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RECORDING YOUR OWN CD IN A HOME PROJECT STUDIO
PART 2 – GETTING THE SOUND YOU’RE LOOKING FOR
We
ended last issue’s article with our home studio wired up in preparation for
starting to record. For this article I will assume that you will have at
least eight input channels to get started with. Let’s revisit the first
pass channel assignments.
CHANNEL ASSIGNMENTS
-
Click Track (recorded
separately)
-
Guitar/Keyboard
-
Bass
-
Vocal
-
Kick Drum
-
Snare Drum
-
Drum Mix Right
-
Drum Mix Left
It
looks a bit barren at this point in time but keep in mind this is only the
first pass of many (but not too many we hope). The click is there to hold
everyone to the tempo. If you really feel that you can’t hold to a click
track, then I would recommend using that track for the drum high hat
instead. Remember – if there is not a click or drummer with near-perfect
meter holding a uniform tempo throughout the song, your editing options at
the end of the project are greatly reduced. In higher end recording systems
(e.g. Pro Tools HD) you can map the tempo and digitally pull the tracks into
unified tempo. A great option perhaps but I feel that tracking the music in
tempo at the beginning of the session is much preferable.
ON THE LEVEL
Let’s spend a
moment on input levels. There are basically two types of input levels,
balanced and unbalanced. A balanced input is preferred as this is the
pro-level standard input. Unbalanced signals (e.g. a guitar plugged in
directly) work fine too but will give you a different signal level. You
should also have some level input options inside your recording software.
Using Pro Tools 6.4LE as the default recording software, we start by
creating a new session. This procedure will be similar regardless of the
software you are using. When creating a new session you will need to
specify both the bit rate and the sampling rate. The higher the sampling
and bit rates, the higher the audio resolution (quality) is the rule of
thumb.
IMPORTANT NOTE: You will need two hard drives installed on your computer to
reliably record to multitrack sessions. You may have a humongous system
drive but you will have slow down and data degradation if you try to record
the tracks to the operating system drive. Also the higher the sampling and
bit rate – the more hard drive space you will use.

I
have set up this session for the highest resolution my hardware and software
will offer me 24-bit at 48 kHz. Each track will take about 8.5 Megabytes
for each minute of recording. Even gobbling up hard drive space at this
rate, a hard drive of 40 GIG should more than suffice for a whole CD project
including mixes.
In
your software, create your first eight tracks. In Pro Tools, it looks
something like this:

Now we should be looking at our first eight tracks in the computer mixer.

At
the top of the display are the input channels your computer has assigned to
each track, 1-8. Notice at the bottom I have gone in and typed brief
descriptions of each track. Doing this before you start recording will name
the actual files burned to your hard drive the name you have just given it.
If you wait to rename the track after recording has begun, your first guitar
track’s actual file on the hard drive might be named Audio001_004.WAV
instead of GTR1.WAV. If you have to shuffle files around later, it is much
easer to find the tracks if they are plainly named and labeled.
You
will probably have to make some modifications to the input gain. On the
DIGI there are two jacks in the front with a switch allowing you a -28db or
+3db gain with a knob for fine tuning. On the inputs in the back of the
unit, you have to use the software itself. In Pro Tools the input gain
panel looks like this:

In
this illustration, I have plugged an unbalanced signal from my keyboard
(acting as drum machine) into Channel 1 of my DIGI 001.
We’ll get back to recording an ensemble in a few paragraphs. If you are
going at this session alone instead of with a band, try this. Sit down with
your guitar (or whatever) and start playing to the drum machine. Search for
a pattern and tempo you can live with and play the song through with the
machine. When you get a groove going, make note of the pattern you are
using and the tempo you are playing at. If you know how to make a Nashville
Number Chart (see sidebar), now would be the time to do it.
Now
let’s take a look at each track separately.
First
Pass
– Track One - Click
This one is
pretty much a no-brainer. You plug the output of your drum machine into
Channel One of your recorder. On the DIGI the front panel of the unit has
two multi-task input channels. Both will accept a balanced or unbalanced
XLR or ¼” input. These two channels also supply phantom power to condenser
microphones that have a powered capsule. Enable recording that track by
clicking on the record button. This will give you a view of your input
signal when you start the drum machine. Now start the drum machine. If
there is a drum roll and cymbal crash in the tune, use that – the loudest
part, as your highest input level. Get the level as high as you can without
going over 0db and into the red. Depending on what kind of gear you have,
going over the red line is bad. On the DIGI there is a small db buffer area
before the sound turns to noise, but not much.

