The Search For The Magic Formula

25 03 2009
For quite a bit of years I have a document with me which changed the way I hear music. Many of you know I used to compose music back in the 90’s so therefore it’s no surprise what I’m about to tell you.

The document I’m talking about is a case study done by D. P. Hyde back in his BA Hons year at the University of Birmingham in the UK. It digs deep into the success factors of production team (Mike) Stock, (Matt) Aitken, and (Pete) Waterman in the mid-late 80’s and early 90’s. They are considered to be the most successful songwriting, and producing partnerships of all time. Allegedly they sold over 40 million records, including over 100 (!!!) Top 40 hits. However, some key elements to their success can be found in parallel to the famous earlier Motown era.

The typical chord progression used by Stock, Aitken, and Waterman has been used many years before them and is still used; the famous “50’s Progression” (e.g. I – IV – V which is actually a ii – V – I). A trick you can use is the “Circle of Fifths”. It’s also a way to easily and convenient toggle around chords to determine your chord progression. 


You probably wonder why am I posting up this blog. The reason given is simple: I think its an essential piece of history and knowledge for every one involved at any stage of the production process in music. To better understand popular music, thus better understanding the music you are working with.

You can download the final study paper here.





Interactive Instrument Frequency Range Chart

20 03 2009


I know I have posted up a instrument frequency range chart before but I came a cross a real nice and detailed interactive one from Independent Recording . Net website. Go have a look:


If you want to invest a bit of money please go and order the chart made by E.J. Quinby named “Musical Pitch Relation Chart”.


Signing off,

Yours Truly!





Stand Alone VST/ RTAS/ DX Analyzing

20 03 2009

Over the past few weeks I did receive quite an amount of emails concerning the way I do stand-alone analyzing with plugins. I thought it was time to address this in one of my blogs and here it is. I usually use a combination of Mac/ PC, meaning Pro Tools HD running on the Mac and the stand alone VST shell on the PC running Linux. In the example used: Windows. The main reason is to keep this simple for now.

I’m using a program called “Console” made by a company called “ART Teknika” and it’s retail price is approximately $54 bucks. If I do stand alone analyzing on a MAC system I use a program called “Ardour” via the use of “JACKaudio” to inter connect all the I/O’s which allows me more accurate things, but I think “Console” will work for most of you on a ‘need to know basis’ for the time being.

Here’s a screen shot of “Ardour


Coming back to “Console”. “Console” is very easy to understand and work with you simply set-up your audio card and select the VST/ RTAS/ or DX directory or directories where the plugins are located and “Console” loads them into it’s shell ready to be used. The next step is to set up your routing and signal flow. Drag down your sound card’s I/O and drag down the desired plugin in between and hold shift and click from left to right until all the modules are selected, once selected right click and select “Audio Link”. You can’t get it more easier than this! To avoid a feedback loop make sure you click the switch on the audio output. Make sure you make up for latency as well.

To find out more about “Console” please visit their website here.

For any questions please email me at royalcollegeofsurgeons @ gmail . com

Signing off,

Yours Truly!





Waves Center: M/S Compression made easy

20 03 2009

To get back to my earlier post “Advanced Compression’; plugin developer Waves created a beautiful plugin which incorporates the concept of M/S Compression in an easy GUI and it’s named “Center”. Go check it out!


Yours sincerely,

The Music Surgeon





Advanced Compression (Painting The Picture Of Music Book Excerpt)

15 03 2009

Advanced Compression

Intro
It took me a minute to get this blog together as it actual represents a real chapter in my yet to be published book “Painting The Picture Of Music”. Most of you, the readers, will find some information which has already been published earlier. For example M/S Compression and Dynamic-EQ. However this blog will go a bit more deeper into the magical, but above all, beautiful world of side-chaining. I guarantee you that you can’t live without it by the time you have finished reading this blog.

Over Compression
You all have read about this earlier in one of my blog post. But today I’m talking about the sense of setting a lower threshold than you need to get the job done. I though to start of with this before I even dig into advanced compression/ side-chaining.

