Tuesday, 4 December 2012

Paper 38- Mixing Strategies Of The Pros


Mixing Strategies of the Pros: 3 Top Engineers Take you Inside the Mix

Droney, Maureen. Electronic Musician 20. 5 (Apr 2004): 42-44, 46, 48-50, 52, 54, 56, 58, 60-61.



Abstract (summary)


Droney gets the inside scoop from three seasoned professional mix engineers, Roger Nichols, Tim Palmer, and Dave Pensado, on quality sound mixing. They say it is not only necessary to have good equipment, but have the courage to experiment, be patient, and trust your ear. There are several sidebars with the article, including, "Tips for Better Mixing," and "Pensado Picks Plug-Ins for Harware."

Full Text


Mixing a song is like driving on a very busy and confusing freeway. There are lots of choices and decisions to make, and an incorrect one will send you off in the wrong direction. You're surrounded by bad drivers (unfocused producers and egocentric musicians), who can definitely delay your arrival. Bad monitors are like potholes, and distractions abound, all threatening to destroy your concentration and set back your timetable. Misleading signs are everywhere, and a moment's hesitation can lead to a nasty accident. Getting to your destination will require a good road map; fast, accurate decisions; and a will to win.

So how do the seasoned vets of the mixing world survive this chaos day in and day out? I corralled three of the best and asked them. Of course they have great equipment, but take it from me: if Roger Nichols, Tim Palmer, or Dave Pensado were working in your home studio, they would still get a great mix. Using their ideas will get you where you're going much faster, and the ride will be a whole lot smoother.

Tim Palmer is a modern-day scion of the British sound who works on, as he says, "everything from Goth and metal to pop." His extensive credits include U2, Tears for Fears, Pearl Jam, Ozzy Osbourne, Faith Hill, and David Bowie, among many others. When we spoke, he'd just finished mixing a live album for singer-songwriter Jason Mraz and a project for the subversively glam Kill Hannah, and was packing for a trip to Finland to work with HiM.

The perennially busy Dave "Hard Drive" Pensado is continually in demand by R&B and pop royalty. If you watch music videos or listen to the radio, you've likely heard some of his chart-topping mixes such as Pink's "Get the Party Started," Christina Aguilera's "Beautiful" and "Dirrty," and the diva rendition of "Lady Marmalade" from the Moulin Rouge soundtrack, which featured Christina Aguilera, Pink, Mya, and Lil' Kim.

Pragmatic and outspoken, Roger Nichols is an iconoclastic Grammy winner who's legendary for his work with the pristine madness of Steely Dan (13 albums) as well as John Denver (27 albums), Rickie Lee Jones, Take 6, Bela Fleck and the Flecktones, and Roseanne Cash, among many others. On the day I visited him in the studio, he was completing mixes for a Rogers and Hammerstein tribute album that featured performances by such artists as Phoebe Snow and Toots Thielman.

These multiplatinum mixers have very different styles, but they share a lot of the same philosophies. I found out how they approach their mixes, and the mental processes that enable them to deal with all the inherent obstacles.

HAVE A PLAN, STAN

All three mixers were emphatic in stating that diving blindly into a mix, trusting that the muse will lead you to inspiration, is a recipe for disaster. Before you begin, they agreed, you must take the time to figure out what it is that makes the song work best.

"Maybe it's the vocal, maybe it's the lyrics, maybe it's the groove or a hook," says Palmer. "If it's the lyrics, you have to think from a vocal perspective: is the music working to help the story to come across? In another song, the key thing might be that amazing and memorable guitar lick. Or, sometimes a song has a great groove. Then you've got to make the drums and bass really solid so they drive the whole thing along. It's your job to figure out what that special something is, and then carve your mix to bring it out. You must play to the strengths of the recorded material."

"What's important is that you have a concrete vision of where you want to go," Pensado agrees. "Then you'll find a way to get there. One of the main differences between me and a lot of the producers I work with is that I have the skill to do the mix in a few hours. They might be able to do a similar mix, but it would take them at least a week. I think the lesson there is to mix for the forest and not the trees. When you start mixing for the trees, you paint yourself into a lot of corners that it's difficult to get out of. You want to keep yourself on line with the vision you started out with.

"Here's something to think about. When the old radio shows of the '40s wanted to create the sound of horse's hooves, they used a couple of coconut shells. A real horse walking through the recording studio wouldn't have sounded as much like a horse to the audience as the sounds that they created. That tells us that the original sound you're given is not as important as the image you want to convey in the mix.

