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These are the user uploaded subtitles that are being translated: 1 00:00:01,220 --> 00:00:02,720 [Music] 2 00:00:02,720 --> 00:00:03,600 welcome 3 00:00:03,600 --> 00:00:05,440 in this series we'll introduce you to 4 00:00:05,440 --> 00:00:07,440 basic mixing terms and techniques 5 00:00:07,440 --> 00:00:09,280 to set you on the right track for your 6 00:00:09,280 --> 00:00:10,800 future music production 7 00:00:10,800 --> 00:00:16,640 we'll show you how we went from this 8 00:00:16,640 --> 00:00:19,119 to this 9 00:00:19,690 --> 00:00:21,600 [Music] 10 00:00:21,600 --> 00:00:23,760 check the video info for an index if you 11 00:00:23,760 --> 00:00:26,720 want to skip parts 12 00:00:26,720 --> 00:00:28,560 this time we'll talk about the stereo 13 00:00:28,560 --> 00:00:30,400 field how it works 14 00:00:30,400 --> 00:00:32,320 why it's needed and a few basic 15 00:00:32,320 --> 00:00:34,719 techniques to remember 16 00:00:34,719 --> 00:00:37,760 our ability to locate sounds in a 360 17 00:00:37,760 --> 00:00:39,200 degree space around us 18 00:00:39,200 --> 00:00:42,320 stems from two main factors 19 00:00:42,320 --> 00:00:45,200 one the volume and delay of an identical 20 00:00:45,200 --> 00:00:47,520 sound arriving at each ear 21 00:00:47,520 --> 00:00:50,000 and two the frequency content of the 22 00:00:50,000 --> 00:00:50,719 sound 23 00:00:50,719 --> 00:00:52,800 this is what all these folds in your ear 24 00:00:52,800 --> 00:00:54,000 pinna are for 25 00:00:54,000 --> 00:00:56,000 differentially reflecting high versus 26 00:00:56,000 --> 00:00:57,280 low frequencies 27 00:00:57,280 --> 00:00:58,960 when we listen to music from a pair of 28 00:00:58,960 --> 00:01:00,879 speakers or headphones we perceive the 29 00:01:00,879 --> 00:01:02,719 stereo information as location 30 00:01:02,719 --> 00:01:04,640 direction and positions of sounds in the 31 00:01:04,640 --> 00:01:06,000 virtual soundscape 32 00:01:06,000 --> 00:01:08,400 just like it's a real space we refer to 33 00:01:08,400 --> 00:01:10,799 this as the stereo field 34 00:01:10,799 --> 00:01:13,200 the stereo field is the sum of all 35 00:01:13,200 --> 00:01:14,720 decisions made in a mix 36 00:01:14,720 --> 00:01:16,720 that result in differences between the 37 00:01:16,720 --> 00:01:19,360 left and right channels 38 00:01:19,360 --> 00:01:21,200 it's what we refer to when talking about 39 00:01:21,200 --> 00:01:23,200 the width of a mix 40 00:01:23,200 --> 00:01:24,880 does the sound seem to come from 41 00:01:24,880 --> 00:01:26,479 directly in front of you or as it's 42 00:01:26,479 --> 00:01:28,000 surrounding you 43 00:01:28,000 --> 00:01:29,759 this spatial positioning is a very 44 00:01:29,759 --> 00:01:31,439 powerful mixing tool 45 00:01:31,439 --> 00:01:33,360 because just like with vision when you 46 00:01:33,360 --> 00:01:34,880 pile a bunch of letters in the same 47 00:01:34,880 --> 00:01:35,680 space 48 00:01:35,680 --> 00:01:37,360 it makes it very hard to distinguish 49 00:01:37,360 --> 00:01:40,720 what's there audio is the same 50 00:01:40,720 --> 00:01:42,799 just the spacing those letters out makes 51 00:01:42,799 --> 00:01:44,399 it easier to pay attention 52 00:01:44,399 --> 00:01:47,119 to each one individually with sound 53 00:01:47,119 --> 00:01:48,880 panning them around the stereo field 54 00:01:48,880 --> 00:01:50,479 will do the same 55 00:01:50,479 --> 00:01:53,910 here's an audio example 56 00:01:53,910 --> 00:02:01,790 [Music] 57 00:02:03,920 --> 00:02:09,200 with