As you know over compression will always make the sound worse, with the sole exception of percussive sounds (!!!) where it some times be a useful effect. Imagine for example that you have a sound source that plays occasionally but with silences in between. This is where usually over compression is best audible and most likely to happen. When you set the threshold, most likely you know where you’re aiming at of how much gain reduction you want to apply; hear and both say on the meter. This is controlled as we know by the ratio and threshold controls. Lets say we’ve set it in a way that we get 10dB of gain reduction. When the sound source passes through the compressor ask yourself this: “Does it ever go all the way back down to zero?”. If this is not the case and it only goes down to 3dB then you haven’t applied the set amount of gain reduction, in this case 10dB. What you did achieve is 7dB of compression reduction. The other 3dB could have been achieved by simply lowering the fader of your console. The problem starts when the sound source starts to play again. What happens next is that your compressor has to go from unity gain (0) all the way down to the full 10dB. The 3dB we just talked about, that the compressor also has to cover, will result in audible distortion from the compressor and distorts the initial transient. This brings us to rule number one of compression: “At some point in the track, while the audio source is still playing, the compressors’ gain reduction meter must indicate zero, otherwise the minimum reading obtained shows wasted gain reduction and thus over compression leading to the distortion of transients that follow the silences.

High Level Compression
This is most likely the best known usage for a compressor; to increase the apparent loudness of an audio signal. It is called high level compression as it works by reducing the high signal levels (peaks), bringing them down and closer to the low level passages. After this is achieved you apply make up gain to equal it’s input.

The danger however in this technique is that it is very audible and there should be great care in setting up the compressor and compromise between getting enough compression going and not to spoil the overall sound.

Low Level Compression
Ray Dolby is a great example to start the subject of low level compression off with. Roy Dolby told us back in the early A-Type noise reduction system that he left the high levels completely alone and modified the gain only of the signals that fall below -40dB. Every ordinary high level compressor is capable of doing low level compression. A low level compressor will bring up (expand) the audio signal that falls below the set threshold and leaves the high level content completely alone.

Parallel Compression
Another way of doing this is making dupes of the specific audio track. This technique is most commonly known as parallel compression. What you do is mix the uncompressed signal with the compressed signal. At the levels below the compressor’s threshold the two signals will combine to produce a 6dB increase in level. Above the threshold the compressed signal will be progressively reduced and add hardly any additional level to the mix. The outcome is a form of compression where you can get more dynamic range reduction as a result with fewer audible side effects, thus it will sound more human.

Please note that by applying this technique in the digital world you have to be careful of delay issues involved in digital processing, and compensate for the delay else you’ll end up with a mess of comb filtering.

Compression vs. Clipping
We have just talked about over compression and its distortion over it’s long term processes of working at the very least over periods of tens of milliseconds. If however you try to achieve very fast compression by using very short attack and release times, it will result in audible distortion of the low frequencies. What happens is that the compressor changes the actual shape of the waveform and of course you can push the compressor to its very limits up to the point where it has given all it has got to give.

Clipping however does work on a very short time scale. Think about transistorized circuitry which operations are based on the microseconds to any level that is too great for the power supply to cope with and cuts it short, resulting in harsh harmonics, which in addition results in apparent loudness and is called “soft clipping”. What actually happens is that the soft clipping of valve and valve emulated designs rounds rather than clips when dealing with the peaks. When used alone it results in the problem that it will only be affective on high level signals however clip-worthy peaks occur but in high and low level signals. To make full use of soft clipping I highly advice to use a compressor pre and the soft clipper post (use them in series). The reason for this is that compressor evens out general level of the signal, because the compressor works over a comparatively long period time, the peaks re not clipped but simply reduced to a more uniform level. Therefore the soft clipper has more material to work on. To go a step further add this signal to the unprocessed version and apply equalization to the processed version and select the frequency range that will be affected to add just the right bit of distortion without going into the extreme (mid-range).

M(id)/S(ide) Compression
This is one of the subjects I covered earlier in one of my blog posts. For those who missed it here is it again:

We are all familiar with what M/S does and where it stands for (Mid/ Side). M/S compression will give you another angle to how you will tread your stereo buss (mix buss). The M channel is the whole sum of the song, and the S channel represents the difference between left and right.

So M/S compression lets you compress and control the center, and sides of your stereo mix separately. This, all the sudden, allows you to bring up your vocals without affecting your instruments, bringing them back. Taming kick and snare on your overheads, or even emphasizing wide early reflections in the stereo field.

