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Foundations of Audio: Reverb
John Hersey

Foundations of Audio: Reverb

with Alex U. Case

 


This installment of Foundations of Audio explains one of the most essential ingredients in audio mixing, reverb—the time it takes for sound to bounce, echo, and decay during a live performance or recording. Reverb gives a natural richness to your recordings, which is possible to reproduce. Producer and audio engineer Alex U. Case covers the acoustic, mechanical, and digital means for creating reverb, and charts the parameters (room size, density, etc.) you'll need to know to take advantage of the original recording space and enhance it in post. He then shows how to simulate reverb digitally with effects, adding timbre, texture, and contrast, and improve the sound of your mixes with a sense of space and depth.

These techniques can be practiced with the free Get in the Mix sessions, currently available for Pro Tools and Logic Pro.
Topics include:
  • What is reverb?
  • Understanding how acoustic reverb works in rooms
  • Working with the signal flow, effects loops, and available CPU resources
  • Understanding core parameters, like reverb time and pre-delay
  • Simulating space
  • Creating nonlinear reverb
  • Building pre-delay effects
  • Using reverse reverb
  • Using convolution correctly

show more

author
Alex U. Case
subject
Audio, Digital Audio Workstations (DAWs), Mixing, Music Production, Audio Plug-Ins, Audio Foundations, Mastering
software
Logic Pro , Pro Tools
level
Appropriate for all
duration
3h 5m
released
Dec 14, 2012
updated
Apr 16, 2013

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Introduction
Welcome
00:04I'm Alex Case. Welcome to Foundations of Audio: Reverb.
00:09From caves to cathedrals, amphitheatres to amplifiers, humans have used reverberation
00:14or reverb to augment sound and music for millennia.
00:18Whether it occurs naturally, designed into the architecture of a space, or is artificially
00:23manufactured in the studio, reverb is a special effect we find very appealing sonically.
00:29There are many types of reverb that produce a wide variety of sounds and in this course
00:34we'll look at the most common ones, as well as some of the more advanced reverb effects.
00:41I'll start by covering the fundamentals of reverb, including the devices that make it and how they work.
00:41(music playing)
00:48Then I'll break down the common controls of a reverb effect, showing you how to set the
00:52Reverb Time, pre-delay, wet dry mix, diffusion, density, and other parameters.
00:59I'll demonstrate how to use digital Reverbs to simulate realistic space on your studio tracks.
01:05(music playing)
01:08I'll then explain how to use springs, plates, and chambers to modify the timbre of your tracks.
01:14We'll take a look at how convolution Reverbs work so that there's no mystery even with
01:19the newest reverb technology to hit our studio. (music playing)
01:23I'll show you how to use gates on your reverb returns and your room tracks for that obvious
01:28'80s flair or for more subtle track enhancement.
01:32Throughout this course I'll also provide you with guided exercise content in the form of
01:37Get in the Mix demonstration sessions that you can open up in your own digital audio workstation.
01:42Watch the video about Getting the Mix content to learn more about this unique learning experience.
01:48Now, join me in this high-end professional recording studio as we continue the Foundations
01:53of Audio Series with Foundations of Audio: Reverb.
01:58
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What you need to know before watching this course
00:01This course digs into reverb, how it works, the many ways we use it, and the strategies
00:06and musical motivations behind everything we do with it.
00:10We cover the basics, but we get to dig into more advanced applications too.
00:14Effective use of reverb is essential to getting your productions to sound professional.
00:19We break the process down step by step so that all these effects are easily understood.
00:24I'll demonstrate some approaches and then you'll get the chance to do it yourself.
00:29I designed this course to be accessible to everyone at all levels of audio experience,
00:35but rest assured, if you're new to this you will not be left behind, and if you have
00:40some experience, I'm confident you'll see in here some new ways to think about reverb.
00:46All viewers will find it quite helpful to have some basic working knowledge of a digital audio workstation.
00:53If you need a refresher on the basics of digital audio recording, mixing, and signal flow,
00:58you may want to check out the essential training course appropriate for your digital audio
01:02workstation in the lynda.com online training library.
01:06reverb processing spans the gamut, from blatantly unmissable, to very nearly inaudible, and
01:12all applications of reverb are made more meaningful when you have the chance to listen carefully
01:17to low-level information in the audio signal.
01:21So you'll get more out of this course if you listen to the many audio examples on the most
01:25revealing, highest-quality system you have access to.
01:29Ideally, you'll experience this course on a computer in a recording studio, hooked up
01:35to a great monitoring system, in a carefully designed room.
01:39If not, consider connecting the audio outs of your computer to a good home stereo for listening.
01:45If headphones are your best option, that's okay just try to get your hands on a great set.
01:51Monitoring on laptop speakers or listening via the built-in speaker on your mobile device
01:56simply won't give you the chance to hear the full beauty, capability, and creative possibilities
02:01for the effects we demonstrate.
02:03Sure, you can listen to my voice on any old system, but when it comes time for audio,
02:09hook up to the best system you have available, you'll learn the concepts discussed here more
02:13quickly, your mixes will be better for it. Okay, let's get started.
02:18
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Songs you should listen to while watching this course
00:01This course is rich with audio examples, clarifying animations, DAW project files, and actual
00:07recording sessions, all part of an experience that I hope you'll find informative and fun.
00:13But the best classroom for studying reverberation is your favorite music.
00:19Professionally produced records by the top talent in our field are rich with sonic examples
00:24of the very reverb effects we need to master. We must listen and learn from them.
00:29I keep a reverb listening list at the website, recordingology.com. Just click your way to
00:35the reverb section to see some of the most iconic examples of reverb effects.
00:41The list reflects my research and includes contributions from many others in our field.
00:45I invite you to add to the list.
00:48You might notice that many of the recordings are a bit old, from the 90s and before.
00:54There are two reasons for this.
00:55First, I believe it's difficult to know the historic significance of a recording--even
01:00a favorite recording--if it's less than about 20 years old.
01:05Classic iconic status is earned by a recording in part by proving itself relevant for decades.
01:12We all have music we absolutely loved three to five years ago that isn't so interesting to us anymore.
01:18We listen to music from before we were born that still inspires us.
01:23To separate the bad fads from the real deal, the listening list is tilted towards the past.
01:29The second reason the list favors older recordings is because simpler times created more revealing recordings.
01:36Before the Digital Audio Workstation--which is to say before the mid-90s--when the DAW
01:41finally became a professional grade production platform, track count was far more limited.
01:4724 tracks was nearly the peak and the days of 16, 8, 4-track stereo and mono aren't so long ago.
01:55Today's track count regularly exceeds 100 tracks.
01:59Those days of fewer tracks gave us mixes where different effects were more exposed, presented
02:04with less distraction and competition from the other tracks.
02:07That makes it easier to hear what's going on.
02:10The same mix moves happen in today's productions, it's just a lot harder to hear it, break it
02:15down, and figure out how to do it.
02:17So allow yourself to like the older music and give yourself the chance to learn from it.
02:22Read through the listening list, spin the tunes you already own, consider picking up
02:27some of the others, and give them a listen while you experience this course.
02:31The songs make great study breaks and they can serve as a kind of soundtrack to the course.
02:37Hearing the real world realizations of the reverb effects we study here will accelerate
02:42your understanding and raise the quality of your mixes.
02:47
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Using the exercise files
00:00If you're a Premium Member of the lynda.com online training library, or if you're watching
00:05this tutorial on DVD-ROM, you also have access to the raw audio material used to create this
00:11exercise content, as well as all other audio examples featured throughout the course.
00:16Inside the exercise files folder you'll find a folder for each chapter containing the WAV
00:21files used throughout the course.
00:24These files can be imported into your own digital audio workstation and used to follow along with the material.
00:30If you're a monthly member or annual member of lynda.com, you don't have access to the
00:34raw audio files, but you can follow along from scratch with your own assets.
00:40For members at all subscription levels, I've provided you exercise content in the form
00:44of Get in the Mix demonstration sessions that you can open up in your own DAW.
00:49Watch the video about the Get in the Mix content to learn more about this unique learning experience.
00:54
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Using the Get in the Mix session files
00:01This course features Get in the Mix exercise content, actual multi-track projects with
00:06built-in demonstrations, and practice material for you to use on your own, using your preferred
00:11Digital Audio Workstation or DAW.
00:14Using your DAW's video track capabilities I will guide you through automated audio examples
00:19demonstrating a number of the concepts and techniques discussed in this course, and all
00:24you need to do is press Play.
00:26Since the files are actual native high fidelity project files, purpose built for your specific
00:32DAW, you can manipulate the audio examples yourself, so feel free to pause, rewind, repeat,
00:38and zoom in on sections during the demonstrations to solidify and expand your knowledge.
00:44Get in the Mix project files also feature additional practice tracks, so you can explore
00:49the techniques you just learned on your own.
00:52These tracks are labeled practice and their content is located at the end of the demonstration material.
00:58Before using Get in the Mix content, you must first download the package prepared for your
01:02specific DAW from this courses page in the lynda.com online training library.
01:08Inside this package you'll find the Get in the Mix files.
01:12Throughout the course I'll direct you to open these files when appropriate.
01:16If you're viewing this course on DVD, the Get in the Mix files are included on the disk.
01:21Unlike Premium exercise content, Get in the Mix content is available to all lynda.com subscribers.
01:27If you are a Premium subscriber, you also have access to the raw audio material used
01:32to create the exercise content, as well as all other audio examples featured throughout the course.
01:38So download that content package and Get in the Mix with Foundations of Audio: reverb.
01:43
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1. Understanding Reverberation
What is reverb?
00:01Maybe you are like me, and when you step into a stone cathedral or concrete parking garage,
00:05you clap your hands to trigger and savor that wash of sound known as reverberation or reverb.
00:12When a sound occurs in a room, we hear the direct sound, plus the sound of the room,
00:17which is made up of the reflections of the sound from all the surfaces in that room.
00:21We call the combined sound of those many reflections reverb.
00:26Let me show you how it works and why we use it.
00:29The sound of the room, that reverberant wash of sound is very much made up of the many
00:34individual reflections created by the room's architecture.
00:38Those reflections arrive at our ears slightly later than the direct sound, but they merge
00:43together to produce a single continuous sound.
00:47Essentially, when multiple sounds of similar level are happening within about 20 milliseconds
00:51of each other, we can't pick any of them out as individual sounds, instead we hear the combined whole.
00:59In Foundations of Audio: Delay and Modulation we demonstrated how long delay times create echo-based effects.
01:06The delay time is long enough that we hear the delayed sound as a separate event from the direct sound.
01:12This is not what is happening with reverb.
01:15Medium and short delay times are used to create chorus and flanging effects.
01:19These effects add several delayed signals into the original signal, creating a single
01:24sound with a new sonic quality built on the interaction between the sounds within this tight time window.
01:32reverb takes this to a whole another level, presenting our ears with countless delayed
01:36reflections arriving one after another with microseconds in between.
01:41They unite into a single sound.
01:44The point here is that when our musicians play, they fill the space.
01:48They acoustically illuminate every visible surface in the room.
01:52(music playing)
01:57Sound spreads out as it travels, distributing its energy over a larger and larger area as it propagates.
02:04And the energy of the sound wave is gradually absorbed by the air in the room and by the
02:08materials in the surfaces that bound that room.
02:11The result is that the sound grows fainter and fainter over time.
02:16So in any space we hear the sound, plus reverb, and it's always direct sound first, followed
02:21by the reverberant wash of energy as it decays to silence.
02:25(music playing)
02:30
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Why do we use reverb?
00:00When we record we can choose to place our microphones, musicians, and their instruments
00:05in environments that have a unique sounding reverberation or in an environment with very little reverb at all.
00:12When you're working in a live room, which is how we describe rooms that have naturally
00:16occurring ambience and reverberation, you're going to want to capture the sound of the
00:19room using a separate microphone.
00:22Have a listen to the sound of a close-miked acoustic guitar in a live room with the sound
00:27of this room mike added to the mix. (music playing)
00:49The ambient room contributes to the sound by adding a bit of shimmer and glow, particularly
00:54to the more articulated notes in David's performance.
00:58While recording the unique reverberant quality of our space can lead to amazing tracks, most
01:02of the time we record with little to no natural reverb, and add artificial reverb later as a separate effect.
01:10Here is the sound of the same guitar in a sound booth, acoustically designed to have
01:14very little reverb.
01:17(music playing)
01:35And now I'll add the reverb.
01:38(music playing)
01:56There are a few reasons for recording our tracks with very little reverb.
02:00The first has to do with our desire for isolation among our tracks.
02:04Musicians need and like to record together in the same space to hear each other as they
02:09play, but there's some pressure on us as engineers to record tracks in isolation, so the sound
02:15from one instrument doesn't leak into another player's microphone.
02:19We like to manipulate each track giving them their own distinct effects as we mix.
02:25Working in studios that are highly sound absorptive helps us reduce the so-called leakage.
02:30To further that goal we often push the microphones in closer to their targeted instrument.
02:36Another reason our tracks often have no reverb stems from this close microphone placement.
02:41Getting in close enables us to capture vivid timbres, and that larger than life quality
02:46that we've come to expect in sound recordings.
02:49Lastly, we don't always know what type of reverb we'll want on the day we track it.
02:54We record it dry so that we can add the perfect reverb effect later when we have a better
02:59sense of the full arrangement and can make the reverb decisions in the context of the entire mix.
03:05All of these forces then conspire to make us record most of our tracks with little to
03:10no natural reverberation we add it in later.
03:13In pop music we typically gather sounds with a microphone up close and personal for maybe
03:196-8 inches away, to as close as--well as close as we can get without damaging the microphone or the instrument.
03:26This isn't necessarily the case for classical and some jazz techniques in which we often
03:30place the microphones some distance away from the orchestra or band, simultaneously recording
03:35the sound of all the players, plus the sound of the room.
03:39Most of us will likely be doing multi-track production in the studio and not recording
03:43orchestras in concert halls, so recording with close mikes on individual tracks and
03:49adding reverb to them later will be our standard practice.
03:53reverb processing in the studio releases us from the constraints of real room acoustics
03:58and frees us to explore so many options, realistic, surrealistic, more beautiful, more bizarre,
04:05we explore all the options in this course.
04:10
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2. Technologies for Creating Reverb
Capturing reverb acoustically through room tracks
00:01It's important to understand the tools and technologies we use for creating reverb.
00:06There are many of them so we break them down into three families, acoustic, mechanical, and digital.
00:13As the very idea of reverberation is born from room acoustics, we'll start there.
00:18Allow me to hit you with a bit of math.
00:20Here is Sabine's Equation for Reverb Time, which applies to all large sonically diffuse spaces.
00:27This equation quantifies how long it takes the room to decay to silence, or more specifically,
00:34how long it takes the level to fall by 60 dB, a significant reduction in amplitude and
00:40a decent proxy for silence.
00:42Let's listen to a snare drum with 3 seconds of decay.
00:48(music playing)
00:52The Reverb Time is this constant, 0.05, times the cubic volume of the room, divided by the
00:58total sound absorptivity in the room.
01:01So we have two principal acoustic properties that we can adjust to drive Reverb Time.
01:07For a longer Reverb Time, we can work the top of this equation and seek out a larger room volume.
01:13Big spaces are typically more reverberant than smaller ones.
01:18We can also work the bottom of this equation and make our space less sound absorptive.
01:23Removing sound absorptive materials or adding the opposite sound reflective structures will
01:28also stretch the Reverb Time.
01:32Concert halls for classical music are consistently large spaces, some 50 feet wide or more, over
01:37100 feet long, and with a ceiling height of several stories above the floor.
01:42They're constructed entirely of materials that reflect rather than absorb sound.
01:47In fact, only two types of sound absorption are found in a typical concert hall.
01:52The first is the air.
01:54Air absorbs sounds, however slightly, but it's hard to sell tickets to halls that have no air.
02:00The second absorber-- speaking of tickets--is the audience.
02:03So people and air are the necessary absorbers in a concert hall.
02:07The rest of the materials are stone, plaster, concrete, wood, steel, glass, and other similar
02:15hard nonporous materials offering high sound reflectivity.
02:20Sound is reflected off these materials like light is reflected off of a white wall or a mirror.
02:26You won't find many sound absorptive materials such as carpets, curtains, and glass fiber
02:31panels in most concert halls, though they can tame the acoustics of the lobby and the stairs.
02:36When classical music is the goal for the space, the architecture also includes bumpy stuff
02:41on the walls and on the ceiling that help diffuse the sound.
02:45Sound is preserved, sustained, and scattered for a beautiful reverb quality.
02:51(music playing)
02:55In pop recording, large reverberant spaces typical of classical music are the exception
02:59rather than the norm.
03:01In the studio we usually work in smallish rooms, with a tight acoustic quality that
03:06deliberately absorbs much of the sound energy in the room.
