Chapter 5
Dynamics

Without Soft There Is No Loud

 

In music, the concept of dynamics refers to the difference between loud and soft. These differences propel the music. They provide tension, impact and release, reflection, melancholy or calm before the storm. At concerts, dynamics play a huge role, whether it’s dance or classical music. This is only possible because the circumstances lend themselves to it. It’s pretty quiet in a concert hall. In a room like that, a symphony orchestra can produce differences of up to 70 dB without the music becoming inaudible. Things can get a lot noisier during a club night or pop concert, but powerful sound systems make up for it. They allow for large level differences without anything getting lost in the murmur of the crowd.

This changes when you record one of these concerts. You won’t be listening to the recording under the same circumstances as the original performance. To keep your neighbors happy, you won’t dial up the volume of your living-room sound system to concert levels. And when you’re on the go listening through your earbuds, the level of the background noise compared to the music is a lot higher than it was in the concert hall. In other words, if you want to create a recording that a large audience can enjoy in many different situations, a smaller dynamic range will be available to you than during the original concert. The solution seems easy. Run your recording through a compressor and there you go: the dynamic range has been reduced. But of course, this will also diminish the musical function of the original dynamics, making the recording sound dull and flat. The trick is to manipulate the dynamics in such a way that they become smaller, without losing musical impact. You want to make the dynamics seem much larger than they really are. So how does this illusion work? The key is in the development of dynamics over time.

5.1 Dynamics versus Time

The word ‘dynamics’ can be used for the difference between two notes, but also between two sections of a song. In a piece of music, dynamics occur at a variety of timescales (see Figure 5.1), so if you want to manipulate dynamics, it’s a good idea to consider at which timescale you want to do this. And even more so, to decide which timescales you want to leave alone because they’re important for the musical development and impact. For example, if you want to reduce the level differences between a couple of notes with a compressor, it should work so fast that it attenuates the loud notes and leaves the weak ones alone. But besides decreasing the short dynamics between individual notes, compression does the same with the longer dynamics that exist between measures, phrases and sections. And these long dynamics are exactly what gives the music tension and development. Not surprisingly, mix engineers who specialize in ultra-compact pop music first use compressors to make sounds more dense, and then restore the overarching dynamics through fader automation. Adjusting the dynamics on a short timescale also affects the dynamics that occur at larger timescales. If you don’t do anything about this, compression can easily ruin the impact of your mix. The opposite is not true, because if you use a very slow-reacting compressor to bring a few vocal lines closer together, you’ll hardly change the dynamics between individual notes.

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Figure 5.1 Dynamics that occur at different time levels within a piece of music.

Compressor Basics

A compressor is nothing more than an automatic fader that turns the volume down when it exceeds a certain level. It’s mostly the detection circuit that determines the behavior and sonic character of a model. This circuit controls the ‘fader’ based on the characteristics of the incoming audio. The level at which a compressor is engaged is called the threshold. Sometimes this is a fixed point (hard knee), but often the compressor already starts working at a level below the threshold, increasing the amount of compression as the sound level gets higher (soft knee). The attack time controls how fast a compressor reacts to a signal that exceeds the threshold, and the release time is the speed at which the signal returns to the original level after compression. The ratio determines how severely a compressor intervenes when the threshold is exceeded. A ratio of 2:1 means that a note that exceeds the threshold by 6 dB is attenuated by 3 dB. A ratio of ∞:1 (combined with a very short attack time) means limiting: no signal is allowed to exceed the threshold. Finally, most compressors have a make-up gain control to compensate the loss of level they cause. In section 17.6 you’ll read more about how compressors work.

Categorizing dynamics in timescales makes it easier to understand what exactly you can influence with the attack and release settings on your compressor. For example, you often hear people talk about adding punch with a compressor. This might seem counterintuitive, because a compressor turns loud passages down, which is literally the opposite of adding punch. The secret lies in the fact that the first onset of a note, the transient or attack, is most important for the punch. So if you give a compressor a relatively slow attack time, it will influence the ratio between the onset and the sustain of a note. It allows the transient to pass before it starts to turn down the sustain. As a result, the sound will have proportionally more attack: more punch.