Example: A lot of times you’ve finished a mix, however sometimes the vocal gets slightly buried when the backing track (instruments) get loud. If you go on and try to compress the overall mix, or by the use of narrow band compression of the vocal’s frequency range, you will notice that the compression will ruin the great sounding backing track (instruments). M/S compression will come in handy during this stage. M/S compression can help to isolate the center image (M channel). How? By only compressing the M channel, bring up the center when the signals get loud, or another option is to compress the M channel and expand the S channel. This way you help to control the vocalist and open up the specific band. By compressing the S channel only, anything panned center is unaffected and the compression only affects signals panned left and/ or right that are out of phase. Loud signals in these modes will cause a momentary reduction in level of the S channel and therefore resulting in a narrowing of image width. Another option is multi band M/S compression but I’m not going to touch that option today as it offers more possibilities. If you do work in analogue I strongly recommend to use a stereo compressor (which side-chains are linked, the reason for this is that you don’t want any phase-shifts happening or an imaging change. In L/R compression it’s not guaranteed absolutely zero, as analogue compressors will not 100% handle both channels absolutely equally and therefore some degree of image shift and phase shift might occur. However in M/S compression, any disparity between the channels will not result in any degree of image shift, but in a variation of the width of the stereo image which is less obtrusive than the degree of phase and image shift occurring in L/R compression. I personally would say it works way better than L/R compression and you will find that out for yourself once you’ve played around with it a few times.

To achieve M/S compression simply pass the M signal through one channel of a compressor and the S signal through another. Plugin wise you have to this in two stages.

Advanced Side-Chaining

How To
Let me first start of for those who are fairly new to this technique, how it is achieved. To perform dynamic-equalization (frequency conscious) you’ll need to patch an equalizer (doesn’t matter what quality) into the side-chain of a compressor (parallel a signal so it enters the normal input of the compressor, and at the same is connected to the side chain input via the equalizer). The audio signal you want to process gets patched through the I/O. What you do next is make the compressor more sensitive to the frequencies you want it to dip. On the equalizer you select the frequency or frequencies or bandwidth you’d like the compressor to dip, instead of cutting you give them a boost. The reason for boosting is simply: when the compressor hears an exaggerated response in frequency, frequencies or the band, courtesy of the EQ boost, it will exceed the compressors threshold and make the compressor reduce the level of the audio signal’s specific frequency, frequencies or band. You’re compressor has just become an incredibly flexible and creative EQ. Makes sense right?

The release time of the compressor has to be set right in order to let the compressor attenuate the boosted frequencies, courtesy of the EQ, by setting up the release time so that it releases and returns the track back to unity gain (0) immediately after the frequency has ceased. The attack time has to be set around 50 musec (.05 ms) and an release time of 50 to 60 ms will get the compressor in and out fast enough to attenuate the frequency portion, but leaving the rest of the signal untouched.

Soft Knee & Hard Knee
Lets go beyond side chaining as known to human kind and introduce something very interesting: ‘Distortion Triggering’.

Every one is familiar with compressors soft knee and hard knee settings which in basic words go from immediately (hard knee) from uncompressed to compressed at the exact set threshold rather than the gentle bending of the soft knee types. The knee type is an essential factor in its sound, however very few compressors allow you to modify the knee curve in any way and even if they do it’s a pre-fixed setting for either hard or soft not even a mixture of both which in cases such as parallel compression are very desirable.

So is this it you may wonder? No, there is a trick that enables you to change and control the knee curve of ANY compressor which has a dedicated side chain input which most compressors do have. Instead of hooking up your equalizer hook up a distortion box (e.g. guitar stomp boxes). You won’t hear any of the distortion sound as it’s not in the actual sound path but it functions and is hooked up as a trigger. What happens in the circuitry is that the distortion box sends soft and/ -or hard clipping into the compressor as a control value. This clipping will bend the shape of the knee curve of the compressor itself depending on it’s operation mode and type: peak/ RMS detection. It will result in a way more musical and different sounding compressor that you’ve ever heard. Cool trick eh?

Pre-Delay Compression
Another option for the side chain is to insert an advanced version of the signal to control the level of the signal itself. Hardware compressor can never anticipate or prepare for what is going to happen, they base their reaction on what information is coming in. With this trick it allows you to prepare the compressor for what is coming.

What you do is simply make a dupe of the track you want to compress and shift it in time with respect to the other track. Connect this advanced dupe to the compressors side chain input (delay of around 50 ms should do the trick) and the delayed version to the normal input of the compressor. What happens next is that the compressor reacts more smoother and musical to the transients of the sound being processed, more realistic. You can also do this the other way round which will be very useful for percussive instruments which depend of their transients and therefore require a slow attack time so that the initial transient come through unaltered before its body gets compressed by the compressor.

