As any pro engineer or producer will tell you,
dynamics are one of the
most important considerations with any mix. Proper use of dynamics
processing
is crucial to finishing off a mix and making it sound more
professional, and without
it you'll have a hard time getting that high quality finish to your
music. How
often have you been watching TV and noticed that the adverts seem to be
much
louder than the program you're watching, even though you haven't
touched the
volume control? It's all down to the clever use of dynamics by
advertising
companies, because they know that the louder something is, the more
likely it
is to grab your attention. It's the same with music: if one track
appears
louder than another, it'll grab the listener's attention more. Dynamics
processors play a huge part in this, making music appear louder, more
'in ya
face', and generally much more appealing to an audience.
Dynamics processors include a range of machines such as the
Focusrite Red 3 & Red 7, ISA220 & 430MKII, Liquid
Channel, Liquid Mix, Platinum Compounder, Platinum Trakmaster Pro,
Platinum Voicemaster Pro, Platinum TwinTrak Pro, Platinum Octopre and
the Saffire range (Saffire, Saffire LE, Saffire Pro 26 & the
Saffire Pro 10). These products variously include compressors, noise
gates and de-essers, so let’s have a look at what each can do
for your music.
Dynamic Go-Getters
The most important processor to have around for increasing the
loudness of a mix is a good compressor. This is designed to limit the
dynamic range of a track, allowing you to turn the overall volume of a
mix up louder before finally mastering it to CD. The best way of
explaining how compression works is to give an example; let's say
you've just mixed a track involving drums, bass, lead guitar, vocals
and a synth playing a chord over the top. Obviously you'll need to
record it at the highest possible volume, but when you turn the volume
of your mix up, in certain places throughout the track the vocals,
guitar or chord parts can push the signal indicators into the red,
which results in the sound distorting, so you have to turn the volume
of the mix down to prevent it. Of course, you could always drop the
volume of the offending instrument or vocal, but if you do, it could
sound too quiet in the parts of the track where it wasn't clipping. In
the old days before all this newfangled technology was available, the
only way to counteract this was by employing an engineer with lightning
reflexes and a good ear who listened for the peaks in a track and
dropped the fader at the offending part before pushing it up again for
the rest of the mix - essentially a forerunner to mix automation.
Things were certainly made easier by the introduction of
compressors, simply because they allow you to set a volume threshold to
control when the compression kicks in. In our example this would be set
just below the offending part's peak. If the offending signal tries to
go into the red during playback, the compressor immediately reduces the
signal, preventing the sound from distorting and allowing you to push
the overall volume of the track up more, making your mix louder and
more impressive.
However, tempting as it may be to keep compressing and pushing
the volume up louder and louder, there are limits. Too much compression
can force your mix to lose its dynamic range, resulting in a rather
flat sound. So it's a case of compressing as hard as you can while also
listening out for the dynamic range of your mix, and getting the right
balance between these two considerations.
Taking Control
Looking at the controls on a compressor, you'll notice that
there are probably several others in addition to a threshold dial.
These also include ratio, attack, release, gain and sometimes a setting
for hard or soft knee.
The ratio is the amount of compression applied to a signal
when it exceeds the threshold you've set. This is listed, not
surprisingly, in values such as 2:1, 4:1, 6:1 and so on. So, for
example, a ratio of 2:1 would compress the output signal to half that
of the incoming signal. The higher the ratio, the more the level is
reduced once it exceeds the threshold.
The attack and release (the latter sometimes known as 'decay'
on compressors) behave exactly the same way as they do with a
synthesizer envelope, controlling how the compressor will behave once a
signal exceeds the threshold. Attack defines how quickly the
compression starts, and release controls at what stage compression
stops after the signal level drops below the threshold again; a long or
slow attack will not activate the compression until the
signal’s level has been over the threshold for that length of
time, whilst a quick release time will mean that the compressor returns
to its resting position fairly quickly. Obviously, this also has
limitations and should be set carefully depending on what signal you're
compressing. Using a long attack on a kick drum will have no effect at
all, as the signal only exceeds the threshold for a short amount of
time and normally decays fairly rapidly. Also, if you set a fast attack
time but a slow release on a kick drum accompanying some other lower
level tracks, the compression (triggered by the kick) would be held for
too long and so would audibly punch holes in the signal.
