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Bare
Essentials For Home Studio
Basic Concepts of Digital Audio
Choosing a Microphone for your Home Studio Projects
Compressors with Acoustic Music
High-Octane Optional Equipment
How To Take Control of Your Soundcheck (Part 1)
How To Take Control of Your Soundcheck (Part 2)
Looping (Acoustic Instruments) (for a DJ)
Looping (Feedback use techniques) (for a DJ)
MIDI
(Musical Instrument Digital Interface)
Overcoming Stage Fright
PC Soundcards
Proper Use Of Sound Engineer
The
Use Of Effects
The Use Of On-Stage Monitors
Tips for Packaging and Structuring your Demo
Tips on Purchasing Musical Instruments
Warm up Exercises for Singers
Why is Amplification necessary ?
Working With Sound Engineers
Next Page
Bare
Essentials For Home Studio
1.
A good quality microphone is the first thing that
you should look into. There are several kinds
of good microphones to start with. You can check
a list of such microphones with their specifications
here.
The
better your microphones, the better sound you'll
be able to get. The microphone is what really
captures the sound. And all mics have colorations
and non-linearities. Big recording studios use
mics that cost anywhere between Rs. 35,000 to
Rs. 1.5 lacs+! This is one way they can assure
their clients of the best recorded sound possible.
It follows that your choice of microphones will
have a huge impact on the quality of your own
recordings.
2.
Something
to make musical sounds with :-)
3.
A reasonably good sounding, quiet space to record
in is very important. The easiest way to make
a bad sounding room sound good is to deaden it
as much as you can, preferably with professional
quality room treatments (like RPG Diffusors and
Bass Traps). However, the nicest sounds come from
big rooms where the sound can "breathe". If you
have a loft space, you will need to shut out any
traffic noises, and treat
the room for unwanted resonances.
4.
Yes, this room treatment thing is expensive. Your
best bet is to deaden your small room as much
as possible, and carefully sweeten your sounds
with reverb and/or EQ when you mix down. SudeepAudio.com
can help you with acoustics
at affordable costs and superior quality.
5.
A way of storing your music in a format that other
people can listen to; at the very least, you'll
need a cassette deck, though a DAT or CD-Recordable
"burner" is much hipper.
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Basic Concepts of Digital
Audio
As
you know, computers can only work with binary
data, or "0's and 1's". The zeroes and ones represent
two states, either "off" or "on". This is like
having lots of tiny switches that form a sort
of super-fast Morse Code, which a computer uses
to represent real world events (such as musical
sounds) in what is known as binary code.
First,
Analog Audio...
The
audio we hear from our
stereos and home entertainment systems is 'analog
audio'.
This means that oscillating voltages are used
to represent the original sounds. Here's how this
works: A saxophone plays a note in a smoky basement
jazz club. The vibrating air coming from the horn
moves the air in the smoky room, and your eardrums
vibrate back and forth with the vibration of the
air molecules. We experience these vibrations
as "sound". A microphone and an old-fashioned
analog tape recorder are set up in the room. The
saxophone vibrates the air around it, setting
up a series of pressure changes that radiate through
the air in the room. When these pressure changes
reach the microphone's diaphragm, it shakes back
and forth with the vibrations. The microphone
"hears" these vibrations and converts them into
electrical voltages that are an "analogy" of the
air pressure changes that made the original sounds.
The tape recorder's record head then stores these
electrical voltages ("analog audio signal") on
magnetic tape as magnetic fluctuations.
After
the set is over, we take the tape recorder home
and hook it up to our stereo system. Now we can
play the recording back. We play the tape, the
magnetic fluctuations on the analog tape are converted
to electrical voltage changes (analog audio signal)
by the tape playback head and the resulting voltages
are sent to our stereo amplifier. The amplifier
changes those fluctuating voltages into current
fluctuations which move our stereo speakers back
and forth, far and fast enough to create disturbances
in the air of our listening room that are almost
exactly the same as the original vibrations caused
by the saxophone playing in the jazz club. That's
High Fidelity analog audio!
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And
now, Digital Audio...
So
what happens in digital
audio?
How
is digital different than analog? First the original
sound is converted to analog audio voltage fluctuations
by the microphone(s). Instead of using an analog
tape deck, we are now going to use a digital recorder.
Let's use a DAT recorder as our example. The analog
audio voltage fluctuations are fed to a circuit
called the Analog-to-Digital Converter that changes
the incoming voltages to digital "snapshots",
44,100 times a second. Each "snapshot" consists
of 16 zeroes and/or ones. Each combination of
zeroes and/or ones represents a different signal
voltage. Using sixteen 0's and 1's in each "sample",
one of 65,536 different voltage levels can be
described by each sample. A DAT or CD uses a "sampling
rate' of 44,100 samples per second (44.1kHz).
This
means that 2,890,137,600 different analog audio
voltage levels can be described each second --
and you're right, that's a lot. But some say that
capturing audio with 16 bits, 44,100 times a second
may not be enough to accurately describe what
our ears can hear, so that's why there is now
a push on to record everything in 24 bits, 96,000
times a second, or at "24/96 resolution"... When
we want to actually hear the digital audio, the
audio data has to go through a Digital-to-Analog
Converter, which changes the binary code samples
to analog voltage fluctuations that are then sent
to a power amp and on to the speakers, which shake
the air molecules enough for us to hear the original
sound.
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Choosing
a Microphone for your Home Studio Projects
Microphones
convert the sounds you hear into electrical signals
that can be recorded on to tape or hard disk.
