By Craig Anderton | Thu, 01 Oct 2009
There’s a fascination with everything vintage—
from tubes, to optical compressors,
to analog tape. Yet there’s also no question
that digital audio technology has
come of age. Digital has always offered
convenience, but now the sound quality
of even budget digital systems has
increased dramatically since those little
ones and zeroes first entered our lives.
With vinyl making a comeback (!),
and many musicians having the nagging
feeling that maybe those classic
records held a production or gear
secret that we’ve lost along the
way,
let’s take a look at how recordings used
to be made, how they’re made now, where
there may be differences, and how we
can reconcile any significant differences
to combine the best of the old and new.
We’ll also review some products (all
prices are MSRP) that “cross over” the
old school/nu skool worlds.
OUTBOARD SIGNAL
PROCESSING
Old School. As consoles typically had limited processing (EQ
and sometimes dynamics control), engineers relied on racks
of outboard gear for processing. Some producers and engineers
even had that rack gear in flight cases, so they could
ship their “trademark” processors to sessions anywhere.
Nu Skool. Native plug-ins are actually more like a variation
on the concept of building processors into your console—
just as console processing was constrained by size and
cost, native plug-ins are limited by computer power. A more
accurate Nu Skool analogy would be the hardware processing
options on cards that go into your computer, or in outboard
boxes that connect to your computer via FireWire.
Examples include the Sonic Core/Creamware cards, early
E-mu interfaces, TC PowerCore, UA Powered Plug-Ins, and
SSL’s Duende system.
Nu Skool problems/solutions. Hardware gear had real
knobs, and could be “played” for more creative processing.
Although plug-ins, whether native or DSP-assisted, don’t
have controls, the industry recognizes this limitation and is
addressing it. Native Instruments’ Kore provides a slick hardware
controller for programming not only NI processors and
instruments, but ones from other companies. Novation’s
AutoMap protocol maps plug-in and effects parameters to
their line of hardware controllers, and Propellerhead Software’s
ReMote protocol provides “hooks” for hardware to
control Reason. Cakewalk’s ACT takes an approach that’s
similar to Kore and Automap, as it exposes all VST parameters
for control via control surfaces (including their own VS-
700C control surface).
Another issue is portability. With dongle-based processors,
you can install software processors in multiple
machines, then use your dongle to bring them to life. However,
perhaps the ultimate example of this is Universal Audio’s
UAD 2 Solo/Laptop (see review below) as it can “link” to UA
plug-ins installed on your “home” computer, obviating the
need to buy the same plug-ins again for your laptop.
REVERB
Old School. Pro studios used an actual acoustic space or
plate reverb, which consisted of a large metal plate (about
1 x 2 yards), with driver transducers at one end and pickup
transducers at the other end. Although a plate reverb had
only one basic sound, it was very natural, and you could
damp the plate to shorten the reverb time.
Concrete, reflective rooms were favored as acoustic
spaces. Probably the most famous acoustic reverb setup is
the eight underground reverberant spaces built 30 feet
underground at the Capitol Records building in Los Angeles,
as part of a studio designed by Les Paul. Other famous
spaces include the hallway at Headley Grange, where the
drums were set up for Led Zeppelin’s “When the Levee
Breaks,” known for its Olympian drum sound.
Nu Skool. Digital reverbs have taken over project studios,
whether as outboard gear like Lexicon’s hardware reverbs,
or software plug-ins. Digital reverbs sub-divide into synthesis
and convolution types. Synthesis reverbs use algorithms
that synthesize a room, and include many adjustable parameters—
room size, reverb density, etc. Convolution reverbs,
like Audio Ease’s Altiverb, capture a “sample” of a room’s
characteristics and apply that to a signal. Although CPUintensive
and with fewer adjustable parameters than algorithmic
types, convolution reverbs provide sonic accuracy.
Nu Skool problems/solutions. Sorry, but the complexity
and richness of early reflections in an acoustic space is something
that today’s technology still can’t duplicate. However, you
can make a digital reverb sound more like the desirable old
school sound by combining it with a real space—bathroom,
garage, or other room with hard surfaces. Set up a loudspeaker
and a mic, send the reverb aux send to the speaker, pick it up
with the mic, and mix this with your digital reverb (getting the
balance right) with the digital reverb’s “tail.”
Lacking that, use a multi-tap delay to simulate additional
early reflections. I set the taps for short, mostly prime number
delays to avoid harmonic buildups (e.g., 3, 5, 7, 11, and
13ms) and a few longer delays (21, 23, and 25ms). Try a little
feedback, but keep it moderate (around 20%) and pan the
reflections around the stereo field to “open up” the sound.
Mix this in with your main reverb.
A final option: Patch different reverbs in parallel or series.
