I used to record in a very ‘old school’ way; as
‘hot’ as possible without clipping, and always watching the meters like a
hawk. But what average levels should I use if I’m working with 24-bit
digital audio?
Via SOS web site
SOS
Technical Editor Hugh Robjohns replies:
The basic idea is to treat
-18dBFS as the equivalent of the 0VU mark on an analogue system’s meter,
and that’s where the average signal level should hover most of the
time. Peaks can be way over that, of course, typically kicking up to
around -10dBFS or so. Drums, being largely transient peaks, will be
kicking up there regularly.
If the material you
are recording is well controlled and predictable in terms of its peak
levels — like hardware synths tend to be, for example — you could
legitimately reduce the headroom safety margin if you really want to.
But in practice there is little point.
The only
advantage to recording with less headroom is to maximise the recording
system’s signal-noise ratio, but there’s no point if the source’s
signal-noise ratio is significantly worse than the recording system’s,
and it will tend to be that way with most analogue synth signals, or any
acoustic instrument recorded with a mic in a normal acoustic space.
The analogue electronic noise floor or the acoustic ambience will
completely swamp the digital recording system’s noise floor anyway.
Recording
‘hot’, therefore, won’t improve the actual noise performance at all,
and will just make it harder to mix against other tracks recorded with a
more reasonable amount of headroom. One issue that comes up a lot is
the confusion between commercially released media (CD, MP3, for
example), which have no headroom margin at all (they peak to 0dBFS), and
the requirement for a headroom margin when tracking and mixing.
Going back to traditional professional analogue
audio systems, the practice evolved of recording signal levels that
averaged around 0VU. OK, you could push things a few decibels hotter
sometimes for effect with analogue tape, but a level of around 0VU was
the norm, and that normally equated to a signal level of about +4dBu
(VU meters are averaging meters and don’t show transient peaks at
anything like their true level).
Analogue
equipment is designed to clip at about +24dBu, so, in other words, the
system was engineered to provide around 20dB of headroom above 0VU. It’s
just that the metering systems we use with analogue don’t show that
headroom margin, so we forget it’s there. Digital meters do show it, but
so many people don’t understand what headroom is for, and so feel the
need to peak everything to the top of the meter anyway. This makes it
really hard to record live performances, makes mixing needlessly
challenging and stresses the analogue monitoring chain that was never
designed to cope with +20dBu signal levels all the time.
By
recording in a digital system with a signal level averaging around
-18 or -20 dBFS, you are simply replicating the same headroom margin as
was always standard in analogue systems, and that headroom margin was
arrived at through 100 years of development for very good practical
reasons.
Furthermore, the noise floor of a
typical analogue console might be around -90dBu (-100dBu was always the
holy grail). That gives a total dynamic range of 90 + 24 = 114dB, which
happens to be the same as a typical budget 24-bit digital interface.
The very best interfaces and converters are currently providing dynamic
ranges of around 124dB, which is the same as the holy grail of analogue
gear.
So working with average levels of around
-20dBFS or so is fine and proper, works in exactly the same way as
analogue, and will generally make your life easier when it comes to
mixing and processing.
The old practice of
having to get the end result up to 0dBFS is a mastering issue, not a
recording and mixing one. It is perfectly reasonable (after the mix is
finished) to remove the (now redundant) headroom margin if that is what
the release format demands.
A sensible headroom
margin is essential when tracking, to avoid the risk of clipping and
allow you to concentrate on capturing a great performance without
panicking about the risk of ‘overs’. A similar margin is also required
when mixing, to avoid overloading the mix bus and plug-ins (yes, I know
floating-point maths is supposed to make that irrelevant, but there are
compromises involved that can be easily avoided by maintaining some
headroom!).
Once the mix is finished, the now
redundant headroom can be removed, and that is a standard part of the
mastering process for digital media like CD and MP3.
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