How top engineers use their most important effect
Technique : Effects / Processing
If you've ever spent hours mixing only to
be confronted with a wall of mud, you might need to think harder about
how to use reverb and delay in your mixes - and some simple tricks can
yield dramatic results.
Reverb and delay are arguably the most common
effects used at mixdown, but because they find so many different uses in
this context they can seem bewildering to musicians who are still in
the process of getting to grips with the fundamentals of studio
production — those setting up a home studio, perhaps, or those enrolled
in a music technology course for the first time.
Part of the problem inevitably stems from the wide
range of different devices available that can supply these types of
effects, and from their frequently inscrutable editing parameters. There
is, however, an enormous amount of information on hand to demystify
such technicalities, not least in Sound On Sound's on-line article archive
(see the 'Further Reading' box for some suggestions). Furthermore, the
preset-led nature of many effects units these days makes it unnecessary
for the beginner to delve very far into their algorithmic innards, and
to be honest I think there are quicker results to be gained at the
outset by working from presets, and leaving most of the effects
parameters well alone!
As I see it, the more pressing difficulty when
starting out is dealing with basic practical questions such as how many
different effects to use, which effects to apply to which instrument,
and how to decide on suitable levels. So in this article I'll be trying
to eliminate some of the guesswork by suggesting a basic general-purpose
approach to using reverb and delay while mixing. In the process I'll
pinpoint some things to watch out for when surfing reverb presets, as
well as highlighting the handful of effects parameters and techniques
that make the biggest impact with the least effort.
However, I've always felt that there's only so much
you can communicate in print alone when you're dealing with mixing
techniques, so I've also put together a bunch of audio examples so that
you can judge for yourself how useful each of my proposed methods is in
practice. You can download them in MP3 or WAV format from the SOS web site at www.soundonsound.com/sos/ jul08/articles/reverb1audio.htm.
On the most fundamental level, both delay and reverb
are about adding the characteristics of an acoustic environment, either
by creating simple echoes or by simulating more complex patterns of
sonic reflections. The reason these effects are usually so important at
mixdown is because the individual parts in most modern multitrack
projects communicate very little in the way of a common sense of space,
and as such sound a bit 'dislocated', rather than seeming to belong on
the same record. Obviously, synthesizers and sampled sounds often have
no sense of acoustic realism to them at all, but even miked instruments
are often recorded very close up, to reduce room reflections as much as
possible, allowing decisions about the nature of the production's
overall acoustic space to be deferred until the final mixdown.
For this reason, the primary objective of reverbs
and delays is to reconnect tracks that have no inherent connection by
giving them some shared acoustic characteristics, and it's this task
that's the subject of the article at hand. Naturally, there are creative
applications of reverbs and delays too, but these are window-dressing
in most mixes (as well as being very much more a matter of personal
taste), and will do your mix little good if the main edifice doesn't
really cohere properly.
Because the underlying aim is to give the separate
tracks something in common, it makes sense to set up your plug-ins or
hardware processors so that the same effect can be applied to multiple
tracks at the same time. Whether you're using a hardware or a software
mixer, the manner of doing this is pretty much the same.
First of all
you set up the output of your effects processor to feed a spare stereo
mixer channel; then you set up a separate mix of your tracks
specifically for the effects processor and send it to the unit's inputs,
whereupon the effected signal feeds back into the mix. By changing the
levels of the different tracks in the send mix, you determine how much
of the effect is added to each track.
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In hardware systems, the mixer will have auxiliary
send controls which allow you to create a number of independent
effects-send mixes, each mix appearing on a separate output socket. By
connecting different effects units to the mixer's different
auxiliary-send outputs, you can drive several independent effects at
once, assuming that you have enough free mixer inputs through which to
return their outputs. In software, a separate mixer channel usually
needs to be created to hold the effect plug-in, whereupon auxiliary
sends can be created on each relevant mixer channel to feed it. (This is
exactly the kind of setup I used in Cockos Reaper to create my audio
examples, using a section of an otherwise dry multitrack project.)
