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Introduction to Mixing 12/20/2002
Mixing seems to be one of the least understood of studio tricks. Technine sheds some light on the subject by sharing his own method of stereo mixing as well as a few simple rules to follow for achieving a tight mix.

Generally I've noticed that few people have mastered the art of mixing. Mixing is the process by which the individual sounds of a recording are blended together to create a balanced stereo master. Ideally a good mix should highlight the performance while creating an interesting, spacious sound. However, all too often most mixes seem to degenerate into a morass of audio muck as multiple instruments fight for the listener's attention. Over the years I've created my own method for mixing that I would like to share.


One of the first things to understand about mixing is that your end result should be to produce a BALANCED and SPACIOUS mix. In layman's terms this means that the volume levels of the instruments should be blended together and highlight the important parts of the song—also, parts should not jump unexpectedly out of a mix at the listener; a spacious mix means that the recording takes full advantage of the stereo spectrum, without becoming distracting or too gimmicky. To better serve these end goals I have designed a system and a series of rules that help me keep my focus on achieving a good mix.

My first piece of advice for mixing is this: SAVE REVERB FOR LAST. Only after you have set relative location and volume levels should you reach for the reverb controls. Avoid this temptation. Try to create the biggest and fattest mix you can dry and without reverb. The last step in my personal mixing process is adding reverb. When we get further into the "Meeker Method" you'll see why reverb is saved for the last element of mixing.

When I mix I don't think in terms of volume or panning, instead I think about DISTANCE and LOCATION from the listener. By visualizing where and how far an instrument is located to the audience I build a mental picture of how the mix should be. To assist myself in mixing I have created a handy diagram that details the audience's perception:

Think of this diagram as a representation of the stereo space you are going to occupy. Horizontally the diagram represents stereo location, while the vertical axis is the distance away from the listener. Imagine the blue dot in the center is your listener and the white area around him to be "in his face"; the lighter section around the audience is a proximity zone that is very close to them. The middle line represents the absolute center of your mix, the white lines branching from the center line represent 50% panning levels to the right or left, and the sides represents the far right or left of your mix.

The general stereo visualization breaks out as follows:

The purpose of this diagram is to organize your mix by placing the different tracks and instruments in your mix in relation to how they are positioned to your audience. More important instruments should be placed closer to the listener, background tracks should be made more distant; likewise, you can place tracks either to the right or left of the listener as you see fit.

Another way to look at this diagram is by the amount of distance from the audience. Generally the further away from the blue dot, the further away the sound source is from the listener. Distance is detailed on the diagram below:

In developing my method I came up with a number of rules that better help to achieve a balanced mix. While these rules are good guidelines they don't hold true in ALL circumstance... just most. If you break any of these rules when mixing make sure that you are consciously doing so as they normally apply in ordinary situations. These rules are:


Rule 1.) 75% OF MIX WITHIN 50/50 BOUNDRIES
The first rule is that 75% of your mix should remain within the 50% percent left/right boundries for stereo panning. The best mixes usually don't involve large amounts of instruments panned hard left or right—generally professional sounding mixes gently utilize the stereo space and reserve only a few distinct sounds to emerge from the extreme stereo spectrum. To keep your mix sounding tight limit the amount of excessive panning.

Likewise, it is extremely dull to listen to a recording that is almost monophonic in sound; while 75% of your mix should fall within the 50/50 boundry only about half of your sounds within that boundry should be directly in the center. In fact, only the main vocal, bass, kick drum and snare should be in the absolute center of your mix. Avoid placing too many instruments in the center. Stereo pan them but keep them mainly within the 50/50 borders of the mix.

Don't forget: when you give a track the center you are giving it the CENTER OF THE LISTENER'S ATTENTION. Only place dominant and highlight instruments and sounds in this region. Everything else should be slightly off-center to some degree.


Rule 2.) 50% OF MIX UP CLOSE
When mixing a track keep in mind the dominant or important aspects of the song and keep them within the proximity zone of the listener. Generally I find that about 50% of your tracks should be someplace within the proximity zone of the audience, including the far left and right proximity zones.
Make sure that the instruments within the proximity zone are the important parts of the song such as the main vocal, lead instruments, kick and snare drums, and any other feature that you want to be very prominent in the mix.

Another helpful idea to keep in mind is that no two tracks in the proximity zone should be at the same relative volume. Try to create a list of most important to least important instruments within the proximity zone and scale the loudness on them so that none are fighting in level; in other words, don't have two tracks at the same volume level. There should be an order from loudest (most important) to softest (least important) tracks within the proximity zone and they should be mixed accordingly.

A final note on the proximity zone: there is a space very, very close to the audience that I like to refer to as being "in their face." Instruments that are "in the face" are the most dominant features of the track; generally a track should not have more than a single "in your face" element active at any time. Generally this will be the vocal, but in some musical styles a dominant melody or instrument solo will temporarily take this position. Keep in mind that only a single track should be this close to the listener at any time! Also, be careful when putting tracks in the audience's face at extreme left or right pannings... as they can sound unnatural; normally restrict these to about 75% maximum panning either left or right.


