
Home Recording For Dummies
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Have you ever dreamed of producing the next big song? Or maybe you need some hints on the recording gear used to create pro podcasts? With just a little bit of guidance, there's nothing stopping you from creating crystal-clear, studio-quality tracks from the comfort of your own home. In Home Recording For Dummies, expert sound engineer and celebrated author Jeff Strong demystifies the world of recording and walks you through every step of creating high-fidelity audio.
With this book at your side, you'll discover how to choose a room that fits your studio needs, get the hardware you can't live without, choose the right microphone for the task at hand, record live and virtual instruments, build rhythm tracks and loops, and edit, mix, and master your recording.
Learn how to:
* Set up your home studio, acquire and connect all the right gear, and build multi-track recordings
* Understand the different types of microphones and the best use for each
* Record audio from live sound or virtual instruments
* Edit your tracks for better project management
* Mix and master your music for public consumption
Home Recording For Dummies is the must-read guide that helps home create high-fidelity, multi-track songs and recordings that blow audiences away.
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Content
- Intro
- Title Page
- Copyright Page
- Table of Contents
- Introduction
- About This Book
- Foolish Assumptions
- Icons Used in This Book
- Beyond the Book
- Where to Go from Here
- Part 1 Getting Started with Home Recording
- Chapter 1 Understanding Home Recording
- Examining the Anatomy of a Home Studio
- Exploring the recording essentials
- Checking out recording system types
- Getting a Glimpse into the Recording Process
- Setting up a song
- Getting a great sound
- Recording
- Overdubbing
- Making Sense of Mixing
- Cleaning up tracks using editing
- Equalizing your tracks
- Processing your signal
- Blending your tracks
- Adding the Final Touches
- Mastering your mixes
- Putting your music out into the world
- Promoting your music
- Chapter 2 Getting the Right Gear
- Determining Your Home Studio Needs
- Detailing Your Digital Options
- Computer-Based Digital Recording Systems
- Finding the right computer setup
- Getting the sound in and out
- Choosing the right software
- Studio-in-a-Box Systems
- Taking a look at the benefits
- Examining some popular SIAB systems
- Mobile-Device Recording
- Android
- Apple iOS
- Exploring Sample Setups
- Live and MIDI studio
- MIDI-intensive studio
- Live studio
- Podcasting studio
- Audio-for-video studio
- Mobile on-location studio
- Chapter 3 Getting Connected: Setting Up Your Studio
- Understanding Analog Connections
- The ¼-inch analog plug
- XLR
- RCA
- Delving into Digital Connections
- MIDI
- AES/EBU
- S/PDIF
- ADAT Lightpipe
- TDIF
- USB
- FireWire
- Thunderbolt
- Working Efficiently
- Taming heat and dust
- Monitoring your monitors
- Optimizing Your Room
- Isolating sound
- Controlling sound
- Chapter 4 Meet the Mixer
- Meeting the Many Mixers
- Analog mixer
- Digital mixer
- Software mixer
- Computer control surface
- Understanding Mixer Basics
- Examining inputs
- Checking out the channel strip
- Recognizing mixer routing
- Opting for outputs
- Chapter 5 Multitrack Recording
- Understanding Multitracking
- Getting Ready to Record
- Setting up a song
- Creating and organizing your tracks
- Selecting a sound source
- Setting levels
- Getting the sound you want
- Choosing a monitoring source
- Setting a Tempo Map
- Saving Your Work
- Sharing Files with Others
- Part 2 Working with Microphones
- Chapter 6 Understanding Microphones
- Meeting the Many Microphone Types
- Construction types
- Polarity patterns
- Assessing Your Microphone Needs
- Deciding How Many Microphones and What Kind
- Getting started
- Movin' on
- Going all out
- Finding the Right Mic for the Situation
- Partnering Mics with Preamps
- Solid-state
- Vacuum tube
- Hybrid
- Considering Compressors
- Analyzing Some Microphone Accessories
- Microphone cords
- Microphone stands
- Pop filters
- Caring for Your Microphones