A
good rule of thumb is to try and keep the floor (low noise) above -24 db and
never let the ceiling exceed 0db. In the old analog tape days you could
slam the tape with more than a 0db signal. The tape would be saturated and
it would bring in a warm and fat distortion. These days that trick is done
by software.
IMPORTANT NOTE: Another thing to keep in mind is that whenever
possible – do not put any effects in the signal path until you get to the
mix portion of the project. Recording with effects being printed leaves you
no out should you want to change the effect later. There are many
exceptions to this rule – in line compression on bass and drums come to
mind. I sometimes cut with effects when playing my guitar through a Line 6
Pod. But I listen to the patch long and hard before I commit to it. And if
tracks are available, I will plug my guitar into a direct box, send the
clean signal via the Cannon connection into the computer dry, then using the
unbalanced pass through I plug that into the Pod and from the Pod in stereo
to the computer. Later I say to myself, “The performance is good but that
effect sucks!” Then just bus the clean signal you recorded out of the
computer back into the Pod and back out of the Pod (with the new and
improved setting) into the computer recording over the old effected tracks.
The clean signal lets you plug the guitar into effects, even different amps
without the inconvenience of needing the guitarist present.
We’re almost ready to hit the red button for the first time but there is one
more issue I would like to touch on before we start tracking; destructive
recording versus Non-destructive recording. A feature loudly and proudly
touted by manufacturers are “virtual tracks” or “unlimited takes.” Keep in
mind “unlimited” generally means there is no theoretical limit to the number
of tracks. In the real world though you will be limited by the amount of
processing power and drive space. As an example in Pro Tools the default is
non-destructive recording. This means that you are keeping every take –
good or not. It is the first “feature” I turn off because it is only
confusing to have a dozen different takes of an instrument pass. When I
record a pass it falls into three categories, good, bad and maybe. If it’s
good I keep it. If it’s bad, I try another pass over it. If its maybe, I
keep the track, create another adjacent to it and cut it again. You can use
parts of each take to composite or “comp” a track together. This is not as
desirable as cutting the whole track right once but sometimes you stumble on
musical brilliance and even if there is a big mistake (clam) at the end of
the passage, the first half is too killer to dump. Save if for now and we
will revisit it in the mix. Always keep in mind that the fewer the tracks
you have to work with at mixdown, the easier and faster the mix will go.
Just because you have 32 or “unlimited” tracks doesn’t mean you have to use
them. Too many tracks can just clutter a mix and make it hard for
something to really stand out. Less is more. I have seen many mixing
sessions get bogged down looking for the guitar take they want to use. My
rule of thumb is to use the good one. Why keep bad or marginal ones? If
you play back a track and it doesn’t sound good enough, cut it again dude.
Pasting a part together one note or passage at a time is very labor
intensive and the results are not always good.
So
let’s push the red button for the first time. I have set the software for
destructive record. I hit the record button and a second later start the
drum machine. Let two bars of drum machine go by before you actually start
the song. This will serve as your count-in reference for the subsequent
tracks. Record enough of the click track to get all the way through the
song and then hit stop. You now have a click/drum track. If you go to the
waveform view in your software, it should look something like this:

You
can see the valleys and peaks in the waveform. This visual representation
of the click track can be very helpful in cutting and pasting parts of songs
later as it gives you a good view of beats to line up to.
TIP: If your
hardware/software will also record MIDI (Musical Instrument Digital
Interface) tracks, take the MIDI out of your drum machine and plug it into
the MIDI
in of your hardware. Enable a
MIDI track and record it
at the same time you put down the audio click track. This gives you a real
machine clock time that you can sync up to other devices later if you need
to. MIDI information requires very little drive space and can be a great
help when syncing to other devices and projects.
Now
that we have a drum/click track whacking away all by itself, its time to
move to the next pass and track. Let’s start the body of the song. Again,
we are talking about a solo recordist – we will touch on the whole band
shortly.
Pass Two – Track Two - Rhythm Instrument Track
Turn off the
record enable on Track One or you will wind up recording over it by
accident. Record enable another track. Plug your instrument
(guitar/keyboard) into that input channel (you can use the same input bus
you just used on the click on this new track). Hit the instrument hard and
adjust the input level in your software mixer until the level is as high as
you can get it without clipping. Rewind to the top of the song. Hit the
record button and start playing the song after the two bar count in has
passed. Play to the end of the song and hit stop. Your waveform view
should look something like this:

You
are in business now. You have the entire length of the song with tempo,
meter and chord pattern into the computer. You have a sketch of where the
song is going.
Pass Three – Track Three
– Scratch Vocal
A variation
on this is to plug your guitar/keyboard into one channel and a vocal mic
into another and record both the scratch rhythm part and the scratch vocal
at the same time back on the second pass. If you don’t go this way, record
enable the next track and sing along to the tune. Now we should have three
tracks – click, rhythm instrument and vocal. At this point, if you are
going to be joined by other musicians on the project, you can burn CDs of
just this rough sketch and they will be able to practice along with it
before coming into the studio.
The sketch grows as you
add tracks and players. Let’s leave the one-man-band scenario for a moment
and look at a band recording.
Back To The Band
The most
important thing to keep in mind on the first pass of the band’s session is
to get the rhythm section sounding fat – the bass and drums are the core
around which everything else revolves.
The first pass is
usually the same with a band as it is for a solo recordist – recording the
click track. You can record it all by itself before tracking the band. So
now that we have a click track let’s start working on the band. If we have
eight inputs and the click is already in the machine, your second pass
8-channel assignment might look like this:
- Bass
- Guitar
- Vocal
- Snare
- Kick
- Hat
- Drum Mix Right
- Drum Mix Left
Bass Guitar
A big fat
bass sound is sometimes one of the most elusive tones to get. One way of
getting a good bass sound is to use more than one channel on the bass. I
usually have the bass player with both a direct input and one with a mic on
the bass cabinet. We don’t have the luxury of two bass tracks on this
sketch pass but we can come back it with a later pass using more channels.
For getting the sketch up, just adjust the input level again so that the
loudest part is as close to 0db as you can get without clipping.
Guitar
The same
applies for the guitar. Tone is not that important on this sketch track.
What if you have two guitar players? Well let the rhythm guitarist have the
first pass and keep the soloist on the sidelines for now. You can see the
benefit of using a commercial studio here – you don’t have to cobble your
rhythm tracks together like the one-man routine. If you have a breakout box
that adds channels like the Alesis ADAT converter mentioned in the previous
chapter, your first pass would more likely look like this:
-
Click (recorded with
band)
-
Bass (mic on cabinet)
-
Bass (direct)
-
Guitar One (direct if
possible – see isolation note)
-
Guitar Two (direct if
possible)
-
Vocal
-
Kick Drum (inside on
head)
-
Kick Drum (outside at
sweet spot)
-
Snare Drum (top)
-
Snare Drum (bottom)
-
Hi Hat
-
Wing Tom 1
-
Wing Tom 2
-
Floor Tom
-
Drum Overhead Right
-
Drum Overhead Left
And we just ate up all
sixteen tracks of the DIGI’s eight inputs and the eight inputs on the
8-channel but we are moving MUCH faster tracking than going at it one track
at a time. And the lead guitar player gets to join the fun. Now we have
to stop for a minute and consider isolation.
Instrument Isolation –
Particularly Drums
The most
powerful trait of multi-track recording is being able to adjust the volume
of each instrument separately and place it in the mix. Let’s say you have a
killer guitar part that you want to bring up in volume. You raise the
volume slider on the guitar part and the drums get louder! How can
that be? Simple. You put a mic on the guitar cabinet in the same room as
the drum kit. The drums are bleeding over into the guitar amp mic. The
drums aren’t very loud in the guitar mic but loud enough that increasing the
level of the guitar also noticeably raises the drum level. How do you get
around this? Record all the instruments on the initial pass directly using
no mics at all except on the drums and vocals. Or, if you have the space,
snake and headphone accessories, put the drums in one room, guitar one in
another and so on. You need a garage the size of the Astrodome to get this
done. The drum and bass tones are the most important tracks at this point
in the project – they are the glue that will hold the whole thing together
in later sessions. They are the most important – once you have a kick butt
rhythm section pumping the beat and bottom, you’re good to go.
Let’s take a brief look
at some popular microphone placements and tracking tips. We’ll start with
the drums.
Remember that we are
trying to do this recording on a very low budget. Yes, I know there are
better mics than the ones described here. The mics mentioned here are low
cost industry standards.
The Bass Drum
If I have
mics and channels enough, I like to use two mics on the drum. If there is a
hole in the drum head I throw an SM57 (or other mic) in the hole on some
buffering material (a blanket) and put the mic capsule about 2” from the
drum head. This is for my “thud” sound. The other mic I place outside the
drum head pointing at the hole if there is one. If there is no hole on the
drum head I point the mic at about 4 o’clock and three inches out.

