T 4.3 Introduction to The Studio - Studio A Manual

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    T4.3 Intro to the StudioStudio A Manual

    Content

    Studio A Diagram 2

    Health and Safety 3

    Equipment In The Studio 4

    The Channel Strip 10

    Suitable and Effective us of

    Microphones

    14

    Recording a Drum Kit 17

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    Studio A

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    3

    Health and Safety

    When hosting clients in a studio, you must ensure that their health and safety is not put at

    risk, if they are put at risk then: a) If they fall ill or are injured, they can blame the host

    which will ruin your reputation and b) they may not perform to their best ability.

    There are a number of factors you must pay attention to in order to keep your clients safe.

    1) Ensure they know where the fire exits are

    2) Ensure they know where the fire extinguisher(s) are

    Studios are often, either poorly ventilated or do not have ventilation fans to reduce

    background noise. Therefore, you must

    3)

    Inform them that smoking is prohibited inside the building

    4) Aerosol can should not be used inside the studio

    Another health factor that must be paid attention is the clients, and your own hearing. A

    typical conversation occurs at around 60dB (decibels), A bulldozer at idle (not bulldozing) is

    loud enough at 85 dB to cause permanent damage after one working day (8 hours).

    Listening to an mp3 player with headphones can reach a level of 100dB, loud enough to

    begin causing permanent damage after just fifteen minutes per day and a clap of thunder at

    around 120dB can cause immediate damage. By regularly asking your clients if the audio in

    their headphones (when in the live room) or from the speakers in the control room are too

    loud or not, you can prevent them from loss of hearing.

    5) Ask clients regularly if the volume is too much for their ears to handle

    Some professional studios even have indicators that show when the surrounding noise

    approaches a dangerous level using green, yellow and red lights.

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    4

    Equipment in the Studio

    In order for you to understand how the studio works, you must know what equipment

    there is, what it does and how to use it effectively.

    Soundcraft Sapphyre

    First thing you will see as you enter the studio will be the mixing console, in this case it is

    the Soundcraft Sapphyre.

    The Sapphyre is a 36 channel, in-line monitor type console, meaning it has as many

    monitoring paths as it does input channels. All channels can be routed to the eight mix

    busses or bypass them all together with their own tape send.

    Each channel features a noise gate with adjustable frequency, threshold and release pots.

    Each channel also has a four band equalizer, 6 AUX sends, a fader for the input signal and a

    fader for playback.

    Outboard Effects and Compressors

    Next to the console, you will see a rack

    featuring a selection of outboard

    compressors, pre-amps, equalizers

    and power supplies; these are all

    accessible by assigning channels to

    two of eight busses which are then

    patched into the device via a bantam lead.

    An outboard compressor is a piece of hardware, usually found in a control room. It offers

    control over all compression parameters found on the standard Logic compressor.

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    Patch Bay

    A patch bay is often found on larger consoles which contain accessible jacks that

    correspond to the various inputs and outputs

    of every access point within a mixer orrecording console. Most professional patch

    bays offer centralized input/output access to

    most of the recording, Effects and

    monitoring devices or system blocks within

    the production facility.

    Patch bay systems come in a number of plug and jack types as well as wiring lay outs. For

    example, some prefabricated patch bays use inch phone configurations, as well as RCA(phono) connections. These models will often place interconnected jacks at the panels

    front and rear so that studio users can reconfigure the panel by simply rearranging the

    plugs at the rear access point. Other professional systems use a telephone-type (TT or mini

    Bantam-TT) plugs that often require you to hand-wire the connections in order to configure

    or reconfigure the bay.

    XLRs and Stage Boxes

    In the live room you will find a stage box, this is a small

    box with a number of XLR inputs, XLR leads are usually

    used to connect microphones to a mixing console or

    audio interface, or connecting a console/device to

    speakers.

    An XLR lead is made up of three pins; Left, Right and

    ground. Always make sure, once you have finished

    using them, to coil them like so.

    A Stage box will usually have between eight and

    sixteen inputs and even a number of XLR outputs for

    fold back speakers.

    In the case of Studio A, each input corresponds with

    a channel on the Soundcraft console, input one is

    channel one, input two is channel two and so on.

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    6

    Audio Interface

    When putting together a DAW-based system, an audio interface deserves careful

    consideration. Some have a single, dedicated purpose and some are multifunctional. In

    either case their main purpose is to act as a bridge between analogue and digital audio.