- Daily care
- Storage
- Chapter 7 Taking a Look at Microphone Techniques
- Singling Out Close Miking
- Detailing Distant Miking
- Assessing Ambient Miking
- Selecting Stereo Miking
- X-Y pairs
- Blumlein technique
- Spaced pairs
- Stereo microphones
- Overcoming problems with stereo miking
- Creating Miking Combinations
- Chapter 8 Miking Your Instruments
- Getting a Great Lead Vocal Sound
- Making the most of the room
- Choosing the best mic
- Getting Good Backup Vocals
- Examining Electric Guitar Miking
- Using the room
- Getting the most out of the mics
- Exploring Electric Bass Miking
- Managing the room
- Getting the most from the mic
- Miking Acoustic Guitars and Similar Instruments
- Making the most of the room
- Using your mics
- Maneuvering Horn Mics
- Understanding the role of the room
- Making the most of the mics
- Placing Mics for a Piano
- Harnessing the sound of the room
- Managing the mics
- Setting Up Mics for Strings
- Making the most of the room
- Making sense of the mics
- Digging into Drum Set Miking
- First things first: Tuning your drums
- Using the room to your benefit
- Picking up the kick (bass) drum
- Setting up the snare drum
- Tackling the tom-toms
- Handling the hi-hats
- Creating the best cymbal sound
- Miking the whole kit
- Getting Your Hands on Hand Drums
- Perfecting Percussion Miking
- Exploring the impact of the room
- Choosing and using the mics
- Part 3 Recording Live Audio
- Chapter 9 Getting a Great Source Sound
- Making Sense of the Signal Chain
- Setting Optimal Signal Levels
- Understanding Pre and Post Levels
- Interpreting the various levels
- Looking at examples
- Getting Great Guitar, Bass, and Electronic String Instrument Sounds
- Connect directly
- Process beforehand
- Leverage your amp
- Creating Killer Keyboard Tracks
- Recording E-Drums, Drum Machines, and Electronic Percussion
- Making the Most of Microphones
- Placing mics properly
- Compressing carefully
- Getting to know compressor parameters
- Creating compressor settings
- Chapter 10 Recording Audio
- Performing Your First Take
- Punching In and Out
- Manual punching
- Punching with a foot switch
- Automatic punching
- Repeated punching (looping)
- Exploring Overdubbing
- Submixing
- Bouncing
- Keeping Track of Your Tracks
- Chapter 11 Understanding Electronic Instruments and MIDI
- Meeting MIDI
- Perusing MIDI ports
- Understanding MIDI channels
- Appreciating MIDI messages
- Managing modes
- Taking orders from General MIDI
- Gearing Up for MIDI
- Sound generators
- Sound card
- MIDI controller
- Sequencer
- MIDI interface
- Chapter 12 Recording Electronic Instruments Using MIDI
- Synchronizing Your Devices
- Synchronizing two (or more) synthesizers
- Synchronizing a computer sequencer and a synthesizer
- Synchronizing a sequencer and an audio recorder
- Using the transport function from one device to control another
- Sequencing
- Recording MIDI data
- Overdubbing
- Saving Your Data
- Transferring Data Using MIDI
- Chapter 13 Working with Loops
- Understanding Loops and Loop Types
- Choosing Loop Formats
- Setting Up Your Session
- Setting tempo and time and key signatures
- Creating song maps
- Enabling a metronome
- Adding Loops to Your Sessions
- Browsing loop libraries
- Previewing loops
- Adding loops to your session
- Editing Loops
- Creating Loops
- Part 4 Editing and Enhancing Your Tracks
- Chapter 14 Getting into Editing
- Understanding Digital Editing
- Copy
- Cut/Delete/Erase
- Insert
- Paste
- Move
- Export/Import
- Undo
- Finding the Section You Want to Edit
- Editing aurally
- Editing visually
- Editing to Improve the Sound of a Performance
- Replacing a bad note
- Evening out a performance
- Getting rid of distortion
- Getting rid of noise
- Correcting pitch problems
- Creating a Performance That Never Happened
- Creating loops
- Assembling a song
- Making compilations of your tracks
- Discovering Other Ways to Use Editing
- Adjusting the length of a performance
- Reversing a phrase
- Chapter 15 Editing MIDI Data
- Understanding MIDI Windows
- Selecting track material
- Setting MIDI patches on tracks
- Adding MIDI events
- Deleting MIDI notes
