settings; I
mean, what is a Telefunken or a Space Warp Pad supposed
to sound like, anyway? The same is true of nonmusical
samples (unless, of course, one of your band members
is really a barking dog). The only exception here is
when you are creating music for picture and want to
position the effects to match the action.
Working
with synthetic sounds essentially gives you carte blanche
to create exciting mixes with sounds coming from all
over the stereo image and frequency spectrum. And using
creative dynamics control and multi-effects processing,
you can mold those sounds into practically anything
you want.
Spatial
Placement
You
have much more creative liberty with a mix of electronic
instruments than you do with a mix of acoustic ones.
I like to create a natural-sounding blend of all the
elements. Artists such as Beck, Nine Inch Nails, Jane’s
Addiction, and Alanis Morrisette often employ contrasting
timbres that don’t blend smoothly—but for a lot of music,
a smooth blend is preferable.
In
most cases, instruments and sounds should not compete
with one another either spatially or spectrally. You
should be able to hear every part of a mix and immediately
identify which instrument is which. To do this, I try
to conceptualize the mix as a three-dimensional stage
(see Fig. 1). Panning
instruments moves them across the width of the stage;
altering their level and adding reverb or other delay
effects determines how far back they are. The vertical
axis represents frequency response (for example, cymbals
would be toward the top of the stage, with the kick
drum sitting near the bottom). This way you can graph
the stage from either the front or above and see the
two most important relationships of a mix: frequency/pan
position and volume/pan position.
The
goal is to make sure that no two components are centered
at the exact same place in either graph. I don’t mean
that things can’t overlap—the lower keys of a piano
will inevitably be situated in the same area of the
frequency spectrum as the bass—but elements shouldn’t
blatantly sit on top of each other. This is what causes
a mix to become cluttered and muddy sounding. A clear
mix is achieved through careful planning and adjustment
of level, pan, and EQ.
Panning
and Placement
Many
people don’t realize just how much EQ and level can
affect the placement of an instrument in the stereo
field. To check this out yourself, try the following
experiment. Put the faders of your bass and kick drum
tracks up with both channels panned to center. Boost
them both by 15 dB at 200 Hz and turn up your monitors.
You’ll notice that it becomes difficult to distinguish
the hit of the kick drum. Now pan the bass to nine o’clock
and the kick drum to three o’clock. When you do, the
kick drum hit returns. Finally, pan them both back to
center and pull down the level of the bass track; you
can again hear the kick drum better when the bass is
lower.
This
experiment illustrates how instruments can occupy the
same frequency ranges, provided they aren’t at the same
spatial position in a mix (and vice versa). I’ll discuss
specific EQ applications below, but this is important
to keep in mind when panning tracks.
In
general, instruments that comprise the rhythm section
are kept toward the center of the mix (see
Fig. 2). Specifically, drum parts, bass parts, certain
pianos, and loops should be spread no further than ten
and two o’clock. In fact, try putting monotonous loops
in mono; this opens up the horizontal axis for the supporting
characters (guitars, piano, strings, and so on). Whatever
you do, don’t pan your drum tracks across the entire
stereo image: have you ever seen an acoustic drum kit
with toms that run from stage left to stage right? Keep
the kit in the middle.
As
a rule of thumb, any part that has a heavy low-frequency
content should be situated toward the center of the
mix. Simply panning the two signals is a prescription
for trouble. True, Beatles engineer Geoff Emerick split
the drums and bass to opposite channels on certain Beatles
tunes. However, his drum and bass panning was almost
certainly done out of necessity for bouncing tracks
to overcome track limitations.
Slightly
outside the rhythm section lie the supporting instruments:
pianos, strings, guitars, and horns. This is also where
you might want to place certain background vocals and
percussion.
Lead
vocals are generally put right up the middle; anywhere
else makes them just distracting to listen to. Although
instrument solos are usually panned dead-center, I prefer
to spread them slightly to either side. Often, a solo
will be played along with the lead vocal, and if both
are in the center they will be competing with each other.