This means that choosing the right mic for the
job at hand is critically important to getting
the sound you want on your final tracks. No amount
of EQ, compression or reverb can change the subtle
signature that any particular microphone leaves
on your audio tracks. So, how do you choose that
perfect mic without first buying and auditioning
everything out there? First, you should familiarise
yourself with the basic microphone 'families':
Microphone
pickup patterns:
- Omnidirection
- Cardioid
- Figure-Eight
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Microphone
types:
- Dynamic
- Condenser
- Ribbon
- Stereo
Omnidirectional:
This
describes a microphone's pickup pattern; in this
case one that picks up sound equally from all
directions. 'Omni' mics tend to have very good
bass response, without the artificial low frequency
boost provided by the 'proximity effect' of a
typical cardioid mic (see below). Really good
omnidirectional condenser mics are great at capturing
a sense of 'open space' and 'air', which makes
them the first choice for critical reproduction
of acoustic instruments in good sounding acoustic
spaces, like symphonic orchestras, vocal choirs,
pianos, or string quartets in concert halls. Some
of the highest fidelity mics available are of
the omnidirectional condenser type, such as mics
from Schoeps, DPA (B&K) and Earthworks. A
common use for dynamic omni mics is in TV and
radio reporting (known as Electronic News Gathering
or "ENG"), where you want to capture environmental
sounds along with the reporter's voice.
Back to Microphone Menu
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Cardioid
This
describes a microphone's pickup pattern that is
more sensitive to sounds directly in front of
it than to sounds 90 degrees off to either side.
A cardioid mic is even less sensitive to sounds
directly behind it - in fact, cardioid mics practically
cancel pickup of sounds emanating from directly
behind the mic. This makes cardioid mics very
useful for sound reinforcement (P.A.) and live
recording use, as well as being the most popular
choice for use in the imperfect recording environment
of most home studios. To use a cardioid mic, simply
aim the mic at the instrument you want to record,
and the rest of the stage sound will be at least
somewhat quieter than the desired instrument's
sound. Most of today's most popular microphones
have a cardioid pickup pattern.
There
are a couple of variations on the cardioid pick
up pattern. Supercardioid and hypercardioid mics
are less sensitive to 90 degree off-axis sources
than plain cardioids, meaning that they will do
a better job of rejecting sounds from off to the
sides. However, hypercardioids do pick up some
sound from directly behind the front of the mic,
making them a little bit like a 'figure-eight'
mic.
Cardioid
mics exhibit a characteristic called the 'proximity
effect'. The closer a sound source is to a cardioid
mic, the more the mic will accentuate that sound
source's bass frequency output. This can add richness
and fullness to a singer's voice or to a saxophone's
sound, but it can also muddy the sound of a guitar
amp or acoustic bass. When miking from a distance,
cardioid mics have a tendency to sound somewhat
thin in the bass when compared to omnidirectional
mics. For this reason, cardioid mics are usually
used for close-miking (with the mic placed less
than two feet from the sound source), while omnidirectional
or figure-eight mics are usually used when miking
from farther away.
Back to Microphone Menu
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Figure
Eight
Figure-eight
mics have the 'open' sound and good bass response
of omnidirectional mics, with the added advantage
that they reject sounds from either side of the
mic. Since figure-eights pick up sound equally
well from directly in back and directly in front,
care should be taken that you don't capture undesirable
reflections from low ceilings or nearby walls.
A good place to use a figure-eight pattern mic
is when you want to cancel reflections from side
walls in a narrow-ish room but you want to capture
a good sense of room ambience.
Back to Microphone Menu
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Dynamic
microphones
Dynamic
mics use a 'moving coil' to sense the changes
in air pressure that make sound waves. The wire
coil is suspended over a permanent magnet. When
moving air hits the coil, it moves over the magnet,
which causes electromagnetic induction to take
place. This causes an AC voltage to be formed
that is an electrical 'analogy' of the original
sound. The electrical signal that appears at the
mic's output is a more or less faithful reproduction
of the original vibrations in air, only in fluctuating
AC voltages instead of air pressure changes. Small
diaphragm dynamic microphones:
These
are by far the most commonly used mics for P.A.
and stage sound use. Dynamic microphones are typically
very rugged and don't require a voltage source
to work properly. Cardioid pattern, small diaphragm
dynamic mics are most often used as handheld vocal
mics (like the very common Shure SM-58) or as
instrument mics for stage use (like the equally
common Shure SM-57). Large diaphragm dynamic microphones:
While similar to their small diaphragm cousins,
large diaphragm dynamic mics are typically used
for very loud, bass heavy instruments such as
tom-toms, kick drums, and bass amp speakers.
The
larger diaphragm allows these mics to withstand
higher Sound Pressure Levels (SPL's) with ease,
but the larger moving mass of the larger diaphragm
will limit the high frequency response of the
mic. These characteristics also allow low-distortion
reproduction of very loud instruments such as
trumpets, trombones and electric guitar amplifiers.
Some popular large diaphragm dynamic mics are:
Electro-Voice RE-20 - a favorite of radio announcers
and a good mic for kick drums Shure SM-7 - similar
to the E-V RE-20 Sennheiser MD-421 - commonly
used on tom-toms and hand percussion
Back to Microphone Menu
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Condenser
microphones
Condenser
microphones capture sound using a conductive diaphragm
with a capacitative charged plate behind it. The
charge is supplied by a DC voltage source like
a battery or the 48 volt 'phantom power' supply
present in most mixers and mic preamps. Air pressure
changes meeting the conductive diaphragm cause
it to move, which causes an analogous AC voltage
to be formed in the charged plate. These small
AC voltages are sent out of the microphone to
be further amplified. Because the diaphragm can
be made very thin and light, condenser mics tend
to be more accurate than dynamic mics, especially
in the midrange and treble frequencies. Because
of this low mass construction, conenser mics do
tend to be more delicate than dynamic mics.
Condenser
mics are more commonly used for studio recording
more than for live sound and P.A., but there are
some road-worthy condenser mics (like the Shure
SM-87). Small diaphragm condenser microphones:
Small diaphragm condenser mics have the best high
frequency response of all the commonly available
microphone types. For this reason, small diaphragm
condenser mics are most often used as drum set
overhead mics (to faithfully capture cymbals and
stick attacks), for acoustic stringed instruments
like guitars and violins, and for hand percussion
instruments like vibraphones, shakers, and marimbas.
Another common use for small diaphragm condenser
mics is as stereo pairs for ambient pickup of
acoustic events in good sounding spaces.