- Editing MIDI Data
- Changing a note's pitch
- Changing a note's duration
- Changing a note's velocity
- Changing time locations
- Moving notes freely
- Editing Program Data
- Changing program patches
- Moving program change markers
- Changing Continuous Controller Data
- Editing lines with the Pencil tool
- Editing breakpoints
- Scaling breakpoints
- Quantizing Your Performance
- Transposing Your Performance
- Saving Your Data
- Transferring Data Using MIDI
- Part 5 Mixing and Mastering Your Music
- Chapter 16 Mixing Basics
- Understanding Mixing
- Managing Levels as You Work
- Getting Started Mixing Your Song
- Mixing in DAWs
- Using a control surface
- Using a digital mixer
- Using an analog mixer
- Using the Stereo Field
- Left or right
- Front or back
- Adjusting Levels: Enhancing the Emotion of the Song
- Dynamics
- The arrangement
- Tuning Your Ears
- Listening critically
- Choosing reference music
- Dealing with ear fatigue
- Making several versions
- Chapter 17 Using Equalization
- Exploring Equalization
- Graphic
- Parametric
- Low-shelf/high-shelf
- Low-pass/high-pass
- Dialing-In EQ
- Inserting an EQ plug-in in a track
- Exploring EQ options
- Equalizing Your Tracks
- General EQ guidelines
- Equalizing vocals
- Equalizing guitar
- Equalizing bass
- Equalizing drums
- Equalizing percussion
- Equalizing piano
- Equalizing horns
- Chapter 18 Digging into Dynamics Processors
- Connecting Dynamics Processors
- Introducing Compressors
- Getting to know compressor parameters
- Getting started using compression
- Using compression
- Looking into Limiters
- Understanding limiter settings
- Setting limits with the peak limiter
- Introducing Gates and Expanders
- Getting to know gate parameters
- Getting started using gates
- Getting started using an expander
- Detailing the De-Esser
- Setting Up Side Chains
- Setting up a side chain
- Using a side chain
- Chapter 19 Singling Out Signal Processors
- Routing Your Effects
- Inserting effects
- Sending signals to effects
- Rolling Out the Reverb
- Seeing reverb settings
- Getting started using reverb
- Detailing Delay
- Digging into delay settings
- Getting started using delay
- Creating Chorus Effects
- Making Sense of Microphone Modeling
- Applying an Amp Simulator
- Detailing Distortion Effects
- Selecting Tape Saturation Effects
- Chapter 20 Automating Your Mix
- Understanding Automation
- Audio tracks
- Auxiliary input tracks
- Instrument tracks
- Master fader tracks
- MIDI tracks
- Accessing Automation Modes
- Writing Automation
- Writing automation on a track
- Writing plug-in automation
- Writing send automation
- Viewing Automation
- Editing Automation Data
- Using editing commands
- Editing with the edit tools
- Chapter 21 Making Your Mix
- Submixing Tracks
- Mixing in-the-Box
- Examining bounce options
- Performing the bounce
- Using an External Master Deck
- Chapter 22 Mastering Your Music
- Demystifying Mastering
- Processing
- Sequencing
- Leveling
- Getting Ready to Master
- Paying a Pro or Doing It Yourself
- Hiring a Professional Mastering Engineer
- Mastering Your Music Yourself
- Optimizing dynamics
- Perfecting tonal balance
- Sequencing your songs
- Balancing levels
- Preparing for Distribution
- Chapter 23 Creating Your Finished Product
- Understanding File Formats
- Lossy audio file formats
- Lossless audio file formats
- Putting Your Music on CD
- CDs on demand
- Short-run CD duplication
- Large-quantity CD replication
- Delivering Digital Files
- Download card
- USB sticks (flash drives)
- Online music distribution
- Streaming music sites
- Creating MP3 Files
- Bit rate
- Mode
- Pressing Vinyl
- Part 6 The Part of Tens
- Chapter 24 Ten Invaluable Recording Tips
- Using an Analog Tape Deck
- Layering Your Drum Beats
- Decorating Your Room
- Setting a Tempo Map
- Listening to Your Mix in Mono
- Doubling and Tripling Your Tracks
- Recording Dirty Room Ambience
- Overdubbing Live Drums
- Pressing Record, Even during a Rehearsal
- Leaving the Humanity in Your Tracks
- Chapter 25 Ten (or So) Ways to Distribute and Promote Music
- Marketing Yourself
- Setting Up Your Own Music Website
- Checking out musician-friendly hosting services