Pre-Attack Compression
This trick works exactly the same as the Pre-Delay trick above but now we focus on the initial transient attack information and delay the signal only by around 10 ms resulting in additional punch to percussive instruments such as kick drum, snare, clap, and so on.

Vocal Sibilance Example
For example lets create a so called “De-Esser”. We patch in an equalizer to the compressors side-chain. The quality of the equalizer doesn’t matter as it won’t be in the audible stereo path. Usually I start by boosting the area above 5,000 cycles (5kHz). You can do some broad strokes as the energy above the sibilance band is usually not enough to unintentionally trigger the compressor. This is also another way so I don’t have to fuss with the high-frequency cutoff, and it insures me that all the sibilance’s will be attenuated. On top of that I’ll low cut everything below 5,000 cycles to increase the compressors sensibility above 5,000 cycles and decrease them below 5,000 cycles.

To get to the compressors ratio’s I usually start of with u:1 (unity to one) so I can really hear the effect and then back off the compressor to where it sounds right.

High Pass Filtered Side-Chain
High pass filtered side-chain is most commonly used to reduce the influence of low frequency instruments on the gain reduction circuit. For example kick drums, percussion, and so on. To achieve this you set the high pass filter of the equalizer up to 500 cycles. You’ll notice that your drum kit will sound more open.

Subject Of Thought: Compressor Ratios & Release Times
What ratio should I use? That’s a common question. However I’d like to forget about thinking in ratio’s, why? Cause it’s music, it’s something spontaneous. It’s creative. For example when we talk about ratio we talk about the ratio of which the compressor compresses the signal beyond it’s knee curve, e.g.: a compression ratio of 2:1 and a 10 dB increase of input level, will result in a 5 dB increase in level at the compressors output (simple math: 10 / 2 = 5). But is this the right approach? Assume that the threshold is subject to the knee curve which leads to logarithmic compression. HOWEVER beyond this point the compression lessens and the curve reverts back to a straight line, leading to no compression. Transients usually cause problems with compressors, resulting in a compressor going completely out of line and uncontrollable for a short period of time. The answer: Why not letting the transient pass through so we can focus on controlling the steady-state of our audio signal? We (peak) limit after compression anyways to control the initial transient. Add on to this musical release times in whole and dotted note values? Fortunate enough I’m already accommodating these issues with a major plugin developer.

Embrace your creativity!

The Music Surgeon





The Important Role Of The Attack/ Decay Transients In Music Instrument Recognition

4 03 2009

Intro
It has long been known that the onset of a note, the attack, plays an important role in our perception of timbre. The attack transient components in music instruments have been known to contain a vast amount of information about the music instrument.

There are hundreds of different types of music instrument on the surface of planet earth today. Each of those music instruments has its own unique characteristic that distinguishes it from another. Looking at the music instruments signal from a temporal perspective we can divide the signal into four main elements; attack, decay, sustain, and retard (release). The main area of focus for instrument recognition has always been the so called ‘steady-state’ (sustain). The reason for this is that’s easy to analyze.

It needs to be addressed that doing a study about the attack transient is very difficult due to its short period of time and its rapid changes. Therefore it comes as no surprise that attack transients are not well understood nor well represented within any of the available analysis-resynthesis models.

Frequency Analyzers
The first step in understanding your sound as a graphical representation is having the right frequency analyzer. As we all know from my earlier post about the frequency analyzer is that it truncates the data (audio) coming in. Not only is this a problem when we try to analyze attack transients, the other important part is the response time of the frequency analyzer which is at a fixed rate also named ‘hop-distance’. It is the analyzers primary task to detect and locate the so called ‘partials‘ or in better understanding language: the sinusoidal elements that compose the harmonic structure of a pitched sound. Therefore to gain the highest possible frequency resolution it is better to have a long analysis window, but for time resolution this is the complete opposite.

Because of the rapid changes of the attack transients –the note’s onset, and the analyzer’s relative slow response time (frames), it will create distortion or in the worst case a drop-out on synthesis as its algorithm can’t handle the amount of incoming energy from the percussive attack transients and therefore create artifacts upon synthesis such as phase discontinuities; which happens in the high frequency spectrum.

Transient Designer As Re-Tuning Device
The resynthesis of the attack transient results in a better perception of pitch. Unfortunate enough NO ONE has adapted a study into this, but you can use this little bit of knowledge in advantage during mixdown. Think about it.
Having that said it is thus possible to ‘re-tune’ audio programs with a dedicated transient designer (Imagine applying (pre-)EQ to this).

