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A technical expert has finally simplified the confusing process of buying recording equipment and
setting up a home recording studio for hobby or business purposes. John J.
Volanski, an electrical and audio engineer, has written a new book entitled
Sound Recording Advice to help guide neophytes and even those with some
audio recording background in the set up and operation of a home recording
studio. The book is being released in October of 2002 and is being published
by Pacific Beach Publishing. The art of making quality recordings goes far beyond plugging a microphone
into a tape deck and pushing the RECORD button. Adding confusion to the
process, technology has now provided more ways than ever to record audio:
multi-track cassette decks, multi-track reel-to-reel decks, multi-track MiniDisc recorders, multi-track disk-based and tape-based digital recorders,
and even home computers with audio interface cards. If you add to that a
bewildering array of digital and analog mixers, power conditioners, reverb
and echo signal processors, equalizers, enhancers, synthesizers, samplers,
amp and speaker modelers, and products to tame unruly acoustics, then you
have a nearly vertical learning curve for any musician or hobbyist
interested in recording audio at home. Despite the daunting challenge, more and more people are now interested in
making their own audio recordings at home rather than paying for time in a
professional recording studio. These interested people include high school,
college and private music students, singing groups, bands of all types
interested in making demo recordings to interest record companies,
individuals wanting to record advertising jingles or other commercial
material, people developing slide shows or multimedia shows with audio
content, authors recording audiobooks, and the hobbyists who simply enjoy
recording their own musical creations at home. The popularity of home computers has also fueled the interest in home
recording. With new wideband networking available in the form of DSL
(Digital Subscriber Line) and Cable Modems, more and more people are trading
recordings over the Internet. Properly configured home computers can now be
used to record and mix multi-track audio (and video), send and received
compressed audio over the Internet, and act as desktop music jukeboxes. Of
course, with this increased technical flexibility comes an intimidating
array of alphabet soup such as AES/EBU, CD-RW, DAT, DAW, dB, EIN, EMI, EQ,
ESD, IEEE-1394, MIDI, MP3, MOV, PCM, RFI, SCMS, SMPTE, S/PDIF and USB. What
does all this stuff mean? What do I do if I just want to record music as
quickly and inexpensively as possible? WHERE DO I START? HELP! The reason that John J. Volanski wrote the book Sound Recording Advice is to
help people get started recording their own music at home. The book is a
thorough yet simplified guide on how to overcome the steep learning curve of
setting up a home recording studio. It reads easily and covers all aspects
of recording including power, ground, acoustics, studio layout and
furniture, what new and used equipment to buy and where to buy it for lowest
prices, how to record various instruments and then mix, bounce tracks and
generate a master recording. The 336-page book also includes hundreds of
other important tips, including info on how to make and modify some of your
own equipment and troubleshoot studio problems. John J. Volanski is an electrical engineer with additional training in audio
engineering. He has operated his own home studio for over 20 years where he
has gained expertise in how to set up and operate a home recording studio.
He has done technical writing during most of his professional career,
including writing articles for Electronic Musician and Avionics magazines.
As part of his professional engineering career, he has designed and
developed many electrical and audio systems concerned with avionics, Virtual
Reality (including a patented motion-base VR system), commercial
entertainment, and surveillance. Sound Recording Advice can be purchased from the author's web site: http://www.johnvolanski.com.
It is also available by check or money order from Pacific Beach Publishing,
P.O. Box 90471, San Diego, CA, 92169. The book is also available from better
bookstores (through wholesaler Baker & Taylor) or online from Amazon.com
(http://www.amazon.com). The following is an excerpt from the book Sound
Recording Advice by John J. Volanski. Permission has been given only to
Chorus and Verse to reprint it here.
PART ONE: ELECTRONIC STUDIO EQUIPMENT
ELEMENTS OF A HOME STUDIO
What defines a home studio? How do you know when you finally have configured
a home studio? Something as simple as a microphone and a cassette deck could
be defined as a home studio, since you are at home capturing some sort of
audio performance to a recording medium for later playback. However, a
simple home studio such as that would give very limited flexibility indeed. Let's define a home studio as a dedicated space within your home where
you can capture the performances of multiple instruments or vocalists
(either all of them simultaneously or individually at discrete instances in
time) to some sort of recording medium, manipulate the live or recorded
sound in some fashion in either the time domain or the frequency domain
(I'll explain this shortly), combine them together in some relative fashion
to achieve a desired effect, and then transfer the final result to some
other medium for later playback. We can also define a project studio as
simply a home studio that is used for and possibly by others to achieve the
same results as defined above. Let's dissect this paragraph one element at a
time.
The Dedicated Space:
At best, this might be a spare bedroom, the garage, the basement (if you are
lucky enough to have one), the attic, or maybe even a small shed or building
out behind your house. At worst, the "dedicated space" might be a section of
your living room or family room (i.e., look at the inside cover of Todd
Rundgren's Something/Anything album). If you share a living space with
others, this arrangement of using the living room as your studio space
generally does not work amicably for very long. The idea is to get a space
that can be dedicated and arranged to support the particular requirements of
recording audio.