03:10(music playing) There are a few exceptions.
03:14If you happen to be working in a large room that's say big enough to park three or four
03:19cars, with more than a story in ceiling height, then you might be working in a room whose
03:23acoustic qualities are worth capturing.
03:26When you're lucky enough to be recording in one of those grand studios whose great acoustics
03:31suite your tracks, plan to record the room.
03:34The typical approach these days is to still use close microphones on your instruments,
03:39getting all the benefits of close miking craft, but to augment those tracks with other more distant microphones.
03:46Send these faraway microphones to their own tracks, label these tracks room, and plan
03:50to mix them in with your close-miked tracks later.
03:54Most of the biggest recording studios still aren't quite as reverberant as a concert hall.
03:59We utilize studio room tracks less for the long decay and more for the early part of
04:04the signal, when the sound is bouncing off all of the carefully designed sound reflectors
04:09and diffusers in the room.
04:11The best studio room tracks possess wonderfully complex, ear pleasing, early reflections that
04:17add excitement, energy, and size to the tracks in our mix.
04:22While our Digital reverb Effects Units can also synthesize an approximation of these
04:26spaces with their early reflections, there's nothing like the real thing.
04:30Attentive listeners will hear the difference.
04:33In fact, medium and smaller studio spaces are often carefully designed with sound diffusive
04:38treatments offering up reflected energy that complements the audio, even though they aren't
04:43large enough spaces to ring on like a cathedral or an opera house.
04:48So when you notice you're in a great sounding room, it may not be because of the obvious
04:52long wash of reverb. Studio spaces often have very short decay times.
04:58Instead, listen for early reflections that are enhancing the sounds you hear.
05:03In those cases you should mike up the room, capture that natural acoustic liveness, and
05:08take advantage of the many signal processing capabilities that they offer, and which we
05:13cover in the movie, Getting the most out of Room Tracks later in this course.
05:18Natural acoustic reverb makes it into our production through room tracks whenever we
05:22get the chance to work in a great sounding room.
05:25And there's another acoustic signal processor we can use in our projects, the reverb Chamber, which we discuss next.
05:36
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Creating reverb acoustically through a reverb chamber
00:01Room tracks aren't the only way real rooms contribute reverberation to our studio recordings,
00:06we can also use a reverb Chamber.
00:09Recall from Sabine's Equation for reverb time that the Reverb Time increases as the cubic
00:14volume, the three-dimensional size of the room is increased.
00:19But this doesn't mean that a small volume can't reverberate.
00:22Small spaces can still offer long reverb times as long as they have little to no sound absorption.
00:29Small sound reflective spaces dedicated to the purpose of creating reverberation are called reverb Chambers.
00:36The focus on sound reflectivity narrows our options.
00:40Most residential construction is sheetrock, which isn't a full bandwidth reflector.
00:45That is sheetrock doesn't reflect all frequencies evenly, but concrete, stone, tile, these are
00:52reflective materials begging to make some reverb.
00:56This suggests we should consider bathrooms and basements, maybe a garage, or even the
01:00kitchen as potentially valid spaces for creating a reverb Chamber.
01:06Here is the sound of a snare drum using a bathroom as a chamber.
01:10(music playing)
01:11I know things are starting to sound a little homemade as I suggest you generate reverb
01:16for your mix from a kitchen, a basement, or a bathroom, but the history of recorded music
01:21is rich with examples of doing exactly this.
01:25The old grand studios in New York and Los Angeles often used bathrooms, basements, and attics as chambers.
01:32Old-school, high-end recording studios, with their carefully designed live rooms and control
01:37rooms, made reverb Chambers out of any other odd space available.
01:42You've heard it in music recordings that you've listened to from the '50s and well into the '80s.
01:47The short bright glow on vocals from the early Beatles recordings comes courtesy of a storage closet.
01:53That bright shimmer on so many Motown recordings was created in an attic.
01:58Listen to the vocal reverb on Frank Sinatra and Tony Bennett, and you're hearing glorious
02:02all-analog chamber reverb.
02:05Seek out recordings from studios such as Abbey Road, Columbia Studios, A&R, The Power Station,
02:12Avatar, United Western, Gold Star, Motown, and Capitol Studios, to name just a few.
02:20Some of the most important recordings in the history of recorded music came from these
02:24studios, and their chambers were a featured part of their sound.
02:28If reverb chambers are good enough for them, I think they're good enough for us.
02:33We need to choose a space that's sound reflective, and that's quiet enough to do this work.
02:38We put a loudspeaker in this space to energize the chamber and a pair of microphones or more
02:42in the space to capture the chamber.
02:45In this way your found space becomes a source of reverb for your multi-track recordings.
02:50
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Creating reverb mechanically using springs and plates
00:01Acoustic reverb for studio recording comes in the form of carefully designed and cleverly
00:06captured room tracks and reverb Chambers.
00:09The next class of Reverbs are those that use some sort of mechanical system to create a useful resonance.
00:16Mechanical reverb today comes in two forms, springs and plates.
00:21Spring Reverbs are made of, well just that, springs, usually a network of interconnected springs.
00:27A spring vibrates in a fairly simple way.
00:30Give it a shake and the vibration zips back and forth from end to end along the length of the spring.
00:37Multi-spring Reverbs make a mechanical connection between springs to trigger several interactive
00:42resonances among those springs.
00:45Let your audio drive the springs into action, pick up the subsequent vibration, and you've
00:50now tapped into the mechanical resonance of the springs as a kind of analogy for acoustic reverb.
00:57The sustained vibration of the springs proves useful in audio as a specific flavor of reverberation.
01:02It never sounds exactly like a room, but it certainly has a unique and interesting quality.
01:10Spring reverb, because it's light and portable and quite affordable is common in many old organs and guitar amps.
01:17Partly for the convenience, but also because of its characteristic sound, spring reverb
01:22remains an essential part of guitar tone.
01:25It's a defining element of surf music and guitar-based blues, but it is by no means
01:30limited to guitar alone. Let's hear a quick example.
01:34First, the electric guitar without spring reverb.
01:38(music playing)
01:48Now let's hear it with some of the amps spring reverb.
01:53(music playing)
02:03As you'll see later in this course, spring reverb is a great way to modify the timbre of an instrument.
02:10While it may not evoke the sense of a concert hall or a nice sounding room, it does offer
02:14a quality of resonance that's desirable on many tracks.
02:19Plate Reverbs offer an increase in sonic complexity over spring Reverbs.
02:24Where springs vibrate in a relatively simple one-dimensional way from end to end, a plate
02:29reverb, made up of a large plate of metal, will vibrate in a more two-dimensional way,
02:34down the length and across the width of the sheet of steel.
02:38An audio signal feeds a driver, which is connected directly to the plate, causing it to vibrate.
02:44Imagine a two-dimensional room, a room with length and width, but no height.
02:50As with springs, plate resonance doesn't actually sound that much like a real room.
02:55Here's a snare head, first dry, then through a plate reverb.
03:00(music playing)
03:15With experience you'll learn to identify the strong upper mid frequency decay characteristics
03:20of good plates and how they sound quite different from springs, rooms, and halls.
03:27Plate Reverbs haven't been made commercially in decades.
03:29The vintage units are highly sought after, expensive, and frankly, they're quite heavy.
03:35So it's quite common use convolution reverb to accurately get the sound of an actual plate into your mix.
03:41We cover convolution in a movie later in this chapter, but we use it here to add plate to the snare head.
03:48Listen carefully for the textured resonant decay as I gradually add plate to the snare
03:53drum while David plays time on a drum kit, where we've placed kick, snare, and a pair
03:58of overhead microphones. (music playing)
04:21The presence of reverb is unmistakable, but notice also that it doesn't sound anything
04:26like a concert hall or cathedral.
04:29Like springs, plates are desired for the distinct sonic coloration that we used to modify the
04:34timbre of the instrument's synth.
04:37Springs and plates are mechanical systems that offer their own unique strongly flavored
04:41sort of resonance, and while their mechanical technology is hardly cutting edge--digital
04:47is the thing these days-- their sound is still relevant.
04:51They're so important to music recording still that digital Reverbs of today often have presets
04:56that emulate these mechanical Reverbs of the past.
05:00You'll see that plates and springs are used often in the audio examples throughout this course.
05:05We study digital Reverbs next.
05:10
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Creating reverb digitally via algorithms and convolution
00:00There are so many different methods used for creating Studio reverb.
00:05Room tracks and chambers are acoustic sources of reverb, springs and plates give us reverb
00:09mechanically, but we're not done, there are digital ways too.
00:14Digital reverbs come in two forms, algorithmic reverb, which is the type of reverb plug-in
00:19in your DAW. And convolution, which takes advantage of the ever-growing power of CPUs to bring
00:25us another form of digital reverb.
00:28You'll hear examples of these types of reverbs throughout this course.
00:31We'll take them in order, in an earlier movie we saw how reverb comes from countless room
00:36reflections that follow any sound made in a room.
00:40In fact, those reflections that make up reverberation could be created in your DAW using a bunch of delays.
00:47One of the first digital reverbs ever was created in 1962 by a clever chap named Manfred
00:53Schroeter working at Bell Labs and he used just six delays.
00:58Today's digital reverbs of course use many, many more.
01:02Algorithmic digital reverbs are simply tricked out digital delay lines.
01:06The high-end outboard digital reverbs from Bert Caskey, Lexicon, TC Electronic, and Yamaha
01:12use algorithms consisting of very elaborate networks of interconnected, re-circulating, modulating, and filter delays.
01:20Many, many different digital delays are combined--intertwined really--so that the sound that
01:26goes in is sustained and repeated in a richly complex pattern, very much inspired by room acoustics.
01:34What a Concert Hall does with countless reflecting surfaces and algorithmic reverb can do with
01:39a large, but finite number of delay lines.
01:42The number of delays within the delay time settings of each, the way they're connected
01:47to each other feeding back and feeding forward with their delay times modulated, their phase
01:52shifted, their spectral content manipulated, built of process delays, multiple process
01:58delays and algorithmic reverb is a complex digital system that resonates, the signal
02:04goes in and lingers and fades.
02:08The sound quality of this kind of digital reverb depends very much on the skills of
02:12the engineers who design and write the code and seems to be directly proportional to the
02:17digital algorithms complexity.
02:20So these reverbs are greedy users of hardware needed to do all the calculations.
02:25Outboard digital reverbs have hardware dedicated to the task.
02:28Plug-in reverbs, especially the best sounding plug-ins, will gobble up a significant share
02:33of your DAW's system resources.
02:36There are great sounding plug in reverbs for sure, but you'll do well to have a very fast
02:41multi-core CPU with quite a big chunk of RAM to handle them.
02:45Memory and calculation intense, algorithmic reverb is one of the most important places
02:50to consider reaching for a dedicated outboard unit.
02:55Convolution offers an alternative digital approach to the algorithmic reverb.
02:59This curious word convolution simply refers to a very specific mathematical operation.
03:05Leveraging that kind of math lets us take the impulse response of a room and apply it
03:09to any audio track we have.
03:12Again, as reverb is in essence that almost indescribable, complicated, organic pattern
03:18of decaying reflections from all the room surfaces, all we need is a way to find the
03:23necessary pattern of delays and apply them to our audio.
03:27This is done by sending an impulse into the room, a simple single instantaneous spike
03:32of energy, a perfect click, and recording the resulting pattern of spikes that follow.
03:39This recorded response of the reverberant room as it reacts to a simple spike gives
03:43us all the data we need to apply the room's response to any other signal, your vocal track,
03:49your snare, your ukulele.
03:53Convolution reverb is driven then by a library of impulse responses, those recordings of
03:57how space is reacted to an impulse.
04:00The impulse response might be a hall in Japan, while your track is a close miked vocal from your bedroom.
04:07Convolve your vocal track with this impulse response and your listeners will hear your
04:11vocalist sonically transported to a space you may never have been.
04:16Convolution is a relatively new tool in audio, not because the idea is new, it isn't, but
04:21because it's very computationally intense.
04:25Convolution didn't really become viable in the studio environment until CPUs became multi-core,
04:31clock speed broke through the gigahertz range, and RAM started being sold by the gigabyte.
04:36We're lucky to be alive in audio today, because such capability is readily available.
04:42Convolution joins algorithmic to give all of us two very powerful choices for creating studio reverb digitally.
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Optimizing signal flow, effects loops, and CPU resources
00:00When using any type of effect like reverb, there are two ways to add the effect on to the track.
00:05You can insert a plug-in or outboard unit on each and every track that needs it, or
00:10you can setup an Effects Loop that makes that reverb accessible by any and all tracks in your project.
00:16When using reverb, the preferred choice is almost always the Effects Loop, for three reasons.
00:22One, similar reverb effects are often used on multiple tracks, that is you'll often want
00:27to put several tracks in a mix into the same sounding space.
00:31This can help glue your mix together making it more cohesive.
00:35Second, reverb effects can eat up a lot of computer processing resources, so utilizing
00:41one reverb effect for multiple tracks instead of dedicating one to each track is much less
00:46taxing on your computer.
00:48Third, effects loops help with workflow efficiency when mixing, you can be more creative and
00:54more productive when you have several reverb choices ready at your fingertips.
00:59Now let's setup a reverb effects loop on a vocal track, so you can see how this works.
01:05The vocal track is routed to the main Outputs this is called the Dry or Unaffected Signal.
01:10There's no reverb on this track. Here's what the dry vocal sounds like.
01:15(music playing) Then we create a Send on the vocal track.
01:29This Send taps into the vocal track makes a copy of it and routes the copy with adjustable
01:34level to another track.
01:36In this case, the signal is routed to an AUX input that has a reverb effect on it.
01:41This is often called the Effects Return, because it returns the output of the reverb back into
01:45the mix in parallel with the original dry track. The effected signal is said to be wet.
01:52Here's what the completely wet track sounds like it's the source track totally awash in reverb.
01:58(music playing)
02:09With the unprocessed track on one fader and the reverb return on another, we can mix the
02:14dry and wet signals together to taste.
02:17Turn up the return to add more effect to the mix, turn it down for less.
02:22(music playing)
02:34reverb affects devices and plug-ins almost always give you control over the amount of
02:37dry signal and the amount of wet signal at their output.
02:41Using either a single Wet/Dry Mix control or two individual faders, one controlling
02:46the dry level, the other the wet level.
02:49The Wet/Dry Mix describes the relative level of effects, versus unprocessed sound where
02:54100% means it's all reverb with no dry signal.
02:58While 0% means it's all dry source signal with no reverb at all.
03:04The standard practice is to set the internal Wet/Dry Mix parameter to 100% wet, when using
03:10reverb on an AUX input in an effects loop.
03:13That is the signal will be 100% wet when it comes out of the reverb processor, that's
03:18what we heard in the previous audio example on the wet track.
03:21Keeping the dry and wet signals separate makes the mixing easier.
03:25At the dry fader you control the clarity of the track in the mix.
03:28With the wet fader you independently control the amount of reverb added to the mix.
03:33With this effects loop setup, we can use an effect Send to add the same reverb to any
03:38and all tracks in our mix.
03:40For example, maybe the snare drum would sound great with the same reverb that's on the vocal
03:44track just create a Send on the snare track, route it to the same reverb Return, adjust the
03:50Send level of the snare track, and you're good to go.
03:53It's an elegant setup, but one that can take some time to get your head around.
03:57In fact, if you're just learning about this topic, and you like to see detailed instructions
04:01on how to setup an effects loop in your particular DAW, check out the Essential Training Course
04:06for your DAW in the lynda library.
04:09Here's an example in Pro Tools where I've got three reverb return tracks.
04:14One with a whole reverb, one with a plate reverb, and one with a convolution reverb.
04:19All tracks have Sends setup so that I can route any of the dry signals to any of the
04:23reverb effects, simply by turning up the Send level.
04:27Here's that same setup in Logic Pro.
04:31Setting these reverb effects loop up before you start a mix, means that the most important
04:35moments of your mix session, those moments when you need to solve a tricky problem or
04:40create a whole new sound, those moments can happen without distraction.
04:45The DAW will let you hook up a reverb anyway you want using a Send/Return Effects Loop or an Insert.
04:50So I just want to emphasize that while an Insert is quick and easy and seems fine at
04:55first, it's really not the right way to add reverb effects.
04:59Using an Insert instead of an effects loop, robs you of the chance to share a reverb among
05:03multiple tracks, which in turn slows you down when you really get into your mix and perhaps
05:09most importantly, it wastes precious computing power that will limit you elsewhere in your mix.
05:15The Send/Return Effects Loop is the smarter way to go.
05:18You and I, making multitrack recordings have so many choices and so much control over reverb,
05:25we can take our mix to any space in the world.
05:28We have the creative freedom to use acoustic, mechanical, or digital reverbs.
05:32We get to view it as an added instrument, we can compose it into the recording, there're
05:37mainly opportunities and few limits.
