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The bass range of
frequencies and the "bass instruments" of kick drum and bass guitar
give the mixing engineer the most mixing challenges. This range is
very important to many productions but hard to obtain clarity in
mixdown It is equally hard to judge how much of this range that you
have in the mastering process. How do we get a clear yet powerful
low-end in the mix and on our final master? In this article we will
find that bass clarity in mixing depends on several factors, including
how the instruments were recorded.
THE DIFFICULTY WITH BASS:
The lowest octave
that can be heard (20Hz to 40Hz) virtually has no energy in most
music. The lowest note on a bass has a fundamental frequency of about
41 Hz. So this first octave contains such things a "room rumble" and
the lowest notes of a pipe organ. The second octave (40 Hz to 80Hz)
contains the fundamental frequencies of the low bass notes and the
Kick drum. So this is the first octave we
are really concerned with, unless we are reproducing earthquakes and
the like. This second octave is very
difficult to judge, even for the most-experienced engineers. This is
largely due to the speakers we use in listening.
THE DIFFICULTY WITH SPEAKERS:
The average speaker
that people listen to, does not reproduce the frequency range from 40
Hz to 80Hz. This is true even for many expensive "powered" speakers.
You really can't hear this range of frequencies unless you have
awfully big speakers or a sub-woofer on your system. But the
difficulties don't end there.
Because speakers
don't reproduce this range, speaker manufacturers often "enhance" the
low-end by boosting the sound output for the next octave (80 Hz to 160
Hz). This makes the speaker sound like it has more bass response but
they are actually substituting extra energy in this octave for a lack
in the lower octave (40 Hz to 80 Hz). This makes it hard to judge the
sound, add equalization, etc.
When subwoofers are
added to speakers, there is still the boost in the higher bass octave
and additionally there can be a "hump" around the point where the
subwoofer and the speakers are both reproducing sound (around 100 Hz).
The "truest" speakers are those huge studio monitors that no one can
afford except large studios.
DIFFICULTY WITH ROOMS:
In addition to all
of these problems, you have problems with standing waves that make the
bass uneven in the room. As you walk around most rooms, you will hear
more bass in some spots and less bass in other areas. Usually the bass
is louder near the walls and in the corners of a room. Also, speakers
against the wall or in corners increases bass output.
SO WHAT TO DO FIRST?
Small speakers don't reproduce the very low frequencies very well but
can become muddy sounding when they try. Therefore we often filter out
the very lowest frequencies as a first step in mastering. We often
will use a 32 Hz high-pass filter, which has the frequency response
shown in figure 1.
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FIGURE 2 - 32
KHZ FILTER RESPONSE |
Even though there are no fundamental frequencies below 40 Hz, there
can be energy in this range caused by "rumble." In addition, however,
the filter slightly reduces energy up to 64 Hz as shown in the graph.
This reduction of the low bass energy has practically no effect on the
bass sound except to make it a bit clearer and make the overall signal
a little louder (after adjusting the level back to normal after
filtering).
SO THEN WHAT DO I DO?
It is very necessary that you judge the amount of energy in both
octaves that we have discussed. It is all to easy to "accidentally"
have an abundance of energy in the low bass octave (40 Hz to 80 Hz)
that goes "unnoticed" in your mixing but which makes the whole mix
sound "muddy" on a big system and "low in level" on a smaller system.
My advice for judging energy in this range would be
to:
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1. Always choose a "reference" cut
from some national artist that "sounds good" and has good "bass
clarity" on all systems. When trying to judge your bass clarity,
compare the sound on your recording with the "reference." |
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2. Listen to the mix on as many
different systems as possible, including a "big" system or a
system with a sub-woofer. |
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3. Consider strongly adding a
subwoofer system to your monitors, unless the specifications on
your speaker show that you have adequate 50 Hz energy.
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4. Set up your "near-field"
monitors in the room so that:
a. Your speakers are away from the wall by at least18 inches or
so. b. Realize there should be sound-absorbing
material on the wall behind the
speaker to prevent reflections from interfering with the "direct
sound."
This is especially important if the speaks cannot be 18 inches away
from the wall. c. Set up your "listening chair" so it is not against a wall, or in a
corner. d. I have developed a set-up that
can be used in many small rooms
that keeps the speakers working well for you (see right
diagram above) |
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FIGURE
2 -
ROOM SETUP |
ADVANCED TIP
Another way to judge the amount of energy in the bass ranges of your
mix involves using a Spectrum Analyzer. The spectrum analyzer shows
the energy distribution in each octave. You play both your mix and the
reference mix through the device and compare energy between the two
for the ranges we have discussed. There are many models and many
computer programs that will do this for you. The unit we use is a Wave plug-in called "PAZ" (probably short for "program analyzer").
THE CLARITY FREQUENCIES:
These bass-frequency instruments have harmonic frequencies that are
in the midrange. This doesn't mean that you can generate these
harmonics with your equalizer. It does mean that when you record you
have to capture the harmonics of the instrument. When you do this,
the amount of equalization you have to use will be less and clarity on
your bass will automatically be better.
When playing one pitch, instruments put out energy at the "tuned"
frequency, called the fundamental frequency and also multiples of that
frequency called harmonics. In general the harmonics are responsible
for the "distinction" and "tone" of the instrument where the
fundamental provides "pitch recognition" and "power." As a result, the
harmonic frequencies are the frequencies that are the "clarity"
frequencies.