Some
popular small diaphragm condenser mics are: Shure
SM-81 - very flat frequency response; commonly
used on acoustic guitars and as drum kit overheads.
Audio Technica AT-3528 - a cardioid model that
is sort of a 'poor man's KM-84'. AKG C 1000 S
- a budget favorite. Neumann KM184 - a truly professional
recording mic. Oktava MC-012 - from Russia, this
is another mic made to be similar to the KM-84,
but for a lot less money.
Large
diaphragm condenser microphones: Since condenser
mics are intrinsically more sensitive to higher
frequencies, it's possible to combine the warmth
and fullness of a large diaphragm with the high
frequency detail typical of small diaphragm condenser
mics into a single microphone. These large diaphragm
condenser mics are the mainstay of recording studios
everywhere, especially for pop vocals and close
miking horns. Some older vacuum tube based large
diaphragm condenser mics, such as the Neumann
U47, are collector's items prized for both their
sonic warmth and their accurate reproduction of
aural details. The 1960's vintage Neumann U87
is an FET-amplified, large diaphragm mic that
is more of a modern classic.
Some
popular large diaphragm condenser mics are: AKG
CS 414 ULS - a standard for overhead drum miking
and for general use; choice of cardioid, hypercardioid,
omni, and figure-8 pickup patterns. AKG C 3000
B - a budget mic based on the design of the venerable
CS 414; cardioid and hypercardioid only. Neumann
TLM 103 - a new, lower-priced version of the famous
U87; cardioid only. Audio Technica AT-4043a -
a fabulous microphone for the price; cardioid
only; great on saxophones. RODE NT1 - the new
budget leader; cardioid only. CAD Equitek E-100
- another budget contender; super-cardioid only.
Marshall Electronics MXL 2001-P - made in China,
this is a very inexpensive, yet surprisingly smooth
sounding mic; cardioid only. Oktava MC-219 - made
in Russia, this is a classic budget 'sleeper';
cardioid only.
Back to Microphone Menu
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Ribbon
Microphone
When
a wafer-thin, small aluminum ribbon is suspended
between two mounting points inside a strong magnetic
field, you get a microphone that is extraordinarily
sensitive to vibrations in air (sound). Ribbon
mics can really capture the thump of a plucked
acoustic bass or the subtle dynamics of jazz drums.
Unfortunately, ribbon mics tend to be extraordinarily
fragile (one drop and they're history). Nevertheless,
ribbon mics remain a favorite of recordists everywhere.
Some common ribbon microphones: RCA BX-44 and
BX-77 - the original classics. Coles 4038 - the
standard in modern ribbon mics. Beyerdynamic M-260
- a budget ribbon mic; hypercardioid only
Back to Microphone Menu
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Stereo
Microphone
By
combining two cardioid condenser elements into
one chassis, a single point stereo microphone
can be made. The most common is the X-Y type,
where the two cardioid elements are pointed away
from each other at a 90 degree angle. Some stereo
mics are of the Mid-Side (MS) type, using a combination
of a forward-facing cardioid element with sideways-oriented
figure-eight element, which allows for remotely
controlled adjustment of the stereo image width.
Some common stereo mics: Audio Technica AT-825
Back to Microphone Menu
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MIDI
(Musical Instruments Digital Interface)
If
you play piano well at all, you will want to use
MIDI ("Musical Instrument
Digital Interface") to record your music into
the computer. Modern personal computers and MIDI
sequencing software let you record audio over
top of the MIDI tracks, with the audio and MIDI
parts synchronized. This way you can record a
MIDI synthesized backing band and then record
yourself singing or playing an acoustic instrument
over top of the synthesized orchestration. This
is how almost all soundtracks for movies and TV
commercials are made these days.
What
you need for a good basic setup:
1)
A synthesizer of some kind. These come in several
different packages...
You
can get an all-in-one keyboard synthesizer, which
is a keyboard with a synthesizer built in, generally
called a "synth". Make sure you get one with MIDI
IN and MIDI OUT ports (MIDI THRU is nice, but
not absolutely essential). Examples...
A
Sound Module. This is the synthesizer part
of a keyboard synth but without the keyboard.
Using a sound module requires a MIDI controller
(see below). A sound module will usually give
you the best sound quality and versatility. A
module can be used with any MIDI controller or
keyboard, as well as with any computer-based sequencer
with a MIDI interface installed, and they're portable.
Examples of popular sound modules are the Roland
SC-88 and JV-1010, and the Yamaha MU-10XG and
MU-50.
A
Digital Sampler. These function sort of like
tape recorders that only record a few seconds
of a sound (a "sample") and then map the resulting
'recordings' to MIDI note values so that the sampled
sound can be played on a MIDI keyboard or whatever.
These (expensive) gadgets are for the advanced
synthesist who wants the most control he/she can
get over the musical sounds to be used. Movie
scores, music for TV commercials, and slick pop
music all make extensive use of samplers.
A
PC Sound Card with built in MIDI. Most inexpensive
PC soundcards have bottom of the line synthesizers
built in that don't sound very convincing at all.
Some do have DLS 'samplers', but these are not
very user-configurable. If you already have a
soundcard with a WaveBlaster or compatible daughtercard
header, you can add a MIDI wavetable daughtercard
such as the Turtle Beach Cancun FX, Roland SCD-15
or the Yamaha DB50XG. Examples...
A
major disadvantage of using a soundcard's MIDI
is that a computer must be used to control the
synthesizer, making it incompatible with other
setups and hard to carry around with you. But
a MIDI soundcard can be a viable choice for a
self-contained home studio setup.
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2)
A MIDI controller
Usually
a piano keyboard in form, but there are also drum
controllers, guitar controllers, and even wind
controllers. The piano keyboard type is the least
expensive, the most reliable, and the most versatile.
Popular
models...
A
keyboard synth can be used as a controller for
an external sound module, as long as it has a
MIDI Out connector. Similarly, any Digital Piano
with a MIDI Out connector can also be used as
a keyboard controller.