05:41For instance, the drums could live in a medium room, while the vocal could sound as if it's
05:44in an empty oil tanker.
05:46We don't make one reverb decision, we make many dozens of reverb decisions, all for a single tune.
05:53To make sense of it, we need to break the vague concept of reverb into some knowable, measurable qualities.
06:00Throughout the next chapter, we'll dig into the essential properties and parameters of
06:04reverb that we can manipulate in order to tailor reverb to our production.
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3. Key Parameters and Reference Values
The anatomy of reverberation
00:01At first, I think we all have a pretty intuitive reaction to reverb.
00:05The unique reverberant signatures of concert halls and cathedrals, stadiums and stairwells,
00:10are noticed by almost everyone, not just audio enthusiasts like us.
00:15Kids clap in caves, sing in showers, holler in halls, and shout at subway stops.
00:22This intuitive flirtation with reverb is very much driven by the unmissable sonic reaction
00:28of the space to the sounds we make.
00:31While a child plays with reverb without much thought, making musical use of the effect
00:35is the much more daunting challenge presented to us every time we record.
00:41It's a tough concept to truly master.
00:43To describe reverb we need a set of parameters, and we need to assign them some values.
00:49But let me warn you ahead of time trying to describe something as ornate and expressive
00:53as reverb with just a few numbers is clumsy. The numbers will never fully define a reverb.
01:00Imagine trying to describe the sound of your favorite piano, the tone of your favorite
01:04vocal microphone, or the flavors in your favorite fish taco, using numbers only.
01:10In the end, our understanding of any given reverb is always an aesthetic judgment, our
01:15own individual artistic assessment.
01:19Use the parameters as guides, but as always listen carefully and be opinionated.
01:25Go for what you like, never mind the details.
01:28One way to gain insight into reverb is to look at how it reacts to a specific test signal known as an impulse.
01:35An impulse is the shortest of clicks, a simple wave shape that snaps up and immediately snaps
01:41back down to silence, short and simple.
01:45Play an impulse in a room, record the result, and you've captured the room's impulse response shown here.
01:51It consists of three key components, landmarks really.
01:57First is the direct sound, that's the original impulse itself.
02:01This is followed by some visible spikes of early energy which are known early reflections.
02:07This in turn is followed by a dense wash of decaying energy.
02:10This is the much more complicated energy coming from the later reflections in the room, this is the reverb tail.
02:18Dividing your thinking into these building blocks can help even as we play music tracks instead of impulses.
02:24The direct sound is your original, likely close to mic to track, the kick, the snare,
02:30the vocal, the bass trombone. It's the dry part of the mix.
02:35As we had reverb to these tracks, we are adding a complex kind of sustain that includes the
02:39early reflections and the reverb tail.
02:42We will sometimes focus on the properties of the early reflections and other times focus
02:47on the reverb tail, each has sound qualities we need to get under control as we record and mix.
02:54With these three components of reverb in mind, we are ready to look at the most important
02:58adjustable parameters in our reverb devices, the knobs we turn, the buttons we press, and
03:03the sliders we push, as we add reverb to our music.
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Mastering reverb time, predelay, and wet/dry mix parameters
00:01There's a long list of essential parameters that you'll find on most reverbs.
00:05Reverb Time, Pre-Delay, Wet/Dry Mix, these are universal.
00:10Most reverbs then offer some form of frequency-based adjustability to the reverb, and there are
00:15a handful of other parameters found only on certain mix and models of reverb, such as
00:20density, diffusion, and room size.
00:23These parameters must be understood before we can take on the high-level musical and
00:28technical challenge of making reverbs an asset in our mix.
00:33Top of the list is reverb Time.
00:35Reverb Time describes the duration of the wash of reverberant energy.
00:40The industry standard is to use something called RT60.
00:43RT60 measures the amount of time it takes for the reverb to decay by 60 dB.
00:50Let's compare a couple of Reverb Time settings using this snare drum sound.
00:55(music playing)
00:57First, let's hear a long Reverb Time like 2.5 seconds.
01:03(music playing)
01:06With the Reverb Time of 2.5 seconds, it takes about 2.5 seconds for the snare sound to decay to silence.
01:14Now we will shorten the Reverb Time from 2.5 to one second.
01:18(music playing)
01:21Clearly the reverb doesn't last as long, the Reverb Time is shorter.
01:26This is one of the most fundamental, defining characteristics that you'll have to specify when you use reverb.
01:33To my ear, the first example seems to have too much reverb for most music that I can think of.
01:39But was that short reverb enough?
01:41We will forever be trying to balance too much reverb versus too little reverb, and it's not easy to solve.
01:48If you want more reverb, do you lengthen the Reverb Time or do you simply raise the faders
01:53and make the reverb louder?
01:55If you want less reverb, do you achieve that by shortening the Reverb Time or turning down the faders?
02:01It seems so simple at first, but you will find even this simple question, how much reverb,
02:06is tricky to get right.
02:08Expect at first to navigate a steep learning curve, allow yourself to make some mistakes
02:13with too much reverb here, not enough reverb there.
02:17We learn from these mistakes when we listen carefully to our mix the next day, undistracted by the DAW.
02:23Eventually I assure you, you'll get it all under control.
02:28Moving on to the next parameter, we have Pre-Delay.
02:32Pre-Delay is that gap in time between the direct sound and the onset of the reverb tail.
02:37You can specify a Pre-Delay as short as zero milliseconds, which will effectively make
02:41the reverb tail happen as soon as the sound begins, or you can stretch it out to 10,
02:4720, or 30 milliseconds, which is more typical of a real space like a concert hall.
02:53Or you can lengthen it further still up to 50, 100, or 200 milliseconds or more to create
02:58an unusual dramatic reverberation effect.
03:02See if you can hear the effect as I take the Pre-Delay on the reverb of this snare from
03:060, to 20, to 120 milliseconds. (music playing)
03:44It's important to note, we haven't changed the Reverb Time at all in this example, only
03:49the Pre-Delay, only that brief window in time between when the music happens and the reverb begins.
03:55The sound quality that results is complicated to sort through.
03:59In later movies in this course we will do exactly that.
04:03We'll learn how reverb adjusted through Pre-Delay can be used to fine-tune the timbre of the
04:07snare, to create a more realistic spatial quality around the snare, or to lead to a
04:13more theatrical embellishment of the snare.
04:16I should make quick mention of the important parameter known as Wet/Dry Mix.
04:21We talked a little bit about this earlier in the course.
04:25The Wet/Dry Mix is essentially the relative level of the reverb or an output of your processor
04:30that's the wet part compared to the direct sound itself, the dry part.
04:35Wet/Dry Mix parameters are provided on reverbs, because sometimes the recording engineer puts
04:40the reverb on an insert on an individual track and needs to establish the relative level
04:45of reverb versus dry signal in the reverb processor itself, but most of the time we
04:52get reverb into our mix using the far more efficient Send/Return Effects Loop.
04:57In this case we set the Wet/Dry Mix to 100% wet.
05:01We actually mixed the wet reverb with the dry tracks in the mixer, not in the plug-in or processor.
05:08We have faders controlling the dry tracks, and we've separate faders controlling the
05:11level of the reverb returning to our mix.
05:15As you'll see in the rest of this course, we almost always use Send/Return Effects Loops,
05:19so almost always leave the Wet/Dry Mix at 100% wet.
05:25reverb Time, Pre-Delay, and Wet/Dry Mix are three essential parameters.
05:30We also shape reverb in the frequency domain, we cover that next.
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Understanding the frequency dependence of reverberation
00:01So far, our discussions of Reverb Time have been with full bandwidth signals, which is
00:06to say we found the time it took for the entire signal to decay by 60 decibels.
00:12Reverb time, however, is rarely the same at mid, low, and high frequencies.
00:17So for instance, the reverb Time at 100 Hz might be longer than the Reverb Time at a 1000 Hz.
00:23The Reverb Time up high at 10,000 Hz might be shorter.
00:26This is the frequency dependence of reverb.
00:29We take the concept of reverb and divide it up along the frequency axis to observe reverb
00:34times from low to high.
00:37Most physical spaces have decay time that is highly dependent on frequency.
00:42In fact, I've never heard a room that decayed evenly across the entire audible band, so
00:47knowing the decay time as a function of frequency is a great goal. Or is it?
00:53Wait a second, we humans can hear across 10 octaves, so this approach would have us trying
00:58to keep track of and dial in 10 different time values in order to specify one frequency
01:04dependent reverb program for perhaps one track in our mix.
01:08Now my head is full of Beatles lyrics, Stevie Ray Vaughan guitar solos, and eBay prices for
01:13vintage microphones, so I don't really have the mental capacity to keep track of 10 numbers
01:18for every reverb I want to use. So instead we simplify.
01:24Most reverb units give you some way to globally reshape the decay time across frequency bands
01:29with just one or two parameters.
01:32The most common approach is to use a Bass Multiply or Bass Ratio parameter.
01:37When set to a value of exactly 1.0 the Bass Ratio will cause low frequencies to decay
01:43with the exact same Reverb Time as mid-frequencies.
01:47A value less than one causes the low end to die off more quickly than the mids, perhaps
01:52preventing unwanted mix muddiness.
01:55A Bass Multiplier parameter greater than one, coaxes the Reverb Time into a condition where
02:00the low frequencies linger on a little bit longer than the mids possibly adding to the
02:04warmth and low end envelopment of the track.
02:08The way we push low frequencies to resonate longer or shorter than mid-frequencies varies
02:12by reverb unit and plug-in.
02:15Look for some sort of parameter labeled ratio or multiplier often accompanied by a selectable
02:21low frequency so that you can specify the starting point below which the low frequencies
02:26will be affected and the amount by which they are adjusted.
02:30You might reduce everything below 100 Hz one time, but find reason to pullback everything
02:34below 400 Hz in another situation, and a similar parameter for high frequencies might be available
02:40on your devices though this is less common.
02:43Again, it's a ratio, set to one the high frequencies will decay at the exact same rate as the mid-frequencies.
02:51Set to a value greater than one, the high frequencies linger on a little bit longer,
02:55perhaps adding polish and some sort of sparkle to the track.
02:59The specifying a value less than one might soften the reverb a little bit getting it
03:03out of the way of the top of your mix, so you can better enjoy the cymbals, the breathiness
03:08of the vocal, and the metallic shimmer of the 12 string acoustic guitar.
03:12I don't know if you've noticed, but I'm not telling you what the right answer is for these
03:17bass ratios and high frequency multipliers, that's because there's not a single right answer.
03:23These are simply parameters were given to adjust the frequency dependence of the complex
03:27decay time of our reverbs, it's up to us to use the parameter effectively.
03:32We'll hear them in action later in this course.
03:35While these ratios give us control over the spectral content of the reverb resonance there's
03:40nothing stopping us from using equalizers to directly affect the spectral content of
03:45the signal going to the reverb.
03:47While we can always patch in our own equalizers are often provided as an additional parameter
03:52within the reverb itself.
03:55This gives us two different ways to affect the frequency content of our reverb effects, Ratios and EQ.
04:02EQing the send or the return of the reverb lets us emphasize or minimize certain frequency
04:08ranges by boosting or attenuating the level within that specified frequency range.
04:13EQ is all about level and is divorced entirely from decay time.
04:18Ratios and multipliers on the other hand don't adjust the level of the frequency band, instead
04:23they modify the reverb program to make the reverb time longer or shorter at the frequency areas specified.
04:31The idea of Bass Multiplier, for example is that it can make the lows easier to hear by
04:36making them last a little longer instead of just boosting their level as EQ does.
04:41Think of EQ as the way to determine the loudness or softness of the signal from low to high
04:46within your reverb, while ratios determine how long the reverb then last at those frequencies.
04:52Use both to sculpt the spectral content of your reverb.
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Tapping into advanced parameters such as diffusion, density, and more
00:00While reverb Time, Pre-Delay, Wet/Dry Mix, and the spectral manipulation of Reverb Time
00:06are common, nearly universal parameters, you'll see other terms that are less well defined
00:11and aren't particularly consistent from one make and model of reverb to another.
00:16Terms like Diffusion, Density, Room Size, and similar words sometimes appear as adjustable
00:22parameters on our reverbs.
00:24Remember, all of the parameters are there to give us some ways recording engineers to
00:28interact with qualities of the reverb, but reverb is itself such a complex and musical
00:34sound, and we savored it in part by listening to fine details and attributes not captured
00:39by the core reverb parameters.
00:42The number of individual contributing reflections within the impulse response is sometimes an audible trait.
00:50Surfaces, like the wall behind me, are common design features in concert halls and recording studios.
00:55These highly articulated, geometrically complex surfaces come in many forms, all with the
01:01goal of breaking up the sound.
01:03In architecture, bumpy surfaces like this diffuse sound creating a more complex impulse response.
01:11So parameters like Diffusion and Density drive the digital algorithm to emulate this feature of the architecture.
01:18They don't change the Reverb Time or pre-delay, they just drive the build up of complexity within the reverb sound.
01:25I hear the effect of these parameters is changing the sonic texture of the reverb from open
01:31and gauzy to thick and smooth.
01:34While Reverb Time and pre-delay are easily defined and quantified, parameters like Diffusion and Density aren't.
01:41One plug-in might have a slightly different interpretation than another.
01:45These are simply adjustable parameters that go from some low value to some high value.
01:50The numbers have no universal meaning across our industry.
01:54The approach is simply to fine tune and listen.
01:57A Room Size parameter likely tries to approximate the qualities associated with the big room versus a small one.
02:06Reverb time itself is of course intimately tied to room size, so adjusting the Room Size
02:10parameter often changes your Reverb Time setting as well, but it may also adjust the timing
02:16of the early reflections, close together in a small room and spread out in a large hall.
02:22Depending on the particular make and model of your reverb a room size parameter might
02:27also be available influencing how the density of the impulse response builds over time.
02:33Again, Room Size is a concept with no universal definition for how it changes a reverb processor's
02:38algorithm, we can only fine-tune and listen for these types of changes.
02:44Some reverbs provide an image of a room, sort of an architectural blueprint of the space
02:49and allow you to adjust qualities in the architecture.
02:53You can change qualities of the space like the number of walls and the dimensions of the room.
02:59Maybe there are parameters for changing the acoustic reflectivity of the materials that
03:03make up the floor and the ceiling and the walls.
03:06This is all an interesting way to interact with a concept of artificial reverb, but
03:10it's important to realize that this is just an alternative user interface for driving
03:14subtle sonic qualities of your reverb processor. You're not hearing the actual sound of the
03:20variable room you've just envisioned.
03:23The reverb output is influenced by the science of acoustics for sure, but it isn't actually
03:28calculating the precise reverberant qualities of the space you modified with these parameters.
03:34While Reverb Time, even as it varies with frequency and pre-delay, are crisp concepts that are
03:40straightforward to understand and relatively easy for the reverb unit to generate, these
03:45other parameters are more abstract.
03:48You don't need to worry about hearing the precise audible changes of a small tweak to
03:52a parameter labeled Density or Diffusion, instead we view them as ways to coax the sound in different directions.
03:59The typical approach is to listen to it at its preset value, then crank it up to an extreme
04:05setting and listen for sonic differences.
04:08Then crank it down to a value near the other extreme and listen again.
04:13Then return to the middle and listen.
04:16If global trends are revealed, and you like what you're hearing then adjust it to taste.
04:21If you don't hear much change, don't sweat it, it may be too subtle to bother with given
04:26the spectral and temporal qualities of the tracks you're mixing today.
04:30In those cases, I just leave those other parameters at their default values and move on.
04:35
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Reference values from the best orchestra halls
00:00All Reverbs come with presets, sometimes hundreds of them.
00:04It can be fairly daunting to know which reverb to use, and in turn, the desired values for each
00:09of the parameters. With so many possibilities, where do we start?
00:13I find it helpful to compare parameters to a good icon of acoustics, an orchestra hall.
00:19Acquisitionists have researched were it considered to be the best-sounding halls for romantic
00:23orchestral music, and these three rise to the top.
00:28Work done by Leo Branic's found a statistically significant number of conductors, orchestras,
00:33audience members, and music critics prefer the sound of these three halls over most other
00:39halls for romantic orchestral music.
00:42Over time, more and more great halls are built, but the best ones were all highly influenced
00:47by the acoustic qualities of these three.
00:51So it's useful to look at the Reverb Time, pre-delay, and spectral multipliers for these
00:56halls as a touchstone even if our music isn't symphonic music.
01:01Looking first at the middle frequency here, we see that these three concert halls have
01:05a mid-frequency Reverb Time of around two seconds or just under.
01:10So two seconds is a really useful reference number.
01:14When you set your Reverb Time to 2 seconds, you have a Reverb Time associated with a space
01:18that's quite large, the size of an orchestral hall.
01:21A hall that may seat 2,000 or more people, a hall that adds lush reverberation to a symphony.
