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