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((Useful Techniques, without overdoing it like most pop music today))
LIVIN' IT LARGE
Increasing Loudness In Dance-music Production
Technique : Recording/Mixing
Paul White shows you how to get that massive dance sound. Additional material by Mike Senior.
It's quite evident from surfing around the SOS web forum that many SOS
readers are making dance music. And a common concern amongst these
musicians is that their tracks don't sound as big, loud, and punchy as
tracks by their favourite artists. Though many forum participants
appear to believe that there is a single reason for this, such as the
model of compressor they're using, the real answer is actually a
combination of factors. If you're going to get your music sounding as
loud and punchy as possible, you have to look at the sound sources
themselves, the use of processing and effects, and the way in which the
track is mastered.
Fixing It In The Arrangement
Many problems with a track's apparent size can be traced back to the
arrangement, and problems such as these aren't easy to solve if you
leave them until the mixdown stage. For a start, it's worth realising
that creating a 'big' track is about having tonal contrast, so it's no
use combining big kick and bass sounds with big snare drums, big
pianos, big pads and big vocals. Each instrument you add to a mix will
wrest a portion of the available headroom and bandwidth from each of
the other instruments, making everything a little smaller. If you feel
that you want to add another part to make your track more interesting,
why not resist this temptation and concentrate on making your existing
parts more interesting instead. Your track will almost certainly sound
bigger for it.
It's not just how many parts you put into an arrangement that makes a
difference to the perceived size of the track, it's also important
where you put them, both in the time and frequency domains. For
example, it's no accident that many powerful dance tracks alternate a
four-on-the-floor kick drum with an off-beat bass sound. These two
parts would have to compete for the low-frequency headroom if they
occurred together, so programming them to always happen in different
sections of the bar means that they can both be mixed much higher in
level.
Similarly, it's worth choosing the individual sounds in your
arrangement so that they occupy distinct, and separate, regions of the
audible frequency spectrum. If you want a bass sound, a rhythm guitar
sample and a lead monosynth part to co-exist within your track, it's
worth making sure that they occupy different frequency ranges — if not,
then experiment with transposing their parts around until you find a
combination which balances better.
Finally, the size of a track is best emphasised by comparison. In other
words, try to allow for some 'drops' in the arrangement, where a number
of parts drop out or become more sparsely programmed — when the full
arrangement returns, it'll seem much louder by comparison.
Turning The Bass Up To 11
In the context of dance music, the things most commonly associated with
sonic size are the bass sounds. The bass sounds are simply those parts
within your arrangement which have low fundamental frequencies,
typically between 40 and 150Hz. Obviously, this will normally mean bass
synth parts and kick drums within dance music. While it might be
tempting to think that simply boosting the low frequencies of a bass or
kick drum sound will make it sound big, this isn't necessarily the case
— it will all depend on the type of playback system on which your track
is heard. For example, a bass sound with a very high-level 40Hz pure
tone might threaten to part you from your recently ingested curry when
played over a high-power club PA system, but it will be virtually
inaudible on most domestic stereo systems, as these roll off quite
sharply below 80Hz or so. To make a bass sound seem loud on a system
with limited low-frequency response, it will need to contain harmonics
above the fundamental frequency that can be reproduced more
effectively. It is for this reason that many strong dance bass sounds
rely on square and sawtooth waves, both of which have considerable
frequency content above the fundamental. Similarly, a kick drum will
require some higher-frequency element if its attack is to be
discernible on a domestic playback system. On the other hand, if you
choose a bass sound that is too harmonically rich, it may take up too
much space in the mix unless you keep the bass line very sparse, so
filtering some of the top end out of a harmonically rich bass sound at
the mixing stage can also help.
Creating a more harmonically rich bass sound from a bland one can
simply be a case of firmly applying some EQ, but there are also other
ways to give a bass sound more high-frequency clout. Perhaps the best
of these is to apply some sort of distortion to it — not only does this
make the sound richer in harmonics, it also capitalises on the
psychoacoustic effect whereby distorted sounds are interpreted as being
louder than undistorted sounds at a similar level.
There are plenty of ways in which you can create distortion. Most
multi-effects processors provide distortion algorithms, and there are
also numerous software plug-ins available. However, no two types of
distortion will be the same, so it's worth really hunting around for
the types of distortion which suit you. For a start, don't disregard
cheap guitar pedals, or even the more expensive physical modelling
preamps that are there on the market. And why restrict yourself to
something that's meant to distort? A little too much level fed into a
recorder, preamp or converter can create unique distortion sounds which
might be ideal. Sampling your bass sound at a reduced bit-depth might
even do the trick, increasing the level of quantisation distortion,
though the resultant grunge won't be nearly as musical as analogue
distortion — not that that has ever stopped anyone!