01:28No reason not to put it on this acoustic guitar track transporting it to a concert hall.
01:33(music playing)
02:09It sounds smaller than the stadium or the Taj Mahal or a Cathedral, but it sounds larger
02:14than a club and probably much larger than even the largest recording studios.
02:19In addition to that approximately 2 second middle frequency Reverb Time, there's another
02:23interesting trend to the successful halls.
02:26The downward slope left to right of these curve shows that for the great halls the low
02:31frequencies resonate longer than the mids while the high frequency reverb times are shorter.
02:37Now this isn't the universal right answer, perfect reverb for all forms of music, but
02:43this sort of spectral contour seems to be a nice way to support the music of Mahler, Beethoven, and Wagner.
02:50In fact, the low frequencies have a base ratio of about 1.1, that means that the low
02:55frequencies last about 10% longer than the mid-frequencies.
03:00The shorter decay up high mean time is most likely attributable to air absorption.
03:05Air absorbs high frequencies more effectively than middle or low frequencies.
03:10Because these halls are real halls, not digital algorithms, and because these halls have,
03:15well, air in them, the high frequencies decay more quickly than the mid-frequencies.
03:21So when you dial in a Reverb Time greater than or less than two seconds, you're essentially
03:26starting off with a space that might sound larger than or smaller than an orchestral hall.
03:31That two second mid-frequency Reverb Time is a useful landmark.
03:36In addition when you coaxed the Reverb Time of low frequencies with the multipliers slightly
03:40greater than 1 you're emulating what, in fact, goes on in the warm, rich, enveloping, lush,
03:47orchestral halls that are thought to be the greatest in the world.
03:51You're free to introduce still more low-end thunder by raising the base multiplied values
03:56even greater than 1.1 or tighten up the low end of the reverb and avoid potential
04:01pop rock muddiness through base ratio of less than 1.
04:05When you specify a high frequency ratio less than 1 you're emulating or beginning to
04:10emulate qualities of air absorption, which could lead to reverberation that's very evocative
04:15of a real actual space.
04:18Of course, there's no reason you can't push the high frequency Reverb Time up, maybe even
04:23make it last longer than the mids which will effectively make your reverb sound unnatural.
04:28Maybe better than the real thing or maybe like a reverb from another world.
04:34Pre-delay is another essential parameter.
04:36The pre-delay of these orchestral halls all hover very close to 20 milliseconds.
04:42Less than 15 milliseconds or greater than 30 and the halls are not considered successful.
04:48The halls that are most loved for romantic orchestral music have a pre-delay of about 20 milliseconds.
04:53Again, for our mixes, the pre-delay parameter can be set to values different from 20, and
04:58in fact we almost always do as you'll see in later videos in this course.
05:03But 20 milliseconds is a good reference.
05:06That's the amount of time it takes a large, great sounding orchestra hall to go from direct
05:10sound to that full dense beginning of reverberation.
05:15A two second mid-frequency Reverb Time, a low-frequency multipliers slightly above one
05:20and a high frequency multiplier slightly less than 1 with a pre-delay of about 20 milliseconds.
05:26These are reference values from the best orchestral halls.
05:30We deviate from these freely in our productions, but we should know when were pushing beyond
05:34them or holding back, and make sure we do that on purpose to suit our music.
05:39
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Hearing beyond the basic parameters
00:01While both Stratocasters and Les Pauls are electric guitars with 6 strings, 22 frets,
00:07pickups, and so on, an experienced guitarist, given a choice, still has an opinion about
00:12which one to play in a recording session.
00:15There are indescribable differences in tone and playability not captured by the simple
00:20factual descriptions of their features.
00:23The same is true for reverb processors, and we audio engineers need to develop an ear
00:29for the nuances that distinguish them.
00:32The last few videos have surveyed the most essential parameters that we will specify as we tailor
00:37our reverbs to our production, but it's worth recalling the technologies used to create reverb.
00:43Remember, we walk through a list of acoustic reverse like room tracks and chambers, mechanical
00:48reverbs like springs and plates, and digital reverbs whose algorithms can create any sort
00:54of reverb from real to fictitious.
00:57These technologies remind us that parameters like Reverb Time, base multiply, pre-delay,
01:03et cetera, never completely define the sound of her reverb.
01:07A plate with a two second Reverb Time never sounds the same as a hall with a two second Reverb Time.
01:13And it's our job is recording engineers to specify the full and most appropriate sound
01:18qualities in the reverb to suit our tracks, to satisfy our artists, and to satisfy ourselves.
01:25So let's make a comparison of a plate reverb to a large hall reverb where the parameters
01:30are the same, but the technology creating the reverb is different.
01:34I want to make the point that the type of program whether it's a chamber, a plate, or
01:38a hall defines many subtle attributes of the reverb which transcend any of the adjustable
01:44parameters we discussed like reverb Time, Pre-delay, Frequency, Multipliers, and so on.
01:50Let's have a listen to a snare drum to hear the impact of choosing the type of reverb program.
01:56This snare drum gets treated to two different reverb types, a plate, and a medium room.
02:01Both set to a Reverb Time of one second. You'll hear the plate first, then the Room.
02:07(music playing)
02:42The Reverb Time should feel like they have the same decay time, but they have very little else in common.
02:48To my ear the plate reverb adds a mid-frequency texture that emphasizes the buzz and rattle of the snare.
02:54The medium room on the other hand evokes for me an image of the snare drum in an actual room.
03:00It's more natural sounding and doesn't color the snare as much as the plate.
03:04Meantime, it's worth noting that the plate doesn't actually create much illusion of a real space.
03:09Its resonant qualities are more about tone than space.
03:13We'll explore this important concept in an upcoming movie.
03:17So we're beginning to see that a reverb time of one second has no universal meaning.
03:22Our choice of reverb type is quite important. Let's try a similar experiment with this vocal.
03:29(music playing)
03:41Here we'll reach for a two second Reverb Time, one is a large warm hall, the other is a chamber.
03:46I will play them back to back for immediate comparison, the hall comes first, then the chamber.
03:52(music playing)
04:18The hall program creates a convincing illusion of our singer in a large hall.
04:23At 2 seconds it really sounds like a concert hall.
04:27Don't forget this is a simple close mic studio recording, but at a good sounding reverb like
04:32this, and you can transport the singer to another place.
04:36The chamber reverb on the other hand has a more unusual sound.
04:39I hear it is more of a pleasing decoration than a realistic simulation of space.
04:44Recall that a chamber is a much smaller space than a concert hall.
04:48As a result, it has strong resonances that probably wouldn't work for an orchestra, and
04:53there's no guarantee it will be flattering to your vocal track.
04:56With chambers we tend audition them, and if their spectral pockets of resonance pair well
05:01with the track, we go for it.
05:03If it turns out that the frequencies emphasized by the chamber don't fall in the best places
05:07for the track, we try another chamber.
05:10So again we see that the sound of a reverb includes many other hard to describe sonic
05:14features not captured by the all-important reverb parameters.
05:19In the next chapter of this course we've created more than a dozen movies on reverb techniques
05:24so that you can navigate the decision-making and creative process of adding reverb to your multi-track projects.
05:33
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Touring the interfaces for six reverb plugins
00:01We've talked about the anatomy of reverb drawing a distinction between the early reflections
00:05and the reverb tail that follows.
00:08And we've worked through the essential parameters of Reverb Time, pre-delay, wet/dry mix, any
00:14frequency adjustments, plus the other less precise parameters like diffusion, density, and so on.
00:21Let's review some plug-ins and see if we can stay oriented.
00:24Have patience, the fantastic capability of plug-ins today means that some of them open
00:30to a screen with many confusing at first parameters.
00:33We look for the essentials, then we look for the bells and whistles.
00:38Let's start with D-Verb, a stock ProTools plug-in.
00:41This is an easy-to-use plug-in that lets you tweak the essential parameters and move on.
00:47As we look around, we see nothing that addresses early reflections separate from the reverb.
00:52For this plug-in, as with many others, the early reflections are still part of the sound we
00:57just can't get at them directly.
00:59It's a little bit like using a semi-parametric EQ where the algorithm takes care of the queue parameter for us.
01:05And we just work with the frequency select and gain.
01:09Start by choosing an algorithm and a size to get things in the ballpark.
01:14Tailor it by adjusting the other parameters. So where are the key parameters?
01:19Reverb time is presented as DECAY, PRE-DELAY is just below it, the default wet/dry MIX
01:26on this plug-in is the expected 100% wet.
01:29We have two ways to get at the frequency characteristics of this reverb, HF CUT sets the frequencies
01:36above which the Reverb Time gets shorter.
01:39The LP FILTER equalizes the entire signal dropping a low pass filter directly into the audio path.
01:47Now let's look at True Verb, a plug-in made by waves and compatible with almost all DAWs.
01:54Programs are selected by clicking the Load button and choosing the best starting point.
01:59You then refine it as desired.
02:01This reverb has two algorithms running, one associated with the reverb tail, the other
02:06generating early reflections. We get good control over both.
02:11Reverb Time is set using the Decay Time parameter and Pre Delay is next to it.
02:16The wet/dry MIX is controlled through these three ON/Off buttons and their associated Faders.
02:22You can control the Direct sound, the Early Reflections, and the reverb tail independently.
02:28For 100% wet mute the Direct, but we adjust the Faders for early reflections in reverb to suit our needs.
02:36The frequency control in this reverb is quite comprehensive, there is reverb Damping at
02:41both low and high frequencies where you select the frequency beyond which the Reverb Time
02:46is modified, and you dial-in the ratio desired, extending the Reverb Time with a value greater
02:52than one and damping the time with a value less than one.
02:56It's great to have this control both low and high.
02:59EQ is also provided, the parameter called Rev Shelf is a high-frequency shelving filter
03:05applied to the input signal feeding the reverb portion of the plug-in.
03:09ER Absorb is a high-frequency shelving filter applied only to the Early Reflections.
03:16The shelving frequency for both the shelf gain settings Rev Shelf and ER Absorb is set
03:21by the High Freq parameter.
03:24Low Cut introduces a high pass filter down low for the early reflections.
03:29So the core parameters are well-represented, this reverb also offers some more subtle ways to affect the sound.
03:37Dimension drives the pattern of Early Reflections that's supposed to track with the number of dimensions in the room.
03:42We live in 3D but this reverb can build patterns of reflections that might come from one to
03:48four dimensions, whatever that might mean.
03:51Room size and distance can be adjusted to modify the spacing and level of early reflections
03:56in reverb and the Link button lets it drive the reverb Time and Pre Delay parameters for you.
04:02This plug-in also offers a very nice visual representation of the impulse response of
04:07the whole program, Early Reflections and reverb tail.
04:10Use this visual as a guide to understanding the logic of your parameter settings but be
04:15sure to base your final decisions on how it sounds.
04:20Logic Pro contains several stock reverb plug-ins, including Platinum Verb.
04:25Platinum Verb has a short set of presets to get you going in the pulldown menu that appears as pound default.
04:31It's often good to start here, get the sound close, and then adjust the taste.
04:37You'll see the bottom-third of the user-interface controls the reverb, the upper-left controls
04:42Early Reflections, and the upper right controls Wet/Dry Mix.
04:47Reverb Time is on the bottom-right.
04:49Pre Delay gets a modified definition here as there is the delay before reverb here called
04:55Initial Delay, and the delay before Early Reflections called Predelay.
05:00Wet/Dry Mix is controlled through two faders which control the level of the dry direct
05:04signal and the wet reverb signal.
05:08The relative level of early reflections versus reverb is adjusted with this balance control.
05:14Frequency Control is driven by the crossover frequency, this divides the audio at this
05:19frequency, and you can push the qualities of the lower band versus the higher band in different directions.
05:25The low ratio is the familiar parameter that determines how much longer or shorter the
05:30lower side of your reverb lasts.
05:32At a 100% the low band has the same reverb Time as the upper band.
05:37At values less than a 100% your low-frequency resonance is shortened.
05:41It can be pushed above 100% to stretch the lows out.
05:45The Low Freq Level parameter adjusts the overall level of the low-frequency portion of your reverb.
05:51It's nice to control the level independently of the reverb Time.
05:55High Cut is a low pass filter that pulls the highs out of the reverb, additional parameters
06:00like Room Shape, Spread, Density, and Diffusion dig into the details of the early reflections
06:06and the reverb tail offering variations in tone and texture well worth exploring.
06:12Altiverb is a high-end convolution reverb made by Audio Ease and compatible with many DAWs.
06:19You began by loading an impulse response, this is the truest representation of the system
06:24possible without further processing.
06:27If you load up a cathedral you get the sound of that cathedral.
06:31Manipulating any parameters then modifies your sound from the accurate representation
06:36of the space to something that doesn't exist.
06:39It is my bias to find the best sounding impulse response and not touch it.
06:44But if you must, you can change the reverb Time, adjust Pre Delay, and EQ and frequency damp the sound.
06:51Feel free to do whatever you wish to get the sound you want, but recognize that you're
06:55introducing processing to the impulse response that changes it from the actual measurement
07:00to one with different properties.
07:02You are creating a work of sonic fiction which is always encouraged.
07:06Ableton Live stock reverb also possesses all the parameters we'd expect.
07:12It separates early reflections neatly from the reverb engine called the Diffusion Network.
07:18The decay time is this plug's name for reverb Time, Pre Delay is on the left.
07:23Wet/Dry Mix is on the right with two level controls above one for the Early Reflections
07:28and the other for the reverb.
07:30When using an Aux and Effects loop set it to 100% wet and adjust the levels of the reflections
07:36in the reverb called diffusion to taste.
07:40Frequency controls exist for both the Early Reflections and the reverb.
07:43The input processing has an adjustable low-cut and high-cut filter that EQs the signal coming in.
07:50The diffusion network has adjustable high and low shelving EQs that pull those frequencies
07:55out of the reverb shortening the reverb Time beyond the frequency set.
08:00The usual culprits of size, density, shape, and scale are rather unique to this plug-in
08:06and can be explored for interesting results.
08:09Finally, let's have a quick look at reasons RV7000 reverb plug-in.
08:15Begin by loading in the desired preset, and there are lots to choose from built on several different algorithms.
08:22Once loaded, we find the familiar set of parameters, reverb Time appears as Decay, Pre Delay is as expected.
08:29Wet/Dry Mix is done with the familiar single knob control which we generally set to 100% wet.
08:36The EQ section lets you add a low-frequency shelf plus one parametric band to further sculp the tone.
08:43The EQ process is the output of the entire reverb.
08:47Bass multipliers described as damping are available on some but not all programs.
08:53Some programs also offer independent control of early reflections versus the reverb tail
08:58as we've seen before on other plugs.
09:01Other parameters are found depending on the algorithm you are running.
09:05So expect to explore the other parameters like diffusion, size, and similar through careful listening.
09:11The RV7000 also has a built-in gate module, the default appropriately is that the gate is off.
09:18But it's ready and waiting just a click away if you want to dial up some gated reverb without
09:22the fuss of adding more plug-ins.
09:25Now all reverbs sound the same and not all reverbs have the same parameters.
09:30While core parameters offer expected results, plan to dig into the unique and advanced features
09:36of the reverbs available to you with a little help from the manual and a lot of critical listening.
09:41
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4. Reverb Techniques
Choosing the right reverb for each of your tracks
00:01As with all effects, your use of reverb is motivated by specific strategies, and the list
00:06of reasons to reach for reverb might be longer than you think.
00:10Of course, the very idea of reverberation, the resonant sound of a space, is intimately tied
00:15to the spaces where music happens.
00:18So we think of artificial reverb as a way to simulate the sound of a space in our recording.
00:24Simulating space is just the beginning.
00:26reverb can do so much more, and we cover all of these in this course.
00:31reverb influences the timbre and the texture of the tracks in our multi-track productions.
00:36reverb also creates contrast, drier signals next to wetter signals so that listeners can
00:41hear more depth and detail and complexity in your multi-track production.
00:47reverb is often used specifically to emphasize certain tracks, phrases, or moments of musical
00:52magic, enhancing their own audibility and attracting the listener's attention.
00:57reverb can also do the opposite, it's sometimes used to blur and obscure elements of your
01:01multi-track mix, to shade things in, to make people work a little harder, piquing their interest,
01:08triggering a search for those complexities in your recording that they may not notice
01:11on the first or second listening but that they hope to find next time they hear it.
01:17reverb is also an essential storytelling tool.
01:19We can use it to help invoke a scene change where one part of the song has a very different
01:24reverberant quality than another.
01:26We sometimes shift the reverb as we go from bridge to chorus and from chorus to verse
01:31and so on so that the features of our mix support the composition and arrangement as much as possible.
01:38Lastly, reverb is the basis for several sound synthesis techniques, gated reverb, reverse
01:45reverb, using convolution to contrive wholly new works of audio fiction, pitch shifting the reverb, and more.
01:52Using reverb is the basis for sort of sound creation, sound design, or sound synthesis
01:57technique knows no bounds.
