Once
you've received the files I send of the processed stereo drum
mix and un-processed mono drum files, you'll
have many choices on how to approach the final drum sound you would like
for your song. Whether you choose to use the stereo drum mix as your final
mix or re-mix the drum track from the mono files, here are just a few
ideas, tricks and options on how to make this process a little easier.
Using the
Stereo Drum Mix
The easiest and fastest way to hear the new drum track in your
song is by using the Stereo Drum Mix. If you like this mix but feel that
it could use some enhancement, here are ways to make this mix more suited
to your taste and save you the time of remixing the whole drum track from
scratch. For example, if you don't have enough kick drum in the stereo
mix, try using the mono file of the kick in conjunction with the stereo
mix. (Keep in mind that all of these files will be in line with each other
allowing easy augmentation of the stereo track). On the other hand, if
a drum or cymbal is too loud in the stereo drum mix, try phase reversing
the mono track that you would like to diminish and slowly add it into
the stereo drum mix until it starts to reduce in volume or "disappear".
If you feel that the
levels of the stereo mix are correct but that the track is just not cutting
through enough in your song, try adding EQ. Using somewhere between 10
- 12k seems to "brighten" a track in a very pleasant way. If
you want the drum mix to sound bigger, here's a great trick: start by
copying the stereo drum track mix onto another track and compress it pretty
hard. While the original (non-compressed) track is playing back, slowly
bring up the level of the heavily compressed stereo drum track mix under
the un-compressed mix. You'll end up using a combination of the original
stereo drum mix along with this heavily compressed signal for your master
mix for a huge sound.
Using
the Mono Files
Even
though mixing drums from mono files can seem like an incredibly difficult
task, it can be pretty simple if you follow a few quick steps. First,
if you've never done this before, work on getting the levels of the individual
tracks in the ballpark of where they should be in your mix.
Then, if something is not cutting through the way you would like it to,
concentrate on why. If you feel like an instrument does not have enough
high or low end, try cutting all the frequencies around the primary frequency
you are wishing to accentuate before tring to add EQ. It's a more natural
sounding way and will keep you from opening up a can of (audio) worms.
Before
going on, the first thing to realize is that "real", acoustic
drums are not like drum samples. When an individual drum
on a drumset is played, there are sympathetic vibrations that make every
other drum "ring" (especially the toms). The other thing to
understand is that "leakage" happens when there are several
different microphones on drumset. And just because a drum is "close
mic'd" doesn't mean that it will be the only thing you'll hear on
it's individual track. Most of these problems can be remedied from using
noise gates. But before we approach "cleaning up" this animal,
remember that the reason you're not using your loops, drum sequencing
or drum machine was because it sounded too sterile!
Noise
Gates
The question that I get asked most often regarding the use of noise gates
is, "what drums and cymbals do I use gates for?". The most common
applications for gates are on the toms, keeping them from ringing in your
track while they are not being played. But do not use this as an "end
all" rule. Sometimes, it sounds good to have them ring and to use
that sound rather than using reverb for a more organic sound.
When
using gates, especially on the toms, make sure to to have the attack be
as fast as possible to get the initial attack of the drum. The hold and
release can be set at your preference or whatever works best for the song.
Make sure that your threshold is not set too high and that you are not
"gating out" a tom hit that you wanted to be there. Sometimes
gating is not appropriate for tom fills that crescendo up as it will make
the first or second softer hits be inaudible. In this case, do not use
a gate but instead, cut right before and a few seconds after a tom hit
(for all tom hits in the song) and mute the rest. It will sound best to
use fades at the tail of the note to keep it sounding as natural as possible.
Compression
and Other Hints
Keep
in mind that getting the "punch" out of the kick, snare, and toms by using
compression is a great way to start out your drum mix. One
of the best hints I can give while mixing your drum tracki is to A and
B your drum mix to a professional drum mix from a popular song that you
are trying to emulate.
Mixing
Perspective - Drummer or Audience
Please note that the tracks that I send to you are labeled according to
the "drummer's perspective". This means that the "Left
Overhead" and the "Right Overhead" are labeled as to what
would be seen from behind the drum set. The "audience's perspective"
is just as it sounds - where tom fills go from right (high) to left (low)
except in the case of left handed drummers!
If
you prefer to have an "audience perspective" mix, make sure
to switch both the toms AND the overheads for a more defined sound.
Comparison,
Ear Breaks, etc.
