Mixing and Editing
Scenario – You have been asked by a production company to mix and edit a series of supplied multi-track recordings.
Task:
Create a mixed and
edited recording of the supplied materials, report and recording log with track
sheets. Report to include information on the following areas:
- Mixing
audio: for radio; for music;
sound for games; mixing for record release; production possibilities; audio
post-production; live sound; recordings; studio recordings; analogue;
computer-based software; compression and equalisation; the use of reverberation
and effects; synchronisation; recording and sequencing software; midi;
synthesisers; sampling software
- Editing: speech; music; background noise and
ambience; content; corrections; linear editing; non-linear editing; edit
lists; play lists
Make use of diagrams
and technical information where appropriate.
Mixing Audio:
In sound recording and reproduction, audio mixing is the process of combining multitrack recordings into a single track and these tracks that are blended together are done so by using various processes such as EQ, Compression and Reverb. The track may be mixed in mono, stereo, or surround sound. There are numerous approaches, methods and techniques involved in Audio mixing; some of these practices include levels setting, equalization, stereo panning, and effects. Audio mixing techniques and approaches can vary widely, and these can greatly affect the qualities of the sound recording.
Radio requires specific ways in which the audio must be mixed to make sure all the content is appropriate. This can be achieved by adjusting the track length, taking out any explicts or changing the structure of the track, commonly known as a 'Radio Edit'.
You must also consider the way in which radio broadcasts their content, for example they tend to add a lot of compression to the broadcast to reduce any interference, so to gain effect you can restrict the amount of compression and EQ you add to the mix as the effects will place once broadcasted anyway.
Another way to ensure the mix is suitable is listening to it through cheap speakers, monitors being a good example to give you an insight and pretty much simulate the final outcome of what the listeners will get when listening through radio and ensure the vocals are very clear and prominent.
For Music:
When mixing music, it will be done in stages, firstly gathering all the recording for the track, layering them and ensuring their structure. Secondly adding in any effects to achieve the desired sound, the tracks can then all be looked at individually and any effects you see fit can be applied such as EQ, Reverb, Compression etc and then ensuring all the tracks fit hand in hand with one another. All of this can then be repeated to ensure quality before mixing the final track as a whole.
When mixing music, it will be done in stages, firstly gathering all the recording for the track, layering them and ensuring their structure. Secondly adding in any effects to achieve the desired sound, the tracks can then all be looked at individually and any effects you see fit can be applied such as EQ, Reverb, Compression etc and then ensuring all the tracks fit hand in hand with one another. All of this can then be repeated to ensure quality before mixing the final track as a whole.
Sound For Games:
Very commonly, sound for games is created with generators to achieve the specific effects and create the nature of a surreal tone. Very much depending on the genre. Usually the creators will play the blank game and place in sound and mix it to where they see fit for effect. They usually can then further create any sound they need, or source it from them internet, further being mixed to suit and resultantly placed in the game. They also need to ensure that the sound/music does not crash/clash during the game.
Very commonly, sound for games is created with generators to achieve the specific effects and create the nature of a surreal tone. Very much depending on the genre. Usually the creators will play the blank game and place in sound and mix it to where they see fit for effect. They usually can then further create any sound they need, or source it from them internet, further being mixed to suit and resultantly placed in the game. They also need to ensure that the sound/music does not crash/clash during the game.
Mixing For Record Release:
Mixing for record release is most commonly achieved using a DAW (digital audio workstation) such as Cubase or Logic, giving them a digital access to mix their track/product. The track is usually planned before mixing even begins, giving you an idea on how the final product should sound.
Commonly, effects such as compression and reverb are used simply for quality, however other effects such as a noise gate, panning, distortion and delay are only used to achieve certain effects as intended by the creators.
Again it very much depends on the set outcome/genre of the track, some effects being used more than others to fit the intentions.
Mixing for record release is most commonly achieved using a DAW (digital audio workstation) such as Cubase or Logic, giving them a digital access to mix their track/product. The track is usually planned before mixing even begins, giving you an idea on how the final product should sound.
