Effects

Tutorial 4 - Effects Processing

Hello and welcome to Part 4 of my ReMixing Tips series. I had a lot of requests for different topics to cover in this one, and it was difficult choosing which I wanted to do. One of the most popular suggestions was mastering; but I don't have any intention of doing that anytime soon. Simply put, I don't feel qualified to speak on it. While I am happy with the sound of my own songs, that's the only sound I really know how to do, and I'd feel uncomfortable telling other people how to mix/master in MY style! Ultimately, after considering various other topics, effects processing seemed like the most sensible one. So let me begin...

Many people believe that effects - like reverb, phasing, flanging, and delay - are the "icing on the cake" of a mix, and that they're not really important. In actuality, using too few or too many effects, or not using the effects properly, can severely impact the quality of a song. Even a brilliant production can be ruined by bad effects. Of course, if you DO use them right, you can turn an average mix into a great one, and a great one into.. well, let your mind go wild with that! Simply put, using the full range of effects is an excellent way to treat and spice up a song. By just spending a little bit of time tweaking, you can make that "eh" track you were working on into a winner. Interested? Read on!

First, I'd like to discuss the palette of common effects in brief. Please note these are not necessarily 'technical' explanations.

(The following are not really effects processors in the traditional sense, but for the sake of this tutorial, are treated as such)

This particular tutorial will cover Reverb through Phasing/Flanging. Part 5 (the sequel to this one) will deal with compression, filtering, and EQ.

You can add effects to your projects using your host's built in effects (most have at least some), or, if your hostis VST-compatible, you can grab stuff like the mda effects bundle or the Classic effects bundle from www.kvr-vst.com. For the sake of this discussion I will be using FL's default effects and the Classic effects. And now, for a more in-depth look at each effect I mentioned above.

Reverb

Basically, reverb (short for reverberation) creates the "image" of the sounds that are created when sound waves bounce of various surfaces. Different acoustic areas with different surfaces and objects will produce different kinds of reverberation. For example, a small studio has very little reverb, and the sound is relatively subdued. A cathedral has a lot of reverb that takes much longer to decay, and retains more of the original frequencies. A reverb processor attempts to simulate this natural effect and lets the user control the parameters of the virtual room.

Many sounds can benefit from reverb. Almost all "real" instruments can use at least a alittle bit of reverb to help them sound more realistic. It can also help to mask imperfections in a low-quality sample. Drums are usually recorded in small spaces and thus can do with short reverbs (or sometimes none at all, depending on the recording). The human voice usually can be treated with varying amounts of reverb, depending on the context. For instance, choirs often have large amounts of reverb as do soloists and vocalists for electronic music. Studio singers and pop/rock vocalists, on the other hand, usually have a small amount of reverb so as to not give a "distant" effect. The list goes on and on.

Ultimately, it's up to you to decide what sounds should have reverb, and in what amount. It also depends on whether or not the recordings you are dealing with had any reverb recorded (or if they were recorded "dry" - eg. no natural ambiance), or if you are dealing with recorded sounds atall. Before I give some more specific suggestions on that topic, though, let me describe some of the basic controls found on a reverb processor.

These are simply the basic controls, and even these may not be found on every reverb processor. Conversely, you may find more controls that enable you to further sculpt the virtual reverberations. Howver, the controls I describd are theessentialls present in most reverbs. Anyway, on to some tips on how to use reverb musically.

Here are just a handful of audio examples (before and after).

Piano using FL reverb
Choir using Classic Reverb
Pizz. strings + violin using FL reverb

Delay

The concept of a delay is simple.. delay the sound so it doesn't play immediately. Sounds boring and sort of useless, but wait! What if the delays could bounce back and forth in the stereo spectrum? What if you could customize the wet/dry ratio of the delayed signal to the dry signal? What if you could have multiple delays with user-controllable time and feedback, and they could be filtered too? Well, that's the type of thing you'll be using with your average delay plugin. Here are some of the delay controls explained - though just like reverb, it's not the same for every delay processor.

