Creating "space"

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Monkey23
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2009/11/09 22:43:29 (permalink)

Creating "space"

I've asked this question before (or a facsimile of) and have gotten great help but am still not understanding quite what I'm doing wrong (probably not asking the right questions). So, I'll try again:
 
The problem I'm having is creating a realistic space or atmosphere if you will, by using reverb. Most of my mixes sound fairly decent overall but are severely lacking in this one area. My instruments are way too "upfront" compared to most commercial releases. When I try to bring certain instruments down (to give distance), they just kind of disappear or become "lost" in the mix. If I add more reverb, they are still too "upfront" sounding but this time there is apparent reverb tails (short or long ones) hanging off the end of each notes.
Whether I'm listening to pop or jazz recordings, or film score type material, everything has a space or atmosphere and can sound fairly "distant" without the reverb being too apparent. A piano (for example) can sound 10 feet or 50 feet away and still not sound like it's washed in reverb. How do you achieve that? I'm assuming most instruments nowadays are close-mic'd and have reverb applied to them afterward to achieve this, but I don't know how.
Any suggestions? Does the "Post/Pre" selection have anything to do with it? Please help.
 
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    gamblerschoice
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    Re:Creating "space" 2009/11/10 00:53:20 (permalink)
    The creation of "space" is more than just the reverb. It is also panning, volume, selective compression and eq. But, your assumption that the reverb settings can have an affect is for the most part correct.

    It has a lot to do with early reflections, using busses to group instruments to get a similar reverb effect for that group, matching those groups to ones that have a deeper reflected sound, stuff like that.

    I am not an engineer, and there are people here who are. They could probably define the process with numbers and equations, all I can do is work with my ears. So, I really can't offer much useful advise other than you might want to do some research. If you searched the .net for other recording sites you might find discussions that detail this, or maybe a search on this forum would produce some results.

    For me, I have a hard time explaining what I do with my tools to some one else. Its not that I don't want to, I just don't have the book knowledge to properly describe my processes. If you don't get any help here, try blocking out a good two or three hours, do an indepth search, and you'll probably find more information than you can handle

    Good luck

    Later
    Albert

    http://www.showcaseyourmusic.com/lothlorienfantasy
    http://www.gamblerschoice.us/



    He's a walking contradiction,
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    #2
    Guitarhacker
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    Re:Creating "space" 2009/11/10 10:06:34 (permalink)
    I haven't listened to your mixes recently so I have no reference point to start with.....

    So...let me say this. Gambler's first paragraph is good stuff.

    One thing I noticed in my own mixes. I use a "normal" country/rock band's instrumentation.... bass, drums, a couple of guitars, piano, steel, sax, strings, dobro, fiddle, and other stuff as needed. Having all these instruments in a mix is at times a challenge. Because they all need their space or else, before too long, the mix is so cluttered and muddied up, you can not distinguish one instrument from another.  Reverb only compounds the problem.

    I had a "light bulb moment" one day when listening to the radio. My mixes have never been the same since.

    Here's what I do...and it seems so stupidly simple and obvious...... because it is.

    I mix bass and drums first. They are the foundation of the music. The piano, and guitars,  are normally panned off center one way or the other.... but here's the key... they are not in the mix the entire time. I use the volume envelopes to bring them instruments in and out smoothly. The solo instruments ONLY show up for their solo or fill. When something is soloing the background rythem guitar or key board is pulled down several DB to give the solo more room. At times the pads and strings will be leveled to zero..and the result is a wide open sound. Especially in a verse. I want it clean.... because in my genre (country) the vox is the star of the song..... everything else...fiddle, steel, piano, guitar, is there to embellish and add spice to the vox track.

    Sometimes I will leave the acoustic strumming guitar at the same level the entire song..... but it's very low.....just barely audible, because all I really want from it is the "brushing rythem" created by the strings ....... very low.....

