Category: How-To

  • Audio: Mixing and Mastering Tips

    I have a printed copy of some info attributed to a Ron (aka RF) from the Fantomized web site [around April 2004] but I can no longer find the information online. [UPDATE: the info appears to be located here: http://forums.rolandclan.com/viewtopic.php?t=2735&p=19561 ] So I’m reproducing it here along with my visual representation of the grid he describes. I put my own interpretation of the frequency breakdown he describes based on a chart that I saw which had frequencies of instruments mapped to keys on a piano. Basically, it conveyed that most instruments are between 20hz and something like 5000hz.

    Here are the tips that Ron provided (some paraphrased for brevity):

    When mixing, keep real world instruments real. In other words, in real life a violin is a monophonic instrument, not a stereo “patch”. So don’t use a stereo patch to emulate it. Use monophonic panning and placement of mono instruments, and LATER ON apply ambient effects like reverb to the entire mix to give the violin some space. Use stereo presets on synth pads and effects but for guitar, drum, cello, etc…these are mono instruments in real life so keep it that way

    Do NOT layer multiple stereo presets with various stereo effects in the same mix, especially not reverb and stereo delay effects. Doing so will create a muddy mix and loss of clarity

    Look at your stereo space as a “canvas” which has both width and height. The width is controlled by panning. You can place instruments anywhere between the two speakers. Visualize height as frequency range at any point in the panorama, from very low to very high frequencies. You should divide this audio “canvas” as a grid with 5 sections across for the width: hard left, mid left, center, mid right, hard right. Then divide the height into 4 sections for frequency: low frequency, mid low, mid high, and high. Now the whole crux of the game is this: do not allow any instrument or sound to compete with any other instrument or sound within the same grid space. If you place a violin which has a frequency range that sits in the middle high range, and if you place that violin in the medium right panoramic position, then make sure that no other sound lands in that same position in that same frequency range. This is how you can achieve clarity and space. Apply EQ and compression to create sonic boundaries between these grid spaces. [Ron mentions the use of s spectrum analyzer to check each instrument in solo mode to know where to place it on the grid. He also mentions how it may sound like the dynamics are hindered for the solo instrument but the result is that it sounds good in the full mix because it will have its place.] Another example is EQ a border between the bass guitar and kick drum using hard limiting and steep eq curves to create a top to the kick and a bottom to the bass. It may make each instrument sound diminished when solo’d, but once you put them together in the mix you bass will sound big and tight. [Here is an updated visual of the grid with frequency info from http://www.digitalprosound.com/2002/03_mar/tutorials/mixing_excerpt1.htm ]

    OAR-MIXING-GRID-2015

    The same technique applies to effects. If you apply a stereo ping pong delay to a guitar lead then you need a grid space for the guitar lead but you will also need a grid space the delay taps. EQ the taps to have their own place on the grid AND NEVER LET ANY SOUND share a grid space. If you have more tracks or parts than this will allow for at any concurrent moment in the timeline of your music then frankly you have TOO MANY parts going on at that point and you need to cut back because MIX IS KING and more important than any individual part.

    Making a record is not about layering presets. Presets sell keyboards all awash in effects because they sound good solo’d in the music store. You need to make your own song your own production. [ie. stay away from presets if possible and be creative and original].

    Put your mix in one ambient space. Vary the level of reverb in that space on individual instruments to create dynamics and interest. But do it all in one ambient space. Often the best use of delay is in a mono configuration. Rarely will a ping pong delay work in a mix unless very carefully planned. Don’t be afraid to vary the reverb type, or depth, between sections of a single song. Use a short room verb during the verse, and a large hall during the chorus. But, use the same reverb sound during any section of a song, NO OVERLAYING, just different levels on different instruments.

    Mix flat and unexciting so that every grid space sounds even in both volume and dynamics. Then, when mastering, use mastering tools such as multi-band leveling, harmonic excitement, stereo enhancement, etc. to give that “flat and even” mix the Smiley EQ curve that your stereo and senses crave. But if your mix is flat and even, then your mastering will be effective because your raw material is there to work with.

    Other tips that I wrote down at some point but now I can’t find the source.

    Panning gives you spatial orientation, frequency gives you altitude perception, and volume gives you distance perception. You want to work with the first two like the grid advise above for the most part. Stay away from volume until you absolutely need to because you are shooting for getting an even flat mix.

    Recording Process: Put down drums, scratch bass, and rhythm guitar. Keep the bass part simple.
    Then do the vocals the way you want them to sound.
    Then redo the bass and guitar the way you want them to sound.
    Then add melody guitars or other instruments.
    This ensures the vocals are unobstructed.

    Mixing Approach:
    DON’T mix your rhythm section, then your leads, then finally your vocals. By the time you get to the vocals there is not much dynamic room to work with. DO mix your vocals first and go backwards from there. Vocals, lead, rhythm, drums. If anything takes away from the vocals then tweak it accordingly.

    Vocal Effects: For vocals apply effects in this order Doubling, Compression, EQ, and Reverb. Keep the reverb amount around 3% to 4% wet. Not having any reverb on a vocal usually sounds wrong. Have a little bit, just keep it low. Also, try 800-900ms of reverb time instead of 1700-2000ms. The further in the background you want something to appear, the more reverb it should get…perhaps 7% maximum.