"For me, and I think for a lot of mixers, it's very visual: you tend to want to see the horse, or, in the case of a great rock mix, the color of the guitar someone is playing. It actually becomes like a painting. Some of the early Nirvana mixes, for example, were very impressionistic. There are impressionistic mixes, abstract mixes, realistic mixes, paint by numbers mixes, where you just fill in the colors, and, of course, [laughs] Jackson Pollack mixes."

ROUGH STUFF

Rough mixes are what you throw down at the end of a session to give yourself a working road map. However, they often take on a life of their own. Everyone has a horror story about the artist (ask Bruce Springsteen's engineer about the trauma of Nebraska) or A&R person who got attached to a seriously flawed rough mix and could never be convinced that there might be a better way to go. In those cases, trying a different direction is just a waste of time. But most people want to be open to creative possibilities and to the hope that the mix will take their song to a whole new level. So, isn't it best to start with a completely clean slate? Well, no, not according to these pros.

"It's very helpful to listen to the rough mixes before beginning," says Palmer. "You can definitely get off on the wrong foot if you go straight in and start pushing up faders without knowing what your goal is. If you have engineering ears, when you push the bass drum up you can tend to think, "That bass drum is dull, I need to do this and that to it." But maybe, to make the song work well, the drums need to be dull and not too defined. Here, if you didn't work out what was important before you started, you can make all the wrong decisions. You get to the end and realize that you've wasted your time. The song was much better with the low-fi drums."

"In a rough mix I'm listening for the elements," says Pensado. "The most obvious question would be, Are there a lot of effects like reverb and delay on the instruments, or was the mix more up-front, dry, and in-your-face? Where is the vocal relative to the track? Because if the A&R guy has been listening to a loud-ass vocal for six months and you put it "right," you could have some problems. The other thing I listen for is - I hate to use the word, but - vibe. When you sit down at a console you're sitting down at a blank canvas, and the first stroke you put on that canvas doesn't come easy. The first thing you sit down to do is the hardest on any creative project. The rough mix gives you a starting spot."

Nichols also finds roughs useful, but for different reasons. "I think the whole process of making a record simply revolves around listening and paying attention," he says. "That may sound obvious, but in my opinion, a lot of people aren't doing it. For example, I get stuff to mix that other people have recorded where, especially if it's a Pro Tools session, they automatically put a limiter on every channel. Just because they can, or because they think they should. It doesn't matter what it is. It could be an empty channel, but it's got a limiter on it!

"Hopefully they recorded in Pro Tools and they can send me the session file so I can take the compressors off and start over. If I have the rough mixes, I'll listen to what they did first to get the concept of what they were trying to do overall. Did they like the vocals or the percussion loud? Then I'll start over, without their compression, to get to that platform of the loud vocal or percussion, or whatever it was that defined the whole feel of the song."

WHAT'S UP FIRST?

Whether you're laying out a 100-input console or mixing from a computer-based workstation, you've got to begin with some piece of the song's instrumentation. Some engineers will throw up all the faders right off the bat for a quick reference balance. Traditionally, many other people begin with drums. Pensado tries to let the song determine his first moves.

"For some songs you might start with the rhythm track, others with vocals, some with just the kick drum," he explains. "A good friend of mine who's a mixer always starts with vocals. Sometimes I do too, especially if it's a group like Take 6 or Boyz II Men that's known for their vocals. I'll bring the music in around them. Something to keep in mind is that, unless you have an unlimited amount of time - which you never do - with a heavily laden vocal track you don't want to be working on your vocals at midnight. If I only have one day to do the mix, and the vocals are important, I'll get to the vocals early on, if not first. Then, when it's 11 o'clock at night, and I'm working more on instinct than creativity, I have confidence that my vocals are sounding right."

Nichols takes a holistic approach. "I've seen people start a mix by pushing up the kick drum before they've listened to the song," he says. "They've never heard the song, but they're trying to get a good sound on the kick. Then they work on the snare, then the bass. When they finally turn up all the instruments, it doesn't fit. Then they have to mess with this, mess with that, and they end up wasting a lot of time.

"The first thing I do is turn up all the faders and get a feel for what the song is and what the mood is supposed to be. Then I'll get a rough sort of balance between the instruments - this is how loud the strings should be, and the piano and the vocal. Then, if I hear that the vocal kind of sounds muddy against something else, I'll start equalizing a little bit, and fixing things so they meld together. Then I'll go back and listen to the drums by themselves, and the piano by itself, and refine that. I'll go around a couple of times in a big circle and then, usually, it's close to done, except for vocal rides."