Keyboard
Action - You may have heard the terms "touch
sensitive" and "piano feel" used to describe keyboards.
Basically, this describes how well the keyboard's
keys mimic the "touch" and "dynamics" of a real
piano keyboard, and how that information is transmitted
to the other devices downstream of the keyboard.
Synth Action - means that the actual key is merely
a switch, with little if any mechanical resistance
to being pressed.
This
is very similar to the action of a Hammond organ's
keyboard. Weighted Action - means that the keys
have a resistance to being pressed that is meant
to mimic the feel of an actual piano keyboard.
Some expensive controllers actually use a hammer
action design borrowed from pianos, so that the
feel of an acoustic piano is very convincingly
reproduced. Cheaper "piano feel" keyboards have
a sort of 'spongy' feel to them. A good weighted
action helps the player convey more expressive
dynamics in performance because the keyboard allows
the player to "dig in" to the keys (for lack of
a better way to describe it).
Velocity
Sensitivity - describes the ability of the
keyboard to transmit a whole range of dynamic
touch in MIDI data transmission.
The
basic idea is that a soft touch translates to
a lower MIDI velocity number, which in turn translates
to a lower volume for that note played. A harder
touch will translate to a higher velocity number
(i.e. louder). Better synthesizers change the
envelope of a patch so that a higher velocity
has a more intense attack than the same note played
with a lower velocity. This can make for some
very convincing sounding MIDI performances. Aftertouch
- describes how some synth patches will change
parameters if a key is held down after the note
is first struck. For instance, some patches 'swell'
if the player presses the keys while the notes
are sustaining.
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3)
A MIDI Interface
This
allows your MIDI devices to talk to your computer.
These range from very inexpensive models to really
fancy things with all sorts of special features.
The most important thing is to decide what exactly
you want your MIDI setup to do, and then figure
out how much you really need to spend to achieve
your goal. I find that the more features a piece
of gear has, the steeper the learning curve, and
the more likely it is to keep you from just writing
music, if that's your main goal. Of course, after
you become a MIDI expert you can invest in all
sorts of gadgets that will allow you to do lots
of exciting, tricky stuff.
What
to look for in a MIDI
interface:
For
all MIDI interfaces: You will need to decide if
you can live with a "one in - one out" 16 channel
interface (for a single sound module), or if you
need a "two in - two out" 32 channel interface
(for a fancier 32 channel sound module or two
16 channel sound modules). Having more channels
available allows you to have more individual "voices"
playing in your MIDI compositions, and gives you
a wider choice of sounds to choose from.
If
you're into composing symphonic pieces or other
types of music that require a lot of different
instruments playing at once, go for a 32 channel
or even a 64 or 96 channel interface. For older
Power Macintosh: Mac MIDI interfaces plug into
the modem or printer port on the computer (these
are 'serial' ports). It follows that MIDI interfaces
for the Mac are always external. If you plan to
use one serial port to hook up two devices (like
your printer and your MIDI interface on the printer
port) then you'll have to make sure the interface
you get allows you to switch between devices with
a 'pass-thru' switch. Popular low-end MIDI interfaces
for the Mac are the MOTU FastLane, Opcode Midi
Translator II, and the Midiman MacMan. You have
to decide how many channels you need. A basic
16 channel interface will do for most people.
A fancy 96 channel interface with SMPTE synchronization
signal generation (like the Mark of the Unicorn
Midi Express XT) will let you use the equivalent
of six synthesizers synchronized with external
audio and video playback. For iMac, G3 and G4:
NEW! - The iMac, "blue" G3 and the new G4 Macintosh
computers lack the serial ports that have been
standard on the Macintosh since its introduction
over fifteen years ago.
Instead,
the latest Macs use the new Universal Serial Bus
(USB). A new Mac will require a special
USB MIDI interface. Roland, Mark of the Unicorn,
Midiman, and Opcode have all come out with new
USB MIDI interfaces. For Wintel PC: PC
MIDI interfaces can either plug into an internal
'ISA' expansion slot, which requires opening up
the computer's case, configuring the MIDI interface
card for the correct IRQ and port address, plugging
the card in, and installing the software drivers
--or-- as an external box that attaches to the
parallel printer port (LPT1), with the printer
plugging into the MIDI interface's 'printer pass-thru'
(similar to how it is with a Mac interface with
two devices attached). Some PC external MIDI interfaces
can connect to a PC's serial port (COM1 or COM2),
though these are less common than the printer
port variety. You can also use a typical PC multimedia
soundcard as your MIDI interface. Most soundcards
work just fine as MIDI interfaces, while a very
few (like the old Creative Labs Vibra 16S) will
cause stuck notes or other problems.
Avoid
ISA bus soundcards as these are now obsolete.
The PCI bus is the current standard for plug-in
cards. NEW! - Universal Serial Bus (USB) MIDI
interfaces have arrived! At this point, only Windows
98 supports USB well on the Wintel PC -- using
USB is still problematic on many Win2000 systems
and WinNT 4.0 doesn't support it at all -- but
USB allows Win98 users with recent Pentium II
or Pentium III systems to 'daisy chain' peripherals
with the promise of true "Plug 'n Play" ease.
Check out the Roland Super MPU-64 USB MIDI interface
for example. Mark of the Unicorn, Midiman, and
Opcode have also come out with new USB MIDI interfaces.
You have to decide how many channels you need.
A
basic 16 channel interface will do nicely for
songwriting. A multi-channel interface with
SMPTE will be necessary for making soundtracks
for movies, commercials, etc. SMPTE allows you
to synchronize external equipment such as tape
decks or VCR's with your MIDI gear. There are
even fancier interfaces available that can do
all sorts of crazy things, from Opcode, Mark of
the Unicorn, Midiman, and others. 4) A MIDI Sequencer
software application - All the current MIDI sequencer
versions allow you to record audio tracks that
play along with your MIDI tracks. The only "professional's
choice" used to be Mark of the Unicorn's Digital
Performer (Mac), but there's no one program that
completely rules the roost any more. Examples...
