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[Music]
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welcome
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in this series we'll introduce you to
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basic mixing terms and techniques
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to set you on the right track for your
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future music production
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we'll show you how we went from this
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to this
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[Music]
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check the video info for an index if you
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want to skip parts
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this time we'll talk about the stereo
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field how it works
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why it's needed and a few basic
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techniques to remember
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our ability to locate sounds in a 360
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degree space around us
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stems from two main factors
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one the volume and delay of an identical
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sound arriving at each ear
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and two the frequency content of the
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sound
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this is what all these folds in your ear
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pinna are for
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differentially reflecting high versus
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low frequencies
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when we listen to music from a pair of
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speakers or headphones we perceive the
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stereo information as location
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direction and positions of sounds in the
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virtual soundscape
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just like it's a real space we refer to
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this as the stereo field
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the stereo field is the sum of all
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decisions made in a mix
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that result in differences between the
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left and right channels
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it's what we refer to when talking about
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the width of a mix
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does the sound seem to come from
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directly in front of you or as it's
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surrounding you
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this spatial positioning is a very
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powerful mixing tool
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because just like with vision when you
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pile a bunch of letters in the same
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space
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it makes it very hard to distinguish
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what's there audio is the same
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just the spacing those letters out makes
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it easier to pay attention
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to each one individually with sound
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panning them around the stereo field
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will do the same
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here's an audio example
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[Music]
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with all the joy that we've got in
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if you were wearing headphones or
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listening on stereo speakers
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you will find that in the second example
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it's much easier to distinguish each
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individual sound
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we can use this in a mix to reduce audio
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confusion
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we can visualize the stereo field with
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an analyzer called a vector scope
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this is basically an addition of two
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level meters represented in a
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two-dimensional plane
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the two axes intersecting at a 90 degree
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angle in the middle
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are left and right the center axis
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represents the center or the mid
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channel if a signal is the same on left
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and right channels
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we will see only the center line show
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level
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if it's only in the left channel we will
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see activity there
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and the same is true for the right
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channel however
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when we combine all three channels we
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get a sort of cloudy looking image
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this cloud of values represents the
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difference between left and right
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channels or the side channel
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if a signal is the same on left and
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right but left and right channels are
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180 degrees out of phase
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the graph shows a horizontal line this
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may make headphone users dizzy
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[Music]
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this happens when you have only side
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signal meaning left and right are
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maximally different
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if any significant element in your mix
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looks a lot like this on the vector
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scope
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you know it's time to make some changes
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but why
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many listening environments will not
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provide perfect stereo separation
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for example a phone or a laptop while
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manufacturers may claim that there are
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stereo speakers inside
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due to the small form factor of the
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device it is physically impossible to
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achieve near perfect stereo separation
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like for example in headphones
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the speakers are physically so close
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together that by the time the sound gets
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to your ears
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it will have mostly combined to mono and
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when combined or summed to mono
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signals that are 180 degrees out of
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phase on the left and right channel
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will cancel out to produce silence and
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you wouldn't want that
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unless you're pioneering the genre of
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inaudible music of course
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instead of looking at a stereo signal as
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left and right channels
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we can view it as a mid side signal
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where mid
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is the sum of left and right channels
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divided by two
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that means everything that is the same
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on the left and right channel
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also known as the mono sum and side is
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the difference of left and right divided
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by two
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this makes sense for certain
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applications like mid side eq
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which we'll touch on later in the video
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and stereo spreading
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when a signal is split into mid and side
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channels you can easily increase or
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decrease the stereo width by inversely
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applying gain to the mid
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and side channels
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make the mid channel louder and the side
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channel quieter
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and you will get a less stereo result
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and vice versa
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because we touched on it earlier let's
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look more closely at the information our
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brain uses
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to determine where something is located
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in a mix
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first there is the obvious answer sounds