You then use the release time to determine the character of the sustain of the notes. An extremely short release time will make the effect of the compression too small, so it won’t add a lot of extra punch. A short release time will bring the last part of a note’s sustain back to its original level. Within the course of a note, you can hear the compressor bring the level down and back up again: a distinctive sound that’s often described as ‘pumping.’ An average release time will make sure the compressor’s level is up just in time to let the onset of the next note pass before it brings the level back down. If you want the compressor’s effect to be as transparent as possible, this is the best setting. The ideal value of this setting depends on the note density and tempo (see Figure 5.2). With a long release time, the compressor is always too late to let the next note pass, as it’s still busy compressing the previous one. Such a release time gets in the way of the music’s rhythm and ruins the groove. However, this is only the case if you’re using the compressor to add punch. If you don’t intend to change the sound of the onsets of individual notes, you can let the compressor respond to the average energy of entire musical passages. In that case, a long release time won’t be a problem at all. For example, in vocals the dynamic arcs can get quite long, so if you want to manipulate these with a compressor, it’s a good thing to have a release time of a couple of notes long. This will prevent you from evening out the course of the arc, as the compressor will ‘see’ the arc as one unit.

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Figure 5.2 Two compressors, both with a slow attack and release time, manipulate the same measure of music. The threshold is set in such a way that every coinciding kick and bass note triggers the compression. Both compressors have the same slow attack time, so they let the musical center of gravity pass before they intervene. The sound difference is in the shape of the release curve. Compressor 1 has a very gradual release that can sound sluggish, and in this case it means that only the first beat of the measure and the fourth eighth note are emphasized. Compressor 2 initially has a relatively fast release that gradually becomes slower. Sonically, this can be perceived as punchy, and in this case all centers of gravity are emphasized, also the one on the second beat.

5.2 Technical and Musical Dynamics

In theory, you could perform all the compressor’s functions yourself through the automation of fader movements. The downside is that you’ll need to reserve a few extra days for some mixes, but there’s also one big upside, because you’ll be using the most musical, most advanced detector to control the compression: your own ears. Setting a compressor to make it react in a musical way isn’t easy. In this case, ‘musical’ means that it reacts to dynamics just like the average listener’s auditory system does. The auditory system has a number of unique features, because besides varying by frequency, our perception of loudness is time-dependent as well. And of course this last aspect is very important when setting a compressor.

If you stand next to a decibel meter and you clap your hands loudly, the meter can easily show 110 dBSPL. But if you then try to match this sound level by screaming, you really have to make an effort. The primal scream that finally manages to reach 110 dB feels much louder than the handclap you started with. This is because the length of a sound plays a major role in our perception of loudness: we perceive short bursts as less loud than long sounds. So if you want a compressor to ‘hear’ things like we do, you’ll have to make it less sensitive to short peaks. Fortunately, this is easy to achieve by setting a long attack time, but to many beginners this seems counterintuitive. This is because they think compressors are meant to cut peaks, so you can make sounds louder in the mix without the stereo bus clipping. Although you can definitely use compressors for this purpose, in the end this approach will result in weak-sounding mixes.

It’s very important to realize that compressors are meant to change musical proportions, and that this has nothing to do with peak levels. Musical proportions are in the ‘body’ of the notes, and hardly in the transients. When you start cutting transient levels, you’re changing the technical dynamics: the peak level indicated by the meter. A good limiter will do this virtually inaudibly (within a limited range), while it doesn’t change the musical proportions at all. This is exactly why a limiter is so uninteresting as a mixing tool: it doesn’t affect the proportions, especially if it has adaptive release. So if you’re not aiming for effects like boosting the reflections in room microphone tracks or solving specific problems with excessively sharp transients, you’re better off with a compressor that leaves the peaks alone. You want to control the musical, not the technical dynamics.

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Figure 5.3 Three compressors are set at ratio 3:1, with an attack of 30 ms (according to the front panel), and 6 dB gain reduction. After the onset of the test signal, the SSL and API react as expected, and after 30 ms most of the level reduction is over. The RND seems ten times as fast, but it also takes 30 ms for it to reach its final level reduction. This is not a subtle difference in sound! As you can see, the compressors all have different fade-out curves right after the attack. This is an important part of their sound.

In the old days, it was a matter of course that a compressor didn’t respond to extremely short peaks, as the electronics simply couldn’t keep up. However, in this age of plugins it has become a conscious choice to set the attack time long enough. Keep in mind that there’s no fixed standard for specifying the attack time, so always use your ears and don’t look at the numbers (see Figure 5.3). When you turn the attack knob from the shortest to the longest setting, you’ll automatically hear the character of the compression change. From overeager and stifling to a more open sound, and then to the point where the dynamics don’t really change anymore because the compressor reacts too late.