all the joy that we've got in 58 00:02:09,840 --> 00:02:11,360 if you were wearing headphones or 59 00:02:11,360 --> 00:02:13,200 listening on stereo speakers 60 00:02:13,200 --> 00:02:15,200 you will find that in the second example 61 00:02:15,200 --> 00:02:17,280 it's much easier to distinguish each 62 00:02:17,280 --> 00:02:19,280 individual sound 63 00:02:19,280 --> 00:02:21,680 we can use this in a mix to reduce audio 64 00:02:21,680 --> 00:02:23,360 confusion 65 00:02:23,360 --> 00:02:25,440 we can visualize the stereo field with 66 00:02:25,440 --> 00:02:28,239 an analyzer called a vector scope 67 00:02:28,239 --> 00:02:30,080 this is basically an addition of two 68 00:02:30,080 --> 00:02:31,680 level meters represented in a 69 00:02:31,680 --> 00:02:33,920 two-dimensional plane 70 00:02:33,920 --> 00:02:36,319 the two axes intersecting at a 90 degree 71 00:02:36,319 --> 00:02:37,280 angle in the middle 72 00:02:37,280 --> 00:02:40,160 are left and right the center axis 73 00:02:40,160 --> 00:02:41,920 represents the center or the mid 74 00:02:41,920 --> 00:02:44,800 channel if a signal is the same on left 75 00:02:44,800 --> 00:02:46,080 and right channels 76 00:02:46,080 --> 00:02:48,319 we will see only the center line show 77 00:02:48,319 --> 00:02:49,120 level 78 00:02:49,120 --> 00:02:51,519 if it's only in the left channel we will 79 00:02:51,519 --> 00:02:53,040 see activity there 80 00:02:53,040 --> 00:02:54,800 and the same is true for the right 81 00:02:54,800 --> 00:02:56,400 channel however 82 00:02:56,400 --> 00:02:58,480 when we combine all three channels we 83 00:02:58,480 --> 00:03:00,800 get a sort of cloudy looking image 84 00:03:00,800 --> 00:03:02,800 this cloud of values represents the 85 00:03:02,800 --> 00:03:04,400 difference between left and right 86 00:03:04,400 --> 00:03:06,560 channels or the side channel 87 00:03:06,560 --> 00:03:08,239 if a signal is the same on left and 88 00:03:08,239 --> 00:03:10,159 right but left and right channels are 89 00:03:10,159 --> 00:03:12,319 180 degrees out of phase 90 00:03:12,319 --> 00:03:15,200 the graph shows a horizontal line this 91 00:03:15,200 --> 00:03:18,230 may make headphone users dizzy 92 00:03:18,230 --> 00:03:20,959 [Music] 93 00:03:20,959 --> 00:03:22,720 this happens when you have only side 94 00:03:22,720 --> 00:03:24,720 signal meaning left and right are 95 00:03:24,720 --> 00:03:26,319 maximally different 96 00:03:26,319 --> 00:03:28,159 if any significant element in your mix 97 00:03:28,159 --> 00:03:29,760 looks a lot like this on the vector 98 00:03:29,760 --> 00:03:30,480 scope 99 00:03:30,480 --> 00:03:32,959 you know it's time to make some changes 100 00:03:32,959 --> 00:03:34,400 but why 101 00:03:34,400 --> 00:03:36,400 many listening environments will not 102 00:03:36,400 --> 00:03:39,200 provide perfect stereo separation 103 00:03:39,200 --> 00:03:42,319 for example a phone or a laptop while 104 00:03:42,319 --> 00:03:44,319 manufacturers may claim that there are 105 00:03:44,319 --> 00:03:46,080 stereo speakers inside 106 00:03:46,080 --> 00:03:47,680 due to the small form factor of the 107 00:03:47,680 --> 00:03:49,680 device it is physically impossible to 108 00:03:49,680 --> 00:03:51,840 achieve near perfect stereo separation 109 00:03:51,840 --> 00:03:53,760 like for example in headphones 110 00:03:53,760 --> 00:03:55,519 the speakers are physically so close 111 00:03:55,519 --> 00:03:57,680 together that by the time the sound gets 112 00:03:57,680 --> 00:03:58,480 to your ears 113 00:03:58,480 --> 00:04:00,799 