    Depending on the genre...the mix will vary.... but in many genre's the bass & drums will carry a vocal track quite well by themselves if the groove is there. (Think about the song "Black Velvet") Try using the "spice" approach and see how that does..... When you have the mix right and then add just the slightest...almost indescernable amout of reverb..... man...talk about a great sound! Many times I will only use reverb on the main vox..... but the ambience that is created by the vox verb..... kind of creates in the listener's ear, a sense of space to the entire song without having reverb on anything else. Quite amazing actually, but it seems to work for me.
    post edited by Guitarhacker - 2009/11/10 10:10:28

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    #3
    AT
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    Re:Creating "space" 2009/11/10 11:05:16 (permalink)
    What Guitarhack sez,  which also gets into arrangement.  Bringing down elements gives the others room to breathe.  Dropping them altogether provides even more.

    One of the problems w/ modern music as opposed to "classic" rock is the drums.  Drums are so out front these days it is hard to squeeze in anything else, since kits are so full range.  If you listen to last century music a lot of the times most of what you hear of the drums is the snare cutting through.  So it gets very hard to make anything else stand out.  Pulling down the drum buss even a few dBs can help as the other instruments join in.

    Another "tape emulation" trick is to roll off the highs of background stuff.  It makes it seem farther back, providing depth.  It also mimics tape degradation as the highs got rolled off naturally by wear and tear and analog bouncing - most drums were recorded first and got worn the most.

    And remember, less is more.

    @

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    Monkey23
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    Re:Creating "space" 2009/11/10 17:31:53 (permalink)
    Thanks all of you for writing. Definately food for thought. Part of the problem is what all three of you described in different ways, which is that the recording process has become less about capturing a performance and more about creating one. The state of technology being what it is, is liberating in the sense that one person can create a performance all by himself (with a little ingenuity and a lot of high quality samples!). The downside of course is the difficulty in simulating an environment that is realistic and believable.
    AT, you used a good example about drums. Drums are mixed so loudly these days and panned so widely that the listener is left listening to music from the perspective of the drummer (especially with headphones on). It's not a very realistic snapshot of a "performance" but it's done, so if one is to keep up with the Jones's, one must conform somewhat to the current standards of recording and mixing. I guess the problem I'm having is creating a realistic "space" while keeping my tracks current, and as a result, "professional"
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    Guitarhacker
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    Re:Creating "space" 2009/11/10 19:34:53 (permalink)
    Less about capturing a performance and more about creating one...... interesting way to look at it... but very true.  The home recording enthusiast must record the tracks and then switch hats to producer to do the mixing and get a decent result.

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    jimmyman
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    Re:Creating "space" 2009/11/10 20:54:01 (permalink)

       Compression and EQ have a lot to do with what I'd call
    depth perception. Although that term may be common to
    eyesight in this context it describes how far away something
    is. Space is (to me) is a term that describes multi reflections
    or an "all around" sound.

      So much has been said about compression ratios and this
    and that and Eq and all the other subjects but it is so relative
    to the "sound source". So the "numbers" although useful can
    easily become meaningless as well because it depends.

      Using your ears as you constantly experiment with
    settings will at some point yield pleasing results. The
    thing is though is that your "ears" have to reach a point
    of being "trained" to know and Pick out things/realize/
    be aware and understand things that one can be like
    a dog chasing its tail in the process.

      It doesn't seem fair to say that it takes time when
    answering a question but it does take hour after hour
    of trying things to learn what works. One of the best
    things to do (from my advice) is to not allow yourself
    the luxury of using verb or delay to create this "distance"
    but to use compression and Eq to that.

      comps have things like "attack and release" and so do
    verbs in a similar manner. From what I understand from
    your question it means that your situation is one that
    means you have "aggressive" or may I say sounds
    with "strong attacks".

      This could be in "level" or a un balance of tonality such
    as too "bright" or too "bassy". This is why I mention that
    maybe comp and EQ may give you better results as a point
    of focus.      
      
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    Monkey23
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    Re:Creating "space" 2009/11/10 21:41:18 (permalink)
    Guitarhacker


    Less about capturing a performance and more about creating one...... interesting way to look at it... but very true. 