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coming from the left side in real life
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will be louder in your left ear simply
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because your head
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blocks some of the sound so level
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differences between the channels
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can emulate this real-life phenomenon in
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the audio world
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we call this process panning in the
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early days mixing consoles had panning
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switches instead of continuously
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adjustable panning
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a signal could be panned left center or
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right
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this is why on a lot of older recordings
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that came out when stereo was a new
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technology
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drums are entirely on the left channel
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for example
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today we luckily have panning knobs that
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allow the differences in level from left
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to right to be fine-tuned
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secondly however there's a time
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component to stereo localization
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just the same as a real world sound
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coming from the left side
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hits your left ear with more power it
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also hits your left ear
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before it hits your idea this difference
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depends on the size of your head
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and the speed of sound naturally that is
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a lot of factors to consider when you're
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going for audio realism
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but for music we can luckily simplify it
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a little
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if we assume a sound is 100 directional
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and going into the left ear at a 90
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degree angle to the ear
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and travel straight through your head
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which low frequencies actually do
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as the average distance between human
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eardrums is roughly 14 centimeters
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we arrive at the real world maximum
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average time between hitting the left
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ear and the right ear
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of roughly 0.4 milliseconds
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or 400 microseconds not a lot of time
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however even though you may never
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encounter a left right delay
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that short in music production our
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brains will still interpret a sound that
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is delayed between the left and right
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ear as one sound with spatial
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localization
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unless the delay is longer than 5
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milliseconds for short sounds and 35
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milliseconds for sustained sounds
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that's where it'll break down to the
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perception of an echo rather than
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direction
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since this time interval is so short it
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often happens within a single vibration
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or wave cycle of a sound
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so the sound is at a different phase in
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the left ear than it is in the right ear
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this is why we call these small
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differences phase differences
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phase correlation is another way of
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measuring the stereo width of a signal
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it's basically like reducing the vector
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scope to a one-dimensional object
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a meter that can go up or down
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with only side signal this meter will
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show -1
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because left and right are out of phase
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with only mid signal this meter will
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show plus one
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the phases are the same on the left and
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right
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a lot of pop music stays closer to plus
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one than to zero on meters like this
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meaning there is a solid center channel
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or it's what we call mono compatible
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but there is also some stereo
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information
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especially if you're making any kind of
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dance music that is supposed to work on
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club systems and car stereos
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it is highly recommended that you make
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your main lower frequencies
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mono a lot of venues and speaker systems
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will have a single channel for the sub
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bass
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or indeed only one subwoofer so below a
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certain frequency
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the sound will be summed to mono in the
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hardware
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if you have a lot of stereo sub bass or
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bass
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information this can potentially lead to
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great disappointment
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because your heavy drop in your new
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banger sounds lovely on headphones
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but in the car or in the club the sub
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bass cancels out
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or produces inconsistencies and
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therefore fails to deliver in the low
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end
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the easiest way to make sure that's not
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the case is to use mid-side eq
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like this patcher preset here and then
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put a high pass filter on the side
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channel
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if your bass begins to warble or sound
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weak after you've done that
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you know there's a problem at the source
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i'll play this in stereo and then in
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mono so you can hear the difference
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and then we'll add mid side eq
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[Music]
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[Music]
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panning law decides how the panning
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functions in fl studio apply level
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differences to the left and right
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channels triangular will result in a -3
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decibel reduction
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in level at the center pan point there
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is no interpolation
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the gain isn't boosted or attenuated in
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any other way
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if we paint this response onto a vector
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scope we will get a triangle
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this means the harder the signal is
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panned the louder it will be
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when summed to mono circular instead
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reduces hard left and hard right by -3
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decibels
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and interpolates the gain change
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smoothly if we draw this response onto
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the vectorscope
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we get you guessed it a quarter of a
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circle
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since every point on a circle is the
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same distance from the center
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every possible panning position will
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reduce the level gradually
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so it is equal in level when sum to mono
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that makes it much more intuitive to use