Commonly, effects such as compression and reverb are used simply for quality, however other effects such as a noise gate, panning, distortion and delay are only used to achieve certain effects as intended by the creators.
Again it very much depends on the set outcome/genre of the track, some effects being used more than others to fit the intentions.
Production Possibilities:
Taking multiple recordings of the same element when recording can be very important, giving you more of a range on the same element so you can then further decide the one in which best fits into the final track. So say from one take the chorus sounds better you could use that with a different take in which the Verses sound better. All done to ensure to best outcome.
Taking multiple recordings of the same element when recording can be very important, giving you more of a range on the same element so you can then further decide the one in which best fits into the final track. So say from one take the chorus sounds better you could use that with a different take in which the Verses sound better. All done to ensure to best outcome.
Audio Post-Production:
Audio post-production mainly consists of mixing, this is the stage after all recording has finished and the track can then be further altered with effects such as EQ, Compression, Reverb etc. all depending on the genre to achieve the intended outcome.
Audio post-production mainly consists of mixing, this is the stage after all recording has finished and the track can then be further altered with effects such as EQ, Compression, Reverb etc. all depending on the genre to achieve the intended outcome.
Live Sound:
Mixing live sound is when multiple sources of audio are mixed and blended at a live event. Take for example a concert, the engineer has the job of linking all of the sound sources together and blending them into one output for the listeners at a loud yet high quality outcome. Using typical effects such as compression they must balance out each source correctly, so for example if the drums are too loud for the rest of the audio using compression could help lower the sound level so the other sources are much more clear. Another example being reverb for cases such as the vocals to ensure they are clear and are not being pushed to the background of the output.
Mixing live sound is when multiple sources of audio are mixed and blended at a live event. Take for example a concert, the engineer has the job of linking all of the sound sources together and blending them into one output for the listeners at a loud yet high quality outcome. Using typical effects such as compression they must balance out each source correctly, so for example if the drums are too loud for the rest of the audio using compression could help lower the sound level so the other sources are much more clear. Another example being reverb for cases such as the vocals to ensure they are clear and are not being pushed to the background of the output.
Recordings:
Once recording has finalized, the next stage is mixing, again this is the process of editing the tracks and adding any desired effects to the audio to achieve the intended outcome.
Once recording has finalized, the next stage is mixing, again this is the process of editing the tracks and adding any desired effects to the audio to achieve the intended outcome.
Studio Recordings:
This case allows a more professional outcome when recording music, being able to use the higher invested products and acoustic environment to your advantage, achieving a much more professional outcome to that of a basic recording. This can further be mixed using the DAW usually provided in a studio. This process is then the same as a record release, however if the record was not recorded in a studio, the quality different from that being recorded in a studio will show a clear difference.
This case allows a more professional outcome when recording music, being able to use the higher invested products and acoustic environment to your advantage, achieving a much more professional outcome to that of a basic recording. This can further be mixed using the DAW usually provided in a studio. This process is then the same as a record release, however if the record was not recorded in a studio, the quality different from that being recorded in a studio will show a clear difference.
Analogue:
By using a mixing console it gives you the ability to physically mix the recordings how you intend using the dials and sliders, some mixing consoles having more ability than others. It consists of basic effects such as EQ, Reverb, Compression etc, however does not have anywhere near the ability of a digital console however analogue is much easier and time efficient to do so.
By using a mixing console it gives you the ability to physically mix the recordings how you intend using the dials and sliders, some mixing consoles having more ability than others. It consists of basic effects such as EQ, Reverb, Compression etc, however does not have anywhere near the ability of a digital console however analogue is much easier and time efficient to do so.
Computer-based Software:
Mixing with digital software is more recently the most popular way to mix tracks due to its range of ability and accessibility over the formerly more used analogue, some well known software (DAW) being Cubase, Logic, Ableton etc.
Mixing with digital software is more recently the most popular way to mix tracks due to its range of ability and accessibility over the formerly more used analogue, some well known software (DAW) being Cubase, Logic, Ableton etc.