it will have mostly combined to mono and 114 00:04:00,799 --> 00:04:03,040 when combined or summed to mono 115 00:04:03,040 --> 00:04:05,439 signals that are 180 degrees out of 116 00:04:05,439 --> 00:04:07,360 phase on the left and right channel 117 00:04:07,360 --> 00:04:10,080 will cancel out to produce silence and 118 00:04:10,080 --> 00:04:11,200 you wouldn't want that 119 00:04:11,200 --> 00:04:13,040 unless you're pioneering the genre of 120 00:04:13,040 --> 00:04:15,200 inaudible music of course 121 00:04:15,200 --> 00:04:17,279 instead of looking at a stereo signal as 122 00:04:17,279 --> 00:04:18,639 left and right channels 123 00:04:18,639 --> 00:04:21,600 we can view it as a mid side signal 124 00:04:21,600 --> 00:04:22,320 where mid 125 00:04:22,320 --> 00:04:24,080 is the sum of left and right channels 126 00:04:24,080 --> 00:04:25,520 divided by two 127 00:04:25,520 --> 00:04:27,120 that means everything that is the same 128 00:04:27,120 --> 00:04:28,720 on the left and right channel 129 00:04:28,720 --> 00:04:31,680 also known as the mono sum and side is 130 00:04:31,680 --> 00:04:33,280 the difference of left and right divided 131 00:04:33,280 --> 00:04:34,880 by two 132 00:04:34,880 --> 00:04:36,240 this makes sense for certain 133 00:04:36,240 --> 00:04:38,400 applications like mid side eq 134 00:04:38,400 --> 00:04:40,320 which we'll touch on later in the video 135 00:04:40,320 --> 00:04:42,080 and stereo spreading 136 00:04:42,080 --> 00:04:44,320 when a signal is split into mid and side 137 00:04:44,320 --> 00:04:46,720 channels you can easily increase or 138 00:04:46,720 --> 00:04:49,199 decrease the stereo width by inversely 139 00:04:49,199 --> 00:04:50,800 applying gain to the mid 140 00:04:50,800 --> 00:04:57,840 and side channels 141 00:05:01,759 --> 00:05:03,759 make the mid channel louder and the side 142 00:05:03,759 --> 00:05:04,960 channel quieter 143 00:05:04,960 --> 00:05:07,039 and you will get a less stereo result 144 00:05:07,039 --> 00:05:08,240 and vice versa 145 00:05:08,240 --> 00:05:10,080 because we touched on it earlier let's 146 00:05:10,080 --> 00:05:12,000 look more closely at the information our 147 00:05:12,000 --> 00:05:12,880 brain uses 148 00:05:12,880 --> 00:05:14,880 to determine where something is located 149 00:05:14,880 --> 00:05:16,800 in a mix 150 00:05:16,800 --> 00:05:19,600 first there is the obvious answer sounds 151 00:05:19,600 --> 00:05:22,000 coming from the left side in real life 152 00:05:22,000 --> 00:05:24,400 will be louder in your left ear simply 153 00:05:24,400 --> 00:05:25,360 because your head 154 00:05:25,360 --> 00:05:28,639 blocks some of the sound so level 155 00:05:28,639 --> 00:05:30,240 differences between the channels 156 00:05:30,240 --> 00:05:32,880 can emulate this real-life phenomenon in 157 00:05:32,880 --> 00:05:34,080 the audio world 158 00:05:34,080 --> 00:05:36,639 we call this process panning in the 159 00:05:36,639 --> 00:05:38,560 early days mixing consoles had panning 160 00:05:38,560 --> 00:05:40,320 switches instead of continuously 161 00:05:40,320 --> 00:05:41,600 adjustable panning 162 00:05:41,600 --> 00:05:44,160 a signal could be panned left center or 163 00:05:44,160 --> 00:05:45,440 right 164 00:05:45,440 --> 00:05:47,600 this is why on a lot of older recordings 165 00:05:47,600 --> 00:05:49,199 that came out when stereo was a new 166 00:05:49,199 --> 00:05:50,160 technology 167 00:05:50,160 --> 00:05:52,479 drums are entirely on the left channel 168 00:05:52,479 --> 00:05:54,000 for example 169 00:05:54,000 --> 00:05:56,319 today we luckily have panning knobs that 170 00:05:56,319 --> 00:05:58,160 allow the differences in level from left 171 00:05:58,160 --> 00:06:00,240 to right to be fine-tuned 172 00:06:00,240 --> 00:06:02,000 secondly however there's a time 173 00:06:02,000 --> 00:06:04,639 component to stereo localization 174 00:06:04,639 --> 00:06:06,639 just the same as a real world sound 175 00:06:06,639 --> 00:06:08,000 coming from the left side 176 00:06:08,000 --> 00:06:10,639 hits your left ear with more power it 177 00:06:10,639 --> 00:06:12,160 also hits your left ear 178 00:06:12,160 --> 00:06:15,520 before it hits your idea this difference 179 00:06:15,520 --> 00:06:17,199 depends on the size of your head 180 00:06:17,199 --> 00:06:20,479 and the speed of sound naturally that is 181 00:06:20,479 --> 00:06:22,080 a lot of factors to consider when you're 182 00:06:22,080 --> 00:06:23,600 going for audio realism 183 00:06:23,600 --> 00:06:25,600 but for music we can luckily simplify it 184 00:06:25,600 --> 00:06:26,800 a little 185 00:06:26,800 --> 00:06:29,600 if we assume a sound is 100 directional 186 00:06:29,600 --> 00:06:31,440 and going into the left ear at a 90 187 00:06:31,440 --> 00:06:32,960 degree angle to the ear 188 00:06:32,960 --> 00:06:34,800 and travel straight through your head 189 00:06:34,800 --> 00:06:37,440 which low frequencies actually do 190 00:06:37,440 --> 00:06:39,280 as the average distance between human 191 00:06:39,280 --> 00:06:42,000 eardrums is roughly 14 centimeters 192 00:06:42,000 --> 00:06:44,080 we arrive at the real world maximum 193 00:06:44,080 --> 00:06:46,000 average time between hitting the left 194 00:06:46,000 --> 00:06:47,199 ear and the right ear 195 00:06:47,199 --> 00:06:50,240 of roughly 0.4 milliseconds 196 00:06:50,240 --> 00:06:54,880 or 400 microseconds not a lot of time 197 00:06:54,880 --> 00:06:56,720 however even though you may never 198 00:06:56,720 --> 00:06:58,560 encounter a left right delay 199 00:06:58,560 --> 00:07:00,960 that short in music production our 200 00:07:00,960 --> 00:07:02,960 brains will still interpret a sound that 201 00:07:02,960 --> 00:07:04,400 is delayed between the left and right 202 00:07:04,400 --> 00:07:06,000 ear as one sound with spatial 203 00:07:06,000 --> 00:07:07,520 localization 204 00:07:07,520 --> 00:07:09,440 unless the delay is longer than 5 205 00:07:09,440 --> 00:07:11,599 milliseconds for short sounds and 35 206 00:07:11,599 --> 00:07:13,680 milliseconds for sustained sounds 207 00:07:13,680 --> 00:07:15,360 that's where it'll break down to the 208 00:07:15,360 --> 00:07:17,199 perception of an echo rather than 209 00:07:17,199 --> 00:07:18,479 direction 210 00:07:18,479 --> 00:07:20,880 since this time interval is so short it 211 00:07:20,880 --> 00:07:22,880 often happens within a single vibration 212 00:07:22,880 --> 00:07:25,199 or wave cycle of a sound 213 00:07:25,199 --> 00:07:27,680 so the sound is at a different phase in 214 00:07:27,680 --> 00:07:30,639 the left ear than it is in the right ear 215 00:07:30,639 --> 00:07:32,160 this is why we call these small 216 00:07:32,160 --> 00:07:34,479 differences phase differences 217 00:07:34,479 --> 00:07:36,400 phase correlation is another way of 218 00:07:36,400 --> 00:07:39,120 measuring the stereo width of a signal 219 00:07:39,120 --> 00:07:40,960 it's basically like reducing the vector 220 00:07:40,960 --> 00:07:43,599 scope to a one-dimensional object 221 00:07:43,599 --> 00:07:46,960 a meter that can go up or down 222 00:07:46,960 --> 