Rule 3.) STEREO BALANCE NO MORE THAN 60/40 RATIO
Another aspect of a good mix is to achieve stereo balance, which means that neither the left or right side "outweighs" the other. As a general rule no one side should occupy more than 60% of the audible tracks at any given moment unless you are deliberately attempting to create an unnatural effect.

When placing instruments keep in mind that the distance to the listener will affect how heavily a side is weighted. Thus if instruments are equally distributed among the left and right sides, but the levels on the right side are dramatically more the mix will sound off-balance. Either adjust your levels or move some of the elements closer to the center to balance out the mix.


Rules 4 & 5.) LEVELS EQUAL DISTANCE
As a rule of thumb the louder a track is in your mix the closer it will appear to your listener; likewise, the softer a track is the further away from the listener it will sound. Generally tracks should be assigned a distance to or from the audience based on how important the instruments or sounds are, or their direct spatial distance from the listener.

By carefully controlling the apparent distance to the listener your mix will achieve not only a stereo ambience but depth. When mixing always think in three dimensional terms—not just left and right.


Rule 6.) DISTANCE DETERMINES REVERB AMOUNT
Okay, if you've been listening to me you will have saved putting on your reverberation for last. This rule is heavily related to rule number five and deals with creating depth in your mix, and is rooted in how the human ear percieves sound and judges distance.

Generally you want to put MORE REVERB on tracks that are further away from your audience as this is how we percieve our environment. Similarly, you will want to put less or no reverb on elements that are close to the audience. At first this may seem contrary to most people's mixing habits but there is a good reason for approaching your mix this way.

Imagine if I were yelling directly in your ear (i.e. I was "in your face"); would you hear any reverb? No, you probably wouldn't hear any reverb at all. Now if I were yelling at you from twenty or thirty feet away you would hear reverb. Hence the rule:

DISTANCE DETERMINES REVERB AMOUNT

The closer a track is the less reverb it gets. Elements within the proximity zone should only recieve no more than a 7% wet mix. Keep your important tracks and instruments as dry as possible—especially if they are "in the audience's face."

"Now wait a minute!" you say, "won't my mix sound flat and boring without tons of reverb on the lead vocals or dominant instrument?" Sure they would, if you didn't add reverb to your OTHER INSTRUMENTS AND TRACKS. Remember: a mix does not just consist of your lead vocal or instrument but a collection of many different tracks and sounds blended together. Add the reverb to your more distant (quieter) tracks and you will begin to build a deep, wide foundation that your lead vocal can sit on top of. Your mix will sound spacious and the lead vocal will stay focused (because it isn't reverberated to hell and back).

Remember your backing tracks are there to support the dominant instruments. They are the foundation for your main tracks that will grab your audience's attention. Reverb softens things and diffuses them... why would you want to do this to your feature tracks or vocal?

I'm not saying run your vocal or lead instruments totally dry, you can add some reverb to them, but generally I would keep it under 7%... just enough that the edge is slightly taken off and the voice will blend with the more reverberated background music.

Keep in mind the rule: tracks further from the listener get more reverb; tracks closer to the audience get less reverb.


Rule 7.) PANNED SOUNDS LOSE VOLUME
The final rule deals with the fact that the further you pan a sound from the center the less volume it will have in your overall mix. Extreme stereo panning either hard right or left can reduce the apparent loudness by as much as 3 decibels. Keep this in mind when you are mixing that occasionally elements at extreme panning ranges may have to be increased in volume a notch to become better audible.

Do not automatically boost the volume on extremely panned tracks. Only boost if they become too inaudible to be heard. The loss of volume for extreme right or left tracks is natural sounding and should be expected!


Okay now that we have my boring rules out of the way let's move on to the application of these ideas by looking at a sample mix. All of the instruments and tracks have been color-coded and placed in relation to the audience by location and distance.

Notice how approximately half of the mix occurs within the proximity zone of the listener? These elements, the vocal, kick drum, snare drum and bass, are deemed the most important elements of the song and thus occupy both the center of the stereo spectrum as well as are within the proximity zone. Notice how the closest track is the vocals, located 'in the audience's face' as it normally does.

Take note of the stereo spread of the mix; approximately 75% of the mix falls within the 50/50 panning zones like they should. Only a few toms and crash cymbals are placed in the far audio regions.

Later when adding reverb it will be a cinch to determine which sounds will get more reverberation than others. The final result will be an organized, balanced, spacious and effective mix.

The above example shows how using the "Meeker Mixing Diagram" can allow you to quickly balance out your mix, rate the tracks for their importance, and allow you to keep your priorities straight when mixing a song.


Until next time.
James Meeker

 
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