Without blowing our horn like, y’know,
too much, we really have been on top
of the “project mastering” trend for
some time. So for this roundup, we’ll
assume you have the basics figured
out (you can master at home, but you
better know what you’re doing), and
concentrate on specific techniques
that relate to mastering. Some of these
relate to tracking and mixing, too. Also,
rather than having our usual review
format, we’ll instead pick some cool
features from various digital audio
editing programs, and show how to
apply them to real-world situations.
As
to which digital audio editor is
best, they all do the job—but they all
do the job differently. Also, some have
unique features that are essential to
some people, but irrelevant to others.
I’m very fortunate, because I get to
evaluate all these programs while
doing reviews, then use whatever I
want with music projects. And frankly, I
use everything. I’ll often go through
three or more programs to get the final
result—even crossing back and forth
between Windows and Mac.
Of course, having multiple products
adds up price-wise, but the price of all
these programs adds up to about the
same as the reel-to-reel two-track
machine I used back in the day. We’ve
definitely come a long way.
Fig. 1. The upper window shows the response prior to
compensating for inconsistencies in the bass range and
a wicked peak at about 700Hz; the lower window
shows the response for the fixed version.
Fig. 2. SoundSoap Pro 2 is a general-purpose noise
reduction plug-in that’s suitable for use with digital
audio editors and multitrack DAWs.
SO WHAT’S THE DEAL
WITH “GOLDEN EARS”?
But first . . . for years, people have
talked about the need to use professional
mastering engineers, with the
usual reasons being “well, they’ve
done hit records and have golden
ears.” But what are the characteristics of “golden ears” for mastering?
Simple: The ability to detect
extremely subtle changes. This is crucial
for two reasons. First, applying a
processor to a mixed stereo track
affects everything—if you boost a particular
frequency, you’re boosting that
frequency for drums, voice, bass, etc.
This is very different from processing
an individual track, where it’s often
desirable to paint in broad strokes.
Second, mastering typically
involves lots of little edits, but these
add up to a not-so-little result. Every
action does have an equal and opposite
reaction; alter the dynamics, and
you alter the mix. Boost or cut at a
certain frequency, and it will make
other frequencies seem softer or
louder in comparison.
This is where many wannabe mastering
engineers fall short, because
they apply “recording thinking” to
“mastering thinking.” Mastering is the
art of subtlety, and you have to understand
which small changes you need to
make for a big result.
Fig. 3. Sound Forge
has a great fade feature
that uses a
breakpoint envelope,
where you can add as
many points as you
want to create any
arbitrary curve. It’s
also possible to preview
the fade before
committing to it.
THE EQUALIZATION
TWO-STEP
If I could only have one processor for
mastering, it would be EQ. I actually
use two independent EQ processes.
The first fixes problems, while the
second adds subjective tonal
improvements. For fixing, I call up the
file in Har-Bal to see what’s going on
in the overall audio spectrum (Figure
1). The heart of the program is an
8,192 stage FIR equalizer, but it also
displays an average of the energy distribution
across the audio spectrum in
1/6 octave bands (you can change
this, but 1/6 octave is my preferred
setting). Looking at the display can
provide an “early warning system” for
any frequency response anomalies,
although of course you can’t make
any final determinations without using
your ears (and brain). Common problems
are:
· Bass doesn’t roll off at subsonic
frequencies. Cutting everything
below 20–30Hz can clean up the
sound and open up a bit more
headroom (also see the section
“Remove the Subsonics”).
· Bass range peaks and dips. This is
usually due to room issues where the
recording was made, but be careful
in your analysis—there may be a
major kick drum that causes an
intended peak. However, this tends
to be a single blob of energy,
whereas room issues cause a curve
that looks more like “ripples” due to
multiple resonances.
· Too many highs. What with distorted guitars, aliasing that generates weird
harmonics, digital clipping, and the
like, today’s recordings sometimes
seem harsh. A little highfrequency
rolloff can tame harshness
without reducing the
perceived high frequency
response.
· Midrange issues. Unexpected
midrange peaks, attributable to a
variety of factors, can sometimes
give a “honking” effect. These
may be subtle, but you’ll still notice
the sound is smoother when you
correct them.
Fig. 4. When you need to
raise or lower the gain or
otherwise process individual
sections, the ability of several
programs to add an
automatic crossfade eliminates
clicks due to abrupt
level changes.
Of course, you don’t need Har-Bal
to do these kinds of fixes; you can use
a parametric EQ to reduce nasty
peaks. The trick here is to narrow the
peak and boost to an absurd degree,
then sweep the frequency to hear
which frequencies slam the level into
distortion. You can then cut the
response of that frequency to reduce
the peak, and smooth out the sound.
For the second EQ process, I’ll tend
to use a parametric or a “broad” EQ
(I’ve always liked Pultec units for this,
and the Universal Audio emulation is
very good). For example, I might add a
general upper midrange lift to give
vocals and guitars more definition, or
boost the bass a bit to give the kick
more authority.
BANISH THE NOISE
If you’re lucky, a cut to be mastered
will have a few seconds of “air” at the
beginning, rather than be cropped
right up to the start. System hiss and
noise will be present in this “silent”
part. Granted, this might seem very
low-level, but removing low-level noise
is like blowing the dust off a painting—
everything looks the same, it’s just
more defined.
Fig. 5. The multiband stereo
image widener in iZotope’s
Ozone 4 can also narrow the
image. In this case, lower bass
frequencies are being pulled
to the center.
I generally use Sony Sound Forge’s
noise reduction, and choose the most
natural algorithms and minimal reduction
(the less reduction you need to do,
the better). If a file already has relatively
low noise to begin with, noise
reduction can make it sound perfect
without creating audible artifacts.
This type of noise reduction
(Adobe Audition incorporates a similar
noise reduction module) requires
defining a region of pure hiss, called a
“noiseprint.” This is analyzed, and
extremely sharp/precise filtering
removes these specific frequencies.
You can edit the strength of the noise
reduction, and even edit the noiseprint
manually. Also, Sound Forge lets you
include noise reduction in effects
chains, which is helpful: You can apply
two subtle processes instead of a single,
more drastic one.
Fig. 6. Waves’ plug-ins are very popular for mastering,
but don’t overlook the LinEQ Lowband Stereo for
removing subsonics and rumble.
On the Mac, and also with Windows
DAWs, my plug-in of choice is BIAS’s
SoundSoap Pro 2 (Figure 2). But I also
use it with digital audio editors,
because while it can do the “isolate a
piece of noise and eliminate it” trick,
the latest version does Adaptive Noise
Reduction where the program decides
what’s noise and what isn’t by itself,
and can even change that definition
over the course of a file. For an example
of why this is useful, consider a
noisy file that’s been compressed, so
the noise changes over time—Sound-
Soap Pro 2 can adapt to the changes
in hiss levels. It also includes other
restoration tools (click/pop removal
and hum).
However, note that most digital
audio editors include some kind of
noise reduction; Audition offers several
different types, and Steinberg Wavelab’s
DeNoise even offers adaptive
noise reduction.
THE RIGHT FADE
I request that people submit files to me
with no fades, and instead specify
where they want the fade to begin and
end. The main reason is so I can create the perfect curve—a lot of the files I
get have linear fades, which don’t
sound all that great. But the other reason
is so there’s material just in case
the fade needs to be extended.
This situation happened recently
while mastering a cut by Norwegian
musician Ronni Larssen. He expected
the fade to occur over an instrumental
figure at the end, but it seemed like
not quite enough time for a fade, and
besides, I liked the figure. So, I copied
the last figure, and pasted it in twice
(using automatic crossfading) so the
figure repeated three times at the end.
Next was taking advantage of
Sound Forge’s fade feature, which can
define pretty much any fade curve you
want (Figure 3), as well as preview it. I
went for a fairly quick fade, then drew
a logarithmic fade to the end.
MASTERING WITHIN
MASTERING
With a recent mastering job, one section
bothered me: a drum fill lead-in to a
chorus just didn’t “pop” enough. Instead
of kicking the energy up a notch, the
quiet fill brought down the song..
No problem: I defined that fill as a
region, and increased the gain by 3dB.
With Wavelab 6, it’s important to have
regions begin and end on precise zerocrossings,
as increasing or decreasing
level where there’s level can cause a
click due to the abrupt level change.
Unfortunately, zero crossings don’t
always occur in the same place on different
channels.
BIAS Peak, Adobe Audition, Sound
Forge, and others get around this by
introducing a small crossfade between
the altered and non-altered sections
(Figure 4). The screen shot shows
Sound Forge because its graphical representation
clearly shows what’s going
on, but I first became aware of the
value of this approach with BIAS Peak
Pro, when I needed to change levels or
tonalities of individual notes with classical
harpsichord and guitar projects.
PULL THE BASS
TO CENTER
Bass belongs in the center. With vinyl,
that’s a requirement so that the stylus
doesn’t jump out of its groove; these
days you can put bass wherever you
want from a technical standpoint, but
for my taste, it still works best in the
center. Bass is non-directional compared
to highs, so having it emanate equally
from stereo loudspeakers on playback
makes sense.
One of my “secret weapon” techniques
for giving rock/pop tunes more
power is the Multiband Stereo Imaging
processor in iZotope’s Ozone 4 (Figure
5). Although these types of processors
generally widen the stereo image, with
Ozone 4 you can narrow the stereo
image by choosing a negative “widening”
value. Because it’s a multiband
processor, you can apply this to the
bass range only, and “anchor” the
song’s low end.
REMOVE THE
SUBSONICS
People aren’t going to hear what’s
below 20Hz, so you might as well nuke
any energy down there. If there are any
subsonic signals—which is increasingly
likely in a digital world, where sounds can be transposed into the subsonic
range—they’ll take away from available
bandwidth, and in some cases, muddy
the sound.
Although this roundup isn’t really
about plug-ins, for low-cut filtering I use
Waves’ LinEQ Lowband Stereo (Figure
6), because there have been times when
I haven’t heard any difference with it
inserted, but the meters indicated I’d
gained back headroom. It’s your basic
linear phase surgical EQ tool, and is
ideal for this type of application.
WHY SPECTRAL
VIEW ROCKS
Wavelab and Adobe Audition include
the option of spectral view editing
(Sound Forge has a spectral display,
but you can’t do any actual editing).
The 1/10 issue includes a techniques
article on using spectral editing to
remove noises, scrapes, and the like
from nylon string guitar.

Fig. 7. Adobe Audition’s Spectral View is ideal
for making edits with surgical precision—you can
even lower the level on a single drum hit, or
remove the cough from a live recording.
Spectral view presents audio not as
a waveform, but how energy is distributed
in the spectrum. For example, in
Figure 7 the bass notes are yellow,
with brighter yellow meaning that the
note is louder. It’s possible to identify,
isolate, and edit specific events, like a
kick drum, cough, finger scrape, and
the like. With Audition, after selecting
the region you want to edit, you can
change level (e.g., attenuate it so it’s
not as prominent, or boost it) with the
level control that appears automatically,
or do any other processing—compress
just a single kick note, for example.
I don’t use spectral view for general
mastering, but only if problems need
to be solved—it’s more of a technical
process than a musical one. But when
you really need to get “inside” the
waveform, there’s no better option.
MICRO-MASTERING
Clients want loud cuts, but I’d rather
not put a limiter on the output and
squash the file to death. “Micro-mastering”
is an effective, albeit tedious, way
to increase overall level, while minimizing
the negative effects of any limiting
or compression that does get used.

Fig. 8. The “micromastered” file is at the
top, the original file at the bottom, and
Wavelab’s peak-finding dialog is toward
the right. The peaks on both files are at 0,
but the micromastered file has a higher
average level.
This works on the principle that any
mixed file has occasional peaks that
are significantly higher than other
peaks. For example, suppose that 12
peaks have values between –2dB and
0dB, and all other peaks fall below
–2dB. If we reduce the 12 peaks to
–2dB, then it’s possible to raise the
level of the entire file up by 2dB, thus
gaining 2dB of “loudness” without
using compression.
Finding those peaks is easy with
Wavelab’s Global Analysis feature.
First, decide how much headroom you
want to open up—I’d suggest 2dB until
you get a feel for how this process
works. Go Analysis > Global Analysis,
and click on the Peaks tab. To find one
peak at a time, enter 1 for the
maximum number of peaks to report.
Click on Analyze, then click on the
Maximum field for either the right or
left channel. Click on Focus, and Wavelab
jumps to that peak.
With snap to zero crossings
selected (it’s under Options, or just
type Z), define the half-cycle containing
the peak as a region, then invoke
normalization to change the peak level
for this region to –2dB. If the
corresponding region in the other
channel exceeds the peak you just
reduced, normalize that section as well
while you’re in the same general area.
Keep working through the file, a
peak at a time, until the maximum
peak Wavelab finds is –2dB or less.
Your work is done for that channel.
Similarly, reduce peaks on the other
channel to –2dB.
When all peaks have been tamed to
–2dB, use normalization or gain
change to bring up the file level (Figure
8). The file will be noticeably
louder, but you’ll notice no artifacts
from compression because you haven’t
compressed anything. Furthermore,
anything lower than –2dB has been untouched. Now if you want to add
some maximization, if you had originally
wanted to boost the overall level
by 6dB, you only need to apply 4dB.
The result: a loud cut that can “compete”
level-wise with other music, but
which has a more natural sound that
retains dynamics better.
WHAT ABOUT THIRDPARTY
PLUG-INS?
Although digital audio editing programs
come with a plethora of plug-ins, don’t
overlook what third-party plug-ins can
bring to the party. Universal Audio and
TC Electronic (with their PowerCore)
offer several mastering-oriented plugins
hosted by hardware so they don’t
load down your CPU, and previous
issues of EQ have covered useful mastering
plug-ins like tape emulators. Also,
note that McDSP has announced
upcoming availability of many of their
plug-ins in VST and AU formats; several
McDSP plug-ins are superb for mastering,
so this is good news.

Fig. 9. Samplitude includes
several mastering-level effects,
including this multiband
dynamics processor.
As to other favorites, this is a very
subjective area but I like PSP
Audioware’s compressors, EQ, and
their Vintage Warmer; and of course,
Waves makes outstanding mastering
plug-ins. I also find some of SSL
Duende’s plug-ins invaluable when you
want to add “character” but if your
budget is tight, check out what Voxengo
has to offer—their plug-ins are often
underrated. URS makes several cool
plug-ins, but for me the ones that
stand for mastering are those that
model mixer stages, transformer
inputs, and the like—they’re subtle, but
subtle is often exactly what you need.
And for a one-stop solution, it’s hard to
beat Ozone 4.
TRANSFORMING A DAW
INTO A MASTERING
MACHINE
Although there are many similarities
among digital audio-related programs,
digital audio editors still exist as a separate
product category because they
put individual bits of digital audio
under the microscope, while DAWs are
about dealing with large numbers of
hard disk, MIDI, and virtual instrument
tracks. Still, some DAWs are slowly but
surely turning into mastering machines.
Magix Samplitude (Figure 9) and
Adobe Audition have always emphasized
a combination of multitracking
and mastering. More recently,
PreSonus’ Studio One (Figure 10)
has integrated mastering with tracking/
mixing in a highly evolved way—for
example, edits to a mix are reflected in
the playlist that burns a CD. But even
programs that aren’t billed as mastering
software per se can often be
pressed into service.

Fig. 10. Studio One has a separate
window for not only mastering individual
cuts, but assembling them
into a playlist, adding master
effects, burning CDs, and publishing
to the Web.
Take Cakewalk Sonar: It has several
phase linear processors, a spectrum
analyzer, dithering, markers that identify
peak levels, high-resolution metering
(down to –90dB), and other
mastering-oriented tools. While
Sonar’s default workflow isn’t particularly
suited to efficient digital audio editing, customization can make it
“feel” more like a digital audio editing
program (Figure 11).
For example, simplifying menus so
that they show only essential functions
helps improve workflow; there’s usually
no need for MIDI, measures, staff view,
lyrics, virtual instruments, and video. I
renamed the “Process” menu “DSP”
and placed all audio DSP functions
under it, and as I’ve been using Sound
Forge since the mid-’90s, I re-arranged
and re-named Sonar’s File menu to be
more like Sound Forge’s.
I also created a layout for digital
audio editing, with a large track view
to make waveform viewing simpler,
and a very restricted console view that
shows only the master bus (with levels
set to 0). This recalls Wavelab’s master
section, but there’s a practical reason
for splitting the mastering load into
destructive “technical” fixes that
involve DSP (like getting rid of clicks,
glitches, noise, etc.), and “artistic” fixes
that usually involve plug-ins (like how
much EQ, limiting, or other “spices” to
add). I make technical fixes on the
track view itself, but the plug-ins get
loaded into the master console strip.
It’s therefore possible to bounce the
file to another track through the master
effects, and if needed, do multiple
bounces with different variations that
the artist can evaluate.
Fig. 11. This window layout
optimizes Sonar for digital
audio editing. Note the
“Master Strip” to the right;
on the waveform itself, a
peak is about to be
reduced by a few dB so
that normalization can give
a higher average level.
Another advantage is that when
saving the project, all these variations
are kept as separate tracks; when
working on the “technical” elements,
you can put temporary dynamics and
EQ processing in the master strip for a
better idea of what any changes will
sound like after mastering.
For me, the biggest shortcoming of
typical DAWs is a lack of noise reduction,
but as mentioned previously,
BIAS SoundSoap Pro 2 can take care
of that. Like many other DAWs, Sonar
includes dithering (I use the noiseshaped
Pow-r 3 option, even though
it’s the most CPU-intensive) and the
ability to burn CDs.
Links
Adobe www.adobe.com
BIAS www.bias-inc.com
Cakewalk www.cakewalk.com
Har-Bal www.har-bal.com
iZotope www.izotope.com
Magix www.samplitude.com
McDSP www.mcdsp.com
PSP www.pspaudioware.com
Sony www.sonycreativesoftware.com
SSL www.solid-state-logic.com
Steinberg www.steinberg.net
TC Electronic www.tcelectronic.com
Universal Audio www.uaudio.com
URS www.ursplugins.com
Voxengo www.voxengo.com
Waves www.waves.com