While using the envelopes, you may also need to take the knee
setting (if offered) into account. This can be considered as the shape
of the compression curve between the compressed and uncompressed signal
(either side of the threshold). A hard knee results in more aggressive
and sudden compression, whereas a soft knee creates a smoother or more
transparent transition from uncompressed to compressed.
So, if you've set the threshold, ratio, attack and decay
correctly, the compressor should compress effectively and reduce the
dynamics in a sound, but you also need to compensate for the overall
reduction in volume of the signal. This is where the gain control comes
in: you can use this to bring the signal back up to its original level
(minus the peaks that have been compressed, of course).
When finalising a track prior to burning it to CD, it's usual
to compress the whole mix, helping you to increase the volume even
further, and this is when the most common mistakes are made. The
threshold has to be set very carefully; if it's set to react to the
kick drum, for example, it will compress/uncompress on every hit,
resulting in a mix that pumps and 'breathes', rising and falling in
loudness.
There are no rules as to what settings to use on a compressor,
so it's only possible to offer guidelines. In the end it will depend on
your ears and the mix you're working with. Apart from reducing the
dynamic range of an instrument, compressors can also be used in a
creative context, as any dance musician will tell you. Drums in dance
music, particularly the kick and snare, are very heavily compressed; so
much so that you can actually hear the loss of dynamics in the sound.
The main reason many dance tracks have such a huge beat is that massive
compression has been applied. As we mentioned at the beginning,
however, there's more to dynamics than just compressors...
Close The Gate
Noise gates, such as those found on the Focusrite Platinum
Compounder and the Focusrite ISA430MKII can be just as important as
compressors in creating a powerful mix. When recording a guitar or
vocals - in fact, anything using a microphone - unless you're in a
professionally sound-treated room, you're guaranteed to capture some
background noise. While the vocalist is singing or the guitarist is
playing his piece it isn't as obvious, as the sound being recorded is
louder than the background noise; but when the main vocal or guitar
signal ends, the noise will become more prominent.
Noise gates work much like compressors, except in reverse: any
sounds that exceed a threshold setting are let through unprocessed,
while sounds below are simply cut off altogether, resulting in total
silence. As with compressors, they also feature attack and decay
settings that react as you would expect. Using a fast attack will
result in the sound being cut immediately, while a slower setting would
slowly gate the signal. A typical noise gate will also feature a couple
of extra controls: hold and range. Hold controls how long the gate will
be open or how long the level below the threshold is cut/reduced, while
range adjusts the amount of signal that can be heard while the gate is
closed or how much the signal below the threshold is reduced by.
To better explain the range control on a noise gate, let's
introduce the extra input that some gates (and compressors) feature:
the sidechain input. A signal, usually from a microphone, is connected
to the sidechain input, and instead of the threshold functioning as
normal, the sidechain input now takes control of it. As you speak, the
noise gate drops anything else playing through it that’s
below the threshold to the volume or "range", set by the range control.
It's the same with a compressor; as you speak (or sing), the
'background' music going through the main inputs and outputs of the
unit will be compressed to the level determined by the ratio control.
There are plenty of uses for a sidechain with both compressors
and noise gates. With compressors, the most common use is to 'duck'
instruments to make room for vocals. For example, a guitar can swamp
the bandwidth that it shares with the vocals in a mix, so by
sidechaining the vocals into a compressor that has a guitar signal as
the input, when the vocalist sings, the guitars get compressed,
allowing the vocals to sit in the mix better. Noise gates are popular
with DJs, as by sidechaining their voice and setting a low range, when
they speak, the music drops in level, allowing you to hear them more
clearly.
Sidechains can be found on products such as the Focusrite Red
3, The Focusrite Liquid Channel & Liquid Mix, and the Focusrite
ISA220 & 430MKII.
Get Creative
As with every other processor and effect in today's studios,
compressors and noise gates have been used and abused way beyond what
they were originally designed to do. The most memorable use of a noise
gate in recent years was on Olive's "You're Not Alone", but it's a
trick that's been employed again and again - even Blondie found a use
for it (the pad in Heart of Glass). This sort of sound is achieved by
feeding a simple hi-hat pattern into the sidechain input of a noise
gate, then playing a chorded pad or string sound through the same gate,
so that every hi-hat hit closes and opens the gate, causing a
stuttering effect on the pad.