EVERYTHING IN ITS PLACE

Mix engineers must routinely deal with multitudes of tracks, lots of good parts, a few bad ones, and often a band full of musicians who all want their individual parts turned louder. But beyond just finding the optimal levels, the engineer must figure out the best stereo placement, fitting each piece into the overall puzzle. The task is complicated by the fact that vocals, keyboards, and guitars often use a lot of the same frequencies to assert their presence. So when you're facing that daunting wall of midrange, skillful placement along with judicious EQ and filtering will really pay off.

"Everything can't be in the middle," says Nichols, a survivor of major track wars. "Unless you want to make a mono record, which is okay. But that's another challenge. If there are two things going on during the song - say, both a guitar and piano play throughout - then my first inclination is that maybe the piano should be a little bit on one side. Even though it's in stereo. So I'd cheat it over to one side, and I'd cheat the acoustic guitar over to the other side, so you can sort of hear what they're doing all the way through. They're the bed you're going to use.

"Then I'll probably put the bass in the middle. But not 100 percent of the time! Sometimes whatever the bass is doing gets muddy because of what the piano is doing. Then, maybe the piano should be a little to the right, and maybe the bass should be off center just a little bit. If that's a mistake, you put it back in the middle. You're always trying little refinements of placement to ensure that everything adds to the song instead of subtracting from it."

"It's not just about creating a nice balance and making everything sound good," says Palmer. "Maybe some things shouldn't sound so good; maybe something should be way out of balance. When you're first learning, because you have pride in your work, you tend to think of every sound as an individual item that should sound great. But as you move along through the years, you realize that sometimes, for one thing to sound good, something else may have to suffer."

So too much use of the solo button can steer you wrong? "That's right," Palmer says. "You have to look at the overall picture. It's not always about perfection. Sometimes you can take a part out of context, and it's not so good, but within context it's amazing.

"You listen to a sound and think "That bass playing is rough, I don't know about that." Then you put it with the drummer and it sounds great. Here's your plan helping again. Because if you go in and start fixing that bass up, putting it in time with the bass drum and lining it all up, you may have just ruined the whole groove."

IN AND OUT OF TUNE

That leads us to a theory put forth by Palmer. On the great old records we all seem to love, the bands were tuning mostly by ear, especially during the basic tracks. Everyone may have started out referenced to a tuner, but as the overdubs progressed, things shifted back and forth a bit. Tuning was a bit more about taste than exact science.

"Think of the perfect tuning in a song as a thin, straight line," he says. "In those days, after the basic track was laid down and a few overdubs were added, some of the tuning may actually had drifted, but not to the detriment of the sound. In reality, some of the parts may be a little sharp (above the line of perfect tuning) and some players may be a little flat (below the line of the perfect pitch). The tuning line is now a lot wider and thicker, and so is the sound!

"When the vocalist went to sing, he obviously aimed for the center of the pitch, but had a lot of space either way. He could go a little sharp with emotion, or flat a touch, and it still sounded good; it could actually add to the performance. Now, with each overdub everybody retunes. You get an overall pitch "line" that's very thin, and that doesn't give much room for expression. When the singer performs, it's not as much fun! If he goes a little sharp, it doesn't sound good anymore. So what do you do? You tune him or her as well. They join the line and now the whole thing sounds small!

Pensado thinks that although pitch correction can be helpful, it's often overused and can detract from the feel of a song. "A great example is blues," he points out. "When you go up a minor third, sometimes it sounds better when you don't quite get there. Violin players, when they're going up the scale, they play a different interval between B and C then when they're coming down the scale. So the human ear readily accepts imperfections in pitch, and it's a very, very personal thing how you interpret it." He counsels a selective approach to pitch correction, rather than just strapping it across an entire track: "Find those notes that just could never be resung [or replayed] again, correct those, and move on."

Rhythmic feel can also be damaged by too much correction, says Palmer. "If you chop the whole thing up into enough pieces so it's all bang on a grid, the ear doesn't hear any natural flamming of instruments any more. In many cases a bit of that flamming makes the music sound bigger and more appealing. With a great band - Led Zeppelin or whoever - you have the drummer who might play really laid back, the bass player who's slightly ahead of the beat, and the guitar player who's slightly behind. When they hit that big chord together, you've got "one, two, three," all hitting your ear at slightly different times. It sounds huge, with just enough natural offset [see Fig. 1]. Think of an orchestra; one of the main reasons it sounds good is because they are a bit out of time and out of tune!"