Irrespective of which kind of system you work in,
though, there are two important things that you need to bear in mind if
you're going to ensure that this kind of effect configuration (usually
called a 'send effect' or 'effect loop') works properly. The first thing
is that you need to make sure the processors or plug-ins you're using
only output effects, not a mix of processed and unprocessed signals,
otherwise changing any auxiliary send level will also have an impact on
that track's overall volume. Some effects units have separate level
settings for effected ('wet') and uneffected ('dry') signals, while
others offer a Mix Balance control, which needs to be set to one extreme
(usually labelled something like '100 percent wet') to stop any
unprocessed signal breaking through.
The second thing to ensure is that each channel's
auxiliary send is taken from a point in the signal path after the
channel's fader — in other words, that you use what is called a
'post-fade' auxiliary send. That way the amount of effects for any
instrument will vary naturally as its channel fader is moved. If you fed
the auxiliary send from before the fader, then you could, for example,
fade a track completely down and you'd still be hearing its reverb —
rarely a desirable state of affairs except for the occasional special
effect.
Listen To the On-line Examples
As usual, we've placed a number of audio examples discussed in this article on-line at www.soundonsound.com/sos/jul08/articles/reverb1audio.htm
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Choosing Reverb Presets
Now that we're clear on how to set up the necessary
connections, it's time to start considering the effects themselves.
First of all, let's start by looking at how you can use just reverb to
draw a final mix together, and then we'll build on that to show the
subtly different possibilities that are afforded by delay effects.
As I've already mentioned, there are enough things
for newcomers to mixing to worry about without programming their own
reverbs from scratch, so I would certainly recommend starting from
presets where possible. However, this tactic only lets you off the hook
to a certain degree, because it's still up to you to select the right
processor and preset for the task. Here are a few tips.
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The first, and probably most useful, thing I can say
is that you should ignore the preset names and instead try to imagine
the kind of space you want your mix to inhabit — picturing a real
environment can help focus the mind here, although this may not help as
much if you're trying to create a more other-worldly sound. A wrong
choice in this regard can be almost impossible to sort out during
mixing, whereas a reverb with the right kind of inherent acoustic
signature but the wrong tone and/or length can usually be tweaked into
better shape comparatively easily. It's not uncommon for me to wade
through a couple of dozen presets before I find one that instinctively
feels like it fits the mix in hand, and it's vital that you don't hurry
this process.
Beyond that rather intangible decision, though,
there are a few other more down-to-earth things to consider. First of
all, if you have a choice of reverb processors or plug-ins, be wary of
any that produce a metallic sort of sound, particularly in response to
noisy tracks like drums. To show what I mean by this, let me turn to the
first of my audio examples: the Reverb1 and Reverb2 audio files. The
former has a pronounced metallic ring to it, whereas the latter (while
still far from perfect) is a bit better behaved in this regard, and is
likely to prove much more usable.
The problem with metallic resonances
is that, by the time the reverb is at a level where it's doing its job,
the overtones become too clearly audible, unpleasantly colouring the mix
as a whole and making the effect sound too obvious. Reverbs with
obvious resonant 'character' do have their uses at the mix, but
typically for other, more specialised tasks beyond the scope of this
article, so it's best to steer clear of them to begin with. (It's worth
pointing out that the Reverb1 file also veers off to one side of the
stereo image as it decays, which isn't ideal either.)
Another basic principle when looking for reverbs
that will bind a mix together is to tread carefully with any that seem
to have very prominent frequency extremes. Neither very high frequencies
nor very low frequencies are much use when using reverb to bind a track
together, the former tending to make the reverb too audible in its own
right, and the latter reducing punch at the low end of the mix where
definition is normally really important.