02:00This course dedicates more than a dozen movies for this long list of reverb Effects showing
02:05you how to think about each type of effect and choose the right reverb with the right parameters for the job.
02:11Next we'll start with the most natural and most obvious use of reverb, simulating space.
02:16
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Simulating space with reverb
00:01As reverb is in essence the sound of a space, it isn't surprising that we use studio reverb
00:06to simulate a space within our recording.
00:10Simulating space is itself a rich source of four families of effects that we talk about
00:14here: specific real spaces, generalized realistic spaces, spatial adjustments, and the creation of unreal spaces.
00:24Sometimes in music, our production challenge is to simulate a very specific real space.
00:29We might want to have the sound, the history, the feeling, the memory, the distinction,
00:34the sense of a very specific space with all the smells and sights that accompany it.
00:39We might want our recording to have the sound of acoustic icons like Carnegie Hall in
00:43New York, or huge houses of worship like Notre Dame in Paris, or small performance clubs like
00:48your favorite place down the street.
00:51We might pursue other less obvious places, your high school gymnasium, a London tube
00:56stop, the stairs at work.
00:58You have in mind a very specific real space, and you use reverb to make it happen.
01:04Any reverb processor can do the job, a chamber reverb, a spring, or plate can be hooked up
01:09and processed to help simulate the sound of a specific real space.
01:13But you are going to find digital reverbs are best suited to the task.
01:17Algorithmic reverbs with all their adjustable parameters can be tweaked until they match
01:22the sound of your actual desired space.
01:25But of course, convolution is a great way to go here if you have the right impulse responses.
01:31Drop Carnegie Hall onto the background vocals of your mix by instantiating a convolution
01:35reverb and loading in your favorite Carnegie Hall impulse response, if you have one.
01:40I am sure you could download one if you don't.
01:43Note to self, capture impulse responses on every location recording gig, find some quiet
01:48time when the band is taking a break and grab the impulse response.
01:53Use the Convolution reverb's Measurement feature or record the loudest short click you can
01:58using a handclap, popping a balloon, or even hitting a snare.
02:02It will let you create the sound of this room later when you might want the sound of this
02:06room but don't happen to be there.
02:08Beyond music production video postproduction presents another very common audio challenge
02:13where we need to evoke the sound of a specific real space.
02:17If you record Robert De Niro speaking his lines in a taxi during film production and
02:22then have to do some dialog replacement in a booth in a studio later, you're going to
02:27have to make the close mike studio recording sound like the boomed mike taxi recording.
02:32So in video production it can be helpful to capture the impulse responses for all places
02:37where the film was shot, indoors, outdoors, on cars, trains, and planes.
02:43And when it's time to dialog replacement in the studio, we reach for convolution as a
02:47tool to help convert those close microphone studio recordings into something more consistent
02:53with the specific sound of the production recording.
02:56A generalized realistic sounding space is the second motivation for simulating space with reverb.
03:03We aren't always tied to one specific space. Sometimes a similar-sounding space will do.
03:09You may not need Boston Symphony Hall, just a symphony hall.
03:13You may not require Notre Dame specifically, just a large cathedral.
03:18Here we get to relax a little bit, and we are permitted to be more creative because
03:22we're no longer obligated to match a specific space.
03:26Instead, we get to create a realistic sounding space, but one with all the sonic features
03:30and details we like best.
03:32The third spatial motivation for reverb might be called Spatial Adjustments.
03:38Spatial Adjustments can be necessary because we so often record our sounds using close microphone techniques.
03:44The desire for isolation and the creative motivation to explore the sonic impact of
03:49close microphone placement often leaves us with little to no recorded ambience or reverberation.
03:55We might introduce a subtle amount of reverberation focusing particularly on the early reflection
04:00part of the reverb rather than the late reverberant tail to create the sound of microphones having
04:05been a bit further away.
04:08This can diminish any unwanted razor-sharp immediacy in our closed mike tracks pushing
04:13them away from a studio sound towards a more realistic aesthetic.
04:17If the artist or producer complains that the record sounds too multi-tracked, and they wish
04:22it to sound more live and more organic, consider adding some early reflections to your close
04:27microphone tracks to take the studio, close mike, vocal booth sound out of your recording
04:33and instead make it sound a bit more realistic.
04:36We don't have to decorate the track with a long lush wash of reverberation to create
04:40the sound of air moving.
04:42It adds a sense of liveness to the performance, and it can widen the stereo image between the loudspeakers.
04:48There is a fourth category, we've discussed specific real spaces, generalized real spaces, and spatial adjustments.
04:56The fourth motivation is maybe the most fun.
04:58We are allowed to create the sound of a completely unreal space.
05:02In these instances we are allowed to freely and creatively try pretty much any parameter setting we wish.
05:08We are not bound by the physics of room acoustics, we just choose what sounds best.
05:13For example, we might create a reverb whose early reflections are dictated by the geometry
05:17of a large hall, while the Decay time is more indicative of a small room.
05:22And we could have extended high-frequency decay time that essentially suggests there
05:26is no air absorption.
05:28So that's a large small room with no air. That's an impossibility for live performance,
05:34certainly an uncomfortable place to go.
05:37But we can create it in our recordings anytime we like as long as it sounds right.
05:42
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Hearing space in the mix
00:01Pop and rock tunes might tempt us to have a very dry view of effects.
00:05But many productions like this track by Midatlantic called Shine invites some simulation of actual space.
00:11(music playing)
00:35Let's zoom in a bit, focusing on the lead vocal and the background vocals.
00:39There are two complementary reverb effects here that we should pay attention to.
00:43Take a listen to the reverb treatments on the lead vocal and the background vocals as
00:46I play the end of verse 1 into chorus 1. Let's listen first to the background vocals.
00:52(music playing)
01:26The production goal here is to make sure there's an emotional lift in the chorus, that the sincere
01:31sentiment--it's a love song--is supported sonically.
01:35So we give these background vocals polish and airiness and sweetness by way of a reverb
01:40set to a large bright hall, replacing the tight close-miked harmonies in a lush space.
01:47(music playing)
02:07The rest of the tracks in this mix avoid such rich treatment, sticking to the expected alternative
02:12rock vibe of being forward, in your face, and relatively dry.
02:17The entrance of the background vocals in the chorus placed in a large space fills the stereo
02:21field left to right and envelops the listener.
02:25The high harmonies soar, feeling human and real, the chorus lifts as intended.
02:30Have a listen to these background vocals as I turn the reverb off and back on.
02:35(music playing)
03:08Too much of this type of reverb and things get mushy and crowded, but playing it safe
03:13and leaving them as dry as the rest of the tracks in the mix misses the opportunity for
03:17a bit of bright hall magic in our mix. We search for just the right touch of reverb.
03:23Meanwhile, there's this lead vocal, it gets a dose of reverb too.
03:27(music playing)
03:47You might be tempted to keep it dry, wanting to avoid a washy, weak sound and trying to
03:52keep the edginess in the production.
03:54But listen to how the vocal becomes too simple, too plane, too thin to carry the tune when
03:59I turn the reverb off.
04:02(music playing)
04:21The reverb add subtle but important sonic traits of a real room.
04:26It takes the singer out of the Studio and puts them back on stage with the band.
04:30In fact, it's pretty rare to leave the lead vocal bone dry. This one gets a splash of
04:35a medium room sound.
04:37We want to make sure that no matter what the ban does, no matter how huge the guitars get,
04:42we need the emotion in this male vocal performance to cut through.
04:46Whether someone's listening in ear buds on a subway, or at home on a tricked out hi-fi
04:50system, we need the singer's feelings to somehow be heard.
04:54We need to know that this lead singer is doing something brave and fragile and risky, he's
04:59daring to have these feelings and to sing about it.
05:02So we add a bit of realism to the track, courtesy of a medium room reverb effect.
05:07Let's have a listen to the vocal with and without the liveness to make sure were adding
05:11to it but not overdoing it.
05:13(music playing)
05:33Soloed this may sound like too much reverb, but as always, it's important to listen to
05:38it in the context of the full mix.
05:41With the rest of the band playing, it no longer sounds overly processed.
05:45(music playing)
06:05Just give him room to breath, give him some air to push.
06:10These treatments on the lead vocal and background vocals are typical examples of how we use
06:14reverb to simulate the sound of a space.
06:17If there'd been a need to put a 12-string acoustic guitar into a cathedral, we would
06:21have done that here as well.
06:23If the song suggested we should put a string section into a symphony hall, we would have done that too.
06:29We create what ever realistic reverb the song calls for.
06:34
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Timbre and texture
00:01As we know from our earlier discussion about the frequency-dependent parameters in most
00:05reverb processors, reverb doesn't treat all frequencies the same.
00:10reverb devices have a frequency response that's not typically flat, and the frequency response
00:15varies by design from plug-in to plug-in and preset to preset.
00:20Shown here is a reverb where the low frequencies get a bit of a boost, they last a little bit
00:24longer while the high frequencies roll-off.
00:28This is typical of reverbs that are influenced by actual spaces.
00:32The extra low-frequency resonance is known to be flattering for romantic orchestral music
00:37in large concert halls.
00:39The high-frequency reverberation decays more quickly, influenced by the real world property
00:44of air absorption in concert halls, and so many digital reverbs wanting to emulate the
00:49sound of the great halls do a good job of reproducing these spectral features and reverb.
00:55But a Spring reverb, a reverb built on the mechanical system using metal springs, not
01:01surprisingly has a very different frequency response.
01:05Shown here is the frequency behavior of a Spring reverb as decays over time.
01:11It's no longer the lows that last the longest.
01:14Your mileage will of course vary. No two spring sound alike.
01:18And a Plate reverb offers opportunities for an unusual frequency response as well.
01:25While orchestral halls are carefully designed, we know our reverb chambers are often found
01:30spaces like stairwells, garages, basements, and bathrooms.
01:35As a result, chambers almost always possess strong spectral coloration.
01:41When reverbs with a non-flat frequency response are dropped into our mix,
01:45the frequency content of the reverb merges with the frequency content of the recorded track.
01:51And our sense of the tone and timbre of a track is now based on the timbre of the track
01:55plus the timbre of the reverb.
01:58Our listener's sense of how warm or how bright the track is their enjoyment of any specific
02:03mid range details on any recorded instrument is based on many factors.
02:08There's the timbre of the instrument itself, of course, and the tone is further modified
02:12by our choice of microphone and where we place it, plus any equalizers that are being used,
02:18and this is important: the spectral qualities of any reverb we add to the track.
02:24Think of reverb as a further modifier of timbre beyond instrument selection, microphone selection, and equalizer settings.
02:31And while it's logical for us as recording engineers to think of reaching for an equalizer
02:36to change the timbre of an instrument, it's often the case that reverb is the more powerful
02:40way to change timber.
02:41An equalizer is a relatively clumsy way to boost and cut different frequency ranges.
02:46If you want a brighter acoustic guitar, of course you can use an equalizer to boost the highs.
02:52But while an equalizer takes high-frequency information within the track and boosts in
02:56level, a reverb with extra high-frequency emphasis will take whatever high frequency is
03:01in your track and let it last longer.
03:04An equalizer adjusts the level in a given frequency range to make it easier or harder
03:09to hear, while a reverb structures or shrinks it in time, sustaining a little longer to
03:14make it easier to hear, or letting it decay more quickly to deemphasize it.
03:19When the high frequencies on the guitar track are made to last longer by way of a bright
03:23reverb, the instrument sounds brighter.
03:27Using reverb to reshape the timbre of your tracks in your production is one of the most
03:30important advanced uses of reverb. Let's hear how it works in the next movie.
03:38
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Shaping tone and timbre with reverb
00:01The acoustic guitar is a great instrument for demonstrating the timbral effect of reverb.
00:05Listen out to David as he plays his acoustic guitar tracked without effects.
00:11(music playing)
00:44This guitar tone is beautiful as is and could be further reshaped with compression and EQ
00:49and Delay, but we'll take it two different directions here using reverb.
00:54One production approach will make it sound fuller, deeper, warmer.
00:59It's just an acoustic guitar whose lowest frequency note is around 80 hertz.
01:03But now, let's send it to a medium room whose low-frequency Reverb Time lasts longer than
01:08its high frequency reverb times.
01:11(music playing)
01:45Notice that with the reverb on, the acoustic guitar sounds fuller and warmer, and this
01:50is achieved not with EQ, but simply by using a reverb whose frequency parameters are set
01:56so that the low-frequency reverb times last longer than the mid and high frequency reverb times.
02:02Orchestra sound full and lush by playing in those big halls with low-frequency reverb extension.
02:09Why can't we borrow the concept for any track in our production?
02:13Another approach to take with the same acoustic guitar track would be to reach for a plate
02:17reverb with its strong dense mid-frequency character, and let that reshape the timbre
02:22of the acoustic guitar into a more present sort of sound.
02:26While an equalizer boost in the upper mids would make the acoustic guitar more present,
02:30I fear that it will be too edgy, it will have too much bite.
02:34But sending it to a short plate reverb instead of reaching for EQ makes the acoustic guitar
02:39sound more present in a more gentle way.
02:43The clumsy mid-frequency boost of an EQ is replaced by the mid-frequency resonance of the reverb.
02:49Let's hear it. Listen to the acoustic guitar as I turn the plate reverb on and off.
02:54(music playing)
03:30So, a warm room and a present plate coax the guitar tone in different directions.
03:34I should note that if you want the effect to just be timbral without the added sense
03:39of space that often comes along with reverb effects, the goal would be to more directly
03:43integrate the reverb with the track, making it hard for the casual listener to hear the
03:48sound of the reverb processor separate from the acoustic guitar.
03:52We connect the sound of the track to the decay of the reverb by having little to no pre-delay
03:57and by dialing in a quite short Reverb Time.
04:01That's why I set the pre-delay to 0 and shorten the Reverb Time to something close to half a second
04:05for my plate reverb.
04:07My goal here is to make sure that the presence in the reverb tail adds to the listener's
04:12sense of presence within the acoustic guitar tone.
04:15The medium room example, on the other hand, gave the sense of space and warmth.
04:20This way of thinking, where the timbre of the reverb influences the timbre of our tracks,
04:25is a very common mix move.
04:27In this full mix of the tune Shine by the band Midatlantic, I'm using a reverb with
04:32low frequency resonance to make the tom sound fuller, and a plate reverb with mid-frequency
04:37presence to make the snare drum edgier, giving it more buzz, and a spring reverb on the electric
04:43guitars to give them a different mid-frequency flavor.
04:48(music playing)
05:41Whenever you're motivated to reach for an equalizer, you should first consider if a
05:45reverb might be the more interesting and effective solution.
05:50
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Creating contrasting sounds for your tracks
00:01Mixes get crowded. It's really difficult to fit 50 or more tracks into a recording and
00:06have them make sense coming out of only a couple of loudspeakers.
00:10Well, Reverb is an essential tool for overcoming that challenge.
00:14We use contrasting reverbs track by track to make it easier for the listener to enjoy
00:20different elements of a multitrack mix.
00:22Listen to this tune in which the lead vocal, the background vocals, the snare, and the
00:28guitars are each treated to a different kind of reverb.
00:33(music playing)
01:07Of particular interest are the vocals, and the potential conflict between the lead vocal
01:12and the background vocals.
01:14This tune includes the typical challenge that there are several background singers, but
01:18just the single lead vocalist, so the background vocals risk drowning out the lead vocal.
01:25This problem is compounded by the fact that some of the background vocal tracks are overdubs
01:29sung by lead singer himself.
01:32With such similar tone, it can be hard to distinguish the lead vocal part from the multitrack background tracks.
01:40Reverb offers a great solution.
01:41We create contrast between the lead vocal and the backgrounds by treating them to two different reverbs.
01:48The lead vocal has this Medium Room Reverb.
01:51(music playing)
02:25Meantime, the background vocals have this large bright hall.
02:30(music playing)
03:03Placing the lead vocal in a different space gives it enough distinction to get heard.
03:09The Reverb on the snare is a Plate program.
03:12(music playing)
03:33The Reverb on the electric guitars includes Spring Reverb.
03:37(music playing)
04:11The main reason for choosing those Reverbs for snare and guitar, as discussed earlier
04:16in this course, has to do with reshaping their tone and their timbre.
04:20But an additional goal I have in mind when allocating so many different Reverbs across
04:25the tracks is creating contrast, in order to give the competing tracks in this tune
04:30at least slightly different Reverb signatures.
04:33It's easier for listeners to pick out each individual performer's contribution to the
04:37tune by applying track-specific Reverb effects.
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Using nonlinear reverb to help a track cut through
00:01Another humble tactic for the use of reverb is to simply help tracks be more audible.
00:06To do this, we often reach for a curious type of reverb program called Nonlinear reverb.
00:12Nonlinear reverb doesn't decay the silence. In fact, the Nonlinear reverb starts at silence,
00:18and it sort of undecays. It gets louder instead of quieter while it decays, and then it abruptly ends.
00:26On a snare, it sounds like this, first the dry track, then with Nonlinear reverb.
00:32(music playing)
00:41No space can make that sound, but our studio Reverbs can, and while it sounds quite unusual
00:46on its own, it's actually quite a useful treatment for sounds which are short in duration.
00:51I'm thinking here of sounds like drumheads and hand percussion tracks such as shaker,
00:57tambourine, clave, bongos, and congas.
01:00Sounds that are short in duration can be frustrating to mix.
01:04Trying to place these short transient sounds in the mix, we're always tempted to push the
01:08faders up, higher and higher just so we can hear the fine detail of that percussion part.
01:14But a Nonlinear reverb, which gives this extra burst of energy after each hit can make
01:19those hits easier to hear, which could mean that we get to pull the faders down and still
01:24enjoy the percussion part.
01:26Whenever I can get away with pulling a fader down, doing so without undermining that track, I go for it.
01:33Pulling faders down unclutters the mix, making everything else in the mix easier to hear and enjoy.
01:39Check out this percussion groove.
01:41(music playing)
01:56Kick, snare, hi-hat, some tom fills and shakers, there's a lot going on.
02:01And I am particularly eager for this track with snare and shaker to cut through better.
02:07(music playing)
02:16Cut through isn't exactly the right phrase. I want this groove to have its own identity
02:21among the many elements that make up the loop.
02:23I want to feel the rhythm and expressive dynamics in the performance, but I still want it to
02:27sit in the ensemble, contributing to the overall feel across all the tracks.
02:33Listen as I add a touch of Nonlinear reverb to the featured loop.
02:37(music playing)
02:52The result is a strategic blurring in time where each hit of the snare and gesture in the shaker
02:57track lasts a little bit longer, making it a little bit easier to hear.
03:01A room or a hall type of reverb would wash out the track very much as if the snare and
03:06shaker were performed in a larger space.
03:09Nonlinear reverb has this contrived shape that gives it a good dose of reverberant energy,
03:15but by shaping the envelope of the energy into this crescendo, it separates the dry
03:20part of the signal so that things don't wash out.
03:23It's odd at first, but the Nonlinear reverb is a powerful effect.
03:28And if you feel like you can't get away with it, if it sounds too synthetic and too artificial,
03:33well, I sometimes agree.
03:36One way to back off on this sort of startling sound is to add a bit of more traditional
03:40reverb to this Nonlinear reverb.
03:43Soften the end of the Nonlinear reverb with a bit of short plate reverb, for example.
03:48Here's the snare again, first dry, then with Nonlinear reverb only, and then with added plate reverb.
03:56(music playing)
04:09That takes the edge off of the overly abrupt ending without sacrificing the effect added
04:14to the track by a Nonlinear reverb.
04:16There will be times when it's just not the right choice, it's too unnatural.
04:20So, we pursue a slightly different approach in the next movie.
04:25
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Emphasizing the reverb using predelay
00:01If you stretch the pre-delay parameter of any reverb longer and longer in time, it makes
00:05it easier to hear the reverb itself.
00:08Let's return to that snare shaker track, and instead of adding nonlinear reverb as we did
00:13in the prior movie, I'll add a short plate sound and gradually increase the pre-delay
00:18from 0 up to 100 milliseconds and beyond.
00:22(music playing)
00:52Pushing the reverb 'til later in time away from the dry track itself makes sure that
00:56the track isn't obscured by the reverb.
00:59It makes the reverb itself easier to hear.
01:02Before we tailor this into a more musical effect, it's worth noting
01:06if you want to increase the sense of reverberation on any track, you have a few choices to make.
01:11You can turn up the reverb, make it louder by raising the send to the reverb, or raising
01:16the faders associated with the returns from the reverb.
01:19Another approach is to increase the reverb time. By letting the duration of the resonance
01:24last longer, you add more reverb to the mix.
01:27But a third more subtle and often more productive way to give your listeners the sense of more
01:32reverb is to stretch pre-delay to a slightly longer time so that it better reveals the reverb itself.
01:39A snare hit can make it hard to hear the reverb that follows.
01:43Increasing pre-delay pushes the reverb away in time from the distraction of the loud snare hit.
01:49We usually push it just a little bit, 20 to 40 milliseconds is generally enough.
01:55But pretty dramatic effects are found when you take it to 100 milliseconds or more.
02:00Working the pre-delay parameter lets you get your reverb heard without the mix crowding
02:04techniques of turning it up or cranking the Reverb Time.
02:09Pre-delay can be stretched to a musically useful rhythmically valid duration as well.
02:13In production styles that embrace technology, like electronic, house, trance, and other
02:19kinds of dance floor music, you might stretch the pre-delay so that the reverb happens in
02:23a way that is rhythmically interesting.
02:26And popular styles of music, file this under special effect, it's not an everyday occurrence.
02:32For this type of effect, you tune the pre- delay time to a musically-relevant time, a 16th
02:37note or an 8th note are common.
02:40Adjust Pre-delay until the pulse of the reverb offers a bit of syncopation to the groove.
02:46(music playing)
03:13So ultimately, even though reverb comes to us from actual physical spaces, we're free
03:19to take it in unnatural directions for the sake of our music.
03:24
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Strategically blurring and obscuring tracks
00:01Artists often live on the edge, and musicians are no exception.
00:05There is something to be said for music when it gets almost out of control, when it's on
00:09the edge of what we can comprehend, what we can keep up with, what we can understand.
00:14And so while reverb can be used to bring clarity and emphasis as discussed in the prior movie,
00:19we sometimes deliberately use reverb for the opposite, to blur and obscure elements in a mix.
00:26Putting too much reverb in a mix is a well-known and messy problem.
00:29A lot of reverb on the snare can create a sustained rumbling mess that covers your entire
00:34mix, making it hard to understand the vocals, hear the genius and the guitars and worse.
00:40So too much reverb is certainly a challenge, but a greater challenge for us as recording
00:44engineers is to try sometimes when the music calls for it, to flirt with that limit of
00:50what counts as too much.
00:52There are times when the music wants to spiral out of control, and so there are times when
00:56we allow our mix to get a little too reverberant, too messy to help enhance that feeling.
01:02It can help listeners feel the loss of control as they struggle a little bit to hear what's
01:06going on in your mix too.
01:09It creates some mystery so that there's some wonder, leaving the listener to ask what was that line?
01:13Is that actually a guitar making that sound? Are there two guitars there?
01:19No, wait, I think I hear three.
01:21Most of us who do this love listening to other recordings and discovering details in
01:25a mix that we didn't even hear until just now, even though we've heard the tune more than a hundred times.
01:32Of course we have to be careful here.
01:34Too much reverb accidentally muddying a mix is unacceptable.
01:38But deliberately pushing the boundaries for how much reverb we can safely enjoy in a mix,
01:43well, that's a limit to be explored.
01:48
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Get in the Mix: Changing the scene by changing reverb
00:01It would be a mistake to think of reverb as an effect only to be applied track by track.
00:06We've got a long list going of all the reasons we reach for reverb, but we don't make those
00:11decisions based on the snare and then the vocal and then the guitars.
00:16We really have to serve the song. We have to serve the artist.
00:19We have to serve the art.
00:21So a critical motivation for reverb is tied not to the tracks, but to the song itself,
00:26to the song writing, to the story, and to the structure of the song.
00:31reverb is a very powerful way to create a change of scenery sonically.
00:35We create different but appropriate reverberant signatures for different sections of the tune.
00:40As the mix plays, the sonic environment advances as the song progresses.
00:46Obvious opportunities for a reverb-driven scene change are when the song moves from
00:50intro to verse or verse to chorus or chorus to bridge, and so on.
00:55Let's see how that works and how it sounds in an actual mix using a song by the artist
01:00Iyeoka called Millionaire. It's time to get in the mix.
01:04Pause this movie and open the appropriate file for your DAW.
01:07If you don't have access to a DAW right now, you can continue watching this video to see
01:11the Get in the Mix demonstration. Here is verse 1 into chorus 1.
01:21Notice the pronounced shift in reverb when we hit the chorus? Our Mix is changing pretty radically here.
01:28(music playing)
02:11The verse has been mixed rather dry with lots of lo-fi elements where vocals and vocal
02:16effects are aggressively filtered, over-compressed, and distorted.
02:21This sets up a terrific contrast with the chorus where things are allowed to get better
02:25sounding, cleaner, brighter, fuller, and far more reverberant.
02:31(music playing)
02:53This is motivated entirely by the sentiment of the song.
02:57She isn't a millionaire, but she feels like one because, you know, life is good.
03:02That millionaire feeling of the lyric is magnified sonically through the lushness, the exaggerated
03:07lushness of a large hall reverb appearing in the chorus.
03:11It wasn't much there in the verse.
03:14And the Reverb Time far exceeds the typical 2-second concert hall.
03:18Here it's pushed to 4 & 1/2 seconds.
03:21We get away with it, because we only put this large hall sound on certain key tracks.
03:27The entrance of the background vocals in the chorus is a common occurrence in pop music,
03:32and treating these vocals to a good bit of ear candy is often appropriate.
03:36So while the lead vocal in the verse includes filtered and natural sounds for her voice,
03:41they all remain quite dry.
03:43When the background vocals enter, supported by more than 4 seconds of flattering resonance,
03:48the song is transformed, mission accomplished.
03:51Listen to the background vocals with all that verb.
03:55(music playing)
04:07These background vocals aren't the sole indicators of our millionaire reverberation.
04:11The arrangement of the song offers us some supporting tracks to help us assert the scene change.
04:17There's a synth that enters in the chorus offering great timbrel interest to the mix.
04:22The songwriters and producers built in tracks like this to give the listeners new sounds
04:27of the chorus and advance the meaning of the song.
04:30As mixing engineers, we should follow their lead and give this synth the lush reverberant treatment.
04:37(music playing)
04:49Acoustic guitars made edgy with guitar amps get softened in the chorus with a dose of large hall reverb.
04:56(music playing)
05:08Tambourine and other minor parts also move into sweeter, more reverberant sounds as we
05:13go from verse to chorus.
05:16We've orchestrated a crescendo of reverb so the chorus transports us to a new place so
05:21that we feel like millionaires and don't mind if we aren't.
05:25(music playing)
05:59The tune rewards us with some great moments for this scene change.
06:03For example, there is this nice breakdown right before the last choruses.
06:07We let it return to the dry or more direct sound, the more forward sound quality, and
06:12when the chorus hits, it's huge.
06:15Listen to the moment when the background vocals come in singing their Oh-Oh-Ohs.
06:20(music playing)
07:27That might be my favorite moment in this song.
07:29The scene change is pretty compelling, and her vocals deliver.
07:33It is a millionaire feeling.
07:35Of course, it would be silly, distracting, and annoying to overdo this mix move.
07:40We aren't required to change scene with each change of song element from verse to chorus
07:45to bridge, but as a mixer, it's important to notice when the song invites this sort
07:49of a treatment, deliver it.
07:54
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Get in the Mix: Gating reverb to emphasize any track in your production
00:01Gated reverb might be one of the least intuitive uses of reverb.
00:05Whether it was deliberately invented or sort of accidentally discovered, we'll never know,
00:10but whatever its origins, Gated reverb is an essential part of music production today.
00:15So let's make sure we know how to do it on the all-important snare drum.
00:19The signal flow isn't trivial.
00:21We run the output of the reverb through a compressor and then a gate to abruptly truncate
00:25that compressed reverb so it doesn't last so long.
00:28It takes the mess out of our mix.
00:31The output of the reverb after compression is itself a long slowly decaying signal, and
00:35it would be difficult for the gate to know when to open and close.
00:39So we use the key input to open the gate.
00:42The close mic on the snare drum feeds this key input by way of a bus, instructing the
00:46gate when to open and when to close.
00:49But the signal running through the gate, the signal that is in fact to being gated is not
00:53the snare drum, it's the reverb signal.
00:56So compressed reverb passes through the gate, but the gate is open and closed based on the
01:01snare drum's signal itself.
01:03If you haven't already, plan to watch Foundations of Audio: Compression and Dynamic Processing
01:08for more context on compressors, gates, and their side chains.
01:12This Gated reverb sound creates a completely new snare sound.
01:16I think of this sort of reverb move as a sound synthesis gesture, not really reverberation.
01:22Let's get in the mix and explore the pop rock cliche known as gated snare.
01:32I think we can layer in some Gated reverb, and this tune.
01:35It's got the old rock thing going, but there's a little bit of '80s influence here.
01:40The '80s gave us over the top gated snare.
01:43We'll build up to that and then rein in it for a more contemporary sound.
01:48The drums are an ideal candidate here, because it is largely a strong backbeat, plus the occasional very deliberate fill.
01:55We can augment this sort of performance with gated reverb pretty easily.
01:59Brushes, ghost notes, flames, drags, and other more complex parts are too dynamic for us
02:05to chase with this sort of effect. Here's the groove.
02:10(music playing)
02:39Now we add plate reverb to the snare.
02:44(music playing)
02:52The plate reverb is in turn compressed.
02:56(music playing)
03:05That compressed reverberation, of course, would have troubled fitting in to any mix.
03:10This motivates the next essential step, the noise gate.
03:15(music playing)
03:20We run the output of the reverb through a gate to cut off that reverb, so it doesn't
03:24last so long, taking the mess out of our mix.
03:28But the Gate will never open at the right time unless we key it open by feeding the
03:32close microphone signal on the snare into the side chain of the Gate.
03:36The resulting sound is now a completely modified sort of snare sound.
03:40I think of this sort of reverb move as the sound synthesis move, not really reverberation.
03:46(music playing)
03:56There are a lot of directions to go when you're synthesizing a completely new sound, and this
04:01is just using compression and reverb.
04:03I wouldn't hesitate to instantiate an amplifier simulator to add some distortion, and I should
04:09point out that any reverb will do.
04:11We used plate program here, but there's no reason not to try spring, chamber, or any other
04:16reverb you have access to.
04:18You can push this sound to pretty radical extremes.
04:22Snare drum invites this sort of behavior.
04:24Snare drum is a broadband mid-rangy messy sort of signal that responds well to this
04:28kind of aggressive signal processing, but the same approach can be used on any percussive
04:33sound, tom fills, kick drum, hand percussion are common tracks for this effect, but it's
04:39got to fit the style of the music.
04:42For acoustic jazz trying to evoke realism, gated reverb would be a sin.
04:46But for highly processed dance music, this is required entry into the club.
04:51The effect doesn't have to always be this obvious.
04:54It can also be mixed in at a more subliminal level with a more natural character.
05:00(music playing)
05:30Have you ever encountered a snare drum track whose tone is difficult to hear, it just won't
05:34cut through no matter how hard you push it with level, EQ, and compression?
05:40Gated reverb might just rescue that snare.
05:43Tucked into the mix with a more natural sound, the snare is made easier to hear because
05:47the gated reverb adds spectral character, some stereo width, and a longer decay time.
05:52It makes the snare a little bit more interesting to listen to.
05:57
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Reversing reverb to highlight musical moments
00:01We know that reverberation is the sound that comes after the sound our musicians make.
00:06It's the sound of their musical performances as it decays in the space.
00:10But while reverberation is what happens in a real room after a sound, in the recording
00:14studio we can persuade it to happen before the sound. We can reverse the reverberation.
00:21Have a listen to this groove changeup as we go from a 4-bar half time A section to
00:27an 8-bar B section at twice the tempo.
00:31(music playing)
00:58Reverse reverb might be a nice way to emphasize the tempo change here at the beginning of
01:02the B section, I'll start just before it.
01:08(music playing)
01:16For the reverse reverb, any early strong sound at the top of the B section will do, a snare
01:22hit, a tom fill, or a kick drum would all be good candidates.
01:26But there's a unique overall texture to this groove so I'm looking for a less obvious choice.
01:31I listen to all the multi-track elements that make up this groove, and I'm drawn to this
01:36track labeled Snr/Clp/Shk.
01:44(music playing)
01:51This track has a bit of shaker and a hard unusual cracking sound that sounds like it's
01:56made up of a small snare and handclap.
01:59The first hit of the Snare/Clap sound in the B section is a great choice for reverse reverb.
02:06(music playing)
02:09It's this first hand clap only that gets our reverse reverb at the top of the B section,
02:14so I'll pull a copy of it onto a new track.
02:18First, I'll create a new stereo track, because the source samples a stereo.
02:24And with the clap highlighted, let's call this temporary track with the featured sound THE HIT.
02:37(music playing)
02:39It's a good practice to clean the top and the tail of the edit piece, so even though
02:43I'm not hearing any artifacts at the beginning or end of our sample I'll slip in quick cross
02:48fades to silence and make sure I've got a clean hit.