Outro
However during the mixdown phase it’s quite uncommon to see a mixing engineer grab for a transient designer to resynthesis the audio program. The reason for this can be found in our tools, starting off with our frequency analyzers. Another important part is the role of synthesizer programmers in this issue. As many engineers still see transient designing or envelope generating as a task for the ‘MIDI guys’.

Signing off,

Yours truly





Pseudo-Stereo

14 02 2009

Today I want to talk about the subject of ‘stereo’ or better addressed the subject of ‘pseudo-stereo’. It is a safe bet for me to say that literally all the mixes I get in have tons of pseudo-stereo tracks in the sessions. As many of you know I started out as a composer/ producer of dance music, and as ignorant and young as I was, I also made this common mistake of always tracking the synths and keyboards in ‘stereo’, as of course the outputs of every synth and keyboard come as a stereo pair. But let me ask you this: “Is what I’m recording really stereo?”. Please keep this in your head and think about this for a minute before you continue reading my blog.

We have been accepting ‘pseudo-stereo’ for decades and have blindly been recording ‘pseudo-stereo’ sound sources, and we continue doing this with every stereo instrument feed and all our effects returns up until today. We automatically think that it will work out at the end, but the truth of the matter is that we will end up with one big collection and compilation of mono (!!!).

To make sure whatever you track is stereo please be advised to listen closely to the sound source and determine yourself if it is true stereo. Then ask yourself the following question: “Would it work better to separate them into two mono parts?” (And NO stereo is not better than mono (!!!)).

Nearly every time I’m mixing a track I will separate my stereo feed into two mono parts and play around with it’s timbre and panning. The reason for this has just been explained above but other than that It gives me more flexibility and creative freedom to play around with the instrument’s position in the mix, add depth and movement. This way I won’t fill my sacred and most value real estate aural territory (which are; hard left, center (where we already expect our, kick drum, snare drum, bass, and lead vocal to be, and hard right) with every ‘pseudo-stereo’ instrument feed but create space for the essential instruments and feeds.

By playing around and changing the instruments timbre separately from each others part, you will create a stereo signal at the end and it will be more interestingly sounding then you would expect as a listener.

You will see the more experienced you get in this trick the more interesting and better your mixes will sound.

Signing off,

Yours truly





RE: MAGIC EQ FREQUENCIES: HOW TO LEARN EQ

15 01 2009

Last night I just realized that I have forgotten to give away my biggest secret. That of how I got to know what to cut or boost and what makes an specific instruments sound that way -known as the instruments sweet spot(s). In basic words how to use an EQ.

My best advice for every one that’s (starting) learning EQ is to buy a 31-band, 2-channel (stereo) graphic equalizer (it doesn’t have to be an expensive one [!!!] It’s about the idea and learning curve, but to give you my honest advice I’d invest in an dbx 2231, 1231, or 231) and place it between your hi-fi’s or computer’s soundcard’s output and your speakers.
Now when you play music try and play around with the bands, adding, subtracting, and so on. Listen how the song sounds and alter it in a way you want it to sound, the way it’s most pleasant to you. Try to find out the sweet spots of the instruments within the song so it stands out above the rest of the track and vice versa.

NOTE: It’s highly recommended to A/B between the EQ’d signal and the non-EQ’d signal to know what you are actually doing to the audio for the better or the worse(!!!).

This is the way I learned and self-taught how to use EQ and I still use it from time to time, very handy! So next time you go into a mix you know what frequencies to aim for 😉 It sure helped me a whole lot!

Just to let you know that I don’t do everything by the traditional ‘ear’; in the studio I have Waves PAZ running as stand-alone plugin using a RTAS Shell on a separate TV screen. It’s inputs listens to the main outs from Pro Tools using the free JackAudio application and a VU kinda response time (closest to the human hearing). This way the analyzer is always shown.
It’s a save bet for me to say that the analyzer is probably the most handy tool during mixdown for me in a way that I can see exactly what the instrument is doing in the frequency spectrum. And it sure saved my ass a lot of times. However I can’t stress how important it is to STILL rely on your hearing (!!!) the old fashioned way. The ways an analyzer works is not a complete save bet (blindly) as explained in one of my earlier post.

Learning how to EQ will prepare you for the biggest part to later on understand how to transient design your instruments in a corrective way. Also compression plays an important role in this.