If you're interested in pursing the subject of controlled distortion
further, it's worth realising that distortion can also be applied in a
frequency-selective manner by certain processors and plug-ins. One
example of such an algorithm is Steinberg's Quadrafuzz plug-in. As its
name suggests, this virtual gadget splits the audio spectrum into four
separate frequency bands and treats each separately before recombining
the results. The outcome is a far less messy distortion than you'd
expect from a regular fuzz device, and it also has an additional
benefit. Because it increases the average signal level, it can make
loops, drum sounds, bass sounds or even complete submixes sound very
big and exciting.
If the distortion you're using is extreme, such as that produced from
overloading an A-D converter, the top end can get quite ugly, though
this is, admittedly, often useful at an artistic level. By all means
wield your high-frequency EQ to sculpt the distortion sound — I find
that a variable-frequency 12dB/octave high-frequency shelving filter is
usually the most useful here. Alternatively, a speaker simulator
intended for guitar use will usually also be very effective for
smoothing things out.
Loud, Strong & Very, Very Long...
In addition to its harmonic content, the subjective loudness of a
percussive sound is closely related to its level envelope: how long the
sound lasts and how the level decays during that time. In your school
physics class you may have learned that energy is simply power
multiplied by time. This means that a bass sound with a piano-style
envelope is likely to sound subjectively weaker than one that continues
at or near full volume for the duration of the note. Changing the
envelope of your bass sound, by delving into the envelope menus of your
synth or sampler, can therefore help beef up the sound without making
the note any longer. This effect can also be achieved within a sampler
by moving sample start- and end-points a little further in than might
seem natural. In fact, if you edit in the middle of a waveform, the
momentary burst of distortion this creates can help the sound become
more punchy.
The level envelopes of the electronic kick-drum waveforms below, by
comparison, decay far less rapidly, and this lends them a power which
accounts for their popularity in much dance music.
Obviously, in many cases there are no envelope controls available to
tweak, and this is where compressors can really help out, once again
bringing up low-level detail to create better sustain and therefore a
more powerful overall sound. This is especially applicable with drum
sounds, the envelopes of which usually start with a very loud transient
before quickly dropping away to silence. If you use a compressor to
push down the level of the transient attack, you can then increase the
overall level of the sound to make the subsequent decay sound louder
relative to the attack. For example, if you were to compress the peak
by 10dB, you could bring up the overall level by 10dB without changing
the maximum signal level. The result would almost certainly seem
louder, as the overall sound would have more energy than before.
Obviously, to make the above technique work effectively, the compressor
needs to have a pretty fast release time, in order to allow the gain to
bounce back up as soon as the sound's attack transient is over. Though
using fast release times can often result in audible gain pumping, the
human ear tends to associate this with loudness, so using this effect
creatively shouldn't cause problems — as long as you don't overdo it!
Some compressors pump more obviously than others, so it's worth
experimenting with different ones if you can. However, don't worry if
you don't have much choice — most fairly decent compressors should be
able to get you close to the sound you're after.
Engineers often seem to swear by particular makes of compressor for
bass, particularly when it comes to making things sound larger than
life, and there is something to be said for this view. Different gain
elements, circuit designs and amplification topologies all have
different sonic signatures, some of which are more suitable for bass
sounds than others. However, while choosing a 'name' compressor
associated with this type of production will often get you better
results, spending a lot of money on one will probably make a much
smaller difference than you might imagine.
If you're not getting what you're after from a normal compressor,
particularly when working with percussive sounds, you might also
consider looking at a more specialised dynamics processor, such as
SPL's Transient Designer or the envelope compression mode of TC
Electronic's Triple•C, both of which are worth a careful look if you're
seriously into dance music of any kind. The SPL unit has two control
knobs, which allow the levels of the attack and release phases of
percussive sounds to be adjusted relative to the overall envelope. The
process works independently of level, so there's no threshold to set
up, and it works on complete loops as well as on individual hits. The
TC Electronic envelope compression is very similar, except that it
requires a level threshold to be set and it allows attack and release
times to be specified.
Such devices can also be used to add punch and sustain to bass sounds,
especially if individual notes are quite short. In fact, the SPL unit
can even be used to create a rather nice subtle distortion on low bass
sounds, as it begins to process individual cycles of the sound's
waveform, and this can also boost the perceived size of the sound.
Putting On Layers
Acoustic kick drum (top) layered with an electronic kick (middle), compressed to boost its decay, produces the lower waveform.
Distortion and dynamics processing are both very powerful tools within
dance music styles, but they share one limitation: they both merely
respond to the qualities of the raw sound which they are processing. If
you find that no amount of processing is proving successful for your
mix, it's probably time you reassessed the sound itself. Fortunately,
given that most dance musicians run MIDI instruments live, this is not
a big problem, because sounds can be layered to produce the desired
result, simply by copying the relevant MIDI track and rerouting it.