5.3 Using Compressors

Compression has a reputation of being a miracle cure that can instantly give music more impact, loudness, consistency, tension and who knows what else. But if you’re not careful, it will make the music small, dull, boring and one-dimensional instead. The difference between this sonic heaven and hell is often in minuscule setting changes. It’s enough to make you nervous: one wrong turn of a compressor knob and the sound collapses like jelly. You get confused, start turning the knobs even more, and slowly you forget how good the source instrument initially sounded, and how little you wanted to change it at first. Your reference is sinking further and further, and it’s not until the next day that you notice how much you’ve been stifling the mix with your well-intended interventions.

Hear What You’re Doing

The only way to avoid straying from the direction you wanted to go with your mix is to thoroughly compare if your manipulations actually make things better. Based on this comparison, you decide if the pros outweigh the cons (every manipulation has its drawbacks!) and if you need to refine anything. But making a good comparison is easier said than done. Just conduct the following experiment: tell an unsuspecting listener about a new processor you’ve used to give your latest mix more impact. To demonstrate its quality, you prepare the same mix on two different tracks, titled ‘A’ and ‘B.’ You don’t say that the only difference between the two is that you’ve made mix B 0.3 dB louder than A. Then you proudly switch back and forth between the two mixes, while you ask the listener to describe the differences. Chances are that the test subject will hear non-existent differences in dynamics, frequency spectrum, depth and stereo image. Due to the slight loudness difference between the two mixes, you can’t objectively compare them anymore.

Because of this, the most important thing when setting a compressor is using the make-up gain parameter. This will allow you to compensate for the loss in loudness caused by the compressor, so you’ll keep the audible loudness difference to a minimum when you switch the compressor in and out of the signal path. Still, this is easier said than done, because a compressor—unlike an equalizer, for example—doesn’t cause a static difference in loudness, but changes it with time. Since it’s not possible to constantly compensate for the varying level change—which would ultimately undo the compression, should you succeed—it’s best to set the make-up gain by gut feeling. Try to give the sound the same place in the mix, whether the compressor is on or off. If you have doubts about the amount of make-up gain, it’s better to use a bit less. This way, you’re less likely to think the compressor has a positive effect, and it makes you work harder to really find the optimal setting.

The final hurdle for the objectivity of our before/after comparison is time-related as well. Because the effect of a compressor is so variable, it’s hard to assess its impact by switching it in and out during playback. The effect of the compressor on the line right after you turn it on isn’t necessarily the same as it would have been on the preceding line. You can’t predict the effect of a compressor on the entire song based on an instant comparison, like you can with the effect of an equalizer. Therefore, it’s important to listen to a section of the song that’s representative of its overall dynamics, both with and without compression. Only then you can assess how the compressor affects your perception of the dynamics, and whether this is an improvement.

How Much Compression?

Compression can help to keep the lows in check and make sure the mix still sounds full at a low listening level. But if you go too far, the low end will lose all its impact, because getting rid of all the peaks means throwing out the punch as well. You can easily check how much compression you need: at a high level, there should be enough punch, but when you turn the level down you should still be able to hear the lows. If you don’t feel enough punch, you’re using too much compression, or your attack times are too fast and your ratios too high. But if the low end disappears when you turn the music down, you’ll need more compression, possibly with faster attack times and higher ratios.

There are compressors that automatically adjust their make-up gain to the amount of compression, which would facilitate equal-loudness comparisons. However, I’ve never heard this work well in practice, and although it can provide a good starting point, you can’t trust it completely. Your own ears are a much more reliable tool for estimating loudness differences. Besides this, the meters that display the amount of compression (gain reduction) aren’t the best guides to base the amount of make-up gain on. These meters can give you a rough indication of what’s going on in terms of compression, but they hardly tell you anything about the sound. In fast compressors that use VU meters (or a digital simulation of these) to display gain reduction, peaks can already be significantly compressed before there’s any deflection on the meter. This is because the meter reacts too slowly to display the compression. Conversely, the gain reduction meters in digital limiters (which only block peaks) can react very strongly, while the peaks hardly mean anything in terms of perceived loudness. So remember to only trust your ears!

Zooming In

Compression is often used to solve a specific problem. For example, a vocal recording contains loud bursts that suddenly stick out sharply, which makes it hard to position the vocals in the mix. You can solve this by setting the compressor in such a way that it mainly blocks these annoying peaks and leaves the rest alone. This can be tricky, for example when the vocalist sings a low line in the verse that contains a relatively large amount of energy, but that doesn’t go off the map in terms of dynamics. The compressor doesn’t see any difference between a low note that feels balanced, and an equally intense high note that you perceive as piercing and too loud. Because of this, you sometimes need to lend the compressor a hand, by exaggerating the problem it has to solve.

Many compressors have a built-in sidechain filter, or the option of patching a processor of choice in the sidechain. This way, you can filter the signal used by the compressor for its detection (not the signal it’s processing). In the example of the vocal recording, you could boost the 2 kHz range in the sidechain of the compressor. This will make the compressor perceive the piercing high notes in the vocals as much louder than they really are, so it will apply more compression to these bursts. With the filter, you increase the level difference between the peaks and the rest of the signal, which makes it easier to only apply compression to the bursts and not to the low vocal line in the verse. This method can also be used to turn a compressor into a de-esser. If there’s no need for very extreme corrections, such a (broadband) de-esser can sound more transparent than a de-esser that uses dynamic filters.

Sidechain filters can also be used to make a compressor respond to loudness more like our ears do. Not a bad idea, since you usually need a compressor to balance sounds based on human auditory perception, not on how they look on the meter. At an average listening level, our ears are less sensitive to low frequencies than to midrange frequencies. With a sidechain filter, you can give a compressor the same frequency dependence. Of course, it won’t work exactly the same way—as the hearing curve depends on the sound pressure—but its overall shape is still a usable reference. Many compressors have a high-pass filter in their sidechain, which can be very useful here. Thanks to this filter, the low frequencies that sound comparatively weaker to our ears will also have a relatively smaller share of the overall sound level detected by the compressor (see Figure 5.4).

Serial Compression

Compressors come in many flavors. In section 17.6, I’ll discuss many different compressor types and their strengths and weaknesses. In practice, you’ll often need to solve complex problems that require more than just the strengths of one specific compressor. What you want to avoid at all times is using a compressor outside its ‘comfort zone.’ Outside that zone, the compressor will have too many negative effects on the sound, the most common of which are ‘pumping,’ ‘clogging’ and distorting.

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Figure 5.4 From the ear’s response you can derive a filter curve for the sidechain of a compressor, which will make it respond to loudness in a way similar to how we perceive it. Sometimes it can be useful to not manipulate the sidechain signal with EQ, but the audio signal itself. For example, if a vocal recording contains loud popping sounds, it’s better to filter off some lows before you run it through a compressor. If you do it the other way around, every single pop will push the compressor into maximum gain reduction, because it detects a high peak. In other cases, it’s recommended to first compress and then EQ, especially if you’ve already found the right dynamics for a sound with the compressor, but you still want to refine its place in the mix with EQ. In that case you want to avoid changing the dynamics again with every single EQ adjustment you make.

Because of this, it’s sometimes better to break complex problems down into sub-problems and start tackling them one by one. An example: a recording of a plucked double bass contains large differences in dynamics between notes, plus there are extreme peaks on some of the plucks. Instead of using one compressor to solve both problems, you let two different compressors work in their own comfort zone. First, one compressor takes care of the peaks with a fast attack, fast release and high ratio. Now the peaks won’t affect the second compressor anymore, which balances the average energy between the notes with a lower threshold and a much longer release time.

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Figure 5.5 A soft knee response made up of three serial compressors with increasing ratios and timing.

Mastering compressors by Weiss and Massenburg use this principle to tackle complex signals transparently. They consist of three compression sections in series, of which the first one has the lowest threshold, lowest ratio and slowest timing. The next two both take it a step further with a higher ratio and faster timing, but with increasingly high thresholds. This system can be seen as soft knee with a complex response (see Figure 5.5).

Parallel Compression

Another way to combine the advantages of different compressors is to connect them in parallel. For example, you can use aux-sends to run a vocal recording through three compressors: a fast compressor to make the voice sound clear and up-front, an optical compressor to make it warm and smooth, and an aggressive compressor as a special effect. The three compressed sounds return to the mix on three different channels, which you can then balance any way you want. A bit more to the front? More of compressor number one. Too flat? More of number two. Too polite? Boost the third one. This is a very intuitive process, and you can even use automation to adjust the compressor balance to the different sections of a song! Keep in mind that if you work digitally, the latency of the compressors must be properly corrected. If not, a parallel setup like this can cause some pretty annoying phase problems (see sections 7.1 and 13.3).

Of course, besides the compressed signals, you can also add the original signal to the mix. Some compressors come with a wet/dry control, but you can easily use an aux-send for this purpose as well. This is what is usually meant by parallel compression, and it’s the ideal way to make certain details of an instrument come out without making it sound flat. For example, some compressors won’t really sound interesting unless you ‘hit’ them pretty hard, and to prevent the sound from becoming too flat, you just mix in a decent amount of dry signal again. The effect of this is that the peaks in the original signal remain largely intact, while the signal unaffected by the compressor is boosted in terms of intensity (see Figure 5.6).

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Figure 5.6 The effect of parallel compression: the peaks of the processed signal (orange) are still virtually identical to those of the original (yellow), but the information in between is boosted.

Making Connections

As a rule, individual instruments or samples will sound more connected if they have a joint influence on the sound image. Shared acoustics can act as a binding agent, but bus compression can contribute to this as well. Bus compression means sending a number of instruments to the same bus and putting a compressor on it. This can be the entire mix, or a select group of instruments that have to blend together more. Think of all the individual drum microphones, the drums and the bass, all legato parts, all parts that play on the beat, or any other combination.

If an instrument is relatively loud, it affects the overall compression, and therefore your perception of the softer elements as well. This makes for a much more exciting and consistent mix, in which everything affects everything else. Because of this, compression on groups of instruments is just as useful as compression on individual elements. The rule of thumb that usually works is that problems should be fixed by focusing on individual elements, but if you want to create consistency and compactness, it’s often better to do this in groups. Chapter 12 will elaborate on the use of bus compression.

5.4 Reducing Masking with Compression

When two instruments play together, they sound different than when you hear them separately. Parts of one sound drown out parts of the other sound, and vice versa. This simultaneous masking takes place as soon as a relatively weak part of one sound falls within the so-called mask of a relatively loud sound (see Figure 5.7). But it goes even further than that, because to a lesser extent, the masking already occurs right before (about 20 ms) and after (about 200 ms) the louder sound is played. This is called temporal masking. The closer together two sounds are in terms of loudness, the less they mask each other. And the more the sounds vary in terms of frequency composition and localization, the less they clash. Therefore, it rarely happens that a sound is completely inaudible in the mix, but in certain frequency ranges it can be pushed away entirely. Especially broadband sounds (which cover the full width of the frequency spectrum) and sounds that play long notes or whose notes trail (and therefore have a lot of overlap with other sounds) tend to drown out other sounds. Arena-sized drums and distorted guitars or synthesizers are notorious culprits when it comes to this. If all these instruments didn’t play at exactly the same time, things would be a lot easier. But rock is not the same as ska, so you’ll have to think of another way to solve this problem.

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Figure 5.7 You’ll remember this figure from the previous chapter: a loud tone creates a mask, making the other tones within this mask inaudible. In this chapter, the same problem is solved with compression instead of EQ.

Dividing the Beat

Drums in particular are often played at the same time as other instruments, potentially causing them to mask a lot of each other’s detail. Simultaneous masking like this can be reduced by making these sounds less simultaneous. Of course, you don’t do this by shifting the drums and the other instruments away from each other, so they don’t play at the same time anymore. But what you can do is divide a beat in several time zones, each dominated by a different instrument. For example, the first zone can be dominated by the attack of the drum sound, after which the guitars and then the bass take over, followed by the sustain of the drums, until finally the sustain of the guitar reappears: all of this within the 50 to 100 ms of a beat.

The nice thing about this concept is that you’re less dependent on instruments that continuously dominate certain frequency zones, which happens if you use a lot of EQ to give sounds a particular place in the mix. Thanks to the different time zones, instruments that occupy the same frequency range can become more interlocked. This will make your mix much more robust when it’s translated to other speaker systems, because in the midrange that’s so important for this translation, all the instruments can now have a dominating presence, just not at the exact same time.