LESS CAN BE MORE

Most recordists know that the more processing you use, the more phase shift and artifacts you introduce into your signal path, and this is generally detrimental to a good sound. Yet it's so tempting, and so easy, to reach for those powerful knobs and that brand new plug-in. Nichols deals with this conundrum by taking a subtractive approach.

"Say I'm working on a vocal," he says. "Mainly I want it to sound the way the singer really sounds in the room. The way I do that - instead of trying to add something to make it better - is to figure out what's bad and get rid of it. If you start out saying, "This needs to be a little brighter, and that needs to have more bottom end," pretty soon you've got EQ adding 57 little things, when maybe all it really needed was for you to find the bad part and remove it. All of a sudden it's better because you took out the sound of the room where the vocal was done that wasn't a very good room. Or you took out some woofy part of the piano, where you had to put the lid on a short stick with a blanket over it. If you look for the bad thing and remove it, you're about 60 percent there. Then you can say, "Oh, a little brighter here

"

Palmer agrees. "It's very easy to over EQ," he says, "it can be better to look for frequencies that are unnecessary and remove them. If I'm looking for a frequency to remove, I'll boost the EQ radically and sweep it until the offending frequency sticks out like a sore thumb. Then I know exactly where to cut."

"You should never put something on the mix because you perceive that's what you're supposed to do," says Pensado. "For instance, If I'm doing a hip-hop mix I probably won't put any compression across the stereo mix. If I'm doing a "Lady Marmalade," I've got it crunched. Why? I knew it was going to be a pop song getting a lot of airplay on a wide variety of stations, and I wanted my compressor to be controlling things more than the radio's.

"But say on "Beautiful," by Christina Aguilera, there's nothing on the stereo bus - no EQ or compression. We wanted an old-fashioned sound. There are some songs I mix, say on Pink's "Get the Party Started," where I wanted you to hear the mix. I wanted it to be part of what was hooky about the song. But with "Beautiful," if anything at all made you think of anything besides Christina's voice, it was a failure. So I "anti-mixed" it. I really worked on subtracting my personality from the mix."

DON'T DISTURB THE GROOVE

"Groove is a very personal experience," says Palmer. "It's really the amount of "out of timeness" that you personally enjoy and accept. Sometimes I'm working with an artist who will constantly want to replay a part because they feel it is out of time, while I'll be telling them it sounds great. Their personal reference point is just different.

"It's important to keep as much of that feel as you can. If I have to move a few parts around during a mix I will move them by ear. Remember, it's important to listen to music rather than look at it. A lot of people now just look at the screen and make decisions based on that. But if you listen, it might sound good even if it looks wrong. Using the screen can, of course, be helpful at times, especially if you're wondering why something's not working. It's convenient to have a look around and see what's going on. But if you're finding problems before you've heard them, that's when you get into trouble."

"To me, the groove is the mood of everything taken as a whole," says Nichols. "The internal rhythms, the delay on the guitar, the little space between the vocal and the reverb, the way the kick and bass connect, the sustain of the acoustic piano, the bounce of the congas. It's all the little nuances that make everything work together.

"There doesn't have to be a lot of stuff on the record, it just has to feel right. I have gone into the studio intent on doing overdubs on a song, and when I put up the mix and listened, it didn't need anything else. We'd try anyway, but at the end of the day, we didn't use anything we added. The song was done, but we hadn't realized it."

THE EFFECT OF EFFECTS

"I like to find one reverb and use it as a main reverb for the whole song, sending everything to it a little bit," says Nichols. "Then for the vocal, I'll use three or four different reverbs, splitting out the vocal to different tracks [or channels]. When the vocal gets louder, the quality of the reverb changes because it's sending to a different unit. When the vocal is soft, maybe the reverb has a long decay time so it's nice and moody and has all this big ambience. That long, three-second reverb doesn't work when the person's screaming into it; it will be two choruses before the thing finally decays.

"Taking the vocal apart and splitting it out to different tracks allows you to give the loud parts of the vocal a completely different reverb send and completely different compressor or EQ settings than the soft parts [see Fig. 2]. Of course, those things are easy to do using Pro Tools. You can clone tracks so you've got two vocals or two snare drums - one for the cross stick, another when he's playing the snare - and make them different. Doing those things will really make the mix easier."

Pensado says, "I look at reverb in two ways. First, it's a front to rear panner. If you want something to go to the back of the mix, put reverb on it. This is the most fundamental psychoacoustic trick we have. Of course, sometimes I use reverb just because it sounds good. Who cares if it sounds like it's in a sewer pipe, as long as it's a great effect?