Another trick is to put plenty of reverb on a kick drum and
then set the noise gate to cut off the reverb's tail, giving a louder
and more prominent kick. There's one more crucial dynamic processor we
should look at; the de-esser.
De-essers, such as those found on the Focusrite Red 7, the
Focusrite ISA220 & 430MKII, Focusrite Platinum Voicemaster Pro,
Focusrite Liquid Mix & Liquid Channel, can be employed on
vocals to reduce sibilance. This is an effect caused by a singer
over-stressing the 't' and 's’ sounds, resulting in the
recorded vocals sounding like a dripping tap, a steam engine or, in the
worst cases, both. Now, while most vocalists shouldn't need any
specific treatment - and it's always best to avoid applying any if
possible - using a bright condenser mic, adding compression or
processing with a bright reverb will bring up the levels of sibilance,
which is where the de-esser comes in. They work by literally targeting
a narrow frequency band, just where the ‘s’ or
‘t’ occurs, and compressing it or using phase
cancellation to ‘knock out’ the sibilant
‘s’ and ‘t’ sounds. These
devices are designed to reduce the effect of the over-stressed 's' and
't', although if at all possible it's best to try and capture the
performance right in the first place, as de-essing can have a
detrimental effect on vocals, robbing them of their live feel.
So, now we have reached a good point from which you can begin
using dynamics processors to liven up your mix and make it louder, but
it's important to remember that there are no hard and fast rules. It's
down to your own ears and, as with any effects processors, compressors,
gates and their ilk, definitely worth experimenting with as wildly as
possible to come up with new sounds of your own.
Setting Up A Compressor
Table of typical compression settings:
| |
Attack |
Release |
Threshold
(dBu) |
Ratio |
Knee |
| Full
track |
Fastest
possible |
Fastest
possible or Auto |
-5 to -9 |
2:1 to 3:1 |
Soft |
| Drums |
5ms |
10ms or Auto |
-15 |
5:1 to 8:1 |
Hard |
| Synth
Bass |
4ms to 10ms |
10ms |
-4 to -8 |
4:1 |
Hard |
| Real
Bass |
4ms to 10ms |
10ms |
-2 to -10 |
8:1 |
Hard |
| Vocals |
Fastest
Possible |
Slowest
possible or Auto |
-3 to -8 |
4:1 to 12:1 |
Soft |
| Brass |
Fastest
possible |
Fastest
possible or Auto |
-10 to -14 |
2:1 to 8:1 |
Hard or soft |
| Guitars |
Fastest
Possible |
Fastest
possible or Auto |
-10 to -14 |
8:1 to 14:1 |
Hard or soft |
All these values are meant as a rough guide, the exact levels
of threshold and ratio are very much dependant on the signal being
compressed, not to mention the character of the sound you want to
create. This threshold guide could also be misleading in certain
situations where a different scale is provided; on the VoiceMaster Pro
for example, a dBFS scale is provided so a conversion will be necessary
(assume 0dBFS to be around +22dBu, so –5dBu to be around
–27dBFS). Perhaps you could begin with these settings and
play around with one parameter at a time to decide what gets the best
audible results.
On the other hand, if you want to set up the compressor
without the use of the table, then once you've got your sound fed into
a compressor, the first control you need to adjust is the threshold, as
this sets when the compressor will start to
‘squash’ the signal. In most cases you adjust the
threshold so the compressor works on the loudest parts of your signal.
Next, you need to set the ratio. This setting will depend entirely on
how you want your music to sound, so if you're writing dance music, you
should set a fairly high compression ratio. Set the attack and release
according to the nature of the waveform, if there are lots of
transients (fast peaks) or not and whether they want to be compressed
or left alone (read the earlier passages in this dynamics tutorial for
more on attack and release times). Compressing a signal will lower its
output volume, so once you have compressed the signal sufficiently,
you'll need to raise the volume from the compressor and not from the
desk, as this can unbalance a mix.