A Compressor per Place in the Beat

A system of time zones per musical beat is easy to explain, but how do you get something like this to work? The trick is to have compressors attenuate the parts of a sound that you want to reserve for other sounds. Take the drums, for instance. You want to emphasize the initial attack, and a bit later some of the sustain. By using a compressor with a slow attack and an average release, the part of the drums right after the first hit is attenuated. This leaves some room in the mix, mainly for the electric guitar. Usually you don’t even have to manipulate the electric guitar for this, because its transients are already a lot slower (and less sharp) than those of the drums. But if you compress the guitar with a slow attack and release and a very low ratio, this will emphasize the guitar’s sustain, so it can fill the gap after the drums have faded away. Next, you can run the bass through the same compressor as the drums, so it will be most strongly audible when the kick drum doesn’t play. It’s thanks to these mechanisms that compression is such a major factor in your perception of rhythm and such a useful tool for giving sounds a place in the whole.

You might think this type of compression affects the drums too much or makes them sound unnatural, but surprisingly this is not the case. Especially if you use the compressed signal parallel to the original, it can sound very natural and work like a zoom-in function. In the mix, the drums will sound more like they do when you listen to them on solo without compression. Why is this? Due to the Haas effect you don’t perceive every reflection as an individual sound source (you can read more about this in section 7.2), and as a result the time range just after the first hit of the drum is not so important for your perception of the drum’s sound. In a way, your ear combines it with the first hit. It’s not until much later that you perceive the acoustics around the drum again, which determine a great deal of the sound. So the middle time range of a drum hit might not contribute much to your perception of the drum, but it still takes up space in your mix. It’s a relatively loud and long-lasting part of the drum hit, so it will get in the way of other instruments playing at the same time. You may not notice anything about the drum sound itself, but your mix isn’t working out the way you wanted: all the energy and power seems to be blocked because you’re wasting too much space. Compression can help to attenuate the part of the drums that doesn’t contribute much to their size and power, but that does take up a lot of space. As a result, your perception of the drums in a busy mix can be more similar to how they sounded in the recording room.

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Figure 5.8 Compression can help with the temporal redistribution (envelope shaping) of different parts playing the same beat (A). This way, they will give each other more space without the need for EQ (B).

Too Flat?

The drawback of using compression as an envelope shaper is that it affects the dynamics of the sound. A popular way to keep this effect within limits is by applying heavy compression to some drum microphones while leaving others unprocessed, so you still have some dynamics left. You could see this as a form of parallel compression. However, even this can be too much sometimes. When sounds already have a lot of density— like distorted guitars—the tiniest bit of compression can make them lose their definition and squash them into a tiring mush of sound. In that case, it’s better to manipulate the envelope in different ways. For example, recording the guitars on an analog recorder with a low tape speed will smooth the peaks in a way that won’t make the guitars as flat and swampy as compression does. And a transient designer (which can change the level of the attack and sustain part of a sound, independently of the signal level) will serve this purpose as well.

Denser Music Requires More Compression

The busier a mix gets, the less room you’ll have for dynamics. When many instruments are playing at the same time, there’s no room for one of these instruments to play much softer than the rest and still be audible. And on the upper half of the dynamics scale, there’s not much space either: if one instrument suddenly gets very loud, it can get in the way of five other instruments and make a grand arrangement sound small. The higher the density of the notes, the higher the tempo, and the more instruments there are in a mix, the more compression you need to make them work together. Sounds can’t get too loud or too soft if you want to maintain a working balance.

Too Good?

In music that was made on a grid, there’s a risk that the parts are so perfectly aligned that their individual character is barely audible anymore. Transients are the biggest giveaways of sound sources. You can see them as tiny attention grabbers that briefly announce a new instrument. If the transients of simultaneously played instruments are easy to distinguish from each other, the instruments themselves are likely to be distinguishable as well. You can create distinctions through the use of panning and timbre, but if the transients all occur at the exact same moment, it will be very hard to tell them apart.

In this case, the compression method I previously discussed can’t make enough of a difference. With music played by humans you won’t have this problem, because even though there are insanely great musicians out there, they’re definitely not robots. Their interpretation of the part they play—by delaying or advancing certain notes—can even give it a comfortable place in the overall groove. However, with loops or other quantized material this doesn’t happen automatically, and sometimes it can be worthwhile to move the timing of the parts around a bit (see Figure 5.9). Running an instrument through a distinctly sluggish compressor with a fast attack can also help to set it apart from the rest. You can take this concept pretty far, as long as you end up with one well-defined, strong transient (usually the drums) taking the lead. In arrangements that sound a bit messy, I often solve the problem by choosing the most stable instrument to lead the rhythm, and making the others less important by attenuating their transients with compression, EQ, reverb and tape saturation. Or by shifting the messy part a bit backward in time, because your perception of timing is usually based one the first transient you hear, so that’s the most important one.