    Although audio interfaces come in many shapes,

    sizes and functionalities, they will usually be:

    - Built into a computer but this may limit the

    quality and functionality

    - A simple, 2 input/output device

    - Multichannel, offering multiple input/output

    channels

    Most audio interfaces feature a controller surface, providing a hands-on DAW operation.

    These devices may be designed as hardware cards that fit directly into the computer;

    others might connect via USB or FireWire. An interface might have as few as two inputs and

    two outputs but on the other hand it might have as many as 24. It might offer limited

    sample rate and bit depth options or it might be capable of handling rates up to 96 kHz/24

    bits or higher.

    One issue that can be raised when talking about audio interfaces is the issue of latency or

    the build-up of delays (measured in milliseconds) in audio signals as they pass through the

    audio circuitry of the audio interface. Latency can be experienced as short delays between

    the input and monitored signal. If the delays are excessive they could throw the performer

    off time. Because we now have faster computers, improved audio drivers and better

    programming, latency has been reduced to such low levels that its not even noticeable.

    Signal Levels

    The signal level is exactly what it says; it is the amplitude level of the signal.

    A 1 dB change is barely noticeable to most human ears. Turning something up by 3 dB will

    double the signals level which wont increase the perceived loudness as much as youd

    expect. Likewise, turning something down by 3 dB will only halve the signal.

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    Direct Injection (DI)

    Recording direct of direct injection (DI) allows the

    signal of an electronic instrument to be directly

    injected into a console, recorder or DAW withoutthe use of a microphone. This produces a cleaner

    sound by bypassing the distorted components of a

    head/amp. It also reduces bleed into other mics and

    eliminating room sounds.

    A DI box serves to interface an instrument with an

    analogue output signal to a console or recorder in

    the following ways:

    - It reduces an instruments line level output to mic level so it can be inserted into the

    consoles mic input.

    - It changes an instruments unbalanced, high source impedance line to a balanced,

    low source impedance signal that a console input requires.

    - It can electrically isolate the audio signal paths between the instrument and the

    mic/line preamp, reducing potential for ground loop hum and buzzes.

    Usually the instruments output is plugged directly into the DI box, where its stepped down

    in level and impedance. The output of the DI box is then fed into the mic pre of a console or

    DAW.

    If a dirtier sound is desired, some boxes will allow high level input signals to be taken from

    an amps speaker output jack.

    When recording a guitar, the best sound and lowest hum occurs when the instrument

    volume control is fully turned up.

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    VU Meter

    Signal levels at an input, output bus, and other console level point, is often measured by a

    visual meter. Meter and indicator types will often vary from system to system. For example,

    banks of readouts that indicate console bus output and tape return levels might use VUmetering, peak programme meters or digital/software readouts. Its also not uncommon to

    find LED overload indicators on an input strips preamp which give a quick and easy peak

    indication as to whether youve approached or reached the components headroom limits.

    The traditional signal level indicator for

    analogue equipment is the VU meter. The

    scale chosen for this device is calibrated in

    volume unit or VU and is designed to display

    a signals average RMS level (an average

    loudness value during a certain time frame).

    Although VU meters do the job of indicating

    RMS levels, they ignore the short term peaks

    that can overload a track. This means a professional console must often be designed so that

    unacceptable distortion wont occur until around 14 dB above 0 VU (The standard

    operating level for most consoles and mixers).

    Noise Gate

    A noise gate allows a signal above a selected threshold to pass through to the output,

    however as the signal falls below the threshold, the gate effectively mutes the signal by

    fully attenuating it. This allows the desired to pass through while background sounds,

    instrument buzzes, bleed or other unwanted noises that occur between pause in the music

    arent.

    A noise gate can be useful when recording a drum kit, reducing bleed from other parts of

    the kit.

    The rules of attack and release also apply to gating, attack is how long it takes for the gate

    to open and release is how long it takes for the gate to close.

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    EQ

    Parametric EQ

    A parametric equalizer allows you to

    adjust most or all of its frequency

    parameters. Although the basic design

    layout will change from model to

    model, you will always be able to alter

    the center frequency, bandwidth and q

    factor.

    Shelf EQ

    A shelf equalizer allows the adjustment

    of boost or cut to a frequency and all

    other frequencies above or below it.

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    The Channel Strip

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    Suitable and Effective Use of Microphones

    Purpose Microphone How to use +48V?