"I don't like to pan my effects returns hard left and right. I'd rather get identical units or plug-ins, then pan one hard left (both returns) and the other hard right (both returns). Select the same, or similar, programs on each unit and tweak them so they're slightly different.

"I like to use 30 to 40 delays, from a 128th note to a half note, panned all over the place. I'll intentionally make some of the delays out of time, creating what I call asymmetrical delays. Just move them until they sound good. Plug-ins are perfect for this, because some have 6 to 12 delays built in."

Some engineers like to precisely time their delays to multiples or fractions of a song's tempo. Palmer says, "I do that if I'm going for a specific effect, but often I think delays are better when they're out of time and create a bit of rubbing. Especially with music being so precise these days, it can be good to loosen things up a bit and relax them. Maybe a delay that's bang on will just disappear into the snare drum sound, and you'll find yourself turning it up louder and louder to hear it! If it's a little bit out of time, you'll get a bit of rub and you might hear it more clearly.

"Of course," he notes, "all this is specific to each mix and artist. When I work with U2 they don't have these tuning or timing issues. They play as a band and don't need to be loosened up. They don't cut things up in Pro Tools and they don't overtune. With U2, maybe I want the delays sitting just right in the pocket because there's already enough movement within their instruments."

THE CASE FOR DYNAMICS

"The current trend for overcompression doesn't do it for me," says Palmer. "It makes things sound very, very loud, but also very undynamic and small. Lately, even the mastering engineers seem to be bored with the cheap thrill of overcompression! If you're mastering specifically for the radio, you obviously have to make sure your songs aren't going to dip compared to your competition. But a commercial CD for home use should have some depth. Lately every CD is prepared as though it's on the radio already. I want my CDs to sound more dynamic and have more variation in sound and level."

"Usually by the second verse, if you've got a drum machine at pretty constant volume or parts that aren't dynamic, you're not noticing them anymore," says Pensado. "But if you just kind of yank a drum up here, or something up there, your ear finds it and you'll remember it for another 32 bars or so. Something I've learned from the visual analogy is that it's okay to make things loud for one or two bars, then tuck them back where they should be. It's okay to take the kick drum and at the beginning of every eight bars turn it up 8 dB. Make it stupid loud. The engineers might say, "Ooh, did you hear that?", but 99.9 percent of the people who buy the record are going to go, "That's cool!""

"It takes me about an hour, but sometimes I'll put every kick and snare at the level I feel it would have been if it was played live [see Fig. 3]. And almost invariably, you feel like the drums should come down a bit at the second verse. And then there's the kind of bridge that should subtract energy from a song, so that when you hear that last chorus come in on the radio, you're going to drive straight to Tower to buy the record."

THE FINAL FRONTIER

Should you find one set of monitors you like and stick with it, or listen on every different speaker you can find? Sanity is elusive in the domain of psychoacoustics, especially when you've been at the mix for a while.

"I switch between several different speakers for different purposes," says Palmer. "If you're trying to get a tight sound with the bass and the bass drum knitting together, you might put it on the big speakers where you'll get the best bass response, then crank it up a bit to make sure it's solid. When you're balancing vocal levels and you're thinking about what the emotions of the music are and if they speak well, you're probably going to be listening more quietly. At that point you don't need to be blown away by fidelity, you're just listening for a balance you think is correct. I'll usually do that on a Yamaha NS10 or an Auratone - whatever I have that's fairly quiet. For fidelity I'd go more for my Genelecs or the big speakers. And of course my car is a good point of reference for me because I listen to a lot of music there."

"If everybody in the world had the same speakers and power amps I could do a mix in five minutes," laughs Pensado. "To be really good at understanding what happens to your mix at different volumes and on different speakers, you need to listen in a variety of environments. I use four sets. I love the old Yamaha NS10s, I've got a set of Augsbergers that are dual 15 TADs with a TAD driver, I've got a set of old Auratones that are on their last legs, and I use the little mono 3-inch speaker that comes with the 1/2-inch Studer machine. Even after all that, I'll try to listen in the car, or go to the lounge and listen on a boom box. I also have a little college-radio-station transmitter I've put together so I can send FM out to the radio in my car from the control room - under FCC limits, I want to point out. I also really like it when we have the budget for clients to take the mix to their home studio to check it out."

Okay, lots of different speakers. But what exactly are you listening for? "A lot of the music I do requires the kick drum to be as important as the guitars are in a Led Zeppelin song," says Pensado. "If you're listening on the big speakers, you can be thinking "Man, it's Grammy time!" then you go down to the Auratones and there's nothing there. That tells you the frequencies below 100 cycles are right where they need to be, but the frequencies above there are pretty much nonexistent. This gets into the area of psychoacoustics. You're not ever going to get the low end from the kick drum to come out of the set of Auratones. But what you can get are the frequencies that make you think you're hearing the lower frequencies. That could be anything from 200 to 3K.