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Figure 5.9 Parts don’t need to line up exactly, as long as you give the listener a clear reference of where the center of gravity of the beat should be. ‘Unquantizing’—moving tight loops slightly out of sync with each other— like in example B, can bring stacked parts to life, because it will be easier for your ear to distinguish them afterwards.

Perspective Masking

Masking is an easily recognizable problem: you hear entire instruments disappear. Once you’ve detected it—and with a certain degree of skill— you can usually avoid it quite well through the use of balance, EQ and compression. It gets harder when the problem is less easy to recognize. Just imagine the concept you’re trying to achieve with your mix. This is the creation of a world of sound that you connect to as a listener. In this world, you’re mainly focused on the foreground, but all the surrounding elements together make it into a whole with a certain meaning. You maintain this illusion by having all the parts of the world relate to each other in certain proportions. Together, they form an image with perspective: their mutual proportions give the image meaning. A mix with a foregrounded bass drum and vocals lurking in the depths will have a very different meaning than a mix in which you make the vocals jump at you, while they’re being supported by the same bass drum. The way in which you design this image is completely up to you, but the pitfall is the same for every mix. If the foreground of the image moves around too much, the meaning of the rest of the world is constantly changing. As a result, you can’t connect to the whole as a listener. You need a consistent foreground to guide you through the world (see Figure 5.10).

Assessing Compression

Our ears don’t perceive transients as loud because of their short duration. This makes it difficult to hear how they relate to the longer sounds in a mix, which are easier to assess in terms of loudness. A good balance between these two is very important, because transients provide a lot of detail, depth and clarity to the mix. Not enough transients and those features will be lost; too many transients and the sound image loses calmness, strength and consistency. It’s easy to reduce transients using compression or limiting, that’s not the problem. But the trick is to decide how far you can go with this. Too much compression can make a mix dull, because the transients can’t rise above the longer sounds anymore. If you then use EQ to compensate this, the longer sounds will become too bright and loud before the mix can sound clear again. When you assess transients, it can be helpful to vary the monitoring level. Listening at a high level for a short time can help you to feel if there’s enough punch, without the sound image becoming harsh (to check if you haven’t used too much compression), while listening at a low level can help you to hear if there’s still enough detail (to check if you’ve used enough compression).

This kind of perspective masking—in which one inconsistent element distorts the perspective of the whole—lasts a lot longer than the ‘normal’ masking that has been extensively studied scientifically. This time, it’s not about the inability of the ear to distinguish different sounds, but about the image of the music that you create in your head. If this image is disrupted, it can sometimes take minutes before you get used to it again. Especially long, sustained sounds with a lot of energy in the range your ears are most sensitive to (like vocals or loud cymbals) can disconnect you from the rest of the music.

Fortunately, compression is a perfect tool to prevent this. Because if there’s anything a compressor does well, it’s keeping things within limits. However, the compressor does have to ‘realize’ how the foreground is made up. For example, bass frequencies are less important there, but the range between 2 and 5 kHz all the more. Through sidechain filtering or even multiband compression, you can keep everything in this range within clearly defined limits, so you’ll never be pushed away too far as a listener.

fig5_10.tif

Figure 5.10 Perspective masking in music. If the foreground isn’t consistently present, the meaning of the overall image distorts, just like it would in a photo.

5.5 Dynamics and Loudness

Loudness is a powerful musical tool: if something is—or appears to be— loud, it will quickly have an impact. But whether a production will also be loud when it’s played by the end user is usually not up to the engineer, since you can’t control the listener’s volume. What you can do is try to make the production seem loud by manipulating the perceptual loudness. The nice thing about perceptual loudness is that it works at low listening levels as well. This is why the average metal album also comes across as loud and aggressive at a whisper level.

A perceptually loud mix starts at the source, with instruments that are played with energy (and with the right timing), and whose energy is captured in the recording. From there, you can start emphasizing this energy in your mix, so the result will seem to burst from your speakers. The most important factor in this is the frequency balance. Your ears are most sensitive to (high) midrange frequencies, so this range is best suited for creating the impression of loudness. But it’s a thin line between loud and harsh. If the music has a lot of long sounds in the high midrange— like cymbals, extreme distortion or high vocals—it will easily become too much. The trick is to find out exactly where the limit is, which sometimes means you have to attenuate a very specific resonance first, before you can emphasize the entire high midrange. Sometimes a bit of expansion can help: you add some more attack in the midrange, but you leave the longer sounds alone.