Have fun playing around with your EQ and let me know if this worked for you as it did for me.

Scalping off with surgical incision and precision,

Your Music Surgeon





CAPTURE CLIPS AUTOMATION SSL J9K SERIES CONSOLES

14 01 2009

Intro
Capture Clips is an innovative feature on SSL J9K series consoles, which allows the system to capture audio ‘clip’ information from the console’s channels, via the opening and closing of gates in the channels’ dynamics sections. Once captured, an on-screen representation of the audio can be used as an aid to the editing of automation data. Capture Clips makes your life easier to clean up noise on audio program’s, isolate those tomes that happen once or twice in the track, or even FX tracks including one time hitters, among many more advantages. I personally prefer it over Pro Tools ‘Strip Silence’ function.

Set-up
First you need to set-up the gates on the channels which have the necessary audio coming through them. The system assumes that audio is present when no LEDs are lit on the gate meter.

NOTE: If this is your first experience with Capture Clips, we suggest you read through this section before proceeding, so that you are aware of the potential benefits of this innovative function.

The Steps

1.) Select: Mix-Desk > Events, and click or stab on the ‘Clips’ box at the top left of the Events List. This results in two new boxes to the right named: Capture and Clear.

2.) To select the channels you want to capture the clips on, either click or stab on Capture. Now the channel selector pop-up will appear. To select a sequential range of channels, simply hold down the fader status button of the first channel and press the button on the last channel.

3.) Hit play in Pro Tools.

4.) When you hit stop in Pro Tools you will be given the option to Save or Discard the captured clips. If you save the clips, select the Mix-Desk > Overview display to view the captured audio for each channel represented by a series of blue blocks.

5.) If you subsequently wish to discard the clips on one or more channels, select Clips followed by Clear on the Events List. This again will call up the channel selector pop-up. Choose the channels on which you want to clear the Captured Clips information. When done hit OK.

NOTE: Clips will be captured from the first time you hit play in Pro Tools after the Capture Clips function is armed. Make sure that Pro Tools is located to the correct start point before you select channels as described before. To avoid capturing excessive material, you should start and end the run in silence. The simplest way to do this is to select a SOLO button on an unused (empty) channel. However, if you don’t start and end with the gates closed, the system may assume that there is a clip running from 00:00:00:00 up to the start of the track, and another clip running from the end of the track to 23:59:59:24 or 29 (!!!).

Outro
The K Series computer’s mix system provides a set of automation modes which are specifically designed for use with Captured Clips. If you are lucky enough, as I’m often, to work on a K series 9000 console cleaning audio is a bit easier.

Signing off,

Yours truly!





MAGIC EQ FREQUENCIES

13 01 2009

Before I’m even going to reveal my magic EQ frequencies, I want to take this opportunity to give every one a little advice; I’d rather advice every one to cut before boost. EQ in general works better “subtractive” than “additive”. (low) Shelving before compression will help your compressor to act smoother, and cutting before boosting will help you to create a better overview of your mix. Keep this in mind or it will haunt you for the rest of your entire career and probably also your life.

I strongly advice you to sweep around the following frequencies and play around with the amount of subtractive and additive dB’s. Keep in mind that you can apply more dB/ octave subtractive than additive (!!!). These issues have been addressed in an earlier post which you can find here.

For some of the subtractive work I make use of side-chaining in the form of dynamic-eq. The reason for this is that it sounds more transparent rather than static.

THE MAGIC CHART

40 CYCLES
Reduce to increase overtones and recognition and tighter sound of kick drum. Shelf equalization.

64 CYCLES
Increase to add more fullness to kick drum (fundamental, 1st harmonic). Peak equalization with a Q of about 1.3.

72 CYCLES
Increase to add fullness to bass. Peak equalization with a Q of about 1.3.

100 CYCLES
Increase for fullness to floor toms. Peak equalization with a Q of about 1.3.
Increase for warmer sound of piano and horns. Peak equalization with a Q of about 1.0 for piano, and 1.3 for horns.
Increase for warmer sound of strings. Peak equalization with a Q of about 1.0.
Reduce to decrease boominess of vocals. Peak equalization with a Q of about 1.0.

120 CYCLES
Reduce to increase clarity on all instruments except, kick, bass, toms and other low-end related instruments. Shelf equalization.