    Well, I say this because I used to be responsible for mixing my band's songs. While I wasn't very experienced at the time, at least they sounded cohesive, as if each track was recorded at the same time in the same room, which they weren't.
    My mixes at the time had problems but that aspect wasn't an issue for me, as it is now. Now I record only myself, often with my instrumentation being derived from sampled instruments. While the quality of the samples - be it bass guitar, drums, or orchestral strings - is staggering, it almost becomes less realistic when brought all together in one piece, since everything is too perfect. This is why I'm having such an issue with reverb. I'm desperately trying to make sampled instruments, often from different companies, recorded in different studios, sound cohesive.
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    Monkey23
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    Re:Creating "space" 2009/11/10 21:49:45 (permalink)
    jimmyman


       Compression and EQ have a lot to do with what I'd call
    depth perception....
     
    ... One of the best
    things to do (from my advice) is to not allow yourself
    the luxury of using verb or delay to create this "distance"
    but to use compression and Eq to that.
    In what way? Not that I'm asking for an in-depth explanation, but could you explain what compression and/or EQ have to do with creating space? My guess is that the more distant an instrument is, the more "compressed" it is. What I mean is, if you listen to a strummed acoustic guitar from across a room, slight variations in pick attack - and therefore the volume of each strum - would become less apparent, as opposed to having your ear next to the soundhole in which case any change in volume would be much more drastic. Am I on the right track?
     
    Also, based on what you're saying, do you normally mix without reverb, and create space and depth from compression, EQ, panning, and volume levels and then add the appropriate reverb afterwards?
    #9
    jimmyman
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    Re:Creating "space" 2009/11/10 23:56:25 (permalink)
    In what way? Not that I'm asking for an in-depth explanation, but could you explain what compression and/or EQ have to do with creating space? My guess is that the more distant an instrument is, the more "compressed" it is. What I mean is, if you listen to a strummed acoustic guitar from across a room, slight variations in pick attack - and therefore the volume of each strum - would become less apparent, as opposed to having your ear next to the soundhole in which case any change in volume would be much more drastic. Am I on the right track? Also, based on what you're saying, do you normally mix without reverb, and create space and depth from compression, EQ, panning, and volume levels and then add the appropriate reverb afterwards?


      Yes. Your guess (to my understanding) is correct. You mention
    "slight variations" in attack from across the room. I mix with a
    little bit of verb or comp or eq or anything from the very start.
    Then as things develop it may be more of this or less of that.
    Do I add reverb after the fact? I don't know if I can say that
    would be a standard way.

      But as you mention I think it is (using your term) appropriate
    a better way. are you on the right track? I'm not the Einstein
    of mixes but everything you mention in your questions on my
    remarks is correct.

      Maybe it's like cooking. Start with a "little bit" first. then
    add as things need be.

        
     
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    gamblerschoice
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    Re:Creating "space" 2009/11/11 00:21:00 (permalink)
    ..."as if each track was recorded at the same time in the same room, which they weren't."...
     
    If I am trying for a "live band" sound, I would want this to happen. But, most of my mixes have not been created with that feel in mind. I would find that approach very limiting, it would destroy my creative influence on the mix, which has been given to me by the artists. They have asked me to work some "magic" for them. If they wanted it to sound like it was all done in the same room at one time, they could have done that themselves.

    ..."While the quality of the samples - be it bass guitar, drums, or orchestral strings - is staggering, it almost becomes less realistic when brought all together in one piece, since everything is too perfect. "...

    and...

    ..."do you normally mix without reverb, and create space and depth from compression, EQ, panning, and volume levels and then add the appropriate reverb afterwards?"....

    When someone sends me their raw tracks, I usually strip any effects out, unless, of course, they have been applied on the input side. After all, a guitar player might spend hours getting a particular sound out of his amp/effects pedals, and it can't be changed without defeating his/her work. But, at this point, I would determine, from experience, what type of polish might need to be applied, and work each track, one at a time, solo, to get it to the optimum sound. I would then work with the "Soundscape", use panning mostly to develop the audio interpretation of the visual effect, where I want things to sit, which things can or cannot move during the song, establish volume settings. I would then group the instruments in busses, and only then would I start to think about reverb. If a piece would actually need the reverb on it in an individual setting, I would go all the way back to the track and work with it, but this seldom happens.