  • Index Card Exercise (Follow Up to Starewicz Post)

    Ok, so I’m done with the exercise. Here is a photo of the final board.

    index-card-exercise-200802281.jpg

    I forgot to mention in the previous post to work the exercise quickly…do not over analyze anything…it’s more stream of consciousness in that respect I suppose. Just go with the ideas that come to mind as disjointed as they may be at the time. Make cards at the moment a visual strikes you, regardless of where you are in the exercise, and post it anywhere on the board.

    Before this exercise I had some loose notes and thumbnails of my next project…but I was unsure of the final act. I always like to solidify the final scenes of the movie before I start any filming so I know the direction I’m going. Sometimes the end can change when you are filming but at that point the production is moving so changes become more or less justified by what you see developing. This exercise paid off by giving me a complete skeleton to hang the production on and move on to the next step which will most likely be animatics to confirm how the concepts are holding up in the video medium.

    When positioning my cards some visuals were indicative of breaks or pauses which seem to equate with acts so I moved the cards around…sort of like paragraphs or sentences. Once I got the main visuals on the board I started filling in with other scenes like mortar between bricks. I also stopped to ask questions about what happens at this point or that point…and somehow (this is the beauty of being in a creative zone – I have no explanation for this type of stuff but if you’ve experienced it you know what a charge it can be) some new ideas came out of nowhere and tied up the ending.

    If my theory hold up it looks like the film may be around 5 minutes, not that it matters, it will be as long as it wants to be…the film is in control now. 😎

  • Starewicz as a Benchmark for Planning Animation Storyboards

    Some time ago I posted my analysis of “The Frogs Who Wanted a King” by Wladyslaw Starewicz on stopmotionanimation.com as a benchmark for developing shots and scenes. I am running through the exercise for my next project tonight as I draft storyboard cards so I thought I would re-post the info here at my blog.

    While preparing for a previous stop motion project I wanted to gauge the breakdown of shots and scenes for a short film. My intent was to get some benchmarks to work against while planning scenes and shooting specific shots. I decided to watch my Starewicz DVD for reference. I would pause and forward one frame at a time every now and then while watching “The Frogs Who Wanted a King”.

    The exercise helped me to get a sense of the pace and frame-rate I should be working with while filming something. It also revealed to me that I could plan on doing at least a shot per day (around 6 seconds or so) and just move along slowly but steadily until I filmed everything. I guess it helped me create a rough production schedule since I was also working with no script and just a set of visual ideas.

    Here are the specifics that I found.

    -25 scenes
    -62 specific animated shots
    -19 title cards shots
    -81 total shots
    -7 seconds: average length of shot
    -16 seconds: average length of title card
    -15 words: approximate number of words per title card
    -4 words per line for title cards
    -16 frames: number of frames for a “Starewicz-style” zoom

    The exercise is to take index cards (or the back of used old business cards) and quickly sketch or write out descriptions of discreet visual scenes of your film. Once you have at least 20 to 30 cards you have a bulk of visual material at your disposal. You then place them on a bulletin board with pins or magnets and start moving them around to find the flow, arcs, or connections of your movie. Ideally, as you review the stream of visual ideas, new ideas or directions will arise and you then sketch or write those and start sticking them on the board.

    Iterate through this exercise at least one more time to add 2 or 3 cards to each existing card when needed for clarity of visual communication. Pretty soon you have the visual concepts for around 4 to 6 minutes of footage. In some ways it’s like painting or sculpting with visual concepts on cards instead of paint and the board is your canvas. You can step back every so often and “read” the stream of cards until you feel confident that you can formalize your shooting plan.

  • MonoMyth

    Well, while brainstorming ideas for future projects and researching things on the web I came across the MonoMyth site. What I like most though is the interactive MonoMyth creator and also the preset MonoMyths of some films to help illustrate the concept. UPDATE: Actually it’s only sort-of-nice. I thought it would let me create a myth circle and save it and come back to it later and such. But, as far as I can tell, it doesn’t. Still, the site is worth a look.

  • Video: Frame Rate and a Fix for the Ghosting Effect

    In both Man Drawing a Reclining Woman and the Sword of Damocles I have what looks like ghosting in the animation. My process is to shoot 12 photos for each second of animation then stretch that sequence in Sony Vegas to 24fps. Vegas then blurs every other frame. When analyzing the footage within Vegas frame by frame I would see one clean frame followed by blended frame composed of the the previous frame and the next frame.

    What I found out a few months ago is a setting in Sony Vegas called “disable resample” which eliminates the blending and will render each frame cleanly. The result is that every frame is shown twice with no blending. The default in Vegas is set to resample which blends every other frame automatically for image sequence clips. I still haven’t found a way to disable it permanently but in the meantime I am re-mastering my films to remove the ghosting. Jason, on a thread for a related topic at the stopmotionanimation.com forum, mentions the same fix in Adobe Premier by unchecking “blend speed changes”.

    Here is my breakdown of the process:

    • Shoot 12 photos for each second of animation with my DSLR camera (the spy cam is the same)
    • Import the frames into Vegas as a numbered image sequence
    • For each sequence/clip I set the frame rate to 24fps and a field order of None (progressive)
    • Drag the sequence to the timeline
    • For each clip or sequence on the editing timeline I:
      Right Click > Choose Switches > Choose Disable Resample