If your bass sound is lacking something, a good first course of action
is to double its part with a synth patch which is very close to being a
pure sine wave. While this is playing, experiment with your sequencer's
transpose control and with the level of this sine wave part, to see if
there are any frequency-response 'holes' which might benefit from being
filled in. Don't automatically use such a sine wave as a sub-bass
sound, because it can be really useful elsewhere as well, but if you do
then make sure also to experiment with the exact timing of the sine
wave part for the best results — most sequencers will allow you to do
this with a non-destructive delay parameter. If you're just wanting to
add sub-bass, you might also consider using one of the sub-harmonic
processes available, such as the Aphex Aural Exciter's Big Bottom
function.
Another sound which you might consider layering with you bass parts is
a higher-pitched distorted guitar patch — a GM one will often do — but
mixed low or reduced to a short duration. In this way you can often
beef up the sound without making it seem like it's comprised of two
separate layers. Picked guitar sounds can also be useful for increasing
the punch of basses, particularly if the guitar sound is quickly muted
— in general it is often worth making any high-frequency layer slightly
less sustained than the bass sound itself. Why not also experiment with
putting such a sound at the end of every bass note, as well as at the
beginning? This makes the envelope's release appear more abrupt and can
therefore make the sound appear more powerful.
Kick drums can also benefit from a bit of creative layering,
particularly if you want to use samples of real drum kits within a
dance context. While real drum sounds often have just the character
you're after, they rarely have the sheer power that is expected of
dance sounds. For this reason, layering more powerful electronic sounds
below acoustic ones can provide the best of both worlds. Mixing in the
attack phase of, say, a TR808 kick drum sample with your acoustic kick
drum can really help it cut through, for example. On the other hand, if
you heavily compress the electronic kick sound before mixing it in,
this will boost the decay portion of the combined sound's level
envelope, and could therefore make it seem more powerful.
Going Large With Effects
Obviously, when adding effects in dance music, anything goes on an
artistic level. However, a number of effects also have the potential to
increase the apparent size of a track. For example, stereo modulation
effects such as chorus, flanging and phasing can help increase the
stereo width of sounds, making them appear somehow larger. However,
there is also a tendency for such effects to rob a sound of its impact
if they are overused. What's more, heavy modulation-effect treatments
also introduce pronounced frequency-response notches which are capable
of emasculating otherwise beefy bass sounds — if you want to use a
modulation effect on your bass sounds, it is therefore a good move to
experiment with filtering out the low frequencies from the effect
return. Stereo-width treatments, such as those offered by the SPL
Stereo Vitalizer series and the Behringer Edison, can also be useful in
a similar way for increasing the apparent expanse of sounds.
Static flanging and phasing (effectively just stereo delays with times
below a couple of milliseconds) can also be useful for increasing
stereo width, particularly if these delays can also be pitch-shifted.
Similar stereo width enhancement can also be added using a multitap
delay, early reflections, or ambience program, as long as you bear in
mind that this might also start to push the sound towards the back of
the mix.
Delay lines are extremely popular for making tracks appear more
impressive, giving the impression that the sound is filling some
cavernous venue or massive arena. However, the problem with using
delays is that they also appear to distance the track from the
listener, which can make individual instruments seem less immediate.
This distancing can be made less pronounced, however, if the delays are
significantly distinct from the original sound. Band-limiting of the
effect return can be particularly useful here, though you could also
try feeding the delay line's output to a modulation or reverb effect,
to distance the echoes further with relation to the source sound.
Naturally, you could also turn down either the delay's feedback level
or the fader on the effects return channel — however, heavy delays are
characteristic of many dance styles, so this may not be an option for
you.
Another potentially problematic side-effect of using delay is that it
increases the overall level of the track, and that this overall level
will therefore need to be lowered to remain within the available
headroom of the recording medium to which you're mixing down. This can
be especially difficult to deal with if the delays are tempo-sync'ed,
as the delays are often then masked behind the beat — if they are faded
up enough to be clearly audible, they can really eat into your
available headroom. One way around this problem is to experiment with
the more unusual tempo-sync'ed delays. If, for example, you use triplet
divisions (rather than straight quarters, eighths and sixteenths), this
will not only cause the delays to become more audible by avoiding the
main beats, it might also make the track more rhythmically interesting
— just ask William Orbit...
When working within dance styles, you should be careful with how you
use reverb, as using too much of it can really reduce the impact of a
track — outside the trance style, at least, where vocals and pads are
often treated to cavernous reverbs! If you feel that your mix isn't
really knitting together well enough or that the high-frequency
elements seem a little dead, then try to solve these problems using
delays, early reflections programs and ambience if you can. In fact,
you can often shove a whole mix through a good ambience program if it's
not working, though this is much less likely to work with a cheapo
reverb plug-in.