    After I have the mix completed, I would export as a stereo file, open it in soundforge, and refine the overall with multi-band compression (very light settings), eq, (again lightly), and a touch of reverb I have already developed a custom (and highly classified) preset for that adds a touch of widening and sparkle.

    With all things, less is more. The volume in the final mix stage is still very low, if I need to hear it better I turn the volume up on my amplifier, not in the mix.

    On the "cohesive" point, some songs require a plate reverb, or a slap back delay, while the drums might get a very small (or large, depending on the desired effect) room feel, the bass might sound flat in the reverb arena, the guitars can change through out the song, piano/organ/strings, all wild cards.

    I have "thrown away" more mixes that I have kept. Some times a mix that took three nights gets tossed and forgotten for something that is stripped down and simplified, or the opposite might be true.

    Unless you know exactly what you want before you go into the mix (which would be very boring and non-creative), mixing can take hours and more hours just to get to the stereo file, and then the work there can cause you to go back to the mix and re-do it again.

    Later
    Albert

    http://www.showcaseyourmusic.com/lothlorienfantasy
    http://www.gamblerschoice.us/



    He's a walking contradiction,
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    guitartrek
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    Re:Creating "space" 2009/11/11 00:37:10 (permalink)
    What has helped me with depth is something I picked up in a book on mixing and it really works:

    Very simple - set your instruments in different places on the "sound stage".  Left and Right is done with panning.  Front and Back is done with reverb amounts. 

    Example: Backround vocalists typically stand behind the lead singer - so they get more reverb (and less gain).  Once you start placing your instruments 3-dimensionally on the "stage", depth starts becoming more apparent.
    #12
    lackluster strumming
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    Re:Creating "space" 2009/11/11 01:13:11 (permalink)
    one thing that might help, and this just takes practice, is listening to the songs that you want your mix to sound like and emulate some of the verb and delay.  By listening, i mean put some headphones on and pan the songs left and right figuring out where the instruments are and where the verb is placed.  By panning the song left and right it will also help isolating some of the sounds by eliminating other instruments that might get in the way of hearing exactly what's going on.  for instance on Radioheads album In Rainbows, there is a song called Big Ideas (don't get any).  In that song reverb on the vocals is panned hard left or right.    

    There is so much to learn about this stuff it takes a lot of practicing and listening (especially listening [and for that matter practicing])   You are going to hear something in a song and say damn, that sounds good.  then you are going to try it in your song and it may not sound that good.  keep trying stuff out.

    also listen to natural environments.  go to different rooms and clap your hands.  listen to what the reverb/(pre)delay sounds like.  go to the grocery store and clap your hands.  sit in your car or the shower and clap your hands.  Be careful in the shower, don't clap to low.  you may get more/less than you bargained for.  With all of this clapping you'll start to hear the pre delay and the reverb.  I'm pretty sure that bitflipper said that sound travels at about 1 foot per millisecond (that's a tip for pre delay) that's how long it takes the verb to hit something, bounce off of it and come back to your ears.  These are all subtle(not very loud... [another hint]) things that we learned and have accepted since we were all very young.  we don't even think about any of these clues anymore.
      
    Everybody else that has chimed in has said some really good things as well.

    basically i'm saying keep practicing and play around with it, but not in the shower  

    quentin 
    #13
    feedback50
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    Re:Creating "space" 2009/11/11 18:51:15 (permalink)
    There are several sonic clues to depth in a mix and they all come from our natural experience in the real world. Most all of these have been mentioned here in this discussion. Our sense of sonic direction is more strongly cued by delay between our two ears than comparative volume (as done by panning). So a close drum kit will be widely panned (and loud) and have good amount of fidelity (highs and lows both sonically clear). The arrival time between our ears is greatest when the sound sources are to the side but fairly close.