- Designing your site
- Putting Your Music on a Music Host Site
- Engaging in Social Media Networking
- Offering Free Downloads
- Selling Your Music Digitally
- Licensing Your Music
- Podcasting
- Selling Your CDs
- Promoting Your Music
- Connecting with an Email Newsletter
- Index
- EULA
Chapter 1
Understanding Home Recording
IN THIS CHAPTER
Exploring the components of a home studio
Peering into the process of recording
Making sense of mixing and mastering
Finishing up your project
Audio recording is a fun and exciting activity. Being able to put down your musical ideas and craft them into an album is nearly every musician's dream. The only problem is the learning curve that comes with being able to record your music at home; most musicians would rather spend their time and energy making music.
In this chapter, I help you get a handle on the basics of home recording and show you what's involved in the process. You discover the basic components of a recording studio and find out what gear you need to buy first. In addition, you explore the multitracking process and find out what's involved in mixing your tracks. You move on to exploring mastering and finding ways to share your music with your listeners.
Examining the Anatomy of a Home Studio
Whether it's a free phone app or a million-dollar commercial facility, all audio recording studios contain the same basic components. Understanding these basic components is an area where many people get lost and one about which I receive the most email. As you glimpse the recording world, you'll inevitably think that recording your own music will cost way too much and be way too complicated. Well, it can be. But it can also be pretty simple and cost-efficient. In the following sections, I present a list of audio-recording essentials and offer insight into cost-saving and efficient systems that you can find on the market.
Exploring the recording essentials
To take the mystery out of recording gear, here are the essentials that you need to know:
- Sound source: The sound source is your voice, your guitar, your ukulele, or any other of the many sound makers in existence. As a musician, you probably have at least one of these at your disposal right now.
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Input device: Input devices are what you use to convert your sound into an electrical impulse that can then be recorded. Here are the four basic types of input devices:
- Instruments: Your electric guitar, bass, synthesizer, and drum machines are typical instruments you plug into the mixer. These instruments constitute most of the input devices that you use in your studio. The synthesizer and drum machine can plug directly into your mixer or recorder, whereas your electric guitar and bass need a direct box (or its equivalent, such as an instrument or Hi-Z input in your audio interface) to plug into first. A direct box is an intermediary device that allows you to plug your guitar directly into the mixer. Chapter 9 explores instruments and their connections to your system.
- Microphones: A microphone (or mic) enables you to record the sound of a voice or an acoustic instrument that you can't plug directly into the recorder. A microphone converts sound waves into electrical energy that can be understood by the recorder. I detail several types of microphones in Chapter 6.
- Sound modules: Sound modules are special kinds of synthesizers and/or drum machines. What makes a sound module different from a regular synthesizer or drum machine is that a sound module contains no triggers or keys that you can play. Instead, sound modules are controlled externally by another synthesizer's keyboard or by a Musical Instrument Digital Interface (MIDI) controller (a specialized box designed to control MIDI instruments). Sound modules have MIDI ports (MIDI jacks) that enable you to connect them to other equipment. Chapter 11 digs into the details about sound modules.
- Software synthesizers: Software synthesizers (also known as softsynths) are software programs that don't need hardware MIDI connections because the sound modules are stored on your computer's hard drive.
Depending on what your sound source is, it may also be an input device. For example, an electric guitar has pickups that allow you to plug it directly into a mixer input without having to use a microphone. On the other hand, your voice can't accept a cord, so you need to use a mic to turn your singing into an electrical impulse that can be picked up by your mixer or equivalent device. You can find out more about input devices in Chapter 9.
- Mixer: You use a mixer to send the electrical signal of your input device into your recorder and to route signals in a variety of ways. Traditionally, a mixer serves the following purposes:
- Routing your signals into your recorder: This allows you to set the proper level for each input device so that it's recorded with the best possible sound. Chapter 4 explores the different mixer-type devices for this purpose.
- Blending (mixing) your individual tracks into a stereo pair (the left and right tracks of your stereo mix) or surround sound channels: This role of the mixer is where your vision as a music producer takes center stage and where you can turn raw tracks into a polished piece of music. Chapter 16 explores this use of a mixer.
- Recorder: The recorder stores your audio data. For most home recordists, the recorder is digital. You can find out more about the different types of recorders in the next section of this chapter.
- Signal processors: Most of the time, you have to tweak your recorded tracks. Signal processors give you the power to do this. Signal processors can be divided into the following basic categories:
- Equalizers: Equalizers let you adjust the frequency balance of your tracks. This is important for making your instruments sound as clear as possible and for getting all your tracks to blend well.
- Dynamics processors: Dynamics processors are used to control the balance between the softest and loudest parts of your tracks. They have many uses in the studio to help you make your tracks sit well together and to keep from overloading your system. Chapters 9, 19, and 22 explore ways to use dynamics processors in your music.
- Effects processors: Effects processors allow you to change your tracks in a variety of ways, such as to create a more realistic sound or unusual effects. Typical effects processors include reverb, delay, chorus, and pitch shifting. You can find out more about these processors in Chapter 19.
- Monitors: Monitors, such as quality headphones or speakers, enable you to hear the quality of your recording and mixing. Monitors come in three basic designs:
- Headphones: Headphones come in an astonishing variety. Some are good for listening to music, while others are good for recording and mixing music. Most home recordists start with headphones because they typically cost a lot less than speakers and serve the double duty of allowing you to hear yourself while you record and allowing you to hear the mix when all your tracks are done.
- Passive: Passive monitors are like your stereo speakers in that you also need some sort of amplifier to run them. A ton of options are available with prices from around $100. Just remember that if you go this route, you need to budget money for an amp, which can run a few hundred dollars or more.
- Active: Active monitors have an integrated amplifier in each speaker cabinet. Having a built-in amp has its advantages, including just the right amount of power for the speakers and short runs of wire from the amp itself to the speakers (this is kind of a tweaky area that some people claim produces a better sound). You can find quite a few active monitors on the market starting at just a couple hundred dollars.
Checking out recording system types
With the long list of equipment that I present in the previous section, you may think that you need to spend a ton of money to get everything you need. Fortunately, home-recording systems are available that contain many of the components you need, so you don't have to buy everything separately. I go into detail about these systems in Chapter 2, but here's a basic overview:
- Studio-in-a-box (SIAB) systems: These are all-in-one units that have everything in them except for the sound source, input device, and monitors. For very little money (starting well under $500), you get almost everything you need to start recording. These types of systems are also easy for a beginner to use and are great for musicians who don't want to spend a ton of energy tweaking their setups.
- Computer-based systems: These systems, often referred to as Digital Audio Workstations (DAWs) use the processing power of your computer to record, mix, and process your music. Computer-based systems, similar to the SIAB systems, perform many of the typical recording functions at once. When you have one of these systems, you only need your sound source, your input devices, and your monitors.
- Ultra-portable systems: Even though the rest of the systems I describe here can be portable, ultra-portable systems are designed so that you can record nearly anywhere with little fuss. These types of systems include smartphones, linear recorders, and tablet computers, which I introduce in Chapter 2. Like SIAB and computer-based systems, most of what you need is included, so all you have to worry about are your sound...
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