There are many practical uses for delays. I personally like using them on pads, leads, and harmony synths - it's usually not the best idea to try them on drums, though, as it can quickly irritate listeners. Adding them to pianos, guitars, or bells can create a sort of "dream" effect that's common in new age music. Also, delay works very well with reverb. Here are some audio examples (again, before and after).

Solo classical guitar using FL Delay 2
Synth pad using FL Delay 2 and FL Delay (no reverb used!)

Again, like with reverb, you don't want to go overboard. Don't have excessive feedback or a ridiculous amount of echoes. It's good for adding a little bit of a "tail" to the sound without using a lot of reverb. Just experiment with it and you'll find that it's a great tool to sweeten up your mix.

Chorus

Chorusing is somewhat based on the delay, in that it creates multiple copies of the sound and delays each of them. By creating these multiple voices (and often detuning them), the original sound becomes "fatter". I know this isn't the most technical explanation, but hey, that's what it does Smile Chorusing is a very useful tool for adding stereo width to a sound and simply making a sound 'larger'. I don't think I need to go into explanations of what the different controls do in this case, because chorus/stereo widening processors tend to have very different sets of controls. However, they're all relatively easy to tweak in my experience, so I'll just go into a general set of dos/don'ts when using the effect.

A few audio examples:

Digital bass using FL chorus
Squarewave using FL chorus + reverb

Distortion and Overdrive

If you're a guitarist, you already know these effects and use them constantly. And some people think that these effects are only useful for just guitar sounds - but that's not really true. Both distortion and overdrive can be used on a vast array of sounds and can add a whole lot to a mix if used properly (they can also ruin it if used IMproperly, or turn it into industrial music.. whatever is worse). There are many different kinds of distortion/overdrive processors, so like with chorusing, it's not really worth it for me to analyze the controls of them. The key to using distortion in my opinion is not so much the actual settings of the processor, but rather, how much you use (dry/wet), and what you are using it on. Here are some tips on using distortion and overdrive.

Some audio examples:

Hammond B3 using FL blood overdrive
Les Paul guitar using FL blood overdrive + fast dist
Big beat drum loop using FL blood overdrive + fast dist

Phasing and Flanging

These two effects are not unlike chorusing in that they are based on delays, but rather than creating a fat sound like chorusing tends to do, they create 'swirling' effects for lack of a better word. You've almost assuredly heard phasing/flanging in action at SOME point, as they are both very commonly used, particularly in pad sounds. Since it's difficult to describe this exact effect, here's an audio demonstration (this isn't necessarily a GOOD use of the effects, though!). First you will hear the unprocessed sound, then the sound after it has been flanged, and then the sound with phasing (but not flanging).

This is what it sounds like.

As you can hear, these are both very interesting effects. Unfortunately, I personally have not really studied up on phasers and flangers in regards to their controls - I tend to just tweak different parameters until I get a sound that I like. Thus, I can't really describe what each one does in depth. I can, however, offer advice on when to use these effects.

Here's a quick audio example (I admit, I could only think of one on the spot!)
Squarewave synth pad using FL phaser

Putting it all together...

Hopefully, at this point, you should have a better idea of what these different effects do and how to use them. So now, I'd like to show you a before-and-after demonstrations, this time using MULTIPLE effects to show how powerful they can be.

Guitar, piano, string ensemble, ahh choir:

Before
After (reverb, delay, phasing, flanging)

This example is not so extreme, but you should hear how the reverb/delay "expand" the instruments and make them sound a little more real.

Electric guitar, drum set, synth pad:

Before
After (reverb, delay, distortion)

Again, this is somewhat subtle, but you should be able to hear how adding reverb to the snare made its tail a little less harsh. The bassdrum's distortion gave it more of a punch, and the guitar became more cutting and more like a lead instrument when the distortion/reverb/delay was applied.