"A lot of times you'll add top end to a kick just so your ear can find it. You're not making it louder or fatter, but the perception is that the kick drum got louder. Actually, it just gave your ear the opportunity to find it. Think of it this way: if you have a power amp on your system, it takes several hundred watts to move the low end, but only 20 or 30 watts to move the high end. Your ear hears high frequencies much more efficiently than low frequencies; what you're doing is playing on the ear's efficiency to find the low end.

"Here's an example. Put on the mix and listen to the level of the vocals relative to the music. Pick a song that has a lot of full-range frequency, not one that's thin on the bottom, and when you go to the smaller speakers it's going to sound like the vocals are too loud. When you go to the big speakers they'll sound like they're not loud enough. What's right is probably to have your vocals a little loud on the smaller system and a little - just a little - more difficult to hear on the bigger system.

"As an engineer," continues Pensado, "if I make the decision that most of the people who will buy this song are going to be blasting this as loud as they can in a car, I won't pan things quite as wide. And I'll use less reverb, because they're going to be getting the reverb from their environment. It's like when you go to a big dance club where the music is reverberating off the walls; if you have too much reverb on your mix you're in serious trouble. That's why we do dance mixes pretty dry, except for maybe an effect on something you want to sound big and wide and nebulous."

ARTIST RELATIONS

Mix engineers face more than just technical challenges; they also have to learn to deal successfully with their clients. "Sometimes a band wants something you think is crazy, just nuts," says Palmer. "Then you try it, and it's pretty good! You can't let your ego get in the way. On the other hand, I recently met with a major artist who wanted to do things in a way I didn't think was right for the project. I thought about compromising and doing things his way. But ultimately I realized I would be very unhappy. I told him I wasn't the right person and left. If you don't enjoy your job, you're not going to do it very well."

"One of the neat things about success," says Pensado, "is that the people who are telling you what to do have probably been successful. That helps with trust, and that bond you definitely need to have between an engineer and a client. But I believe conflict is always a necessary ingredient in creativity. [Laughs.] Show me a totally happy environment and I'll show you some crap coming out of it! It's not coincidence that Lennon and McCartney or Jagger and Richards weren't speaking half the time. Or that Van Gogh cut off his ear!

"I like it when a client disagrees with me and can back it up," continues Pensado. It makes you do things and think about things differently than you have in the past. Most people you work with have great suggestions; sometimes they don't know how to articulate them. I'm thinking Fahrenheit and they're describing in centigrade. If I can get the formula that can translate that, we're doing some great stuff.

"I think the ideal balance of working with a client is to give them what they want, but 15 or 20 percent more. With some clients, maybe only 10 percent. Then they're going to feel, and rightly so, that when they're coming to you, they're getting new stuff. Not just what they want, but also a sound that's special and really works. It's a fine balance. You've got to understand your client psychologically to know just how far ahead of the curve you want to take them. Rarely is it more than 20 per cent. Give them more than that, and they'll leave studio thinking you're kind of cool and hip, but a week later you'll probably recall it and get all that stuff out of there. Eventually they're going to take you back in the direction of the rough mix because that's their comfort zone."

KNOW WHEN TO STOP

"I generally work from my instincts and have a feel for when the mix is right," says Palmer. "Some mixers will work for 12 hours, then pull the faders down and start again. I've never been like that, I would rather work fast and then have another go later if I am not happy. Also, I find it helps to keep the hours sensible, and to attempt to keep some distance. Taking breaks instead of spending hours on end in the control room helps to keep perspective. Listening through a door or in your car is useful. I sometimes take a break and put the TV on, check out some MTV. [Laughs.] There's always the chance you might hear something you can use. But seriously, keeping objectivity is half the battle.

"I take a mix up to a point where I think it sounds pretty good, but I don't push it too far," Palmer continues. "Then I go home - hopefully not too late at night! In the morning, the first thing I do is listen to the mix and make my notes with a fresh brain and fresh ears. Morning is probably when I'm the most critical. I'll get a list - whether it be 2 or 20 things to do - and go straight to the studio and do those changes right off. Then I'm pretty much ready for the band to arrive.