(Many solo instruments have a frequency range similar
to that of the human voice.)
Finally,
the outside edges of the mix are usually reserved for
effects returns (particularly reverb), for certain types
of percussion, and for high-frequency background vocals
(à la the Bee Gees). Be careful when placing
sounds completely in one channel or the other, especially
if you’re also processing them with multi-effects; in
these instances, delays and reverbs that are panned
opposite the source sound can cause phase cancellation.
Auto-panning
synth patches should be addressed with caution. At what
spectral position do these sounds start their journey,
and where do they end up? This path must be clear of
other sounds in the same frequency range; otherwise,
dropouts will occur. Once you have a clear idea of where
you want to place everything, it’s time to make sure
that instruments sitting in similar places aren’t competing
for room in the frequency spectrum.
Issues
of Timbre
Proper
EQ means more than just getting a great sound from a
track; it’s about eliminating congestion in the mix.
I want to stress the importance of subtractive EQ. In
general, your mix will benefit more from cutting than
from boosting. To tweak a sound with a parametric EQ,
I usually start by doing the opposite of what I was
taught in school: I turn the EQ gain down all the way
and sweep the frequency knob, so I don’t even think
about boosting anything unless I really have to. However,
if you cut enough frequencies, you’ll probably need
to make up gain at some point. Fortunately, many digital
mixing consoles and DAWs provide a "gain makeup"
capability as part of the EQ section.
With
electronic replications of acoustic instruments, your
best bet is probably to retain the authenticity of that
instrument’s natural sound. This does not mean that
the samples don’t need equalizing: although they are
supposed to be accurate, pristine recordings of acoustic
instruments, many are flawed. Basically, you want to
eliminate frequencies that aren’t needed. What is the
instrument’s primary range? In other words, which frequencies
are needed to get it to cut through a mix, when that
is desired, or to keep it back in the mix when it is
supposed to be part of a pad? Once you determine the
range, you can whittle it down to the necessary frequencies.
Two
of the most important sounds in a mix are the kick drum
and the bass part, and there should be a synergy to
their relationship. These two tracks constitute most
of the low-frequency energy in a mix. You need to decide
which of these tracks will be the primary source of
low end. For a traditional mix, I usually opt for bass,
simply because there is more motion to it, and spotlighting
it makes the low end more interesting.
On
a bass part, I find that rolling off frequencies below
50 Hz is a good start. Boosting frequencies in the 300
Hz to 1.5 kHz range (admittedly a large range) will
increase the track’s clarity, and pulling them out will
round out the low end. Once I have the bass sound, I
work the kick drum in as support, accenting mid frequencies
(1 kHz) and boosting a little around 80 Hz (3 to 6 dB,
with a narrow bandwidth).
On
the other hand, if you’re producing urban music, the
kick drum sample or synth patch should be the more pronounced
low-frequency element. Because many hip-hop beats are
derived from premixed loops, you’ll want to boost the
track by about 3 dB at 120 Hz. Loops also have little
high-end clarity, so you may have to roll off upper
frequencies with a shelving filter (usually above 7
kHz). A mid-range boost might also be in order. Most
other electronic percussion instruments are fine with
little or no EQ; if EQ is needed, it’s usually a boost
at 7 kHz or higher.
Certain
synth pads—especially organ sounds—tend to be heavy
on the low-end content. You’ll probably find that, although
they sound really fat by themselves, they just don’t
sit well with the rhythm instruments. Try rolling off
frequencies below 300 Hz or boosting the track in the
2 kHz to 3 kHz band and lowering the fader level.
Digital
pianos can often present the same problem in a mix,
especially when the lower half of the keyboard is being
used. As long as the piano isn’t the only instrument
playing, my advice is to roll off the low end. I recently
used snapshots to automate the EQ of a piano track in
a rock song. The piano started the song out and needed
to sound full, but when the rest of the band came in,
it totally clashed with the bass. So I simply set up
two snapshots—the second one with a highpass filter
engaged—and performed the change on the fly.
Electronic
strings should accent the high-mid and upper frequency
ranges, so a little boost might be needed somewhere
above 5 kHz. Try rolling the low frequencies off below
500 Hz.
One
very useful application of EQ is reducing hiss from
sound modules. Although expanders and gates are an option,
you’ll find that rolling off frequencies above 10 kHz
is sometimes a better approach. Keep in mind that this
will work only on synth outputs handling signals that
have no frequency content above 10 kHz (such as drum
tracks, bass parts, and guitar parts).
Remember,
every change you make to one track—no matter how small—will
affect the other tracks as well. A tweak to the piano
will change its relationship to the bass, which may
alter the way the bass sounds. So if you make major
changes on soloed tracks, be sure to check the sound
in the mix immediately. Keep
it Under Control When
used on acoustic instruments, compressors work to smooth
the dynamics of a performance. Contrary to what many
people think, electronic instruments have a good deal
of dynamic range. You probably won’t have to squeeze
anything to death as you would with an electric bass-guitar
track, but slight compression of certain sounds can
tighten up your mix. Synthesized strings generally sound
good compressed at a light ratio (2:1 at -6 dB). If
you have a live piano track, you may also want to process
it with a little compression (-6 dB threshold, 3:1 to
4:1 ratio), especially if the musician performed with
a lot of dynamic feeling.
Compression
is often used in an electronic instrument mix to blend
several synth outputs together by performing a submix
of the desired tracks, busing them to a stereo pair,
and patching a compressor across the two channels. Many
people use this method to combine sampled sounds, particularly
if the samples were derived from a variety of musical
styles. I often do it with drum sequences if the samples
didn’t all come from the same kit. This achieves two
things: first, it ensures that the kit will sound cohesive;
and if I want, it lets me generate an intentionally
overcompressed pumping sound across the drums (a typical
hip-hop sound).
Gates
are commonly used on synth outputs to quiet or eliminate
noise if no mixdown automation is available. Getting
rid of extraneous noise is a priority; I have heard
some really nasty sounds come out of certain inexpensive
sound modules. You don’t need to gate the outputs if
the modules are active throughout the entire song, only
if there are extended periods of inactivity.
Although
you could use an expander for this purpose, a gate doesn’t
affect the dynamics of the performance the way an expander
does. Make sure that the gate’s attack and release times
are set properly; otherwise you may cut off part of
the performance.
Finally,
for those folks producing urban music, it’s not a bad
idea to patch a limiter across the stereo bus—just enough
to catch peaks from the kick drum. After all, you don’t
want people getting mad at you because your mix blew
their woofers out. (For a more detailed look at using
dynamics processors, see "Conquering Peaks"
in the December 1998 EM.)
A
Touch of ’Verb?
In
general, electronic sounds designed to emulate acoustic
instruments should receive the same multi-effects treatment
as their acoustic counterparts.
A
piano should be processed like a piano, regardless of
where the sound originates. (A little room reverb is
a nice touch on a piano, incidentally.)
Now,
you can really have some fun with original sounds. Nobody
is going to criticize you for processing a Kosmic Kazoo
with too much chorus! But watch the spatial placement
of the effects. Just because you have the returns panned
hard left and right doesn’t mean that the effect itself
is located on the outer edges of the mix; it might be
located somewhere in between, which could cause a conflict
with one or more of the other mix elements.
From
the Ground Up
When
approaching a mix, I suggest you start by determining
where you want to place everything on the stereo field
and then pan the tracks accordingly. Push all the faders
up, and get a rough mix going. Next, use EQ to tweak
the sounds in context with the rest of the tracks so
that nothing is clashing. If you hear something funny
with any of the tracks, solo that track, isolate the
problem, and fix it. When you’re done, pull all the
faders back down.
Next,
determine which track (or tracks) to mix the song around.
Most people agree that you should build a mix around
the most important element—whatever will sell the song.
Doing this ensures that you won’t be caught with a great
mix that has absolutely no room for the prized track.
So generally, pop music (especially ballads) should
be mixed around the vocal; jazz around the soloist;
and rock, urban, and alternative around the rhythm instruments
(drums, loops, and bass).
Bring
the volume fader of your focal-point track up to about
80 percent. (If you decided to mix around the rhythm
section, start with the kick drum and bass guitar.)
Apply whichever multi-effects processing you want, but
don’t obsess over the levels of the effects returns;
they’ll need to be readjusted anyway once you start
adding more tracks to the mix. Then start bringing in
the rest of the components, adding effects where needed.
If
you’re building around the rhythm instruments, follow
the kick drum and bass with the snare and other drum
tracks. Then bring in supporting instruments (piano,
guitars, strings, and so on), followed by percussion,
lead instruments, and solo instruments. Finish up by
adding background vocals, samples, and sound effects.
When
building around a solo instrument or vocal, I find it
best to bring in some sort of accompaniment first, like
acoustic guitar or piano. Follow that with the rhythm
instruments, as outlined above, and finish with the
supporting cast. If all your levels are good, you should
still feel the energy of the first track you put up
even after you’ve added all the other instruments. Don’t
forget to check the mix in mono, especially if you think
your recording could be broadcast; many radio and TV
stations do not broadcast in stereo.
Next,
address the tracks with dynamics processors where needed,
make any necessary EQ changes, and adjust the levels
of the effects returns. Finally, automate your tracks
and print to tape. It looks easy on paper, doesn’t it?
A
Little Mastering
Once
you’re reasonably happy with what you hear, you’ll want
to establish the mix’s overall frequency parameters.
How much high end do you want? How much low end? True,
the mastering engineer usually takes care of these things,
but most professional mix engineers will use a parametric
or graphic EQ across the stereo bus before printing
the mix to 2-track. This allows them to set high and
low boundaries for the mix—a particularly smart move
when working with electronic instruments, where the
frequency responses of the tracks can run the gamut.
(It will also help you EQ and set the levels of the
extremely high- and low-frequency instruments.)
Again,
find a CD with similar content and audio quality to
the project you’re working on. Listen to the overall
volume of the upper and lower frequencies. Then compare
that CD with the mix you have going, and make minor
adjustments to the stereo EQ where needed. A graphic
EQ—I prefer the dbx 2231—is an excellent tool for this
application.
A
lot of hip-hop, dance, and R&B music has extremely
heavy low-end content. This contributes to these genres’
distinctive sounds, but loud low end doesn’t equal good
low end. In other words, don’t boost 9 dB at 120 Hz
during mastering to get the kick drum to stand out more;
go back and fix it in the mix. A good mix should require
very little tweaking at the stereo bus.
Finally,
a little compression (-3 dB, 1.5:1 ratio) across the
stereo bus can compensate for subtle level changes that
you may not have caught in the mix. Alternatively, as
I mentioned earlier, limiting may be in order. (Be sure
to set your threshold just below the peaks you want
to eliminate.)
Boogie
Down
The
most important thing you can do for any mix is put it
to rest once you’re done. Let it sit for a few days,
allow your head to clear, and then listen to it with
fresh ears. At that point, you’ll probably want to make
a few thousand adjustments, but that’s fine. What’s
essential is that you take a break from the project.
When
all is said and done, a mix of electronic instruments
employs many of the same techniques as a mix of acoustic
instruments. In fact, an electronic mix actually allows
you to be more creative. If you keep in mind the basic
principles I’ve outlined here, you should be able to
construct a solid, three-dimensional mix that jumps
right out of the speakers.
EM
Associate Editor Jeff Casey recently turned a hip-hop
song into a country tune with a 4-band parametric EQ.
This
article appeared in the February 1999 issue of EM
This article presented courtesy of Electronic
Musician magazine.
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