GETTING DRUM IMPACT - PART 2

BY BOB DENNIS

08/9/02

This is a repost of a March, 2000 tip. Next week we have part 3 scheduled.  - ed
Attack Time In Drums & Multiple Microphone Blurring
The attack of a drum hit is established in the first 2-3 milliseconds of the generated sound wave.  This means that when a drum is picked up by multiple microphones that are spaced apart by more than 2 milliseconds, the attack becomes "blurred" (less definite).  Thus leakage of the snare into cymbal and tom microphones more than 2 feet away will lessen the snare attack.  This same problem would occur for all of the drum kit instruments.
Putting The Drums In Time

Sound travels at 1130 feet per second.  Thus it takes about 9/10 of a millisecond for sound to travel a one foot distance.  Recording engineers conveniently round this off to the timing formula of 1 ms = 1 foot.

When you put all of the microphones in time with each other, the attack of the drums is astoundingly better.  Ben Blau, an RID instructor, first introduced this idea some 8 years ago when he was managing one of our recording studios.  I had been using delay to compensate for spaced microphones on guitars but had never tried it on the relatively small time differences of the microphones on a drum kit.  I expected somewhat of a difference when Ben explained his idea to me but I was unprepared for how much of a difference it made.
To put all of the microphones in time with each other you select a "focal point" say 6 feet from the floor over the drums.  This could be a place that you used X-Y microphones as overheads, but you use this focal point even if you don't have overhead microphones there.  You measure (or estimate) the distance of each microphone to the focal point and then delay each microphone by that amount using the formula of 1 ms = 1 foot.

drumtime.gif (26149 bytes)

APPROXIMATE DELAY TIMES TO FOCAL POINT

FOOT DRUM

5.0 milliseconds

SNARE DRUM

4.0 Milliseconds

LOWER TOMS

4.0 Milliseconds

UPPER TOMS

3.5 Milliseconds

HIGH HAT

3.5 Milliseconds

OH CYMBALS

2.0 Milliseconds

In Practice
Delaying all those microphones by the indicated amount will take 8 channels of delay.  If you are using a digital console, there is a delay function on each channel of the console that can be used.  If you have an analog console it is harder because you need individual delay lines.  If you are using an analog console but recording onto an MDM (ADAT or DA-88), you can use the "track delay" function of the tape machine during mixdown.  If you are recording onto analog tape, you can get partial attack improvement (with less delay lines) by delaying the foot and the snare track by the time difference between that instrument's mic and the cymbal mics.   In the above example, this would be foot delayed 3 ms and the snare delayed 2 ms.

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