00:07:49,199 with only side signal this meter will 223 00:07:49,199 --> 00:07:50,639 show -1 224 00:07:50,639 --> 00:07:53,759 because left and right are out of phase 225 00:07:53,759 --> 00:07:55,919 with only mid signal this meter will 226 00:07:55,919 --> 00:07:57,199 show plus one 227 00:07:57,199 --> 00:07:59,199 the phases are the same on the left and 228 00:07:59,199 --> 00:08:01,280 right 229 00:08:01,280 --> 00:08:03,440 a lot of pop music stays closer to plus 230 00:08:03,440 --> 00:08:05,840 one than to zero on meters like this 231 00:08:05,840 --> 00:08:07,840 meaning there is a solid center channel 232 00:08:07,840 --> 00:08:10,720 or it's what we call mono compatible 233 00:08:10,720 --> 00:08:12,400 but there is also some stereo 234 00:08:12,400 --> 00:08:13,759 information 235 00:08:13,759 --> 00:08:15,919 especially if you're making any kind of 236 00:08:15,919 --> 00:08:17,840 dance music that is supposed to work on 237 00:08:17,840 --> 00:08:19,919 club systems and car stereos 238 00:08:19,919 --> 00:08:21,759 it is highly recommended that you make 239 00:08:21,759 --> 00:08:23,520 your main lower frequencies 240 00:08:23,520 --> 00:08:26,639 mono a lot of venues and speaker systems 241 00:08:26,639 --> 00:08:28,400 will have a single channel for the sub 242 00:08:28,400 --> 00:08:28,960 bass 243 00:08:28,960 --> 00:08:32,240 or indeed only one subwoofer so below a 244 00:08:32,240 --> 00:08:33,440 certain frequency 245 00:08:33,440 --> 00:08:35,440 the sound will be summed to mono in the 246 00:08:35,440 --> 00:08:37,039 hardware 247 00:08:37,039 --> 00:08:39,679 if you have a lot of stereo sub bass or 248 00:08:39,679 --> 00:08:40,080 bass 249 00:08:40,080 --> 00:08:42,479 information this can potentially lead to 250 00:08:42,479 --> 00:08:43,760 great disappointment 251 00:08:43,760 --> 00:08:45,360 because your heavy drop in your new 252 00:08:45,360 --> 00:08:47,600 banger sounds lovely on headphones 253 00:08:47,600 --> 00:08:49,680 but in the car or in the club the sub 254 00:08:49,680 --> 00:08:50,800 bass cancels out 255 00:08:50,800 --> 00:08:52,560 or produces inconsistencies and 256 00:08:52,560 --> 00:08:54,320 therefore fails to deliver in the low 257 00:08:54,320 --> 00:08:55,279 end 258 00:08:55,279 --> 00:08:56,880 the easiest way to make sure that's not 259 00:08:56,880 --> 00:08:59,760 the case is to use mid-side eq 260 00:08:59,760 --> 00:09:02,240 like this patcher preset here and then 261 00:09:02,240 --> 00:09:04,000 put a high pass filter on the side 262 00:09:04,000 --> 00:09:05,279 channel 263 00:09:05,279 --> 00:09:07,279 if your bass begins to warble or sound 264 00:09:07,279 --> 00:09:08,880 weak after you've done that 265 00:09:08,880 --> 00:09:11,279 you know there's a problem at the source 266 00:09:11,279 --> 00:09:12,800 i'll play this in stereo and then in 267 00:09:12,800 --> 00:09:14,640 mono so you can hear the difference 268 00:09:14,640 --> 00:09:22,170 and then we'll add mid side eq 269 00:09:22,170 --> 00:09:29,570 [Music] 270 00:09:32,850 --> 00:09:44,480 [Music] 271 00:09:44,480 --> 00:09:46,320 panning law decides how the panning 272 00:09:46,320 --> 00:09:48,399 functions in fl studio apply level 273 00:09:48,399 --> 00:09:50,160 differences to the left and right 274 00:09:50,160 --> 00:09:53,760 channels triangular will result in a -3 275 00:09:53,760 --> 00:09:54,880 decibel reduction 276 00:09:54,880 --> 00:09:57,600 in level at the center pan point there 277 00:09:57,600 --> 00:09:58,880 is no interpolation 278 00:09:58,880 --> 00:10:01,279 the