| THE
PROJECT STUDIO: PART I
HOW TO CHOOSE THE RIGHT GEAR
by Jim Aikin |
Some
projects are cake; others are downright impossible. And right now
I'm looking at the second kind. I mean, who can tell you what's
the right gear for your project studio? Am I clairvoyant? For that
matter, are you an individual, with your own needs and aversions,
or were you stamped out on an assembly line? Sure, I can replay
the standard bits of advice that seem to pop up again and again
in articles like this. I can tell you to get the fastest computer
and the biggest hard drive you can afford. Like, you need a magazine
to tell you that?
Let's
see if we can dig a little deeper. To help out, I got on the phone
and spoke to half a dozen people who own and operate various kinds
of project studios. I asked them how their studios are set up, and
why, and what kinds of mistakes they've made in putting it all together.
Some of their suggestions were pretty obvious (get the fastest computer.
. .), but some were surprising.
Your
choices will depend, first of all, on the type of projects you're
doing. Recording song demos for an album project requires very different
equipment than underscoring video or writing radio jingles. Then
there are your personal preferences to consider: A setup that works
perfectly for one musician could be a fabulous waste of money for
another. So before you haul out the credit card, you need to ask
yourself some tough questions.
In
this overview we don't have space to discuss all the things you'll
need: a DAT deck, maybe a CD burner, maybe a printer, maybe a video
monitor and videotape deck, a good sync box, cables, maybe a balanced
power supply, and so on. We'll focus on the big pieces of the puzzle,
and trust that when the big pieces are in place, the little pieces
will soon sort themselves out.
I'm
not going to recommend any specific products. Depending on your
needs, anything I mentioned could be dead wrong for you. In general,
a serious project studio will require some fairly high-end gear,
and most of the high-end stuff is from reputable companies and functions
pretty well. Since every company in the industry is scrambling to
add as many sexy new features as they can, it's the differences
between features that will dictate your decision. Click
here for illustration.
How
to Evaluate Your Needs
You're
no dummy. You have a pretty good idea what you're hoping to accomplish
musically, and you know how much money you have to spend (not enough,
right?). The rough spot is figuring out exactly how to connect the
two. Here's a quick four-step plan:
(1)
Figure out what you need. Sixteen tracks? Automated mixing? Video
sync? Umpteen gigabytes of backup? An 88-note master MIDI keyboard?
An iso booth for vocal overdubs? Enough mics to capture a drum kit?
Sit down somewhere quiet, with a pencil and a pad of paper, and
visualize your first project from start to finish. Take note of
what equipment is used at each stage in the process. Draw a floor
plan, even.
(2)
Prioritize your purchases. What do you need first in order
to get some clients who will pay you so you can buy what you need
second and third? Which elements of your dream studio are sexy but
will hardly ever get used? It could be a mistake to answer that
question too rigidly, though: One of my informants mentioned buying
an effects processor that sat for three years without being used
once, and then suddenly was a key element on five projects in a
row. (In my experience, selling things that you think you'll never
need again is often a mistake.)
(3)
Research the options in each category as extensively as you can.
Considering the prices you'll be paying for pro gear, if it takes
you ten hours of digging to learn about the deeper features of the
three samplers you're thinking about, and if your time is worth
(at a minimum) $25 an hour, that's a $250 investment of time and
effort that may save you from making a $4,000 mistake.
Research
sources include reviews published in this and other magazines, friends
who are using the gear, hands-on time in a music store - and only
then, after you've educated yourself, the opinions of the sales
staff at the store. Salespeople tend to be optimistic about whatever
the manager has told them to push this week, and they're bound to
overlook the flaws, some of which may be serious or fatal for your
intended application. But if you've done enough homework to ask
the tough questions, you can sometimes get a real answer.
If you sound like an informed buyer, you may get a thoughtful response
rather than a canned sales spiel.
If
the salesperson doesn't impress you - or even if they do - ask whether
they know of any local project studios that are currently using
the item in question. If they've been on the job for more than a
month, they should know who's been buying stuff.