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Compressors with Acoustic Music
Most
people believe that a Compressor over-smoothes
the sound of acoustic music and squishes all the
"acousticness" out of it. Some relate the use
of compressors to the sound of TOP 40. It is true
that compression plays a large part in creating
that sound. However, a compressor can be used
intelligently with acoustic music. This bias is
based on more of a lack of knowledge of what a
compressor does, than a true evaluation of its
usefulness.
A compressor
is a device that regulates the electrical signal
from a microphone or pickup. If properly adjusted,
the compressor allows the soft passages to be
heard clearly but not necessarily more loudly,
and the loud passages not to become too loud for
the audience or too strong for the sound system.
A good sound engineer should understand the desired
effect of acoustic music and use compression in
a way that won't make you sound like elevator-music
or muddy up your sound. When used properly, the
compressor greatly enhances the sound of acoustic
instruments by allowing you to express yourself
fully while allowing the audience members to hear
the louds and the softs along with your playing
intensity levels.
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High-Octane
Optional Equipment
Mixing
Board
DAT Monitors
Digital Audio I/O
Hardware DSP
CD Recorder
Outboard A-D-A Converter
Modular Digital Multitrack
Options
that can really help you make better sounding
recordings are:
A
mixing board.
This will allow you to record from or
play back more than one analog sound source at
a time. You can adjust the volume levels (in other
words, "mix") and use tone controls ("equalization"
or "EQ") to change the timbre of your various
MIDI, microphone, and line-level sound sources
in real time. It is possible to do all of this
in your computer, but it is usually difficult
to control all of your devices from one interface,
and requires a powerful computer with lots of
RAM and lots of analog inputs. The most popular
small studio mixers are made by Mackie Designs,
Behringer, Spirit by Soundcraft, Yamaha, Tascam,
Audio Centron, and MidiMan. The new digital mixers
are taking over studios everywhere. First came
the Yamaha ProMix 1, then the Yamaha 02R, now
there are the Yamaha 01V, Panasonic WR-DA7, Fostex
VM-200 and Tascam TM-D1000, with new models appearing
all the time. A digital mixer allows you to record
from microphones and other analog sources straight
into the digital domain, where DSP effects can
be applied and the waveforms can be stored digitally
in "virtual tracks" on the hard disk recorder
or DAW, or as actual digital tracks on an ADAT
or similar. Then the tracks can be mixed down
while still in the digital domain, with fully
automated faders and all mix settings stored in
memory for instant recall. Then you can master
to DAT, CDR, Magneto-Optical disk, or whatever.
All digital 'til the end listener plays back the
final product! Kewl!
A
DAT recorder, which is a GREAT thing
to have, but does cost a bit more than the other
audio gear mentioned here. Note that DAT is still
hanging on as the industry standard stereo music
production storage medium, although many people
are switching to CD-Recordable.
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A
really good monitoring system.
Basically this is a tonally accurate stereo system,
especially designed for revealing the details
and/or flaws in a recording. This is a critical
part of any home studio setup. A good monitoring
system will likely cost more than you expect,
but you're "flying blind" without one. Most home
studio setups will use small speakers that are
meant to be listened to from no more than about
four or five feet away. The idea is to form an
equilateral triangle between the listener's head
and the two speakers (e.g. the listener sits four
feet away from either speaker, and the speakers
are situated four feet apart from each other).
Speakers
used in this manner are known as near-field monitors
or simply "near-fields". Since most home studio
setups have less than ideal acoustics, near-field
monitors are a good way to keep sub-par room acoustics
from interfering too much with the listener's
ability to hear the playback accurately. When
shopping for studio monitors for a computer-based
home studio, remember to look for shielded ones.
Magnetic shielding allows the placement of speakers
closer to the computer's display, so that you
can listen to and work on your audio data from
the same position. Many newer monitors are also
self-powered, with the necessary amplifiers built
into the speaker cabinets. An example of a self-powered,
shielded monitor is the Mackie HR824. The Yamaha
NS-10 is neither shielded nor self-powered.
Other
popular monitors are the Alesis M-1, JBL LSR-25P
and Genelec 2029A, as well as others from Audix,
KRK, PMC, Hafler, Tannoy, Dynaudio, Legacy Audio,
Spendor, Vergence Technology, Dunlavy, Meyer,
etc. Expect to pay at least Rs. 30,000 for a decent
pair of studio monitors; more for really good
self-powered speakers. If you're really strapped
for cash, consider a good pair of "pro quality"
headphones. Headphones cost a lot less than a
good pair of near-field monitor speakers and an
amplifier, but listening in headphones is quite
different than listening to speakers in a room.
Mixing
in headphones
is therefore different than mixing on speakers,
but it can be done well. Headphones are also a
good tool to have around for a 'double-check'
on your mixes, even if you have a good set of
monitors.
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A
digital audio I/O card.
This allows you to send digital audio to or from
the digital input or output of a DAT, CD player,
or Digital to Analog Converter ("DAC") directly
in or out of your computer. The idea is to keep
the audio signal from going through more than
one or two digital-to-analog (D-to-A) or analog-to-digital
(A-to-D) conversions during the entire process
of recording your music. In digital audio processing,
these conversions are where the worst distortions
can occur. It's also a good idea to keep analog
audio signals away from the inside of the computer,
as all those clock crystals in there are generating
lots of radio-frequency ("RF") noise, e.g. your
microprocessor at 500MHz or higher, your PCI bus
at 33MHz, your cool new AGP video card at 66MHz,
and so on. Radio Frequency Interference ("RFI")
does really bad things to analog audio circuits
("digititus" anyone?).
A
digital audio workstation ("DAW")
that includes advanced Digital Signal Processor
circuitry (referred to as "DSP") in hardware.
The hardware DSP can do all the audio processing
without the need for use of the computer's CPU.