Use different reverb algorithms, but set for approximately
the same delay time. One reverb tends to “fill in the
cracks” of the other reverb, creating a smoother, more
natural sound.
MASTERING
Old School. Veteran mastering engineers used expensive,
complex analog equipment. Much of their work involved
accommodating the limitations of vinyl and 8-track or cassette
tape; low frequencies were often attenuated to keep a
record player’s stylus from jumping out of the groove, and
there was always a tradeoff between album length, the
music’s volume, and audibility of surface noise.
Nu Skool. Analog signal paths are still used, but the
requirements of mastering for digital audio are much more
relaxed than for vinyl. Computer-based digital audio editing
programs do a lot of mastering these days, using plug-ins to
provide signal processing.
Nu Skool problems/solutions. Proper acoustics are
essential for mastering, and home studios may not have
the same rigorous treatment as old school mastering
suites. However, there are now many relatively inexpensive
tools to improve acoustics, such as bass traps and diffusors
from companies like Auralex, Primacoustic, Real
Traps, HFS Acoustics, etc. When applied properly, and
used with near-field monitors, room acoustics can
approach being a non-issue.
Also consider the sound quality of the plug-ins
themselves. Some are designed for use in multitrack DAWs
where there may be many instances, and therefore, trade off
audio quality for lower CPU power. Often this is not a problem,
as processing an individual track is generally less critical
than working with complex program material.
However, some companies make “CPU consumption be
damned” plug-ins intended for mastering-level applications.
Examples include plug-ins from Waves, IK Multimedia’s TRackS,
Cakewalk’s LP series processors (bundled with
Sonar), mastering-oriented plug-ins bundled with Magix
Samplitude and Sequoia, PSP Audioware’s superb MasterQ
and MasterComp, the URS line of plug-ins, BIAS Master Perfection
Suite, McDSP ML4000HD, iZotope’s Ozone 4 mastering
suite, encoders from Minnetonka, Steinberg’s bundled
plug-ins for Wavelab, as well as plug-ins from Sony, Sonnox,
WaveArts, TC Electronic, and others.
A good acoustic space, accurate reference speakers, and
a collection of quality plug-ins can do decent “project mastering”—
but only if you have the ears. Otherwise, use the old
school approach of taking your precious project to a veteran
mastering engineer with a good track record.
COMPOSITE RECORDING
Old School. In the days of limited tape recorder track
counts, composite recording (i.e., recording multiple takes,
then picking the best parts of each one to create a
“perfect” take) wasn’t an option, so edits had to be
punched in. Punching was a problem because the engineer
had to make sure nothing was erased accidentally, and
artists didn’t like interrupting the flow of a take.
As the number of tracks increased, you could record
multiple takes and pick the best parts. In tape’s twilight,
recorders could rewind automatically at the end of a take
back to the beginning, and while rewinding, the engineer
could record-enable the next track.
Nu Skool. DAWs now take advantage of unlimited track
counts to include composite recording as a feature. Of the
various DAWs, Apple’s Logic 9 (Figure 1) has arguably the
most advanced comping options (especially combined with
the new Flex Time feature) because of how the program
simplifies the process of editing all the good bits together.
Nu Skool problems/solutions. Stitching together disparate
parts under any circumstances can lead to a performance that
doesn’t “feel” quite right because it doesn’t flow. One solution:
Limit the number of takes used for composite recording. If
you can’t get a good vocal in less than a 8–12 takes, re-think
the vocals—or change the vocalist! Fewer takes also means
less editing time spent deciding which parts to keep. Also, use
the longest sections possible. Compositing two or three long
phrases will generally produce a better-sounding vocal than
doing fixes on a word-by-word basis.
Another issue is that the tape’s rewind time gave any
vocalists a chance to relax for a few seconds, and get ready
for the next take. With DAWs, rewinding is instant, which
causes some vocalists to feel rushed. So, consider a long
pre-roll time before a take starts recording. This gives the
artist a chance to get into the feel of the track, and can lead
to a more relaxed performance.
MIXING/INTERFACING
Old School. Mixing involves some of the biggest differences
between old school and nu skool techniques. Mixing used to
be done manually, and with large consoles, often involved
multiple people assigned to different faders. Automation
was rare and costly; interfacing was only about having mixer
inputs to accept signal sources, and outputs to send to your
multitrack tape recorder.
Nu Skool. Console automation is on the endangered list,
as host DAWs invariably include automation within the
program. In fact many musicians spring for control
surfaces (which don’t pass audio) for their DAWs instead of
using mixers; these may include moving faders, thanks to
ever-declining prices.
In fact, I’m starting to think we need a new term to
describe boxes that are part mixer, part control surface, and
part interface—or some combination of those three. At the
other extreme, some people mix with a mouse, a track at a
time, and don’t even use control surfaces.