02:52(music playing)
02:54It would be straightforward to add reverb to it now and the reverb tail would simply
02:58follow to the right of the waveform.
03:01But we want reverse reverb that ultimately will happen before the hit to its left.
03:07To do this, we are going to reverse the hit in time, then we'll record reverb from that
03:13backwards hit onto a different track.
03:16And then we'll reverse both the backwards hit and its associated reverb.
03:21In the end, we want to hit to be restored to its original place and direction in time while
03:26time reversing the reverb we recorded.
03:29It's confusing at first, but it will all make sense when you see and hear it.
03:33It I'll do a quick and simple way so you can see how it works first.
03:37But there are some disadvantages to this particular technique, so afterwards I'll show a more
03:42foolproof way to get this done.
03:45I want to reverse the hit and have it feed a reverb and record that reverb to a new track.
03:50And here's where I make a small mistake. I'm going to select this hit and reverse it.
04:01(music playing)
04:03Next, I'll create a destination track for the reverb.
04:10And as this is just a temporary setup, a printed effect not something that runs continuously
04:14in our mix, I'm going to out of convenience insert the reverb on our HIT track, set it
04:20to a short plate, and make sure it's 100% wet.
04:26Now I'll disconnect THE HIT track with reverb from the mix and assign it to any two available
04:31buses, buses 17 and 18 are available.
04:36Now I'll label the track where I am recording this reverb breveR, which is reverb backwards.
04:44The input of the breveR track needs to be the buses that have the reverb, buses 17 and 18.
04:50I put this track into record, mute everything but the backwards hit, and record the hit reverb,
04:57being sure to roll the record the full decay of the reverb.
05:07(music playing)
05:11Now I reversed them both in time, and when I do so I get reverb before the hit.
05:18(music playing)
05:23That's all mostly right, but, as you can see, the hit itself is no longer in the right place
05:28in time, let me undo the reverse and redo it.
05:34When I undo the reverse we see that THE HIT lines up where it should be, but when we do
05:39the reversal while we get reverse reverb, our hit has moved to a new location.
05:46When I reverse the waveforms, they are time reversed so that the start and end times of my selections are swapped.
05:52So let me get rid of this backwards reverb and try again.
05:56We improve on this process by being sure that our original selection before any time reversal
06:02starts far enough before the hit that the full decay of the backwards reverb when it
06:06ultimately occurs before the hit will be included.
06:09I'll show you what I mean.
06:11Working in your DAW, snap to Grid Editing mode and selecting a Course Grid time like a full
06:16second or a full bar makes it easy to grab enough time in a repeatable way.
06:22Now I try again, reversing time for the hit with this full region selected, knowing that
06:27I'll select the exact same block of time when I unreverse it later.
06:36(music playing)
06:42Unreverse time to restore the hit to the right place and time and so that it no longer plays
06:46backwardsm and notice how now our reverb is backwards happening before the hit with the
06:52hit right where it should be.
06:57(music playing)
07:04Have a listen to it in the full mix.
07:05I'm muting THE HIT track because it lives in its original place, I just pulled out an
07:09isolated copy to create the reverse reverb.
07:14(music playing)
07:20This gives us a real acceleration into the tempo change at the B section.
07:26(music playing)
07:33So many instruments make sounds that begin rather strongly but can decay slowly.
07:37A piano or a guitar strum, for example.
07:40There's something quite interesting, quite ear grabbing about a sound that starts slowly and ends abruptly.
07:47Reversing the slow decay of reverb so that it slowly undecays makes a bold sonic statement.
07:54(music playing)
08:19Now, of course, the fun part. Was that the right Reverb Time, was that the right reverb type?
08:25To change it, you've got to step through all this again.
08:28so a bit of advice, when you want to try reverse reverb on your mix, print three, four maybe
08:34a dozen different versions all at once.
08:37Then unreverse them globally and audition each one.
08:40You can hear what works best for your project, a plate or a hall, a long Reverb Time, or short Reverb Time.
08:47Like the nonlinear reverb and gated reverb we discussed in earlier movies in this course,
08:52reverse reverb can't happen in the real room, it's a studio-only concoction.
08:56I hope that fact alone tempts you to experiment further with it.
09:00That unmistakable ear-grabbing sound of a reverse reverb as it accelerates into a note
09:06can be placed front and center as an aggressive mix move suitable for electronic styles of music.
09:11It can be put on a single note or a single word to draw emphasis and attention to that
09:15one instance in the mix, or it can be tucked in at a low level to less aggressively take
09:20your mix in a new direction, or it can be added to an entire track to make a mix sound
09:24unnatural, swirly, psychedelic.
09:27This used to be a fairly tricky effect to do on analog tape, but it's so easy in a
09:32DAW that I think we are all sort of honor bound to give it a try.
09:37
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Synthesizing new sounds through reverb
00:01I hope you have seen that reverb is the basis for some pretty out-there effects, from nonlinear
00:06reverb, to gated reverb, to reverse reverb, we've see how reverberation can be the basis
00:10for synthesizing wholly new sounds.
00:13While the idea of reverb comes from real rooms, the reverb we create in a studio take some left turns.
00:19But we're not even close to done yet.
00:22Let's take a look at some other unusual uses of reverb that fabricate new sounds.
00:27The goal here is to show you that there are many avenues to explore.
00:30If you're feeling inspired, go for your own modifications, variations, and entirely new inventions.
00:37Convolution offers a really exciting opportunity for using reverb processing to manipulate our sounds.
00:43Recall that convolution allowed us to take the impulse response of any space and apply
00:48it to any of our audio tracks to create the illusion of our tracks having been performed in that space.
00:54But convolution isn't limited to impulse responses for fancy halls and performance spaces, we
01:00can also use convolution to create the sound of our tracks in other innovative or alternative spaces.
01:06If you don't feel like a symphony hall or an opera house will do, you can use convolution
01:10to create the sound of your track in a pipe, a water tank, a power plant, a chimney, or a shoebox.
01:18If you have the impulse response of any other sort of space, you can convolve it with your
01:22tracks to get an entirely new sound.
01:25And you can also convolve your tracks with non-space waveforms.
01:28That is why not involve your vocal with a snare drum, or your snare drum with the sound
01:33of breaking glass, or your ukulele with the waveform of didgeridoo note?
01:39Convolution as an application can convolve any audio track with any other short waveform.
01:44Let's take a listen to one example.
01:46This percussive groove has room for a bit of wacky convolution.
01:52(music playing)
01:55(music playing)
02:05Hidden in the loop are some quick muted strums on guitar, offering a very short percussive detail.
02:14And because someone was kind enough to put the resonance of an empty 5-gallon glass water
02:19bottle in a convolution reverb, we can convert the strum into an interesting new percussion
02:24sound, rounder and fuller.
02:27(music playing)
02:29Add some interesting echo... and drop it in the mix.
02:37(music playing)
02:50Convolution can be taken to rather absurd extremes.
02:53I love this stuff, so I'm counting on you to explore this further.
02:57And speaking of absurd extremes, let's return to reverb Chambers.
03:01reverb Chambers can be a beautiful, honest, acoustic way to introduce reverb to your production.
03:06But there's nothing stopping us from processing those reverb Chambers.
03:10What if you introduced pitch shifting to your Reverb Chamber?
03:13For example, here's a Reverb Chamber in which the return from the reverb was pitch shifted
03:17down by one octave. And I also allow it to be time stretched.
03:22So now the reverb tail is an octave lower, and it lasts twice as long.
03:26A snare becomes a kind of gong.
03:31(music playing)
03:37You can shift it up or shift it down.
03:39You can increase the duration, preserve the duration, or shorten the duration of that reverb.
03:45When you're synthesizing new sounds, aggressively manipulating any reverb can lead to outrageous
03:50and sometimes inspiring tracks, whatever suits your production goals.
03:55All too often reverb effects are dialed up, tweaked, set, and left to run on their own,
04:00static for the entire mix.
04:02I'd like to encourage you to fiddle around a bit more. Why not apply a reverb effect
04:07to a single note, hit, fill, word, or phrase?
04:11Listen to this groove as we transition from an A section to a double time B section.
04:16(music playing)
04:27The first snare hit here as we transition from the A section to the B section is begging
04:31for an extra kick of reverb.
04:34We don't want this much reverb every single time to snare hits, that would clutter our
04:38mix, but we can get away with a little extra just this once.
04:42Listen to the extra kick of reverb when the tune jumps into double time.
04:47(music playing)
04:58And just as the reverb can come and go when we need it, we can also use the automation
05:02in our Digital Audio Workstation to manipulate the reverb parameters themselves during the course of our mix.
05:08The Reverb Time can be allowed to get longer or shorter, to get brighter or duller, to
05:13get warmer or thinner, it's up to you.
05:16Listen carefully, because the manipulation of certain reverb parameters can lead to audible artifacts.
05:21Listen for clicking and zipper noises as the reverb parameters are changed.
05:26When that happens, you're out of luck. You'll need to reach for a different parameter or
05:30a different reverb or make the parameter moves more slowly or do the move when the reverb
05:34is muted, if the music allows.
05:37But many reverb devices pride themselves on letting you massage and manipulate and modulate
05:42various parameters within the presets, live, without unwanted sonic side effects.
05:48So you can manipulate the spectral content of the reverb in tempo with the tune, or change
05:52the Reverb Time in a way that's tied to the groove.
05:55All the tracks in your mixes are probably quite dynamic, you ride faders, muting and
05:59unmuting tracks as you wish.
06:02Your effects, especially reverb, can be just as dynamic as your tracks.
06:06There's nothing to stop you from changing the reverb from verse to chorus to bridge,
06:10and even from bar to bar and beat to beat.
06:14This sort of dynamic reverb that changes so often can be an intriguing kind of ear candy
06:18that pulls listeners into your mix and sets it apart.
06:23Convolution craziness, chamber reverb creativity, and dynamic reverb all drive home one essential point:
06:30reverb is a rich effect that loves to be part of a more elaborate signal processing scheme.
06:35I hope you're feeling creative, because there's much to explore, and that's what we'll do in the next movie.
06:40
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Get in the Mix: Supporting a track with regenerative reverb
00:01The sonic appeal of lush reverberation does have limits.
00:05Too much reverb can definitely be disappointing, but there are times when we want to push somehow
00:10for more of that ear tingling experience without clouding a mix.
00:13In a down tempo moment in any song, or on the lead vocal in a ballad, or with any string
00:19pad horn section or choir, we have another way to add pop polish.
00:23I like to call this next effect Regenerative reverb, where we allow the reverb to interact
00:28with some carefully chosen delays so that it pulses on underneath the track.
00:34It's a bit of a complicated setup, so let's get the signal flow right first.
00:39Our background vocals feed a long reverb running a long-haul preset.
00:44The background vocals also feed a delay processor with multiple delays, each tuned to a rhythmically useful delay time.
00:52Then the Output of the delays themselves are fed to the same long-haul reverb.
00:57The goal is to have the background vocals trigger a reverberant event that isn't simply a single room decaying.
01:04Instead, we want these delays to feed the reverb, so we get a rhythmically pulsing extra push of reverb.
01:11This reverb effect is fairly subtle.
01:13On first listen it might just sound like regular reverb.
01:16Using a single reverb that lasts as long as this effect would clutter the mix.
01:21It's the delays that let us use a shorter Reverb Time and coax it into a longer effect.
01:26Let's hear it in action. It's time to get in the mix.
01:35Here's a chorus in the tune Millionaire by Iyeoka.
01:38Pay attention to the reverb on the harmony vocals behind and around the lead vocal.
01:44(music playing)
02:09For reverb, we'll use a simple large haul and set the reverb Time to 4.5 seconds and push
02:15the Pre-Delay into the mid 30s.
02:18A little High Frequency roll off keeps it natural sounding.
02:22The regenerative reverb also includes this multi-tap delay using three of the taps.
02:28I set two taps to a Delay time very near a half note and hardpan them.
02:33The left delay lands a tick ahead of the half note and the right delay is a hair late.
02:39That gives a wide, slightly left- leaning impact at the half note point.
02:43I set the third delay to a dotted half note and Pan it slightly to the right.
02:49In its typical use, this sort of delay effect would create crisp echoes on the vocal.
02:55(music playing)
03:08To create the regenerative reverb effect, the mix is adjusted so that the delays are
03:13very wet, presenting a moving bed of reverb.
03:17Without this regenerative reverb, those background vocals would be disappointing.
03:22(music playing)
03:34Let's listen to the reverb effect on the background vocals without the other tracks.
03:39(music playing)
03:54The vocal still sound reasonably natural but somehow hyped, that's because in part the
03:59reverb is sustaining and supporting what they sing without obscuring or clouding what we hear.
04:05Listen now as I stop the background vocals abruptly, so you can hear the regenerative
04:10reverb linger on in isolation.
04:13(music playing)
04:19This is a tricky effect to balance, too much and your mix becomes messy, awash in too much
04:24reverb, too little and we fail our artist.
04:27We fail to make these vocals even better than the real thing.
04:32This is the sort of effect where you push it up, and you pull it back down, and you
04:36push it back up, only not as far and pull it back down just a little, until you
04:40find the right placement in the mix where you can just barely hear it.
04:45(music playing)
05:11In fact, for this sort of effect you place it so that you aren't even sure it's audible.
05:15You want to be able to hit the Mute buttons on the reverb return and feel disappointment when it's gone.
05:21And when you unmute it, you want to hear the background vocals getting wider, more interesting
05:26and more intriguing without getting the least bit blurry, without getting the least bit difficult to understand.
05:33(music playing)
05:58We don't want it to sound like it has too much of an effect, we want it to have a whole
06:02lot of almost undetectable effect. It's a tricky balance.
06:07This Regenerative reverb is a common mix move for ballads, perfect for the lead vocal,
06:13and it's great for any simple slow moving solo instrument that's musically rather simple
06:17but needs added sonic interest.
06:20Built on reverb and delays, it's a complicated patch of effects to get under control.
06:25It requires a bit of time, practice, and careful listening to build it into the sort of magic
06:31dust we like to sprinkle on some of our mixes.
06:36
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Getting the most out of room tracks
00:00Room Tracks, where you record the room that you are recording in to its own separate track, deserve special mention.
00:07We've talked about so many signal processing strategies that are really built on reverb
00:11processors, patching in a reverb and manipulating it.
00:15Let's make sure we get the most out of every room tracking opportunity we can.
00:19We'll talk about some specific mix ideas, but allow me to offer some suggestions for
00:23the Tracking Phase. First, plan to experiment.
00:27Miking a room is difficult, it's a big space, and it can be hard to find the best sounding spots for microphones.
00:34Second, while a one-track mono room has some usefulness, plan to set up stereo pairs instead.
00:41And if you're working in surround sound use four-, five-, and seven-mike techniques suitable
00:46to your surround sound format. You can always use a subset of what you track if desired.
00:51Third, all of the stereo and surround techniques you've learned about for recording an orchestra,
00:56a horn section or a drum kit, and I'm thinking MS, X-Y, spaced Omnis, ORTF, Decca trees and
01:05so on, all of those mike techniques are valid for room tracks.
01:09Plan to use omni directional, cardioid and bi-directional pickup patterns.
01:13Condenser microphones, both large and small diaphragm, are the most common choice, but
01:18ribbons are often a great choice.
01:20Lastly, it's okay to go for quantity of tracks your first few times out if you have enough gear and enough inputs.
01:28That is set up several sets of microphones for the room, a closed pair, a distant pair,
01:33a high pair by the ceiling, a low pair by the floor et cetera.
01:38Audition them when you mix and hear what works.
01:40Then through experience you'll find the room track techniques that help out your mixes the most.
01:46Now let's dive into a session and put some room tracks to use.
01:50Here's a project with good opportunities to manipulate room tracks.
01:54Have a listen to a bit of the chorus.
01:57(music playing)
02:29While the room tracks here labeled RoomStereo exists for the entire tune, I think it might
02:35be a good idea to just have them enter in the chorus, so I'll trim the start of the room track file accordingly.
02:46There's a fill heading into chorus 1, let's grab part of it, let's just grab these two hits and check it.
02:56I want to make sure it sounds appropriate soloed as well.
03:01That is going to be close enough.
03:05We'll give it a short cross fade to silence, to minimize any clicks or unwanted artifacts.
03:12Over at the end, we'll just have a nice long cross fade.
03:19(music playing)
03:28With the room tracks now confined to the chorus, let's listen to those room tracks and assess their sound.
03:35(music playing)
03:51The very first thing I check when I listen to room microphones is their balance left to right.
03:56I adjust them in level and sometimes slide one track earlier or later until the room stays centered.
04:03In particular, I focus on the snare sound within the stereo room tracks and try to center
04:07it or get as close as I reasonably can.
04:12(music playing)
04:15Yeah, these are sounding perfectly balanced to me.
04:19Rooms can be a bit of a mess to sort out with the sound of the entire kit splashing all around.
04:25With practice, you'll get good at hearing through the chaos.
04:28Satisfied with the left-right balance, the second thing I check is the tone of the room tracks.
04:34I'm most interested in their presence. I want good mid-range detail so that I get a wide
04:40live sense of each drum hit, particularly the snare.
04:44I have some concerns about these room tracks in their raw state.
04:47I'm liking the snare, but I'm worried about the level of kick and hi-hat in the tracks.
04:53(music playing)
05:02There's a lot of low kick leakage in these room tracks.
05:05While it might sound thunderous and exciting at first, it's really hard to use the kick
05:10sound in a room track.
05:11A tight low end in your mix is usually best achieved by having the low frequencies come
05:17from a single track for each low- frequency instrument like kick and bass.
05:22When the kick hits your mix from multiple tracks, the kick track and the room tracks
05:27plus leakage from the snare, hat, toms, and overheads, the slow changing large wavelength
05:34low frequencies can collide with out-of-phase relationships among all of these views of the kick.
05:40So most of the time, I mike up the room with a goal of getting minimal kick and maximal snare.
05:46In this case we'll have to filter out some lows.
05:50The hi-hat is more than loud enough in the overhead tracks closer to the kit, so I'm
05:54not looking for more of them in the room either.
05:58So I've inserted a four band EQ on the room tracks, and now I'm going to pull out the
06:02lows associated with a kick and the highs most associated with a hi-hat, hopefully without
06:08killing the sound of the snare.
06:11Over in the Mix window it's easy to see that I've already pre-instantiated a few effects
06:15that we're about to walk through, including this Equalizer.
06:19I use this to pull out the lows and pull out the highs, focusing on the snare and trying
06:26to minimize the distraction of the kick and the hi-hat.
06:31(music playing)
07:27It's always a compromise.
07:29To reduce the kick and hi-hat as much as we might wish, we end up losing too much snare tone.
07:35Obviously kicks don't just live at low frequencies and hi-hats up high, they're broadband sounds,
07:41they all overlap with each other on the frequency axis.
07:44But I think I found a decent place for the filters.
07:47We can now place these room tracks in the mix and add a bit of excitement and contrast.
07:52Remember, they enter in the chorus.
07:58(music playing)
08:35You adjust the level of the room tracks to taste. There's no right answer.
08:40Try to suit the mood of the tune and create a sound you like.
08:44We could stop there, but I'm feeling greedy.
08:47Another common step we take with room tracks is to gate them so that they emphasize the
08:52snare hits and get out of the way in between. So I've inserted a gate with some messy results.
08:59(music playing)
09:30No amount of fidgeting with the parameters will get this gate to open naturally for each snare hit.
09:35The kick and the hi-hat keep opening the gate.
09:38This is always a problem, and the convenient solution is to open the gate on the room tracks
09:43with the close mike on the snare. This is done using the key input on the gate.
09:49I'll feed the snare to the key of the gate by sending it to any available bus. I like Bus 3.
09:55My snare track is here labeled Snare-close, let's send it to Bus 3.
10:05I'll raise it to unity gain to get the full snare, I'll make it a pre fader send so that
10:10later when I solo the room tracks which would mute the snare itself, it won't mute this send.
10:16So my gate will still open on the snare hits even when the snare track is muted from my mix.
10:22Over on the gate I need to set the key input to this Bus number 3 and set a SIDE-CHAIN to this key.
10:33Now the gate should have an easier time opening on snare hits because it isn't looking at
10:38the messy room track to know when the snare hits. Instead, it's looking at the closed mike
10:42snare track. Let's hear how we are doing.
10:47(music playing)
10:56Well, it still won't open reliably, but we've got another gadget in our gated room sound toolkit.
11:05We can filter the Side-Chain signal to pull out some of the non-snare leakage that keeps
11:09misfiring our gate. Note we aren't EQ-ing the room tracks themselves just the Side-Chain
11:15signal that tells the gate when to open.
11:19(music playing)
12:00That Side-Chain filter has further helped us stop the gate from misfiring on hi-hats and kick drums.
12:07Let's check it out in the full mix.
12:11(music playing)
12:35To get the gate on room tracks to cooperate, it's pretty much always necessary to feed
12:40the close mike snare track into the Side-Chain and to filter that Side-Chain.
12:45We can actually audition this Side-Chain if we want to hear what the gate hears when it's
12:49trying to decide when to open.
12:53(music playing)
13:19We've stripped away as much as we can to find the spike of energy on each snare-hit and
13:23use that to open the gate so that we get gated snare in the room tracks in every chorus.
13:31(music playing)
14:01Still feeling greedy? Me too. The next step, compression, naturally. I've patched one up.
14:07You can take this sound a lot of directions.
14:16(music playing)
14:55Let's see how that works as we transition into the solo.
15:02(music playing)
15:39That could be a good path to follow if we want to make the effect more obvious.
15:43Room sound, particularly compressed room sound always has a raw exciting quality. Not done?
15:50Well, you could still throw more signal processing at the gated snare sound.
15:55Here's a bit of guitar amp.
15:58(music playing)
16:31Now our chorus enters with a bit of caffeine.
16:34(music playing)
17:12Room tracks are an important source of short natural reverberation that we often aggressively manipulate.
17:20Here we just used EQ, a keyed filter gate, plus compression and distortion.
17:26Be sure not to overdo it. We have to serve the music.
17:30But you'll find some styles of music beg you to take it further, add delay, flanging, and some wah-wah,
17:36whatever you feel inspired to do.
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5. Advanced Reverb Topics
Setting up your own reverb chamber: The architecture
00:00Thinking of repurposing a nearby space to be your reverb chamber?
00:04All I can say is, do it.
00:07Anyone can buy the same plugins you can, but no one will have the same chamber you do.
00:11The engine willing to go to the trouble to set up an experiment with the chamber
00:15to get a great sound will also find they've created a unique sound.
00:20Find a space that's highly sound-reflective. Concrete, brick and tile are common
00:26materials to look for.
00:27Be aware that carpet, curtains, closets with clothes, these are all sound-
00:32absorptive materials that will undermine the sound of the chamber.
00:38Look for a space where concrete, brick, and/or title dominate.
00:43You also want your architecture to be irregularly shaped to offer some sound diffusion.
00:48Stairs, columns, bumpy stuff, nonparallel walls, these are all desirable things
00:55in reverb chambers to help you get a unique sound without ugly-sounding
00:59acoustic anomalies.
01:01Lastly, and this can be tricky in a lot of studios, we need a space that is
01:05as quiet as possible.
01:07That is, you don't want to hear extraneous ambient noise in the chamber.
01:11When you send the snare drum to the chamber, you want to hear the decay of the
01:15snare drum down to the lowest level of sounds.
01:18You don't want to hear the hum, buzz, and whoosh of refrigerators traffic
01:22and other distractions.
01:23So we look for a space that's quiet.
01:26The same thing that makes the room sound reflective also improves the sound
01:29isolation, so thick concrete walls and sound-isolating doors, to at least doors
01:35with some weather stripping and gasketing to make something of an airtight seal, are helpful.
01:40A room without windows is probably going to be quieter than a room with windows.
01:45And as the reverb chamber isn't a place for people to hang out, we don't
01:48actually need heating, ventilation, and air conditioning equipment in there,
01:52which is good, because those are noisemakers as well.
01:56With the space arranged, it's time to add the audio ins and outs.
01:59We do this in the next movie.
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Setting up your own reverb chamber: The audio
00:00Let's speak now of the audio equipment within the chamber.
00:03We've got loudspeakers and microphones.
00:06Loudspeakers are the sound source in the chamber, and microphones are the sound receivers.
00:13You might think that we need super tweaky high-end loudspeakers and microphones.
00:17While that would be great, history teaches us we can get away with using more
00:21average quality gear.
00:23For the speakers, dynamic range is more important than frequency response.
00:27That is to say, it's less important that the loudspeaker be accurate and flat
00:32from low to mid to high frequencies, and it's more important that the loudspeaker
00:36be capable of high sound pressure levels.
00:39We choose loudness over accuracy.
00:42We need to energize the room fully, so sound reinforcement loud speakers are
00:46probably more useful than consumer hi-fi speakers.
00:50In fact, if you happen to have extra stage monitors or small loudspeakers on
00:55sticks used for small sound reinforcement situations, those could be ideal for
00:59setting up a chamber.
01:01A nice thing about live sound loudspeakers is that they are often horn-loaded
01:05drivers making them quite directional on how they radiate sound.
01:09Having a directional radiation pattern makes it productive for you to re-aim the
01:14loudspeaker within the chamber and find a different sort of reverberant sound.
01:21So, any loudspeaker radiation pattern will work, but a directional
01:25horn-loaded loudspeaker makes it possible for you to tune the chamber by
01:29reorienting the speaker.
01:31There is an analogous situation with microphones.
01:34You can certainly use very high-fidelity, very flat omnidirectional microphones.
01:40But directional microphones are useful because they also reward the engineer who
01:44is willing to experiment with placement.
01:46While any the microphone is fair game for a reverb chamber, the most popular
01:51ones these days are cardioid condensers, and more specifically ,small diaphragm
01:56cardioid condensers, like the Neumann KM 184s, AKG 451s, Shure KSM 137s, and
02:05Audio Technica 4041s. In terms of the placement of microphone and loud speakers
02:11you'll have to do some experimentation, but here are some rules.
02:14First, you want to avoid a direct on-axis line-of-sight connection between the
02:19loudspeakers and the microphone.
02:21You don't want the loudspeaker to have a way to fire directly into the microphones;
02:26you want some sort of obstruction.
02:28Put a sound-reflective barrier in between or place them around the corner from
02:32each other if it's an L-shaped room.
02:34Otherwise, you can point the loudspeakers and microphones into different corners
02:38so that they face away from each other.
02:44The reason for this is that there's the risk of a direct acoustic connection
02:48between the loudspeaker and the microphones, which will give you not reverb, but
02:53essentially a direct sound with delay, which will cause comb filtering, plus the
02:58coloration to the sound introduced by your loudspeaker and your microphones.
03:03When you're placing your speakers, orient them so that they energize the room.
03:07That is, think of the loudspeakers as a way to acoustically drive the space
03:12and position them so that you get the most scattering of sound as quickly as possible.
03:17Aiming the loudspeakers straight at a flat wall will energize that wall and
03:22the wall opposite, but aiming the loudspeaker in a corner will cause the sound
03:26to bounce around with more complexity, energizing more of the surfaces in the room sooner.
03:31Similarly, place the microphones in an orientation that you think captures the
03:36full complexity of the reflections and reverberation in the room without getting
03:41too much of the sound from the speaker directly.
03:44It's going to take some experimentation.
03:46Of course, anything goes.
03:48All that matters is what sounds best.
03:50But as you explore the possibilities and capabilities of your chamber, stay
03:55oriented to the essential goal of having reverb returns from the chamber that
03:59are themselves 100% wet.
04:02That means they'll have as little direct sound from the loudspeaker to the
04:05microphone as possible.
Collapse this transcript
Using convolution correctly
00:00Convolution brings a major capability to our studio.
00:04Any track we record using typical close miking techniques can be sonically transported
00:09to sound as if it were recorded in any space in the world.
00:13All you need is the impulse response of that space.
00:16We use convolution to put our pianos in the finest concert halls in Europe, our
00:20drums in the best recording studios in Los Angeles, and our vocals in the most
00:24thunderously awesome caves in Africa.
00:27But convolution does have limits, so we take a look under the hood in this movie
00:31and the next, so that we're better informed users of the technology.
00:36Recall the convolution is done by sending an impulse into the room, a simple
00:40single instantaneous spike and recording the resulting pattern of spikes that follows.
00:46This pattern of spikes defines the sound of the room.
00:49It's called the impulse response, as it is the acoustic response of the room
00:53to an impulse signal.
00:55The process of convolution applies the room's response to any other signal we feed it.
01:01But the process doesn't work for things that change over time.
01:04Imagine a room where the walls move. Such spaces are very rare, but it
01:09illustrates a critical point.
01:11If the walls move, then the pattern of spikes that make up the impulse
01:15response will change too.
01:17But convolution only has the ability to apply a fixed impulse response to your audio.
01:22So a system that changes simply can't be re-created through convolution.
01:27Fair enough, the spaces I care about don't change much.
01:31The walls don't move in most symphony halls, cathedrals, and famous reverb chambers.
01:36Convolution is great for these spaces.
01:39What about springs and plates?
01:41They too don't change the resident behavior during the course of a mix,
01:45so convolution is a terrific way to bring vintage springs and plates into your productions.
01:51You'll also see convolution use to simulate other algorithmic digital reverbs.
01:56This usually doesn't work.
01:58The oldest digital reverbs ran simpler static algorithms that can be represented
02:03by fixed impulse response.
02:05But the high-end algorithmic reverbs since the 90s pretty much always use
02:09changing delays within their algorithm.
02:12So convolution can't convey the full rich complexity of their sound.
02:17To use convolution where appropriate, make sure that the space or device it is
02:21stimulating exhibits steady behavior.
02:24It's ideal for reproducing the sounds of springs, plates, and every glorious space
02:29you want to hear in your mixes.
Collapse this transcript
Getting great impluse response
00:00Convolution relies on measured impulse responses to bring the sound of another
00:04space to our tracks.
00:06We need to recognize that every impulse response we load into our convolution
00:10engine was measured by someone else.
00:12Mistakes might be made, and a flawed impulse response will produce flawed reverb.
00:17We must seek out the best impulse responses and watch out for poorly measured ones.
00:23No single impulse response describes an entire hall.
00:26The impulse response, that signature pattern of reflections for a hall, depends on
00:31the location of the sound source and the location of the receiver and the state
00:35of occupancy of the hall.
00:37Picture a concert hall with a stage for all the musicians and about 2,000 seats
00:42out on the orchestra floor for the audience.
00:44The impulse response is unique from each and every instrument location on stage
00:49to each and every seat location.
00:51So while someone might offer you the impulse response for your convolution
00:55reverb from some famous hall that you know and admire, there is no guarantee that
00:59the impulse response is from a good seat.
01:02You need to know something about the methods used when measuring the impulse response.
01:07Where do they put the sound source to trigger the pattern of reflections, and
01:10where do they put the measurement microphone to capture it?
01:13Moving either one of these, the sound source or the receiver position, gives you a
01:17different impulse response.
01:20With 2,000 seats and, say, a 100 stage positions, there are 200,000
01:25possible impulse responses.
01:28So we have this constraint on convolution. No single impulse response describes
01:33an entire hall. It's not enough to know you have an impulse response for a great
01:37hall; you need to also know that the impulse response is for a good seat for
01:42sound sources and a sweet spot on stage.
01:45And those coveted halls might sound great at a sold-out concert, but are the
01:49seats full when they grabbed the impulse response?
01:51Occupancy certainly influences the reflection pattern.
01:55A seat with someone in it reflects sound differently than an empty seat.
01:58There is more. The measurement quality used to obtain the impulse response is also important.
02:04If shoddy equipment is used or poor technique is employed, it absolutely pollutes
02:09the impulse response, leading to a poor sounding reverb.
02:13Convolution reverb is only as good as the impulse response itself.
02:17For the impulse responses you use it really helps to know something about their
02:21measurement history,
02:22the placement strategies, the occupancy of the hall, the skills, and experience
02:27of the people who captured the impulse response, the gear they used, et cetera.
02:32Be an informed user of convolution.
02:34Listen carefully for flaws every time you load up a new impulse response.
02:39Seek out the best reviewed impulse responses, so that you can bring the other
02:43spaces of the world into your mix with confidence and great-sounding results.
Collapse this transcript
Conclusion
Next steps
00:00Reverb is one of the easiest effects to hear. But that doesn't mean it's easy to use.
00:06The idea of using reverb to simulate space is perfectly intuitive, but getting it right
00:11requires some thought, practice, and careful listening.
00:15Accidentally having too much or too little reverb in a mix is a common problem.
00:20Don't worry, we've all been there.
00:22But you really elevate the sophistication of your productions when you master the other
00:27families of reverb effects, timbre, contrast, emphasis, blurring, scene change, and synthesis.
00:35Now that you've completed this course, I'd like to encourage you to do a few things.
00:39First, start every mix with at least a large hall, medium room, and plate reverb already set up.
00:46Have them handy for quick audition whenever you want to give them a try.
00:50You'll find over time that you use reverb more and more without necessarily swamping your mixes.
00:56Also practice. Yes, I'm asking you to practice setting up some of the more complicated reverb effects,
01:02nonlinear, gated, reverse, and regenerative reverbs.
01:07Learn how to get them working and explore how to make them musical.
01:11In addition, come visit me and contribute to the audio conversation at recordingology.com.
01:16Finally, check out the other foundations of audio courses and the rest of the audio
01:22channel here at lynda.com.
01:25Thanks for watching Foundations of Audio: Reverb.
01:30
Collapse this transcript


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