By partly blocking the sharpest peaks, compression can help to prevent harshness, while increasing the density of the sound. A small amount of distortion—for example tape or tube saturation—can also contribute to a sense of loudness. It adds some texture to the sound, a mechanism that’s very similar to what happens when a musician plays or sings louder: guitar strings, speakers, drum heads and vocal cords generate more overtones when they have to work harder. They can’t stretch any further, and as a result the peaks of the signal are rounded off. This is called acoustic distortion.

The paradox of arrangements that are meant to make a loud impression is that they’re often filled with extra parts and bombastic reverb to make everything seem as grand and intense as possible, but that all these extras cost a lot of energy. So, in terms of absolute loudness, your mix of such an arrangement usually loses out to a small acoustic song. Perceptually it is louder, but in the acoustic song the vocal level can be much higher, because there’s less getting in the way. That’s why it’s so pointless to try to make the average trance production equally loud (in absolute terms) as the average hip-hop production. It’s an almost impossible challenge that can even prove counterproductive, because at some point the perceptual loudness will start to go down as you turn up the absolute loudness. The punch and power of the music will be lost, and these are the main things that contribute to the feeling of loudness.

If you feel that you can’t make a mix loud enough without pushing your system into overdrive, you usually have an arrangement or (frequency) balance problem. An efficient use of the available energy is the key to creating a loud mix with impact. This means wasting nothing on pointless extra parts, on sounds that are partly out of phase or that take up too much stereo width, or on frequency ranges with no clear musical function. In the end, that’s the sign of a well-defined mix: when every element is there for a reason.

Limiting

You might have noticed that in this chapter on dynamics—and even in this section on loudness—hardly a word is devoted to the subject of limiting. That’s because of all the equipment in a studio, limiters are the least interesting when it comes to manipulating musical proportions. Limiters curb the peaks of a signal, and they’re designed to do their job as inconspicuously as possible. Ideally, you can’t perceive the difference before and after limiting. Therefore, it’s usually not a very interesting process if you want to improve something audibly, and contrary to popular belief it’s not a good tool for generating loudness either. Limiting can increase the absolute loudness of a sound: by attenuating the peaks, you can make everything louder without exceeding the boundaries of the medium you use. But absolute loudness says nothing about the perceived musical loudness of a song (a drum-and-bass track will feel louder than the average ballad, for instance), only about the amount of energy that you fire at the listener.

Limiting Basics

A limiter works like a compressor with a ratio of ∞:1 and a very short attack time. As a result, it will never let a peak exceed the chosen ‘ceiling.’ But this sounds easier than it is. A very short attack time means that, at the moment the limiter is engaged, it cuts the signal so fast that it can create sharp edges (see Figure 5.11). These sharp edges are distortion, and on some signals (like vocals or other long sounds) this can sound very annoying. The solution is to set the timing a bit slower, and have the limiter ‘look into the future’ with a buffer (look-ahead), so it will still be in time to block the peaks. But this results in audible ‘pumping,’ plus the transients will feel much weaker.

Look-ahead can work well for sounds that distort easily, but short peaks like drum hits sometimes sound better when you simply cut them off completely (clipping). This process has its limits, because beyond a certain point you’ll clearly hear a crackling distortion that makes the entire mix tiresome to listen to. But if you use it in moderation, it can sound more transparent than limiting, because it doesn’t introduce any timing effects (pumping). Some limiters combine both methods (a clipper for short peaks and a look-ahead limiter with a slow timing for long peaks) to reach the best compromise. But often the very best compromise is simply not to use so much limiting.

fig5_11.tif

Figure 5.11 The pros and cons of different types of peak limiting. In practice, the original signal largely determines what the ‘least bad’ method is. For example, if there are a lot of short peaks, clipping sometimes sounds better than look-ahead limiting.

In mixing, limiting is mainly interesting as a problem solver. For example, if you want to add a piano that’s recorded so close to the hammers that every note starts with a loud click, limiting can help to better balance the sound. The same goes for tambourines, congas and other sharp-sounding percussion. The limiter can attenuate the transients, which can almost sound as if you’re moving the microphone further back. Some limiters add a certain character to the sound when you crank them up: they can distort the sound or change the envelope in an interesting way. These kinds of side effects can be used as a creative tool, and in this role limiters can be musically useful. In section 14.4 you’ll find more about loudness, limiting, and the considerations that come with it.

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