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Nathan Nyquist
Repeats
[>120ms delay time]
Valley Echoes
Repeats are just delays that have a delay timing of 120ms or greater.
For the most part, we will be configuring repeats as tempo synced delays with
timings like 1/4, 1/8, 1/16, etc., delay times.
Because of their longer timing, repeats will have a noticeable separateness from
the source. Think back to our valley echo from earlier, that's really what I mean
when I talk about a repeat.
Repeats will usually be configured as tempo synced delays. The challenge with
tempo synced delays is to configure their timing in a way that complements the
tempo and rhythm of your track.
One of the side-effects of using too much delay is that it can mess up your
track’s rhythm and make it insanely difficult to get your delays to fit with the
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mix in a way that sounds good. It’s for this reason that,
It's best to limit yourself to no more than 2 tempo synced delays playing at
the same time in your track.
As an example, this means that during a verse you could only have 1 tempo
synced delay on your vocals and another on a background melody of some kind.
Anything more than this has a high chance of leading to mix problems. I’m not
saying it’s impossible to work with more than 2 tempo synced delays, I’m just
saying that if you’re not yet comfortable with delay then following this rule is
your best bet to get things right.
Slapbacks
[30 - 120ms delay time]
Small Rooms, Large Alleyways & Parking Garage Echoes
Slapbacks are delays with a timing of 30ms - 120ms.
Unlike our usually tempo synced repeats, slapbacks will always be configured
with a millisecond (ms) timing.
The most common example of a slapback in the real world is if you’ve ever been
in a large alleyway and clapped your hands. You’ll usually hear a very quick and
distinct echo come back to you—this is slapback (clapback).
Because of their shorter delay timing, slapbacks are perceived more like a small
room, large alleyway or parking garage. This is as opposed to the bigger repeats
created by a valley.
I often refer to these as economical reverbs because they are exceptional for
simulating the early reflections of a small room reverb. It can actually be better
than reverb for simulating small spaces and this will be demonstrated in our
vocal slap technique later on.
At most I like to have 1 or 2 slapbacks playing at the same time in my tracks.
You really want to limit the amount of delay in your track in the same way you
would limit the amount of reverb. Just like reverb, there’s only so much space
A single-voiced vocal is going to sound clearer and therefore play more up front
than a vocal that’s being doubled. It’s for this reason that lead vocal is mostly
single voice and backing vocals rely on large amounts of doubling to help
position them in the back of the mix. It’s a psychoacoustic effect and one that I
find invaluable for increasing perceived front to back depth when reverb hasn’t
gotten me as far back as I’d like.
This rule is how orchestras are arranged with ensemble (multiple-voiced)
instruments like violins playing toward the back of a mix and single voiced
instruments like Oboes playing in the front of the mix. You almost never hear
Oboes playing in ensemble because they are lead style instruments and therefore
played in a single voice fashion in the same way we might have vocal lead
delivered.
I wanted to introduce you to ultra-fast delays just so you know what they’re used
for. That being said, throughout the rest of this book, the way we will be
exploring delay will be focused on using Repeats and Slapbacks since these are
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the most essential delays to know how to work with.
Here’s a summary of the important points from this section:
Repeats and Slapbacks are the two major categories of delay we’ll be
focusing on with in this book.
Repeats (>120ms) are your SLOWER, usually tempo synced, valley type
echoes.
Slapbacks (<120ms) are your FASTER, millisecond (ms) timing, small
room, large-alleyway and parking garage type echoes.
Ping-Pong delays will fill a much more niche desire, generally fitting into the
category of sound design rather than mix placement and depth enhancement.
This is just the way I’ve categorized it because delays in and of themselves are
very complicated.
So in summary:
90% of the time I'm just using single delays because of their simplicity
and practicality. The other 10% of the time I'm using the dual and
ping-pong modes.
I personally find that digital delays, because they are plain, are the easiest to
work with as well as the most versatile for a variety of mix situations,
especially denser mixes.
If I’m unsure at all about what I want out of a delay then I always start with a
plain, digital delay. If that doesn’t get me 80% of what I want then analog delays
aren’t going to solve anything.
The primary goal when using delay is for it to add audio cues to my track which
increase the perceived dimension of my mix. When I say audio cues it means
that my major goal is just to have an echo occur. The occurrence of an echo, no
matter how it sounds, gives the ear extra information about the unique
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environment of your track. This is because as you’ll remember:
I only care that the ear can detect an echo. I don’t need the echo to sound all
analog and old fashioned because that will usually get drowned out in a dense
mix anyway.
Delay is not the main focus of my track and therefore it’s OK if it sounds plain-
jane with only some necessary low/high-pass filtering and reverb mixing. So as
you might notice, I prefer using digital delays because they are easier to work
with and do the job just fine. They remove a lot of the guess work when
tweaking delay.
If you want to know how to choose between using analog/tape and digital
delays, then there are a couple rules I follow which have made my life much
easier:
Use Digital Delays if you’re unsure of what to use or if you’re working
with a Dense Mix.
