stuck
25 Apr 2010, 09:14 PM
I have gleaned a great method for crafting massive kick drums, from several great mixing engineers.
If you need a huge kick drum, you have to worry about a few things.
1. the sub frequencies, centering somewhere near 50 hz
2. the thump at somewhere between 100 and 200 hz
3. a click somewhere around 1-2k hz
Fundamentally, you're splitting the frequency band into three areas. They're approximate, and you have to sweep around with a filter to be able to really hear where the most powerful signal is sitting.
There are plugins that split the bands in the way you need, but they aren't usually flexible enough. They keep everything phase-coherent, so you can't cross over the bands like you may want to. Instead, you can split the original kick into three copies, and then filter just for the lows, the mids, and the highs.
Now you can really start dissecting the sound.
Start by putting a compressor on every channel.
Now mute all and listen to just the lows. The thing to consider when trying to boost the lows is that the sub frequencies take longer to develop. After all, 50 hz means that the wave doesn't cycle completely for 20 ms. That's an eternity in the world of the 'transient'- the short burst of frequencies at the beginning of many sounds.
What this means is that you can usually use a quick attack on the compressor to push the volume of the low frequency down, and let it swell up a few milliseconds later. The subs are there to linger a bit and rumble like a mofo. The bonus of killing the sub transient is that you can turn it up way louder. Transients are usually a lot louder than the sustained pitches they're coupled with.
So now your sub is going ...vvVVVRRRRRRMMmm
Then we turn to the 'thump' the frequency band around 100-200hz. Here, you likely want to do the opposite, with a medium attack on the compressor and a quick decay. The idea is to get that thump out in 10 ms and treat it like a transient so it thumps you in the chest. A quick decay highlights the effect of the thump.
This is where it can get tricky, because if you shorten the attack on the compressor, less of the thump gets out, but you can turn the sound up louder. If you lengthen the attack to around 20-30 ms, you'll let the thump all the way out but then have to decrease overall volume.
For the highs, you can usually use a quicker attack setting and still get that click, if you want it.
So those are the major problem areas. The big bonus of this splitting approach is that you can really crank the piss out of each band. When they are summed together, they are still the same sound, but with each distinguishing factor of each band highlighted and framed. The 'apparent volume' is increased.
Now there's the question of character. What character do you want your kick to have?
I actually suggest stacking kicks and then bussing through these frequency bands, because you can take the elements of different kicks you like and combine them. Using envelopes in the premixing stage can allow you to make things even thicker.
I'll define 'thick,' because it's one of those terms engineers use that doesn't have a dictionary definition as much as a common-usage one.
Thickness, in this context, can refer to the density of frequencies over a span of time. In a clap sound, you might have a cluster around 200 hz, and another around 1-2khz. Maybe it has 2 transients at 30 ms apart. If you were to stack another sound with the same characteristics, the sound may get louder, but not much thicker. You may get a better result using a sound that 'fills in the holes' in timing and frequency. Since it doesn't magnify a pre-existing peak in the signal, you can then turn both up more.
Another tactic for creating character is to use parallel effects, including anything you could imagine. Compression is a popular one, because it can sound 'transparent', where you're just hearing the original sound amplified in some way. The idea is to muddy it up and then combine with the original, to get more crap on the signal and have it move around.
With all of these techniques, you'll have to develop an ear for frequencies and phasing, to make sure you don't end up with 'holes' in the image. You'll also have to bone up on your editing, to make sure you're starting the transients at the same time (and hopefully in phase).
That said, there is no 'wrong' technique in mixing, only bad taste. If you think I've misspoken, please chime in. I've just started to crystalize this information in my brain.
I open the floor to you and your kick drum mixing techniques.
If you need a huge kick drum, you have to worry about a few things.
1. the sub frequencies, centering somewhere near 50 hz
2. the thump at somewhere between 100 and 200 hz
3. a click somewhere around 1-2k hz
Fundamentally, you're splitting the frequency band into three areas. They're approximate, and you have to sweep around with a filter to be able to really hear where the most powerful signal is sitting.
There are plugins that split the bands in the way you need, but they aren't usually flexible enough. They keep everything phase-coherent, so you can't cross over the bands like you may want to. Instead, you can split the original kick into three copies, and then filter just for the lows, the mids, and the highs.
Now you can really start dissecting the sound.
Start by putting a compressor on every channel.
Now mute all and listen to just the lows. The thing to consider when trying to boost the lows is that the sub frequencies take longer to develop. After all, 50 hz means that the wave doesn't cycle completely for 20 ms. That's an eternity in the world of the 'transient'- the short burst of frequencies at the beginning of many sounds.
What this means is that you can usually use a quick attack on the compressor to push the volume of the low frequency down, and let it swell up a few milliseconds later. The subs are there to linger a bit and rumble like a mofo. The bonus of killing the sub transient is that you can turn it up way louder. Transients are usually a lot louder than the sustained pitches they're coupled with.
So now your sub is going ...vvVVVRRRRRRMMmm
Then we turn to the 'thump' the frequency band around 100-200hz. Here, you likely want to do the opposite, with a medium attack on the compressor and a quick decay. The idea is to get that thump out in 10 ms and treat it like a transient so it thumps you in the chest. A quick decay highlights the effect of the thump.
This is where it can get tricky, because if you shorten the attack on the compressor, less of the thump gets out, but you can turn the sound up louder. If you lengthen the attack to around 20-30 ms, you'll let the thump all the way out but then have to decrease overall volume.
For the highs, you can usually use a quicker attack setting and still get that click, if you want it.
So those are the major problem areas. The big bonus of this splitting approach is that you can really crank the piss out of each band. When they are summed together, they are still the same sound, but with each distinguishing factor of each band highlighted and framed. The 'apparent volume' is increased.
Now there's the question of character. What character do you want your kick to have?
I actually suggest stacking kicks and then bussing through these frequency bands, because you can take the elements of different kicks you like and combine them. Using envelopes in the premixing stage can allow you to make things even thicker.
I'll define 'thick,' because it's one of those terms engineers use that doesn't have a dictionary definition as much as a common-usage one.
Thickness, in this context, can refer to the density of frequencies over a span of time. In a clap sound, you might have a cluster around 200 hz, and another around 1-2khz. Maybe it has 2 transients at 30 ms apart. If you were to stack another sound with the same characteristics, the sound may get louder, but not much thicker. You may get a better result using a sound that 'fills in the holes' in timing and frequency. Since it doesn't magnify a pre-existing peak in the signal, you can then turn both up more.
Another tactic for creating character is to use parallel effects, including anything you could imagine. Compression is a popular one, because it can sound 'transparent', where you're just hearing the original sound amplified in some way. The idea is to muddy it up and then combine with the original, to get more crap on the signal and have it move around.
With all of these techniques, you'll have to develop an ear for frequencies and phasing, to make sure you don't end up with 'holes' in the image. You'll also have to bone up on your editing, to make sure you're starting the transients at the same time (and hopefully in phase).
That said, there is no 'wrong' technique in mixing, only bad taste. If you think I've misspoken, please chime in. I've just started to crystalize this information in my brain.
I open the floor to you and your kick drum mixing techniques.