Yikes!
In order to do his job
effectively the engineer has to be reasonably capable of feeling musical
rhythms, and of assessing proper pitch and the relationships of multiple
melodies. Thankfully this does not require musical ability, just
an ear for it. Unfortunately, many mixes give one the impression
that the soundperson does not have even the slightest ear or feeling for
music. (There's a couple of bands out there who think that about
me: Sorry - some rooms just can't be made to work with any band
that has something as loud as a drum kit. And yes, your cheap
wireless did sound poor, just as I said it would.) In most mixes
we hear some drums, but not a drum kit.
The drummer may be laying down a great beat, but in the audience the
rhythms of the kick, snare and hi-hat are usually so disjointed that it
sounds as though they are being played by three different individuals,
none of whom are paying particularly close attention to one
another. Other instruments, the melodies of which we cannot
discern, accompany these drums. We can usually hear that someone
is singing, but we cannot tell what or how well. Along with the
drums we hear a guitar (until the guitarist solos, at which time the
instrument becomes inexplicably buried in the mix - this isn't always
the soundperson's fault however - see my BandRant1
page). We also hear a lot of semi-low frequency stuff that we
assume is the bass. We usually cannot hear the keyboards at all
(except during the guitar solo) (level those patch volumes out, Liberace!
- again, see my BandRant1
page). And, it often sounds as though the bassist and the other
musicians are not paying any more attention to "the drummers"
than they are paying to each other.
Why?
During sound check, the
drums are invariably done first. One at a time the drums are
cranked up and adjusted for tone. Then they are balanced against
each other sonically (but not necessarily balanced such that the kit is
rhythmically coherent). The drums
sound great (no they don't - they might if they were tuned down a bunch) individually, but even if the beat is not a mess, the
drums are at such a level that the system can handle little else without
running out of headroom and making a disaster of the entire
ensemble. The other instruments are done in turn, again
being tweaked at solo levels or above. Each is OK on it's own, but
once you get two or more going, the system is out of steam. There's
no room
in the system for the vocals - and even if there were, no one who wants
to retain their hearing would want to stay in the room.
A Slighly Different Approach
To dig oneself out of the
aforementioned mess, when you are done with each instrument, turn it
down all the way down. Now have the band play
a song. Bring up the lead vocal and make any adjustments to the
channel EQ that are required to optimize the vocal*. After all,
the vocals are completely dependent upon the PA (if we ignore the
blasting
monitor wash, but we'll skip that gripe for now), and they carry the
lyrical and primary melodic messages. Take the vocal to a level
that's comfortable, but is rather too much to be balanced with the sound
coming off of the stage from the instruments. Bring in one
additional voice at a time, adjusting the level for a proper blend on a
typical harmony. (If the vocalists are all using the same model of
microphone, the EQ settings you used on the lead vocal should be an
excellent starting point.)
* Most popular vocal mics
have a LOT of proximity effect - they boost the bass and low mids tremendously
when used up close. Close is of course a necessity when used
with a live band. Pictured below is the response graph of a
common vocal mic. At a distance of 1", 200Hz is up about
8dB. At a distance of 1/8", when the singer is really on
the mic as we want, 200Hz is up 12dB! Since this also
occurs with the instrument mics, it is common to compensate with the
system graphic EQ. This is likely why most systems sound lousy
when playing CDs and a bit peculiar with instruments that are run
direct. I recommend that you optimize the system for CDs, and make the compensation
for proximity effect on an EQ inserted into the
vocal subgroup (or the channel EQ if you have to).
Now bring up one instrument
at a time. Start with the one playing the secondary melody (the
one that most complements the vocal melody). It should be
sufficiently loud that the melodic relationship between it and the vocal
is apparent and complementary. (Channel EQ may be required to get
the instrument to fit in with the vocals**.) Then bring up the
instrument playing the tertiary melody, again so that the melodic
relationships properly complement each other. Keep adding
instruments until all of the melody instruments are in the mix and
properly interacting. (Remember that we do not necessarily want to
make the instruments equal in volume, we are interested in the way that
the melodies complement and counter each other.)
** When using the channel
EQ, many tend to go to boost as the first adjustment. Owing to
mic proximity effect, instrument resonances, speaker resonances, and
room resonances, it is much more likely that you have too much of
something, as opposed to too little of something else. (And it's
usually between 80Hz and 250Hz.) Use the EQ to cut something
instead. A case in point: at one gig, the acoustic guitar
sounded great on its own, but was either buried in the mix or made a
mess of things when turned up. So, we gave it something to make
it "cut through" Boosted 3k - nope. 2k -
nope. 1k - brash. 800 - awful. We switched gears and
cut 200: hmmm. 300: what the guitarist was playing now fit right
in with the rest of the ensemble.
Bring up the bass
instrument. Although the bass is second in rhythmic importance to
the drums, the bass has a melodic content and so is brought up first to
interact with the other melodies, and also give the music
"weight", "drive", "power", (insert your
favorite and preferably non-anatomical adjective here).
Bring up the kick. The kick must punctuate the rhythm but not cover up
the bass - or anything else. EQ accordingly. Unlike what one
often hears, the kick drum is NOT the lead instrument in the ensemble! The snare (which is likely too
loud already) and hi-hat must blend with the kick to form a kit that
gives a coherent rhythm that sets the physical feeling of the
song. The kit must not overpower the rest of the band. With
the drums mixed in correctly, all of the instrumental and vocal lines
will seem properly timed. (The less the audience has to work at
feeling the rhythm, the longer they stay and the more they drink, which
means more money in the bar owner's pocket, which means you get asked
back, maybe for more money :-)
You are pretty much done
now, except that the vocals may be getting a bit buried. The
system should have sufficient headroom for you to raise the vocals up to
where they need to be. Make any touch-ups that may be
necessary. As the set progresses, keep in mind that when it seems
that something needs to come up, it's just as likely that something else
needs to come down instead. Don't forget that over the
course of an evening of overly loud music, our ears "mush
out": they become desensitized, especially to high
frequencies. Booze and nicotine increase this tendency. This
is why the band members turn up their already too-loud amps. If
you don't remember this, your mix, or at least your frequency balance,
will most likely be destroyed as the night progresses: "It
needs a little more of this" then "a little more of
that". By the third set you'll have added a little more of
everything six times and will have a loud mess on your
hands. My personal rule is no booze until halfway through
the second set, and even if I'm just drinking water, basic levels and EQ
are left alone after that point, unless a band member makes a change
that necessitates a compensating alteration in level or EQ. (In
other words, once it's working, don't fix it.)