Processing The Mix Buss
Though the above technique can sometimes work wonders, as a general
rule, it's worth avoiding any processing of your complete mix if you
can avoid it — such processing is best left until the mastering stage.
One notable exception to this is using a full-band compressor on the
mix buss to get a particular sound — the subjective balance of a mix
can sometimes change quite noticeably, so this is best done during the
mixdown, so you hear the effect it produces. However, even in this
case, it's best to tread with caution.
EQ'ing For Size A carefully constructed arrangement
will usually avoid conflicts between sounds, so there can often be very
little left to do at mixdown in terms of equalisation. However, if
there are any remaining problems, then it can often be useful to
bracket any troublesome sounds with EQ to prevent them trampling on
each other.
Even though so many samples and synth sounds seem to sound great
straight out of the box, you will still sometimes need to fine tune the
tone of individual sounds. Bear in mind while doing this, though, that
it's safer to cut than to boost, especially where narrow frequency
bands need treating, and too much boost using a less-than-excellent EQ
can make sounds appear unfocused, phasey or disaccociated with a mix.
While maintaining a natural sound isn't usually a priority with dance
music, the last thing you want is to lose impact. If you are not sure
which frequency needs treatment, try applying a fair degree of boost
and then sweeping the frequency control — once you've found the
relevant area, you can return to the cut/boost control and set it to a
more suitable position. But above all, whenever you decide to use
equalisation, try to do so within the context of your mix, rather than
with the sound in question soloed.
Mix buss equalisation in particular is easy to abuse, and enhancement
processes (such as those offered in stand-alone units by Aphex, SPL,
BBE and Behringer), while often very useful, are easy to get used to
and overdo. Just remember that you want to avoid doing anything that
will get in the way of the mastering process, expecially if you're
having your mix mastered commercially.
If you prefer to master your own music, then be sure to use the best
monitors you can, as well as constantly comparing your mixes with
commercial dance tracks in the same style. I would advise keeping tonal
changes to a minimum, and when mastering dance music I usually find
myself confining these to gentle changes at 80Hz and 15kHz, for
balancing the bass end and for adding detail respectively.
Multi-band compression is an excellent tool for increasing the energy
of a mix without the side-effects of full-band compression, and it can
be particularly useful for applying extra compression to the
all-important bass end if you feel you're still short of energy there.
When I'm mastering dance music for clients, I'll often use a multi-band
compressor to apply very low-ratio compression to all three frequency
bands (no more than 1.25:1 usually), but with a threshold of around
-30dB. I normally aim for no more than about 6dB of overall gain
reduction, and this tightens up the sound considerably without
destroying the impression of dynamic range.
Dynamic equalisation can also be useful to add weight to bass sounds
without upsetting the rest of the balance. To make this work, I apply a
little 80Hz boost (around one octave wide) only when the input signal
exceeds the threshold, which I set to trigger only on kick drum beats
and bass synth sounds. A boost of two or three decibels is often quite
sufficient.
Another process that is worth trying at the mastering stage is valve
simulation, which can be used to add even more energy to a mix without
making it seem obviously distorted. Not only is this available in some
of the digital mastering processors, but there are also numerous
plug-ins available offering this. Such processing can be particularly
powerful if distortion can be added to individual frequency bands in a
similar manner to the way the Quadrafuzz plug-in operates —
particularly for increasing low-frequency 'bigness'.
Most dance tracks should really have their bass sounds panned to the
centre of the mix in order to share the load of reproducing the low
frequency energy between the two speakers in a stereo system. However,
it can still be worth experimenting at the mastering stage with the
stereo spread of different frequency-bands in the mix, if you have the
facilities to do this. Not only can the bass be narrowed down for extra
power, but the high-end can be widened for a more panoramic and
impressive effect.
As a final stage in the mastering signal chain, I generally use a peak
limiter to trim off between 3dB and 6dB of peak level, increasing the
average mix level accordingly. All that remains then is to listen to
your potential master CD on a number of different music systems on
which you can imagine your track being played, and at a number of
different volumes. For dance music which you want to play in a club,
try to persuade someone at your local venue to let you play the track
over their PA so that you can hear how it sounds — you could well be
very surprised. If you envisage your track appearing both on the radio
and in the club, then you might consider doing different versions of
your track for these different purposes. You might want masses of
sub-bass on a club mix, but this will just be an inaudible waste of
headroom on smaller systems. If you filtered out the lowest bass
frequencies, you'd be able to increase the perceived volume of the
entire track for a radio mix.
Larger Than Life
A lot of the activities involved in music production, and particularly
in dance music production, are about creating an illusion. If you've
put the above advice into practice, you ought to be well on the way to
achieving one element of this subterfuge: the impression of size.
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