Further Reverb Reading
If you find that you're struggling with
effects-related jargon, or you just want to know a bit more about
different reverb types and plug-in parameters, head over to the SOS web site at www.soundonsound.com
and check out the extensive article archive, which has thousands of
free-to-view articles for you to browse. You can search the articles
yourself, using the search function, but if you're short on time then
here are a few of the most useful on the subject of reverb and delay:
Reverb: Frequently Asked Questions (SOS May 2000) www.soundonsound.com/sos/may00/articles/reverb.htm
Advanced Reverberation (SOS October & November 2001) www.soundonsound.com/sos/Oct01/articles/advancedreverb1.asp and www.soundonsound.com/sos/Nov01/articles/advancedreverb2.asp
Sequencer Reverb & Delay Masterclasses (SOS June & July 2003) www.soundonsound.com/sos/Jun03/articles/sequencerreverb.asp and www.soundonsound.com/sos/Jul03/articles/sequencerdelay.asp
Using Reverb & Delay In Cubase (SOS October 2007) www.soundonsound.com/sos/oct07/articles/cubasetechnique_1007.htm
Improving The Sound Of Your Reverb (SOS August 1996) www.soundonsound.com/sos/1996_articles/aug96/improvedreverb.html
Choosing The Right Reverb (SOS March 2006) www.soundonsound.com/sos/mar06/articles/usingreverb.htm
Convolution Processing With Impulse Responses (SOS April 2005) www.soundonsound.com/sos/apr05/articles/impulse.htm
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If you're lucky, you might have selected a reverb
preset that's perfect for your track. In my experience, though, no
preset ever seems to fit the mix like a glove, and I routinely tweak the
reverb sound in a variety of ways while mixing, to make it match
better. What I also find is that amongst the forest of reverb parameters
frequently provided, some end up being much more useful than others, so
here are a few pointers for getting the quickest results.
The most important thing that you need to get right
is the balance between the length of the reverb and its overall level
across all the tracks in the mix. Most people who send mixes in for Mix
Rescue tend to have misjudged this balance, either by having the reverb
too long, so that they can't fade it up far enough without it washing
out the whole mix, or by having it too short, so that they can't get a
full sound without distancing their tracks to the horizon. Almost every
reverb processor has some kind of control to change the length of the
reverb (often labelled Decay Time or Reverb Time), so one of the most
important things you can do is to experiment with different reverb
length settings, juggling the return channel's fader in tandem, to find
the best balance between these two parameters. In fact, this is
something I often find myself coming back to late in the mix, as it can
be difficult to judge properly until the comparative reverb levels for
all the instruments are set up.
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If you have a listen to the ReverbLength audio files
you can hear how the length of a single reverb can affect the fullness
of the mix, given a fixed effect-return level. ReverbLengthShort leaves
the mix a bit lacking in warmth, while at the other extreme
ReverbLengthLong goes over the top, swamping the details in the mix and
giving itself away as an unnatural effect. ReverbLengthMedium strikes a
balance between these two extremes and therefore sounds more successful
in context. I've also created a file of the same section with the reverb
bypassed so that you can hear how it's contributing to the song's
blend. (Incidentally, If you're having difficulty initially
distinguishing the differences between the different sets of audio
files, try importing all of them into your own sequencer so that they're
all playing back at once, and then use your mixer solo buttons to
switch between them while they're playing. This makes subtle adjustments
between the files much more apparent.)
The next most common thing I do with any reverb is
adjust its tonality to suit the track. Some equalisation controls are
often built into the reverb processor, but I usually prefer the extra
flexibility afforded by a separate equaliser following the reverb in the
return channel. With modern commercial styles I almost always cut away
some of the low frequencies with a high-pass filter set somewhere in the
100-300Hz range, simply because it allows me to keep the required focus
and punch of kick drums and bass lines uncompromised. I also often cut
high frequencies as well, either with a low-pass filter or high shelf.
This is partly because it helps make the reverb less audible as an added
effect (particularly in response to vocal consonants and high
percussion), but also partly because it has the psychological effect of
making the reverb seem further away from the listener than the brighter
dry sounds.