128 CYCLES
Increase for harder sound, clarity and punch to kick drum (2nd harmonic, 1st overtone). Peak equalization with a Q of about 1.3.

200 CYCLES
Increase to add fullness to snare, guitars, and vocals. Peak equalization with a Q of about 1.3 for snare and guitars, and 1.0 for vocals.
Reduce to decrease gong sound of cymbals. Peak equalization with a Q of about 1.0.

240 CYCLES
Reduce to decrease muddiness of vocals. Peak equalization with a Q of 1.0.
Reduce to decrease sustaining sound of bass. Peak equalization with a Q of 2.0.

300 CYCLES
Reduce to decrease muddiness of mid-range instruments. Peak equalization with a Q of about 1.0.
Reduce on kick drum for clarity of mid-range instruments such as vocals and pads. Peak equalization with a Q of about 1.0.

500 CYCLES
Reduce to decrease cardboard sound. Peak equalization with a Q of about 1.0.
Reduce to decrease ambience on cymbals. Peak equalization with a Q of about 1.0.

600 CYCLES

Reduce on kick drum for clarity of lead vocals body. Peak equalization of 1.0.
Increase to add guts/ body to lead vocal. Peak equalization with a Q of about 1.3.
Trick: reduce on all backing track instruments to achieve clarity, and put lead vocal solid on top of the backing track (instruments).

740 CYCLES
Reduce on snare to increase clarity of over-heads, hi-hats and cymbals. Peak equalization with a Q of about 1.0.

900 CYCLES
Increase for clarity and punch of bass. Peak equalization with a Q of about 1.3.
Reduce to remove cheap sound of guitars. Peak equalization with a Q of about 1.3.

1,000 CYCLES
Increase for body of keyboards/ synthesizers. Peak equalization with a Q of about 1.3.

1,500 CYCLES
Increase for clarity and pluck of bass. Peak equalization with a Q of about 1.3.

2,500 CYCLES
Increase for attack of snare. Peak equalization with a Q of about 1.3.
Increase for more attack of electric and acoustic guitar. Peak equalization with a Q of about 1.3.

3,000 CYCLES
Increase for more clarity and harshness of lead vocals. Peak equalization with a Q of about 1.0.
Increase for more attack on low piano parts. Peak equalization with a Q of about 1.0.
Reduce to increase breathy, soft -sound on background vocals. Peak equalization with a Q of about 1.0.
Reduce to increase overtones of bass, and clarity of other instruments. Shelf equalization.
Trick: reduce on all backing track instruments to achieve clarity, and put lead vocal solid on top of the backing track (instruments).

4,000 CYCLES
Increase for attack of kick drum. Peak equalization with a Q of about 1.3.
Reduce to decrease harshness of electric guitars (rock guitars). Peak equalization with a Q of about 1.0.

5,000 CYCLES
Increase for presence of vocals. Peak equalization with a Q of about 1.0.
Increase for attack of toms. Peak equalization with a Q of about 1.3.
Increase for attack of piano and (acoustic) guitars. Peak equalization with a Q of about 1.3.
Reduce to make instruments appear more distant. Peak equalization with a Q of about 1.0.
Reduce to remove cheap digital sound of reverbs and other digital effects. Shelf equalization.

7,000 CYCLES
Increase to add sharpness/ bite on synthesizers. Peak equalization with a Q of about 1.3.
Increase to add sharpness to piano. Peak equalization with a Q of about 1.0.
Increase to add sharpness to guitars. Peak equalization with a Q of about 1.3.
Increase for dull singer. Peak equalization with a Q of about 1.3.
Reduce for less “S” sound on vocals. Peak equalization with a Q of about 2.0.

10,000 CYCLES
Increase for air on vocals. Peak equalization with a Q of about 1.0.
Increase on overall stereo mix (2TR) to add air and brighten up the final mix. Shelf equalization.

14,000 CYCLES
Increase to make sampled synthesizers sound more analogue. Peak equalization with a Q of about 1.0
Increase for air on cymbals, strings, and flutes. Peak equalization with a Q of about 1.3.

16,000 CYCLES
Increase for air on vocals. Peak equalization with a Q of about 1.0.

Note: Please keep in mind that the following are approximate values and are song dependent and root key related (!!!).

I hope this chart will help you to create better and cleaner sounding records. And as for any thing you can always reach me on royalcollegeofsurgeonsinc @ gmail . com.

Signing off from Studio A at Glenwood Place Studios in Burbank, CA.

The Music Surgeon