    Kick Drum Dynamic mic with

    a large diaphragm,

    these are usuallyfairly bulky

    microphones

    Place facing into the hole in the

    front

    skin of akick

    drum

    capturing both the attack on the

    first skin and the resonance of

    the second

    No

    Snare Drum 2xShure

    SM57/SM58,

    dynamic mic, often

    used for live vocals

    1stMic) Place at the edge of the

    snare pointing towards the

    centre of the skin

    2nd

    Mic) Place directly under the

    centre of the drum, about an

    inch

    away from the snare

    Remember to reverse the

    bottom mics phase, because

    the two snare mics are facing

    each other, the diaphragms

    pulse the same way, losingclarity in the sound

    No

    Hi-Hat SM57/SM58,

    dynamic mic

    Place

    pointing

    down

    towards

    the edge

    of the bell

    No

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    Rack Tom Medium sized

    dynamic mic, with

    a diaphragm

    smaller than a kick

    mics but bigger

    than an SM57s

    Place at

    the edge

    of the

    tom

    pointing

    towards

    the centre of the skin

    No

    Floor Tom Medium sized

    dynamic mic, with

    a diaphragm

    smaller than a kick

    mics but bigger

    than an SM57s

    Place at

    the edge

    of the

    tom

    pointing

    towards

    the centre of the skin

    No

    Drum Overheads 2xinstrument

    condenser

    microphones

    There are two main

    configurations for placing

    overhead mics.

    1) Stereo Pair: both

    equidistant from a

    specific point of the drum

    kit

    i.e.

    the

    snare drum, producing an

    overall narrow sound

    2) Coincident pair: position

    the two microphones in a

    V

    shape pointing away from

    each other

    Remember to pan overhead Left

    to the right and overhead Right

    to the left

    Yes

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    Vocal Studio vocal

    condenser mic

    such as a Rode

    NT1A

    Set up

    with a pop

    shield and

    position

    about an

    inch away

    from the vocalists mouth

    Yes

    Guitar Electric) SM57

    Acoustic) Studio

    Vocal condenser

    mic

    Electric) Position about half an

    inch

    from

    the

    edge of

    the

    guitaramplifiers speaker cone

    Acoustic)position facing the

    centre of the neck of the guitar

    for a sound rich in high

    frequencies, position facing the

    bottom of the neck of the guitar

    for a sound equally balanced

    withbass,

    middle and high frequencies and

    position facing the centre of the

    body of the guitar for a sound

    bass frequencies

    No

    Yes

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    Recording a Drum Kit

    Often a band or artist will rely on their drummer to get them through a track; therefore you

    need to get them recorded first and well. For a successful and good sounding recording,

    you will need: a dynamic microphone with a large diaphragm for the kick drum, two orthree dynamic microphones with medium sized diaphragms depending on how many tom

    drums the kit has, three dynamic vocal microphones i.e SM58/7, two condenser instrument

    microphones, sufficient mic stands and sufficient XLR cables.

    Kick Drum Dynamic mic with

    a large diaphragm,

    these are usually

    fairly bulkymicrophones

    Place facing into the hole in the

    front

    skin of a

    kickdrum

    capturing both the attack on the

    first skin and the resonance of

    the second

    No

    Snare Drum 2xShure

    SM57/SM58,

    dynamic mic, often

    used for live vocals

    1st

    Mic) Place at the edge of the

    snare pointing towards the

    centre of the skin

    2nd

    Mic) Place directly under the

    centre of the drum, about an

    inch

    away from the snare

    Remember to reverse the

    bottom mics phase, because

    the two snare mics are facing

    each other, the diaphragms

    pulse the same way, losing

    clarity in the sound

    No

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    Hi-Hat SM57/SM58,

    dynamic mic

    Place

    pointing

    down

    towards

    the edge

    of the bell

    No

    Rack Tom Medium sized

    dynamic mic, with

    a diaphragm

    smaller than a kick

    mics but bigger

    than an SM57s

    Place at

    the edge

    of the

    tom

    pointing

    towards

    the centre of the skin

    No

    Floor Tom Medium sizeddynamic mic, with

    a diaphragm

    smaller than a kick

    mics but bigger

    than an SM57s

    Place atthe edge

    of the

    tom

    pointing

    towards

    the centre of the skin

    No

    Drum Overheads 2xinstrument

    condenser

    microphones

    There are two main

    configurations for placing

    overhead mics.1) Stereo Pair: both

    equidistant from a

    specific point of the drum

    kit

    i.e.

    the

    snare drum, producing an

    overall narrow sound

    2) Coincident pair: position

    the two microphones in a

    V

    Yes

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    shape pointing away from

    each other

    Remember to pan overhead

    Left to the right and

    overhead Right to the left

    Your final layout should look a bit like this: