
The Art of the Mixdown
by DJ Hero
The art of the mixdown is definitely an art form specific to each individual song. Each song contains many unique properties that, when compared to other works from the same artist, producer, or engineer, must be looked at through a careful scope. At the same time much of the music in the dance industry, which this article is designed for, share many of the same properties as well. Because of each project’s uniqueness and likeness, I hope to give some broad ideas to keep in mind and think through as you prepare your own music for the next step.
I’ve always worked under the pretense that the earlier in the production process that a problem or difficult area can be fixed the better your end product is going to sound. It’s often a misconceived notion that mastering can solve problem areas as well as enhance the songs brilliance, warmth, and over all loudness, but simple answer is. It can’t. Luckily we have two previous stages of the songs design to tackle these issues, the engineer and production stage and the mixdown stage. In my professional opinion the mixdown stage is the single most important part of the production process. A proper mixdown can best place your individual sounds so that they efficiently fill out your mix, breathe the life into your track, and allow you to determine where you can add to your production so it can sound as full, warm, and as bright as possible.
From my experience I have determined that there are 3 crucial tools any engineer and producer has to maximize the quality of their mixdown; equalization, compression, and sound placement. Proper equalization will give you the ability to best sit frequencies along side one another. Take for example, a woodworker building a shelf. He starts with the raw materials, the wood, the fasteners, the brackets, glue, nails, etc. In order to create his shelf he’s got to cut the wood to fit. Equalization can be though of the same way. If each sound is represented by each piece of wood necessary to build the shelf, we have to cut the pieces so that they fit together as best as possible. Sometimes the cuts are large. Sometimes it’s more a matter of sanding down the edges for a smooth, flush fit. What ever the necessary equalization may be, we don’t want to cut too much or we lose the integrity of the design, as well as how the other pieces are going to fit with each sound. If you read my article on equalization you know I am an advocate of reducing frequencies over boosting frequencies, as many engineers are. If you have a specific frequencies range you’d like boosted, try reducing the frequencies around the focus frequency, then increase the volume of the sound all together. Shelf equalization can be helpful to clear up over head for the sounds in opposing frequency ranges, but you’ll have to be careful to remove only enough to allow the other sound to come through the mix. Cutting large ranges of frequencies tends to greatly reduce the dynamics of the sound, as well as how any effects you’ve placed on the sound may act, such as reverb, delays, and chorus. Notching equalization, I have found, is great for getting a grip on trouble frequencies with respect to how multiple sounds work with one another. If you find your snare is getting lost in your mix because of your bassline, notch out a little space for the snare by reducing some of the shared frequencies in the bassline. Always remember less is more. Start simple before you try the extreme. The art of equalization is to do as little damage to the dynamics of a sound while at the same time bringing as much life to how the sounds sits together in the overall mix.
The second tool we have at our disposal is compression and limiting. Compression is also one of those tools that actually damages or reduces the dynamics of a sound, so again as engineers we have to use it wisely and efficiently. The idea behind compression is to use the tool, be it hardware or software, to allow the desired sounds to punch through the mix while reducing the amount of space it does it in. In this article I am not going to cover individual compressor settings, but I am going to give some idea of what the compressor is capable of. A single band compressor, depending on its settings, can add a bit of snap to a sound. That snap will cut through a full mix giving the instrument a more perceived presence while saving you some overhead. With more complex sounds, the multiband compressor can give you control over ranges of frequencies. Large synthesizer melodies do well with the multiband compressor due to their complexity and range of frequencies. With the multiband compressor you’ve got the means to reduce or increase specific ranges to best fit your overall mix. Many multiband compressors offer equalization like aspects as well, in that you will be able to control the post gain of each frequency range. Limiting is a beast of a tool if you use it wisely. Essentially the limiter creates a decibel ceiling that your sound cannot pass. The harder the threshold pushes down on the natural peaks of the sound, the more the sound’s dynamic range is reduced. Like the normal compressor, the limiter damages dynamic range. This doesn’t always have to be thought of as a bad thing. Used creatively and intelligently, the limiter can keep your mix smooth and clean. If you’ve got sounds with a lot of movement that create drastic decibel ranges, the limiter can get a handle on those, better fitting the sound into the desired space in the overall mixdown. The limiter can also be used to add a desired amount of warmth to a sound. Let’s examine your effects chain for a moment. The effects chain is the order in which the effects are triggered. If the first is a chorus effect, and the second is the compressor, followed by a delay, the compressor is going to compress the signal after the chorus effects the signal. Like wise the delay will effect the compressed signal. Keeping that in mind, if we place a limiter first in the chain, followed by a normal compression setting, we can first make the sound thicker and warmer, then help it punch through the mix more neatly. Remember, compressors are actually reducing the natural dynamic range so be mindful when you use them, regardless the fashion.
The third tool is stereo placement. In a previous article I go into depth about my “V” theory, which discusses stereo width, panning, and stereo placement. While I’m not going into depth on the subject here I will explain its use during the mixdown process. Panning can add some dynamic life to your music. A tom, or high hat, drum fill, or any sound for that matter can take on some nice creativity when panning is used. As well, panning can create depth and texture to your mix as a whole. I don’t recommend using heavy panning on large sounds, but on smaller sounds, the placement can make the mixdown more unique and life like. Stereo width is another ball game all together. Imagine for a minute that your monitor speakers are a few feet in front of you and about 4 feet apart which is probably a pretty typical set up for near field monitor users. Visualize the space between the two speakers, you can probably imagine the center being somewhere in the middle of your video monitor. That distance represents your stereo range. From the edge of your left speaker to the edge of your right speaker there is a lot of space for you to place sounds. In the “V” theory I talk about a rule of thumb that has proven to work extremely well. The bottom of the “V” represents low end frequencies, and the top of the “V” represents high end frequencies. Visualize the space between your two speakers (left and right) and imagine that the distance between them represents the two top points of the “V” and the space between those two points. For years I’ve used this premise to place sounds according to stereo width. My bassline and kick are centered (bottom of the “V”), and as I work my way up the spectrum of frequencies to the high hats, getting wider and wider as I increase from low to high end frequencies, my high hats will be heard as if they were at the edges of the two monitor speakers, or the far left and far right of that space you’ve visualized earlier. Using this technique will give you two nice results. The first is that your song will sound really full, as you’ve utilized all of the space at your disposal. The second is that your individual sounds will require less overhead to maintain the same relative volume in the mix. The reason being is the sounds aren’t stacked on top of one another. You don’t necessarily have to go through one sound to get to the next.
Proper use of equalization, compression, and stereo placement will allow your individual layers, and the mixdown as a whole to be louder, cleaner, warmer, and make much more efficient use of space. All of those fine adjectives will come in handy once you’ve rendered or recorded your song to wave, and get ready to master it. Remember the mastering stage is not the time to correct any problems. Your mixdown stage holds the best chance of making everything sound the way you want to. A lot of young producers (by this I’m referring to time producing, not the actual age of the person) lose patience and try to correct dull frequency issues in the mastering stage, when in all reality the proper place to do it is in the mixdown stage, or if possible in the sound design stage. Always, always, always try to fix the problems as to close to the beginning of the process as possible. The final product will greatly benefit from it.
On top of the three aforementioned tools at our disposal, I’d like to mention a few things to keep in mind when going through the mixdown process. These are techniques that have held steadfast in my production over the years and have been proven to work.
First things first, like any mathematic equation, it is impossible to have a solution without at least one constant. I recommend choosing one sound in your song as your constant. By this I imply that you set the volume level to the desired level and leave it there. If as you produce the sound begins to get muddy or get lost in the mix correct everything else around it, but do not change the level of that sound. Typically, I would choose the most prevalent sound in the song. In our case, as dance music producers, one sound comes to mind.
Tell me if you’ve ever heard this before from people outside the dance music scene “It all sounds the same”?
What those people are hearing is the kick drum, and they are saying that because of the repetition of that instrument’s prevalence in the mix. The kick drum is the staple of the dance music industry. Because of this I urge you to make the kick drum your constant. Kick drums are large sounds that use a lot of space. By setting the levels of your kick drum and producing around it, correcting everything else when needed, you’ll successfully have a reference point every step of the way in your production. Over the years I have found that if I set my kick drum to -7 decibels (after compression) I have plenty of overhead to produce all of the other elements of the song. If along the way I get clipping, then I start looking for a solution rather than turning the project’s master volume down.
My typical kick drum insert has two effects on it. The first in the chain is the compressor, which I set to my liking based on the kick drum I am using. The second is a limiter. I set the compressor’s post gain to -7db after I’ve set the attack, release, ratio, and threshold, etc. Second in the chain is the limiter which I set with a threshold of -7db and an out ceiling of -7db. Some may say that’s overkill, but keep in mind, this process insures the perfect constant. Drums rolls may cause the kick to fluctuate, the limiter will push those minute fluctuations back down to -7db. If for some reason you experience major fluctuations analyze what is causing it. Perhaps you’ve accidentally doubled up the kick, hence it’s triggering twice at the same time. With that perfect constant you can begin to set all of the other sounds around it, using equalization, compression/limiting, and stereo placement to keep the entire mixdown within the maximum volume allotted to you, your decibel ceiling.
Once I’ve got the kick placed, I typically move onto the snare and closed and open high hat arrangements. I listen to them all together to make sure I can hear them all with the same relative ease, meaning none of them is more difficult to hear than the other in the mix. As I add more sounds, I am constantly going back to those basic elements to make sure that the latest sound I’ve added isn’t causing the relative volume or perception of the sound to degrade. If for some reason they start to go away in the mix (so to speak) it could be something fixed more efficiently with proper use of the three tools rather than turning the sound up. After I’ve placed the first basic parts I move on to my bassline. The reason I move on to the bassline next is because it is typically the next largest sound in the mix and it’s easier to place in the mix when the mix is still relatively free of clutter. When you’re placing your bassline pay attention to its relative loudness and how you hear it in comparison to the kick drum’s -7db volume level. Chances are the two sounds share a lot of the same frequencies so it will be important to set the two of them in similar decibel ranges. Typically if my kick drum is at -7db, then my bassline tends to sit around -10 to -8, depending on the range of frequencies that create it. Of course there are tricks around this if you want more punch, like side chaining, or compressing the kick and the bassline together, but the idea is that the kick drum and the bassline share the same relative loudness in the over all mix.
At this point in the game you should only have a few sounds playing, the kick, the bassline, the snare, and your high hats (closed and open). Next focus on the snare, pay attention to how it sounds when placed in the mix with the kick drum and bassline, it shouldn’t be so loud that the kick and bassline seem to be behind it, and it shouldn’t be so quiet that you have to listen for it in the mix, so to speak. If you’re having a little trouble setting it in there just right, turn to your EQ. Try removing a little low end in the snare to isolate it from the bassline and kick drum’s frequencies. Or on the other end, try removing a little of the midrange from your bassline to achieve the same type of isolation. When you manipulate the equalizer, start with small steps, it typically doesn’t take much to get the results you want.
Once the kick, bassline, and snare or clap, are placed in the mix we can move on to the high hats. I typically place these instruments so that they can be heard at the same relative level as the snare drum. Make sure as you fill out your percussion during the mixdown stage that you are constantly checking one instrument with respect to another and with respect to the kick, your constant. Each sound should be heard evenly and easily in the mix, and double checked that they are sitting in the desired place you’d like them to, as some percussion are designed more for rhythm than audible richness. In my opinion once you’ve got the percussive bed and bassline placed, all of the rest is a matter of sound clarity. Keep placing the individual sounds, using the three major tools, while referencing how each sound sits with the kick drum, bassline, snare, and high hats the entire time. If at some point you start to lose those four basic sounds, look to your three major tools for the solution to your problem. Remember at no point should you be touching the kick drum, it is your one true constant. If you add sounds and the kick starts to get lost in the mix, fix the other sounds, don’t turn up the kick drum.
As we continue through the mixdown stage, it is also a good idea to solo out sounds and compare them to one another. While a sound might sit nicely in the entire mix, it may be extremely out of place when playing with just one or two other sounds. This again is typically an equalization or compression issue and can be solved by slowing down, being patient, and paying attention to the details. Over the years I have found myself looking more and more at the peak meters and trying to keep them as stable as possible. Meaning I don’t like to see them bouncing all over the place because typically that means the rendered wave is going to look like someone with palsy colored all over the screen. The issue there is I will have wasted a ton of over head with spastic peaks and poorly placed layers.
If you’ve tried and tried and tried, but still can’t get certain sounds to sit together nicely, get clever. Once you’ve got similar sounds or frequencies equalized to your liking, send the bus they have been individually assigned to, to a new insert and compress them together, and maybe add a very light peak controlling limiter. Or try automating various aspects of the sound around the sounds they conflict with most. Anyone who has sat with me in the studio knows that I will automate the low end frequencies of a bassline around my kick drum. The logic is that the kick drum will play those frequencies so they won’t be lost, and the two layered together aren’t going to add to the peak level. To prevent wasted over head, I set up the bassline so that when the kick drum triggers the low end of the bassline (the shared frequencies of the kick and the bassline) are reduced or cut to prevent additional peaking. Now at first thought you might think the bassline will sound silly without the low end, but I promise if you’ve set the equalizer properly, the kick will perfectly fill in the gap. You’ll find there are a lot of similar tricks if you slow down and pay attention to the process. I’d like to add as well that producing is not a race, so slow down and pay attention to the detail straight from the beginning.
Electronic dance music can sound really rich, because our instruments have very few limits and our creativity is our sky. One draw back to electronic music when compared to live music, is it inherently sounds…electronic. Our percussion can easily sound dry and lame. The major contributor to this is that our drum arrangements are made of isolated pieces, where as when a drummer records the drum track, his drums are in a room and each drum’s microphone is picking up the a little bit of the drums around it. Though they may be individually mic’d, each mic will faintly pick up what the other microphones are doing. All of these worldly imperfection or nuances are the reason why live drummers seem more realistic. Before you roll your eyes and say “duh”, bare with me. In dance music we have to take the time to recreate every step of this. I’d first start by placing a reverb set to appropriately for drums. Many reverbs have a few presets to scroll through to help you with this. The next step is to route each of the buses your drums are set to, to free insert. Once each drum’s insert is routed to a separate insert, turn the send up on that insert. Presto! You’ve successfully created the drum room.
Now let’s take this a step further and create the effect of each drum’s microphone picking up the other drums around it. Going back to each drum’s individual insert and turn up the send you’ve got your percussion reverb on a little bit. You probably won’t hear much difference, but you’re going to create are some really subtle harmonics that will add to the realism of your “electronic” drum patterns. Depending on the complexity of your percussion (aside from the kick drum) you may want to try some side chaining, equalizer ducking, and other similar tricks to keep those percussion elements from coming out front of the kick or getting lost in the other sounds.
One of the beauties of the digital age is that we are no longer limited to one instrument, we can load as many plug-ins or instruments to our DAW as our CPU, Mother Board, and RAM will allow. Because of this, I feel we producers should take advantage of this power every chance we get. It because of reasons like these that we hear major differences between the music of ten years ago and the music of today. The music of today is much more complex. Technology has made it easier to use more tools at any one given time. The results are complex patterns and sounds. The more complicated the music’s production becomes, the more we have to pay attention to all of the details. We have to take advantage of the tools at our disposal to efficiently place each sound in the mix. Don’t be afraid to use equalization, compression, limiting, and stereo placement, but keep in mind that everything we do to alter the sound with these tools is for the most part damaging the dynamics of the sound, so we want to use them as little as possible and as efficiently as possible to create the best possible product. Before you render or record to wave listen to the whole song with a fresh set of ears. Once you’ve done that take a break, come back to it. Watch and listen the song with a fresh set of eyes and ears. If it gets muddy anywhere look for a solution. If it clips anywhere look for a solution. Keep in mind that you have one constant, your kick drum. If you’re using my -7db peak for that constant, you have 3 decibels of head room to make your entire song work for you. With today’s technology you have an almost limitless ability to accomplish the results you desire.
Before you get to the end of your production process, here are a few things to think about before taking the next step. First take a look at each insert and make sure the effects are placed in the chain intelligently and are creating the results you “intend” rather than arbitrarily making noise. Secondly, when you’re mixing down the project, start with the sounds that use the most head room and work your way up to the sounds that use the least. The entire time make “efficient” use of the three major tools at your disposal. Third and lastly, give a listen to the production in both stereo and mono to ensure that any panning, stereo effects, and stereo placement don’t disappear when you switch from stereo to mono. What may sound amazing in stereo may in all reality vanish in mono. I also recommend giving the production a listen on a few different systems before you send it off to the mastering suite let alone the stores for sale. Go for a drive, and have a listen. Play it on your Wal-Mart special boom box. Take it over to old man Dickenson’s house, and while he strokes his graying beard anxious to tell stories about the old days, play the production on his post civil war listening device. You get the point. Make sure that each of those systems provide a relatively even display of sound. Obviously they aren’t going to sound the same, but you don’t want extreme differences either. Oh and by the way, listen to old man Dickenson. He may have some useful information for you. The experienced techs don’t have universal answers, but their own experiences may provide you with enough insight to design your own techniques that create your own high quality sound.
Finally, I must take the time to add one final bit of advice. Slow down, be patient, and pay very close attention to all of the details, both as a whole and individually. Crescendos aren’t necessarily spikes in the production, so watch for the problem areas. Once you’ve found them, don’t ignore them thinking your mastering stage can correct them, because it simply cannot. Your finished product is only as good as its beginning pieces, so make sure you engineer the individual pieces to sound as good as they can from the very beginning. If you’re using samples, make sure each is clean, void of clips, hiss, and noise, unless they are for artistic reasons. Make sure if there’s any noise you can eliminate from your instruments do so, again, unless it’s a desired result brought on by creativity. Lastly make sure you’re riding every sounded as loud as it can be taken with respect to the sounds around it, and to the over all decibel peak in your DAW. You want the finished product to be as loud as possible before bringing it in to the mastering stage. Why you might ask? Simply put every system be it hardware or software has a noise floor and regardless of how quiet it is, once you’ve rendered or recorded to wave that noise floor is fixed relative to the volume the project was recorded at. If you normalize the wave and it increases in volume, you’ve also increased the noise floor’s volume level.
I hope this is all proves helpful in your production. I know what it feels like to achieve the results you want. I also know what it’s like to hear your music played along side some of your favorite tunes by other DJ’s and producers in various environments. If I can in anyway give you the tools to achieve those feelings, then I’ve accomplished my goal.
John Mundt
DJ Hero
Solitude Studios
Kaleidoscope Music
Velcro City Records