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and it's why we call this one equal
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power penning
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this is the default panning law in fl
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studio
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stereo adjustments can make a busy mix
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feel like it has more space
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it is easier to distinguish between two
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elements that are panned opposite to
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each other
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than two that are both panned to the
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center the most obvious control to
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achieve a wider mix
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is the panning it allows positioning
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signals from hard left
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to hard right i like to pan drums from
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the drummer's perspective
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00:11:10,240 --> 00:11:12,240
but with the center axis of the drum kit
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going through kick and snare
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this results in the hi-hats going on the
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left slightly and the crash
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going to the right lead instruments like
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vocals
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lead guitars and synths are important
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and therefore should be in the center of
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the mix
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because you should clearly hear them no
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matter where you are in the room
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so we won't change the claviness panning
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we will however pan the brass and the
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single note guitar
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slightly opposite each other to increase
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separation
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[Music]
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to further widen the stereo image you
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can use chorus effects on sounds that
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are suited for it
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for example sounds that play chords or
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have a tonal characteristic that works
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with what a chorus does
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like organs and guitars a chorus plays
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multiple copies of a sound
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pans and delays them and then slowly
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modulates their playback speed
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making it sound like there is more of
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the sound than there actually is
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increase the feedback and modulation
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speed and lower the delay time and you
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will get a flanger-like sound
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we'll put a fruity flanges on the
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clavinet here
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[Music]
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a similar effect can be achieved if
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you're using synthesizers
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by using unison
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this is analogous to chorus as it also
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plays multiple copies of the sound
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but with different parameter settings
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like pitch and panning for each
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additional copy
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resulting in a wider source sound
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you can use the stereo spread control on
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mixer tracks to apply a general mid side
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balance to your audio
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turn it to the left to widen turn it to
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the right to merge to mono
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fl studio comes with two gain plugins
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equipped for widening or narrowing the
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existing stereo information in a sound
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fruity stereo enhancer and fruity stereo
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shaper
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fruity stereo shaper can do a lot of
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things panning
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stereo widening delaying left or right
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channels and also introducing a
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frequency dependent phase shift in the
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left or right channel
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most importantly however it comes with
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very handy presets that make it
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invaluable
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in an environment like patcher it can
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for example put out the left and right
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channels separately
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00:13:49,040 --> 00:13:51,760
or use either side as mono or split a
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signal into its mid-inside components so
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they can be processed differently
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i'll set it up to give me independent
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left and right channels here
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and i'll create width by individually
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00:14:01,040 --> 00:14:16,410
equalizing left and right
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[Music]
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fruity stereo enhancer is a more
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00:14:25,920 --> 00:14:27,360
user-friendly but also
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00:14:27,360 --> 00:14:29,680
lightweight version of the stereo shaper
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00:14:29,680 --> 00:14:31,279
where a lot of the things the stereo
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00:14:31,279 --> 00:14:32,160
shaper can do
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have dedicated controls there is a
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stereo separation knob
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00:14:35,920 --> 00:14:38,160
which works like the one in the mixer a
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00:14:38,160 --> 00:14:40,000
phase offset between the left and right
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channel
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00:14:40,720 --> 00:14:42,639
a switch to invert the polarity of
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00:14:42,639 --> 00:14:44,079
either channel and
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00:14:44,079 --> 00:14:45,680
panning and volume controls on the
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00:14:45,680 --> 00:14:48,240
output use this plugin for broad strokes
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00:14:48,240 --> 00:14:50,240
adjustments to the stereo position of a
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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
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00:14:54,079 --> 00:14:55,440
the compression here and
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00:14:55,440 --> 00:14:59,839
undo the panning i did earlier
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00:15:00,270 --> 00:15:13,040
[Music]
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00:15:13,040 --> 00:15:15,120
finally haas effect is a way to
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00:15:15,120 --> 00:15:17,040
artificially create the time component
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00:15:17,040 --> 00:15:19,040
of stereo localization we mentioned
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00:15:19,040 --> 00:15:20,240
earlier
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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
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one speaker
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00:15:25,040 --> 00:15:27,519
before it comes out of the other since
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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
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we've left it for last to make a haar's
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effect
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00:15:34,880 --> 00:15:37,199
i'll add a fruity stereo shaper to my
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hi-hats and tambourines
422
00:15:38,800 --> 00:15:40,639
and use the delay knob to dial in a
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00:15:40,639 --> 00:15:42,480
little bit of artificial face delay
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adding to the panning i've already done
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00:15:54,820 --> 00:15:56,800
[Music]
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00:15:56,800 --> 00:15:58,880
after applying all of these concepts to
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every track
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let's compare what we had before with
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where we are now
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00:16:12,800 --> 00:16:14,959
the track is now moderately wider and
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00:16:14,959 --> 00:16:16,320
even though the change is subtle
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00:16:16,320 --> 00:16:17,839
it makes a big difference in how
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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
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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
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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
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00:16:34,639 --> 00:16:36,000
example projects used
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in this video
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