"I don't want to be part of this factory-line sensibility that some modern-day mixers employ: "Get it done; next!" Occasionally, though, it can turn out really well to have to work fast. When you don't get too much time to overthink, you're working purely off your instincts, which can be good. On the Tin Machine records - that people either love or despise - I would start to mix and David Bowie would often say, "I love the rough mix, don't spend too long and take the edge away." I'd tell him there were a few things I could get better, so he'd give me one hour to mix. That was it ! You really had to work from your gut. That's all well and good, but when you're unhappy, and the budget doesn't allow for a second look it's very frustrating!"

"I like systems with total reset, so that when you open it up it's exactly where you left off," says Nichols. "Especially when you're working on a whole album. When you don't want to hear the first tune anymore you can save it and go to something fresh. You can get it 50 percent done, then go through the whole ten tunes and do the same, then go back. That saves you from getting tired. You don't want to spend four hours riding the vocal, then you ride something else and now the vocals are all too low.

"You bring the vocal up more, and some of the rides you did no longer mean anything. That's chasing your tail. A break and going to another song can really help. When are you done? When there's nothing left to do! If you can listen to the whole record, and not just focus on one thing, if nothing bothers you, and you can hear everything, then it's okay. That's it."

On the other hand, Pensado says, "I have a saying that you're never through with a mix, you just run out of time. I'm not sure that you're ever really done. I don't get to do a lot of recall mixes, but unlike a lot of engineers, I actually like doing them. Even when you've nailed a mix, when you hear it again you'll have other ideas. That's just a sign that you're growing. A mix is never really finished, but it is definitely possible to overmix something. There's a point in the process where another two hours can very easily make it worse. You have to look for those signs. You ask yourself, "Was I more excited about this an hour or two ago?" The minute you start feeling it's getting worse instead of better, you were done an hour ago and you should probably backtrack!"

PARTING SHOTS

Finding your own voice is one of the most important and rewarding things you can do, in life and in mixing. But in our increasingly homogenized world, it can be a risky business that requires hard work and a high level of self-awareness. On the other hand, great art, and lasting records, don't come without pushing the envelope.

"I think these days a lot of people are affected by marketing when it comes to how they're working," says Nichols. "It's about what equipment they're using, and what somebody else who's successful did with that equipment. They're not really paying attention to the specifics of what they themselves are recording or mixing. They think they have to use a certain drum machine, or a certain microphone, or a certain compressor that's set in a certain way because that's what they've heard they're supposed to do. To me, what's important is to experiment, some little bit, every single time so that you can come up with your own rules."

"If people in our industry thought more about the correlation between the visual elements of mixing and the audio part, we could take mixing to another level," says Pensado. "We have to step up the music to where a kid wants to buy our record as opposed to a piece of software or a PlayStation game or any of the other temptations that are out there for 20 or 40 bucks. Obviously we all would like to have better music, but those of us who do what I do can contribute a little bit by making the music we have better. That doesn't require replaying the parts, it requires understanding what the original vision of the producer or the writer or the artist was and trying to piggyback your vision onto that rather than having a contradictory vision, or none."

Palmer states simply: "The song is, and will always be, king. It's funny that as we increase sampling rates and bit rates in the recording side of music, the public is moving the other way and downgrading from CD to MP3. They are showing us they really care about the songs, artists, and performances. That is not an excuse for poor production and mixing, but a reminder about what makes someone want to own a piece of music. Sometimes I feel we miss the point. Don't forget that the best cure for a bad mix is a great song!"

Maureen Droney, whose engineering credits include projects for Carlos Santana, George Benson, John Hiatt, Whitney Houston, and Aretha Franklin, among many others, is the Los Angeles editor for Mix.

TIPS FOR BETTER MIXING

Before you start moving faders and twisting knobs, have a clear vision of what you want the mix to sound like when it's finished, and stick to it.

There's no hard-and-fast rule as to whether to build your mix one element at a time or start with all tracks up. Be flexible, and let the needs of the song determine your approach. Avoid doing detailed tweaking on individual elements until you have a good idea of what the rest of the tracks sound like.

Don't dehumanize your tracks with overly aggressive pitch and time correction. Remember that subtle irregularities in rhythm and pitch can often make the overall song sound better.

When equalizing or adding an effect to a particular element, always take into account how that change will affect the mix as a whole.

Too much processing can negatively affect the overall sonic quality, so be judicious. When equalizing, subtract rather than add when possible.

Preserve your dynamics. Don't go overboard with compression. When working with programmed tracks, add in enough dynamics to make the song exciting.

Monitor on a variety of speakers at various levels, and try to check your mix in different acoustic environments.

Don't stay on one mix for too long. Take breaks, and even switch to a different song for awhile if possible. When you come back to a song after a prolonged break, listen through it and create a list of the changes you want to make.