The Snare Drum
Again if I
have the resources available I use two mics on the snare drum too – top and
bottom. The top gives the booming punch and the bottom gets more of the
snare rattle. Top mic is placed coming over the front of the kick to about
six inches from the hit hat and the bottom mic is pointing directly at and
about 2 inches away from the snare wires.
Toms and Overheads
I mic the
toms from the front of the kit and try to place them 2 inches off the head
and as far into the drum head as I can go without getting in the drummer’s
way. Placing the mic too close will not get you the booming decay you might
want from a tom and also might actually slap into the bouncing drum head
during the performance so mic close but not too close. There a different
schools of overhead mic recording. Some engineers point the overheads
toward each other. Others point the mics straight down. Overhead mics
should be at least 4 feet above the snare head and three above the
cymbals. I have heard great drum mixes using just one overhead but it was
a killer microphone (Neuman KM184). This is a “season to taste” call – try
both ways, move the mics around and experiment. After all this is YOUR
sound we are looking for and your ears may hear it differently than mine or
another engineer.
Mic Placement On Guitars and Amps
This one is
pretty simple too. On an amp get the mic about four inches from the speaker
cone and a bit off axis – much like the placement of the outside kick drum
mic. For a fatter sound, channels permitting, throw up another mic pointing
at the amp from about eight feet away – you can blend in the room sound if
you so desire. Also don’t forget that you can record a completely dry
guitar channel for later experimentation with effects and amps.
Mic
placement on an acoustic guitar is another “try before you buy”
proposition. I like the mic about 6-8 inches away from the guitar’s sound
hole, a bit off axis and pointing toward the bridge if I’m looking for
bright tone and more toward the guitar’s neck if I am shooting for a warm
tone. In praise of technology many new acoustic guitars sound awesome with
their own electronics. I have a Takamine that blows chunks when in front of
a mic but totally rules when plugged in directly. When possible again do
both – mic the guitar and track it plugged in directly.
Big Bottom – The Bass Guitar
The low end
of the audio spectrum is the most problematic these days. Everyone wants
fat punchy bass sounds. In contradiction to my rant about not using
effects during initial tracking, a good compressor with a brick wall limiter
can fatten a bass quickly. Dial in a bit of compression but not too much.
If the track is playing back and you hear the bass guitar wheezing, you have
too much compression on it and it sounds like a valve opening and closing.
Compressors definitely color the sound and not always prettily.
It
looks like I’m running out of space for this month. Next installment we
will walk through the recording session with some tips on how to make the
work flow move faster as we move closer to the fun part of the project -
mixing
Part 3
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Check
hchappenings.com and musicoffice.com for more information and downloads
that will accompany this series. Greg Forest is author of, “The
Complete Music Business Office” published by Thomson publishing and the
Entertainment Source Library published by Mix Bookshelf, owner of The
Music Office and a former consultant to the Texas Music Association and
the Texas Office of Film and Music. He can be reached at The Music
Office, 830.896.0405. |
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