You'll find that when mixing, if you have a song that you would
like to emulate it's drum sound or overall feel, keep that track muted
in your song project so you can compare or "A and B" it. And
make sure to take "ear breaks" - it's really easy to over "tweek"
your mix if you don't. Another really important suggestion is to listen
to your mix on different speakers - even if this means burning it onto
a CD and going out to your car or to your neighbor's house.
Drum
EQ and Effects Settings
Once
again, try to stay with the rule of cutting EQ before adding it. Below
are some EQ settings that I've acquired over the years that actually worked
at the time prior to using digital tape or with certain mixing boards
that I've done a lot of recording with. I've included them only because
they can be great for experimentation as well as to get an idea of which
frequencies need attention to bring out certain characteristics in a drum,
cymbal or percussion instrument.
PARAMETRIC
EQ SETTINGS - "Beefy
Kick and Snare"
K
I C K |
Parameter
|
Frequency |
Bandwidth
|
Boost
or Cut |
|
LOW |
35
Hz |
1/4
oct. |
+
10 to 15 db |
|
L-MID |
50
Hz |
1
oct. |
+
10 db |
|
H-
MID |
3.5
kHz |
1
oct. |
+
5 db |
|
HIGH |
8
kHz |
1
1/2 oct. |
+
14 db |
S
N A R E |
Parameter
|
Frequency |
Bandwidth
|
Boost
or Cut |
|
LOW |
150
- 200Hz |
1/2
oct. |
+
10 db |
|
L-MID |
500
Hz - 1k |
1/2
oct. |
-
10 to 15 db (clacky) |
|
H-
MID |
5
kHz |
1/2
oct. |
+ 2 db |
|
HIGH |
10 kHz |
4
oct. |
+
3 db |
GRAPHIC EQ SETTINGS
K
I C K |
Parameter
|
Frequency |
Boost
or Cut |
|
|
LOW |
180
Hz |
+
6 dB |
|
|
MID |
4.8
- 5k |
+
7 dB |
|
|
HI |
12k
|
+
6 dB |
|
S
N A R E |
Parameter
|
Frequency |
Boost
or Cut |
|
|
LOW |
460
Hz |
+
3 dB |
|
|
MID |
6k |
+
5 or 6 dB |
|
|
HI |
8.5k |
+
6 dB |
|
H
A T |
Parameter
|
Frequency |
Boost
or Cut |
|
|
LOW |
0 |
flat |
|
|
MID |
4
- 4.2k |
+
3 dB |
|
|
HI |
9.5k |
+
3 dB |
|
T
O M S |
Parameter
|
Frequency |
Boost
or Cut |
|
|
LOW |
420
Hz |
+
3 |
|
|
MID |
6k |
+
4 |
|
|
HI |
8
- 8.5k |
+
5 or 6 |
|
O
V E R - |
Parameter
|
Frequency |
Boost
or Cut |
|
H
E A D S |
LOW |
0 |
flat |
|
|
MID |
0 |
flat |
|
|
HI |
12K |
+2-3 |
|
PARAMETRIC
EQ SETTINGS
Yamaha Console
K
I C K - A
"... emphasizes the low range of the bass drum and the attack
created by the beater."
|
Parameter
|
Frequency |
Bandwidth
|
Boost
or Cut |
LOW |
99
Hz |
1.2
oct. |
+
3.5 db |
L-MID |
265
Hz |
1
oct. |
-
3.5 db |
H-MID |
1.05
kHz |
0.9
oct. |
0
db |
HIGH |
5.33
kHz |
shelf |
+
4.0 db |
K
I C K - B
"... creates a peak around 80 Hz, producing a tight stiff
sound."
|
Parameter
|
Frequency |
Bandwidth
|
Boost
or Cut |
LOW |
79
Hz |
1.4
oct. |
+
8.0 |
L-MID |
397
Hz |
4.5
oct. |
-
7.0 |
H-MID |
2.52
kHz |
2.2
oct. |
+6.0 |
HIGH |
12.6
kHz |
LPF |
ON |
S
N A R E - A
"... emphasizes snapping and rimshot sounds."
|
Parameter
|
Frequency |
Bandwidth
|
Boost
or Cut |
LOW |
132
Hz |
1.2
oct. |
-
0.5 |
L-MID |
1.0
kHz |
4.5 |
0 |
H-MID |
3.17
kHz |
0.1 |
+
3 |
HIGH |
5.04
kHz |
shelf |
+
4.5 |
S
N A R E - B
"... emphasizes the ranges of that classic rock snare sound."
|
Parameter
|
Frequency |
Bandwidth
|
Boost
or Cut |
LOW |
177
Hz |
shelf |
+
1.5 |
L-MID |
334
Hz |
1.0 |
-8.5 |
H-MID |
2.37
kHz |
0.7 |
+
2.5 |
HIGH |
4.0
kHz |
0.1 |
+
4.0 |
H
I - H A T
"... emphasizes the mid to high range."