gain isn't boosted or attenuated in 279 00:10:01,279 --> 00:10:02,480 any other way 280 00:10:02,480 --> 00:10:04,640 if we paint this response onto a vector 281 00:10:04,640 --> 00:10:07,600 scope we will get a triangle 282 00:10:07,600 --> 00:10:09,600 this means the harder the signal is 283 00:10:09,600 --> 00:10:11,600 panned the louder it will be 284 00:10:11,600 --> 00:10:14,720 when summed to mono circular instead 285 00:10:14,720 --> 00:10:17,920 reduces hard left and hard right by -3 286 00:10:17,920 --> 00:10:18,880 decibels 287 00:10:18,880 --> 00:10:20,560 and interpolates the gain change 288 00:10:20,560 --> 00:10:23,120 smoothly if we draw this response onto 289 00:10:23,120 --> 00:10:24,000 the vectorscope 290 00:10:24,000 --> 00:10:26,560 we get you guessed it a quarter of a 291 00:10:26,560 --> 00:10:27,440 circle 292 00:10:27,440 --> 00:10:29,519 since every point on a circle is the 293 00:10:29,519 --> 00:10:31,519 same distance from the center 294 00:10:31,519 --> 00:10:33,760 every possible panning position will 295 00:10:33,760 --> 00:10:35,600 reduce the level gradually 296 00:10:35,600 --> 00:10:38,560 so it is equal in level when sum to mono 297 00:10:38,560 --> 00:10:41,120 that makes it much more intuitive to use 298 00:10:41,120 --> 00:10:43,040 and it's why we call this one equal 299 00:10:43,040 --> 00:10:44,480 power penning 300 00:10:44,480 --> 00:10:46,399 this is the default panning law in fl 301 00:10:46,399 --> 00:10:47,600 studio 302 00:10:47,600 --> 00:10:49,920 stereo adjustments can make a busy mix 303 00:10:49,920 --> 00:10:51,839 feel like it has more space 304 00:10:51,839 --> 00:10:54,000 it is easier to distinguish between two 305 00:10:54,000 --> 00:10:55,839 elements that are panned opposite to 306 00:10:55,839 --> 00:10:56,480 each other 307 00:10:56,480 --> 00:10:58,240 than two that are both panned to the 308 00:10:58,240 --> 00:11:00,880 center the most obvious control to 309 00:11:00,880 --> 00:11:02,079 achieve a wider mix 310 00:11:02,079 --> 00:11:04,560 is the panning it allows positioning 311 00:11:04,560 --> 00:11:06,079 signals from hard left 312 00:11:06,079 --> 00:11:09,040 to hard right i like to pan drums from 313 00:11:09,040 --> 00:11:10,240 the drummer's perspective 314 00:11:10,240 --> 00:11:12,240 but with the center axis of the drum kit 315 00:11:12,240 --> 00:11:14,800 going through kick and snare 316 00:11:14,800 --> 00:11:16,640 this results in the hi-hats going on the 317 00:11:16,640 --> 00:11:18,480 left slightly and the crash 318 00:11:18,480 --> 00:11:21,200 going to the right lead instruments like 319 00:11:21,200 --> 00:11:21,839 vocals 320 00:11:21,839 --> 00:11:23,839 lead guitars and synths are important 321 00:11:23,839 --> 00:11:25,279 and therefore should be in the center of 322 00:11:25,279 --> 00:11:25,839 the mix 323 00:11:25,839 --> 00:11:27,600 because you should clearly hear them no 324 00:11:27,600 --> 00:11:29,600 matter where you are in the room 325 00:11:29,600 --> 00:11:31,839 so we won't change the claviness panning 326 00:11:31,839 --> 00:11:33,920 we will however pan the brass and the 327 00:11:33,920 --> 00:11:35,120 single note guitar 328 00:11:35,120 --> 00:11:39,200 slightly opposite each other to increase 329 00:11:40,839 --> 00:11:43,839 separation 330 00:11:44,100 --> 00:11:55,440 [Music] 331 00:11:55,440 --> 00:11:57,519 to further widen the stereo image you 332 00:11:57,519 --> 00:11:59,360 can use chorus effects on sounds that 333 00:11:59,360 --> 00:12:00,720 are suited for it 334 00:12:00,720 --> 