Compression and Equalisation:
Compression is a highly used effect used to lessen the dynamic range between the quietest and loudest parts of the audio, achieved by boosting the quieter signals and attenuating the louder signals. Used to even out sound that is uneven in its volume levels, increase loudness and to make tonal changes.
EQ means boosting or reducing (attenuating) the levels of different frequencies in a signal. The
most basic type of equalization familiar to most people is the treble/bass control on home audio
equipment. The treble control adjusts high frequencies, the bass control adjusts low frequencies.
Equalization is most commonly used to correct signals which sound unnatural. For example, if a sound was recorded in a room which accentuates high frequencies, an equalizer can reduce those frequencies to a more normal level. Gives you the ability to boost high, mids and lows through frequency.
most basic type of equalization familiar to most people is the treble/bass control on home audio
equipment. The treble control adjusts high frequencies, the bass control adjusts low frequencies.
Equalization is most commonly used to correct signals which sound unnatural. For example, if a sound was recorded in a room which accentuates high frequencies, an equalizer can reduce those frequencies to a more normal level. Gives you the ability to boost high, mids and lows through frequency.
The Use Of Reverberation and Effects:
Reverb -
Reverb emulates the natural effect created of sound creating waves that are both wanted and not wanted, there is direct sound that travels directly to your ears, early reflections which reflect off of a surface before reaching your ears and then late reflections in which reflect of more than one surface before reaching you. This makes the track/recording more full and is most often used for vocals on a track to help them stand superior and increase their range.
Gating -
Gating is the ability to control the the volume of the audio signal, Comparable to a compressor, which attenuates signals above a threshold, noise gates attenuate signals that register below the threshold. It is basically used to stop unwanted frequencies being outputted. An example being You may have recorded a great guitar part but during the parts of the song where you are not playing the guitar amp hums. A noise gate is an effective solution as it will simply shut during these parts and open again when triggered by the guitar playing again.
Panning -
Panning gives you the ability given a stereo output that the sound can be heard in different areas of the output being left and right. This is often used to create a more Mellifluousness outcome and create illusions of the source moving from one location to another. A good example is that of the Doppler Effect.
Delay -
Delay is when the signal played is heard after the set period of time, used often to create an echo effect after being repeated, Reverb is in fact a form of delay also.
Reverb -
Reverb emulates the natural effect created of sound creating waves that are both wanted and not wanted, there is direct sound that travels directly to your ears, early reflections which reflect off of a surface before reaching your ears and then late reflections in which reflect of more than one surface before reaching you. This makes the track/recording more full and is most often used for vocals on a track to help them stand superior and increase their range.
Gating -
Gating is the ability to control the the volume of the audio signal, Comparable to a compressor, which attenuates signals above a threshold, noise gates attenuate signals that register below the threshold. It is basically used to stop unwanted frequencies being outputted. An example being You may have recorded a great guitar part but during the parts of the song where you are not playing the guitar amp hums. A noise gate is an effective solution as it will simply shut during these parts and open again when triggered by the guitar playing again.
Panning -
Panning gives you the ability given a stereo output that the sound can be heard in different areas of the output being left and right. This is often used to create a more Mellifluousness outcome and create illusions of the source moving from one location to another. A good example is that of the Doppler Effect.
Delay -
Delay is when the signal played is heard after the set period of time, used often to create an echo effect after being repeated, Reverb is in fact a form of delay also.
Distortion -
Distortion happens when the given audio signal is too powerful for the circuitry you have, resultantly creating a buzzing noise known as distortion, this can be used as a positive when recording instruments such as electric guitars to make it sound heavier.
Distortion happens when the given audio signal is too powerful for the circuitry you have, resultantly creating a buzzing noise known as distortion, this can be used as a positive when recording instruments such as electric guitars to make it sound heavier.
Synchronization:
Synchronization is often a case of matching audio to video, being dialogue, sound effects or music. synchronization is a key for effectiveness, to ensure all the content makes sense and is effective the audio must sync to the content creating in result a coherent and pleasing effect on the audience from the production.