And
(here's the sermonette) if you've used the store's floor stock and
taken up the salesperson's time, buy the equipment from the store
- don't buy it mail order! Mail order is generally fine if you know
exactly what you want, and if you won't need setup help after you
get it home. But it's worth paying a little extra so that your local
store will still be in business the next time you need to test-drive
something. Think of it as an investment in your own future convenience.
(4)
Don't buy promises. Buy the gear that does what you need today.
A frightening amount of stuff these days, principally in the area
of computer software and peripherals, is being sold on the basis
of what it will do next month, when the next update ships (or when
the product itself ships). But guess what? Sometimes "next month"
is six or eight months down the road, or never. And when the update
finally ships, it may be buggy, or crash everything around it.
Now
let's look at some specifics.
Multitrack
Audio Recorder
Since
I'm awed by the power and convenience of computer-based recording,
it would be easy to recommend that everybody take the plunge. But
would it be right? True, the computer has some big advantages for
certain types of projects. It gives you graphic-based editing, the
ability to combine audio tracks with MIDI tracks with no messy synchronization
to worry about, some form of automated mixing, and the opportunity
to use the latest plug-ins. Plus, you can use the computer to keep
track of your studio's budget and browse the Internet.
On
the other hand, a computer can be a balky, stubborn beast. Most
computer users spend more time than they'd like tearing their hair
out over system conflicts, compatibility problems, and bugs. If
your studio is going to be recording mainly musicians' song demos,
a digital tape deck or stand-alone hard disk recorder may be easier
to use. But don't assume that computers are just for MIDI nerds.
You can play rock guitar or drums directly into audio recording
software, jamming for 15 or 20 minutes at a time, and then cut and
paste the good bits into the ultimate performance. Most stand-alone
hard disk recorders will let you do this, as well.
Digital
tape is handy, too, if you're planning to do basic tracks in your
studio and overdubs elsewhere (or vice-versa): You can carry a tape
cassette across town in your briefcase and never have to worry about
file format compatibility. And a stand-alone disk recorder is only
slightly less portable.
The
minute you start talking about soundtracks for your local cable
TV channel, though, the video synchronization issues (not to mention
the ability to cut and paste so as to reuse the material when the
client calls and asks for a version that's 15 seconds shorter) tip
the scales back in favor of the computer. Being able to see the
video as a QuickTime movie on the screen while you work can be handy
in a pinch, though most underscore composers prefer to use an actual
video monitor. A video deck that can be slaved to incoming SMPTE
timecode is not a necessity unless you want to use your sequencer/recorder's
transport as the master control panel.
If
you're considering hybrid sequencer/audio recorder software, you'll
have to do some careful questioning to figure exactly what is and
isn't realtime on the audio side. Even software that has the same
name and version number on the Mac and PC may not perform in an
identical manner on the two platforms. I've seen several programs
that promise "automated mixing" in which the audio responds to mixer
moves in a sluggish, jerky manner, so I'd recommend an in-store
demo.
In
planning carefully for the future, you're well advised to invest
in an audio card that has ADAT I/O. This will give you the best
of both worlds. You can lay an instrumental submix to tracks 1 and
2, record six tracks of lead vocal on tape, and then bounce the
vocal tracks back into the computer to comp together the best phrases
(and maybe do a little pitch correction). Plus, you'll be able to
back up your computer audio tracks to digital tape, which is a lot
cheaper than stacking up 5-gig hard drives or buying pallets of
Jaz cartridges.
Assuming
you want a computer-based recorder, you'll have to contemplate what
hardware and software to get. It seems new audio hardware is appearing
(or at least being announced) every week, and the market is being
deluged by software upgrades. Here are a few pointers you might
find helpful:
-
Lean toward a recorder that has been around for a couple of years
and has a good-sized installed base of users. This won't guarantee
stable software and regular upgrades, but it may help. Yes, there
are some exciting new recorders on the horizon; in a couple of years
they may be firmly established as the big guns, and that can only
happen if people like you have the courage to invest in them. But
that doesn't change the facts: (1) The field is overcrowded right
now, and newcomers face an uphill battle. Some of them will fail.
