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Recording, Eq & FX Keywords
Recording, Eq & FX Keywords
MICROPHONES
Condenser microphones
• Wide, extended frequency response
• Detailed clear sound with good high-frequency
pickup
• Sensitive with good transient response
• Require battery or phantom power
• More fragile than dynamic mics – therefore
more suitable for recording than live applications
• High output so less gain required at mixer input generates less noise
(hiss)
Dynamic microhpones
• Rougher frequency response
• Good for high volume levels
• Poor transient response
• More robust than condenser mics. Will
withstand hotter/colder climates/humidity
• Lower output level requires higher gain at input.
• Less performer handling noise
NOTE:
Transient - The initial high-energy peak at the beginning of a waveform,
such as one caused by the percussive action of a pick or hammer hitting the
string, etc.
PICKUP PATTERNS
• Omni-directional – wide, flat frequency response
- good pickup of low to high frequencies
- will pick up room reverberation
- poor isolation unless very close to sound source
- not affected by Proximity Effect - In directional microphones, the
boost in the microphone's output for bass frequencies as the mic is
moved closer to the sound source.
• Cardioid family
- reject reverberation, background noise and spill (from other
AS Music Technology Unit 2
Recording, Processing & Mixing Keywords
instruments)
- better isolation
- good for stereo coincident or near-coincident miking.
- exhibit the proximity effect in relative level of bass frequencies
• Cardioid
• Super cardioid
• Hypercardioid
• Figure of eight
MICROPHONE CHOICE
For most multi-tracking application you would use close miking techniques.
VOCALS
Condenser most commonly used with a large diaphragm using a cardioid
pattern. Possibly try a dynamic microphone for a powerful male vocal with
large dynamic range. You have to watch out for exaggerated sibilance (over-
emphasis of ‘s’ and ‘sh’ sounds) and early reflections from flat surfaces. Use a
pop shield to reduce these unwanted “plosives”.
GUITARS
Electric – mic amp close to speaker, slightly off axis (to one side) with
dynamic microphone. If using two mics, you could experiment with a
condenser mic too, further away from the speaker to capture ambience. 30-
60cm away.
AS Music Technology Unit 2
Recording, Processing & Mixing Keywords
Acoustic – use condenser close to where the fingerboard joins the body – you
could experiment with more than one mic to capture different aspects, i.e. fret
noise. Usually between 30-60cm away.
Bass – usually D.I. (direct injection), though you could experiment with a
dynamic or condenser mic in front of a speaker.
DRUMS
Kick drum – cardioid dynamic mic in kick drum close to skin – AKG D112.
Snare – cardioid dynamic –Sure sm57 or sm58 – experiment with distance
to drum to achieve variable proximity effect.
Hi-hat – condenser – AKG C1000, watch for miking too close to the edge of
the Hi-hat where you will capture a huge ‘puff’ as Hi-hat is opened and closed.
Tom-toms – cardioid dynamic close to the edge – individually miked.
Cymbals – usually picked up with two cardioid condenser overhead mics
working as a stereo pair. AKG C1000, SE1a.
DYNAMIC PROCESSING
COMPRESSION
These behave like an automatic volume control, lowering the volume
whenever it rises above a certain level, called the threshold. By reducing the
highest parts of the signal, called peaks, a compressor raises the overall level
of the signal, increasing the perceived volume. This gives the signal more
focus by making the louder (foreground) parts stand out, while keeping the
softer background parts from becoming inaudible. Compression also tends to
make sounds tighter or punchier because transients are emphasized,
depending on attack and release settings, and because the maximum volume
is reached more swiftly.
Key parameters:
AS Music Technology Unit 2
Recording, Processing & Mixing Keywords
Threshold - Sets the threshold level—signals above this threshold value are
reduced in level.
Ratio—the ratio of signal reduction when the threshold is exceeded. It
normally ranges between 1:1 (which is read "one to one", and represents unity
gain, i.e., no attenuation at all) and 40:1 (forty to one). The ratios are
expressed in decibels, so that a ratio of, for instance, 6:1, means that a signal
exceeding the threshold by 6 dB will be attenuated down to 1 dB above the
threshold. Likewise, a 3:1 (three to one) ratio means that a signal exceeding
the threshold by 3 dB will be attenuated down to 1 dB.
Output gain - Since compression introduces attenuation, this can be
compensated by raising the output volume and in fact this control is often
referred to as "makeup gain", as it makes up for the compression-induced
attenuation.
Attack – Determines the amount of time it takes for the compressor to react
when the signal exceeds the threshold.
Release - Determines the amount of time it takes for the compressor to stop
reducing the signal after the signal level falls below the threshold.
LIMITING
Limiters (also called peak limiters) work in a similar way to compressors in
that they reduce the audio signal when it exceeds a set threshold. The
difference is that whereas a compressor gradually lowers signal levels that
exceed the threshold, a limiter quickly reduces any signal that is louder than
the threshold, to the threshold level. The main use of a limiter is to prevent
clipping while preserving the maximum overall signal level.
NOISE GATE
Whereas a compressor lowers the level when the signal is louder than the
threshold, a noise gate lowers the signal level whenever it falls below the
threshold. Louder sounds pass through unchanged, but softer sounds, such
as ambient noise or the decay of a sustained instrument, are cut off. Noise
gates are often used to eliminate low-level noise or hum from an audio signal.
EFFECTS PROCESSING
REVERB – There are quite a few different types of reverb. You can call
them reverb modes, or room types. Some of the more common types include;
Room, Hall, Chamber, Spring and Plate. In our age, we have access to
digital reverb simulators, which can simulate, quite realistically, all of these
programmed room or reverb modes.
AS Music Technology Unit 2
Recording, Processing & Mixing Keywords
DELAY – Delay effects store the input signal—and hold it for a short
time—before sending it to the effect input or output.
The held, and delayed, signal is repeated after a given time period, creating a
repeating echo effect. Each subsequent repeat is a little quieter than the
previous one. Most delays also allow you to feed a percentage of the delayed
signal back to the input. This can result in a subtle, chorus-like effect or
cascading, chaotic audio output.
The delay time can often be synchronized to the project tempo by matching
the grid resolution of the project, usually in note values or milliseconds.
You can use delays to double individual sounds to resemble a group of
instruments playing the same melody, to create echo effects, to place the
sound in a large “space”, to generate rhythmic effects, or to enhance the stereo
position of tracks in a mix.
Key Parameters:
Delay time: Sets the current delay time in milliseconds
Feedback: Determines the amount of delayed and filtered signal that is
routed back to the input. i.e. how many repeats are audible.
Mix (or wet/dry): The blend between untreated signal and delayed signal.
• In Rock’n’Roll slapback echo was a common feature, especially used
on guitars and vocals.
• Delay/echo is a common feature of dub reggae
AS Music Technology Unit 2
Recording, Processing & Mixing Keywords
• U2 guitarist the Edge has used tape delay as a feature of his style i.e.
Pride (In The Name of Love)