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Showing posts with label hip hop mixing and mastering. Show all posts
Showing posts with label hip hop mixing and mastering. Show all posts

Hip Hop Compression Guidelines






Hip Hop Compression Sweet Spots

Brass, Low Synth

Attack Time - 40ms
Release - 80ms
Threshold - -20db
Ratio - 6:1


Fast Rap Vocal

Attack Time - 5ms
Release - 90ms
Threshold - -15db
Ratio - 5:1


Piano, Guitar type instruments

Attack Time - 15ms
Release - 15ms
Threshold - -20db
Ratio - 5:1


Singing Vocal

Attack Time - 15ms
Release - 80ms
Threshold - -8db
Ratio - 3:1


Snare

Attack Time - 20ms
Release - 40ms
Threshold - -12db
Ratio - 5:1


Vocals

Attack Time - 5ms
Release - 50ms
Threshold - -10db
Ratio - 5:1

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  • Hip Hop EQ Guidelines






    Hip Hop Instrument and Vocal EQ Sweet Spots
    (Parametric Equalizer)

    Hiphop Bass

    Low - 100Hz
    H-Mid - 2.5KHz


    Hiphop Bass Drum

    Low - 100Hz
    L-Mid - 500Hz


    Hiphop Cymbals

    Low - 100Hz
    L-Mid - 400Hz
    H-Mid - 1Khz
    High - 14KHz



    Hiphop Hi-hat

    Low - 90Hz
    L-Mid - 400Hz
    H-Mid - 3KHz
    High - 8KHz


    Hiphop Kick

    Low - 80Hz
    L-Mid - 300Hz
    H-Mid - 1.5KHz
    High - 6KHz


    Hiphop Overheads

    H-Mid - 9Khz


    Hiphop Percussion

    Low - 100Hz
    L-Mid - 400Hz
    H-Mid - 3KHz
    High - 17KHz


    Hiphop Piano

    Low - 100Hz
    H-Mid - 9Khz


    Hiphop Snare

    Low - 150Hz
    L-Mid - 1KHz
    H-Mid - 3KHz
    High - 5KHz


    Hiphop Strings

    Low - 100Hz
    L-Mid - 750Hz



    Hiphop Synth

    Low - 100Hz
    L-Mid - 400Hz



    Hiphop Toms

    Low - 100Hz
    L-Mid - 500Hz
    H-Mid - 9KHz


    Hiphop Vocals

    Low - 200Hz
    L-Mid - 3KHz
    H-Mid - 8KHz

    Note: These "sweet spot" ranges are approximate places to cut or boost to get
    a better sound or to make an instrument sound better. Nothing is fixed in hip hop sound engineering so experiment to your own liking, usually the low sweet spots are reference points to cut-off or filtered off and reduce these unwanted low frequencies.


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  • Hip Hop Frequency Chart






    Hip Hop Frequency Chart - Sweet Spots



    50 Hz

    Boost to add more fullness to toms and bass. 1.4 Q
    Reduce to decrease boom of bass



    100 Hz

    Boost to add harder bass sound
    Boost to add fullness to strings, snare
    Boost to add warmth to piano horns
    Reduce to remove boom on brass



    200 Hz

    Boost to increase fullness of vocals. 7.1 Q
    Boost to add fullness to snare and guitar type instruments. 1.4 Q
    Reduce to decrease muddiness of vocals. 1.0 Q
    Reduce to decrease "gong" of cymbals. 1.0 Q



    400 Hz

    Boost to add clarity to bass lines. 1.0 Q
    Reduce to decrease "cardboard" sound of drums. 1.4 Q
    Reduce to decrease "ambience" on cymbals. 1.0 Q



    800 Hz

    Boost to add more "punch" of bass. 1.4 Q
    Reduce to remove "cheap" sound of guitars type instruments 1.4 Q



    1.5KHz

    Boost to add "clarity" and more "punch" to bass. 1.4 Q
    Reduce to remove "dullness" of guitar type instruments. 1.4 Q



    3KHz

    Boost to increase "pluck" of bass. 1.4 Q
    Boost for more attack on electric synths. 1.4 Q
    Boost for more attack on piano. 1.0 Q
    Boost for more attack on snare. 2.0 Q
    Boost for to increase "clarity" of voice
    Reduce to increase "breathy" sound of background vocals. 1.0 Q
    Reduce to disguise "out-of-tune" vocals and piano-type instruments. 1.0 Q



    5KHz

    Boost to increase vocal presence. 1.0 Q
    Boost for more "finger sound" of bass. 1.4 Q
    Boost for more attack on piano and similar type instruments. 1.4 Q
    Reduce to make background sounds more "distant". 1.0 Q
    Reduce to soften "thin" pads. 1.0 Q



    7KHz

    Boost to add attack on drums. 2.0 Q
    Boost to add attack to percussion. 2.0 Q
    Boost to increase "life" to dull singers. 1.0 Q
    Boost for more "finger" sound on acoustic type basses. 1.4 Q
    Boost to add "sharpness" on synths and piano. 1.0 Q
    Reduce to decrease "sibilance" ("s" sound) in singers. 2.8 Q