Nu Skool problems/solutions. With old school mixing,
the mix was more like an extension of performance, with
faders, EQ, and switches being played in real time. That’s
impossible to do if mixing with a mouse, or with control surfaces
that have a limited number of faders (i.e., less than one
per track). One option is to add additional “sidecar”
surfaces if the design allows (e.g., you can expand the number
of channels with the Euphonix Artist Series), and
another is to “perform” on the most important parts while
leaving the others at a constant level, then go back and
automate background vocals, percussion parts, and the like.
SESSION MUSICIANS
Old School. You’d hire the musicians, and pay them based
on union pay scales. The most important factor was finding
a pro who could not only play what you wanted, but
also put some emotion into the part—not just hit the
notes and go home.
Some session musicians were so proficient they played
the parts in recordings that were normally played by band
members onstage, and there were also élite session musicians,
like drummer Hal Blaine, bassist Carol Kaye,
Motown’s mighty James Jamerson (bass), and too many
others to mention—even Jimmy Page got his start as a
session player.
Nu Skool. You can still hire session musicians, but now
there are two more options: Online services where you send
in files, musicians play on them for a fee, and then the files
come back to you with the parts; and loop/sample libraries.
Of the online services, eSession is well-regarded, and
serves as a clearinghouse for many
musicians who have a long résumé of
session work. However, a Google
search for online+session+musicians
brings forth a variety of services,
including relatively well-established
ones like Studio Pros and Live Studio
Drums, as well as specialized options
like String Section.
Loop and sample libraries provide
“virtual session musicians,” but many
drum programs include patterns as
well—probably the most “session musician”-
oriented one is DrumCore, which
has libraries from drummers like Alan
White (Yes) and Matt Sorum (Guns ’n’
Rose, Velvet Revolver, etc.). Loop
libraries are an economical option;
some DVD-ROMs offer thousands of
loops for under $100, and you can also
buy loops for bass, keyboards, and
even ethnic instruments.
Nu Skool problems/solutions. The
obvious limitation is no face-to-face
interaction—opportunities for giveand-
take are limited with online sessions,
and non-existent with sample
libraries. Some websites are more
into back-and-forth and approvals,
but still, those genius interactive
moments where a song goes off into
an entirely new direction are difficult
to pull off in cyberspace.
Loop libraries are even more rigid,
but there are some ways to make them
more malleable. For example, many
drum libraries include individual hits of
the drums used to create the library, so
you can add parts to augment an existing
loop, or even make custom loops.
You can also cut up loops to customize
the part somewhat.
Sony has taken a novel approach
with their Artist Integrated line of
four CDs (drums, bass, keys, and
guitar). The drum loop library by
Siggi Baldursson was recorded first,
then bassist Tony Franklin recorded
bass grooves on top of the drums,
and the bass parts became available
as a separate library. Former Prince
keyboardist Matt Fink added
keyboards, and Parthenon Huxley
did a library of guitar parts.
Although each library stands on its
own, they also combine to form more
of a “groove.”
There’s an enormous variety of
sound libraries available—whether you
need orchestral strings, a jazz saxophone
part, or even Bollywood-style
percussion, you’re covered.
LINKS
Allen & Heath www.allen-heath.com
Apple www.apple.com
Audio Ease www.audioease.com
Auralex www.auralex.com
BIAS www.bias-inc.com
Big Fish Audio www.bigfishaudio.com
Cakewalk www.cakewalk.com
DrumCore www.drumcore.com
EastWest www.soundsonline.com
E-mu systems www.emu.com
eSession www.esession.com
Euphonix www.euphonix.com
HSF Acoustics www.hsfacoustics.com
IK Multimedia www.ikmultimedia.com
Lexicon www.lexiconpro.com
Live Studio Drums www.livestudiodrums.com
Magix www.samplitude.com
McDSP www.mcdsp.com
Minnetonka www.minnetonkaaudio.com
Native Instruments www.native-instruments.com
Novation www.novation-music.com
PC Audio Labs www.pcaudiolabs.com
Primacoustic www.primacoustic.com
Propellerhead Software www.propellerheads.se
PSP Audioware www.pspaudioware.com
Real Traps www.realtraps.com
Solid State Logic www.solidstatelogic.com
Sonic Core www.soniccore.com
Sonnox www.sonnox.com
Sony www.sonycreativesoftware.com
Steinberg www.steinberg.com
String Section www.stringsection.co.uk
Studio Pros www.studiopros.com
TC Electronic www.tcelectronic.com
Universal Audio www.uaudio.com
URS www.ursplugins.com
WaveArts www.wavearts.com
Waves www.waves.com