The DSP can then be tweaked for best sonic results,
while the CPU is left free to work on its normal
computer operations. High quality hardware DSP
costs a lot more than software DSP, but if you're
a stickler for sound quality... The higher priced
Digidesign ProTools 24 | MIX (MacOS/WinNT), Digital
Audio Labs V8 (Win95/98/NT), and Sonic Solutions
(MacOS) systems have DSP's built in to their digital
audio hardware.
The
TDM Plug-Ins take advantage of the ProTools DSP's.
If you are running a Windows 95/98 PC, there are
several higher priced digital audio systems that
include advanced DSP chips. Examples of Windows
95/98 digital audio systems are Digital Audio
Labs V8, Ensoniq Paris, Soundscape SSHDR-1, Creamware
TripleDAT, Sadie, and MicroSound. Windows NT 4.0
is the best performing and most stable of the
currently popular operating systems, but only
a few Digital Audio Workstations support NT. Also
be aware that MIDI is not as well supported in
NT as it is in Win95/98 and the MacOS. Some examples
of NT-ready DAW's are Digital Audio Labs V8, Soundscape
Mixtreme, and Digidesign ProTools 24 | MIX.
The
new 'all in one' DAW's like the Roland VS-880EX
and VS-1680 come with DSP circuits built in. The
VS-880EX has six balanced 1/4" mic inputs, with
digital EQ, compression and reverb onboard, and
a SCSI port for archiving your sessions to external
hard drives or Jaz drives. It's portable, too!
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A
CD-Recordable "burner".
These allow you to record Red Book-spec Compact
Disc Digital Audio (CD-DA) on to CD-Recordable
(CD-R) discs, so that others can hear your music
in all its undiluted glory on their own home or
portable CD players. CD-R recorders are available
in SCSI versions for Mac or SCSI-equipped PC's,
or in ATAPI (IDE) versions for plain jane PC's.
SCSI burners are considered to be less problematic,
though many are reporting success with IDE CD
burners (I prefer SCSI). Look for 4X or 8X speed
CD-R writing; this will speed things up considerably.
SCSI CD burners from Yamaha and Plextor are generally
thought to be the most reliable and best-sounding.
An
outboard Analog-to-Digital-to-Analog Converter
(or "ADAC" for short). This is a box that
converts the digital audio data stream to analog
audio so that you can hear it through a typical
stereo amp and speakers. They can also take analog
audio and convert it to digital audio data. Because
an ADAC is a dedicated, single purpose device,
it will usually sound better than the Digital-to-Analog
Converters ("DAC's") that come inside CD players,
DAT recorders, and consumer-grade computer audio
hardware. Having a high quality Analog-to-Digital
Converter ("ADC") can make your "live" audio tracks
sound better. The MidiMan Flying Cow is a good
low-end ADAC
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A
Modular Digital Multitrack recorder ("MDM"),
like the Alesis ADAT LX-20, XT-20 or M-20, or
Tascam DA-88, DA-98HR or DA-78HR 8-track digital
tape recorders. MDM's are found in small studios
all over the world, and are the standard for making
demo recordings and broadcast audio. The Tascam's
can record 108 minutes of 8 track, 24-bit audio
on a single Hi-8 120 tape, while the ADAT's max
out at 40 minutes of 8 track, 20-bit audio on
a standard ST-120 S-VHS tape, or 62 minutes on
a special ST-180 tape.
There
is a whole market growing up around multi-channel
Digital Audio I/O cards that route the 8 or 16
(or 24) channels of digital audio data between
a personal computer and one or two (or three)
MDM's. Examples of this kind of card are the Frontier
Design Group Dakota PCI, Sonorus StudI/O, RME
Project Hammerfall, Mark of the Unicorn 2408,
Soundscape Mixtreme and Alesis ADAT Edit. The
Alesis ADAT Lightpipe interface is much more widely
supported than the Tascam T-DIF interface. For
more info on digital audio interfaces and other
soundcards, check out the soundcards page.
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How to take control of
your SoundCheck (Part 1)
If
you are lucky and you are booked at a venue with
an installed sound system with an engineer, don't
look at it as a chance to sit back and relax.
This is an opportunity to create your sound with
someone who knows how to utilize sound equipment.
Every sound engineer has different habits but
they should still be sensitive to your needs.
By knowing the basic steps to running a soundcheck,
you will be able to communicate more effectively
with the sound engineer and be able to take better
control of your sound. Here are some pointers&
..
1. Alway leave yourself plenty of time for sound
check. It is recommended that sound check begins
at least three hours before showtime and ends
well before patrons have started to arrive. Even
if the patrons are held in the lobby, you always
want to consider not doing sound check when they
are in the building. They will be still able to
hear the sound check through the walls and floors.
2. Talk with the sound engineer before you get
on the stage. This is a good time to get a feel
of how easy it is to work with this engineer.
It also gives the sound engineer an opportunity
to find out any more information about your needs.
Also, if music is playing when you arrive, walk
around the venue to get an idea of the room reaction
and general sound.
3 . If the sound engineer has not finished setting
up microphone cables and such, allow him/her to
finish before loading your whole band on the stage,
(that is if you sent a technical sheet ahead of
you).
4. If you travel with someone who understands
your sound, have them walk around the auditorium
while you are soundchecking. This will help later
on when you are trying to communicate your needs
to the sound person.
5. Tune all of your instruments and if you have
pickups have them ready to be plugged in.
6. Have all the members of your band on stage
and ready to play before you begin sound check.
Bodies do have an effect on the sound and the
monitors. If every one else is still in the green
room while you are checking your guitar and then
comes out on the stage, all your monitor settings
will most likely have to change. It is advisable
to make it a band rule, that fidgeting with instruments
and talking during sound check are not allowed.
This can be very distracting for the sound engineer
and will shorten the amount of effective time
spent adjusting your sound.
7. When everything and everyone is ready to play,
begin your sound check.
8. At this point, the sound engineer will ask
for what he needs you to do. Every engineer works
a little differently and may ask for things in
a different order than what you are used to, so
bear with them. If you have a specific preference
for the order in which the instrument and voices
will be checked, communicate this to the engineer
and they will let you run this part from the stage.