(2) This stuff is expensive to develop and expensive to support.
You may get personalized service from a smaller company (like, they
can respond to your bug reports within a day or two), but your system
may easily end up as an orphan.
-
If you're planning to buy the audio interface hardware from one
company and the recording software from another, call the software
company and ask which hardware they have thoroughly tested and can
recommend.
-
More than 16-bit analog I/O is a good thing. If you can afford 18-bit
or 20-bit D/A and A/D, you'll probably be happier with the sound.
However, keep in mind that full-tilt 24-bit hardware and recording
requires attention to a different set of issues having to do with
software capabilities, computer speed, and, most especially, storage
requirements.
-
Other factors being equal, an external audio interface is preferable
to one that operates inside the electrically noisy environment of
the computer chassis.
-
There are a couple of good recorders that use their own DSP and
hard drive protocols, which allows them to work effectively on an
old, slow computer. This type of technology is less likely to support
third-party plug-ins, however. The trend is toward host-based audio
processing, which means (you guessed it) you'll need to buy the
fastest computer you can afford. Which brings us to. . . .
Computer
& Software
The
old adage is still true: Don't buy the computer first. Instead,
figure out what software you want to run, and then buy the computer
that the software runs on. True, more and more of the leading programs
are cross-platform, but others, while just as powerful, are not.
When considering which platform to go with, think about which audio
editor and editor/librarian you want to use, as well as which sequencer/recorder.
Then
there are the differences in plug-ins between platforms to consider.
On the PC, Microsoft's DirectX is emerging as the standard. On the
Mac, you have a choice among Adobe Premiere, Digidesign AudioSuite
and TDM, Steinberg VST, and Mark of the Unicorn MAS (MOTU Audio
System). In researching your requirements, you need to ask the recorder
manufacturer what plug-in format(s) they support, and then ask the
plug-in manufacturer whether the plug-ins you want are available
in that format. Many plug-ins are available in multiple formats.
(For more, see "The Plug-In Zone" in Keyboard, Aug. '97).
Bear in mind that some plug-in formats and recorders support realtime
operation, while others only do file edits.
The
dividing line between platforms is still fairly sharp in the audio
hardware realm, although a few audio interfaces swing both ways.
For the PC, there are a host of consumer-grade audio cards, a few
of which boast good enough specs that you could conceivably do radio
and TV spots with them, though you might be stretching it to try
to produce a CD.
The
pro audio hardware on the PC, however, tends to be somewhat balkanized.
If you're not careful, you could easily find yourself with audio
editor software that can't play back directly through your audio
hardware. In this situation, you'd have to edit the file, save it,
and then paste it into the recorder to hear it - not a fun situation.
When choosing hardware, then, talk to the manufacturer of the audio
editor you want to use and get their recommendations. And be prepared
to ask detailed questions. Manufacturers' reps will sometimes say
blithely, "Yeah, we're compatible with that." When you say, "Does
that mean I can get realtime playback?" you may have to decipher
what they're saying to figure out that the answer is, "No, you have
to edit the file."
You
may have other software needs. Most sequencers will do sheet music
printouts good enough to put in front of session players; a copy
of a dedicated notation program would probably be overkill, unless
you're doing a lot of composing for ensembles and prefer to write
directly into the notation software.
A
good editor/librarian, on the other hand, is likely to be vital
in a keyboard-based studio. Both of the leading programs will let
you bundle the patch banks for different synths in a single file;
with this feature it's far easier to take a "snapshot" of your studio,
switch to a new project, and later switch back to the previous project
with a minimum of hassle. Switching from one editor/librarian to
another is likely to be a nightmare if you have a lot of stored
patch banks, so whichever program you choose, plan on sticking with
it. If you need support for a new instrument or an obscure old one,
ask before you buy.