Equalization charts often identify frequencies that you may want to
boost on the bass guitar as being 400 Hz, 800 Hz or 1.6 kHz. boosting
one of these frequencies will often make the bass line more distinct
and clear. You choose which frequency to use based on which one
works most effectively in the particular mix you are doing.
MORE BASIC:
More basic to the use of equalization is to make sure that you have
recorded sufficient harmonic frequencies. There has to be harmonic
frequencies sufficiently present in the recording for the equalization
to
boost. An equalizer does not generate harmonic frequencies, but
simply makes them louder or softer. It is interesting that when this
is done, the need for equalization diminishes.
RECORDING THE BASS GUITAR:
The bass guitar we record is an electric instrument. It makes sound by
sending it though a bass-instrument amplifier. You can record the
bass by putting a microphone on the bass amplifier's speaker; you can
record it with a "direct" box, not using any microphone; or you can
record it both ways, blending the two together. In my experience, the
best way to record the bass is is the last choice. This is especially
true for tunes that have a lot of guitar work (like rock) and when
there
are horns or low synthesizer parts recorded on the production.
In my experience the amplifier sound, blended with the direct sound,
gives you a bass that can't be killed with lower speaker volumes (see
"Fletcher Munson Effect"). In addition the "recommended"
equalization seems to have much more effect. This is due to the
harmonic frequencies that are generated in the bass guitar's
instrument amplifier.
RECORDING THE KICK (BASS) DRUM
The Kick drum is a low-frequency drum. It consists of a skin which
generates the "note" and a shell which amplifies the skin sound by
actually "generating" additional sound at some frequencies. We almost
always record the back of the drum (away from the drummer) though a
hole cut in the back skin. The drum, by the way, sounds better when
there is an 8" hole in the skin rather than having the whole back skin
removed.
Drummers often put a pillow in the
Kick drum to "damp" the skin so
that it doesn't "ring out" as much.
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1. If
possible, use a "dead ringer" type damper rather than a pillow.
"Dead Ringer" is probably a trademark but we are talking about
a strip of foam that has glue on one side. This strip is
attached to the shell, right where the shell and the skin meet.
The foam presses lightly against the shin all the way around
the shell and damps skin vibration without changing the tone of
the instrument much. |
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2. Put the microphone at the end of the shell (back end), almost
touching the shell and pointing at the skin. See the diagram on the
right. Make sure that there isn't any damping material between the
skin of the drum and the microphone. - as shown in figure 3.
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FIGURE 3 -
Kick DRUM MICING FOR CLARITY |
This way of micing the Kick drum gives you the "shell sound" as well
as "skin sound." The result is that the drum sounds more like a drum,
is easier to hear at low listening volumes and responds to
equalization
better.
THE REAL WORLD:
Recording the bass or the Kick drum correctly makes mixing much
easier. In the real world, however, you will often have to mix things
that weren't recorded correctly. So what do you do then?
RE-RECORDING:
Re-recording is a way many professional recording engineers achieve
the desired sound. As an example, lets take the bass guitar. Let's
say that you need to mix a tune where the bass guitar was recorded
with a direct box and you want to "blend" a mic sound that was never
recorded. One thing you could do is to send the "direct" sound from
the recorder to a bass amp in the studio. Now as the multitrack tape
plays, the bass amp will get a signal like it would get from the
instrument. You then put a mic on the bass amp and bring the signal
back into the console to blend it with the direct sound.
TRIGGED SAMPLES:
Another way to achieve the "best" drum sound would be to use
good-sounding samples of drums. You trigger the sampled drum sound off
of the actual sound you have [You send you recorded Kick
drum to the "trigger input" of the sample playback unit - or drum
machine - so that the sample will play only when the Kick drum you
have recorded plays]. The sound you wind up with is a blend of the
"real" Kick sound and the sample.
"BUILDING" A SECOND MICRPHONE
One common electric guitar mic placement technique is to place a
microphone 8 inches behind a microphone right against the grill cloth
of the guitar amplifier. One mic is used as the "left" mic and the
other
mic is used as a "right" mic.
So let's say you have a guitar that was only recorded with one
microphone and you want the sound that would be obtained with 2
mics. You can attain something close to this by adding delay, EQ and
reverb.
My specific recommendations for building that second microphone
would be:
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1. Put your guitar into two channels of the console, using a "Y Cord"
or some such device. Put a delay on the second channel of about 0.75
ms. (one Kick is about 1 ms. and 8 inches would be about
three-quarters of a ms.). |
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2. Reduce the
high frequencies of the delayed microphone about 3 dB with shelf
response equalizer, using a corner frequency of about 3 kHz.
This simulates the sound traveling though some air before
reaching the microphone. |
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3. Add a slight amount of reverb to the delayed microphone to
simulate the increased "room sound" of the second microphone. If you
add reverb to both mic channels (which you normally would), always
add a little more reverb to the delayed channel. |
WHAT'S THE POINT?
Well the point is that the mixing engineer has a lot of techniques
that
can be used to get the sound that involve more than just bringing up
faders. The professional engineer working on big budget productions
uses techniques like this to get the sound. The techniques are not
that difficult for a home recordist to use, but you need to know that
they exist and that this is how those national records get that
"fantastic" sound.
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