00:12:02,800 for example sounds that play chords or 335 00:12:02,800 --> 00:12:04,800 have a tonal characteristic that works 336 00:12:04,800 --> 00:12:06,160 with what a chorus does 337 00:12:06,160 --> 00:12:09,120 like organs and guitars a chorus plays 338 00:12:09,120 --> 00:12:10,720 multiple copies of a sound 339 00:12:10,720 --> 00:12:12,880 pans and delays them and then slowly 340 00:12:12,880 --> 00:12:14,639 modulates their playback speed 341 00:12:14,639 --> 00:12:16,160 making it sound like there is more of 342 00:12:16,160 --> 00:12:18,639 the sound than there actually is 343 00:12:18,639 --> 00:12:20,560 increase the feedback and modulation 344 00:12:20,560 --> 00:12:22,399 speed and lower the delay time and you 345 00:12:22,399 --> 00:12:24,399 will get a flanger-like sound 346 00:12:24,399 --> 00:12:25,920 we'll put a fruity flanges on the 347 00:12:25,920 --> 00:12:38,360 clavinet here 348 00:12:38,360 --> 00:12:42,840 [Music] 349 00:12:43,600 --> 00:12:45,200 a similar effect can be achieved if 350 00:12:45,200 --> 00:12:46,800 you're using synthesizers 351 00:12:46,800 --> 00:12:53,600 by using unison 352 00:12:53,600 --> 00:12:55,680 this is analogous to chorus as it also 353 00:12:55,680 --> 00:12:57,920 plays multiple copies of the sound 354 00:12:57,920 --> 00:12:59,680 but with different parameter settings 355 00:12:59,680 --> 00:13:01,279 like pitch and panning for each 356 00:13:01,279 --> 00:13:02,399 additional copy 357 00:13:02,399 --> 00:13:05,680 resulting in a wider source sound 358 00:13:05,680 --> 00:13:08,000 you can use the stereo spread control on 359 00:13:08,000 --> 00:13:10,399 mixer tracks to apply a general mid side 360 00:13:10,399 --> 00:13:11,920 balance to your audio 361 00:13:11,920 --> 00:13:14,240 turn it to the left to widen turn it to 362 00:13:14,240 --> 00:13:16,399 the right to merge to mono 363 00:13:16,399 --> 00:13:18,800 fl studio comes with two gain plugins 364 00:13:18,800 --> 00:13:20,639 equipped for widening or narrowing the 365 00:13:20,639 --> 00:13:23,440 existing stereo information in a sound 366 00:13:23,440 --> 00:13:26,079 fruity stereo enhancer and fruity stereo 367 00:13:26,079 --> 00:13:27,519 shaper 368 00:13:27,519 --> 00:13:29,440 fruity stereo shaper can do a lot of 369 00:13:29,440 --> 00:13:31,120 things panning 370 00:13:31,120 --> 00:13:33,519 stereo widening delaying left or right 371 00:13:33,519 --> 00:13:35,120 channels and also introducing a 372 00:13:35,120 --> 00:13:36,880 frequency dependent phase shift in the 373 00:13:36,880 --> 00:13:38,880 left or right channel 374 00:13:38,880 --> 00:13:40,959 most importantly however it comes with 375 00:13:40,959 --> 00:13:42,720 very handy presets that make it 376 00:13:42,720 --> 00:13:43,519 invaluable 377 00:13:43,519 --> 00:13:46,000 in an environment like patcher it can 378 00:13:46,000 --> 00:13:47,760 for example put out the left and right 379 00:13:47,760 --> 00:13:49,040 channels separately 380 00:13:49,040 --> 00:13:51,760 or use either side as mono or split a 381 00:13:51,760 --> 00:13:53,839 signal into its mid-inside components so 382 00:13:53,839 --> 00:13:55,680 they can be processed differently 383 00:13:55,680 --> 00:13:57,440 i'll set it up to give me independent 384 00:13:57,440 --> 00:13:59,040 left and right channels here 385 00:13:59,040 --> 00:14:01,040 and i'll create width by individually 386 00:14:01,040 --> 00:14:16,410 equalizing left and right 387 00:14:16,410 --> 00:14:23,920 [Music] 388 00:14:23,920 --> 00:14:25,920 fruity stereo enhancer is a more 389 