    10KHz

    Boost to "brighten" vocals. 1.0 Q
    Boost to increase "brightness" of piano type instruments. 1.0 Q
    Boost to increase " hardness" of cymbals, flutes and strings. 1.0 Q
    Boost to decrease "sibilance" on singers. 1.4 Q



    15KHz

    Boost to "brighten" vocals. 1.0 Q
    Boost to "brighten" cymbals, flutes, strings. 1.0 Q
    Boost to make "sampled" synths sound "real". 2.0 Q

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  • Hip Hop Instrument Mixing Tips






    Hip hop Instrument Mixing Tips (In alphabetical order)

    "These are tips and recommendations from other rap sound engineers, use at your own risk"

    Acoustic Guitar, Piano - Boost at 3000Khz and 500Hz for flare

    All Instruments - Cut everything below 40Hz

    Bass Guitar - Cut all frequencies below 400Hz. Boost at 1.5KHz to add twang

    Hi-Hat -High pass cut all frequencies below 250Hz. 7db boost at 2Khz

    Kick Drum - Boost at 7KHz for thump

    Snare - Boost at 250Hz for snap

    Snare (2) - 3db boost at 200Hz
    7 db boost at 2.5 Khz - 1.2 Q
    10db boost at 6Khz - 1.2 Q
    12db HF Shelf boost at 16KHz
    High-pass filer to cut below 6Hz

    Percussion - (Compression) Ratio: 6:1, attack - 150ms. (EQ) Highpass cut below 70Khz

    Vocals - Boost at 250Hz

    Vocals, horns, guitars, keys - 400Hz low cut

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  • Hip Hop Mixing Tips








    Hip Hop Mixing Tips


    Too Loud Monitoring

    - Don't monitor and listen to your mixes too loudly. The consumer is unlikely to listen to it at such high levels.


    EQ Fix

    - If possible, fix problems with an EQ cut instead of a boost


    Rest Ears

    - Rest your ears. Come back with fresh ears after a long break to listen to your mix.


    Non Compete

    - Try not to let too many instruments compete for the same frequencies


    Don't Look

    - Try not to look at the mix while listening back if you are software based. Close your eyes to hear who the mix sounds will cure you from this "visual bias".

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  • Noise Reduction






    Noise Reduction

    Use this to clean up rap vocals that have a messy background where sound from the outside leak into the recording microphone. To use this program you get a 5 second sample of "white noise" or the background noise, the part where no one is rapping. This will become the profile that you will use. You will then select the entire vocal and load it into the noise reduction program. You will re-apply the profile to this vocal which deletes it from the audio. If you set the settings too high so that it takes 100 percent of the white noise it will severely effect your audio by erasing part of it as well. You need to find a balance on how much white noise you will take out and the clarity and quality of the original vocal.

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  • RapEngineer Dictionary






    RapEngineer Dictionary

    Attack - First part of a sound

    Attenuation - A level adjustment

    Automation - System memory, ability of playback

    Bandwidth - A range of frequencies that can be used

    Bit Rate - Transmission rate

    Buss - Signal Path

    Chorus - As an effect, the original audio is copied and re-applied on top of itself, but detuned

    Cue Buss - Stereo pair of busses.

    Cut - Adjusting the level of something

    DAC - Digital to Analog converter

    DAW - How long it takes before a sound becomes inaudible

    DB - Abbreviation of the word "decibel"

    De-esser - A program that finds sibilance and allows you to reduce it.

    Digital - Computer binary data.

    Direct Level - A box that converts a phone connector to XLR

    Distortion - Roughness or non-perfection of a sound.

    Doubling - Creating an exact replica of a sound, sometimes delayed

    Dry - Audio without an effect added to it

    Dynamics - The change of loudness

    Echo - Copies original signal and repeats it in a delayed and trailed form.

    Effect Return - Input that receives signal from an output

    Effects - Any program you use to alter the original audio

    Exciter - Uses Harmonics and phase altering to give a better sounding high-end to audio

    EQ - Equalization, the changing of volume that effects the tonal quality of a signal

    Equalizer (Graphic) - Allows adjustment of, usually a small, set of frequencies

    Equalizer (Parametric) - Controls the tone of audio by bandwidth, frequency and gain

    Mute - To turn something on or off

    Panning - Shifting the two signals (left and right) of a stereo mix.

    Phase Shift - When frequencies are choosen to be slowed

    Pre-Delay - The time beroe reverb takes effect

    Ratio - Gauges how much limiting or compressing to use after the threshold is exceeded

    Reverb - Reproduces how audio sounds in a predetermined space

    Reverb (chamber) - Makes reverb by resampling audio and making it sound as if it were recorded using multiple microphones

    Reverb (plate) - Recreates the effect of a metal plate wall being near the audio

    Sibilance - An increase of the "s" frequency.

    Subwoofer - A speaker who's range of sound lies between 25Hz and 120Hz

    Threshold - The point where effects happen

    Volume - The dynamic level of sound.

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  • What is Q?






    What is Q?


    Q = The width of a band of frequencies that you want to cut or boost.

    Q Bandwidth

    0.7 = 2 Octaves
    1.0 = 1 1/3 Octave
    1.4 = 1 Octaves
    2.8 = 1/2 Octave

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