Use Analog Delays when you have a Sparser Mix and you want a
character delay that draws attention to itself.
Helpful tip: 1 second has 1000 milliseconds. 1/2 a second has 500
milliseconds.
When using delay you’re either going to be using tempo synced or millisecond
(abbreviated ms) timing.
Tempo synced delays are delays which are synced to the tempo of your track.
More often than not, this is what I’m using as they are the easiest and most fun
to play with.
With ms timing you’re not locked to the tempo of your track and you can
experiment with all sorts of delay times. This is best for fitting your repeats in
gaps not achievable by your tempo sync options. This is because tempo synced
delays are more likely to fall on top of rhythmic elements of your track.
The benefit of ms timing is that it allows you to precisely configure your delay
to fit your needs. It will take more effort since there’s going to be more places
where it sounds worse than where it sounds good. There will usually be about a
5 – 10ms range where you like your millisecond timing the most. Outside of that
5 – 10ms range your repeat will fall out of time with your track in a very
unmusical way.
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Slapbacks – We’re always working with millisecond (ms) timing.
Repeats – First I’ll flip through different tempo sync settings. If none
of the tempo sync options (note, dot, trip) seem to work, then I’ll try
millisecond timing.
You’ll notice that the 1st Delay is a repeat applied to one of my main
instruments. This is the most natural application of delay and it’s the one that’s
easiest to get right.
With the 2nd Delay I use a slapback because in virtually all of my mixes I use
slapback on vocals. You might have even wondered whether I use slapback and
repeats together on a vocal and the answer is yes! This is a very common and
powerful mix combination for vocals.
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The 3rd delay is whatever you want it to be, just make sure you get the first 2
right before you even consider this one! I can’t stress how important I think it is
to get the first two delays right. If you don't, then mixing the rest of your track is
going to be an intensely frustrating experience.
Now since The Universal Delay Template isn’t exhaustive, there will be some
cases where you’ll find that more exotic delay timings (dot & trip etc.) feel
appropriate. You might even prefer an analog delay to a digital delay. You might
even find that the ‘Delay Techniques’ section has more useful choices.
You’re free to do whatever you want, just be aware that…
The main idea behind The Universal Delay Template and The 3-Delay Mix
system is to keep it simple. If you can’t get things working right away with these
simple options then it means there’s going to be a bigger risk when attempting
more complex configurations.
So to summarize, here are the steps for using The 3-Delay Mix System:
1. Setup Universal Delay Template.
2. Select Delay #1 (Repeat) by experimenting with any of the Universal
Delay presets.
3. Select Delay #2 (Slapback) by experimenting with any of the Universal
Delay presets.
4. Only when your first two delays work should you then consider
adding in Delay #3 (Repeat).
I should mention that how you treat snare is in fact an exception to The 3-Delay
Mix System because getting a rocking snare often requires its own unique
treatment. This means that should you decide to use a slapback or the pseudo-
gated snare effect on your snare, then it won’t count against your 3 delay
maximum. This same exception also applies to The 3-Space Reverb
Framework where snare is often given its own dedicated reverb return in order
to get the perfect snare reverb sound.
The 3-Delay Mix System is like auto-pilot for a plane. It’s guaranteed to get you
to your destination safely. It’s important to have the confidence that you’re
going to get results that work. From this position it’s much easier to experiment
and discover your own unique ways of mixing.
If you know that option A is guaranteed to work, then you’ll be freer to explore a
more exotic option B. If option B doesn’t work then you can simply fall back to
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the option A. Mixing with a safety net like this is the most liberating and
rewarding kind of mixing.
Unfortunately most mixers choose to go through all the pain of blind
experimentation and develop some strange habits along the way. A lot of these
habits become self-limiting and then you end up with self-hating musicians.
The majority of the best guys I’ve seen have very preset ways of doing things.
Those of us sitting around trying to reinvent the wheel or always feeling the need
to discover something brand new are at risk of failing to master the basics.
Experimentation is obviously a part of music, but a lot of the best music is the
result of simple habits concretized through repetition and commitment to the
fundamentals.
As a point, Chris Lord-Alge the famed audio engineer, only has 4 returns
dedicated to delay for his projects. The guy is a pro and if he feels he only needs
4 returns for delay, then I’m going to take that as a good sign that what we’ve
learned here today is powerful.
Obviously if you want to use more than 3 or even 4 delays, you’re more than
welcome to. But do this with the full understanding that if things start to go
downhill, it’ll be because you’re operating outside a guaranteed auto-pilot. At
this point whether you land safely or crash into a ball of fire depends entirely on
your engineering prowess.
The real secret here is that you don’t develop engineering prowess by jumping
straight to 5+ delays. You get the engineering prowess much faster by using less
delay and that’s why The 3-Delay Mix System is so powerful.
Shorter feedbacks will always cause less mix problems than longer
feedbacks.