|
Parameter
|
Frequency |
Bandwidth
|
Boost
or Cut |
LOW |
94
Hz |
shelf
|
-
4 |
L-MID |
420
Hz |
0.5 |
-
2.5 |
H-MID |
2.82
kHz |
1.0 |
+
1.0 |
HIGH |
7.55
kHz |
shelf |
+
0.5 |
T
O M - A
"... the attack of the tom-toms and creates a long leathery
decay."
|
Parameter
|
Frequency |
Bandwidth
|
Boost
or Cut |
LOW |
210
Hz |
1.4 |
+
2.0 |
L-MID |
667
Hz |
1.0 |
-
7.5 |
H-MID |
4.49
kHz |
1.2 |
+
2.0 |
HIGH |
6.35
kHz |
0.28 |
+
1.0 |
T
O M - B
"... this is a variation that emphasizes the mid and high
range."
|
Parameter
|
Frequency |
Bandwidth
|
Boost
or Cut |
LOW |
88
Hz |
shelf |
-
9.0 |
L-MID |
210
Hz |
4.5 |
+
1.5 |
H-MID |
5.33
kHz |
1.2 |
+
2.0 |
HIGH |
16.9
kHz |
shelf |
0 |
O
V E R H E A D S
"... emphasizes the attack of the cymbals, extending the
sparkling decay. "
|
Parameter
|
Frequency |
Bandwidth
|
Boost
or Cut |
LOW |
105
Hz |
shelf |
-
2 db |
L-MID |
420
Hz |
0.8 |
0.00 |
H-MID |
1.05
kHz |
0.9 |
0.00
|
HIGH |
13.4
kHz |
shelf
|
+
3.0 |
P
E R C U S S I O N
"... emphasizes the attack and clarifies the high range
of instruments, such as
shakers, cabasas, and congas."
|
Parameter
|
Frequency |
Bandwidth
|
Boost
or Cut |
LOW |
99Hz |
shelf |
-
4.5 |
L-MID |
397
Hz |
4.5 |
0.0 |
H-MID |
2.82
kHz |
0.56 |
+
2.0 |
HIGH |
16.9
kHz |
shelf |
0.0 |
Other
EQ suggestions
(from magazine articles, engineers, etc.) |
Kick
- One more small tip on drum recording. Everybody wants a perfect
kick drum, so try this: notch-out the 250Hz frequency down by
about 5dB. After notching, add some lows around 100Hz (but not
too much!), and some top-end around 4-6kHz.or, try sweeping the
range from 40 to about 90hZ with about 6dB of boost till you find
the fat bottom you want, then trim the boost to taste. Do the
same thing with the mid eq between 800 to 2500 Hz to find the
right beater click sound. Eliminate 1.5 - 2k. To get rid of boomy-ness,
low cut at 50Hz and below. Add at 6k for more attack. Boxy sound
is at 1500 - 2000 Hz
Snare
- 12k to keep crisp. -3db at 3k to get rid of boxiness. -3 to
5 db at 60Hz to get mud out.
Toms
- Articulation at 6k. Add 120Hz for well rounded sound. Pull out
3k. When toms are not cutting through a track with a lot of guitars,
try boosting at 3.5k |
EQ-ing
the snare reverb |
+5db
at 6k. -5db at 3k. +6db at 120Hz for big room sound - retaining
all attack and clarity. |
Expander - makes louder the thing that your trying to isolate.
Then use gates to complete sonic isolation. Use on kick and toms.
|
|
SOUND
CARD ISSUES |
This
section really has nothing to do with mixing or EQ'ing drums but
can get you out of a jam if you ever run into this problem:
PROBLEM
- a 44.1 kHz file that was recorded at a 48 kHz that is "running
slow" because of the wrong setting on a sound card.
FIX
- Open the file in your digital audio editor , (i.e. Sound Forge)
and 'speed' the file up by 1 semitone plus 46.7 cents.
That will speed up the file bringing it up to the proper pitch
of 44.1 kHz file. |
|
I
hope that you find these notes beneficial in your mixing. If you
are a client who has purchased Custom Drum Tracks from me, please
feel free to call me to discuss any questions that you might have.
Jim McCarty
626.791.4255
email contact
If you are
not a client but need help with your drum set mixing, please click
here for paid consultation. (My apologies, but I can't do
it for free anymore. Thank you for your understanding.) |
www.drum-tracks.com |
|