However, in addition to cutting high end and low
end, it can also make a great deal of sense to sculpt the reverb
return's tonality even further if you find that it's colouring the mix's
overall tone undesirably. Another reason for doing this is that the
fashion these days is for reverb to be pretty inconspicuous, but it
still needs to be high enough in level to get the instruments to gel
properly. If your reverb has a prominent frequency-response peak where
little else is happening in your mix, this will make the reverb effect
too audible well before the overall reverb level is high enough. A few
well-placed reverb-return EQ cuts once the mix is up and running can
therefore really pay dividends if you're after an up-front production
sound that is nevertheless still cohesive.
To demonstrate the impact of these kinds of EQ
changes, I used the same reverb effect from the previous example, on
which I'd already used all the types of EQ I've been talking about, to
create the ReverbEQFull audio file. I then dropped out each of the three
filter bands (a high-pass filter at 240Hz, a very gentle low-pass
filter rolling off from around 7kHz, and a 5dB peaking cut over a
one-octave band at 580Hz) to generate the ReverbEQHPFOut,
ReverbEQLPFOut, and ReverbEQPeakCutOut files.
The final reverb parameter that I regularly reach
for is the pre-delay setting, which simply delays the onset of the
reverb reflections by a specified amount — the longer the pre-delay, the
closer the dry sounds appear to be in comparison with the boundaries of
the simulated room. Some reverb plug-ins either have no pre-delay
option or have a zero default setting, and if left unchanged this
psychologically positions any sound source much further away from the
listener, effectively right against one of the boundaries of the
simulated room. This isn't the only problem, though, because what also
happens is that the almost instantaneous early reflections of a reverb
without pre-delay interact unpredictably with the dry sound in a way
that can noticeably alter its tone. An immediate reverb onset can
interfere with vocal intelligibility too, by blurring important
consonants. Again, Mix Rescue candidates regularly encounter all these
difficulties, simply because they ignore the pre-delay setting — and
even if your reverb has no internal pre-delay, that's no excuse not to
dial one in manually by chaining delay and reverb effects in series.
To hear how audible these factors are in practice,
try comparing the ReverbPredelayIn and ReverbPredelayOut files. The
first of these uses a 35ms pre-delay, while the second has none at all.
To my ears, the vocalist takes a clear step backwards when the pre-delay
is bypassed, and sounds less clear into the bargain.
On the face of it, if you're trying to get your
tracks to sound as though they're all roughly in the same space, sending
to a single global reverb from all of them is a common-sense approach.
However, in my experience this puts a lot more pressure on the engineer
to select and tweak that single reverb to get respectable results, so I
usually suggest to those starting out that it's actually easier if they
use two. Let me explain how this works.
The idea is that the two reverbs each serve
different purposes, and they can be mixed and matched to cope with a
range of recording types within most typical projects. The first reverb
is short (usually well under a second in length) and with perhaps only
5-10ms of pre-delay. What this does is simply make disconnected sounds
stick together more convincingly within the mix, as well as setting the
distance between these sounds and the listener, but without making
itself obviously audible as an added effect, given its minimal reverb
'tail'. (As a result, some engineers call this effect ambience rather
than reverb.) The second reverb can then be set to give much more of a
sense of an acoustic space, using a longer and perhaps slightly brighter
reverb as required, but combining that with a fairly long pre-delay
(maybe 30-70ms), to avoid the effect distancing sounds that it's applied
to very much further.
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Having these two reverbs on hand, you can then deal
with a variety of different situations. For example, a bone-dry
synthesizer track that belongs in the track's background might need lots
of short reverb to push it away from the listener, whereas a lead vocal
might only have just enough to make it sound as if it belongs in the
mix — indeed, it might have none at all if you want to achieve the most
upfront sound, albeit at the risk of it sounding disconnected from the
record as a whole. Both of the tracks may need a bit of the longer
reverb, though, if you're trying to make them sound natural together.
To take another example, drum overhead mics that
already have a lot of room sound on them could easily warrant no added
reverb at all (although you might try to match the sound of the longer
reverb to them somewhat, to get other, drier sounds to work alongside),
but some of the accompanying close mics may benefit from some of the
shorter variety, to avoid them advancing too far forward in the mix
perspective. A retriggered drum sample, however, would probably need
both reverbs, carefully applied, to blend it convincingly with the rest
of the kit: the shorter reverb would primarily set its distance, while
the longer could help to retrospectively teleport it into the original
recording room.
Clearly, both of your reverbs will need to be
tweaked to suit the track, but as long as you stay focused on their
respective purposes you shouldn't go too far wrong. If the shorter
reverb can't blend tracks together before it becomes too audible, try
further reducing its reverb time or dial in some EQ cuts on the reverb
return channel. If the longer reverb is making things sound distant, you
can take off some high end to push it further into the background; if
it's making things sound woolly, adjust that level/length ratio or crank
up the return channel's high-pass filter.
To demonstrate this dual-reverb setup in practice,
I've done a rough mix of the chorus of my little demo project using just
these two effects, to create the DualReverbsBoth file, but I have also
then made two further files (DualReverbsShortOnly and
DualReverbsLongOnly) designed to show what each effect is contributing
in isolation. The DualReverbsDry file, as you might expect, is the same
section without any reverb at all, just for reference.
Many people eschew reverb on kick and bass entirely,
to avoid low-end mush, but there's no need to be hard-and-fast about
this and risk throwing the baby out with the bath water. If a little
reverb helps to achieve a more satisfactory blend of these instruments
with the rest of the track, it's no bad thing, just as long as you keep
any undesirable bass overhang in check with your return-channel EQ.
One type of track that I rarely put reverb on,
though, is any background synth pad I might be using. These invariably
sink into the track without any extra help, and because they already
tend to create a homogeneous blanket of sound, even large amounts of
reverb will seldom be noticeable — all the reverb does is make the part
sound behind the beat! If a synth pad is too far forward in the mix, a
more effective recourse is to just shelve off a bit of high end with EQ.
Probably the most important thing to say about using
any reverb, though, is that it's not a bad idea to err on the side of
using too little in general, particularly if you anticipate using
mastering-style dynamics processing on the final mix at a later stage,
because this will tend to increase the levels of mix details such as
reverb tails. In a lot of cases where an obviously reverberant sound
isn't required, it's quite a useful little rule of thumb to set levels
so that the reverb only really draws attention to itself if you mute the
reverb return — that way you can be pretty sure it's only supporting,
rather than overwhelming, the dry tracks.
When you're trying to finesse reverb levels in your
track, another handy trick suggested by top engineers such as Geoff
Emerick and Alan Parsons is temporarily to mute the most prominent
tracks in the mix, typically drums, bass, and/or lead vocal. This lets
you hear more clearly whether there are any less-than-ideal reverb
balances amongst the background instrumentation.
Delay is a much simpler effect than reverb; most of
the time you can pretty much set the delay time (the distance between
the echoes) and the feedback level (the number of echoes) and you're
off! Perhaps it's because of this simplicity that so many musicians
ignore it when it comes to the mix, or maybe it's just that they don't
want any kind of distracting 'echo effect'. This is a shame, however,
because delay is almost as useful as reverb when it comes to gluing
instruments together at mixdown. In fact, in some senses delay is
superior to reverb for many dry-sounding modern styles, as it can
achieve cohesion without any obvious reverb tail, leaving individual
sounds more upfront, distinct, and raw-sounding. It also tends to leave
the mix sound much clearer, because it doesn't fill up all the gaps in
the stereo field in the way reverb tends to.
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Although there are many uses for mono delays, if
you're looking to use delay effects for subtle blending tasks, you'll
get the most transparent results if you use them in stereo, such that if
you send any panned or stereo tracks in your arrangement to the delay
channel, the echoes return with the same stereo positioning and spread.
This can be fiddly to manage in hardware setups, even if you have a
stereo delay unit, as very few mixers have stereo sends, so you may need
to carefully juggle the levels of two separate send controls per
channel to maintain the correct stereo image in the delay return. In
computer systems, things are usually a little easier, although it pays
to check that it's all working as you hope. I was using an Apple Logic
Pro system very recently, for example, and could find no straightforward
way of panning the send from a mono track across the channels of a
stereo delay effect — although whether this problem was my fault or the
software's is anyone's guess!
Again, you could use only a single delay effect to
pull your mix together, but I've found that setting up a couple of
contrasting effects actually makes it easier to get results quickly: the
first is a short 'slapback' delay, with 50-100ms delay time and zero
feedback; and the second is a longer delay with some feedback and a
delay time synchronised to the song's tempo. The short delay operates
much like the short reverb I've already discussed, although you need to
be careful feeding high levels of percussive sounds to it, as these can
begin to sound as though they're flamming, interfering with the track's
rhythmic pulse. Because the longer delay is tempo synchronised, it tucks
itself into the mix in a very transparent way, creating the same kind
of warmth and sustain as the longer of my two reverbs, but without
adding much in the way of a sense of real space.
Much like the reverbs, delays also benefit from
judicious EQ'ing to suit the track in hand. Fortunately, exactly the
same principles apply when massaging the EQ settings into shape for
either effect, so there's nothing more that needs to be said except that
you should give it the time it needs. To illustrate the different
flavour that delays offer compared to reverb, I've again set up a
similar set of rough mixes of my demo song's chorus, but this time using
the two delay effects: they're the ones with the DualDelay file names.
Many professional mix engineers have a selection of
standard effects that they set up before they even start to mix, having
learnt from experience which units and algorithms have reliably
delivered the results they need on project after project. The four
specific effects that I've described here are designed to be fairly
all-purpose in this way, and can be used in tandem to tie together mixes
in a variety of different styles. For example, if your recording is
already fairly live-sounding and mostly needs 'gluing together', the
shorter reverb and delay can come to the fore, whereas the longer
variants can be faded up when more space or sustain are required to
enliven something like a heavily-overdubbed pop or electronica record.
Alternatively, the delays might take precedence where a track already
has the necessary spatial character (or just needs to sound very
upfront), but lacks a satisfying resonance and fullness. To show how
these four effects can fit together, I've mixed that demo chorus section
one more time using all four effects at once, to create the
AllEffectsWet file, and you can use AllEffectsDry to get a perspective
on how much difference they're making.
There remains one final very important point to
make, though: the effects levels on most modern records don't stay
static throughout, but actually adapt to suit changes in the arrangement
and underscore the long-term ebb and flow of the mix. That means you
shouldn't expect the reverb and delay balance in your choruses
necessarily to translate directly onto a contrasting verse arrangement.
To illustrate this, I've created three longer audio files of the demo
song (the Automation files), taking in the first verse as well as the
chorus. For AutomationInactive I've just kept the same effect settings I
used in the chorus, and you can hear that the effect levels become a
bit overbearing in the sparser arrangement. However, just fading down
the levels of the two delays and the longer reverb during the verse
using mixer automation easily sorts out this problem for the
AutomationActive file, with the beneficial side-effect that as the
effects levels fade back up for the chorus section it makes the sound a
bit more expansive and 'widescreen'. Again, compare these two audio
files with the effectless AutomationDry for an idea of what the effects
are adding overall.
Even with audio files to demonstrate some of the
factors involved, there's a limit to how far you can improve your mixing
technique without giving it some practice, so if you've found the
application of reverbs and delays to be a bit of a black art so far, try
out the four-effect setup I've advocated above on a few of your own
tracks. With a little experimentation, you'll find that your ears will
begin to attune themselves to the more subtle characteristics of your
mix, so that you can balance the effects levels for each track much more
successfully.
Many thanks to Sarah Richardson for performing the vocals for this article's demonstration mix.
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