The other rule of thumb is that if the instrument is playing constantly, say every
1/8 note, then shorter feedbacks will sound better. If the instrument is playing
very intermittently, perhaps just once or twice every 8 bars, then you can get
away with very long feedbacks to fill the extra space in between.
Low-Passing Delay
The purpose of Low-Passing Delays is to:
1. Push delays further back in the mix.
2. Prevent higher frequencies of a delay from masking the clarity of the
original source instrument.
My preferred filter slope when low-passing is a 12 db/oct slope because in 95%
of situations it produces the best result in terms of both separation and pushing
the delay back in the mix.
High-Passing Delay
The purpose of High-Passing Delays is to:
1. Prevent frequencies from 300hz and lower from muddying up the low
end (bass) of our mix.
My preferred filter slope when high-passing is a 12 db/oct filter. Sometimes I
will use a 24 db/oct filter for delays that have lots of bass energy, but 12db/oct
Both high and low-pass filtering will create more separation between the source
and the delay. This is simply because you’re removing frequencies, which by
default reduces frequency masking.
Now the important difference to understand between them is that High-Passing
is a means of removing frequencies you don’t need so that you have a cleaner
mix (Rule of 300) while Low-Passing is a means of pushing the delay further
back in the mix.
The more you low-pass a delay, the further back it’s going to appear in the mix.
This is because our ears use high frequencies to determine the distance of a
source.
You might notice that I’m substantially focused on the art of low-passing
repeats because that’s where it’s most important to get right. Slapbacks,
because of their short duration, won’t negatively impact your mix if you don’t
low-pass them. You should still low-pass slapbacks and my one-size fits all
cutoff point for this has always been 10khz with a 12db/oct filter.
There will be some special occasions where you feel that high-passing a delay to
300hz or more just doesn’t sound the way you want. I would say trust your ears
first, then fall back to the rule second.
If you want to trust your ears, go for it. But if for some reason you find it ends
up causing more problems than benefits, then simply fall back to the rule. This
Peak Filtering
Peak filtering is helpful if you find that a particular frequency range in between
your low and high-pass cutoff points is causing issues with your mix.
If you feel your delay has a resonant peak somewhere in the middle that you just
don’t need then you can remove it with a peak filter. Conversely I might feel that
delay needs more resonance in a particular frequency and so I would use
boosting EQ to emphasize this.
Because it’s extra work, I won’t go out of my way to do Peak Filtering unless I
feel it’s absolutely necessary.
The 3-Space Reverb Framework: Learn the step by step system for using
reverb in your mixes
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The Bus Compression Framework: The set and forget way to get an
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Pros will occasionally mention they do this, but they often don’t talk about how
substantially it brings everything together in your mix. Put simply, it’s better
than bus compression at gluing things together, and bus compression is literally
referred to as ‘the glue.’
The trick with using reverb on your master is to create what I call a premaster
reverb track and to then route every instrument/fx/send (everything) through this
track. The premaster reverb track is then routed directly to your master. You will
then create a separate Master Reverb Send where your master reverb goes. This
master reverb send is routed directly to your master.
You will then use the premaster reverb track to send a small portion of the its
signal to your master reverb send. The Master Reverb should be using a small
room preset with .3 - .7sec of decay. You’ll want to low-cut frequencies
(<200hz) on your master reverb because you just won’t need those, otherwise
they will swamp your mix.
From the premaster track you can control how much all the instruments in your
track are feeding this final reverb. The idea is to feed the master verb somewhat
lightly so that it’s almost imperceptible, but you can get fairly aggressive with
this and that is very enjoyable to do as well.
This final reverb is meant to emulate the room your track is playing in. Like if
you were playing your track through speakers in a club, this is what the master
reverb is emulating, albeit with a much shorter decay. I don’t know why, but it
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really makes a song come together in the most simply, impressive way.
This master reverb treatment happens pre-master, hence the pre-master reverb
track we used. This does mean that I like running the Master Reverb +
everything else in my session through my entire master treatment chain. There’s
nothing wrong with this for me because I don’t rely too much on extreme forms
of mastering for my projects.
That being said, one of the symptoms of heavy loudness maximization on your
master is that the stereo width/ intelligibility of your track tends to go down.
This can be remedied by configuring a master reverb on your project right before
your final limiter.
This is just me getting into mix-engineer porn at this point, but the idea would be
doing your entire master chain, except for your final limiter on a ‘pre-master
treatment track.’ You then send a little bit of your ‘premaster treatment track’
signal to your master reverb send, and then mix these all together at your Master
right before the limiter.
This allows our master reverb to be unaffected by your mastering chain. What’s
really cool is that the heavy-handed effects of your pre-master treatment will
influence the sounds going into your master reverb and all this is happening
without the master chain negatively impacting your master reverb’s stereo
information and acoustics.
This is powerful because reverb information suffers the most from heavy
compression and limiting. It’s also an advanced technique that underlines the
best mastering technique, namely that all really good mastering is a means of
hiding the side-effects of mastering.
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