Capturing Performances:
In order to capture performances, several critical items must be present.
First, you will need some musicians or "the talent." The people that you
record may be playing traditional acoustic instruments, singing, and/or
possibly playing electronic, amplified instruments. Some electrical
instruments can be connected directly to the equipment in your studio while
others, along with the acoustic instruments and the vocalists, will need to
be recorded using microphones. Microphones are simply the reverse of
speakers. They convert acoustic sound energy into an electrical signal that
can be recorded. The performances you capture might consist of a group or
ensemble of players and singers, all playing at the same time. Obviously,
this would require multiple microphones in order to capture each individual
performer's audio and retain the ability to exercise some control over how
it is recorded and processed downstream. Or, the performance you capture
might just be you singing and playing different instruments one at a time to
build up a complete musical composition.
The Recording Medium:
The performances you capture have to be recorded onto something, and that
something is the recording medium. Currently, there are many options and
formats for recording audio. Some of the options use magnetic media such as
analog tapes (reel-to-reel, cassette), digital tapes (digital audio tape
(DAT), PCM digital data on video tape) or computer hard disk drive platters
and removable disks (Zip, etc.). Other newer options use optical disks such
as the CD (Compact Disc), DVD (Digital Versatile Disk) and MD (MiniDisc)
formats. These options will be discussed in more detail later in the book.
Manipulating the Live or Recorded Sound:
Rarely is a sound recorded directly to a recording medium and then played
back without some sort of manipulation en route. There are several ways that
a sound can be manipulated. It could have its time domain characteristics
changed in some way. This is generally achieved when all or part of the
sound is delayed in time. Some of the effects achieved in this way are echo,
reverb, flanging, chorusing, phase shifting, detuning, pitch shifting, and
harmonizing. Echo is a copy of the sound that arrives at a later time. There
might be just one echo from a delay line, or there could be multiple
discrete repeats. Reverb is a continuum of echoes that all blend together
and die out over time. It is the effect you hear after a single handclap in
a large auditorium. Flanging is a strange effect first discovered when
playing back two reels of tape containing the same audio and then delaying
one of the tape players slightly by pushing on the flange of the tape reel.
It gives a soaring inside-out type of effect. Chorusing is an effect that
makes one sound be perceived as two or more similar sounds. Phase shifting
is an electronic effect where different bands of frequencies are shifted in
time relative to each other, and it gives a motion or swooshing effect to
the sound. Detuning is a similar effect to chorusing, where a slightly
detuned version of the sound is added back to itself to give a fattening or
thickening effect to the sound. Pitch Shifting or Harmonizing is a more
radical effect than detuning. The actual pitch of the sound can be changed
up or down by an octave or more. Harmonizers can provide multiple outputs,
each with a different pitch that is harmonically related to the original
pitch.
In addition to time-based effects, a sound can have its frequency
characteristics changed in some way. Equalization, filtering,
distortion/fuzz, noise reduction and excitation are examples of frequency
manipulation. Equalization is the boosting or cutting of different
frequencies within a sound to achieve a desired effect (e.g., to make a
voice sound as if it were being heard over a telephone). Equalizers can come
in any one of several different types including graphic, shelving,
parametric, and semi-parametric. I discuss these equalizer types in more
detail later. Filtering covers a broad range of effects which can remove
high frequencies (low pass filtering - LPF), remove low frequencies (high
pass filtering - HPF), remove just a band of certain frequencies (notch
filtering), or remove from a sound all frequencies except for a band of
certain frequencies (band pass filtering - BPF). Distortion and fuzz effects
have been popularized by electric guitarists for decades. This effect
changes the shape of the waveform of the signal (and therefore its frequency
content), usually by chopping off the peaks and adding various harmonics.
Noise reduction changes the frequency content of the sound by removing or
reducing in amplitude certain bands of frequencies within the sound in the
hopes of also removing offending hiss, buzz, clicks, pops and other
annoyances that creep into recorded sound. Exciters are used to add a
spectral enhancement to the sound. They can make the sound appear to be
brighter, clearer and more harmonically rich. Exciters are also called
enhancers.
Finally, the sound can have its amplitude manipulated in some way. The
volume control on a mixer or preamp is the most obvious example of this, but
effects such as compression, expansion, limiting, panning, and noise gating
are also examples of amplitude manipulation. Compression is an effect that
allows a sound's amplitude to only increase at a certain ratio based upon
the original amplitude of the sound. For example, with 2:1 compression
applied to an input signal, the output signal will increase only 1 dB (deciBel)
for every 2 dB increase in the input signal. This helps to even out the
dynamics of a sound, such as when a vocalist moves toward and away from a
microphone or when a bass player plays with an uneven dynamic style. An
expander performs just the opposite function of the compressor. For example,
with 1:2 expansion applied to an input signal, the output signal will
increase 2 dB for every 1 dB increase in the input signal. This helps add
punch to a sound that has a limited dynamic range. Limiting is a more severe
form of compression where the output signal is limited to a certain
amplitude, regardless of how high the input signal amplitude becomes.
Panning is the placement of a sound in the stereo panorama (i.e., left,
right or center) by manipulating the relative amplitude of the sound in each
channel. Noise gates cut off the audio signal when the amplitude falls below
a certain preset level. This helps remove noise from the recording during
quiet passages.
In my opinion, the first outboard boxes you should buy for your studio
are a decent reverb, a stereo compressor and a stereo noise gate (in that
order).
Combining Sounds Together:
Once all of these separate sounds are recorded to a medium with suitable
processing and manipulation, they will need to be combined together onto
another recording medium, so that other people will be able to listen to
them and so that you can store them in their final mixed-down state. This
function of combining the different sounds together is generally
accomplished by a piece of equipment called the mixer (also known as a
mixing console or a console). The mixer contains many little amplifiers
inside, and each amplifier has its own volume control (also known as a
potentiometer or a pot) and pan control that allows the sound engineer
(that's you) to adjust the relative amplitudes and placements of the signals
so that the final combination of the signals results in some desired output.
This final combination of signals is then sent out of the mixer's main
output to another recording medium to preserve that particular performance
mix.
Any good audio mixer will allow a portion of the signal in each channel
to be sent to one or more internal buses. These internal buses are usually
called aux (short for auxilliary) buses to distinguish them from the mixer's
main output buses. These portions of signals acquired from each channel of
the mixer are called "sends", because they are picked off the main signal
and sent somewhere. If they are picked off before the main volume control
for that mixer channel, then they are called pre-sends. If they are picked
off after the main volume control for that mixer channel, then they are
called post-sends. There are two main reasons for having sends on a mixer.
The first reason is to create a separate and unique mix (also called a cue
mix) of sounds for any musicians who might be monitoring through headphones.
These sends are almost like having another whole mixer at your disposal. The
second most popular use for the sends is to send portions of the audio
signal out to external effects processors to further manipulate the
characteristics of the sound. For example, echo or reverb can be added to
the signal sends and then mixed back into the main mix on the mixer. These
processed (or effected) signals return to the mixer through a different bus
structure called (appropriately enough) the return bus or just the returns.
The returns also have their own volume controls, so that just the right
amplitude of effected sound can be added to the overall mix. In this manner,
the listening experience of a complete sound stage can be recreated at the
mixer output that contains all of the different instruments, the processing
on their sound, the relative placement and amplitude across the panorama,
and the required ambiance effects such as echo and reverb to give the mix a
natural reverberant space.
The Final Result:
When all of the songs have been recorded and mixed down to stereo, they will
need to be combined into one cohesive unit. This process is called
mastering. Generally, mastering assures that all of the songs in the group
hang together with a similar volume level, equalization level, and amount of
compression. Mastering is also involved with the order in which the songs
appear, the amount of silence between them and other aspects of recording
finalization.
More about Project Studios:
I have used a simple definition of a project studio in this book (a home
studio that is used for and possibly by others to capture audio
performances), but there are more ramifications when you affix the moniker
'project' in front of studio. Your home's location may not be zoned for
commercial business use, so neighbors might complain when they see a steady
stream of people filing in and out of your house. And, they might be able to
hear those people (pounding drums and bass, ripping guitars, screaming
synthesizers, wailing vocals) in addition to seeing them, which might not
help matters! If you work strictly solo in your project studio, then this
probably isn't going to be a problem. Also, project studio owners need to be
more involved in and aware of tax implications, depreciation of assets,
insurance against loss, financial accounting and invoices, equipment
maintenance, the physical appearance of the studio, and a host of other
issues.
References:
Cosola, Mary, "Get Serious", Electronic Musician, Nov 1995, pp102-108.)
Author Bio
John Volanski initially became interested in recording
audio back in the 1960s in Ohio when his father first purchased a 4-track
reel/reel recorder with the sound-on-sound feature. Since that time, audio
engineering and sound recording have always been a part of his personal and
professional pursuits.
John is an electrical and audio engineer who has
operated his own home recording studio for over 20 years. The text in this
book gives his unique and simplified perspectives on the important aspects
of home studio recording. He also enjoys writing, and has written articles
for Electronic Musician magazine and Avionics magazine. John
has a MBA from National University and a BSEE from Ohio State University.
In his professional life as an electrical engineer, John
has over 23 years of engineering design and management experience with
successful product development of avionics simulator systems as well as work
with Virtual Reality and systems using audio and video. He has held
engineering design and engineering management jobs at General Dynamics, Ball
Systems Engineering, and Cubic Defense Systems.
At GreyStone Technologies, John won a patent for his
work on a motion based Virtual Reality machine.
As Senior Engineering Manager at the Video Systems
Division of Sensormatic, John had the overall design, development
responsibility for all embedded systems security and surveillance products,
including the Integra Digital Time Lapse Video DVDRAM Recorder (which won
the SIA Product of the Year award for CCTV for 2000).
As VP Engineering at Excelsus Technologies, John helped
win the SIA New Product Showcase 2001 Product Achievement Award for False
Alarm Reduction.
John’s future plans include updating his book as more
cool gear becomes available and pursuing his interests in audio engineering,
electrical engineering and music. |