00:14:25,920 --> 00:14:27,360 user-friendly but also 390 00:14:27,360 --> 00:14:29,680 lightweight version of the stereo shaper 391 00:14:29,680 --> 00:14:31,279 where a lot of the things the stereo 392 00:14:31,279 --> 00:14:32,160 shaper can do 393 00:14:32,160 --> 00:14:34,480 have dedicated controls there is a 394 00:14:34,480 --> 00:14:35,920 stereo separation knob 395 00:14:35,920 --> 00:14:38,160 which works like the one in the mixer a 396 00:14:38,160 --> 00:14:40,000 phase offset between the left and right 397 00:14:40,000 --> 00:14:40,720 channel 398 00:14:40,720 --> 00:14:42,639 a switch to invert the polarity of 399 00:14:42,639 --> 00:14:44,079 either channel and 400 00:14:44,079 --> 00:14:45,680 panning and volume controls on the 401 00:14:45,680 --> 00:14:48,240 output use this plugin for broad strokes 402 00:14:48,240 --> 00:14:50,240 adjustments to the stereo position of a 403 00:14:50,240 --> 00:14:52,240 sound inside an effects chain 404 00:14:52,240 --> 00:14:54,079 i'll use it to widen the brass before 405 00:14:54,079 --> 00:14:55,440 the compression here and 406 00:14:55,440 --> 00:14:59,839 undo the panning i did earlier 407 00:15:00,270 --> 00:15:13,040 [Music] 408 00:15:13,040 --> 00:15:15,120 finally haas effect is a way to 409 00:15:15,120 --> 00:15:17,040 artificially create the time component 410 00:15:17,040 --> 00:15:19,040 of stereo localization we mentioned 411 00:15:19,040 --> 00:15:20,240 earlier 412 00:15:20,240 --> 00:15:22,160 it's a delay between the left and right 413 00:15:22,160 --> 00:15:24,160 channels making the sound come out of 414 00:15:24,160 --> 00:15:25,040 one speaker 415 00:15:25,040 --> 00:15:27,519 before it comes out of the other since 416 00:15:27,519 --> 00:15:29,600 this effect is the least mono-compatible 417 00:15:29,600 --> 00:15:31,680 one of all the ones we've mentioned 418 00:15:31,680 --> 00:15:34,240 we've left it for last to make a haar's 419 00:15:34,240 --> 00:15:34,880 effect 420 00:15:34,880 --> 00:15:37,199 i'll add a fruity stereo shaper to my 421 00:15:37,199 --> 00:15:38,800 hi-hats and tambourines 422 00:15:38,800 --> 00:15:40,639 and use the delay knob to dial in a 423 00:15:40,639 --> 00:15:42,480 little bit of artificial face delay 424 00:15:42,480 --> 00:15:54,820 adding to the panning i've already done 425 00:15:54,820 --> 00:15:56,800 [Music] 426 00:15:56,800 --> 00:15:58,880 after applying all of these concepts to 427 00:15:58,880 --> 00:16:00,079 every track 428 00:16:00,079 --> 00:16:02,320 let's compare what we had before with 429 00:16:02,320 --> 00:16:09,839 where we are now 430 00:16:12,800 --> 00:16:14,959 the track is now moderately wider and 431 00:16:14,959 --> 00:16:16,320 even though the change is subtle 432 00:16:16,320 --> 00:16:17,839 it makes a big difference in how 433 00:16:17,839 --> 00:16:19,600 balanced and interesting the whole mix 434 00:16:19,600 --> 00:16:20,800 sounds 435 00:16:20,800 --> 00:16:23,120 and that's it for this video we hope 436 00:16:23,120 --> 00:16:24,880 this one gives you the tools to position 437 00:16:24,880 --> 00:16:26,639 your sounds in the stereo field 438 00:16:26,639 --> 00:16:28,320 and increase the inherent production 439 00:16:28,320 --> 00:16:30,880 value factor of your mixes 440 00:16:30,880 --> 00:16:32,480 remember to check the video information 441 00:16:32,480 --> 00:16:34,639 for any manual or video links and the 442 00:16:34,639 --> 00:16:36,000 example projects used 443 00:16:36,000 --> 00:16:42,880 in this video 28886

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