Sampler
Every
well-equipped project studio needs a sampler. In fact, a good sampler
is such a versatile tool that it might be the only musical
instrument you need.
Here's
a no-brainer: Get as much RAM and as much polyphony as you can afford.
If you've got 128MB to play with, the number of audio tracks you
need (not to mention the number of effects processors) may drop
dramatically. Insist on a sampler with a SCSI port, and budget for
both a CD-ROM drive and a removable-media drive for backup.
Not
quite so obvious: Before committing to a sampler, consider the type
of sound libraries you're going to be using. This is the same as
choosing the computer software you want to run, and then buying
the computer that it will run on. If you have clients coming into
the studio to talk about jingles, being able to pull up a few sampled
grooves can be a quick way to zero in on the right feel. One studio
owner I talked to, whose sampler happens to live inside his computer,
has transferred his entire CD-ROM library to hard drives so that
he can use a database program to find whatever material he needs
in a hurry.
After
spending hundreds or thousands of dollars on CDs, the very last
thing you'll want to do is switch to a new sampler. Many CD-ROMs
are available in several different formats, and some samplers will
load disks in other formats than their own - but cross-platform
file loading is not always reliable. Envelope and velocity
data can get lost in translation, and when you need to lay down
a lush string pad, that's precisely the data that you don't want
to spend hours recreating from scratch. Just because the ad says,
"XYZ compatible," for instance, don't assume you're covered.
Every
sampler has its partisans, so we're not going to make any specific
recommendations. One studio owner I talked to said that since he's
not too technically minded, he chose the same model sampler a friend
had, so as to be able to call the friend for help. Whatever works.
Here are some other things to think about:
-
Do you need a good built-in sequencer?
-
How important is having a good visual display of waveforms for editing
purposes?
-
Do you need built-in effects?
-
Most of the newer samplers will resample their own output
in real time, including pitchbends, effects, and so on. This feature
is great for advanced sound design.
-
Ask about time-stretching, crossfade looping, and other DSP features.
If you need to do a lot of tempo adjustment of beat loops, ask to
hear the time-stretching in action. (Depending on how the sampler's
operating system implements this feature, you can expect to hear
some changes in the feel of the beat.)
-
Flash RAM, which is instantly available on power-up, can save you
loading time with often-used sounds.
-
A few samplers include their own waveform ROM - again, a good starting
point for projects that need to be developed quickly.
-
For song demo studios, a tabletop sampler/sequencer is worth considering,
but these devices tend to lack the flexibility that you'll need
for more demanding projects.
Mixer
Assuming
your studio has a few keyboards, including a sampler, you'll be
eating up mixer inputs like candy. Get as many channels as you can
- 16 at a minimum, but preferably 24 (or 32, if you can afford it).
If your recorder is tape-based, you'll want tape return jacks on
the channels; this "inline" design is not found on many keyboard-type
mixers. On the other hand, if your recorder is living in the computer,
so that the mixdown is all virtual, you may be able to use a simple
keyboard mixer. Some of the latter have knobs rather than sliders
- a disadvantage if you need to perform your final mixes.
Digital
mixers are becoming more common and less expensive. They offer several
advantages, including automation (handy if you need to do complex
mixes on a tight schedule, or comp several different versions of
the same material) and built-in effects. Digital mixers may also
provide direct digital I/O for interfacing with other high-end devices.
The
most important thing about a mixer is its sound. After narrowing
the field to a few boards that you're considering, try to find a
local studio where each of them is in use, and take along a reference
CD to listen to. Listen to the EQ in particular. Don't assume that
you'll be able to compensate for inadequate EQ by editing your sounds
in the sampler or synth; even if you've got multimode filters rather
than the lowpass-only kind, there will still be times when you need
more pinpoint control.
While
you're contemplating mixer I/O, consider budgeting for a good patchbay.
Not only will it save time in the middle of a session (and impress
a client much more than if you're crawling around behind the furniture
with a flashlight), it may actually enhance the creative process:
If it's easy to patch in different effects, you're more likely to
try stuff - and once in a while you'll hit something brilliant.
Effects
A
decently equipped project studio should have, at a minimum, a good
reverb, a good stereo compressor, and a noise gate. The compressor
is vital for getting parts to sit correctly in the mix, and the
noise gate will help clean things up - especially things that you've
recorded by setting up mics in your bedroom, right next to the computer's
fan. Assuming your recorder has enough tracks and/or disk space
that you can print dry and add FX during a bounce, you may be better
off investing in one good multi-effects processor rather than trying
to patch together a system using four or five budget-quality units.
On the other hand, some of the budget FX boxes sound pretty good
these days. Being able to build a cohesive mix in real time rather
than processing tracks separately is a definite plus.
If
you're planning to record vocals, think carefully about vocal processing.
A compressor that's a software plug-in won't do you any good until
the vocal is digitized; a real analog compressor can be patched
into the signal path to tame fluctuating vocal levels. This can
both optimize your signal-to-noise ratio and reduce the likelihood
of digital clipping (which can ruin a great take). A good mic preamp
with its own compression and EQ would be an ideal accessory for
any system where vocals are a priority. Noise gating and other types
of noise reduction can often be accomplished in the software domain,
however, so you may be able to skip the hardware gates if you're
using a computer recorder.
If
you're doing dance or techno music, you can avail yourself of a
wide variety of specialized effect processors - and even guitar
stompboxes - in pursuit of the ultimate sound.
Monitors
The
mythical "flat monitor" doesn't exist. No matter what you get, it's
going to color the sound in some way, so shop with a view to finding
monitors whose sound you like. If you're doing dance mixes, the
sheer size of the woofers (or having a subwoofer) is important for
realistic bass response - but you knew that already. Conversely,
if you're mixing for TV broadcast or for desktop multimedia speakers,
you'll need a monitor system similar to the target platform. I'd
call this a "reference monitor," except that the term has become
a meaningless buzzword unless the question "referenced to what?"
has a clear answer.
Surprisingly,
one of the most popular monitors around (if you don't know which
model I'm talking about, ask your friends) is not a hot seller because
of its sweet sound: People buy this particular model because everybody
else has them, which makes them useful as reference monitors.
When
evaluating monitors, be sure to sit in the sweet spot. Off-axis
coloration (the changes in frequency response that occur as you
move to the left or right) is a reality, not a myth, though it's
more prominent on some speakers than others. Again, bring along
a reference CD, something whose sound you know well, when auditioning
monitors.
If
you do a lot of actual playing in the studio (as opposed to sequencing),
you may want a pair of large speakers to fill the room with jam-level
noise. At this point, you may want to strap a stereo graphic EQ
to the mixer's output in order to compensate for the deficiencies
of the room. This type of EQ should be less necessary with near-fields,
since you're hearing mostly the direct sound.
Going
the other direction, plan on acquiring a good pair of headphones
(or several pairs, if you're recording vocalists). Most of the same
considerations that apply to speakers apply to headphones, though
off-axis coloration is not normally a problem. Especially if you
wear glasses, headphone comfort is an issue, but that's a topic
for a different article.
Up
& Running
Now
that your studio is all patched together and functioning flawlessly.
. . . No, but seriously, folks. Chances are, that will never happen.
There will always be something you want to add as soon as you can
afford it (or sooner, if you can sweet-talk your spouse), or something
you're dreading and would never bother with if your clients didn't
insist on it, or something cherished that you have to replace because
it finally gave up the ghost.
My
own studio is perpetually in a state of flux, and ultimately that
can interfere with the creative process. At a certain point you
have to take a deep breath, relax, and say, "Okay, this is what
I've got. This is what I'm going to make music with for a while."
Lest
we forget, that's what it's all about.
This
article appeared in Keyboard's February '98 issue.
This article presented courtesy of Keyboard Magazine.
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