9. The sound engineer will bring the volume up
and adjust the tone of every signal being sent
to the board. Don't worry at this point if something
sounds like it may be too loud or too soft. Also
don't set your monitors yet.
10. When the sound engineer is finished setting
all the channels, ask for different pairings of
instruments and/or voices. In fact, you should
ask to hear these pairings. Know what the relationship
of the acoustic guitar and the fiddle should be.
When a few different pairings have been listened
to and adjusted, have the whole band play a few
selections. Do not set your monitors yet.
11. Have the band play a few different selections
that show the style, range and complexity of your
music. It is a good idea to always use the same
selections at all your soundchecks. This will
give the sound engineer an idea of what to expect.
This is also the best time to set effects such
as reverbs and delays. You will be able to hear
the main house speakers since your monitors are
not on yet.
12. After your ears have adjusted to the room,
and you have set the general levels and balance
among the different musicians' instruments, then
set your monitors. If you have an instrument that
is particularly prone to feedback, begin with
that one. This will set the maximum volume and
general EQ of your monitors and avoid feedback
during the show. If you need reverb in the monitors,
ask the engineer. Not all sound systems are capable
of this and it may lower feedback thresholds.
13. Once your monitors are set, play the SAME
few selections that you played before. This will
give the sound engineer an idea of how the monitors
will affect your room sound. In fact, if you hear
your monitors turning on and off or up and down,
don't let it frighten you. The sound engineer
is evaluating thresholds for feedback and checking
the spillage of the monitors into your main sound.
However, make sure that your monitors are left
at comfortable levels before you end your sound
check.
14. Have the people you have standing in the auditorium
advice you, or the sound engineer, of which instruments
should be brought up or down in general.
15. When you are satisfied with your sound and
monitors, tell the sound engineer that you are
all set. He/she may have a problem at their end
that they are trying to work out and may ask that
you play some more.
16. If you have time, it is suggested that you
play/practice to the end of the time allotted
for the sound check. This will allow you to become
adjusted to the reaction of the room and the sound
system. If you wish, ask the sound engineer to
stay behind the board and ask them to warn you
when time is up. Just remember that the sound
engineer usually has to finish dressing the stage
or may need to fix something.
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How to take control of your SoundCheck (Part 2)
LIGHTS
ON OR OFF
Have all theatrical lighting on at their usual
settings during sound check. This will bring your
wooden acoustic instruments to the stage temperature
and will keep your instruments from de-tuning
during your performance. This also will show any
hum and interference problems which may occur
between certain types of pickups and lighting
systems. It also allows your eyes to become adjusted
to the lights. In accordance with all of this,
it is advisable to re-tune your instruments and
leave them on the stage if they are particularly
sensitive to environmental changes. Then, have
someone get your instrument 15 minutes before
show time and bring it to you in an environment
similar to the stage, re-tune and have him/her
return the instrument to the stage.
THE AUDIENCE FACTOR.
You will be sound checking in an empty auditorium.
Your overall sound will completely change when
the venue fills up. Besides absorption of certain
frequencies and reduction of room reverberation,
audience members also add heat and humidity, which
greatly affect sound transmission through the
air. Try to run your sound checks with a main
EQ curve that is hot in the mid to high range
to allow for this. At the same time run your main
volume slightly above the usual setting during
soundcheck (for feedback thresholds) and adjust
it downward based on the relative size of the
audience.
It is best to set these parameters before the
performance begins so the changes will not be
as noticeable during the performance. However,
some sound engineers prefer to adjust individual
frequencies during the performance. This method
may cause your sound to be muddy at the beginning
of the show. With acoustic instruments it is better
to start with a brighter, more midrange sound
and only if needed, adjust these frequencies downward
during the show. This is more comfortable for
the audience to listen to and they may not even
notice the changes. You will rarely have to re-adjust
the main EQ during performances. How many shows
have you been an audience member of where the
show started off with a muddy sound only to finally
have it clear up right in the middle of the third
song? Hardly anybody complains that the sound
was too bright at the beginning of the show. In
fact, even in critical reviews, the muddy start
is the first thing to affect the critic's reaction
and is often a let down of their expectations
of the show and affects the rest of their critique.
Critics are essentially audience members who write
about their experience and there are two hundred
or more of them sitting out there who just paid
to see you and hear your music. With this in mind,
be sure to listen to you instruments during soundcheck
with the audience factor in mind and inquire as
to how the sound engineer adjusts for the audience
factor. If you agree with the theory ask them
to use this method.
DON'T UNDER USE REVERBS.
They are a great way of separating similar instruments.
Even if the room is very reverberant, a great
deal of this disappears when the audience arrives.
It is more difficult to adjust levels of reverb
up when the show is running because there often
has to be a change in line levels and balances
between the effected sound and a dry sound and
this may cause feedback during your show. If anything,
start off with a more "wet"sound and let the engineer
know that if the audience is smaller than expected,
he/she should adjust the reverb balance to the
levels you desire.
SOUNDCHECKING STAGE PATTER. Most acoustic/folk
musicians use stage patter as part of their performance.
Be aware of the difference between your speaking
voice and your singing voice. In fact, sound check
one of the stories that you tell with the usual
volume that you use during your performance. This
will give the sound engineer the settings that
will have to be adjusted between songs. It is
probably best that the reverb be muted while you
are talking.
SET LIST FOR SOUND ENGINEER
Give the sound person your set list. Besides type
of song or instrumental, each song should include
notes that are relevant to your mix such as "big
reverb on voices" or " mandolin solo". Don't overload
each song with requests for a lot of changes.
If you keep it simple, the sound engineer will
be able to help you create the desired effect
you are looking for. If you have a song with a
great change in levels, it is advisable that you
approach this during sound check.
Top
Looping (Acoustic Instruments)
(for a DJ)
Here
are some proposals to help colleagues who want
to loop acoustic instruments like percussion.
It is written for the ECHOPLEX, but should be
similar for other machines.
