Space and mix
Everything is playing at once and it sounds like mud. Here’s how to fix that.
You now have: a lot of parts competing for the same space.
This lesson is being written. The outline below is what it will cover.
Planned outline
- Level first. Nothing else in a mix matters until the relative volumes are right. Start with everything down, bring the kick up to comfortable, then add each part until you can just hear it.
- Pan — you have two ears; use them. Hats slightly off-centre, percussion opposite, kick and bass dead centre where they belong.
- Filter on the track mixer: rolling the low end off everything that isn’t the kick or bass is the single biggest clean-up move available.
- The two send effects, on their own tracks:
- FX1 — Delay.
Time,Sync,Fdbk,Freeze. Synced delay for rhythm, free-running for texture,Freezefor a performance move. - FX2 — Reverb.
Time,Damp,Diffuse,HP. TheHPcontrol matters more than it looks — it keeps reverb out of the low end, which is where mud comes from.
- FX1 — Delay.
- Sends versus insert effects: why one reverb shared by everything sounds more like a room than five separate ones.
- Mixer groups — four groups with their own mute and their own level, pan and FX offsets. Put all the drums in G1 and you can duck the entire kit with one control.
- Master — output volume, and a compressor (
Thresh,Ratio,Attack,Release,MakeUp,Mix) to glue the whole thing. TheHotmaster preset is a louder starting point. - When not to reach for effects: usually the answer is that two parts are playing in the same register and one of them should move.
The finished exercise will start with an intentionally muddy four-part mix and let the learner improve level, pan, filtering, and send effects while it loops.
Next: 14 · Arrange and perform · Previous: 12 · Samples
Reference: Mixer & effects · Signal flow · Track mixer