    As that drum kit moves straight back from us, it's width decreases, it's volume decreases, it's lows get somewhat attenuated due to reflection cancellations and absorbant environment. It's highs get attenuated abit for due to relativly lower energy and environment. if the kit was centered, the delay between left and right decreases (hard to accomplish in a mix with tracks from widely spaced overheads). The initial sound from the drum kit is now attentuated somewhat and the early reflections from nearby surfaces and the reverberation from far surfaces begin to become a bit more audible. when we are relatively close the fidelty of the reflections (and to a lesser extent) the reverb is fairly good. The reflections can lead the reverb by a fair amount since we are still probably closer to the kit than we are to nearby walls.

    As we move even further away, all of these trends continue. The reverberation (especially reflections) start to loose fidelity, the reflections begin to fade in volume campared to the reverberation, and the difference in arrival time between reflections and reverb decreases as their distance to the listener becomes more similar. Also, don't confuse pre-delay with early reflections (they can be two different animals depending on the reverb used). More interesting efx can be created by returning the reverb for some percussive instruments (i.e. acoustic guitar) dominantly on one channel (use bussing and channel tools).
    #14
    Monkey23
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    Re:Creating "space" 2009/11/11 23:23:10 (permalink)
    You bring up an interesting point I hadn't considered. I only use sampled drums, and while the sound quality is astounding the biggest problem I have with them (be it EZ Drummer, Battery, or whatever) is how upfront they are. The Toms are panned so wide that the listener is listening from the perspective of the drummer and not from the audience. Even with the improvements they've made to the realism of these programs (with the overheads and bleeding, etc) it can't help but be right upfront and center.

    The cymbals, for example, sounds odd as when you strike them (or the keys I should say) as you hear a very specific panning position (usually far Left or far Right) which is of course un-natural. I guess the solution is to have the drumkit panned less wide. Thank you for the tip. As obvious as it may be I hadn't really considered it before.
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    gamblerschoice
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    Re:Creating "space" 2009/11/12 00:33:36 (permalink)
    Kinda funny, Monkey dude. It seems like such a simple question, creating "space" with reverb. You got fifteen replies so far, and none of them can just give you a, "first do this, then do that and third, do the other thing, and you are done"

    I would bet every one in this forum has a different approach, and they all work, and they are all correct.

    Later
    Albert

    http://www.showcaseyourmusic.com/lothlorienfantasy
    http://www.gamblerschoice.us/



    He's a walking contradiction,
    partly truth and partly fiction, takin' every wrong direction on that
    lonesome road back home.
    #16
    feedback50
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    Re:Creating "space" 2009/11/12 10:11:25 (permalink)
    I think I would start by putting the drums through an EQ to lower the fildelity, then a bit of compression to contain the dynamics, and then channel tools to narrow the image a bit. Then play with reverbs. I usually look for a convolution patch that isn't obviously a reverb (one that you don't really notice until you bypass the reverb). Drum sampler kits can be a bit like patches on a synth. Some of them are designed to sound terrific when you demo them in the store (or listen to clips on a web site). But most of the impressive sounding ones just plain don't work in a mix because the eat up too much real estate.

    post edited by feedback50 - 2009/11/12 10:12:31
    #17
    Guitarhacker
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    Re:Creating "space" 2009/11/12 11:04:30 (permalink)
    I tend to use mostly sampled instruments as well.  I get a bit of realism in the music by actually playing the bass part on the keyboard...I do not us the quantize function to line up the notes to the closest beat. That gives a humanizing factor. In addition, several of my synths have a "humanizing" factor built in. I have control over how much I want.  My guitar playing also adds the human touch. I pretty much want the other instruments..especially bass & drums to be spot on the beat. They hold the song together.

    As far as drum sounds being....."off"...... you should be able to adjust the velocity or levels of the individual parts of the kit. I know in Jamstix...( my drum synth) I have the option to go in to the kit and tune the heads and vary the levels and velocity of the individual parts of the kit as I need.

    As Albert said, there are a number of ways to get the results you seek..... you have to experiment and find out what works best for you. 