Synchronization is often a case of matching audio to video, being dialogue, sound effects or music. synchronization is a key for effectiveness, to ensure all the content makes sense and is effective the audio must sync to the content creating in result a coherent and pleasing effect on the audience from the production.
Recording and Sequencing Software:
In more modern day, the mixing process is much easier and accessible due to developed software known as DAW's such as Cubase and Logic. Meaning engineers can alter, adjust, add effects to the recordings they have also taken in the software meaning all the recordings are in format and ready for mixing.
In more modern day, the mixing process is much easier and accessible due to developed software known as DAW's such as Cubase and Logic. Meaning engineers can alter, adjust, add effects to the recordings they have also taken in the software meaning all the recordings are in format and ready for mixing.
Midi:
Musical Instrument Digital Interface is file type that records data which then plays back through digital synthesizers within sequencing software. It emulates that of a real instrument, however this makes it very different to mix compared to a recorded file. Adding even simple effects such as EQ or compression will be better achieved if the midi bounce it down to a WAV file , due to MIDI files have an algorithm in which makes the note sound different each time it is played.
Musical Instrument Digital Interface is file type that records data which then plays back through digital synthesizers within sequencing software. It emulates that of a real instrument, however this makes it very different to mix compared to a recorded file. Adding even simple effects such as EQ or compression will be better achieved if the midi bounce it down to a WAV file , due to MIDI files have an algorithm in which makes the note sound different each time it is played.
Synthesisers:
There are several different types of synthesisers such as saw synths, plucks, leads, atmospheric synths, and a dozen other types. All of these have different shapes, frequencies and volumes that will also all be different depending in which key you play them in. Each synth will need to be mixed differently according to its sound.
Synthesizers can produce some great sound however, often when using synthesizers in which you intend to mix, it limits opportunity of a wide range of instruments as it usually ends up sounding like a mess, this can be usually avoided by turning off the soft synths when not needed. You must also check/listen to the final mix on several different sources as when using synths the mix may sound completely different from headphones to speakers at an event.
There are several different types of synthesisers such as saw synths, plucks, leads, atmospheric synths, and a dozen other types. All of these have different shapes, frequencies and volumes that will also all be different depending in which key you play them in. Each synth will need to be mixed differently according to its sound.
Synthesizers can produce some great sound however, often when using synthesizers in which you intend to mix, it limits opportunity of a wide range of instruments as it usually ends up sounding like a mess, this can be usually avoided by turning off the soft synths when not needed. You must also check/listen to the final mix on several different sources as when using synths the mix may sound completely different from headphones to speakers at an event.
A software sampler is a piece of software which allows a computer to emulate the functionality of a sampler. Using recorded sound and digitalizing them as samples. Some examples being Steinberg Halion, Ableton Sampler etc. This is very useful for electronic music mixing as the instrument/audio/sound does not have to recorded every time you intend to use it.
Editing:
Speech:
When editing speech you should intend to make it very clear and stand out over any other sound elements in the track/audio/content. When editing with video you must also ensure it is synched to the content to sustain a professional look on the production and seem natural.
Music:
Editing music is in essence, using techniques such as cutting, copy and paste to create a structure and form, it can then be further edited with effects such as noise reduction and amplification.
Editing music is in essence, using techniques such as cutting, copy and paste to create a structure and form, it can then be further edited with effects such as noise reduction and amplification.
Background Noise and Ambience:
Background noise must be heavily considered to sustain/increase quality especially when audio is captured on location, there are many factors that can ruin the recording, especially in public places.
Ambience is the general noise of a set location without any unusual interference. This can be used in a number of productions for setting establishment.
Background noise must be heavily considered to sustain/increase quality especially when audio is captured on location, there are many factors that can ruin the recording, especially in public places.
Ambience is the general noise of a set location without any unusual interference. This can be used in a number of productions for setting establishment.
Content:
When editing content, you are editing already established means of material and altering them to suit your desires, such as a radio edit, you are taking the original song however making it more appropriate for the purpose of radio so it can be broadcasted without any problems of who the listener may be.