The
problems are: ·
- The
difficulty to hear the correct volume of the
instruments and mix them correctly into the
loop.
- The
danger of feedback. Even if the volume is not
as high as to create a oscillation, sound from
the monitor enters the mike again and is recorded
again into the loop, deteriorizing the sound
quality and making clean Replace impossible.
Pressing OVERDUB really just while playing improves
this situation a lot. The OVERDUB Mode SUS helps
to do this.
- Crosstalk
from other instruments and noises into the loop.
If the drums are playing next to the percussionist
or loud in the monitor, the snare will be looped.
Whether this is a problem or not depends on
the music and the way the loops are used.
-
The
physical distance of the instruments and the
various postures of playing can make positioning
of the pedal board difficult. ECHOPLEX pedal
boards can be used in parallel. You can have
the keys in several places, even in several
forms (to operate by knee or elbow, for example)
Basically there are three ways to go:
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1..
A microphone/sound system only for the loop
This is the most simple, suitable for rehearsals,
small shows:
- ·
Connect a clip microphone directly to the ECHOPLEX
and keep clipping it to the instrument you want
to loop. You can prepare a piece of wood on
each instrument so you know exactly where to
clip the mic and how loud it is going to be.
- Mark
the correct position of the Input control for
each instrument so you can adjust it quickly
before you play. · Wind up the Mix control to
"loop".
- Connect
the ECHOPLEX output to some amplifier (preferably
not a guitar amp!) and regulate the volume,
so the instruments appear about equally loud
direct and from the loop. The sound will not
be the same, but this can be interesting even.
2.
Mixing on stage or by the band's sound man
The musician or a smart sound man controls the
loops from the mixing desk. The sound can be equalized
for each instrument and monitored. Thus, the difference
between the original and the looped sound becomes
small.
The ECHOPLEX is connected like a reverb to an
Aux send and returns to a channel (remember to
close the Aux in that channel!). The MIX control
is way up to "loop". The problem is the position
of the Aux send control in every channel. To optimize
cross talk, the sound man should only open the
channel that is actually going to be looped. With
this setup you can for example maintain a groove
on the congas (Aux closed) and throw a cymbal
into the loop (Aux open) without having the congas
looped (except cross talk).
The most perfect solution: Headphones (getting
popular anyway!).
3.
"Electric" percussion instruments:
Could be MIDI sounds, but that's too cold, sometimes.
Instruments
like Korg WaveDrum are much better because they
bring through details of playing techniques that
cannot be recorded by MIDI, but very well in the
loop, because there is no problem with noises
and feedback. Maybe we should start inventing
"electro-acoustic" percussion instruments in the
sense of a electro-acoustic guitar: Little resonance
and a pick-up in the right place. The sound can
become richer, easier to amplify, and the instrument
can be played very dynamically. Also, a simple
piece of metal that has no volume but maybe an
interesting sound can turn into a new instrument.
In general, this type of instruments will be lighter
and smaller, needs less stands, less space on
stage, can be accessed more immediately. Piezo
pick-ups are cheaper than good microphones, need
no clamps. Mixing desks with piezo inputs (impedance
> 1 MOhm) are not common yet, but most ordinary
ones can be modified easily. This is the most
futuristic way. It will take time and efforts,
but we will end up there.
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Looping (Feedback use techniques) - for a DJ
The
Plex uses a 256 step value and filters it almost
every sample so you can smoothly and quickly change
it. It is strongly suggested to use a pedal. In
longer loops you maybe want to grow only a part
of it: For example: Open Overdub and reduce Feedback
while opening the volume pedal so the sound you
hear from the Loop will be replaced next time
around by the one you fade in now. Not very difficult
to imagine how it will sound.
Then
as your note fades, you open Feedback again and
have a phase of the loop as it was before. Replace
is a function we have for this, but is to hard
for most applications because it chops off/on.
With the FB pedal, you do it more creative and
smooth. Sometimes in long loops (like 25sec),
start increasing the dynamics every turn around,
rather taking back one part and then crescendo
in to the full part... As it does not make sense
to infinitally increase the content of the memory,
we reduce automatically the FB a little while
Overdub is on.
This
prevents from the worst noises when somebody forgets
that Overdub is on. When you reduce FeedBack,
reduce loop time, too! (Million times executed
experience - how it works for me): Most music
(and stories in general) has its static phase
(contemplation, solo) and its dynamic phases (walking,
discovering). Obviously, FB open is for the static
and reduced for the dynamic phase. Since in the
static phase you have time, you will multiply
and increase loop time to make the loop more interesting,
maybe less obvious.
Then,
when you enter a dynamic phase, its a drag, because
changes take to long, or take a too radical reduction
of FB which cuts the flow. So you reduce FB little,
but also reduce loop time! If the loop is rather
an educated one with a harmony sequence, built
with Multiply, you will apply Multiply by 1 or
2 when the basic harmony comes back. The loop
stays on this base, maybe 4 or 8 times shorter,
which gives you the chance to change it gradually
and then build (use Multiply again) a new harmony
sequence. If the loop is rather of the anarchistic/ambient
kind, you can reduce it with Unrounded Multiply,
which is called by the RECORD following the MULTIPLY
key. This way you can cut out any bit, as short
as you want, maybe even applying Unrounded Multiply
2 or 3 times in a row, to really chop up the worm
before the part with the heart grows again with
more heads even.
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Overcoming
Stage Fright
From
butterflies to panic attacks, stage fright is
nothing more than a fear of the unknown. How will
the audience react? Will I forget the lyrics or
sing out of tune? Will my voice hold out? Since
none of these questions can be answered beforehand,
anxiety builds. Preparation can help.
If
you are well rehearsed and in good physical condition,
any reasonable person would expect to perform
well. But stage fright is not a rational fear,
and performers are not reasonable people. It does
not matter if it's all in the mind; dwelling on
worst-case scenarios puts a real clamp on the
voice.
Trying
to talk yourself out of these mental tail-spins
only makes things worse. What's important to remember
is that anxiety means you care. Apprehension is
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