    I wonder at times...if I'm doing it right... because I do not spend as much time and effort as I know , quite a few here do in getting everything right. Often my tracks are one take or maybe two with a punch to fix something. I simply track it (quickly), pan a few things, set envelopes, and that's it. I don't worry over compressor settings, and EQ, and such things.... on mixdown I use some presets, tweeze them to get them sounding good, and hit export. I find this works well, and sounds pretty good, so why spend hours...... just my take on it.

    My website & music: www.herbhartley.com

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    #18
    Bristol_Jonesey
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    Re:Creating "space" 2009/11/12 11:34:08 (permalink)
    Monkey23


    You bring up an interesting point I hadn't considered. I only use sampled drums, and while the sound quality is astounding the biggest problem I have with them (be it EZ Drummer, Battery, or whatever) is how upfront they are. The Toms are panned so wide that the listener is listening from the perspective of the drummer and not from the audience. Even with the improvements they've made to the realism of these programs (with the overheads and bleeding, etc) it can't help but be right upfront and center.

    The cymbals, for example, sounds odd as when you strike them (or the keys I should say) as you hear a very specific panning position (usually far Left or far Right) which is of course un-natural. I guess the solution is to have the drumkit panned less wide. Thank you for the tip. As obvious as it may be I hadn't really considered it before.

    It's the same in BFD.
     
    I wanted the toms & cymbals to occupy a specific place and whilst moving the individual spot mics achieves this - the resulting image in the overheads doesn't change, so I ended up with a very confused, stereo smearing.
     
    So I basically don't work with the overhead channels any more, just the spot mics.

    CbB, Platinum, 64 bit throughout
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    #19
    Monkey23
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    Re:Creating "space" 2009/11/12 11:36:24 (permalink)
    Guitarhacker


    I wonder at times...if I'm doing it right... because I do not spend as much time and effort as I know , quite a few here do in getting everything right. Often my tracks are one take or maybe two with a punch to fix something. I simply track it (quickly), pan a few things, set envelopes, and that's it. I don't worry over compressor settings, and EQ, and such things.... on mixdown I use some presets, tweeze them to get them sounding good, and hit export. I find this works well, and sounds pretty good, so why spend hours...... just my take on it.
    That's how I am as well. Unfortunately (or fortunately depending on how you look at it) it is now time far me to raise the bar a little bit. I have the rare opportunity to write directly (at least submit music) for Hollywood film trailers and network television shows. Everytime a piece is rejected, the comments I get are always that the music was perfect and exactly what they wanted but that my mixes were not up to standards. So basically, if I was just writing and recording as a pastime and passion, they would be fine. When I'm writing for Hollywood, they are obviously a little more demanding.
    if I could outsource the mixing duties I would, but as everything I do is on spec, I would have no money to pay anybody until or unless a piece was accepted and I was payed. I can't really imagine anybody willing to do that, at least anyone who was a talented and experienced mixer.

    #20
    Guitarhacker
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    Re:Creating "space" 2009/11/12 14:25:07 (permalink)
    The secret...if there is one is to have broadcast quality tunes, that have superb musicianship, and fit exactly what the reviewer/producer is looking for.  3 very high bars to jump over.

    I just returned from the Taxi rally where they covered the whole topic in detail and explained what BCQ is and how to achieve it.  Without BCQ, the song might be exactly what they want, but the producer will not bother to take the time to record it again. If you can't produce it, they won't use it.

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    #21
    Monkey23
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    Re:Creating "space" 2009/11/13 00:46:15 (permalink)
    Guitarhacker


    The secret...if there is one is to have broadcast quality tunes, that have superb musicianship, and fit exactly what the reviewer/producer is looking for.  3 very high bars to jump over.

    I just returned from the Taxi rally where they covered the whole topic in detail and explained what BCQ is and how to achieve it.  Without BCQ, the song might be exactly what they want, but the producer will not bother to take the time to record it again. If you can't produce it, they won't use it.

    Yes, that damn BCQ! Man I just wanted to be a musician.
     
    Sample rates, bit rates, high shelf, low shelf, compressor ratios, A/D converters, predelay, room diffusion, standing waves, phase cancellation.
     
    How did I end up having to care about this stuff?
    #22
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