When editing content, you are editing already established means of material and altering them to suit your desires, such as a radio edit, you are taking the original song however making it more appropriate for the purpose of radio so it can be broadcasted without any problems of who the listener may be.
Corrections:
Editing very much gives you the ability to correct any possible mistakes in the recording process or even editing process. The ability to correct the mistakes is very important as very often people do make mistakes or wish to further change the edit they have for the better.
Editing very much gives you the ability to correct any possible mistakes in the recording process or even editing process. The ability to correct the mistakes is very important as very often people do make mistakes or wish to further change the edit they have for the better.
Linear Editing:
Linear editing means editing your project in chronological order and say if you wanted to go back to a section you would have to start the entire process again to get back to it, this way of editing is very much out--dated due to new technologies making it much more easier and time efficient.
Linear editing means editing your project in chronological order and say if you wanted to go back to a section you would have to start the entire process again to get back to it, this way of editing is very much out--dated due to new technologies making it much more easier and time efficient.
Non-linear Editing:
Non-linear editing nowadays being very popular giving you the freedom to edit any part of the project at any time. Often in music DAW's like Cubase and Logic are capabale of this style of editing. This process is much more popular.
Non-linear editing nowadays being very popular giving you the freedom to edit any part of the project at any time. Often in music DAW's like Cubase and Logic are capabale of this style of editing. This process is much more popular.
Edit Lists:
This is the list of multi-tracks you have at the end of all the mixing and mastering you have done, which can then be further sorted into a playlist.
This is the list of multi-tracks you have at the end of all the mixing and mastering you have done, which can then be further sorted into a playlist.
Play Lists:
A playlist is the placement of the multi-track recordings into a chosen order to play back in succession at the chosen times. This can be used on CD's, Vinyl, Youtube etc.
A playlist is the placement of the multi-track recordings into a chosen order to play back in succession at the chosen times. This can be used on CD's, Vinyl, Youtube etc.
Final Products:
We were given relative stems to Drum & Bass songs with missing elements in which we had to structure, mix and integrate ourselves to replicate the original song.
The Given Tracks Being:
Chase & Status - Time ft. Delilah
We were given relative stems to Drum & Bass songs with missing elements in which we had to structure, mix and integrate ourselves to replicate the original song.
The Given Tracks Being:
Chase & Status - Time ft. Delilah
Beginning with the Chase & Status track we used Cubase to import all of the given stem files into a new project. This left us with quite simple just the drum track missing, leaving us with just a sample.
Using this sample, we then had to use this solely to create the drums for the track and fit it to the timing and structure of the original track.
Once all the settings such as tempo were set, listening to the track we had to use the sample to fit the timing of the drums in the original track to replicate it so, this was quite simple and straight forward given the sample mixing it to were appropriate.
To show difference in my edit, I removed the 'Vox Time Time' Track and mixed the other vocal tracks to make up for it, I did this to clearly show the difference in my track as a pose to the other students in my class. Using plug-ins such as EQ, Reverb, Noise gate and finally a Multi-band Compressor.
Final Track:
S.P.Y - Dusty Fingers

Again, we were given the stems of the track however this time only being given snippets of each instrument in which we then had to structure to complete the track.
Only given snippets made it a longer process of that in the Chase & Status mix however very similar mixing was put in place.
Final Track:
Sources:
https://en.wikipedia.org/wiki/Audio_mixing_(recorded_music)
https://music.tutsplus.com/tutorials/the-beginners-guide-to-compression--audio-953
http://www.mediacollege.com/audio/eq/
https://en.wikipedia.org/wiki/Noise_gate
Again, we were given the stems of the track however this time only being given snippets of each instrument in which we then had to structure to complete the track.
Only given snippets made it a longer process of that in the Chase & Status mix however very similar mixing was put in place.
Final Track:
Sources:
https://en.wikipedia.org/wiki/Audio_mixing_(recorded_music)
https://music.tutsplus.com/tutorials/the-beginners-guide-to-compression--audio-953
http://www.mediacollege.com/audio/eq/
https://en.wikipedia.org/wiki/Noise_gate




No comments:
Post a Comment