Don't feel constrained by convention. Experiment when you can, and if it sounds good, do it!

Q&A: USING CDS FOR REFERENCE

Do you reference your mixes against finished CDs during the mixing process?

Palmer: If I'm not familiar with a room, yes, I'll listen to some other things I've done."

Nichols: If I am in a studio I have not mixed in before, I will play back something I did somewhere else that came out well so I can hear what the speakers are doing in the room. Once I have it scoped out I use what I heard to modify the mixes so they match when I leave. I do not play the CD any more during the mixing.

Part of it is the Meyer HD-1 speakers I use. I either rent or bring my own. I have used the HD-1s on everything I've done since 1989. Most studios where I have used them now own a pair so I don't have to cart mine.

Pensado: I like to reference to CDs, and I like for my clients to hear it. It gives people in the room who aren't accustomed to my monitors a frame of reference. Actually, I've been told that I listen to way more music during my mix process than most engineers. I always have a music television station on and a couple of CDs in the player. I'll just randomly hit it. If what's in there sounds better than what I'm doing, I keep working. If it doesn't, I'll print!

Q&A: LEAVING ROOM FOR MASTERING

How much room should you leave for the mastering engineer to add the finishing touches?

Palmer: I do like to leave some room for mastering. I don't like to kill the mix by adding too much compression too soon. I'd rather keep an album sounding as dynamic as possible. If more compression is needed for the radio, the mastering guy can squish it a little further.

Pensado: I'm fortunate that I work with the same few mastering engineers I trust, and I prefer not to put too much compression on my stereo bus if I know they are going to work on it. These guys are great; they can do it as good or better, and I've saved myself going through those electronics, which they're going to go through anyway.

Nichols: Because I actually have a mastering business and have been mastering since the mid-"70s at ABC/Dunhill, I know when to quit! The monitors and the monitoring environment are the important things. If you are not exactly sure about how things are going to translate, then give yourself a little more room for mastering. If the monitors and environment are perfect, you can cut it a lot closer.

You can also leave yourself flexibility with alternate mixes. In Nashville, they usually print about 20 versions of each mix. Vocal +1 [dB], vocal -1, backgrounds +1, vocal 0, backgrounds -1 - all the permutations you can imagine. When the songs get to mastering, if the vocal is too low in the chorus, they just edit in the version with the vocal up louder.

Q&A: DEVELOPING YOUR EARS

How did you develop the ability to know what a good mix should sound like?

Palmer: You're not likely to have it right out of the box. It's something that you develop over time, something that you definitely get better at. When I first started out as an assistant, I'd see people spending five or six hours equalizing bass drums and think, "How can they tell anything after all that?" But the longer I've done it, the easier it's become. You have a lot more clarity because you know where you've made all your previous mistakes.

Nichols: I don't call myself a musician, but I'm a guitar owner, and a keyboard owner, and I can muddle through. That ability has helped me to know what I liked, and why. Knowing what to do came partly from listening to the balance of instruments and the timbre of their sounds. The other part of it is a feel thing, as basic as when you hear a song and something in you goes "Wow, that's cool!" When I'm mixing, I'm always trying to create - besides a sound - something emotional. The way the bass sustains under a piano lick, or the way some other parts happen together

that's what gives the song its mood. To me, that's at least as important as getting an individual guitar to sound good.

Pensado: If you're a good mixer, you mostly have the canvas in your head when you start. It's just a question of visualizing the sound as you work. That sound comes from the records you heard as a child, the experiences in your life, all sorts of things that give you references. Most of us who do this rely heavily on those references. That's why it's so important to be open to new music, new things, and to force yourself to change your references. It's incredibly easy to have them stay solidified, and that's not good.

Word count: 8088

Indexing (details)


Narrow subject


Broad subject


Naxos composer

Nichols, Roger

People


Title

Mixing Strategies of the Pros: 3 Top Engineers Take you Inside the Mix

Author


Publication title


Volume


Issue

5

Pages

42-44, 46, 48-50, 52, 54, 56, 58, 60-61

Publication year

2004

Publication date

Apr 2004

Year

2004

Publisher

NewBay Media, LLC

Place of publication

New York, N.Y.

Country of publication

United States

Journal subject


ISSN

0884-4720

Source type

Magazines

Language of publication

English

Document type

Interview

Document feature

Tables;Photographs;Diagrams

ProQuest document ID

1400774

Document URL

http://search.proquest.com/docview/1400774?accountid=144516

Last updated

2012-09-17

Database

International Index to Music Periodicals Full Text

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